This post has potentially manipulated dice roll results.
Tesco attacks GH3, hunter's mark, colossus, shillelagh Attack: 27 Damage: 27 Zim attacks GH3, morningstar, Attack: 26 Damage: 15, on-hit sap disadv Kane casts fire bolt at GH3, Attack: 19 Damage: 10
GH3 takes 27 from a crit, then 15 from another crit, then 10 more from a max fire bolt, total 52 damage and dies. GH3 (-45/36)
Everyone takes a short rest. Kane uses arcane recovery to gain back all his spell slots. Zim gains back his combat superiority, second wind, and action surge. Zim spends two hit dice to heal 14, Tesco spends two hit dice to heal 15
Climbing the crumbling stairs Zim Athletics' Check DC 11 vs 21 Kane Stealth Check DC 11 vs 7 Tesco Stealth Check DC 11 vs 19
Encounter 1 (Ghasts) Rewards Individual Treasure: Challenge 0–4, 1d100 12, 5, 4, 1, 1, 2 (total 1800 XP) 600 XP each Zim total 1816 XP Kane total 2966 XP (level up) Tesco total 5266 XP
This post has potentially manipulated dice roll results.
Everyone takes a short rest. Kane uses arcane recovery to gain back all his spell slots. Zim gains back his combat superiority, second wind, and action surge. Zim spends two hit dice to heal 20, Tesco spends two hit dice to heal 8
Tesco has to spend a third hit dice to heal up to full, 12
Zim Athletics' Check DC 11 vs 17 Kane Stealth Check DC 11 vs 25 Tesco Stealth Check DC 11 vs 10
If all the skill checks were failures, in the last encounter, then the party has disadvantage on their initiative, with two passing checks, no disadvantage
Round 2 W4 drops his longbow and attacks Tesco with his longsword, Attack: 14 Damage: 12 W4 targets Tesco, life drain Attack: 9 Damage: 7 necrotic damage, Constitution DC 13 reduced max hp
Tesco bonus from a daily, healing word on himself, 7 Tesco targets W4, colossus slayer, shillelagh Attack: 23 Damage: 18
W2 targets Tesco, longsword1 Attack: 15 Damage: 4 W2 targets Tesco, life drain Attack: 5 Damage: 8 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W1, morningstar Attack: 24 Damage: 8
Kane targets W2, casts chromatic orb from a 2nd level slot, heroic inspiration adv, Attack: 15 Damage: 22 fire damage, Kane bonus moves flaming sphere into W3 for 5 fire damage. W3 Dexterity Save DC 14 vs 5
W1 in melee with Zim, longsword1 Attack: 24 Damage: 13 W1 in melee with Zim, longsword2 Attack: 19 Damage: 8
W1 takes 8 damage and sap gives disadvantage on next attack. W1 (19/45)
Kane targets W2, casts chromatic orb from a 2nd level slot, heroic inspiration adv, Attack: 15 Damage: 22 fire damage, Kane bonus moves flaming sphere into W3 for 5 fire damage. W3 Dexterity Save DC 14 vs 5
W2 targets Tesco, longsword1 Attack: 5 Damage: 5 W2 targets Tesco, life drain Attack: 13 Damage: 3 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W1, morningstar Attack: 22 Damage: 12
Kane targets W3, casts chromatic orb from a 2nd level slot, lucky adv, Attack: 16 Damage: Unable to parse dice roll. fire damage, Kane bonus moves flaming sphere into W2 for 6 fire damage. W2 Dexterity Save DC 14 vs 8
W1 in melee with Zim, longsword1 Attack: 20 Damage: 12 W1 in melee with Zim, life drain Attack: 16 Damage: 8 necrotic damage, Constitution DC 13 reduced max hp
W2 targets Tesco, longsword1 Attack: 23 Damage: 12 W2 targets Tesco, life drain Attack: 6 Damage: 8 necrotic damage, Constitution DC 13 reduced max hp
Zim yells out, Wizard strike now! Zim takes an opportunity attack from W1 to change targets to W3 W1 in melee with Zim, longsword1 Attack: 15 Damage: 6 Zim targets W3 morningstar Attack: 16 Damage: 7, sap disadv
Kane casts magic missile, "Zim, incoming!" W1 takes two missiles from a 1st level magic missile hit W1 for 3, 4, the third missile strikes W2, 2 Kane bonus moves flaming sphere into W2 for 9 fire damage. W2 Dexterity Save DC 14 vs 21
W1 in melee with Zim, longsword1 Attack: 9 Damage: 4 W1 in melee with Zim, life drain Attack: 15 Damage: 7 necrotic damage, Constitution DC 13 reduced max hp
