With no more skeleton to worry about, Velmine's both glad she doesn't have to worry about it and a little mad that she didn't get the kill. But, she does have one next target, and she goes directly there, moving all the way to D9 while staying close to the wall. Once in her destination spot, she flourishes, swinging her rapier where the apprentice clearly wasn't, before focusing her aim for a very straight hit where the apprentice actually was. (Using Feinting Attack as a bonus action before attacking.)
Velmine moves to attack the closest Apprentice. Her attack almost succeeds, bur the Apprentice once again casts Shield, and this time with the aid of Mage Armor the Shield spell manages to deflect the rapier strike.
Velmine roll a Con save with advantage for the sickening radiance. (The sphere is partially in D9, it's not enough that I would normally bother with, but because you fainted, I'm going to say there's a chance that you touched it. You can add a superior dice (d6) roll to the total as part of the faint.
(The frustration... it's real... I was really not expecting that, and I'm also probably taking tons of damage, even on a success, for something that didn't even work. Ouch.)
Xavier moves next to Corvin and fires off a Fire Bolt at the Wizard, hitting the Wizard.
Skeleton 2 makes a DC 13 Intelligence check 15 and realizes that shooting Eiren isn't very smart, so it drops the shortbow and draws a Shortsword and Attacks Eiren Attack: 19 Damage: 4. Eiren's flashing blades catch rmthe Shortsword before it can do any damage.
Skeleton 4 shoots it's Shortbow at (1=Eiren, 2=Corvin, 3=Xavier, 4=Baik, 5=Velmine) 4 Baik Attack: 21 Damage: 8. The arrow strikes Baik in the thigh.
((The above message is regarding the Damages. I had forgotten to type in the attack, but when I went back to that it must have thought the syntax related to the damage dice and re-rolled them. They were 11 and 7, but if you want to use the new rolls as you didnt see the last ones I understand. ))
(Elven Accuracy to replace the lower of the two attack rolls above...14)
If Eiren is successful in dispatching the skeleton, he'll then move down to P9 and attack the apprentice A2. Otherwise, he'll attack the skeleton again. Regardless...
((The above message is regarding the Damages. I had forgotten to type in the attack, but when I went back to that it must have thought the syntax related to the damage dice and re-rolled them. They were 11 and 7, but if you want to use the new rolls as you didnt see the last ones I understand. ))
In the future if you forget a dice roll, either post the forgotten roll with a note under the already rolls (preferred method) or delete the post and start again, also with a note (Use this method if you try to correct the post and totally screw things up).
Any time you see a Dice Manipulation flag, try to edit the post. If you delete the last dice roll the flag should go away. Any rolls above the bad roll are subject to change each time you edit the post, but will go back to there original numbers once the bad roll is removed. Sometimes however figuring out which roll is the culprit can be tricky and very frustrating. If I get to the point that I have edited the post 4 to 8 times and can't figure out where the bad roll is I usually start over. If I remember the original rolls I will state them, otherwise I just start over from scratch.
Corvin will move his Spiritual Weapon from H9 to N9. It will strike at the wizard (Attack: 23 Damage: 8 )
The Spiritual Weapon only has a speed of 20 feet and it can only reach L9 so unless you what to move it somewhere else it doesn't attack this round. If you want to move it to attack A1 instead it can reach D10 and use the above rolls. Let me know.
Sorry I forgot to add in both the Spiritual Weapon (SW) and the Mastiff (M) on the last map. The Mastiff is at L1
Corvin casts Sacred Flame at Skeleton 4, the skeleton can't move fast enough to avoid the holy fire and it almost, but not quite finishes it off.
Eiren with Qu'oth's help dispatches the Skeleton that he have been fighting and then moves down to attack the closer Apprentice. The Apprentice hurriedly casts Shield, but it isn't enough as Eiren's rapier plunges into his throat. The apprentice collapses to the ground dead.
(Sorry I haven't posted for a few days. It's been a pretty busy week 😀)
Baik casts his new spell and the last Skeleton crumbles into dust
Everyone receives 1,260 Xp
Does anyone want to do anything here?
A contact stone is set in the midpoint of the southern wall. There are a set of double doors to the west, and a White Gate to the east. Anyone who makes a DC 12 Intelligence check can deduce that the White Gate leads to the room with the blinding lights.
Xavier you might want to stop concentrating on the Sickening Radiance before anyone moves into the room.
Time in the Doomvault: 1 Days 11 Hours 17 Minute (Earliest next long rest 2 Days 3 Hours. So in about 16 hours.)
