Everyone gets 350 XP. I'll write up what you see in the 4th level sometime tomorrow and we can PBP for a little bit. I'll also post the follow up session event (to be held next Saturday) on the FB group tomorrow.
This includes Guan Hao d/t his involvement in causing a distraction for the party to infiltrate the ruins successfully.
If you lay out the scenario, I will gleefully provide a description of exactly what sort of havoc Guan Hao set out to wreak.
Everyone gets 350 XP. I'll write up what you see in the 4th level sometime tomorrow and we can PBP for a little bit. I'll also post the follow up session event (to be held next Saturday) on the FB group tomorrow.
This includes Guan Hao d/t his involvement in causing a distraction for the party to infiltrate the ruins successfully.
If you lay out the scenario, I will gleefully provide a description of exactly what sort of havoc Guan Hao set out to wreak.
Since Gong is taking his first level of Cleric during this adventure, does he get any spells now, or will he have to wait for a day so that he can prepare them?
These stairs seem to go down forever. With each step deeper into the ruins, the air around you grows colder and increasingly damp. The reek of ancient rot and mildew are so oppressive as to overshadow the smell of your own sweat and each footstep sounds thunderously loud in the tomb-like silence of your surroundings.
However, as you continue onward, something new catches your attention; there is a sudden sharpness in the smell of the air, and you feel the hairs on your arms begin to rise. Ahead, a faint glow seems to mark the end of these accursed stairs and the start of a corridor. As you progress, you begin to notice a faint thrumming noise. Descending the final steps, you find the sharp smell has taken on a harsh, ozone-like note and the air fairly crackles with electricity. The corridor veers right and, descending one final set of stairs, you find the source of these strange effects: ahead and to your right, two large archways split by a broad pillar are blocked as lightning sparks and snaps across the opening. The bolts create, if not an impenetrable barrier, a barrier which would cause significant pain and harm to any who attempted passage.
Before you can do more than take in this unusual sight, the thrumming noise, which had grown steadily louder, suddenly crescendos and resolves into the deep monotone chanting of many voices. Though you do not recognize the language, its ancient reverberations speak to you of shifting rocks and quaking earth. The dark tones, however, leave no doubt in your mind of the chanters’ evil intentions.
Through the flickers of the lightning barrier, you can just make out a large group in the next room. Standing in a triangular pattern surrounding a single robed figure, the ground beneath the chanters appears to be covered in marks traced in blood.
At the far end of the formation, a large armored figure holds both hands aloft and the chanting drops to a low rumbling drone. Over the droning, you can clearly hear the words of the armored man, spoken in common, as he addresses the robed figure in the middle of the formation.
“Acolyte, you have been granted a great honor! Of all our brothers and sisters, I have chosen you to be the herald of glory on this, our day of triumph.” Here, the armored man pauses as another robed figure steps into view and hands something to the man in the middle. As the figure retreats out of sight, the armored man continues.
“You now possess both the token and the sacrifice which will ensure our victory and usher in the new era. Go now, young acolyte! Seek out destiny beneath this ruin – in the deepest cavern, under the protection of elemental earth, find the embodiment of our order and make your offering. We will await your success in the main chamber.”
With an almost alarming abruptness, the acolyte makes for the far left corner of the chamber while the rest of the figures turn toward you and begin walking at a brisk pace. Having no time to return up the stairs, you hurriedly move past the archways, farther down the corridor and into the gloom.
As the… cultists… approach, one of them pauses to do something with the central pillar between the two archways. To your horror, the lightning which had spanned both archways suddenly arcs to an adjacent wall, cutting off your path to the stairs and trapping you in a dead-end corridor.
While you do your best to silently back away from the new barrier, the cultists pass through the one open archway and proceed up the stairs without a backward glance. At least they didn’t notice you.
With a grand gesture and a series of arcane words bellowed in his dark, gravely language, the cult leader points his staff at each of the casters and their protective ritual circles. As he does so, each circle flares in response with elemental energies and, within the great circle, the two yellow gems pulse with barely contained magic. The beast snarls with fury and renews its efforts to escape the confining circle. You notice with some trepidation that its blows do not trigger the same degree of opacity as before - the barrier seems to have weakened.
In imitation of their leader, the three remaining casters raise their staves and chant in echoing response to his words. As they speak, beams lance from each of their circles and seem to lend strength to the central circle. However, the shells of protective magic about the casters appear to become less substantial as this occurs.
Each player, please describe the action your character will take on your next turn and make any appropriate rolls (if you are unsure what kind of/whether a roll needs to be made, simply make a note of this and I will follow up with you).
DO NOT WAIT TO POST UNTIL IS YOUR TURN - this will cause unnecessary delays.
As responses arrive, I will compile each character's actions into their appropriate order and deliver the entire round in a narrative format. If multiple PCs try to take the same action, I may simply combine the efforts of the PCs involved and give bonuses to rolls.
