This post has potentially manipulated dice roll results.
CON save for Skree:3
Skree's hope of avoiding Patrin's eldritch blast is dashed by Brevig's counterspell. The shadar-kai sorcerer is struck by the full force of the warlock's spell as well as the radiance of the moonbeam.
Gwinmay act, ending round 1. Then Donir,Fargoth, and Patrinmay begin round 2.
This post has potentially manipulated dice roll results.
Donir growls as Skree negates his item’s effect, and braces as the shadar-kai bamfs at him. He dodges two chain attacks, and allows the third to wrap around his arm, before jerking it forward to slam his masked face into the shadow dancer’s, following with a powerful hook.
Brevig (Reaction): A low-frequency hum again crescendos loudly for a moment until a celestial portal opens, followed by a sudden eerie silence, whigh sucks Skree’s Counterspell within before the vortex snaps closed once again and the sound of battle resumes.
Donir reels in the shadow dancer (1) and bludgeons it twice. His homunculus, however, overshoots its target. Brevig cancels out Skree's counterspell, allowing both of Patrin's coruscating blasts to strike the shadar-kai sorcerer. The grin that crosses Skree's face seems to indicate that he is enjoying this deadly arcane chess match.
Fargoth's action is next. Skree and the shadow dancers will follow.
This post has potentially manipulated dice roll results.
Dex save... 20
Fargoth manages to dodge two of the attacks, but the third catches his leg. He avoids falling with a twist of his body, using his momentum to escape his foe. He heads north, rounding the corner of the room’s centrepiece, but not before turning and firing on one of the shadar-kai (1).
Attack: 11 Damage: 28
So since I made the save, I’m using my scout feature to move north as a reaction, and then moving further to get out of sight. I’d like to be up at the top left section of the thing in the middle, maybe just behind the bit that juts out to the left?
If you go from the box the bottom of the stairs is on, move 4 right and 1 down.
This post has potentially manipulated dice roll results.
Saves for shadar-kai:
Skree (DC 15 CON) 20
Shadow Dancer 1 (DC 18 INT)4
Shadow Dancer 2 (DC 18 INT) 8
Fargoth uses the darkness of Chorandan for his own advantage; he slinks silently to the northwestern portion of the room before delivering a nearly lethal blow from range. The shadow dancer (1) remains standing, but only barely. Despite the seriousness of its wounds, it lashes out at Donir with its chain whip...
Chain whip attack 1: 9 for 5 piercing damage
Chain whip attack 2: 23 for 11 piercing damage
Chain whip attack 3: 16 for 13 piercing damage
A DC 14 DEX save is required for each successful attack against you. Failures result in the following:
1st failed save = being knocked prone
2nd failed save = 26 necrotic damage
3rd failed save = and additional 21 necrotic damage
The other shadow dancer (2) descends upon a new target now that Fargothhas left the area. With a sinister grin, it slices the air with its chain whip, now seeking Brevigas the target...
Chain whip attack 1: 10 for 8 piercing damage
Chain whip attack 2: 22 for 8 piercing damage
Chain whip attack 3: 22 for 10 piercing damage
A DC 14 DEX save is required for each successful attack against you. Failures result in the following:
1st failed save = being knocked prone
2nd failed save = 21 necrotic damage
3rd failed save = and additional 29 necrotic damage
Skree, sitting smugly within the cylindrical beam of moonlight, once again is wreathed in ghostly flames that char his exposed flesh. With what seems to be nothing more than a blink of his eyes, he vanishes momentarily and reappears next to one of the statues near the southern entrance to the room. The shadar-kai sorcerer then chants something in Infernal while making a few intricate motions with his hands and fingers. The area around Brevig, Donir, Gwin, and Patrinimmediately seems psychically charged, and all of you feel as if your mind is being stabbed with energy...
32 psychic damage on a failed INT save (DC 18); damage is halved on a success. After a failed save, you have muddled thoughts for 1 minute. During that time, you must roll a d6 and subtract the number rolled from all attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. You can make an Intelligence saving throw at the end of each of your turns, ending the effect on yourself on a success.
...and Skree's spell immediately kills one of his own. Shadow dancer 1 collapses to the floor. The other shadow dancer suffers damage as well but is able to fight on.
Actions for Brevig and Gwin are next. A CON save will need to be made for maintaining concentration on the moonbeam (which has two rounds remaining of its duration)
It just so happens that Skree’s spell goes off at the exact moment Shadow Dancer 2 strikes at Brevig, who, with incredible athleticism, leaps over and behind the Dancer, thereby evading most of the spell’s effect (what luck!), before the paladin leaps back to avoid the next two chain attacks.
Maintaining concentration on his moonbeam, Brevig ignores the ineffective Dancer and locks eyes with Skree. The moonbeam follows his glance and VOOOSH, falls upon the Shahar-kai once more, bathing him in cool, burning radiance.
“There’s one more of your allies here you did not manage to kill, Skree. Come now, you’ve got to try harder.”
For a third time, the moonbeam sears the sorcerer's flesh. As Gwin's barrage of magic missiles streak toward him, he quickly throws up an arcane shield to deflect the darts.
Round 2 has ended. Fargoth, Patrin, and Donirmay act, beginning round 3. The map above is accurate, except for the location of the moonbeam, which is on Skree. The white circle represents Gwin's spiritual weapon.
This post has potentially manipulated dice roll results.
Fargoth nips around the northern end of the structure, having a quick glance in the direction of the door to the north, and a listen for more of the sorcerer's friends, as he goes.
Perception: 14
Skirting the top of the structure, should get me to 9 squares right, 1 up?
Fargothmakes his way around the bizarrely-shaped central column, and he sees two more shadow dancers descending the eastern staircase. Hovering above them is the flameskull that fled the initial battle.
This post has potentially manipulated dice roll results.
CON save for Skree: 11 and radiant damage from moonbeam: 16
Donir and his homunculus overwhelm the shadow dancer; the shadar-kai drops its chain whip to the floor and falls lifeless next to its weapon.
Skree suffers only minimal damage from the moonbeam before he suddenly vanishes from sight. The moonbeam fades away, having at last fulfilled its role in this deadly fight.
Any sense of relief that Patrin, Gwin, Brevig, and Donir might feel is suddenly whisked away, as the flameskull and two more shadow dancers come within view and continue the fight that Skree has abandoned. The shadow dancers are too far away to attack, but the skull launches a pair of fiery rays at Brevig...
Fire ray: 25 for 16 fire damage
Fire ray: 17 for 11 fire damage
To the north, Fargoth faces the unexpected surprise of Skree's appearance a mere 25' away...
Brevig and Gwinmay act, thereby ending round 3. Updated map (w/ flameskull denoted in light green):
NOTE: Please advise if Fargoth is incorrectly place on the map.
CON save for Skree: 3
Skree's hope of avoiding Patrin's eldritch blast is dashed by Brevig's counterspell. The shadar-kai sorcerer is struck by the full force of the warlock's spell as well as the radiance of the moonbeam.
Gwin may act, ending round 1. Then Donir, Fargoth, and Patrin may begin round 2.
Gwin sends a bolt of lightning at Shadow dancer 1 with the Sword of Tyr appearing over the head of Shadow dancer 2.
Guiding Bolt: 9 If successful, radiant damage: 19
Spiritual Weapon: 20 If successful, force damage: 6
‘The hardest thing in this world is to live in it.’ - Buffy Summers
The shadow dancer (1) succeeds in eluding Gwin's guiding bolt, but the other (2) is unable to avoid the cleric's spiritual weapon.
Round 1 has concluded. Donir, Fargoth, and Patrin may act. Skree and both shadow dancers have been wounded.
INT ST: 17
Patrin staggers for a moment under the psychic attack, before gathering himself and launching another pair of coruscating blasts against Skree...
Patrin casts Eldritch Blast again...
Attack: 25 Damage: 11
Attack: 28 Damage: 14
With a quick wave of his hand, palm facing outward, Skree negates Patrin's effort.
Donir growls as Skree negates his item’s effect, and braces as the shadar-kai bamfs at him. He dodges two chain attacks, and allows the third to wrap around his arm, before jerking it forward to slam his masked face into the shadow dancer’s, following with a powerful hook.
Attack 1: 22 Damage: 14
Attack 2: 25 Damage: 11
Homunculus Attack: 23 Damage: 8
"Ignorance is bliss, and you look absolutely miserable."
Brevig (Reaction): A low-frequency hum again crescendos loudly for a moment until a celestial portal opens, followed by a sudden eerie silence, whigh sucks Skree’s Counterspell within before the vortex snaps closed once again and the sound of battle resumes.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Donir reels in the shadow dancer (1) and bludgeons it twice. His homunculus, however, overshoots its target. Brevig cancels out Skree's counterspell, allowing both of Patrin's coruscating blasts to strike the shadar-kai sorcerer. The grin that crosses Skree's face seems to indicate that he is enjoying this deadly arcane chess match.
Fargoth's action is next. Skree and the shadow dancers will follow.
Dex save... 20
Fargoth manages to dodge two of the attacks, but the third catches his leg. He avoids falling with a twist of his body, using his momentum to escape his foe. He heads north, rounding the corner of the room’s centrepiece, but not before turning and firing on one of the shadar-kai (1).
Attack: 11
Damage: 28
So since I made the save, I’m using my scout feature to move north as a reaction, and then moving further to get out of sight. I’d like to be up at the top left section of the thing in the middle, maybe just behind the bit that juts out to the left?
If you go from the box the bottom of the stairs is on, move 4 right and 1 down.
Stealth: 31
Saves for shadar-kai:
Fargoth uses the darkness of Chorandan for his own advantage; he slinks silently to the northwestern portion of the room before delivering a nearly lethal blow from range. The shadow dancer (1) remains standing, but only barely. Despite the seriousness of its wounds, it lashes out at Donir with its chain whip...
A DC 14 DEX save is required for each successful attack against you. Failures result in the following:
The other shadow dancer (2) descends upon a new target now that Fargoth has left the area. With a sinister grin, it slices the air with its chain whip, now seeking Brevig as the target...
A DC 14 DEX save is required for each successful attack against you. Failures result in the following:
Skree, sitting smugly within the cylindrical beam of moonlight, once again is wreathed in ghostly flames that char his exposed flesh. With what seems to be nothing more than a blink of his eyes, he vanishes momentarily and reappears next to one of the statues near the southern entrance to the room. The shadar-kai sorcerer then chants something in Infernal while making a few intricate motions with his hands and fingers. The area around Brevig, Donir, Gwin, and Patrin immediately seems psychically charged, and all of you feel as if your mind is being stabbed with energy...
32 psychic damage on a failed INT save (DC 18); damage is halved on a success. After a failed save, you have muddled thoughts for 1 minute. During that time, you must roll a d6 and subtract the number rolled from all attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. You can make an Intelligence saving throw at the end of each of your turns, ending the effect on yourself on a success.
...and Skree's spell immediately kills one of his own. Shadow dancer 1 collapses to the floor. The other shadow dancer suffers damage as well but is able to fight on.
Actions for Brevig and Gwin are next. A CON save will need to be made for maintaining concentration on the moonbeam (which has two rounds remaining of its duration)
Brevig INT save DC18: 13
1 luck die re-roll INT save DC18: 23
Concentration: CON save DC10: 10
It just so happens that Skree’s spell goes off at the exact moment Shadow Dancer 2 strikes at Brevig, who, with incredible athleticism, leaps over and behind the Dancer, thereby evading most of the spell’s effect (what luck!), before the paladin leaps back to avoid the next two chain attacks.
Maintaining concentration on his moonbeam, Brevig ignores the ineffective Dancer and locks eyes with Skree. The moonbeam follows his glance and VOOOSH, falls upon the Shahar-kai once more, bathing him in cool, burning radiance.
“There’s one more of your allies here you did not manage to kill, Skree. Come now, you’ve got to try harder.”
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
INT save (DC 18): 13
Gwin, visibly wounded, raises her Wand of Magic Missiles in the direction of Skree and sends nine missiles screaming in his direction.
Wand of Magic Missiles: 28
As soon as the last missile leaves the wand, the little cleric momentarily glows with healing magics.
Healing Word: 16
Roll for Wand of Magic Missile save: 18
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Save: 15
"Ignorance is bliss, and you look absolutely miserable."
Patrin INT ST: 18
CON save Skree:8
For a third time, the moonbeam sears the sorcerer's flesh. As Gwin's barrage of magic missiles streak toward him, he quickly throws up an arcane shield to deflect the darts.
Round 2 has ended. Fargoth, Patrin, and Donir may act, beginning round 3. The map above is accurate, except for the location of the moonbeam, which is on Skree. The white circle represents Gwin's spiritual weapon.
Fargoth nips around the northern end of the structure, having a quick glance in the direction of the door to the north, and a listen for more of the sorcerer's friends, as he goes.
Perception: 14
Skirting the top of the structure, should get me to 9 squares right, 1 up?
Eyes narrowing, Patrin opts to step up his attacks, casting forth a blazing golden bolt at Skree...
'I do wish you'd settled for talking with us...' he says
Casting Guiding Bolt at Skree...
Attack: 12 Damage: 39
Bonus Action: Healing Light on self: 14
Fargoth makes his way around the bizarrely-shaped central column, and he sees two more shadow dancers descending the eastern staircase. Hovering above them is the flameskull that fled the initial battle.
Patrin watches his eldritch blast sputter and dissipate into nothingness as Skree makes another wave of his hand.
Donir's action is next. The shadar-kai will then follow. Updated map:
Donir moves to the second shadow dancer, unleashing a torrent of blows.
Attack: 30 Damage: 15
Attack: 25 Damage: 10
Homunculus Attack: 9 Damage: 7
"Ignorance is bliss, and you look absolutely miserable."
CON save for Skree: 11 and radiant damage from moonbeam: 16
Donir and his homunculus overwhelm the shadow dancer; the shadar-kai drops its chain whip to the floor and falls lifeless next to its weapon.
Skree suffers only minimal damage from the moonbeam before he suddenly vanishes from sight. The moonbeam fades away, having at last fulfilled its role in this deadly fight.
Any sense of relief that Patrin, Gwin, Brevig, and Donir might feel is suddenly whisked away, as the flameskull and two more shadow dancers come within view and continue the fight that Skree has abandoned. The shadow dancers are too far away to attack, but the skull launches a pair of fiery rays at Brevig...
To the north, Fargoth faces the unexpected surprise of Skree's appearance a mere 25' away...
Brevig and Gwin may act, thereby ending round 3. Updated map (w/ flameskull denoted in light green):
NOTE: Please advise if Fargoth is incorrectly place on the map.