Baik (67/75) - 0/1 Saving Face, 10d6/10d6 healing light, 0/1 tomb of levistus, and 0/2 fifth level spells. Hit Dice 0/9
Corvin (66/66) - 0/4 first level spells, 1/3 second level spell, 0/3 third level spells, 0/3 fourth level spells, 0/1 fifth level spells., 0/2 Channel Divinity. Hit Dice 0/9
Eiren (57/63) - 1/4 Bladesong, 0/1 Second Wind 0/1 Action Surge, 0/4 first level spells, 1/3 second level spells, 0/1 Blessing of the Raven Queen, 0/1 Arcana Recovery. Arrows 30 remaining (out of 40). Hit Dice: 0/7 Fighter, 0/2 Wizard.
Velmine (59/66) -Martial Adept 1/1. Bag of Tricks 0/3, Hellish Rebuke 1/1, Darkness 0/1. Hit Dice 0/9 - [Animal Hit Points: [Mastiff: 3/3] [Clay Golem - Left guarding the white gate in room 86 - Hall of Teleportation: 47/67]
Xavier (65/65) -0/4 first level spells, 0/3 second level spells, 1/3 third level spells. 1/3 fourth level spells. 0/1 fifth level spells. 9/9 Sorcery Points, Healing Hands 0/1, Necrotic Shroud 0/1. Hit Dice 0/9.
(Hey, less than 2000 XP away from level 10. Hype!)
Intelligence Check: 8
Velmine looks at Xavier. "Turn this off. I know it's my second time getting hurt by this thing of yours." Once the spell is dispelled, she takes two steps closer, looking at all the bodies from above. "What do you all say we start investigating these people for anything important? We're always having this problem of missing keys to gates." And, just after saying that, she'll start the investigation.
With no more skeleton to worry about, Velmine's both glad she doesn't have to worry about it and a little mad that she didn't get the kill. But, she does have one next target, and she goes directly there, moving all the way to D9 while staying close to the wall. Once in her destination spot, she flourishes, swinging her rapier where the apprentice clearly wasn't, before focusing her aim for a very straight hit where the apprentice actually was. (Using Feinting Attack as a bonus action before attacking.)
Attack: 19 Damage: 35 Piercing
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Velmine moves to attack the closest Apprentice. Her attack almost succeeds, bur the Apprentice once again casts Shield, and this time with the aid of Mage Armor the Shield spell manages to deflect the rapier strike.
Velmine roll a Con save with advantage for the sickening radiance. (The sphere is partially in D9, it's not enough that I would normally bother with, but because you fainted, I'm going to say there's a chance that you touched it. You can add a superior dice (d6) roll to the total as part of the faint.
Xavier is up.
(The frustration... it's real... I was really not expecting that, and I'm also probably taking tons of damage, even on a success, for something that didn't even work. Ouch.)
Velmine's Constitution Save: 20 + 1
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Sr damage 16
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Xavier will move to j5 and fire a fire bolt at the wizard.
Attack: 15 Damage: 10
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Velmine makes her save.
Xavier moves next to Corvin and fires off a Fire Bolt at the Wizard, hitting the Wizard.
Skeleton 2 makes a DC 13 Intelligence check 15 and realizes that shooting Eiren isn't very smart, so it drops the shortbow and draws a Shortsword and Attacks Eiren Attack: 19 Damage: 4. Eiren's flashing blades catch rmthe Shortsword before it can do any damage.
Skeleton 4 shoots it's Shortbow at (1=Eiren, 2=Corvin, 3=Xavier, 4=Baik, 5=Velmine) 4 Baik Attack: 21 Damage: 8. The arrow strikes Baik in the thigh.
Qu'oth, Eiren, and Corvin are up
Corvin will move his Spiritual Weapon from H9 to N9. It will strike at the wizard (Attack: 23 Damage: 11 )
Corvin will also see the skeleton shooting arrows at his friends and say, "Not Today!" He casts Sacred Flame . Dex Save 17 or (Damage: 6 )
((The above message is regarding the Damages. I had forgotten to type in the attack, but when I went back to that it must have thought the syntax related to the damage dice and re-rolled them. They were 11 and 7, but if you want to use the new rolls as you didnt see the last ones I understand. ))
Qu'oth swoops in to help Eiren one more time, as he strikes with his magical rapier to finish off the skeleton.
Green-Flame Blade Attack: 22 Damage: 8 piercing plus 5 fire
(Elven Accuracy to replace the lower of the two attack rolls above...14)
If Eiren is successful in dispatching the skeleton, he'll then move down to P9 and attack the apprentice A2. Otherwise, he'll attack the skeleton again. Regardless...
Rapier Attack: 18 Damage: 13 piercing
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
In the future if you forget a dice roll, either post the forgotten roll with a note under the already rolls (preferred method) or delete the post and start again, also with a note (Use this method if you try to correct the post and totally screw things up).