Balasar has an attack remaining from the end of the last round and so gets to go first and separately from the rest of the party. After that, the turn order I will use is the one from our last Roll20 session:
This post has potentially manipulated dice roll results.
Guan Hao uses his move action to cover the 15 feet between him and the pillar the cult leader is on, and his remaining move to scramble up the pillar in an attempt to engage the foe.
Athletics? check: 25
If he succeeds in mounting the pillar, he will attack with his glaive, and attempt to knock the enemy off:
Attack roll: 25 Damage roll: 14
Bonus roll: 27 Damage roll: 8
If for whatever reason he can't get up the pillar, he will instead use his attack action to hurl a throwing axe at the cult leader, again with the intention of knocking him down:
This post has potentially manipulated dice roll results.
[added damage die result for bonus attack, if engaging in melee happens]: 3
[if GH successfully lands that crit hit with the butt of his glaive, I envision him cracking a good hard swing on the enemy's mouth, knocking him off the pillar and giving him a faceful of blood and broken teeth, preventing him from performing spells with a verbal component for a number of rounds at the DM's discretion]
Mady will move 20' around casters and pillars to get a good angle on the cult leader. Rather than firing, however, she points a finger at the leader a whispers a word. Her eyes briefly flare with faint silvery light.
Elaric will move 25' to the nearest caster, draw his short sword, and attempt an arcana check to breach the weakened barrier: 14
Skoth will move within range and shhot a crossbow bolt at the cult leader.
[Ooc] Zan, can you do the die rolls for me. I cannot use the dice roll functionality on my phone.
Attack: 16
Damage (if attack hits): 8
OOC: you can roll from your phone (such as the above two rolls) but you have to manually type them in by writting [*roll]1d$+#[/roll*] without the *s and where $ is the number of sides of the die and # is whatever bonus you are supposed to add. With your above damage roll, I typed (without any *s):
Plus Balasar's additional radiant damage that his Primal Path deals to the first creature he hits with a weapon attack on each of his turns while raging: 2
Should I round Balasar's fire damage up or down? Or have you already updated the character sheet?
Plus Balasar's additional radiant damage that his Primal Path deals to the first creature he hits with a weapon attack on each of his turns while raging: 6
Should I round Balasar's fire damage up or down? Or have you already updated the character sheet?
Thanks! Round down and no, I've updated no character sheets yet. I will add a note for all to do so when I post the full combat narrative this evening.
Rollback Post to RevisionRollBack
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If you lay out the scenario, I will gleefully provide a description of exactly what sort of havoc Guan Hao set out to wreak.
Aaand, I just saw your PM. Will read and post.
Since Gong is taking his first level of Cleric during this adventure, does he get any spells now, or will he have to wait for a day so that he can prepare them?
Level 4 hp increase for Gong: 10
These stairs seem to go down forever. With each step deeper into the ruins, the air around you grows colder and increasingly damp. The reek of ancient rot and mildew are so oppressive as to overshadow the smell of your own sweat and each footstep sounds thunderously loud in the tomb-like silence of your surroundings.
However, as you continue onward, something new catches your attention; there is a sudden sharpness in the smell of the air, and you feel the hairs on your arms begin to rise. Ahead, a faint glow seems to mark the end of these accursed stairs and the start of a corridor. As you progress, you begin to notice a faint thrumming noise. Descending the final steps, you find the sharp smell has taken on a harsh, ozone-like note and the air fairly crackles with electricity. The corridor veers right and, descending one final set of stairs, you find the source of these strange effects: ahead and to your right, two large archways split by a broad pillar are blocked as lightning sparks and snaps across the opening. The bolts create, if not an impenetrable barrier, a barrier which would cause significant pain and harm to any who attempted passage.
Before you can do more than take in this unusual sight, the thrumming noise, which had grown steadily louder, suddenly crescendos and resolves into the deep monotone chanting of many voices. Though you do not recognize the language, its ancient reverberations speak to you of shifting rocks and quaking earth. The dark tones, however, leave no doubt in your mind of the chanters’ evil intentions.
Through the flickers of the lightning barrier, you can just make out a large group in the next room. Standing in a triangular pattern surrounding a single robed figure, the ground beneath the chanters appears to be covered in marks traced in blood.
At the far end of the formation, a large armored figure holds both hands aloft and the chanting drops to a low rumbling drone. Over the droning, you can clearly hear the words of the armored man, spoken in common, as he addresses the robed figure in the middle of the formation.
“Acolyte, you have been granted a great honor! Of all our brothers and sisters, I have chosen you to be the herald of glory on this, our day of triumph.” Here, the armored man pauses as another robed figure steps into view and hands something to the man in the middle. As the figure retreats out of sight, the armored man continues.
