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The Lost City - Entering the Pyramid!


Stiehle

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Paaras focuses his attacks on the lightly wounded gargoyle (Yellow), and does a fair bit of harm to it (5 damage total) as Raaz connects with his short, wickedly curved knife (3 damage) and Ongotho summons a magical spirit to heal some of the monk's wounds (4 HP restored). Garrick focuses on the badly wounded statue and scores a good hit with the magical blade, which carves into its stony hide with no problem at all (12 damage), though the thing is still standing despite the damage it's taken. Rodnel's magic is struggling to do any harm to his target, and Selina stands with the rogue, scoring a solid hit with the warhammer, crumbling a good section of its chest where Garrick's sword carved a deep gash - but still the gargoyle refuses to go down!

The gargoyle attacking Paaras continues to focus on the monk, tearing a nasty wound across his chest with its sharp talons (7 damage) and the other turns to Garrick, who scored such a telling blow, but it fails to connect.

OOC

Party is up!!  Garrick, I think the longsword does 1d10+2 damage when wielded with two hands, though it's possible I'm overlooking something.

Adventure Details

Detail Map

Dungeon Map

Round 4 - Initiative/HP Tracker & Combat Notes

Selina (13/19 HP) Darkvision; Spiritual Weapon for 7 rounds
Gargoyles - Blue (-49 HP); Yellow (-11 HP)
Paaras (12/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP) Healing Spirit (has healed 1 [of 4]) times
Garrick (17/21) Darkvision; dropped an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 8 rounds; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Spiritual Weapon Attack
9
1d20+6 3
Warhammer Attack
23
1d20+4 19
Warhammer Damage
9
1d8+2 7
Yellow Gargoyle's Bite/Claw Attack vs Paaras
12; 22
1d20+4;1d20+4 [8]; [8,18]
Claw Damage
7
1d6+2 5
Blue Gargoyle's Bite/Claw Attack vs Garrick
14; 10
1d20+4;1d20+4 [10]; [10,6]
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Paaras Lv. 3 Half-Orc Monk Paaras-Token.png.3fd5defaa6a8115d41a09f3591a596ac.png


AC: 18 | HP: 12/23 | Initiative: +4 | Passive Perception: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 2/3


Paaras didn't cry out this time as the claws raked him. With a hiss he drove his attacks farther into the gargoyle's cracked chest. It would drop. He knew it.

 

Mechanics

Paaras uses both his attacks on yellow.

Edited by herastor (see edit history)
Name
Shortsword
18
1d20+6 12
Piercing Damage
8
1d6+4 4
Unarmed
20
1d20+6 14
Bludgeoning Damage
5
1d4+4 1
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spacer.png Raaz al'Jabari - Human Gloom Stalker Ranger | Profile | Sheet


AC: 14* | HP: 29/29 | Initiative: +6 | Passive Perception: 17 | Speed: 30 ft* | Senses: Darkvision 60' | Condition

Raaz pressed his attack, more annoyed than frightened.

"Is there some way to bypass their hides?!?"

 



Mechanics

Main Hand: Scimitar
Off Hand: Jambiya


Action: Attacking Gargoyle yellow with jambiya.
Bonus Action: attacking w/ scimitar.
Move: .
Manipulate: Your one free object interaction goes here.

     

 

 

Name
Jambiya Attack
24
1d20+5 19
roll
7
1d6+3 4
Scimitar Attack
9
1d20+5 4
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Garrick Darean
 
AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)

Attacks:

+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+2)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60

Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal


Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1


Death Saves: 0 success's/0 failures


Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (+2d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Garricks dances about managing to avoid the claws and wondering what the heck it is going to take to drop these things. He swings at the gargoyle trying to finish it off, but it seems to be more careful of him at the moment and easily dodges the attack.

OOC: If the attacks of the others manage to drop Blue, then he will turn his attack upon Yellow. Ah well, it doesn't matter as that roll will miss anyways. Even with the flanking bonus if attacking yellow.

And you are correct. He gets 1.5 str bonus for using it two handed, but with a +1 bonus that has no effect. I mistakenly added the magical bonus before I calculated x1.5. I fixed it.

