Clay Golem (part-baked) |
Drider |
Simon N. (GM):Abra Lopati: "Rumors that
this building’s basement holds one
of the few unblocked entrances to the Undercity are completely accurate, though the tunnel mouth is carefully guarded and sealed with a large metal screw-plug when not in use. In addition to providing an easy point from which to mount new
expeditions, the Hole (as it’s affectionately called) leads directly to the well-maintained training chambers in which new recruits are instructed in the fine arts of
tunnel fighting and spelunking and hopeful applicants are tested for nerve and ability..."
Abra: "We can return via the Halflight Path if necessary, though I'd have some explaining to do."
The great plug slams shut behind you, you hear the screw being turned. Abra: "This way."
Abra leads you through the training halls - which look a lot like a regular expanse of undercity dungeon - to a barred door. He turns to Gav Nahli. "Sure you want to come with us?"
Gav nods, looking nervous. "I get lonely on my own, Abra!"
Abra nods, unbars the door and leads you out into the vaults of the undercity. A short distance away is a descending spiral stair.
Light
Evocation Cantrip
Casting Time: 1 action
Range: Touch/20ft.
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Victor casts light on one of his gauntlets
Abra grins at Quillax. "I think so."
rolling 2d6
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3
4
7
As Quillax turns into a blazing pillar of flame the little monster takes fright, scampering off at speed along the ceiling.
Selith relaxes: "Ah! Abra Lopati! You old devil! What bringsss you out ssso late?"
Abra: "Ah, just taking friendss - friends - to see the Undercity."
Selith nods. "If any become corpsess, Abra, you know I pay well."
The naga and its entourahe proceed on up the stairs.
Q drags out a bag of gold, 200 pieces. "If you find any of our corpses, get it to Mother Shalanthe's. If we're revived, I'll ensure you're well compensated."
She holds out the bag
You proceed downwards, reaching a switchback section of stairs. Eventually the stairs end at a tunnel. Abra points right. "That way to the Halflight Path." and left. "This way to the Shrine of the Seal."
Abra leads you left - after only 100' you see double doors ahead, with high slit windows on the left.
antlers with an arrow nocked to it brings an end to a long,
ten-foot-wide hallway. A tiny alcove in the wall just south of
the door holds a small silver offering cup.
she says to Abra and Gav.
rolling d20+3
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15
18
rolling d20+3
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9
12
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16
19
The two men head back the way you came, leaving you four before the doors.
(just down a bit)
yaay :)
"Shall we try blood?"
It holds 3 sp & 2 cp. :)
rolling d20+3
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+3
9
12
rolling d20+3
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+3
14
17
Ruk roll Athletics DC 25 (advtg w rage)
rolling 1d20
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14
14
rolling 1d20
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1
1
xD
"that how we open doors at home"
Ruk walks through the doorway
supported by twin rows of pillars. A pair of double doors
stands to the north and another pair to the south, while a
stone altar to the east holds a bronze offering tray before an
inscribed archway. The wall to the south are decorated with
images of wild animals, while the wall to the north depicts
GM: Keep your moves to 1 Move please eg 6 squares = 30'
He raises his crooked staff. "We're closed!"
He glares at you.
"I mean, perhaps you have it yourself," she eyes the priest.
"Are you feeling feverish? Sluggish?"
"Do you have the tongs?"
& one to W
As you barge past the priest...
rolling d20+9
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+9
2
11
rolling 1`d20+2
1
1
9
Insight (-1)
Victor Septimus
rolling 1d20+2
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6
8
surprised
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6
rolling d20+3
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20
23
rolling d20+4
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1
5
3v mirror images shift around it
4
Initiative (+0)
Victor Septimus
16
Initiative (+0)
Victor Septimus
rolling 1d20+2
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+2
3
5
#23 Quillax your go
soz*
rolling 1d20+2
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10
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12
disad as adjacent so no advtg
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19
rolling 4d8
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21
rolling d20
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She brings up a Shield spell & it bounces off
I'm huge!
rolling 1d20+16
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13
29
1d12+14
rolling d20
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15
15
hits and dispels a mirror image
rolling 1d12+14
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+14
1
15
:(
rolling 1d20+16
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26
rolling d20
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17
17
dispels a 2nd image
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5
2
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5
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8
32
32 cold DC 17 for half
rolling 1d20+3
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11
14
rolling 1d20+17
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rolling 1d20+14
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7
21
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19
Quillax Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (2d6 + 3) fire damage
Drider: "You fools! I shall destroy you all!"
