(I'll have Jack attack with his magic rapier again, and Froskan use Frostbite.)
Jack targets the skulk next to Froskan: Attack: 19 Damage: 10 This is enough damage to fell Froskan's opponent.
Froskan uses Frostbite on Reverie's opponent. CON save DC 15 or 2 cold damage: 18 (save made)
Starting round 3
The mob of skulks is staying 30' away from the lantern. They continue to swarm behind, to the left, and to the right of the party. The way ahead seems clear of skulks.
One skulk left, in melee with Reverie.
Reverie is up, then Isk & Trim. (Think about what the party should do next, if this last close-range skulk dies.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Reverie frowns by witnessing the mob of skulks. "Do you think we can go further after this one?" She asks Isk before she attacks one skulk.
Attack - 20Damage - 5 Attack - 17Damage - 7
Rollback Post to RevisionRollBack
Reverie Forestgleam—Human Paladin Level 5 in Frontier City of Nunkreet Extremely busy and busy as ever recently, but I will trying to catch up as much as I can
(OOC: In a different campaign, VanderLegion said he would be on a trip for the next week. So the rest of the party can make suggestions for what Froskan does, until he returns.)
Reverie slashes it down the skulk. (It had exactly 12 points left.) All of the skulks that were in melee are dead. (Trim has reclaimed the return crystal.)
The other mob of skulks become visible when within 30' of the lantern, then step further away to become invisible again. This dancing back and forth (visible to invisible) makes it hard to get an exact count, but it seems like their numbers are gradually getting larger. (Maybe 20, so far?) They continue to swarm behind, left, and right of you, but you don't see any in one direction (forward).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
"I think we could probably kill them all if we can keep from getting surrounded, they dont seem to want to come in the light. Let's push forward, through the gap in thier numbers. Everyone stay close to Frosk!"
As we are moving, Isk will be on the lookout for any kind of defensible position where they could make a bottle neck to cut down the Skulks.
The party marches forward, staying close to Froskan's lantern.
After a round of movement, Isk notices that the surrounding skulks are keeping the same pace as the party. And the gap forward is still there. With his army training, he suspects the party is being herded in that direction, deliberately...
Charging towards you from the front is a grey figure, a mockery of a human. It's arms end in long spikes, and it has 3 more arm+spikes along its back. (Looks like this: link.) You have heard stories of the Sorrowsworn: beings created by the suffering and melancholy that swirl through the Shadowfell, negative emotions given humanoid form. You are also thankful for Froskan's lantern. In dim light, it has resistance to physical damage (magic or not), but the lantern's bright light will negate that.
The creature is 30' in front of your group, and moving towards you. The arm gestures suggest that it wants to hug you, but those arm spikes are far from friendly. The mob of skulks are still at their positions 30' away, but they are starting to get bolder, inching closer (5' closer every round).
More combat! Same initiative order for the party (Reverie, Isk, Trim, Jack, Froskan), then the boss-monster goes, and the skulks creep forward.
All party members can post their actions.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(When the skulks were invisible, you had disadvantage. Within 30’ of the lantern, they are visible.
The boss-monster is always visible. But in dim light or in darkness, it has damage resistance. As long as the lantern has bright light to 30’, you are okay.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Reverie chuckles for a moment at Jack's statement before she holds her scimitar firmly. "Well, wish me luck also." Then she attacks the monster.
Attack - 9 Damage - 5 Attack - 20 Damage - 5
Rollback Post to RevisionRollBack
Reverie Forestgleam—Human Paladin Level 5 in Frontier City of Nunkreet Extremely busy and busy as ever recently, but I will trying to catch up as much as I can
(The creature is AC 15, so both of Reverie's swings connect.
Iskander is left to post... Let me know if you have a suggestion for what Froskan should do, otherwise I'll pick something.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
"Frosken, keep the light shining behind us. We'll try to kill this thing before the others work up the nerve to attack us!" Isk says, charging in behind Reverie. He sets himself 10 feet from the creature to take advantage of his glaive's reach and attacks. He whispers an invocation that causes shadowy energy to swirl around the creature as he spins the glaive in a flurry of attacks.
Reverie strikes twice (12 damage). Isk and his weapon go crazy (36 total). One of Trim's arrows deflects off the creature's hide, but the other hits for 8. Jack throws his boom-erang, which hits then erupts with a shockwave (15 total).
Froskan fires an ice Chromatic Orb Attack: 24 Damage: 8
(OOC: I was worried about this creature, since the party was injured by the Skulks. But after 79 damage this round, I think you will be okay.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
The creature barely survives the onslaught. It stumbles forward, and reaches towards Isk (who damaged it the most). Attack1: 8 Attack2: 18
Iskander avoids The Lost's attempt to hug him, but still gets hit by an arm spike for 16 piercing.