OOC

 

Edited by Draidden (see edit history)
Name
Attack roll
9
1d20+4 5
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1 hour ago, Stiehle said:

@Draidden I think your 3.5/Pathfinder is shining through! To my knowledge, 5e did away with the whole x1.5 damage bonus for two-handed weapons. :)

That is what happens when you are playing multiple games using different rules. Either way I edited it to note the change.

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Selina Stargazer
spacer.png

 

Selina keeps her eye on the half-orc, since he's taken a bit of punishment, but decides he's ok at the moment.

She'll focus her efforts on the blue gargoyle, since it seems to be much more damaged.

spiritual weapon attack

spir. weapon dmg

warhammer attack

warhammer dmg

 

Name
spiritual weapon attack
8
1d20+6 2
spir. weapon dmg
12
1d8+4 8
warhammer attack
21
1d20+4 17
warhammer dmg
10
1d8+2 8
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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%20Rodnel%20moves%20over%20to%20where%20Paaras%20battles%20against%20the%20gargoyle%20and%20gently%20pokes%20him%20in%20the%20back.%20%0AHe%20then%20frowns%20at%20the%20spiritual%20dagger%20that%20floats%20uselessly%20nearby%2C%20waving%20at%20it%20to%20try%20again.%5B%2Ffieldset%5D
Rodnel Glamerstone [Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Rodnel moves over to where Paaras battles against the gargoyle and gently pokes him in the back.
He then frowns at the spiritual dagger that floats uselessly nearby, waving at it to try again.

Spiritual Dagger Attack

Dagger Damage

Cure Wounds

Name
Spiritual Dagger Attack
16
1d20+6 10
Dagger Damage
11
1d8+3 8
Cure Wounds
4
1d8+3 1
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Paaras continues to attack the gargoyle before him (Yellow), driving his blade into its shoulder and using his hand to break off a chunk of its stony hide (6 damage total) while Raaz growls in annoyance his own dagger again fails to do much more than a bit of harm (3 damage) to the thing. Ongotho avoids the fray for now as he watches his summoned spirit provide the half-orc monk with further healing (6 HP restored). Garrick's foe (Blue) dodges away from the magical longsword that seems quite lethal to it, but in doing so it manages to drive itself forcefully into Rodnel's spiritual weapon - the glowing dagger penetrating into its gaping jaws and bursting through the back of its head (4 damage), causing the gargoyle to collapse to the carpeted floor where it lies unmoving! The gnome is perhaps as surprised as anyone as he further heals the wounded Paaras a bit (4 HP restored) as Selina turns to focus on the remaining gargoyle, getting in a decent blow with the warhammer (5 damage), though her own spiritual weapon that she sends to attack this new target fails to land a blow.

The gargoyle continues to tear into Paaras and once again connects with its claw (7 damage) undoing some of the healing that the monk had received - though not all of it.

OOC

Party is up!!  Paaras, go ahead and roll d6 on your next turn, as I think Ongotho's Healing Spirit is in your space, providing healing last round (which I rolled for you) and this round and one more round beyond that - so long as you don't move out of your square.

Adventure Details

Detail Map

Dungeon Map

Round 5 - Initiative/HP Tracker & Combat Notes

Selina (13/19 HP) Darkvision; Spiritual Weapon for 6 rounds
Gargoyle (-20 HP)
Paaras (15/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP) Healing Spirit (has healed 2 [of 4]) times
Garrick (17/21) Darkvision; dropped an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 7 rounds; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Healing Spirit (Paaras)
6
1d6 6
Yellow Gargoyle's Bite/Claw Attack vs Paaras
16; 19
1d20+4;1d20+4 [12]; [12,15]
Yellow Gargoyle's Claw Damage
7
1d6+2 5
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Paaras Lv. 3 Half-Orc Monk Paaras-Token.png.3fd5defaa6a8115d41a09f3591a596ac.png


AC: 18 | HP: 20/23 | Initiative: +4 | Passive Perception: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 2/3


Buoyed by the healing that surrounded him, Paaras continued his assault. The other gargoyle was dead, they could be killed, and Paaras was resolved that he'd be a fool to try and retreat from those gouging claws.

 

Mechanics

Paaras uses both his attacks on yellow.

Edited by herastor (see edit history)
Name
Healing Spirit
5
1d6 5
Shortsword
18
1d20+6 12
Piercing Damage
8
1d6+4 4
Unarmed
26
1d20+6 20
Bludgeoning Damage (w/ Savage Attacks)
8
3d4+4 1,2,1
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Garrick Darean
 
AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)

Attacks:

+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+2)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60

Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal


Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1


Death Saves: 0 success's/0 failures


Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (+2d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


One down!

Garrick calls out as he looks for an opening on the last gargoyle. Once he sees it he slashes with all he has.

OOC

 

Edited by Draidden (see edit history)
Name
Attack with advantage due to flanking
15
keep(2d20,highest,1)+4 11,9
Damage with sneak attack
17
1d10+2d6+2 6,3,6
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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho turns to Selina, waving towards her not in greeting, but as a gesture of direction.

Soon everyone hear the soft singsong voice hovering over one of her shoulders.

'Battle prayer woman, be at ease. The little one will do no harm, but wounds will itch. Please no scratch.'

 

 

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | Sheet |   

 

Name
Healing Spirit
2
1d6 2
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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%20%5Bi%5DYa-ha!%5B%2Fi%5D%20%20%0A%0ARodnel%20cries%20out%20in%20satisfaction%20as%20the%20dagger%20slams%20through%20the%20evil%20creature's%20head.%20%20He%20turns%20his%20attention%20to%20the%20other%20gargoyle%20and%20motions%20the%20dagger%20to%20attack%20while%20he%20hurls%20a%20ball%20of%20fire.%5B%2Ffieldset%5D
Rodnel Glamerstone [Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Ya-ha!

Rodnel cries out in satisfaction as the dagger slams through the evil creature's head. He turns his attention to the other gargoyle and motions the dagger to attack while he hurls a ball of fire.

Spiritual Dagger Attack

Dagger Damage

Firebolt Attack

Firebolt Damage

Name
Spiritual Dagger Attack
22
1d20+6 16
Dagger Damage
4
1d8+3 1
Firebolt Attack
15
1d20+2 13
Firebolt Damage
4
1d10 4
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Paaras gets in a couple of solid blows with sword and fist (8 damage total) as Raaz uses his exotic-looking blades to further damage it with his short, curved dagger (6 damage) while Ongotho continues to stay clear of the fight and sends his summoned spirit toward the wounded Selina (healed for 5 HP). Garrick gets in a good shot with the magical longsword, but the weapon is bulky and heavier than he's used to. Rodnel gets in a couple of good licks with the spiritual weapon (4 damage) and his firebolt (4 damage) while Selina also focuses her attacks on the surviving gargoyle. The spiritual hammer smashes down on its head (10 damage) and bashes the living statue into small pieces, which bounce across the carpet in all directions as silence falls and the party takes another look around the room.

This room is paneled with wood and a dusty blue carpet that covers the entire floor. A large, heavy desk sits in the center of the chamber, with several wooden chairs spread out along the wall before it. Behind the desk is a plush chair, and the wall just behind is decorated with the mounted head of a particularly large lion. In each corner of the room is a large painted urn, and there is a door exiting the room to the left, through the north wall where the chairs are arrayed.

OOC

Paaras, I used your roll for Ongotho's Healing Spirit, even though it was for Selina - I hope that's okay! The Healing Spirit can go for one more boost to anyone's HP. Garrick, in 5e I don't think flanking gives advantage - but let me know if I'm overlooking that rule! I also realized that your sneak attack doesn't kick in for weapons that aren't finesse or ranged weapon - so you won't get that with the longsword. So your attack hit (that first roll was the highest), but it's only 6 damage total since there's no sneak attack bonus. Combat is over though, so feel free to explore!

Adventure Details

Detail Map

Dungeon Map

Party Health & Adventure Notes

Selina (18/19 HP) Darkvision; Spiritual Weapon for 5 rounds
Paaras (15/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP) Healing Spirit (has healed 3 [of 4]) times
Garrick (17/21) Darkvision; dropped an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 6 rounds; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Jambiya Attack
25
1d20+5 20
Crit Damage
12
2d6+3 5,4
Scimitar Attack
13
1d20+5 8
Spiritual Weapon
24
1d20+6 18
Damage
0
1d8-4 4
roll
10
1d8+4 6
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