The room you enter has dimly lit lanterns on the walls, leaving the entire room in dim light.
Shadowy figures swirl among the dim lighting of the room...
sh8 Moves and attacksHoghead... Strength Drain. Melee Weapon Attack: 21 to hit, reach 5 ft., one creature. Hit: 8 necrotic damage, and the target's Strength score is reduced by 3. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Thankfully the Shield of Faith protected Hoghead from the attack. "There's too many of them to single one out!" Hoghead takes two swipes with his hammer against sh8.
Hoghead Hits the shadow twice, but each hit does less damage than would be normally expected.
sh3 moves and attacks davis Strength Drain. Melee Weapon Attack: 24 to hit, reach 5 ft., one creature. Hit: 12 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh1 moves and attacks Tydir Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh14 moves and attacks Hoghead Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 7 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh5 moves and attacks davis Strength Drain. Melee Weapon Attack: 20 to hit, reach 5 ft., one creature. Hit: 11 necrotic damage, and the target's Strength score is reduced by 2. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh12 moves and attacks skarias Strength Drain. Melee Weapon Attack: 17 to hit, reach 5 ft., one creature. Hit: 12 necrotic damage, and the target's Strength score is reduced by 2. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Davis (blessed) A bit wobbly on his feet now, as his strength ahs been sapped by the shadows, he still attempts to strike back... Attack: 9 Damage: 3 Attack: 10 Damage: 11 Attack: 22 Damage: 5
This post has potentially manipulated dice roll results.
SH3 is looking fairly hurt by now, but is still there, with Davis looking quite a bit worse off now.
sh13 moves in and attacks Davis. Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh9 moves in and attacks Hoghead Strength Drain. Melee Weapon Attack: 20 to hit, reach 5 ft., one creature. Hit: 6 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
This post has potentially manipulated dice roll results.
Tydir brings up his ghostly hammer and swings it down on the shadow directly in front of him. Anyone watching closely would notice the slightest wince as he does as the cleric digs deep into his reserves as they push deep into this dungeon.
Bringing this very real hammer up and in front of him he calls out in a deep clear voice 'Back foul creatures, back from whence you came' as he attempts to banish the incorporeal creatures from his realm.
'Don't harm the ones who flee, finish off the ones who stay first, then we can concentrate attacks and finish then off one at a time!'
Bonus: Cast Spiritual Weapon Attack: 26 Damage: 8 Action: Channey Divinity Turn Undead: Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 16). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action
Move: If he can without provoking a Opp Attack, Tydir will back up to the door they came through, pushing himself up against the wall - otherwise he'll remain where he is
Tydir (blessed) Hits the shadow in front of him with his spiritual weapon, dealing damage. Then he lifts his holy symbol, rebuking the undead. All but two of the shadows recoil, clearly turned. The two that were not turned are SH8 and SH12.
sh6 (turned) flees as far as it can in the room. This means it stays put, as it cannot move further away from the cleric...
sh7 (turned) flees as far as it can in the room. This means it stays put, as it cannot move further away from the cleric...
This post has potentially manipulated dice roll results.
"we need a plan to take them all, we will lose at this rate!" skarias rushes behind davis, putting both hands on his back as a revigorating wave involves davis "my energy is not infinite, we need to find a way to end them fast!"
skarias Heals Davis. Davis gives a nod for the healing. He then grips his weapon. "Seems like most are going to be running for now, we deal with the two here, then pick the rest off a couple at a time." He gives Tydir a smile of appreciation at the power of the cleric.
sh4 (turned) flees as far as the room allows from Tydir. sh2 (turned) flees as far as the room allows from Tydir. sh11 (turned) flees as far as the room allows from Tydir. sh10 (turned) flees as far as the room allows from Tydir.
sh8 Attacks Hoghead Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh3 (turned) flees as far as it can from Tydir... sh1 (turned) flees as far as it can from Tydir... sh14 (turned) flees as far as it can from Tydir... sh5 (turned) flees as far as it can from Tydir... sh12 attacks skarias Strength Drain. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 8 necrotic damage, and the target's Strength score is reduced by 3. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Davis (blessed) Grows to large size, then strikes at #13... To hit: 16 Damage: 6 To hit: 17 Damage: 13 To hit: 8 Damage: 7
Davis hits hte shadow twice, doing dmaage, but missing ont he third attack.
sh13 Strikes back at Davis... Strength Drain. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. sh9 (turned) flees as far as it can from Tydir...
This post has potentially manipulated dice roll results.
Tydir points his hammer at the Shade attacking Davis and calls out in a booming voice 'Let the light of the forge drive you back into the darkness' as he curses the foul creature he directs his blessed hammer to move towards and smash it into oblivion.
Action: Channel Divinity: Path to the Grave: As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Bonus: Attack: 28 Damage: 14 (if that's a hit double the damage to a measly 12 :( )
sh4 (turned) Stays put, as far from Tydir as possible. sh2 (turned) Stays put, as far from Tydir as possible. sh11 (turned) Stays put, as far from Tydir as possible. sh10 (turned) Stays put, as far from Tydir as possible.
This post has potentially manipulated dice roll results.
"I'll let you magic folk figure out what to do about the bulk of them. In the meantime I'm gonna keep hitting 'em." He moves to C6 and makes 2 attacks with his hammer against SH12
Attack: 7 Damage: 9
Attack: 17 Damage: 7
If it is still up:
Crusher: Critical (Special)
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
The room you enter has dimly lit lanterns on the walls, leaving the entire room in dim light.
Shadowy figures swirl among the dim lighting of the room...
sh8
Moves and attacksHoghead...
Strength Drain. Melee Weapon Attack: 21 to hit, reach 5 ft., one creature. Hit: 8 necrotic damage, and the target's Strength score is reduced by 3. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
hoghead (blessed and shield of faith) is up.
Map
Thankfully the Shield of Faith protected Hoghead from the attack. "There's too many of them to single one out!" Hoghead takes two swipes with his hammer against sh8.
Attack 1 Attack: 15 Damage: 5
Attack 2 Attack: 18 Damage: 9
Hoghead
Hits the shadow twice, but each hit does less damage than would be normally expected.
sh3 moves and attacks davis
Strength Drain. Melee Weapon Attack: 24 to hit, reach 5 ft., one creature. Hit: 12 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh1 moves and attacks Tydir
Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh14 moves and attacks Hoghead
Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 7 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh5 moves and attacks davis
Strength Drain. Melee Weapon Attack: 20 to hit, reach 5 ft., one creature. Hit: 11 necrotic damage, and the target's Strength score is reduced by 2. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh12 moves and attacks skarias
Strength Drain. Melee Weapon Attack: 17 to hit, reach 5 ft., one creature. Hit: 12 necrotic damage, and the target's Strength score is reduced by 2. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Davis (blessed)
A bit wobbly on his feet now, as his strength ahs been sapped by the shadows, he still attempts to strike back...
Attack: 9 Damage: 3
Attack: 10 Damage: 11
Attack: 22 Damage: 5
sh13
Forgot bless rolls: 3, 3
SH3 is looking fairly hurt by now, but is still there, with Davis looking quite a bit worse off now.
sh13 moves in and attacks Davis.
Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh9 moves in and attacks Hoghead
Strength Drain. Melee Weapon Attack: 20 to hit, reach 5 ft., one creature. Hit: 6 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Tydir (blessed) is now up.
Updated Map
Tydir brings up his ghostly hammer and swings it down on the shadow directly in front of him. Anyone watching closely would notice the slightest wince as he does as the cleric digs deep into his reserves as they push deep into this dungeon.
Bringing this very real hammer up and in front of him he calls out in a deep clear voice 'Back foul creatures, back from whence you came' as he attempts to banish the incorporeal creatures from his realm.
'Don't harm the ones who flee, finish off the ones who stay first, then we can concentrate attacks and finish then off one at a time!'
