Jayce attacks S2 with my mace. Rolled 22 to hit, and 5 damage. I forgot to roll advantage, which was a hit, but not a critical.
S2 takes half of 5 damage. S2 (12/16)
S2 attacks Jayce with Strength Drain S3 provokes an opportunity attack from Jayce to attack Gralden with Strength Drain
S2 against Jayce, Attack: 14 Damage: 12, on hit take 4 damage to Strength S3 against Gralden, Attack: 6 Damage: 10, on hit take 1 damage to Strength Strength Drain. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Guias moves between Gralden and Jayce to cast burning hands, hitting both S2 and S3, dealing 10 fire damage, half if Dex DC 14 saves.
S2 burning hands, Dexterity Save DC 14 vs 8 S3 burning hands, Dexterity Save DC 14 vs 13
Gralden drops his heavy crossbow and switches to a maul,
Guias moves between Gralden and Jayce to cast burning hands, hitting both S2 and S3, dealing 16 fire damage, half if Dex DC 14 saves. S2 burning hands, Dexterity Save DC 14 vs 18 S3 burning hands, Dexterity Save DC 14 vs 21
S2 takes half of 16 damage. S2 (6/16) S3 takes half of 16 damage. S3 (8/16)
I cast Sacred Flame on S3, the one attacking Gralden. I have my Warding Flare available to use as a reaction on any Shadow that attacks me. I rolled an 8 on Sacred Flame damage, and with the Shadow's vulnerability to Radiant damage, that should be 16 points of damage, if he doesn't save.
I cast Sacred Flame on S3, the one attacking Gralden.
S3 attempts a Dexterity Save DC 14 vs 3 or takes 16 damage
S3 takes 8 radiant and dies due to vulnerability. S3 is dead.
S2 attacks Jayce with Strength Drain S2 against Jayce, Attack: 16 Damage: 14, on hit take 2 damage to Strength Strength Drain. Melee Weapon Attack:+4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Guias casts magic missile, as three force missiles strike the shadow for 1d4+1, 1d4+1, 1d4+1
Gralden against S2 (6/16), Attack: 16 Damage: 5
Round 4 Guias, Gralden Jayce << your turn S2 (6/16)
I cast Sacred Flame on S3, the one attacking Gralden.
S3 attempts a Dexterity Save DC 14 vs 3 or takes 16 damage
S3 takes 8 radiant and dies due to vulnerability. S3 is dead.
S2 attacks Jayce with Strength Drain S2 against Jayce, Attack: 17 Damage: 9, on hit take 3 damage to Strength Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Guias casts magic missile, as three force missiles strike the shadow for 1d4+1, 1d4+1, 1d4+1
Retry
Guias casts magic missile, as three force missiles strike the shadow for 2, 4, 3
Jayce rolled a 4 on a DC 13, a 21 on a DC 21, and a 17 on a DC 20.
Good morning. Checking in for the day. It is my understanding, right now, that we are waiting for the results of the Arcana Checks. Standing by.
OOC: Thanks for checking in. Last night I struggled with my kids, out of school for summer, and wanting to stay up late but can't because of summer camp in the morning. My typical PbP schedule is to post once in the morning-lunchtime and once after 7pm EST but I don't always have the time or energy so it's best effort for me and I'm totally fine with once a day or even every other day, but as a DM I strive for twice a day or more. Things are getting exciting for Jayce.
Combined all the successful Arcana Checks, including the huge success of 21 means: you use your divine senses to detect that an Epic Level spell has been cast.
Kane will help with these arcana rolls, 24, 21, 24
You have heard rumors of deity level magic in the past and even forbidden uses of such spells. Through concentration and your knowledge of arcana, you can determine that someone has managed to breakdown the components of an epic level conjuration spell by using transmutation magic. This is a forbidden form of magic that allows lower level casters to cast higher level spells. This means that an epic level portal spell could be cast by a low level spellcaster by increasing the casting time. The results would be wildly chaotic and unprecise. You would need four or more people casting the same spell for 24 hours or longer, without interruption and still there would be side effects like this glowing arcane sigil that seems to be leaking trasn magic residue, which is attracting chaos creatures like a magnet. The shadows come to the site of the ritual to feed on the trans magic, then it becomes inert inside them.
Kane explains, "If we cast cantrips of different schools near or onto the sigil, it may counteract the transmutation magic and bring it back into a state of equilibrium."
Jayce nods in agreement and kneels as close to the sigil as is safe to do so, and gets ready to cast SPARE THE DYING in conjunction with the Wizard, and will do so on his mark.
Point of clarification, but who is Kane. I was partnering with Guias. Did I miss something?
I fully understand and appreciate what you are going through in your personal life…my kids run me ragged too, but they are my world. I am enjoying being involved in your adventure, but I would hate to see you burn out. That’s what happened to my last DM. Thanks for all you do.
