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Chapter Eight: Castle in the Clouds


codexgigas

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AC: 15 | HP: 54/54
Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0

Callista Ambers

Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell Storing, Wand of Binding (7/7), Staff of Defense (10/10)

Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast

Level 1 [▣ ▣ ▣ ▣]
Magic Missile, Burning Hands

Level 2 [▣ ▣ ▢]
Scorching Ray, Earthern Grasp, Crown of Madness

Level 3 [▣ ▢ ▢]
Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn

Level 4 [▣ ▣]
Blight, Wall of Fire, Conjure Minor Elementals


One of Callista's favourite things is to get the drop on her enemies. With cole as a bit of a shield its even more fun. With a quick motion she flings the glowing bead into the room.

 

 

 

 

 

 

 

Mechanics

 

Attacks Actions
Attack Target To-Hit Damage Effects
         
         
         
         
         
• Casting: Fireball
 

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Zombie A

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie B

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie C

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

 

 

 

Name
Fireball Damage
24
8d6 2,6,3,3,6,2,1,1
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Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.b6125c5dcea5035ffb3d806870645fa5.pngNiles casts his spiritual weapon before he disappears from sight. Rezmir screams in pain as the divine blade rends her flesh.

The two guard drakes move to block the door. The attempt to bite Aubryn and slam their tails into her. She easily blocks all of their clumsy attacks with her shield.

You see Rezmir take several steps backward, bringing her out of the range of the silence spell. She speaks a word, which is too muffled for you to hear, and you are suddenly blanketed in magical darkness.


Tabletop

You are outside Area 11. We are in combat. Everyone is up.

In the Roll20 map, the grey circle is the silence spell. The black circle is Rezmir's darkness spell. Darkvision does not function within the spell's area. Mundane lights and light spells of 2nd level and lower are dispelled.

Roll20 Link

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

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 Cole Agdon - Half-elf Ranger 8 sheet appspacer.png


AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | Features


Cole steps back and tries to put two arrows in the draconic blocking the door, hoping to drop them so Aubryn has a clear path to Rezmir.

Mechanics

Main Hand: Bow
Off Hand: Empty


Concentration: Silence centered on middle of room.

Reaction: none

Move: step back
Action: Shoot draconic in doorway
Bonus Action: none
Manipulate: none

     
Name
Attack 1
21; 17
1d20+6;1d8+16 [15]; [15,1]
Attack 2
13; 24
1d20+6;1d8+16 [7]; [7,8]
Rallying Command Rx Attack
28; 14
1d20+11;2d8+6 [17]; [17,7,1]
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tumblr_pai35mapsx1s1nfszo1_1280.jpgAubryn Grace

AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0

Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike:4/4 | Rallying Command: 2/3 | Warding Maneuver: 4/4

Skills | Saves | Features


Aubryn looks at the guard drakes in front of her and knows they are walls of meat to let Rezmir get off her spells. It's time to punch through these bags of scales and get to the real villain. Glancing back to Cole, she points at the drake in front of her inspiring him to get off another arrow at the guard drake stopping her from moving forward. With a quick slash of her sword, the Knight of the Crown fends off and then sprints into the silence towards Rezmir.

Tabletop

Bonus:  Aubryn will using Rallying Command on Cole ( @BobtheWizard) which grants him an extra attack as a reaction doing an extra 1d8 damage.

Reaction:  If the guard drake takes an opportunity attack for Cole sliding back, Aubryn will get a reaction attack due to the Sentinel feat. I'm going to roll that just in case it's needed. Ignore it otherwise.

Attack:  She will attack the guard drake in front of her, assuming its barring her way. If Cole's attacks kill that drake, she will take a Dash action and move next to Rezmir taking the opportunity attack from the other guard drake. Rezmir is too far away to move and attack this round. I'm going to roll a pair of attacks just in case the drake is somehow still alive.


I moved Aubryn 30 feet assuming the Guard Drake blocking her way. If the Guard Drake dies before she needs to attack, then please move Aubryn next to Rezmir...but she can't attack.

 

Edited by Shadeus (see edit history)
Name
Reaction longsword attack vs. Guard Drake
22
1d20+9 13
Slashing damage
16
1d8+8 8
Longsword attack #1 vs. Guard Drake
26
1d20+9 17
Slashing damage
10
1d8+8 2
Longsword attack #2 vs. Guard Drake
23
1d20+9 14
Slashing damage
15
1d8+8 7
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AC: 15 | HP: 54/54
Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0

Callista Ambers

Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell Storing, Wand of Binding (7/7), Staff of Defense (10/10)

Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast

Level 1 [▣ ▣ ▣ ▣]
Magic Missile, Burning Hands

Level 2 [▣ ▣ ▢]
Scorching Ray, Earthern Grasp, Crown of Madness

Level 3 [▣ ▢ ▢]
Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn

Level 4 [▣ ▢]
Blight, Wall of Fire, Conjure Minor Elementals


Even as Alura banishes the darkness she steps back to allow her zombies to close in towards the enemies blocking the door. They lurch and grasp as they go.

