Salvation Outpost - Chapter 2

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Jul 5, 2024 4:07 am
[ +- ] Map & Initiative
The thunderous sound echoes through the chamber and down the hall. The bones of two of the fallen clatter out into the darkness. The faerie fire light shows one has completed separated. The dead sleepy skeleton’s bones bounce off the crypt and land in front of SheK. The two remaining cling to the ground with their bony fingers as their bodies rattle behind them.
OOC:
Vice is up, with the skeletons on deck.

Rolls

Skeleton 2 Con save - (1d20+2)

(17) + 2 = 19

Skeleton 2 Con save - (1d20+2)

(15) + 2 = 17

Jul 5, 2024 7:10 am
Advice uncovers his ears, and and rushes up to the nearest glowing skeleton. "Wait a tick, weren't you already dead?" he ask the corpse before slicing into it with two of his weapons. He crosses the room before continuing talking You know, after you got out of the crypt, I mean"
OOC:
will walk up amd attack #5, and cunning action to continue across the room to A14

Rolls

Chakram (advantage) - Attack/Damage - (2d20H1+7, 1d4+4)

2d20H1+7 : (1110) + 7 = 18

1d4+4 : (1) + 4 = 5

Sneak Attack - (2d6)

(56) = 11

Jul 5, 2024 6:35 pm
[ +- ] Map & Initiative
As Vice dances past the flames, he delivers another crippling blow to the waking skeleton on the floor. The bones stop moving once more. As he crosses over to the collapsed part of the room, he can hear frantic scratching in the buried sarcophagus beside him.

The rickety skeleton in front of 37 stands and takes a slash at the warforged. His sword clatters off the glowing shield.
OOC:
SheK is up, with Peldan on deck.

Rolls

Skeleton attack on 37 - (1d20+2)

(15) + 2 = 17

Jul 5, 2024 7:03 pm
With the ringing in fey SheKs ears, she now understands what metal man 37 was babbling about but a bit late. She works to keep concentration on the faerie fire. See the skeleton rise again, Shek pointily decides to an alternat plan. With a druidical sounding word and motions of her hands she magically summon up a puff of noxious gas in her hands and directs it at the offending skeleton attack defending 37. She then edges around to gain further attacking range on Skeleton 2.
OOC:
SheK casts cantrip Poison Spray at Skeleton 2. CON save DC 15 or suffer 6 points of poison damage. She moves to D13. She is AC 15, Warhammer & Shield, Concentrating on Faerie Fire.
Last edited July 5, 2024 7:09 pm

Rolls

Poison Spray Poison Damage - (2d12)

(51) = 6

Jul 5, 2024 7:49 pm
Only seeing one skeletal threat, Peldan moves the Flaming Sphere (C14) and has it ram into it (Skelly #2) and then attempts to blasts it with eldritch energy for good measure.
OOC:
Bonus action: move flaming Sphere and have it ram skeleton #2. (Must succeed Dex save for half damage)
Action: eldritch blast vs skeleton #2.

Rolls

Flaming Sphere damage (half damage on successful Dex save) - (2d6)

(22) = 4

Eldritch Blast attack - (1d20+5)

(13) + 5 = 18

Eldritch Blast damage - (1d10)

(9) = 9

Jul 5, 2024 11:31 pm
[ +- ] Map & Initiative
Between SheK’s acid, Peldan’s flames and eldritch blasts, the skeleton in front of 37, once more collapses to the ground. With exception of the trapped skeleton, the room goes quiet.
OOC:
SheK, roll me a DEX save against Peldan’s flaming sphere. DC 14.

Malak is up, with 37 on deck.
Jul 5, 2024 11:42 pm
With no apparent enemies to engage, Malak walks up the wall and returns to the ceiling in order to keep watch over his companions more easily.
Jul 5, 2024 11:50 pm
37 will move forward, kicking at bones in an attempt to scatter them and prevent them from getting back up.
Jul 6, 2024 12:05 am
SheK, roll me a DEX save against Peldan’s flaming sphere. DC 14.

Nimble SheK is sightly well done. How much extra fire damage does she innocently suffer from the hot Flaming Sphere attack?
Last edited July 6, 2024 12:10 am

Rolls

SheK DEX Save DC 14 - (d20+4)

(3) + 4 = 7

Jul 6, 2024 12:42 am
OOC:
4 fire damage
Jul 6, 2024 1:05 am
OOC:
would the fire damage taken by SheK be visible/noticable to Peldan?;Also, would Peldan be able to tell that Vice was also injured?
Jul 6, 2024 1:12 am
Question on Flaming Sphere. SheK didn't end her turn within 5' of the Flaming Sphere as she moved to D13 and the Flaming Sphere was at D15 which is 10 feet away. Map also doesn't show SheK in her correct position. She moved to D13. Not D14.

Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
Last edited July 6, 2024 1:23 am
Jul 6, 2024 1:23 am
[ +- ] Map & Initiative

The recently downed skeletons’ bones scatter around the chamber. As 37 attempts to scatter the last, he feels a strange resistance as the bones seem to be drawn back together. The bones outside the chamber are not moving.
OOC:
37 has some movement and a bonus action.

Map updated, damage adjusted. Got my wires crossed with D 13 and DC 14 of the check. SheK was clear of the sphere before it moved.

Otherwise, Vice is up with Skelly One on deck.
Jul 6, 2024 1:50 am
OOC:
Sardis says:
Also, would Peldan be able to tell that Vice was also injured?
Oh, did Vice take any fire damage?
Vice looks around at the skeletal remains, before attempting to attack anything again, Vice ask the group "Is there a way to make sure these blokes stay dead?!"
Jul 6, 2024 1:54 am
Fast moving SheK helpfully replies to asking Vice as she nimbly continues to avoid the moving hot flaming sphere, "Try knocking the bones out of this contaminated room." as she honestly doesn't believe that her fast poisoning will disrupt them either as she ponders upon the notion of their ultimate destruction.

All of her very long (halfway down her back) straight black fey hair with green and red highlights isn't frizzed yet by the roasting flaming sphere. Obviously, she totally treasures that hair immensely and it has taken forever to obtain it that length. She doesn't have a magical means to create such.
Last edited July 6, 2024 2:34 am
Jul 6, 2024 4:32 am
OOC:
If you’re going to try SheK’s suggestion to drag the skeleton out, give me a contested strength check. Vice would have enough movement to grapple and drag to C17 if you succeed

DC is 16

Rolls

Skeleton STR check - (1d20)

(16) = 16

Jul 6, 2024 6:29 am
OOC:
i was thinking of like, putting all the arms in one crypt and closing it, all the heads in another etc. I dont want to take undead parts back into the church. We just got that place cleaned up :)
Jul 6, 2024 12:39 pm
OOC:
I’ll allow arms or heads. You wouldn’t have time for both.
Jul 6, 2024 3:22 pm
Vice, having no idea what is keeping the skeletons going, decides to gather up the heads of the fallen skeletons and put them in one crypt.
Jul 6, 2024 6:04 pm
[ +- ] Map & Initiative
Vice manages to get the two skulls gathered up and dumped into one of the crypts, while avoiding the heat from the fiery sphere.

The first skeleton rises once more and futilely slashes at the heavily armoured 37.
OOC:
SheK is up, with Peldan on deck.

Rolls

Skeleton 1 v. 37 - (1d20+2)

(7) + 2 = 9

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