W1 in melee with Zim, longsword1 Attack: 21 Damage: 7
Zim reaction parry, reduces damage by 4
Zim takes 7 damage and reduces by 4, total 3. Zim (36/40)
Kane casts magic missile, "Zim, incoming!" W1 takes two missiles from a 1st level magic missile hit W1 for 4, 3, the third missile strikes W2, 2 Kane bonus moves flaming sphere into W2 for 9 fire damage. W2 Dexterity Save DC 14 vs 15
W1 takes 4 and 3, total 7 damage and dies. W1 (-2/45) W2 takes 2 and half of 9 (4), total 6 damage. W2 (15/45)
Round 5 W3 targets Zim, sap disadv longsword1 Attack: 22 Damage: 7 W3 targets Zim, life drain Attack: 8 Damage: 3 necrotic damage, Constitution DC 13 reduced max hp
W2 targets Tesco, longsword1 Attack: 24 Damage: 9 W2 targets Tesco, life drain Attack: 18 Damage: 6 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W3 morningstar Attack: 15 Damage: 10, sap disadv
Kane casts magic missile from a 1st level slot at W3 or W2 3, 5, 2 Kane bonus moves flaming sphere into W3 or W2 for 7 fire damage. W3/W2 Dexterity Save DC 14 vs 18
Zim targets W3 morningstar Attack: 20 Damage: 14, sap disadv
W3 takes 14 damage and dies. W3 (-10/45)
Returning to town for a long rest.
Encounter 3 (Wights) Rewards Individual Treasure: Challenge 0–4, 1d100 15, 5, 6, 1, 5, 4 (total 2800 XP) 933 XP each Zim total 2749 XP (level up) Kane total 3899 XP Tesco total 6199 XP
The go and see Varnak and tell him about the quest they are on and what they have found out so far.
Varnak comments, "Well now. A banshee is a frightful ghost of sorts. Their power is something to be careful of. Here let me show you a book I have that shows some of the creatures I have knowledge of and what they can do. With the right plan you should be able to handle the banshee."
The duo bow and thank Varnak. Bargus says, "I may do a sending spell if it looks bad if that's ok Varnak?"
Varnak nods yes.
The Duo head out to find the banshee and develop a plan to deal with them.
The duo plan their travel and Dak takes the lead by 35 ft followed by Bargus and the skeletons.
Banshee Encounter 4 You push through the dense brambles into a small clearing, where the air feels colder and heavy with despair. A soft, sorrowful wail echoes through the trees, sending a chill down your spine. Emerging from the shadows, a ghostly figure appears—a woman with tattered robes and long, flowing hair, her face twisted in eternal anguish. Her mournful cry grows louder, threatening to pierce your very soul.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
An hour into their hunt they find what they were looking for. Or is it the other way around?
Distance 15ft for Dak and 50ft for Bargus and the Skeletons. Upon seeing the Banshee the duo try to save from the horrifying visage DC 13 wisdom
Dak save roll 18; Bargus save roll 7; or be frightened for 1min with save each round if they continue to look at the banshee. The skeletons are immune to the visage.
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
BA1 Initiative: 5 AC 12 passive 10 HP 58/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Distance 15ft for Dak and 50ft for Bargus and the Skeletons. Upon seeing the Banshee the duo try to save from the horrifying visage DC 13 wisdom
Dak save roll 18; Bargus save roll 7; or be frightened for 1min with save each round if they continue to look at the banshee. The skeletons are immune to the visage.
Dak saves and Bargus fails and is [Tooltip Not Found] for one min
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
BA1 Initiative: 5 AC 12 passive 10 HP 58/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
The hawk must save too.. Hawkeye save roll 18;
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Distance 15ft for Dak and 50ft for Bargus and the Skeletons. Upon seeing the Banshee the duo try to save from the horrifying visage DC 13 wisdom
Dak save roll 18; Bargus save roll 7; or be frightened for 1min with save each round if they continue to look at the banshee. The skeletons are immune to the visage.