With words of power and a flick of the wrist she lets fly burning rays of fire into the guard drakes that block their way.

 

 

 

 

 

Mechanics

 

Attacks Actions
Attack Target To-Hit Damage Effects
Scorching Ray 1 Guard Drake 1 (South) 24 9  
Scorching Ray 2 Guard Drake 1 (South) 19 10  
Scorching Ray 3 Guard Drake 2 (North) 12 6  
Scorching Ray 4 Guard Drake 2 (North) 15 11  
Zombie A Guard Drake 1 (North)   3  
Zombie B Guard Drake 2(south)   4  
• Casting: Scorching Ray at level 3 for four rays.
• Sending two of the zombies in to attack
 

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Zombie A

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie B

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie C

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

 

 

 

Name
Scorching Ray 1 - South Drake
24
1d20+8 16
Scorching Ray 2 - South Drake
19
1d20+8 11
Scorching Ray 3 - North Drake
12
1d20+8 4
Scorching Ray 4 - north Drake
15
1d20+8 7
Zombie Attack 1
26
1d20+7 19
Zombie Attack 1
20
1d20+7 13
Scorching ray 1
9
2d6 5,4
Scorching ray 1
10
2d6 4,6
Scorching ray 1
6
2d6 2,4
Scorching ray 1
11
2d6 6,5
Zombie A
3
1d6+1 2
Zombie B
4
1d6+1 3
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image.jpegNiles Gilderbrandt

Level 8 Arcane Mystic (Character Sheet)

AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2

Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes

Initiative: +3   Passive Perception: 14 | Channel Divinity: Yes

 

When the Darkness disappears as quickly as it formed, Niles grins as he prays to the forces of the celestial realms to bring forth spectral protectors, looking to his companions to be sure the aggressive spirits know whom not to harm.

 


 

OOC: Casting Spirit Guardians – 5th Edition SRD (5esrd.com)

The Range is 15 feet from Niles so it will affect both Drakes. They have to make a DC 16 WIS save or suffer 3d8 Radiant damage (half if they save). And oopsie, I put it down as Spirit Weapon Damage when it should have been Spiritual Guardians... but its lousy damage, 9 if they fail, 4 if they succeed.

The spirit weapon moves after Rezmir but the attack misses (Spiritual Weapon does not require concentration)

Niles moves so that he can see Aubrin (so the guardians won't attack her) and Rezmir so his spirit weapon can wave at her.

Edited by Papa Bear (see edit history)
Name
Spirit Weapon Damage
9
3d8 1,7,1
Spiritual Weapon Attack on Rezmir
9
1d20+8 1
If that hits Rezmir, it deals
7
2d8+3 1,3
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Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.b6125c5dcea5035ffb3d806870645fa5.pngAlura dispels the magical darkness Rezmir conjured.

Cole steps back. The nearest guard drake bites him, dealing 11 points of piercing damage. Aubryn strikes with her longsword, opening a long gash. Cole fires an arrow at the drake, finishing it off. He tries to fire an arrow at the second drake, but it bounces off the creature's scaly hide. Aubryn cries out, spurring Cole to fire another arrow. This time, the arrow pierces the drake's eye, wounding it.

Aubryn dashes forward, reaching Rezmir. The guard drake attempts to bite her, but its teeth fail to pierce her armor.

Callista commands her zombies, which finish off the last guard drake. She fires scorching rays at Rezmir. Three of the four rays hit. The half-dragon cries out in pain.

Niles summons his spirit guardians. His spiritual weapon misses Rezmir. He moves into the chamber, but his spell just misses Rezmir. The guardians fly harmlessly around Aubryn.

Rezmir growls. "You fools don't know what you are doing." She speaks a word of power, and her form begins to fade as her teleport spell takes effect.

Tabletop

You are outside Area 11. We are in combat. Everyone is up.

In the Roll20 map, the grey circle is the silence spell.

Aubryn may make an attack of opportunity before Rezmir's spell is completed.

Roll20 Link

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

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image.png.4e5d5a99c665d79a45fd0cf2a3559d5e.pngAlura Sajon LG Human Wizard [8]
HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23

Alura tries to stop Rezmir from escaping so she casts Counterspell.

 

OoC

She will try to Counterspell Teleport as her Reaction. I will use my 19 Portent on that roll.

