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Strahd's "The lost Caverns of Tsojcanth" - Game Ended successfully!

Steve Gorak

Adventurer
Keldar will go after the same slug.
attack1:19, damage 1:10, attack 2: 23, damage 2: 11


OCC: After the Enworld update, I couldn't find the thread. Sorry (again) for the delay guys :blush:

[sblock]

HP: 46/46 [6 + 5.5*2 + 3.5*3 +4.5+ 14 con]

BAB: +6/+1
Grapple: +10
Init: + 3
Speed: 30 30 base

Saves
For: +9 (6 [Base] + 2 [Con] + 1 [Resistance (cloak)]
Ref: +10*(6 [Base] + 3 [Dex] + 1 [Resistance (cloak)])
Wil: +2 (1 [Base] + 0 [Wis] + 1 [Resistance (cloak)])
*Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4

Attacks:Note: +2 damage against undead (favored ennemy)
Melee, Two-handed:

• +1 Spiked chain (viper): +11/+6 to hit, 2d4+7 damage, x2, P, 10 ft reach
(can strike adjacent foes)
to hit: +6/+1 bab +4 str +1 magic; Damage: +1 magic +6 str (2 handed)
• Greatsword: +10/+5 to hit, 2d6+6 damage, 19-20/x2, S
to hit: +6/+1 bab +4 str; Damage: +6 str (2 handed)
• Morningstar: +10/+5 to hit, 1d8+6 damage, x2, P/B
to hit: +6 bab +4 str; Damage: +6 str (2 handed)

Melee, 1 handed:

• Morningstar: +10/+5 to hit, 1d8+4 damage, x2, P/B
to hit: +6/+1 bab +4 str; Damage: +4 str
• dagger: +10/+5 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +6/+1 bab +4 str; Damage: 4 str

Ranged:

• dagger: +9/+4 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +6/+1 bab +3 dex; Damage: 4 str
• +1 composite longbow (+4 Str): +10/+5 to hit, 1d8+5 damage, x3, P, 110ft range
to hit: +6/+1 bab +1 magic +3 dex; Damage: +1 magic +4 STR

Special Abilities:
Spoiler:

Rogue:
• Sneak attack +2d6
• trapfinding
• Evasion
• Trap sense +1
• Uncanny dodge


[/sblock]
 

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Round 2 End of Battle.

Stepping to the other side, Eliyyad unleash another destructive lightning bolt, scorching the two morays down, finishing them off.

Silence falls in the columned chamber. No trace of the two other fleeing morays

[sblock=Actions]
Eliyyad – 5 ft. to AD68,casting lightning bolt on morray2 & morray3, dmg 27.
Cave moray 2 – Ref save vs lightning[Fail]. Dead.
Cave moray 3 – Ref save vs lightning[Fail]. Dead.

Spells Active:
Turo – Magic Circle vrs Evil (duration 50 minutes) [Everyone gets a +2 deflection bonus to AC and +2 resistance bonus to saves vrs evil creatures from Turo's magic circle vrs. evil.]
Eliyyad – Mage Armor.
[/sblock]
 

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Thanee

First Post
Allyra

“Indeed, this beast bit me twice...” Allyra says, and she does look quite heavily wounded.


OOC: Allyra is at 18/33, I believe.
 


We can check out where this columned gallery takes us.
Say the Sorcerer and points forward.
I don't think the scorched morays will come back.

Turo heals the other members, you are full
(I guess – Rhun, do you have enough cure spells for them?)
 
Last edited:

Rhun

First Post
With a quick prayer to Garl Glittergold, Turo sends his healing power flowing into Allyra's body, closing her wounds and removing the pain. That task done, the gnome moves to help the others search the pillared chamber.



Turo drops Hold Person for Cure Moderate Wounds on Allyra (2d8+8 damage should heal her all the way)


[sblock=Turo Spells & Spell Notes]
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level

Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds

Current Spells
Orisons (DC 14): Create Water, Detect Magic, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence
3rd (DC 17): Searing Light, Dispel Magic, Summon Monster III
4th (DC18): Divine Power, Summon Monster IV
[/sblock]
 


This area has the smell and look of a place where particularly dirty, ogre-like monster would live. You note that the cave is irregularly shaped and has no apparent entrance other than the passage by which your party entered. There are some bones and skulls strewn around. You see a flat rock which appears to have been used as a table - it still has the remains of some creature upon it, as if it were being carved for dinner, for a great knife is stuck into the carcass. There is a place where fires have been lit and cooking done, at the far end of the cave. You see a pile of old hides and skins, a huge creature sleeps among the pile of hides, he is snoring loudly with his back at you.
 
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Steve Gorak

Adventurer
Keldar whispers VFERY quitely to his companions: "He may be our only way out. We could kill it in his sleep, which would bring us no honor, but may give us another 24hours. However, if we cannot find a way out, we are doomed anyways. Better to try to reason with the beast. If it doesn't cooperate, we can engage it in an honorable battle. In any case, the outcome would be the same. Better to try to bargain with it. I recommend we offer it some tasty food...something it is not used to, in order to negociate. Unfortunately, I am not good with words, and would risk insulting it. But I will stand by our negociator, and swear on my honor that I will bear the first blow, if it comes to that.."
 

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