rolling d20+6
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13
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rolling d20+6
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11
17
She's a Monstrosity
I gave you Q's attack stats K
rolling d20+14
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+14
14
28
for another produce flame
ok
rolling d20
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1
1
hits her
rolling 4d8
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6
2
7
1
16
#12 Ruk
rolling 1d20+13
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+13
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18
rolling 1d20+13
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+13
9
22
rolling d20
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15
15
takes out her last MI
end turn
casts cone of cold again to get you all this time.
rolling 8d8
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8
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33
33 dmg CON DC 17 for half
rolling 1d20+14
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+14
6
20
34
Constitution Save (+16)
Victor Septimus
rolling d20+3
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+3
16
19
Scornful Rebuke
Victor Septimus Class: Paladin
Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.
A large humanoid figure made of clay lurches through the secret door and swings at Quillax.
rolling 6d20
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2
16
15
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14
4
55
The drider is behind the stone altar of Erastil, an archway behind her.
rolling 4d20
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14
10
14
10
48
28x224x2
so 4 hits?
rolling 4d10
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1
7
1
6
15
done
15 force
DC19
Wisdom Save
Components: V
3Psychic
Self
Wrathful Smite
Victor Septimus
bonus action
ok we ever i need to be to hit
7Slashing(One-Handed)
9 | 2Slashing(Two-Handed) | Radiant
Longsword, +1
Victor Septimus
wisdom save 19 or frigthened
14 damage all up
sorry 12
rolling d20+9
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+9
11
20
end turn
rolling d20+14
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+14
12
26
rolling d10
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2
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+6
18
24
rolling d20+6
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+6
5
11
rolling 2d6+3
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+3
2
3
8
ok it takes 10 fire dmg
#12 Ruk
Yes DC 20 to jump onto altar so auto success
You leap atop the altar
rolling 1d20+16
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27
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18
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amused
rolling 1d20+14
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26
rolling 2d8
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DEX
rolling 4d6
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2
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10
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7
10
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9
28
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19
22
rolling 1d20+16
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12
28
12Slashing(One-Handed)
13 | 3Slashing(Two-Handed) | Radiant
Longsword, +1
Victor Septimus
rolling d20+6
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+6
2
8
rolling 1d20+14
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+14
17
31
rolling 1d12+14
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+14
2
16
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5
11
Golem flails at Q
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19
9
13
10
3
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58
17 18 & 11 - 2 hits Q?
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9
32
Your FE form takes 32 damage and roll 2 DC 15 CON saves
Don't fail these!
because FE con is crap :D
rolling d20+10
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rolling d20+10
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Extra thanks to Mal!
#5 Mal. You are in difficult terrain
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51
2 hits
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8
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13
13 force. Done.
lol
Shield Master
Victor Septimus Feat
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
30
Athletics (+10)
Victor Septimus
Shover
shove
for prone
21?
#23 Quillax
Channel Divinity
Victor Septimus Class: Paladin
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
+10 to hit
9Slashing(One-Handed)
14 | 7Slashing(Two-Handed) | Radiant
Longsword, +1
Victor Septimus
Divine Smite used | 11 Radiant |
26 dam
11Slashing(One-Handed)
9 | 4Slashing(Two-Handed) | Radiant
Longsword, +1
Victor Septimus
AC 24
+10 to hit
giving me 31
ok total damage is how much?
41
all up
Also 5 dmg at start of its turn
so it's taken 25 off you so far
#23 Quillax
The golem is still fighting
rolling d20+14
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+14
1
15
#12 Ruk
rolling 1d20+16
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18
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21
rolling 1d20+16
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26
rolling 1d12+14
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+14
9
23
nice
rolling 3d20
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12
1
20
14 to hit - 3 misses! :-O
rolling 4d20
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25
rolling 4d10
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4
2
18
18 force. Done
Shield Master Shove
Victor Septimus action
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
30
Athletics (+10)
Victor Septimus
lol another crit
13Slashing(One-Handed)
13 | 1Slashing(Two-Handed) | Radiant
Longsword, +1
Victor Septimus
oh yes haha\
11Slashing(One-Handed)
6 | 4Slashing(Two-Handed) | Radiant
Longsword, +1
Victor Septimus
15
rolling d20+14
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+14
5
19
rolling 4d8
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6
3
19
Potion Of Healing
Victor Septimus Potion, Common
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
8
Potion of Healing (2d4 + 2)
Victor Septimus
this room is curved and fitted with regular handholds.
You can investigate next week :)
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