The skulks have closed in to 20' around the party (except the direction The Lost came from). There are at least 2 dozen in the mob, and they are getting more frantic when they see their boss getting its backside bashed.
Party is up. (It is holding on by a thread, so the party should plan what to do after The Lost is defeated.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Another 16 points of damage by Trim sends The Lost sprawling to the dirt. (OOC: When your group rolls well on the first round, it is tough for the monsters to recover.)
Jack uses Mage Hand to get his boom-erang back, and Trim recovers the last 2 arrows out of The Lost. But the skulk mob is even more agitated, and closes towards your group.
(Run, fight, or do something else?)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(Mostly like a rock quarry, with low mounds of pebbles and rocks everywhere. Barren trees about 20’ apart. Smokey fog that will limit sight to 60’ tops.
The nature of the Shadowfell makes it easy to get lost. Your group has the book to act like a compass. The skulks will fall behind, and lose your path.
To make things easy, if you run, you will be able to lose the mob of skulks. I wasn’t sure if your party was feeling bloody-thirsty, or happy to ditch these guys.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Ah, ok. Ya, I was envisioning at wide open area where running from the Skulks wouldn't get us away from them.
Isk looks around and says, "Let's keep moving and try to lose them in the fog. We need to keep our strength up in case more, large creatures show up." He begins to lead the group forward through the mists, using the book at a guide.
(I'll have Jack attack with his magic rapier again, and Froskan use Frostbite.)
Jack targets the skulk next to Froskan: Attack: 19 Damage: 10 This is enough damage to fell Froskan's opponent.
Froskan uses Frostbite on Reverie's opponent. CON save DC 15 or 2 cold damage: 18 (save made)
Starting round 3
The mob of skulks is staying 30' away from the lantern. They continue to swarm behind, to the left, and to the right of the party. The way ahead seems clear of skulks.
One skulk left, in melee with Reverie.
Reverie is up, then Isk & Trim. (Think about what the party should do next, if this last close-range skulk dies.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Reverie frowns by witnessing the mob of skulks. "Do you think we can go further after this one?" She asks Isk before she attacks one skulk.
Attack - 20 Damage - 5
Attack - 17 Damage - 7
Reverie Forestgleam—Human Paladin Level 5 in Frontier City of Nunkreet
Extremely busy and busy as ever recently, but I will trying to catch up as much as I can
(OOC: In a different campaign, VanderLegion said he would be on a trip for the next week. So the rest of the party can make suggestions for what Froskan does, until he returns.)
Reverie slashes it down the skulk. (It had exactly 12 points left.) All of the skulks that were in melee are dead. (Trim has reclaimed the return crystal.)
The other mob of skulks become visible when within 30' of the lantern, then step further away to become invisible again. This dancing back and forth (visible to invisible) makes it hard to get an exact count, but it seems like their numbers are gradually getting larger. (Maybe 20, so far?) They continue to swarm behind, left, and right of you, but you don't see any in one direction (forward).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"I think we could probably kill them all if we can keep from getting surrounded, they dont seem to want to come in the light. Let's push forward, through the gap in thier numbers. Everyone stay close to Frosk!"
As we are moving, Isk will be on the lookout for any kind of defensible position where they could make a bottle neck to cut down the Skulks.
The party marches forward, staying close to Froskan's lantern.
After a round of movement, Isk notices that the surrounding skulks are keeping the same pace as the party. And the gap forward is still there. With his army training, he suspects the party is being herded in that direction, deliberately...
Charging towards you from the front is a grey figure, a mockery of a human. It's arms end in long spikes, and it has 3 more arm+spikes along its back. (Looks like this: link.) You have heard stories of the Sorrowsworn: beings created by the suffering and melancholy that swirl through the Shadowfell, negative emotions given humanoid form. You are also thankful for Froskan's lantern. In dim light, it has resistance to physical damage (magic or not), but the lantern's bright light will negate that.
The creature is 30' in front of your group, and moving towards you. The arm gestures suggest that it wants to hug you, but those arm spikes are far from friendly. The mob of skulks are still at their positions 30' away, but they are starting to get bolder, inching closer (5' closer every round).
More combat! Same initiative order for the party (Reverie, Isk, Trim, Jack, Froskan), then the boss-monster goes, and the skulks creep forward.
All party members can post their actions.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
OoC - that is a freakin sweet monster
Trimyrai will fire at the monster as soon as he sees it.
Movement: Trimyrai will keep the pace with the party. (move as needed) [30ft]
Action: Attack: Attack 1: (range 150 (600) ) 20 (attack with longbow/piercing) (OOC: i forgot if we are attacking with disadvantage or not)
Damage: (if it hits) 8 (piercing damage)
Attack 2: (range 150 (600) 13 (attack with longbow/piercing)
Damage: (if it hits) 6 (piercing damage)
Bonus Action: no bonus action this turn.
list of my games/characters in the spoiler
Looking for a new game, if you need a player private message me.
(When the skulks were invisible, you had disadvantage. Within 30’ of the lantern, they are visible.
The boss-monster is always visible. But in dim light or in darkness, it has damage resistance. As long as the lantern has bright light to 30’, you are okay.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
“Ye know what? I don’t want to approach that thing. Why don’t we not? Now, wish me luck!”
Jack unsheathes his magic boomerang. ”this should be fun.“ He winds his arm, and chucks the boomerang the Monstrosity!
Attack: 24 Damage: 15
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Reverie chuckles for a moment at Jack's statement before she holds her scimitar firmly. "Well, wish me luck also." Then she attacks the monster.
Attack - 9 Damage - 5
Attack - 20 Damage - 5
Reverie Forestgleam—Human Paladin Level 5 in Frontier City of Nunkreet
Extremely busy and busy as ever recently, but I will trying to catch up as much as I can
(The creature is AC 15, so both of Reverie's swings connect.
Iskander is left to post... Let me know if you have a suggestion for what Froskan should do, otherwise I'll pick something.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"Frosken, keep the light shining behind us. We'll try to kill this thing before the others work up the nerve to attack us!" Isk says, charging in behind Reverie. He sets himself 10 feet from the creature to take advantage of his glaive's reach and attacks. He whispers an invocation that causes shadowy energy to swirl around the creature as he spins the glaive in a flurry of attacks.
Dang, that's a lot of damage...
Reverie strikes twice (12 damage). Isk and his weapon go crazy (36 total). One of Trim's arrows deflects off the creature's hide, but the other hits for 8. Jack throws his boom-erang, which hits then erupts with a shockwave (15 total).
Froskan fires an ice Chromatic Orb Attack: 24 Damage: 8
(OOC: I was worried about this creature, since the party was injured by the Skulks. But after 79 damage this round, I think you will be okay.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
The creature barely survives the onslaught. It stumbles forward, and reaches towards Isk (who damaged it the most). Attack1: 8 Attack2: 18
Iskander avoids The Lost's attempt to hug him, but still gets hit by an arm spike for 16 piercing.
The skulks have closed in to 20' around the party (except the direction The Lost came from). There are at least 2 dozen in the mob, and they are getting more frantic when they see their boss getting its backside bashed.
Party is up. (It is holding on by a thread, so the party should plan what to do after The Lost is defeated.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Trimyrai will continue to shoot at the lost.
Movement: Trimyrai will keep the pace with the party. (move as needed) [30ft] {if we are still moving}
Action: Attack: Attack 1: (range 150 (600) ) 15 (attack with longbow/piercing)
Damage: (if it hits) 8 (piercing damage)
Attack 2: (range 150 (600) 29 (attack with longbow/piercing) {if the monster is still standing}
Damage: (if it hits) 11 (piercing damage)
Bonus Action: no bonus action this turn.
list of my games/characters in the spoiler
Looking for a new game, if you need a player private message me.
Another 16 points of damage by Trim sends The Lost sprawling to the dirt. (OOC: When your group rolls well on the first round, it is tough for the monsters to recover.)
Jack uses Mage Hand to get his boom-erang back, and Trim recovers the last 2 arrows out of The Lost. But the skulk mob is even more agitated, and closes towards your group.
(Run, fight, or do something else?)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Could you describe the terrain around us?
(Yes, that could help with a plan)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
(Mostly like a rock quarry, with low mounds of pebbles and rocks everywhere. Barren trees about 20’ apart. Smokey fog that will limit sight to 60’ tops.
The nature of the Shadowfell makes it easy to get lost. Your group has the book to act like a compass. The skulks will fall behind, and lose your path.
To make things easy, if you run, you will be able to lose the mob of skulks. I wasn’t sure if your party was feeling bloody-thirsty, or happy to ditch these guys.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Ah, ok. Ya, I was envisioning at wide open area where running from the Skulks wouldn't get us away from them.
Isk looks around and says, "Let's keep moving and try to lose them in the fog. We need to keep our strength up in case more, large creatures show up." He begins to lead the group forward through the mists, using the book at a guide.