This post has potentially manipulated dice roll results.
Eremoz dodges the incoming attack. “I’ll be there in a moment.” Eremoz wants to help his friends, but he knows better that to turn his back on a predator. So he swing again with his maul.
This post has potentially manipulated dice roll results.
The large creature charges toward Karm who has been causing it much pain. Perhaps it is the aftereffect of the crystal's effect on it, or perhaps it is Dvark's quick action in slashing the creature's leg, but it swerves slightly away, slamming itself to the wall beside Karm. The resounding crack and thump of the wall reverberate through the corridor loudly.
Dvark moves to flank the creature that is attacking Drexon. Dark shadow pours from his hand as he touches the smaller creature. The creature tenses and let out a painful screech as the black skin-like armor on its body begin to wither away, showing the pallid skin underneath. At the same time, Drexon dodges away from the creature's sharp limb and takes his chance to grasp the creature with his hand. Lightning pours from his hand and smokes begin to waft from the creature as its body slowly chars.
Seeing the large creature looming before him, Karm bashes it with his grappling hook. Just like Dvark's blade before, the hook seems to have a hard time causing considerable damage to the creature's thick skin. Fortunately, Cob makes up the difference by launching another blast of power. The large creature's body begins to fall apart as the rot on its body covers more and more of its body.
Gritting his teeth at the feeling that the creature invokes within him, Eremoz swings his maul once again at the creature before him. The weapon strikes the creature's head before it can even make its own attack and once again a loud crack echoes through the chamber. The creature falls down with its head caved in. Its body twitches once before it lays still on the ground.
Turn 3
Enemy Turn:
Drexon and Cob, you begin to hear the skittering of footsteps again. This time it is coming closer toward you from the corridor where you came from and the unexplored corridor in front of the chamber you are in. You can see a couple more of the smaller creatures rushing toward you. They are probably attracted to the loud crash the large creature made during its failed charge at Karm.
Breaker Undead Fortitude: 14 Footsoldier 1 [DEAD] Footsoldier 2 Attack at Drexon: 18 Damage: 4 Footsoldier 3, 4, 5 Dash to Position Shown in the Map Breaker Fail Undead Fortitude [DEAD]
The large creature ambles forward closer toward Karm and lets out a loud roar before it seems to melt to the floor. Its rotting flesh leaves behind a puddle of black goo on the floor.
{{Drexon, if that hits you, make a Wisdom saving throw.}}
{{Hey DM, Drexon had retreated and climbed the wall, can the smaller creature reach him to attack?
Looking at my post, I didn’t add that bit to the description, just to the movement section at the bottom. If you want to ignore it that is ok, reaction below}}
As the smaller creature lashes out, Drexon’s instinct for survival kicks in and a shimmering field surrounds his body, deflecting the attack.
Reaction: Cast Shield - AC 20 until his next turn.
This post has potentially manipulated dice roll results.
Cob looks back down the hallways, not sure if he's happy or not with the gift Hyrsam granted him. Being able to see normally in darkness (Devil's Sight) has advantages, but he's not keen on seeing more of these creatures coming his way.
"We've got more of them coming," Cob calls to the others.
Hearing more than seeing the big baddie collapse, Cob turns to face the newcomers, moving his concentration from the big creature to the little one coming from the north.
He lets the strings of his fiddle sing with music again, letting the final stroke of his bow unleash a blast of energy towards the same attacker from the north.
Bonus Action - Move Hex to new enemy to the north.
Action - Eldritch Blast Attack: 8 Damage: 5 force damage plus 1 necrotic damage.
This post has potentially manipulated dice roll results.
{{Save your Reaction, Drexon. I missed the movement part of your turn. Yes, you are currently out of reach of the creature. I'll update your last movement and your current turn's movement at the start of next round.}}
{{In that case the creature will attack Dvark instead. I'll reroll the attack (16), but keep the 4 damage. Dvark, if this new roll hit, make a Wisdom save.}}
This post has potentially manipulated dice roll results.
With moving around the corner i meant for Karm to be outside the room in the hallway. But i‘ll give you that because it wasm‘t explained well. He would have tried to get something between himself and the creatures. But now that the Breaker is dead , it doesnt matter.
Karm sees Cob targeting the approaching enemy and tries to drop him before he cats to close to become a danger. Once more [Tooltip Not Found] gathers in Karm‘s hand and he flicks it at the creature with an exagerated twist of his wrist: 24 for 9 fire damage on a hit
Hearing the skittering coming closer, and Cob's warning, Drexon moves to hang upside down over the doorway and reaches out his hand to the creature coming from the north.
A ghostly hand reaches out to grab it and consume it's life force.
"Ah yes, lucky us indeed", he says with a chuckle, agreeing with Eremoz.
Movement: Above the doorway, upside down. In the room not corridor. Action: Cast Chill Touch - To Hit: 15+6=21, Damage: 5 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
With a quick swing, the creature before Dvark is decapitated. Strangely enough, the creature lets out no blood. You are sure that they are not undead, but you get the sense that they are not exactly living either.
Seeing the closest enemy coming from the north, Karm lets out another bolt of fire that twists around Cob's blast of force as it strikes it. Lagging slightly behind, a spectral hand grasps the creature as it continues forward, withering some of the creature's pallid skin.
Despite the punishment it takes, the creature is still running closer. Not even Eremoz's handaxe stabbing it in its torso slows it down even a little bit. The creature keeps limping forward despite the large gash on its armor and the handaxe still jammed in the middle of its chest. You cannot help but feel a slight cold chill traveling down your spine at the sight of it. Not even wild beasts have such a one-tracked mind. The longer you are in these creatures' presence, you get the sense that these creatures seem to have been created or bred for one purpose only: to kill.
Turn 4
Enemy Turn:
Footsoldier 3, 4 Dash to position. Footsoldier 5 Attack at Eremoz: 21 Damage: 9. Make a Wisdom save if hit. Footsoldier 6 Dash to position.
-
{{Let me know if your positioning on the map is not quite what you want. Some of you didn't put your movement in your post.}}
This post has potentially manipulated dice roll results.
The attack missed me (AC18). If there is space for me to move through I'll move to the space to the west of the foot soldier Eremos is attacking and attack the monster there.
Cob watches as the creatures advance closer, his eyes going wide at the sight of the one not slowing down at all despite the punishment it just took.
"I don't like this. Not even a little bit," Cob says.
Keeping his focus on the already damaged creature, he hits the strings of his fiddle hard, a rippling surge of eldritch energy leaping off almost instantly.
Cast: Eldritch Blast Attack: 11 Damage: 13 force damage plus 2 necrotic damage.
(Cob's up flying around near the ceiling, so there's about 10' of clearance under him for anyone else to move through).
Drexon nods in agreement, "What in the blazes are these things? Talk about single minded!".
With his usual method of attack being ineffectual, he can do no more than carry on using the ghostly hand to harry the creatures. He points his finger once again at the same creature as before.
Movement: None Action: Chill Touch - To Hit: 15+6=21, Damage: 2 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
{{I generally allow movement and attacking through party members without penalty, so, yes, Dvark can move to beside Eremoz if you want especially as Cob is flying and Drexon is standing on the ceiling.}}
The creature in front of Eremoz slashes its sharpened hand towards him. For a moment, Eremoz feels something grasping his mind, trying to confound him, but his instinct breaks the influence easily just as his mind begins to turn fuzzy. In retaliation, he swings his maul at it and another crack echoes down the corridor as the creature's body contorts at the strength of the strike. Its limp body slams on the wall beside it and doesn't stand back up.
Dvark rushes forward to back Eremoz and takes the other creature coming from the North. With a swing of his sword, he slashes open the creature's armor, allowing Drexon's spectral magical hand to rush toward the unprotected flesh. The pallid skin becomes grey and sickly, but the creature still ambles forward, dodging a blast of force from Cob.
