disadvantage due to invisibility 23 or 10+8+1 for 10 damage 18 or 18+8+2 for 10 damage 18 hit for10 24 or 18+8+1 for 7damage 24 hit for 7 13 (miss) or 12+8+1 for 9 damage 13 (miss) 31 or 20+8+4 for 11 damage 24 hit for 11 28 or 13+8+2 for 7 damage 23 hit for 7 28 or 20+8+1 for 10 damage 28 hit for 10 25 or 20+8+4 for 10 damage 25 hit for 10 23 or 5+8+1 for 9 damage 14 hit for 9 20 or 20+8+4 for 11 damage 16 or 10+8+1 for 8 damage 23 or 10+8+2 for 9 damage
Considering that I rolled 4x 20's and not a single d20 roll of 4 or less, they all hit except for 13 IS3 takes 10+10+7+11+7+10+10+9+11+8+9, total 102 damage. IS3 (2/104)
to-hit, 8+12 is 20 which deals 18 necrotic damage to IS3, the ghostly form turns visible for an instant before rotting, and turning black and disintegrating into a burnt and blackened mound of ooze.
With the shambling mound succumbing to Yurgojin's attacks, Trystane turns to the invisible stalker. Unsure whether the creature will also resist his lightning attacks, or might even be insensible to fire, he decides to drop his flaming dagger and rely on his claws as he is most comfortable with those. Anything will count as he doesn't even see where he should direct his attacks at (Attacks are a disadvantage, right?)
Action: two unarmed strikes Bonus: one unarmed strikes @IS3 (AC 14), hit 22 for 12 magical slashing and 8 lightning damage @IS3 (AC 14), hit 21 for 15 magical slashing and 6 lightning damage @IS3 (AC 14), hit 17 for 11 magical slashing and 5 lightning damage
Trystane makes sure that nothing is getting back up!
As a hush falls over the Reliquary, a preliminary search of this large chamber turns up nothing but “relics”, mostly worthless human remains, mundane material components for spellcasting, and so forth. In just a few minutes, you are able to thoroughly search all thirteen niches along the walls.
You still hear chanting, “She is slain, she is risen. Come to us, Lord Strahd. Receive our gift!” This time you can hear the sound from the other side of a Rusty Iron Portcullis, Athletics DC 20
If someone wants to explore the other exit to the Reliquary, they find an old and abandoned prison, with several alcoves, featuring chains ending in shackles attached to the back walls. You hear the chanting loudly from the back of the cell, furthest south. Investigation DC 15reveals a secret door, which takes little or no effort to push aside.
Trystane steps up to the rusted iron portcullis, his troll-like form rippling with raw strength. Gripping the bars tightly, he lets out a low growl as his muscles tense, veins bulging beneath his skin. With a guttural roar, he heaves upward, the metal screeching in protest as he lifts it clear. "No barrier stands in our way," he rumbles, holding it aloft for the others to pass. (Athletics: 25)
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Yurgojin gives Trystane an impressed look at the display of strength and walks through. After the rest of the group passes and Trystane releases the portcullis and start investigating the next room, Yurgojin goes back to the portcullis and tests it to see how heavy it was. Sheathing the rapier, Yurgojin grabs the gate with one hand and pick it up (Athletics 30 with a nat 20). "Not bad Trystane, not bad at all."
Yurgojin ignore the chanting (investigation 3) and continues to look for hiw to find the rod.
Not wanting the boys to have all the fun, after Trystane and Yurgojin easily open up the portcullis, Necyra flutters over to it after everyone has passed through, and when no one is looking, attempts to lift it up herself:
Necyra approached the portcullis, her eyes scanning the heavy iron barrier. With a determined look, she tried to lift it, her noodle arms straining with effort. However, the portcullis remained firmly in place, refusing to budge. A blush crept across her face as she realized her folly. With a chuckle, she shook her head. "Just checking the specs on this portcullis...making sure it was built up to proper building code for this area. Yeah."
Necyra, ever curious, wandered into the abandoned prison, fluttering just off the ground. She carefully examined the cells, her eyes scanning the walls for any hidden clues or secret passages. As she reached the back of the prison, her attention was drawn to a seemingly ordinary wall. With a keen eye (Investigation @ advantage by spending a luck point: 12), she noticed a subtle irregularity, a slight indentation in the stonework. With a gentle touch, she pushed against the wall, revealing a hidden doorway. A surge of excitement coursed through her as she stepped through the secret passage, eager to uncover the mystery that lay beyond.
With a keen eye (Investigation @ advantage by spending a luck point: 12), she noticed a subtle irregularity, a slight indentation in the stonework. With a gentle touch, she pushed against the wall, revealing a hidden doorway.
OOC: Geeze, even @ advantage, she failed her Investigation roll. Miserably. Someone else needs to show us all how it's properly done!
Featureless stone pillars support the high ceiling in this forty-foot-square chamber. Murky water covers the floor, and a breach in the west wall leads to a dark cave heaped with refuse. Stairs lead up to dry stone ledges that hug the walls. Fourteen hooded figures stand atop the ledges, chanting loudly.
In the middle of the room, an octagonal dais rises above the water. Atop the dais is a stone altar drenched in freshly spilled blood. The source of the blood is the body of lifeless woman dangling above the altar from chains mounted to the ceiling. A ceramic stake has been plunged through the woman’s heart. Standing next to the altar is a large fiend wielding a gruesome crimson spear.
The cultists chant: “She is slain, she is risen. Come to us, Lord Strahd. Receive our gift!”
The water here is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface) The chamber’s ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long.
Dangling from the chains above the altar is a corpse of a woman dressed as a nursemaid. The cult ritually sacrificed her using the fourth piece of the Rod of Seven Parts as the implement of sacrifice, which is still embedded in her chest.
As blood pools below the sacrificed woman, a figure rises from that blood, Relentless Impaler.
A man steps forward, "Elisabeth, look! There are uninvited guests!" "What? They are too late, Strahd’s Presence surrounds us, the ritual has been completed. Oh Gustav, look! The blood of our nanny has raised a guardian. You monster, protect us from these interlopers." Elisabeth cries out to the Impaler.
Gustav and Elisabeth and five other figures wear cultist robes made of silk with a single white stripe of fine fabric trim (cult fanatic) There are also seven cultists scattered about, wearing common robes.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Players go first! Because of the nature of Legendary Actions, once the Impaler gets to start his initiative, I will "sprinkle" in those action among the players turns.
Players go first! Because of the nature of Legendary Actions, once the Impaler gets to start his initiative, I will "sprinkle" in those action among the players turns.
[[ I think legendary actions can be used prior to going in initiative. ]]
Talorin holds up his holy symbol and prays. "Clear our way!" he asks. A speck of fire shoots forth and then grows into a large ball.
Fireball //1 sorcery point for empowered spell Damage: 2+2+3+4+2+5+6+4 +4+6+3 = (28 - 6 + 13) = 35 fire DEX Save DC 20 for half
//trying to get as many cultists and cult fanatics as possible in the AoE, see if we can wipe away the low level fodder
Talorin holds up his holy symbol and prays. "Clear our way!" he asks. A speck of fire shoots forth and then grows into a large ball.
Fireball //1 sorcery point for empowered spell Damage: 2+2+3+4+2+5+6+4 +4+6+3 = (28 - 6 + 13) = 35 fire DEX Save DC 20 for half
//trying to get as many cultists and cult fanatics as possible in the AoE, see if we can wipe away the low level fodder
Bad news for the ritualists, they are all caught in the blast.
R1 Dexterity Save DC 20 vs 9 legendary resistance if failed 10 Gustav CF2 Dexterity Save DC 20 vs 12 Elisabeth CF3 Dexterity Save DC 20 vs 5 CF4 Dexterity Save DC 20 vs 15 CF5 Dexterity Save DC 20 vs 5 CF6 Dexterity Save DC 20 vs 5 CF7 Dexterity Save DC 20 vs 6 CF8 Dexterity Save DC 20 vs 10 C9 Dexterity Save DC 20 vs 15 C-10 Dexterity Save DC 20 vs 15 C-11 Dexterity Save DC 20 vs 11 C-12 Dexterity Save DC 20 vs 2 C-13 Dexterity Save DC 20 vs 7 C-14 Dexterity Save DC 20 vs 5 C-15 Dexterity Save DC 20 vs 4
This post has potentially manipulated dice roll results.
Bridgette spends her first turn trying to take out the Relentless Impaler. With her bonus action she casts hex on it. Then she tries to exterminate it with eldritch blast.
SM-13 takes 10, half of 6 (3), 18, 11, half of 5 (2), total 44 damage and dies. SM-13 (0/136)
disadvantage due to invisibility 23 or 4+8+1 for 10 damage
18 or 4+8+2 for 10 damage
24 or 10+8+1 for 7damage
13 (miss) or 17+8+1 for 9 damage
31 or 3+8+4 for 11 damage
28 or 18+8+2 for 7 damage
28 or 19+8+1 for 10 damage
25 or 16+8+4 for 10 damage
23 or 5+8+1 for 9 damage
20 or 2+8+4 for 11 damage
16 or 15+8+1 for 8 damage
23 or 6+8+2 for 9 damage
Considering that I rolled 4x 20's and not a single d20 roll of 4 or less, they all hit except for 13
IS3 takes 10+10+7+11+7+10+10+9+11+8+9, total 102 damage. IS3 (2/104)
to-hit, 8+12 is 20 which deals 18 necrotic damage to IS3, the ghostly form turns visible for an instant before rotting, and turning black and disintegrating into a burnt and blackened mound of ooze.
Mega Encounter Rewards
1x whirling chandelier (2,900 XP)
2x invisible stalker (2,300 XP; total 4,600 XP)
4x vampire spawn (1,800 XP; total 7,200 XP)
4x helmed horror (1,100 XP; total 4,400 XP)
2x shambling mound (1,800 XP; total 3,600 XP)
grand total (22,700 XP; 4,540 XP each)
Trystane makes sure that nothing is getting back up!
As a hush falls over the Reliquary, a preliminary search of this large chamber turns up nothing but “relics”, mostly worthless human remains, mundane material components for spellcasting, and so forth. In just a few minutes, you are able to thoroughly search all thirteen niches along the walls.
You still hear chanting, “She is slain, she is risen. Come to us, Lord Strahd. Receive our gift!” This time you can hear the sound from the other side of a Rusty Iron Portcullis, Athletics DC 20
If someone wants to explore the other exit to the Reliquary, they find an old and abandoned prison, with several alcoves, featuring chains ending in shackles attached to the back walls. You hear the chanting loudly from the back of the cell, furthest south. Investigation DC 15 reveals a secret door, which takes little or no effort to push aside.
Trystane steps up to the rusted iron portcullis, his troll-like form rippling with raw strength. Gripping the bars tightly, he lets out a low growl as his muscles tense, veins bulging beneath his skin. With a guttural roar, he heaves upward, the metal screeching in protest as he lifts it clear. "No barrier stands in our way," he rumbles, holding it aloft for the others to pass. (Athletics: 25)
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Yurgojin gives Trystane an impressed look at the display of strength and walks through. After the rest of the group passes and Trystane releases the portcullis and start investigating the next room, Yurgojin goes back to the portcullis and tests it to see how heavy it was. Sheathing the rapier, Yurgojin grabs the gate with one hand and pick it up (Athletics 30 with a nat 20). "Not bad Trystane, not bad at all."
Yurgojin ignore the chanting (investigation 3) and continues to look for hiw to find the rod.
Not wanting the boys to have all the fun, after Trystane and Yurgojin easily open up the portcullis, Necyra flutters over to it after everyone has passed through, and when no one is looking, attempts to lift it up herself:
Athletics = 16
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Necyra approached the portcullis, her eyes scanning the heavy iron barrier. With a determined look, she tried to lift it, her noodle arms straining with effort. However, the portcullis remained firmly in place, refusing to budge. A blush crept across her face as she realized her folly. With a chuckle, she shook her head. "Just checking the specs on this portcullis...making sure it was built up to proper building code for this area. Yeah."
Necyra, ever curious, wandered into the abandoned prison, fluttering just off the ground. She carefully examined the cells, her eyes scanning the walls for any hidden clues or secret passages. As she reached the back of the prison, her attention was drawn to a seemingly ordinary wall. With a keen eye (Investigation @ advantage by spending a luck point: 12), she noticed a subtle irregularity, a slight indentation in the stonework. With a gentle touch, she pushed against the wall, revealing a hidden doorway. A surge of excitement coursed through her as she stepped through the secret passage, eager to uncover the mystery that lay beyond.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
OOC: Geeze, even @ advantage, she failed her Investigation roll. Miserably. Someone else needs to show us all how it's properly done!
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Featureless stone pillars support the high ceiling in this forty-foot-square chamber. Murky water covers the floor, and a breach in the west wall leads to a dark cave heaped with refuse. Stairs lead up to dry stone ledges that hug the walls. Fourteen hooded figures stand atop the ledges, chanting loudly.
In the middle of the room, an octagonal dais rises above the water. Atop the dais is a stone altar drenched in freshly spilled blood. The source of the blood is the body of lifeless woman dangling above the altar from chains mounted to the ceiling. A ceramic stake has been plunged through the woman’s heart. Standing next to the altar is a large fiend wielding a gruesome crimson spear.

The cultists chant: “She is slain, she is risen. Come to us, Lord Strahd. Receive our gift!”

The water here is 2 feet deep.
The ledges and central dais are 5 feet high (3 feet higher than the water’s surface)
The chamber’s ceiling is 16 feet high (11 feet above the dais and ledges).
The chains dangling from the ceiling are 8 feet long.
Dangling from the chains above the altar is a corpse of a woman dressed as a nursemaid. The cult ritually sacrificed her using the fourth piece of the Rod of Seven Parts as the implement of sacrifice, which is still embedded in her chest.
As blood pools below the sacrificed woman, a figure rises from that blood, Relentless Impaler.
A man steps forward, "Elisabeth, look! There are uninvited guests!"
"What? They are too late, Strahd’s Presence surrounds us, the ritual has been completed. Oh Gustav, look! The blood of our nanny has raised a guardian. You monster, protect us from these interlopers." Elisabeth cries out to the Impaler.
Gustav and Elisabeth and five other figures wear cultist robes made of silk with a single white stripe of fine fabric trim (cult fanatic)
There are also seven cultists scattered about, wearing common robes.
Relentless Impaler R1 init 14
cult fanatic Gustav CF2 init 14, Elisabeth CF3 init 5, CF4 init 9, CF5 init 18, CF6 init 16, CF7 init 6, CF8 init 6
cultist C9 init 19, C-10 init 19, C-11 init 14, C-12 init 11, C-13 init 14, C-14 init 6, C-15 init 7
Yurgojin init 7
Flair on Init: 9
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Trystane Ini 19
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
"Can we go five minutes without some morons trying to kill us?" Bridgette sighs.
Initiative: 29 (nat 20)
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
7+9+19+29=64, 64/4=16
14+14+5+9+18+16+6+6+19+19+14+11+14+6+7=178, 178/15=11.867
Players go first! Because of the nature of Legendary Actions, once the Impaler gets to start his initiative, I will "sprinkle" in those action among the players turns.
Round 1
Bridgette, Necyra, Trystane, Talorin, Yurgojin << your turn
Relentless Impaler R1 (184/184)
Cult Fanatics Gustav CF2
Elisabeth CF3 (33/33)
CF4 (33/33)
CF5 (33/33)
CF6 (33/33)
CF7 (33/33)
CF8 (33/33)
Cultists C9 (9/9)
C-10 (9/9)
C-11 (9/9)
C-12 (9/9)
C-13 (9/9)
C-14 (9/9)
C-15 (9/9)
[[ I think legendary actions can be used prior to going in initiative. ]]
Talorin holds up his holy symbol and prays. "Clear our way!" he asks. A speck of fire shoots forth and then grows into a large ball.
Fireball
//1 sorcery point for empowered spell
Damage:
2+2+3+4+2+5+6+4 +4+6+3 = (28 - 6 + 13) = 35 fireDEX Save DC 20 for half
//trying to get as many cultists and cult fanatics as possible in the AoE, see if we can wipe away the low level fodder
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Bad news for the ritualists, they are all caught in the blast.
R1 Dexterity Save DC 20 vs 9 legendary resistance if failed 10
Gustav CF2 Dexterity Save DC 20 vs 12
Elisabeth CF3 Dexterity Save DC 20 vs 5
CF4 Dexterity Save DC 20 vs 15
CF5 Dexterity Save DC 20 vs 5
CF6 Dexterity Save DC 20 vs 5
CF7 Dexterity Save DC 20 vs 6
CF8 Dexterity Save DC 20 vs 10
C9 Dexterity Save DC 20 vs 15
C-10 Dexterity Save DC 20 vs 15
C-11 Dexterity Save DC 20 vs 11
C-12 Dexterity Save DC 20 vs 2
C-13 Dexterity Save DC 20 vs 7
C-14 Dexterity Save DC 20 vs 5
C-15 Dexterity Save DC 20 vs 4
Bridgette spends her first turn trying to take out the Relentless Impaler. With her bonus action she casts hex on it. Then she tries to exterminate it with eldritch blast.
Eldritch Blast vs. Relentless Impaler
Attack: 32 Damage: 7 (force) + 4 (necrotic) = 11
Attack: 19 Damage: 8 (force) + 2 (necrotic) = 10
Attack: 23 Damage: 9 (force) + 3 (necrotic) = 12
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!