The hawk must save too.. Hawkeye save roll 17; Hawkeye saves and helps Dak
Dak melees GH1
BONUS: Adrenaline push +3 thp by moving 30ft circling the banshee to attack from the side.
ACTION: Attack with the Great sword+1 on BA1(Graze on Miss 9 dmg): Attack: 28 Damage: 23 (Slashing Damage) or half (11)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Action surge
ACTION: Attack with the Great sword+1 on BA1(Graze on Miss 5 dmg): Attack: 12 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Banshee
Action Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Dak Con Save 26 If save take 16 Psychic on fail drop to 0.
MOVE: Bargus stays put 50ft from the Banshee and has the skeletons move forward 15ft to be 35ft from the banshee and attack it; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Dak moves to melee the banshee and Bargus is at 50ft frightened and the Skeletons are at 35ft from the Banshee Dak moves in and hits the banshee for 34 dmg. The Banshee wails at Dak who saves leaning into the wail smiling as he takes 10 psychic dmg turning the smile to a grimace. Bargus sends magic missiles at the creature. 13 dmg. The skeletons hit for 40dmg but the bashee is resistant to the arrows and takes 20dmg Still enough to kill the Banshee. A frightful fight for Dak and Bargus but they come out victorious.
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 51/58 tmp 3 now 0
BA1 Initiative: 5 AC 12 passive 10 HP 11/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
hawkeye save vs wail 0
Bargus save roll 13; DC 13
1100 xp for the duo and some loot.
75; 41
The find a clue in the stash of the banshee for their next location.
Greater Zombies Encounter 5 As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
After spending a while in town to cool-off from the frustrations of the last few encounters she had, Yuno packs up 8 more rations (4 GP) and then heads out to her favorite hunting ground: The canyon. There are still loads of caves and ruins in the mountains she hasn't explored yet. She's going to see what she can find out there.
Encounter Table 401 (Because Random dice reasons): 82
Yuno was hoping for a complex Dungeon system. Instead what she finds is a Red Dragon Wyrmling.
Dragon Breath: 19 Fire damage. Yuno DEX 13 Save: 12
Not wanting to give the dragon a chance to attack her, she lunges at it with a flurry of attacks. She manages to clip it in the wing with a stab, having caught it by surprise. However the dragon quickly flaps its wings to push Yuno back before burning her with its fiery breath.
Round 2: Yuno (24/43) Red Dragon (63/75)
Dragon AoO: NAT1 Yuno Stealth: 24 vs 10
Yuno decides that this battle is going very wrong very quickly at attempts to flee. The Dragon tries to bite Yuno but the serial killer is too quick for it. She flees and hides out in the canyon to evade the dragon.
After barely surviving the dragon attack, Yuno considers what to do next. She decides that it isn't really worth her time and energy to try and kill a dragon. She was here to explore ruins and caves goddamnit! Not get roasted by a dragon.
"Now this is more like it" Yuno says as she enters a circular room with stone walls that have been carved from the walls of the cave. She entered this place through a cave entrance to the east. At the center of the room is a metal spike with dried blood on it. A skeleton has been impaled on this spike. Yuno quips, "Impaled through the butt on a metal spike. Must have been a real pain the ass for that guy. AHAHAHAHAHA" Aside from the skeleton the room had a small passage to the south-west that led to a simple wood door. There was another wood door to the south but this one was reinforced and rusted shut.
Yuno takes the path of least resistance and checks the simple door first. Yuno comes to what looks like a makeshift smithy with a forge, a brazier and and a well for water. The room lacked a south wall. Instead it led to a dark chasm that stretched far. She can see the other end of it in Dim light but clearly she isn't going to be jumping the chasm any time soon.
Yuno turns back to the stuck door. Looks like she has no choice but to either try and break it or try to open it.
Door check: 25
Using a combination of her smith's tools and the crowbar, Yuno is able to power through the rust and pry the door open. It leads to some kind of mine shaft that goes down and then loops back up in a U-shape. There is also another tunnel that branches off to the east.