“You now possess both the token and the sacrifice which will ensure our victory and usher in the new era. Go now, young acolyte! Seek out destiny beneath this ruin – in the deepest cavern, under the protection of elemental earth, find the embodiment of our order and make your offering. We will await your success in the main chamber.”
With an almost alarming abruptness, the acolyte makes for the far left corner of the chamber while the rest of the figures turn toward you and begin walking at a brisk pace. Having no time to return up the stairs, you hurriedly move past the archways, farther down the corridor and into the gloom.
As the… cultists… approach, one of them pauses to do something with the central pillar between the two archways. To your horror, the lightning which had spanned both archways suddenly arcs to an adjacent wall, cutting off your path to the stairs and trapping you in a dead-end corridor.
While you do your best to silently back away from the new barrier, the cultists pass through the one open archway and proceed up the stairs without a backward glance. At least they didn’t notice you.
With a grand gesture and a series of arcane words bellowed in his dark, gravely language, the cult leader points his staff at each of the casters and their protective ritual circles. As he does so, each circle flares in response with elemental energies and, within the great circle, the two yellow gems pulse with barely contained magic. The beast snarls with fury and renews its efforts to escape the confining circle. You notice with some trepidation that its blows do not trigger the same degree of opacity as before - the barrier seems to have weakened.
In imitation of their leader, the three remaining casters raise their staves and chant in echoing response to his words. As they speak, beams lance from each of their circles and seem to lend strength to the central circle. However, the shells of protective magic about the casters appear to become less substantial as this occurs.
__________________________________________________________________________________________________________________________________________________
Each player, please describe the action your character will take on your next turn and make any appropriate rolls (if you are unsure what kind of/whether a roll needs to be made, simply make a note of this and I will follow up with you).
DO NOT WAIT TO POST UNTIL IS YOUR TURN - this will cause unnecessary delays.
As responses arrive, I will compile each character's actions into their appropriate order and deliver the entire round in a narrative format. If multiple PCs try to take the same action, I may simply combine the efforts of the PCs involved and give bonuses to rolls.
Balasar has an attack remaining from the end of the last round and so gets to go first and separately from the rest of the party. After that, the turn order I will use is the one from our last Roll20 session:
Gong will once again use the Sacred Flame cantrip on the cult leader. Dexterity save DC 12 for 1d8 radiant damage.
Damage: 8
Wendell will follow suit, leaning out from behind the pillar he's behind to launch a Catapult-enchanted stone at the ritual master.
8 Full damage on a failed dexterity save (DC 15), none on a success.
Guan Hao uses his move action to cover the 15 feet between him and the pillar the cult leader is on, and his remaining move to scramble up the pillar in an attempt to engage the foe.
Athletics? check: 25
If he succeeds in mounting the pillar, he will attack with his glaive, and attempt to knock the enemy off:
Attack roll: 25 Damage roll: 14
Bonus roll: 27 Damage roll: 8
If for whatever reason he can't get up the pillar, he will instead use his attack action to hurl a throwing axe at the cult leader, again with the intention of knocking him down:
Attack roll: 14 Damage roll: 8
[added damage die result for bonus attack, if engaging in melee happens]: 3
[if GH successfully lands that crit hit with the butt of his glaive, I envision him cracking a good hard swing on the enemy's mouth, knocking him off the pillar and giving him a faceful of blood and broken teeth, preventing him from performing spells with a verbal component for a number of rounds at the DM's discretion]
Mady will move 20' around casters and pillars to get a good angle on the cult leader. Rather than firing, however, she points a finger at the leader a whispers a word. Her eyes briefly flare with faint silvery light.
Elaric will move 25' to the nearest caster, draw his short sword, and attempt an arcana check to breach the weakened barrier: 14
Skoth will move within range and shhot a crossbow bolt at the cult leader.
[Ooc] Zan, can you do the die rolls for me. I cannot use the dice roll functionality on my phone.
Attack: 16
Damage (if attack hits): 8
OOC: you can roll from your phone (such as the above two rolls) but you have to manually type them in by writting [*roll]1d$+#[/roll*] without the *s and where $ is the number of sides of the die and # is whatever bonus you are supposed to add. With your above damage roll, I typed (without any *s):
[*roll]1d8+2[/roll*]
to roll your 1d8 + 2 crossbow damage.
Leader's dex save: 3
Leader's dex save: 2
Balasar's attack and (if applicable) damage:
Attack - 23
Damage (w/ +2 from rage already added) - 19
Balasar's Dex save (with advantage): 21
Damage taken by Balasar in a magical fire blast (divide this number in half due to his fire resistance): 10
Plus Balasar's additional radiant damage that his Primal Path deals to the first creature he hits with a weapon attack on each of his turns while raging: 2
Should I round Balasar's fire damage up or down? Or have you already updated the character sheet?
Thanks! Round down and no, I've updated no character sheets yet. I will add a note for all to do so when I post the full combat narrative this evening.