With two more creatures rushing from the east, Karm points a bolt of fire toward one of them. Unfortunately, the creature's surprising speed and daunting presence it exudes cause his aim to miss it.
Turn 5
Enemy Turn:
Footsoldier 3 (East of Eremoz) Attack at Eremoz: 20 Damage: 8. Make a Wisdom save if it hit. Footsoldier 4 Dash to Position (North of Eremoz) Footsoldier 5 [DEAD] {{The Hex was on this one.}} Footsoldier 6 (North of Dvark) Attack at Dvark: 18 Damage: 7. Make a Wisdom save if it hit.
You hear a thump coming from the direction where the northern creatures came from. You look at an open doorway and see another large creature. it lumbers forward out of the room and is about to see you before a spear of ice blasts it from within the room. The large creature flash-freezes and shatters into ice. A moment later, you see an androgynous humanoid figure with soft blue skin dragging themselves into the corridor, crawling and missing both legs from the knee down. They slump down on the ground, unconscious.
Cob is momentarily distracted by the sudden appearance of the legless ice person. But the rush of the remaining enemy brings him back to the matter at hand.
He waves his hand from the corpse of the now dead footsoldier and points his finger at the one to the north of Dvark (if its still standing) and clicks his tongue twice (Bonus action to move Hex to #6.
Cob thing yells "just die" at the same creature, brushing the strings of his fiddle with his fingers instead of his bow, the cracking eldritch energy rippling along the strings and his hand before leaping towards the creature.
Action - Eldritch Blast Attack: 18 Damage: 12 force damage plus 1 necrotic (from Hex)
Eremoz dodges the incoming attack. “I’ll be there in a moment.” Eremoz wants to help his friends, but he knows better that to turn his back on a predator. So he swing again with his maul.
Attack: 8 Damage: 6
The large creature charges toward Karm who has been causing it much pain. Perhaps it is the aftereffect of the crystal's effect on it, or perhaps it is Dvark's quick action in slashing the creature's leg, but it swerves slightly away, slamming itself to the wall beside Karm. The resounding crack and thump of the wall reverberate through the corridor loudly.
Dvark moves to flank the creature that is attacking Drexon. Dark shadow pours from his hand as he touches the smaller creature. The creature tenses and let out a painful screech as the black skin-like armor on its body begin to wither away, showing the pallid skin underneath. At the same time, Drexon dodges away from the creature's sharp limb and takes his chance to grasp the creature with his hand. Lightning pours from his hand and smokes begin to waft from the creature as its body slowly chars.
Seeing the large creature looming before him, Karm bashes it with his grappling hook. Just like Dvark's blade before, the hook seems to have a hard time causing considerable damage to the creature's thick skin. Fortunately, Cob makes up the difference by launching another blast of power. The large creature's body begins to fall apart as the rot on its body covers more and more of its body.
Gritting his teeth at the feeling that the creature invokes within him, Eremoz swings his maul once again at the creature before him. The weapon strikes the creature's head before it can even make its own attack and once again a loud crack echoes through the chamber. The creature falls down with its head caved in. Its body twitches once before it lays still on the ground.
Turn 3
Enemy Turn:
Drexon and Cob, you begin to hear the skittering of footsteps again. This time it is coming closer toward you from the corridor where you came from and the unexplored corridor in front of the chamber you are in. You can see a couple more of the smaller creatures rushing toward you. They are probably attracted to the loud crash the large creature made during its failed charge at Karm.
The large creature ambles forward closer toward Karm and lets out a loud roar before it seems to melt to the floor. Its rotting flesh leaves behind a puddle of black goo on the floor.
{{Drexon, if that hits you, make a Wisdom saving throw.}}
Dvark draws his sword and takes a step back before putting the weight of his whole body behind a thrust into the foot soldiers back.
Attack: 26 Damage: 12
{{Hey DM, Drexon had retreated and climbed the wall, can the smaller creature reach him to attack?
Looking at my post, I didn’t add that bit to the description, just to the movement section at the bottom. If you want to ignore it that is ok, reaction below}}
As the smaller creature lashes out, Drexon’s instinct for survival kicks in and a shimmering field surrounds his body, deflecting the attack.
Reaction: Cast Shield - AC 20 until his next turn.
Cob looks back down the hallways, not sure if he's happy or not with the gift Hyrsam granted him. Being able to see normally in darkness (Devil's Sight) has advantages, but he's not keen on seeing more of these creatures coming his way.
"We've got more of them coming," Cob calls to the others.
Hearing more than seeing the big baddie collapse, Cob turns to face the newcomers, moving his concentration from the big creature to the little one coming from the north.
He lets the strings of his fiddle sing with music again, letting the final stroke of his bow unleash a blast of energy towards the same attacker from the north.
Bonus Action - Move Hex to new enemy to the north.
Action - Eldritch Blast Attack: 8 Damage: 5 force damage plus 1 necrotic damage.
{{Save your Reaction, Drexon. I missed the movement part of your turn. Yes, you are currently out of reach of the creature. I'll update your last movement and your current turn's movement at the start of next round.}}
{{In that case the creature will attack Dvark instead. I'll reroll the attack (16), but keep the 4 damage. Dvark, if this new roll hit, make a Wisdom save.}}
With moving around the corner i meant for Karm to be outside the room in the hallway. But i‘ll give you that because it wasm‘t explained well. He would have tried to get something between himself and the creatures. But now that the Breaker is dead , it doesnt matter.
Karm sees Cob targeting the approaching enemy and tries to drop him before he cats to close to become a danger. Once more [Tooltip Not Found] gathers in Karm‘s hand and he flicks it at the creature with an exagerated twist of his wrist: 24 for 9 fire damage on a hit
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
“More? Well, aren’t we lucky?” Eremoz runs up to the right of Cob. He pulls out a Handaxe and throws it at the enemy to the North.
Attack: 21 Damage: 7
Hearing the skittering coming closer, and Cob's warning, Drexon moves to hang upside down over the doorway and reaches out his hand to the creature coming from the north.
A ghostly hand reaches out to grab it and consume it's life force.
"Ah yes, lucky us indeed", he says with a chuckle, agreeing with Eremoz.
Movement: Above the doorway, upside down. In the room not corridor.
Action: Cast Chill Touch - To Hit: 15+6=21, Damage: 5 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
With a quick swing, the creature before Dvark is decapitated. Strangely enough, the creature lets out no blood. You are sure that they are not undead, but you get the sense that they are not exactly living either.
Seeing the closest enemy coming from the north, Karm lets out another bolt of fire that twists around Cob's blast of force as it strikes it. Lagging slightly behind, a spectral hand grasps the creature as it continues forward, withering some of the creature's pallid skin.
Despite the punishment it takes, the creature is still running closer. Not even Eremoz's handaxe stabbing it in its torso slows it down even a little bit. The creature keeps limping forward despite the large gash on its armor and the handaxe still jammed in the middle of its chest. You cannot help but feel a slight cold chill traveling down your spine at the sight of it. Not even wild beasts have such a one-tracked mind. The longer you are in these creatures' presence, you get the sense that these creatures seem to have been created or bred for one purpose only: to kill.
Turn 4
Enemy Turn:
-
{{Let me know if your positioning on the map is not quite what you want. Some of you didn't put your movement in your post.}}
The attack missed me (AC18). If there is space for me to move through I'll move to the space to the west of the foot soldier Eremos is attacking and attack the monster there.
Attack: 15 Damage: 11
Cob watches as the creatures advance closer, his eyes going wide at the sight of the one not slowing down at all despite the punishment it just took.
"I don't like this. Not even a little bit," Cob says.
Keeping his focus on the already damaged creature, he hits the strings of his fiddle hard, a rippling surge of eldritch energy leaping off almost instantly.
Cast: Eldritch Blast Attack: 11 Damage: 13 force damage plus 2 necrotic damage.
(Cob's up flying around near the ceiling, so there's about 10' of clearance under him for anyone else to move through).
Drexon nods in agreement, "What in the blazes are these things? Talk about single minded!".
With his usual method of attack being ineffectual, he can do no more than carry on using the ghostly hand to harry the creatures. He points his finger once again at the same creature as before.
Movement: None
Action: Chill Touch - To Hit: 15+6=21, Damage: 2 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
Karm leans out the doorway and fires a blast of fire at the closer creature of those approaching from east.
Attack: 12 for 6 fire damage
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Wisdom Save: 15 in game log.
Eremoz picks up his maul and takes a swing at the creature in front of him.
Attack: 14 Damage: 9
{{I generally allow movement and attacking through party members without penalty, so, yes, Dvark can move to beside Eremoz if you want especially as Cob is flying and Drexon is standing on the ceiling.}}
The creature in front of Eremoz slashes its sharpened hand towards him. For a moment, Eremoz feels something grasping his mind, trying to confound him, but his instinct breaks the influence easily just as his mind begins to turn fuzzy. In retaliation, he swings his maul at it and another crack echoes down the corridor as the creature's body contorts at the strength of the strike. Its limp body slams on the wall beside it and doesn't stand back up.
Dvark rushes forward to back Eremoz and takes the other creature coming from the North. With a swing of his sword, he slashes open the creature's armor, allowing Drexon's spectral magical hand to rush toward the unprotected flesh. The pallid skin becomes grey and sickly, but the creature still ambles forward, dodging a blast of force from Cob.
With two more creatures rushing from the east, Karm points a bolt of fire toward one of them. Unfortunately, the creature's surprising speed and daunting presence it exudes cause his aim to miss it.
Turn 5
Enemy Turn:
You hear a thump coming from the direction where the northern creatures came from. You look at an open doorway and see another large creature. it lumbers forward out of the room and is about to see you before a spear of ice blasts it from within the room. The large creature flash-freezes and shatters into ice. A moment later, you see an androgynous humanoid figure with soft blue skin dragging themselves into the corridor, crawling and missing both legs from the knee down. They slump down on the ground, unconscious.
Wis save: 26
Dvark grunts as the blow strikes him then roars and slashes at the enemy in front of him.
Attack: 16 Damage: Unable to parse dice roll.
If the enemy goes down I will adrenaline rush to try and reach the bearing missing it's legs. ((Moving 60 feet))
Cob is momentarily distracted by the sudden appearance of the legless ice person. But the rush of the remaining enemy brings him back to the matter at hand.
He waves his hand from the corpse of the now dead footsoldier and points his finger at the one to the north of Dvark (if its still standing) and clicks his tongue twice (Bonus action to move Hex to #6.
Cob thing yells "just die" at the same creature, brushing the strings of his fiddle with his fingers instead of his bow, the cracking eldritch energy rippling along the strings and his hand before leaping towards the creature.
Action - Eldritch Blast Attack: 18 Damage: 12 force damage plus 1 necrotic (from Hex)
Eremoz winces at the pain of the strike and focuses his adrenaline on pushing the pain out of his mind.
Wisdom Save:20
Second Wind: Heal 8
He swings his Maul at the creature that hit him.
Attack: 16 Damage: 13
Karm sees the second large creature getting turned into crushes ice. Thats a good idea. And im sorry…
He makes a sidestep past Eremoz to see the creatures and tries to spit at the central one. Mid flight the liquid turns into an shard of ice
Attack: 17 for 10 piercin damage. Also all creatures within 5ft of the target, target included must succeed on a DC14 DEX save or take 4 cold damage
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist