CH 5 : Cursed Cemetery of Paphos
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Rolls
To hit - (1d20+6)
(15) + 6 = 21
Damage - (1d10)
(9) = 9
Dc 14 Dex save - (2d6)
(43) = 7
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Striker is able to ignore this however and strikes his target once, only to get shot at on return.
Nuada steps from a pic of mist next to the mage who slams his staff, cracking with lightning at the drow mage.
Klim blasts one of the skeletons
Rolls
Fire bolt at Stryker AC17 - (1d20+10, 3d10)
1d20+10 : (14) + 10 = 24
3d10 : (4102) = 16
Shocking grasp vs Nuada ac 22 - (1d20+10, 3d8)
1d20+10 : (17) + 10 = 27
3d8 : (857) = 20
Fear save dc14 - (1d20+1)
(8) + 1 = 9
Skeleton Dex save DC 14 - (1d20+3)
(11) + 3 = 14
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Unless Stryker has an ability to cast it on my PC using his chwinga thingy
Range/Area: Self
Components: S
Duration: 1 round
Source: EE, pg. 150
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
https://www.dndbeyond.com/spells/Absorb%20Elements
Rolls
Attack (Psychic Blade, Reckless) - (2d20H1+7)
(1412) + 7 = 21
Damage (Psychic) - (4d6+4)
(1526) + 4 = 18
Skull Lord
The skull lord cast another potent spell towards the party with a glare at Nuada, who balked hos last attempt at this. He then retreats further into the room
5 conjuration
Casting Time: 1 action
Range: 120 feet
Target: A 20-foot-radius sphere centered on a point you choose within range
Components: V S
Duration: Up to 10 minutes
Classes: Sorcerer, Wizard
You create a 20-foot-radius Sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Only Nuada and Styker can still see the Skull Lord
Meanwhile the two skulls harras the summoned beasts that moved up to engage them.
Rolls
Bite - (1d20+3, 1d6+1, 1d20+3, 1d6+1)
1d20+3 : (2) + 3 = 5
1d6+1 : (5) + 1 = 6
1d20+3 : (20) + 3 = 23
1d6+1 : (2) + 1 = 3
Cloudkill DC 18 Con - (poison:5d8)
(27335) = 20
PC | HP% | PC | HP% | |
Str | 50 | Nsh | 60 | |
Jax | 20 | | ||
Bel | 50 | Klm | 90 | |
Nua | 60 | Mar | 100 |
NPC | AC | HP 1 | HP 2 | HP 3 | HP 4 |
Skulleton | 17 | 4/4 | 0/4 | 2/4 | 0/4 |
Skull Lord | 22 | 3/4 | 0/4 | 0/4 | 0/4 |
Spell attack | 14 | 0/4 | 0/4 | 0/4 | 0/4 |
Vampire | 15 | 13/4 | 0/4 | 0/4 | 0/4 |
Rolls
CON Save - (1d20+5)
(5) + 5 = 10
1) As far as I saw, Nash never got assigned a Chingwa. I know Ausmaster said I should have gotten one, but never saw you make it official.
2) By the book, Absorb Elements only covers acid, cold, fire, lightning, and thunder damage types. Cloud kill deals poison damage. Absorb Elements wouldn't help.
That said, you're the DM so if you rule that it helps, so be it. I'm taking 20 damage for now. The plus is, I killed a skull and the orc's blessing was 10 temporary HPs when we kill an enemy. The 20 will be split between 10 temp HPs and 10 regular HPs, leaving Nash at 32 HPs.
@Ausmaster1000 did you get Nash a Chingwa
Potion, uncommon
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Rolls
Stryker: Unarmed to hit ac 22 - ((1d20+7))
(17) + 7 = 24
Stryker: Unarmed damage - (1d6+4)
(1) + 4 = 5
Stryker: Unarmed to hit ac 22 - (1d20+7)
(2) + 7 = 9
Stryker: Unarmed damage - (1d6+4)
(4) + 4 = 8
Potion of Fire Breath - (4d6)
(6624) = 18
Skull Lord DC 13 Dexterity+3 - (1d20+)
(20) = 20
Casting Time:
1 action
Range/Area:
120ft.
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 234
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Rolls
Belzin: Charisma check DC 15 - (1d20+4)
(4) + 4 = 8
Rolls
Jax Pridemane: Con - Save+resistence - (1d20+6+1d4)
(3) + (4) + 6 = 13
Fume drake con save - (1d20+1)
(12) + 1 = 13