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Temple Ruins Near Luskan.

Posted by GMFor group archive 4
GM
GM, 489 posts
Sun 26 Jan 2020
at 22:27
  • msg #75

Re: Temple Ruins Near Luskan

Ok, you see two skeletons with decayed robes falling off their frame. They look hostile. They do not appear to be halting.
Saran Helder
player, 256 posts
Mon 27 Jan 2020
at 00:01
  • msg #76

Re: Temple Ruins Near Luskan

Saran blasts off a firebolt as a warning shot. (unless a 10 hits)

Vile fiends! This is the final warning!
GM
GM, 491 posts
Mon 27 Jan 2020
at 21:57
  • msg #77

Re: Temple Ruins Near Luskan

Lampwick winks out of sight and you hear him strafe off to the side and draw bow.

The skeletons both wind their hand back which begins to glow with chaotic energy and they hurl small globes of energy toward you. One each in alphabetical order.

The globes of energy roils as they approach, one becoming a ball of icy energy that strikes Fergan for 13 damage and the other settling on a clear sphere of force that smacks Saran for 8 damage.

Hope your HP and AC are up to date. Matt isn't that a false life boost you have. Is that factored in?
This message was last edited by the GM at 21:57, Mon 27 Jan 2020.
Fergan
player, 247 posts
Mon 27 Jan 2020
at 22:02
  • msg #78

Re: Temple Ruins Near Luskan

In reply to GM (msg # 77):

My HP rolls were up to date, the HP total was not. New facts:

Hit Points    : 29 (24+5)  Current HP : 16
Fergan
player, 248 posts
Mon 27 Jan 2020
at 22:05
  • msg #79

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 78):

Saran's turn?
GM
GM, 492 posts
Mon 27 Jan 2020
at 22:08
  • msg #80

Re: Temple Ruins Near Luskan

Correct, sorry. It goes:

Saran
Fergan
Lampwick
Skele-one
Skele-two
Fergan
player, 249 posts
Mon 27 Jan 2020
at 22:15
  • msg #81

Re: Temple Ruins Near Luskan

In reply to GM (msg # 80):

Do they each weigh a skele-ton?
GM
GM, 493 posts
Mon 27 Jan 2020
at 22:20
  • msg #82

Re: Temple Ruins Near Luskan

No bones about it.
Saran Helder
player, 257 posts
Tue 28 Jan 2020
at 16:10
  • msg #83

Re: Temple Ruins Near Luskan

Saran casts shield, deflecting the attack (AC 17 until next turn). Then he blasts Skele-one with a magic missile attack (dmg 10).
Fergan
player, 250 posts
Tue 28 Jan 2020
at 19:26
  • msg #84

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 83):

Joe can roll, but the plan is to animate the two corpses with the wand, have them attack #1, then command them to halt in the Lordlings voice (since I am in disguise as him--hold my hand up and show the symbol, etc)
GM
GM, 494 posts
Tue 28 Jan 2020
at 23:41
  • msg #85

Re: Temple Ruins Near Luskan

I really like the move, but animate dead takes 1 minute to cast (even with a wand).
Fergan
player, 251 posts
Wed 29 Jan 2020
at 00:50
  • msg #86

Re: Temple Ruins Near Luskan

In reply to GM (msg # 85):

Ok. EB skeleton 1, then move for cover
GM
GM, 495 posts
Wed 29 Jan 2020
at 01:05
  • msg #87

Re: Temple Ruins Near Luskan

Ok, you wing an eldritch blast at the skele-one, inflicting more force damage (4), it is still up. You move to cover along behind a jut in the wall (1/2 cover).

Lampwick appears as he shoots an arrow at the same skele. His arrow bursts into fiery flame and the skeleton goes down in a fiery heap. The sprite ducks behind Fergan for 1/2 cover.

The second skele attacks Saran (shield no longer up since your turn came and went when you cast magic missile) with another chaotic bolt and will hit with a 12.

pausing to determine if shielded...
Saran Helder
player, 258 posts
Wed 29 Jan 2020
at 02:08
  • msg #88

Re: Temple Ruins Near Luskan

Saran reluctantly spends his last spell slot on another shield.

Then he shoots a wild firebolt (atk 11) at Skele-two and skele-runs for cover.
Fergan
player, 252 posts
Wed 29 Jan 2020
at 06:02
  • msg #89

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 88):

Zann casts Dissonant Whispers (if possible from cover) for 11 damage. There is a save and another effect
Fergan
player, 253 posts
Wed 29 Jan 2020
at 06:07
  • msg #90

Re: Temple Ruins Near Luskan

In reply to Fergan (msg #

I think I under rolled the damage by a six?


You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At higher level

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
GM
GM, 496 posts
Wed 29 Jan 2020
at 17:02
  • msg #91

Re: Temple Ruins Near Luskan

Correct, you cast all spells at lvl 2, so, 4d6.
Fergan
player, 254 posts
Wed 29 Jan 2020
at 17:50
  • msg #92

Re: Temple Ruins Near Luskan

In reply to GM (msg # 91):

Make that a whopping 12 damage. Here's to hoping it has a garbage Wis save....
GM
GM, 497 posts
Wed 29 Jan 2020
at 19:22
  • msg #93

Re: Temple Ruins Near Luskan

The skeleton seems distracted and pained by the whispers, only for a moment then goes back to its threatening posture.

Lawpwick pops out from cover and shoots at the skele, then ducks back. The arrow strikes the skeleton in the skull, but remains mostly unphased. (7dam)

Rolled a 1d2 to determine target[Fergan]. I am saying Saran is at opposite wall as Fergan and Lampwick.

As before, the bolt undulates in a miasma of chaotic energy, as it flies through the air, but narrowly misses, barely striking the lip of the wall jutting out in front of Fergan who feels a fleeting sense of existential dread (psychic) as the bolt dissipates into the air.
Saran Helder
player, 259 posts
Wed 29 Jan 2020
at 23:54
  • msg #94

Re: Temple Ruins Near Luskan

Saran can see in his minds eye where the skeleton will be (potent), pops out from cover and sends a firebolt that deals just 3 damage. Then gets back behind cover.
Fergan
player, 255 posts
Thu 30 Jan 2020
at 02:13
  • msg #95

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 94):

Fergan tries Dissonant Whispers again:

18:11, Today: Fergan rolled 18 using 1d20 with rolls of 18.  Unmod Skele Wis Save.
18:11, Today: Fergan rolled 16 using 4d6 with rolls of 6,3,2,5.

8 Damage, No secondary effect.

We aren't good at this...
GM
GM, 498 posts
Thu 30 Jan 2020
at 02:52
  • msg #96

Re: Temple Ruins Near Luskan

That enough. The skeleton clutches it’s head in a hallow scream and crumbles to the ground.
Fergan
player, 256 posts
Thu 30 Jan 2020
at 04:37
  • msg #97

Re: Temple Ruins Near Luskan

In reply to GM (msg # 96):

Telepathically: "Well, I'm whooped. You?"

OOC: Is there a rush element to this gig? Like, would two normal people take the time to rest up here because time is not of the essence?
Saran Helder
player, 260 posts
Thu 30 Jan 2020
at 05:09
  • msg #98

Re: Temple Ruins Near Luskan

Yes, let's take a short rest. Spot would have been useful there.

I don't see any need to rush. Cast find familiar as ritual and short rest for two 1st level spell slots.
Fergan
player, 257 posts
Thu 30 Jan 2020
at 08:01
  • msg #99

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 98):

How often can you do that? What is the ability called?

So, short rest and then animate dead on all four corpses to use as shields against what's coming next?
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