 

Edited by rauhric (see edit history)
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tumblr_pai35mapsx1s1nfszo1_1280.jpgAubryn Grace

AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0

Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike:2/3 | Rallying Command: 2/3 | Warding Maneuver: 4/4

Skills | Saves | Features


Aubryn sees Rezmir start to fade and slashes quickly at the cowardly half-dragon looking to flee.

Tabletop

She will attack with her reaction and use precise strike to give her advantage. Hmm, hits AC 16 for 16 slashing damage (precise strike does an extra 1d8 damage). I'm not sure if that's good enough to hit.

 

Edited by Shadeus (see edit history)
Name
Opportunity Attack vs. Rezmir
16
keep(2d20,highest,1)+9 7,3
Slashing damage
16
2d8+8 2,6
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Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.b6125c5dcea5035ffb3d806870645fa5.pngAubryn slashes at Rezmir as the half-dragon begins to vanish, drawing blood.

Alura casts her counterspell. Rezmir's spell begins to unravel, and the half-dragon becomes fully corporeal once again.

Tabletop

You are outside Area 11. We are in combat. Everyone is up.

In the Roll20 map, the grey circle is the silence spell.

Aubryn may make an attack of opportunity before Rezmir's spell is completed.

Roll20 Link

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

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image.png.4e5d5a99c665d79a45fd0cf2a3559d5e.pngAlura Sajon LG Human Wizard [8]
HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23

Alura casts Sleep on Rezmir in case they need to question their prisoner.

 

OoC

Hopefully with the amount of damage Rezmir has taken it can succumb to the Sleep spell.

Probably has more than 17HP. I guess we kill Rezmir.

 

Edited by rauhric (see edit history)
Name
Sleep
17
5d8 5,3,1,3,5
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Posted (edited)
Palast, 31st of Gildember, Morning

Moon Magic

White Robes receive a +1 bonus to spell attack rolls and spell save DCs.

Solinari (17+1)--High Sanction, 7 days to Waning
Lunitari (17+1)--Waning, 1 days to Waning
Nuitari (5)--Waxing, 2 days to High Sanction


image.png.b6125c5dcea5035ffb3d806870645fa5.pngAlura casts her sleep spell. The aroma of rose petals fills the air, and Rezmir falls unconscious.

A large rug covers the icy floor just inside the door of this 10-foot-high room, which is lit by a brazier of hot coals. A large bed rests in one corner, a desk in another. Resting atop the desk is a handsome, iron-banded chest secured with a sturdy padlock.

Tabletop

You are outside Area 11. We are in combat. Everyone is up.

In the Roll20 map, the grey circle is the silence spell.

Aubryn may make an attack of opportunity before Rezmir's spell is completed.

Roll20 Link

Map

image.png.53f5e6542d89e735ef00ffb2c0981c53.png

 

Edited by codexgigas (see edit history)
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AC: 15 | HP: 54/54
Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0

Callista Ambers

Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell Storing, Wand of Binding (7/7), Staff of Defense (10/10)

Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast

Level 1 [▣ ▣ ▣ ▣]
Magic Missile, Burning Hands

Level 2 [▣ ▣ ▢]
Scorching Ray, Earthern Grasp, Crown of Madness

Level 3 [▣ ▢ ▢]
Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn

Level 4 [▣ ▢]
Blight, Wall of Fire, Conjure Minor Elementals


"Well.." she peaks into the room around the corner "That seems like it was easier than i thought it would be."

 

 

 

 

 

 

 

 

Mechanics

 

Attacks Actions
Attack Target To-Hit Damage Effects
Scorching Ray 1 Guard Drake 1 (South) 24 9  
Scorching Ray 2 Guard Drake 1 (South) 19 10  
Scorching Ray 3 Guard Drake 2 (North) 12 6  
Scorching Ray 4 Guard Drake 2 (North) 15 11  
Zombie A Guard Drake 1 (North)   3  
Zombie B Guard Drake 2(south)   4  
• Casting: Scorching Ray at level 3 for four rays.
• Sending two of the zombies in to attack
 

spacer.png spacer.png spacer.png  

Zombie A

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie B

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

Zombie C

HP: 30
AC: 8
Attack: +7
Damage:
1d6+1

 

 

 

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image.jpegNiles Gilderbrandt

Level 8 Arcane Mystic (Character Sheet)

AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2

Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes

Initiative: +3   Passive Perception: 14 | Channel Divinity: Yes

 

"Indeed it did." Niles agrees as he begins looking around the room for something, some kind of clue, orders, or something that they might be able to use to their advantage. He decides to keep the Spirit Guardians swirling around him. They will remain for a time unless his concentration is turned to something else... and they are good to have around in dangerous situations.

 


 

OOC: Spirit Guardians – 5th Edition SRD (5esrd.com)

I'll add investigation and Perception checks in case those are warranted.

Name
Investigation
18
1d20 18
Perception
21
1d20+4 17
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