Point of clarification, but who is Kane. I was partnering with Guias. Did I miss something?
OOC: My mistake, I have two wizards named Guias Kane and Guias Pine, too similar. I have made an edit.
I fully understand and appreciate what you are going through in your personal life…my kids run me ragged too, but they are my world. I am enjoying being involved in your adventure, but I would hate to see you burn out. That’s what happened to my last DM. Thanks for all you do.
Cool. I say no to burnout. I only post when I'm having fun.
Jayce nods in agreement and kneels as close to the sigil as is safe to do so, and gets ready to cast SPARE THE DYING in conjunction with the Wizard, and will do so on his mark.
Guias signals to recast several times and eventually the sigil stops glowing.
* Report your findings back in town * Continue tracking and searching for more clues * Do something else
Believe me, I would love to continue, but I can't believe the rolls. I threw my shield to the side to cast burning hands which should have fried both of them. I would love another chance, but I am not sure what I can do. Your recommendation would be most helpful.
The wagon driver, who was only injured gets off a pot shot from behind a blind, using his heavy crossbow,
Can I pick up the sigil and take it with me to Marshal Thorne. If so, I would like to take it to him, unless Guias needs it.
Next, we need to rest to recuperate from the Spirit attack and get our strength back. I recommend to Guias, Gralden, and I to attempt a SHORT REST, for the least amount of time that will give us credit (1 hour min)
I ask Guias if he thinks that he has found what he needs? If so, I invite him to come back to Everwood Hallow, if he wants.
I want to continue searching for more clues in the nearby vicinity for for about an hour. Then, I want to go to Everwood Hallow and report my findings.
Can I pick up the sigil and take it with me to Marshal Thorne. If so, I would like to take it to him, unless Guias needs it.
The glowing sigil has stopped glowing and is now just made up of the dirt and the ground, leaves and sticks. You can draw a sketch of it.
Next, we need to rest to recuperate from the Spirit attack and get our strength back. I recommend to Guias, Gralden, and I to attempt a SHORT REST, for the least amount of time that will give us credit (1 hour min)
Short rest completed. Spend hit dice as needed
I ask Guias if he thinks that he has found what he needs? If so, I invite him to come back to Everwood Hallow, if he wants.
Your companions will follow you back to the village as if following orders (RP to some degree)
I want to continue searching for more clues in the nearby vicinity for for about an hour. Then, I want to go to Everwood Hallow and report my findings.
After 1 hour for short rest, everyone will look for tracks and clues.
Roll twice for each skill,
Investigation DC 15, 20, Gralden 11, 20, Guias 19, 7 Survival DC 15, 20, Gralden 14, 12, Guias 22, 21 Perception DC 15, 20, Gralden 5, 18, Guias 20, 8
You find the tracks leading deeper in the forest. If you follow them, you find that they meet up with another set of three or more medium creatures. You suspect that if you continue to follow both sets of tracks they will lead to the same location, a headquarters of some kind.
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S1 takes 4 damage and dies
Gralden changes targets and due to faerie fire rolls a 1d20 to see if it crits, 15
If no crit, then S2 takes half of 5 damage. S2 (14/16)
Round 2
Guias, Gralden
S1 (dead)
Jayce << your turn
S2 (14/16, 5 and 10 feet away)
S3 (16/16, 5 and 10 feet away)
Jayce attacks S2 with my mace. Rolled 22 to hit, and 5 damage. I forgot to roll advantage, which was a hit, but not a critical.
S2 takes half of 5 damage. S2 (12/16)
S2 attacks Jayce with Strength Drain
S3 provokes an opportunity attack from Jayce to attack Gralden with Strength Drain
S2 against Jayce, Attack: 14 Damage: 12, on hit take 4 damage to Strength
S3 against Gralden, Attack: 6 Damage: 10, on hit take 1 damage to Strength
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Guias moves between Gralden and Jayce to cast burning hands, hitting both S2 and S3, dealing 10 fire damage, half if Dex DC 14 saves.
S2 burning hands, Dexterity Save DC 14 vs 8
S3 burning hands, Dexterity Save DC 14 vs 13
Gralden drops his heavy crossbow and switches to a maul,
Gralden against S2, Attack: 15 Damage: 7
Round 3
Guias, Gralden
Jayce << your turn
S2 (14/16)
S3 (16/16)
S2 takes half of 16 damage. S2 (6/16)
S3 takes half of 16 damage. S3 (8/16)
Gralden takes 7 damage, and his Strength is reduced by 3 (STR 11/14). Gralden (HP 5/12)
I cast Sacred Flame on S3, the one attacking Gralden. I have my Warding Flare available to use as a reaction on any Shadow that attacks me. I rolled an 8 on Sacred Flame damage, and with the Shadow's vulnerability to Radiant damage, that should be 16 points of damage, if he doesn't save.
