Chapter 02 - Into the Keep

Started by pringerbeam, June 03, 2020, 08:11:52 PM

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Kerrick

Vondur steps forward toward imp 2 "if only you had been nicer"  vondur swings twice at the imp
attack
Rolled 1d20+7 : 12 + 7, total 19
damage
Rolled 1d10+4 : 6 + 4, total 10
second attack
Rolled 1d20+7 : 9 + 7, total 16
damage
Rolled 1d10+4 : 1 + 4, total 5

Oath

fortitude save:
Rolled 1d20+3 : 1 + 3, total 4

pringerbeam

     The poison courses through the veins of Riven and Belsarus, causing numbness to spread through their bodies and dulling sensations.  Moving your limbs takes greater care as your limbs refuse to work as well as they should.

Riven takes 4 Poison damage and gains Clumsy 1

Belsarus takes 4 Poison damage and gains Clumsy 1 and Slowed 1

     Vondur's first attack strikes true but the followup fails to connect.  The fighter winds his greatsword up backhanded and strides to a flanking position before swinging at the imp with a yell.  Unfortunately, despite being surrounded on all sides, the imp still manages to dodge this attack as well.

Vondur attacks Imp 2 and misses.

Vondur attacks Imp 2 and misses.

Human attacks Imp 2 and Misses.

Melody to take turn

Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]


Throndir






"I ask for protection! And smite the evil before us!" Melody began her prayer, meaning to first shield herself, then launch a divine beam of energy towards the imp.

1 Action: Cast Shield on self
2 Actions: Cast Divine Lance on Imp 2
divine spell attack 1d20+7 : 20 + 7, total 27
good damage 1d4+4 : 4 + 4, total 8

References
SHIELD - CANTRIP 1
ABJURATION CANTRIP FORCE
Traditions arcane, divine, occult
Cast 1 action verbal
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

DIVINE LANCE - CANTRIP 1
ATTACK CANTRIP EVOCATION
Traditions divine
Cast 2 actions somatic, verbal
Range 30 feet; Targets 1 creature
You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can't cast this spell if you don't have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.
[close]

Throndir

if crit, crit damage 1d4+4 : 1 + 4, total 5

pringerbeam

     The ray of divine energy blasts a hole straight through the imp's torso, leaving a smoldering hole in its chest as it flops to the ground and begins to slowly burn away.

Melody attacks Imp 2 and Critically hits, slaying Imp 2.

Spira to take turn


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]


Asta

#111
With no visible targets, and a sneaking suspicion that the remaining imp was still on the prowl Spira put her back to the wall and fell into a ready stance, poised to stab anything that might look even remotely imp-like.

Ready action, attack any enemy that comes into an adjacent space (provided she can see it)

Mysticsage

Riven gasping for air does his best to wipe the blood from his mouth from the battle before he moves to back up Bel. "I got your back man!"

Riven moves to back up Bel and then hold action to attack

Fort save
Rolled 1d20+8 : 6 + 8, total 14

pringerbeam

     The poison continues to burn through your veins, further numbing your senses and dulling your muscular control.


Riven takes 3 points of Poison damage and gains Clumsy 1 and Slowed 1

Belsarus to take turn


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Riven readies to attack
Spira readies to attack
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]


Oath

Losing sight of the creature, Belsarus nods at the half-orc, and then looks around hoping to catch a glimpse, or hear the telltale sounds of movement.

going to ready an attack for if the imp comes in range/ is visible. also a seek action.
fortitude save:
Rolled 1d20+3 : 13 + 3, total 16

pringerbeam

     You're not sure if the Imp is anywhere near you.  Any effort you make to try and listen is distracted by trying to stay standing as the poison continues to run its course.


Belsarus Seeks and is unable to locate any enemies

Belsarus takes 4 damage and gains Clumsy 1

Belsarus is reduced to 0 HP, falls unconscious, and is now Dying 1

Vondur to take turn


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Belsarus Seeks, readies to attack
Riven readies to attack
Spira readies to attack
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]


Kerrick

Vondur scans the room for the last imp and ready for an attavk
1action seek
Rolled 1d20+6 : 11 + 6, total 17
ready to attack

pringerbeam

     All you're able to hear at this point is the ragged breathing of Belsarus as he lies collapsed on the floor.


Vondur Seeks and is unable to locate any enemies.

     The plate clad fighter wheels on his heels and speaks once again.  "Close the door!  It might be trying to escape." he commands as he looks to and fro, greatsword raised and at the ready.


Human Seeks and readies to attack

Melody to take turn.


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Human seeks, readies to attack
Vondur seeks, readies to attack
Belsarus becomes Dying 1
Belsarus Seeks, readies to attack
Riven readies to attack
Spira readies to attack
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]


Throndir






"Mister Bel!" Melody cried out in alarm once she saw the other halfling slump. She kept her eyes peeled for any sign of the imp while she launched into a prayer of healing for the fallen halfling.

1 Action: Seek, look for sign of imp.
Perception 1d20+7 : 11 + 7, total 18
Free: Call out the grid location of imp if found

2 Actions: Cast a Spell, Heal on mister Bel.
Heal 1d8+8 : 5 + 8, total 13

pringerbeam

     You can't tell if the Imp is nearby as you channel healing energy to the dying halfling, brining him back from the brink.


Melody seeks and is unable to locate any enemies

Belsarus is healed for 13, regains consciousness, and gains Wounded 1

Spira to take turn.


Encounter Info
Spoiler
Roll20 Link

Initiative Order: Human, Melody, Spira, Riven, Belsarus, Imp 3, Imp 1, Imp 2, Vondur

Log
Belsarus is healed, gains Wounded 1
Melody seeks, heals Belsarus
Human seeks, readies to attack
Vondur seeks, readies to attack
Belsarus becomes Dying 1
Belsarus Seeks, readies to attack
Riven readies to attack
Spira readies to attack
Melody slays Imp 2
Human misses Imp 2
Vondur damages Imp 2
Imp 2 hits Riven, transforms, and hits Riven
Imp 3 hits Belsarus and disappears
Belsarus misses Imp 3
Riven misses Imp 2
Spira crits Imp 3
Melody identifies Imps, uses Guidance on Riven
Human attacks and slays Creature 1
[close]