Perception: 12. Inspiration: 25
Yuno walks down the mine shaft but she stops. She notices a thin, almost invisible, tripwire She pokes it from afar with her sword and sees that it activates a spike pit. She groans, "Spike pits... why is everyone so obsessed with spike pits. Was it a new fashion item for dungeon builders that I missed the memo on?" Stepping over the tripwire, Yuno continues exploring the tunnels. She finds that both the east tunnel and the end of the main tunnel lead to Strong Wood doors that are stuck. It is starting to seem like this dungeon is some kind of mine system that has long since been abandoned. She checks the door at the end of the current tunnel. It faces Northwest. She gets her crowbar and her tools out to see if she can get it open.
Door: 24 (adv: 22)
Yuno finds herself on the other end of the chasm. She couldn't see if from far away but now that she's here and her driftglobe illuminates it clearly, she sees that two more tunnels connect to this place; one to the south and on to the west. The south tunnel leads down to a Y-shaped junction. A branch of the tunnel goes southwest while the other goes northeast. The both splits end with two doors. On the southwest split there are two strong wooden doors. On the northeast split there is one simple wooden door and a stone door, both seem stuck. The north tunnel leads to a single good wooden door.
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GH3 takes 27 from a crit, then 15 from another crit, then 10 more from a max fire bolt, total 52 damage and dies. GH3 (-45/36)
Everyone takes a short rest. Kane uses arcane recovery to gain back all his spell slots. Zim gains back his combat superiority, second wind, and action surge. Zim spends two hit dice to heal 14, Tesco spends two hit dice to heal 15
Climbing the crumbling stairs
Zim Athletics' Check DC 11 vs 21
Kane Stealth Check DC 11 vs 7
Tesco Stealth Check DC 11 vs 19
Encounter 1 (Ghasts) Rewards
Individual Treasure: Challenge 0–4, 1d100 12, 5, 4, 1, 1, 2
(total 1800 XP) 600 XP each
Zim total 1816 XP
Kane total 2966 XP (level up)
Tesco total 5266 XP
Tesco has to spend a third hit dice to heal up to full, 12
If all the skill checks were failures, in the last encounter, then the party has disadvantage on their initiative, with two passing checks, no disadvantage
Searching the area they find a small stash of coins
10 gp (shared 3 gp, 3 sp, 3 cp each)
Kane casts false life from a scroll for 9 temp hp, and mage armor from a scroll.
Four undead warriors, wights attack the party, default 30 foot distance. Initiative Rolls W1 5, W2 9, W3 19, W4 22, Zim 6, Kane 7, Tesco 15
Wights W4, W3 (22, 19), Tesco (15), W2 (9), Zim, Kane (7, 6), W1 (5)
Round 1
W4 targets Tesco in front, longbow1 Attack: 14 Damage: 9
W4 targets Tesco in front, longbow2 Attack: 6 Damage: 6
W3 targets Zim, longbow1 Attack: 16 Damage: 4
W3 targets Zim, longbow2 Attack: 11 Damage: 9
Tesco moves to W4, bonus casts shillelagh Attack: 24 Damage: 12
W2 targets Tesco, longsword1 Attack: 11 Damage: 7
W2 targets Tesco, life drain Attack: 5 Damage: 7 necrotic damage, Constitution DC 13 reduced max hp
Zim moves to engage W1, morningstar Attack: 16 Damage: 14
Zim action surge, morningstar Attack: 16 Damage: 7
Kane casts flaming sphere, bonus moves it into W3 for 8 fire damage.