Using warding flare from the last attack against Jayce. Reroll for disadvantage 14
S3 attempts a Dexterity Save DC 14 vs 17 or takes 16 damage
S3 takes 8 radiant and dies due to vulnerability. S3 is dead.
S2 attacks Jayce with Strength Drain
S2 against Jayce, Attack: 16 Damage: 14, on hit take 2 damage to Strength
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Guias casts magic missile, as three force missiles strike the shadow for 1d4+1, 1d4+1, 1d4+1
Gralden against S2 (6/16), Attack: 16 Damage: 5
Round 4
Guias, Gralden
Jayce << your turn
S2 (6/16)
Retry
Guias casts magic missile, as three force missiles strike the shadow for 2, 4, 3
As the last Shadow is defeated, three piles of grey slime is all that's left of the enemy.
Shadows Reward
100 XP each
A radiating and pulsing Arcane Symbol remains, glowing and vibrating on the forest floor.
Everyone gets to attempt three Arcana Checks DC 13, 15, 20
Jayce rolled a 4 on a DC 13, a 21 on a DC 21, and a 17 on a DC 20.
Good morning. Checking in for the day. It is my understanding, right now, that we are waiting for the results of the Arcana Checks. Standing by.
OOC: Thanks for checking in. Last night I struggled with my kids, out of school for summer, and wanting to stay up late but can't because of summer camp in the morning. My typical PbP schedule is to post once in the morning-lunchtime and once after 7pm EST but I don't always have the time or energy so it's best effort for me and I'm totally fine with once a day or even every other day, but as a DM I strive for twice a day or more. Things are getting exciting for Jayce.
Combined all the successful Arcana Checks, including the huge success of 21 means: you use your divine senses to detect that an Epic Level spell has been cast.
Kane will help with these arcana rolls, 24, 21, 24
You have heard rumors of deity level magic in the past and even forbidden uses of such spells. Through concentration and your knowledge of arcana, you can determine that someone has managed to breakdown the components of an epic level conjuration spell by using transmutation magic. This is a forbidden form of magic that allows lower level casters to cast higher level spells. This means that an epic level portal spell could be cast by a low level spellcaster by increasing the casting time. The results would be wildly chaotic and unprecise. You would need four or more people casting the same spell for 24 hours or longer, without interruption and still there would be side effects like this glowing arcane sigil that seems to be leaking trasn magic residue, which is attracting chaos creatures like a magnet. The shadows come to the site of the ritual to feed on the trans magic, then it becomes inert inside them.
Kane explains, "If we cast cantrips of different schools near or onto the sigil, it may counteract the transmutation magic and bring it back into a state of equilibrium."
Guias says, "I can hit this sigil with fire bolt, an evocation spell, try casting spare the dying a necromancy spell."
Jayce nods in agreement and kneels as close to the sigil as is safe to do so, and gets ready to cast SPARE THE DYING in conjunction with the Wizard, and will do so on his mark.
Point of clarification, but who is Kane. I was partnering with Guias. Did I miss something?
I fully understand and appreciate what you are going through in your personal life…my kids run me ragged too, but they are my world. I am enjoying being involved in your adventure, but I would hate to see you burn out. That’s what happened to my last DM. Thanks for all you do.
OOC: My mistake, I have two wizards named Guias Kane and Guias Pine, too similar. I have made an edit.
Cool. I say no to burnout. I only post when I'm having fun.
Guias signals to recast several times and eventually the sigil stops glowing.
* Report your findings back in town
* Continue tracking and searching for more clues
* Do something else
Reward Goblin Ambush (shared)
50 XP each
Quest Reward
Major Quest Completion
200 XP
Total, 350 XP
Can I pick up the sigil and take it with me to Marshal Thorne. If so, I would like to take it to him, unless Guias needs it.
Next, we need to rest to recuperate from the Spirit attack and get our strength back. I recommend to Guias, Gralden, and I to attempt a SHORT REST, for the least amount of time that will give us credit (1 hour min)
I ask Guias if he thinks that he has found what he needs? If so, I invite him to come back to Everwood Hallow, if he wants.
I want to continue searching for more clues in the nearby vicinity for for about an hour. Then, I want to go to Everwood Hallow and report my findings.
The glowing sigil has stopped glowing and is now just made up of the dirt and the ground, leaves and sticks. You can draw a sketch of it.
Short rest completed. Spend hit dice as needed
Your companions will follow you back to the village as if following orders (RP to some degree)
After 1 hour for short rest, everyone will look for tracks and clues.
Roll twice for each skill,
Investigation DC 15, 20, Gralden 11, 20, Guias 19, 7
Survival DC 15, 20, Gralden 14, 12, Guias 22, 21
Perception DC 15, 20, Gralden 5, 18, Guias 20, 8
You find the tracks leading deeper in the forest. If you follow them, you find that they meet up with another set of three or more medium creatures. You suspect that if you continue to follow both sets of tracks they will lead to the same location, a headquarters of some kind.