"And stay down!" Khessa advises the last undead collapsing brokenly on the ground.
"Well, friends..." the blonde arcane warrior then reasons with everyone. "We haven't been able to get much guidance from these tomb rejecters, so we'll have to find our own way to meet their leader... I confess I'm undecided. On the one hand, I think evil often lurks deep within, and therefore we should continue west, along the hallway with stairs going down." She scratches her chin lightly, thoughtfully. "But on the other hand, I wouldn't want the leader of these undead to be in this area, near where we met them, behind one of these doors. What do you suggest? Should we try a door first? Or should we continue down the stairs first?"
Vrox suggests trying one of the doors. "I don't like these narrow hallways. If we find The Enemy, it will be difficult to bring all of our forces to bear, and it makes us easy targets for certain spells," he says. "Let's try one of the doors and see whether there's a larger room there. That way, if we need to fall back, we can draw our Enemies into that room, which will be better for us."
You feel a pull to the west, towards the stairs. Your guide shrugs, "To be honest, I don't get around to everyplace here in the old city, much is still in ruins. I do know that the main part of the old city is to the east."
Between the 'pull to the west' and Vrox's advice, Khessa chooses the latter and opens the door already in front of her (the one to the south, therefore). And if beyond the door there's a simple corridor, she begins to follow it.
You open the door, and as you step through, you feel the tingling of magic being performed close by. A large fiend turns towards you with another undead warrior from the past as you have disturbed something in progress. To your right (west), a rough-hewn staircase to the leads down to another torchlit chamber. You can sense that the magical energy is coming from there. An undead ancient warrior is standing in the entrance of the staircase.
Khessa doesn't think that any dialogue with demons and undead would lead to anything: this seems to her a clear situation in which weapons should do the talking... she therefore swings the imposing blade of Wave of Sorrow at the Abhorrent Overlord.
Lord Akkron notes the presence of what appears to be a mortal necromancer among the cult...
"Perhaps," he muses to himself. "We could offer that one a better deal once the dust settles..."
He proceeds to cast Power Word Stun on the necromancer. If the necromancer has 150 hp or fewer, they will immediately be stunned and out of the fight until they can make a DC 24 Con save to clear the condition.
Meanwhile, his beholderkin floats over the rest of the party to fire two lances of raw psychic energy at the Abhorrent Overlord.
To the west is a hallway that has stairs going down, to the south is a door, to the east is a door.
"And stay down!" Khessa advises the last undead collapsing brokenly on the ground.
"Well, friends..." the blonde arcane warrior then reasons with everyone. "We haven't been able to get much guidance from these tomb rejecters, so we'll have to find our own way to meet their leader... I confess I'm undecided. On the one hand, I think evil often lurks deep within, and therefore we should continue west, along the hallway with stairs going down." She scratches her chin lightly, thoughtfully. "But on the other hand, I wouldn't want the leader of these undead to be in this area, near where we met them, behind one of these doors. What do you suggest? Should we try a door first? Or should we continue down the stairs first?"
Vrox suggests trying one of the doors. "I don't like these narrow hallways. If we find The Enemy, it will be difficult to bring all of our forces to bear, and it makes us easy targets for certain spells," he says. "Let's try one of the doors and see whether there's a larger room there. That way, if we need to fall back, we can draw our Enemies into that room, which will be better for us."
You feel a pull to the west, towards the stairs. Your guide shrugs, "To be honest, I don't get around to everyplace here in the old city, much is still in ruins. I do know that the main part of the old city is to the east."
Between the 'pull to the west' and Vrox's advice, Khessa chooses the latter and opens the door already in front of her (the one to the south, therefore). And if beyond the door there's a simple corridor, she begins to follow it.
You open the door, and as you step through, you feel the tingling of magic being performed close by. A large fiend turns towards you with another undead warrior from the past as you have disturbed something in progress. To your right (west), a rough-hewn staircase to the leads down to another torchlit chamber. You can sense that the magical energy is coming from there. An undead ancient warrior is standing in the entrance of the staircase.
Roll initiative please
Khessa's Initiative: 9
Akkron's initiative: 11
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Tyekanik - 24 (advantage from Feral Instinct)
Vrox - Initiative: 17
Their initiative: 17
They turn and stare at you, surprised that the door opened and someone came in. They do not attack outright, what do you do?
Khessa doesn't think that any dialogue with demons and undead would lead to anything: this seems to her a clear situation in which weapons should do the talking... she therefore swings the imposing blade of Wave of Sorrow at the Abhorrent Overlord.
Khessa's Multiattack:
Attack 1: 30 Damage: 27 (magical slashing) + 14 (acid) = 41
Attack 2: 33 Damage: 22 (magical slashing) + 17 (acid) = 39
Attack 3: 41 Damage: 47 (magical slashing) + 30 (acid) = 77
Clarac initiative: 9
Lord Akkron notes the presence of what appears to be a mortal necromancer among the cult...
"Perhaps," he muses to himself. "We could offer that one a better deal once the dust settles..."
He proceeds to cast Power Word Stun on the necromancer. If the necromancer has 150 hp or fewer, they will immediately be stunned and out of the fight until they can make a DC 24 Con save to clear the condition.
Meanwhile, his beholderkin floats over the rest of the party to fire two lances of raw psychic energy at the Abhorrent Overlord.
Beholderkin eye beams vs. Overlord
Attack: 24 Damage: 8 psychic
Attack: 28 Damage: 10 psychic
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