Any time you see a Dice Manipulation flag, try to edit the post. If you delete the last dice roll the flag should go away. Any rolls above the bad roll are subject to change each time you edit the post, but will go back to there original numbers once the bad roll is removed. Sometimes however figuring out which roll is the culprit can be tricky and very frustrating. If I get to the point that I have edited the post 4 to 8 times and can't figure out where the bad roll is I usually start over. If I remember the original rolls I will state them, otherwise I just start over from scratch.
The Spiritual Weapon only has a speed of 20 feet and it can only reach L9 so unless you what to move it somewhere else it doesn't attack this round. If you want to move it to attack A1 instead it can reach D10 and use the above rolls. Let me know.
Sorry I forgot to add in both the Spiritual Weapon (SW) and the Mastiff (M) on the last map. The Mastiff is at L1
S4 Dex save 6
Corvin casts Sacred Flame at Skeleton 4, the skeleton can't move fast enough to avoid the holy fire and it almost, but not quite finishes it off.
Eiren with Qu'oth's help dispatches the Skeleton that he have been fighting and then moves down to attack the closer Apprentice. The Apprentice hurriedly casts Shield, but it isn't enough as Eiren's rapier plunges into his throat. The apprentice collapses to the ground dead.
Waiting to hear back about the Spiritual Weapon.
I'll move spiritual weapon to attack A1 instead.
The Spiritual Weapon moves to L9 and attacks the Apprentice, killing him.
Wizard's Dex save 8
The Wizard succumbs to the Sickening Radiance and dies, leaving Skeleton 4 as the only opponent left.
Baik is up
(I believe Baik has an unobstructed view to the remaining skeleton; if so, he will eldritch blast, if not he will Sacred Flame).
Eldritch Blast: Ray 1: 27 Force Damage: 13; Ray 2: 19 Force Damage: 8)
(If Sacred Flame: Dex save or take 5 Radiant Damage)
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
(Sorry I haven't posted for a few days. It's been a pretty busy week 😀)
Baik casts his new spell and the last Skeleton crumbles into dust
Everyone receives 1,260 Xp
Does anyone want to do anything here?
A contact stone is set in the midpoint of the southern wall. There are a set of double doors to the west, and a White Gate to the east. Anyone who makes a DC 12 Intelligence check can deduce that the White Gate leads to the room with the blinding lights.
Xavier you might want to stop concentrating on the Sickening Radiance before anyone moves into the room.
Time in the Doomvault: 1 Days 11 Hours 17 Minute (Earliest next long rest 2 Days 3 Hours. So in about 16 hours.)
Baik (67/75) - 0/1 Saving Face, 10d6/10d6 healing light, 0/1 tomb of levistus, and 0/2 fifth level spells. Hit Dice 0/9
Corvin (66/66) - 0/4 first level spells, 1/3 second level spell, 0/3 third level spells, 0/3 fourth level spells, 0/1 fifth level spells., 0/2 Channel Divinity. Hit Dice 0/9
Eiren (57/63) - 1/4 Bladesong, 0/1 Second Wind 0/1 Action Surge, 0/4 first level spells, 1/3 second level spells, 0/1 Blessing of the Raven Queen, 0/1 Arcana Recovery. Arrows 30 remaining (out of 40). Hit Dice: 0/7 Fighter, 0/2 Wizard.
Velmine (59/66) -Martial Adept 1/1. Bag of Tricks 0/3, Hellish Rebuke 1/1, Darkness 0/1. Hit Dice 0/9 - [Animal Hit Points: [Mastiff: 3/3] [Clay Golem - Left guarding the white gate in room 86 - Hall of Teleportation: 47/67]
Xavier (65/65) -0/4 first level spells, 0/3 second level spells, 1/3 third level spells. 1/3 fourth level spells. 0/1 fifth level spells. 9/9 Sorcery Points, Healing Hands 0/1, Necrotic Shroud 0/1. Hit Dice 0/9.
(Hey, less than 2000 XP away from level 10. Hype!)
Intelligence Check: 8
Velmine looks at Xavier. "Turn this off. I know it's my second time getting hurt by this thing of yours." Once the spell is dispelled, she takes two steps closer, looking at all the bodies from above. "What do you all say we start investigating these people for anything important? We're always having this problem of missing keys to gates." And, just after saying that, she'll start the investigation.
Investigation: 21
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Corvin would like to collect his javelin from the skeleton body, and will join Velmine in the investigation.
Investigation: 17
"Not a bad idea," says Baik joining in the investigation.
(Investigation: 18)
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |