"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.
This post has potentially manipulated dice roll results.
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.
This post has potentially manipulated dice roll results.
Round 1: Tyekanik
As soon as he saw the demon, Tyek entered a rage, even before Khessa attacked. He roars, "For the All-Father!", and, ignoring the other opponents, strikes out with his Annam's Greataxe at the demon, hoping to kill it before it can react.
Movement: None. He remains in the NW corner of the room, blocking the way up the stairs for anyone in the chamber below. Bonus Action: rage, imbuing Annam's Greataxe as his Elemental Cleaver with thunder damage. He does not change size since there is no room for him to grow. Action: Two Reckless Attacks against the demon with Annam's Greataxe as his Elemental Cleaver (thunder) Attack 1: 36, Damage: 27 (magical thunder) + 23 (force) = 50 (total) Attack 2: 37, Damage: 68 (magical thunder) + 38 (force) = 106 (total) Free Action: Talking
Since we're fighting undead and demons, and Tyek is within 30-ft of Khessa, the opponents' attacks against him should be a straight attack roll. (Disadvantage from Khessa's sacred idol's Prot. from Evil cancels out Advantage on attacks from Tyek's use of Reckless Attack.)
roars, "For the All-Father!", and, ignoring the other opponents, strikes out with his Annam's Greataxe at the demon, hoping to kill it before it can react. Action: Two Reckless Attacks against the demon with Annam's Greataxe as his Elemental Cleaver (thunder) Attack 1: 36, Damage: 27 (magical thunder) + 23 (force) = 50 (total) Attack 2: 37, Damage: 68 (magical thunder) + 38 (force) = 106 (total)
[[OOC: Wow! 156 total damage! Nice time for a crit, and great damage from those extra Brutal Critical dice. Assuming that Khessa and Lord Akkron had not already killed the demon, I guess Tyek must have. If the demon dies, Tyek directs his remaining attacks at the undead warrior that's next to him on the stairs.]]
Hearing Khessa and Tyek charging into a fight, Vrox is frustrated by the cramped space and all of the fighters in front of him. He says, "Make way for the wizard and archers! There's not enough room for all of you knights here! Guard the rear!" Since he cannot easily get into position to attack anything this round, he instead summons a fey spirit to trouble the enemies. He hoists the fey creature up so that it can see over the heads of the Sir Sparhawk and the others and commands it to attack the undead warrior in the south corner of the room.
Movement: None Action: Cast spell (LVL 3) Summon Fey, using Fey Reinforcements to cast it w/o expending a slot and to alter the spell so that it does not require concentration A Fey Spirit (Tricksy) manifests next to Vrox. It's in the shape of a Small-sized satyr with a short sword. (It acts immediately after Vrox, see below.) Free Action: Talking
Fey Spirit
AC 15, HP 30
Bonus Action: Fey Step from Vrox's arms into the square just south of Clarac and next to the Sword Wraith Commander in the corner of that room Tricksy effect - The fey spirit fills the Sword Wraith Commander's space with magical darkness which lasts until the end of its next turn. Action: Attack the Sword Wraith Commander in the SE corner of the room. Shortsword31 to hit, Damage: 7 (magical piercing) + 1 (force) = 8 (total)
Bonus Action: Fey Step from Vrox's arms into the square just south of Clarac and next to the Sword Wraith Commander in the corner of that room Tricksy effect - The fey spirit fills the Sword Wraith Commander's space with magical darkness which lasts until the end of its next turn. Action: Attack the Sword Wraith Commander in the SE corner of the room. Shortsword31 to hit, Damage: 7 (magical piercing) + 1 (force) = 8 (total)
[[OOC: I forgot to roll with advantage from the darkness, but it's another crit anyway. I didn't bother with the crit detection in the roll macro above, so I'll just have to roll that extra damage here.]]
The Fey Spirit's attack was a critical hit, so the damage should be:
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 - 10 (advantage from Feral Instinct)
Vrox - Initiative: 25
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: 20 Damage: 11 psychic
Attack: 22 Damage: 9 psychic
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Round 1: Tyekanik
As soon as he saw the demon, Tyek entered a rage, even before Khessa attacked. He roars, "For the All-Father!", and, ignoring the other opponents, strikes out with his Annam's Greataxe at the demon, hoping to kill it before it can react.
Movement: None. He remains in the NW corner of the room, blocking the way up the stairs for anyone in the chamber below.
Bonus Action: rage, imbuing Annam's Greataxe as his Elemental Cleaver with thunder damage. He does not change size since there is no room for him to grow.
Action: Two Reckless Attacks against the demon with Annam's Greataxe as his Elemental Cleaver (thunder)
Attack 1: 36, Damage: 27 (magical thunder) + 23 (force) = 50 (total)
Attack 2: 37, Damage: 68 (magical thunder) + 38 (force) = 106 (total)
Free Action: Talking
Since we're fighting undead and demons, and Tyek is within 30-ft of Khessa, the opponents' attacks against him should be a straight attack roll. (Disadvantage from Khessa's sacred idol's Prot. from Evil cancels out Advantage on attacks from Tyek's use of Reckless Attack.)
[[OOC: Wow! 156 total damage! Nice time for a crit, and great damage from those extra Brutal Critical dice. Assuming that Khessa and Lord Akkron had not already killed the demon, I guess Tyek must have. If the demon dies, Tyek directs his remaining attacks at the undead warrior that's next to him on the stairs.]]
Round 1: Vrox
Hearing Khessa and Tyek charging into a fight, Vrox is frustrated by the cramped space and all of the fighters in front of him. He says, "Make way for the wizard and archers! There's not enough room for all of you knights here! Guard the rear!" Since he cannot easily get into position to attack anything this round, he instead summons a fey spirit to trouble the enemies. He hoists the fey creature up so that it can see over the heads of the Sir Sparhawk and the others and commands it to attack the undead warrior in the south corner of the room.
Movement: None
Action: Cast spell (LVL 3) Summon Fey, using Fey Reinforcements to cast it w/o expending a slot and to alter the spell so that it does not require concentration
A Fey Spirit (Tricksy) manifests next to Vrox. It's in the shape of a Small-sized satyr with a short sword. (It acts immediately after Vrox, see below.)
Free Action: Talking
Fey Spirit
AC 15, HP 30
Bonus Action: Fey Step from Vrox's arms into the square just south of Clarac and next to the Sword Wraith Commander in the corner of that room
Tricksy effect - The fey spirit fills the Sword Wraith Commander's space with magical darkness which lasts until the end of its next turn.
Action: Attack the Sword Wraith Commander in the SE corner of the room. Shortsword 31 to hit, Damage: 7 (magical piercing) + 1 (force) = 8 (total)
[[OOC: I forgot to roll with advantage from the darkness, but it's another crit anyway. I didn't bother with the crit detection in the roll macro above, so I'll just have to roll that extra damage here.]]
The Fey Spirit's attack was a critical hit, so the damage should be:
Damage: 10 (magical piercing) + 2 (force) = 12 (total)