Bonus: Cast Spiritual Weapon Attack: 26 Damage: 8
Action: Channey Divinity Turn Undead: Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 16). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action
Move: If he can without provoking a Opp Attack, Tydir will back up to the door they came through, pushing himself up against the wall - otherwise he'll remain where he is
Tydir (blessed)
Hits the shadow in front of him with his spiritual weapon, dealing damage. Then he lifts his holy symbol, rebuking the undead. All but two of the shadows recoil, clearly turned. The two that were not turned are SH8 and SH12.
sh6 (turned) flees as far as it can in the room. This means it stays put, as it cannot move further away from the cleric...
sh7 (turned) flees as far as it can in the room. This means it stays put, as it cannot move further away from the cleric...
skarias is now up.
Updated Map
"we need a plan to take them all, we will lose at this rate!" skarias rushes behind davis, putting both hands on his back as a revigorating wave involves davis "my energy is not infinite, we need to find a way to end them fast!"
[Tooltip Not Found] 2nd level on Davis
Healing: 15
//sorry i think i put the tooltip wrong, i casted Cure Wounds 2nd level
skarias
Heals Davis. Davis gives a nod for the healing. He then grips his weapon. "Seems like most are going to be running for now, we deal with the two here, then pick the rest off a couple at a time." He gives Tydir a smile of appreciation at the power of the cleric.
sh4 (turned) flees as far as the room allows from Tydir.
sh2 (turned) flees as far as the room allows from Tydir.
sh11 (turned) flees as far as the room allows from Tydir.
sh10 (turned) flees as far as the room allows from Tydir.
sh8
Attacks Hoghead
Strength Drain. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
hoghead (blessed and shield of faith) is now up.
Updated Map
Hoghead will slip out of the way of the shadow creature and take two swings with his hammer at sh8. Attack: 12 Damage: 8 plus Blessed 4
Attack 2 Attack: 24 Damage: 10 plus Blessed 3
sh3 (turned) flees as far as it can from Tydir...
sh1 (turned) flees as far as it can from Tydir...
sh14 (turned) flees as far as it can from Tydir...
sh5 (turned) flees as far as it can from Tydir...
sh12 attacks skarias
Strength Drain. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 8 necrotic damage, and the target's Strength score is reduced by 3. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Davis (blessed)
Grows to large size, then strikes at #13...
To hit: 16 Damage: 6
To hit: 17 Damage: 13
To hit: 8 Damage: 7
Davis hits hte shadow twice, doing dmaage, but missing ont he third attack.
sh13
Strikes back at Davis...
Strength Drain. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 10 necrotic damage, and the target's Strength score is reduced by 1. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
sh9 (turned) flees as far as it can from Tydir...
Tydir (blessed) is up.
Updated Map
Tydir points his hammer at the Shade attacking Davis and calls out in a booming voice 'Let the light of the forge drive you back into the darkness' as he curses the foul creature he directs his blessed hammer to move towards and smash it into oblivion.
Action: Channel Divinity: Path to the Grave: As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Bonus: Attack: 28 Damage: 14 (if that's a hit double the damage to a measly 12 :( )
Tydir
After cursing shadow#13 he strikes it down, sending it back into the limbo world that spawned it.
sh6 (turned) stays put, as far from Tydir as they can go...
sh7 (turned) stays put, as far from Tydir as they can go...
skarias is now up. Not updating the map. Just ignore #13, which is no longer there, having been destroyed by Tydir's spiritual weapon.
//ooc: they are all on the wall, maybe there is some way to destroy the ceiling so it falls on them all?
skarias will once again heal Davis, touching his shoulder sending a healing energy in his body
Spell: Cure Wounds 1rst level 11
ooc - Did sh8 take damage from Hoghead? Is it dead?
(Yes Hoghead took out #8)
skarias heals davis yet again.
sh4 (turned) Stays put, as far from Tydir as possible.
sh2 (turned) Stays put, as far from Tydir as possible.
sh11 (turned) Stays put, as far from Tydir as possible.
sh10 (turned) Stays put, as far from Tydir as possible.
hoghead (blessed and shield of faith) is now up.
Updated Map
"I'll let you magic folk figure out what to do about the bulk of them. In the meantime I'm gonna keep hitting 'em." He moves to C6 and makes 2 attacks with his hammer against SH12
Attack: 7 Damage: 9
Attack: 17 Damage: 7
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.