W3 Dexterity Save DC 14 vs 10
W1 in melee with Zim, longsword1 Attack: 19 Damage: 3
W1 in melee with Zim, longsword2 Attack: 9 Damage: 7
W4 takes 13 force damage. W4 (32/45)
Tesco takes 12 damage. Tesco (24/36)
W1 takes 9 then 9, total 18 damage. W1 (27/45)
W3 takes half of 6 (3) fire damage. W3 (42/45)
Zim reaction riposte, targets W1, morningstar Attack: 11 Damage: 7, sap disadv
Round 2
W4 drops his longbow and attacks Tesco with his longsword, Attack: 14 Damage: 12
W4 targets Tesco, life drain Attack: 9 Damage: 7 necrotic damage, Constitution DC 13 reduced max hp
W3 targets Zim, longbow1 Attack: 9 Damage: 10
W3 targets Zim, longbow2 Attack: 9 Damage: 8
Tesco bonus from a daily, healing word on himself, 7
Tesco targets W4, colossus slayer, shillelagh Attack: 23 Damage: 18
W2 targets Tesco, longsword1 Attack: 15 Damage: 4
W2 targets Tesco, life drain Attack: 5 Damage: 8 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W1, morningstar Attack: 24 Damage: 8
Kane targets W2, casts chromatic orb from a 2nd level slot, heroic inspiration adv, Attack: 15 Damage: 22 fire damage,
Kane bonus moves flaming sphere into W3 for 5 fire damage.
W3 Dexterity Save DC 14 vs 5
W1 in melee with Zim, longsword1 Attack: 24 Damage: 13
W1 in melee with Zim, longsword2 Attack: 19 Damage: 8
W1 (27/45), W3 (42/45), W4 (32/45), Tesco (24/36)
Tesco heals 7. Tesco (31/36)
W4 takes 18 damage. W4 (14/36)
W1 takes 8 damage and sap gives disadvantage on next attack. W1 (19/45)
W2 takes 22 damage. W2 (23/45)
W3 takes 5 damage. W3 (37/45)
Sap disadvantage second roll, 10
this should have been life drain 1d6+2 7 necrotic damage, Constitution DC 13 reduced max hp
Zim reaction parry to reduce this damage by 8
Round 3
W4 targets Tesco, longsword1, Attack: 16 Damage: 7
W4 targets Tesco, life drain Attack: 10 Damage: 3 necrotic damage, Constitution DC 13 reduced max hp
W3 targets Zim, longbow1 Attack: 7 Damage: 7
W3 targets Zim, longbow2 Attack: 22 Damage: 10
Tesco targets W4, colossus slayer, shillelagh Attack: 15 Damage: 23
W2 targets Tesco, longsword1 Attack: 5 Damage: 5
W2 targets Tesco, life drain Attack: 13 Damage: 3 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W1, morningstar Attack: 22 Damage: 12
Kane targets W3, casts chromatic orb from a 2nd level slot, lucky adv, Attack: 16 Damage: Unable to parse dice roll. fire damage,
Kane bonus moves flaming sphere into W2 for 6 fire damage.
W2 Dexterity Save DC 14 vs 8
W1 in melee with Zim, longsword1 Attack: 20 Damage: 12
W1 in melee with Zim, life drain Attack: 16 Damage: 8 necrotic damage, Constitution DC 13 reduced max hp
W1 (19/45), W2 (23/45), W3 (37/45), W4 (14/45), Tesco (31/36)
Sap steals a crit
Parry negates life drain
Tesco uses a reaction to cast shield from a spell slot (1/3 slots remaining), AC 19 becomes AC 24
W4 takes 14 damage and dies. W4 (0/45)
W1 takes 14 damage. W1 (5/45)
W3 takes 8 damage. W3 (28/45)
W2 takes half of 4 (2) fire damage. W2 (21/45)
Zim reaction parry, reduces damage by 6
Round 4
W4 is dead
W3 targets Zim, longbow1 Attack: 23 Damage: 4
W3 targets Zim, longbow2 Attack: 20 Damage: 7
Tesco targets W2, colossus slayer, shillelagh Attack: 22 Damage: 19
W2 targets Tesco, longsword1 Attack: 23 Damage: 12
W2 targets Tesco, life drain Attack: 6 Damage: 8 necrotic damage, Constitution DC 13 reduced max hp
Zim yells out, Wizard strike now!
Zim takes an opportunity attack from W1 to change targets to W3
W1 in melee with Zim, longsword1 Attack: 15 Damage: 6
Zim targets W3 morningstar Attack: 16 Damage: 7, sap disadv
Kane casts magic missile, "Zim, incoming!" W1 takes two missiles from a 1st level magic missile hit W1 for 3, 4, the third missile strikes W2, 2
Kane bonus moves flaming sphere into W2 for 9 fire damage.
W2 Dexterity Save DC 14 vs 21
W1 in melee with Zim, longsword1 Attack: 9 Damage: 4
W1 in melee with Zim, life drain Attack: 15 Damage: 7 necrotic damage, Constitution DC 13 reduced max hp
W1 (5/45), W2 (21/45), W3 (29/45), W4 (14/45), Tesco (31/36)
Zim takes 7 damage and reduces by 4, total 3. Zim (36/40)
W1 takes 4 and 3, total 7 damage and dies. W1 (-2/45)
W2 takes 2 and half of 9 (4), total 6 damage. W2 (15/45)
Round 5
W3 targets Zim, sap disadv longsword1 Attack: 22 Damage: 7
W3 targets Zim, life drain Attack: 8 Damage: 3 necrotic damage, Constitution DC 13 reduced max hp
Tesco targets W2, colossus slayer, shillelagh Attack: 15 Damage: 13
W2 targets Tesco, longsword1 Attack: 20 Damage: 8
W2 targets Tesco, life drain Attack: 7 Damage: 7 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W3 morningstar Attack: 17 Damage: 13, sap disadv
Kane casts magic missile from a 1st level slot at W3 4, 3, 5
Kane bonus moves flaming sphere into W3 for 10 fire damage.
W3 Dexterity Save DC 14 vs 7
W1 is dead
W2 (21/45), W3 (29/45), Zim (36/40), Tesco (31/36)
W2 takes 13 damage. W2 (8/45)
Tesco reaction shield, AC 24 miss
W3 takes 12 damage and is sap disadv. W3 (17/45)
W3 takes 2, 5, 3, and half of 6 (3), total 13. W3 (4/45)
Round 6
W3 targets Zim, sap disadv longsword1 Attack: 21 Damage: 6
W3 targets Zim, life drain Attack: 16 Damage: 5 necrotic damage, Constitution DC 13 reduced max hp
Tesco targets W2, colossus slayer, shillelagh Attack: 26 Damage: 14
W2 targets Tesco, longsword1 Attack: 24 Damage: 9
W2 targets Tesco, life drain Attack: 18 Damage: 6 necrotic damage, Constitution DC 13 reduced max hp
Zim targets W3 morningstar Attack: 15 Damage: 10, sap disadv
Kane casts magic missile from a 1st level slot at W3 or W2 3, 5, 2
Kane bonus moves flaming sphere into W3 or W2 for 7 fire damage.
W3/W2 Dexterity Save DC 14 vs 18
W2 takes 10 damage and dies. W2 (-2/45)
W3 takes 14 damage and dies. W3 (-10/45)
Returning to town for a long rest.
Encounter 3 (Wights) Rewards
Individual Treasure: Challenge 0–4, 1d100 15, 5, 6, 1, 5, 4
(total 2800 XP) 933 XP each
Zim total 2749 XP (level up)
Kane total 3899 XP
Tesco total 6199 XP
Dak and Bargus do some thinking about lore and anything they might have heard about a banshee while in town.
Dak helps Bargus talking to him.
Bargus Religion: 13
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The go and see Varnak and tell him about the quest they are on and what they have found out so far.
Varnak comments, "Well now. A banshee is a frightful ghost of sorts. Their power is something to be careful of. Here let me show you a book I have that shows some of the creatures I have knowledge of and what they can do. With the right plan you should be able to handle the banshee."
The duo bow and thank Varnak. Bargus says, "I may do a sending spell if it looks bad if that's ok Varnak?"
Varnak nods yes.
The Duo head out to find the banshee and develop a plan to deal with them.
The duo plan their travel and Dak takes the lead by 35 ft followed by Bargus and the skeletons.
Banshee Encounter 4
You push through the dense brambles into a small clearing, where the air feels colder and heavy with despair. A soft, sorrowful wail echoes through the trees, sending a chill down your spine. Emerging from the shadows, a ghostly figure appears—a woman with tattered robes and long, flowing hair, her face twisted in eternal anguish. Her mournful cry grows louder, threatening to pierce your very soul.
Boss fight solo
banshee
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
Encounter hunt time 1
BA1 Perception: 13
BA1 Initiative: 5 AC 12 passive 10 HP 58/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
An hour into their hunt they find what they were looking for. Or is it the other way around?
Distance 15ft for Dak and 50ft for Bargus and the Skeletons. Upon seeing the Banshee the duo try to save from the horrifying visage DC 13 wisdom
Dak save roll 18; Bargus save roll 7; or be frightened for 1min with save each round if they continue to look at the banshee. The skeletons are immune to the visage.
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
BA1 Initiative: 5 AC 12 passive 10 HP 58/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Distance 15ft for Dak and 50ft for Bargus and the Skeletons. Upon seeing the Banshee the duo try to save from the horrifying visage DC 13 wisdom
Dak save roll 18; Bargus save roll 7; or be frightened for 1min with save each round if they continue to look at the banshee. The skeletons are immune to the visage.
Dak saves and Bargus fails and is [Tooltip Not Found] for one min
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
BA1 Initiative: 5 AC 12 passive 10 HP 58/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
The hawk must save too.. Hawkeye save roll 18;
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Distance 15ft for Dak and 50ft for Bargus and the Skeletons. Upon seeing the Banshee the duo try to save from the horrifying visage DC 13 wisdom
Dak save roll 18; Bargus save roll 7; or be frightened for 1min with save each round if they continue to look at the banshee. The skeletons are immune to the visage.
Dak saves and Bargus fails and is Frightened
for one min
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
BA1 Initiative: 5 AC 12 passive 10 HP 58/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
The hawk must save too.. Hawkeye save roll 17; Hawkeye saves and helps Dak
Dak melees GH1
BONUS: Adrenaline push +3 thp by moving 30ft circling the banshee to attack from the side.
ACTION: Attack with the Great sword+1 on BA1(Graze on Miss 9 dmg): Attack: 28 Damage: 23 (Slashing Damage) or half (11)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Action surge
ACTION: Attack with the Great sword+1 on BA1(Graze on Miss 5 dmg): Attack: 12 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Banshee
Action Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Dak Con Save 26 If save take 16 Psychic on fail drop to 0.
MOVE: Bargus stays put 50ft from the Banshee and has the skeletons move forward 15ft to be 35ft from the banshee and attack it; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Magic Missile, Level 2 Damage: 4 (Force damage 120ft range) + 3 (Force damage 120ft range) + 4 (Force damage 120ft range) + 2 (Force damage 120ft range) = 13
BONUS: All attack BA1
SK1 Range Attack: 5 Damage: 8 (piercing)
SK2 Range/Melee Attack: 16 Damage: 5 (piercing)
SK3 Range/Melee Attack: 14 Damage: 7 (piercing)
SK4 Range/Melee Attack: 13 Damage: 4 (piercing)
SK5 Range/Melee Attack: 21 Damage: 5 (piercing)
SK6 Range/Melee Attack: 9 Damage: 7 (piercing)
SK7 Range/Melee Attack: 23 Damage: 7 (piercing)
SK8 Range/Melee Attack: 9 Damage: 4 (piercing)
End of turn!
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak moves to melee the banshee and Bargus is at 50ft frightened and the Skeletons are at 35ft from the Banshee Dak moves in and hits the banshee for 34 dmg. The Banshee wails at Dak who saves leaning into the wail smiling as he takes 10 psychic dmg turning the smile to a grimace. Bargus sends magic missiles at the creature. 13 dmg. The skeletons hit for 40dmg but the bashee is resistant to the arrows and takes 20dmg Still enough to kill the Banshee. A frightful fight for Dak and Bargus but they come out victorious.
Hawk initiative: 22 AC 13 passive 16 – HP 1/1
Dak Initiative: 21 AC 18 passive 13 HP 51/58 tmp 3 now 0
BA1 Initiative: 5 AC 12 passive 10 HP 11/58
Bargus Initiative: 3 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
hawkeye save vs wail 0
Bargus save roll 13; DC 13
1100 xp for the duo and some loot.
75; 41
The find a clue in the stash of the banshee for their next location.
Greater Zombies Encounter 5
As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
1 or 2 greater zombies
The Duo head to town and likely to do some random adventures to beef up their skills a bit more before taking on the next challange.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The wail sent the familiar away for a bit so Bargus will need to resummon it.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Bargus continues to cast his 2 3rd level spells for animate dead each morning. He cast Find Familiar using a component leaving 8 casting left.
The each spend 3gp for food, ale, bath and tips for another night at the inn now 18 left.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
After spending a while in town to cool-off from the frustrations of the last few encounters she had, Yuno packs up 8 more rations (4 GP) and then heads out to her favorite hunting ground: The canyon. There are still loads of caves and ruins in the mountains she hasn't explored yet. She's going to see what she can find out there.
Encounter Table 401 (Because Random dice reasons): 82
Yuno was hoping for a complex Dungeon system. Instead what she finds is a Red Dragon Wyrmling.
Initiative;
Yuno: 14
Dragon: 8
Round 1:
Yuno (24/43)
Red Dragon (63/75)
Yuno Bastard Sword: 14 (Inspiration: 17) Dmg: 8
BA Bastard Sword:10 (Vex: 16)
Action Surge
Yuno Bastard Sword: 16
Dragon Breath: 19 Fire damage. Yuno DEX 13 Save: 12
Not wanting to give the dragon a chance to attack her, she lunges at it with a flurry of attacks. She manages to clip it in the wing with a stab, having caught it by surprise. However the dragon quickly flaps its wings to push Yuno back before burning her with its fiery breath.
Round 2:
Yuno (24/43)
Red Dragon (63/75)
Dragon AoO: NAT1
Yuno Stealth: 24 vs 10
Yuno decides that this battle is going very wrong very quickly at attempts to flee. The Dragon tries to bite Yuno but the serial killer is too quick for it. She flees and hides out in the canyon to evade the dragon.
After barely surviving the dragon attack, Yuno considers what to do next. She decides that it isn't really worth her time and energy to try and kill a dragon. She was here to explore ruins and caves goddamnit! Not get roasted by a dragon.
"Now this is more like it" Yuno says as she enters a circular room with stone walls that have been carved from the walls of the cave. She entered this place through a cave entrance to the east. At the center of the room is a metal spike with dried blood on it. A skeleton has been impaled on this spike. Yuno quips, "Impaled through the butt on a metal spike. Must have been a real pain the ass for that guy. AHAHAHAHAHA" Aside from the skeleton the room had a small passage to the south-west that led to a simple wood door. There was another wood door to the south but this one was reinforced and rusted shut.
Yuno takes the path of least resistance and checks the simple door first. Yuno comes to what looks like a makeshift smithy with a forge, a brazier and and a well for water. The room lacked a south wall. Instead it led to a dark chasm that stretched far. She can see the other end of it in Dim light but clearly she isn't going to be jumping the chasm any time soon.
Yuno turns back to the stuck door. Looks like she has no choice but to either try and break it or try to open it.
Door check: 25
Using a combination of her smith's tools and the crowbar, Yuno is able to power through the rust and pry the door open. It leads to some kind of mine shaft that goes down and then loops back up in a U-shape. There is also another tunnel that branches off to the east.
Perception: 12. Inspiration: 25
Yuno walks down the mine shaft but she stops. She notices a thin, almost invisible, tripwire She pokes it from afar with her sword and sees that it activates a spike pit. She groans, "Spike pits... why is everyone so obsessed with spike pits. Was it a new fashion item for dungeon builders that I missed the memo on?" Stepping over the tripwire, Yuno continues exploring the tunnels. She finds that both the east tunnel and the end of the main tunnel lead to Strong Wood doors that are stuck. It is starting to seem like this dungeon is some kind of mine system that has long since been abandoned. She checks the door at the end of the current tunnel. It faces Northwest. She gets her crowbar and her tools out to see if she can get it open.
Door: 24 (adv: 22)
Yuno finds herself on the other end of the chasm. She couldn't see if from far away but now that she's here and her driftglobe illuminates it clearly, she sees that two more tunnels connect to this place; one to the south and on to the west. The south tunnel leads down to a Y-shaped junction. A branch of the tunnel goes southwest while the other goes northeast. The both splits end with two doors. On the southwest split there are two strong wooden doors. On the northeast split there is one simple wooden door and a stone door, both seem stuck. The north tunnel leads to a single good wooden door.