Within Lighting Keep
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Rolls
Perception - (1d20+5, 1d20+5)
1d20+5 : (5) + 5 = 10
1d20+5 : (10) + 5 = 15
Rangrim, you do a thorough examination of the fireplace.There are no secret doors or cubbies, but again you are struck by the well structured stonework of this place.
<-<-up . . . ....................... . . . . down->->
Rolls
Perception - (1d20+5)
(17) + 5 = 22
<-<-up . . . ....................... . . . . down->->
Rolls
Investigation or Perception - (1d20+2)
(19) + 2 = 21
The other weapons are of good quality but unremarkable.
Rolls
Investigation - (1d20+3)
(19) + 3 = 22
Rolls
Perception - (1d20+2)
(12) + 2 = 14
The hallway is more or less in the shape of a T. You can see 3 doors along with the suits of armor before you and behind you there are 3 more doors, one of which is heavier duty and seems to have a lock on it. If you were to turn to your right , you can see that at the end of the hall there is a corner and it continues on to the left but you cannot see where.
Rolls
Investigation - (1d20+3)
(17) + 3 = 20
Kurt and Rangrim, You enter the first door. This small room contains a wash basin, a claw-footed bathtub, a towel rack, and a privy, all empty.
Erani, You keep guard at the foot of the stairs. Keeping special watch on the staircase opposite, you see nothing at the moment.
Casting Detect Magic
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Rolls
Arcana - (1d20+5)
(3) + 5 = 8
Alex will then go to the next room but does not enter yet. "Who will cover me going in?
Rolls
Athletics (advantage) - (2d20H1-1)
(209) - 1 = 19
Across from the doorway, swaying in front of the frosted window, is a tall, dark figure with long claws. The figure seems to be looking out at the flashes of light from the storm. It doesn’t turn when you open the door Kurt.
Party Status:
Kurt hp 14/28 ac 17
Alexander hp 9/15 ac 13
Erani hp 22/24 ac 13
Rangrim hp 20/20 ac 16
Everyone Roll Initiative
Kurt you may do your held attack.
No one is suprized
Rolls
initiative - (1d20)
(11) = 11
Rolls
Halberd, Damage, Bunt attack, Damage, Halberd, Damage - (1d20+5, 1d10+1d4+3, 1d20+5, 1d4+4, 1d20+5, 1d10+1d4+3)
1d20+5 : (13) + 5 = 18
1d10+1d4+3 : (2) + (3) + 3 = 8
1d20+5 : (19) + 5 = 24
1d4+4 : (3) + 4 = 7
1d20+5 : (19) + 5 = 24
1d10+1d4+3 : (5) + (2) + 3 = 10
Great Weapon Fighting Reroll on the 2 - (1d10)
(8) = 8
INIT Check - (1d20+1)
(15) + 1 = 16
that 1d4+4 was suppost to be 1d4+1d4 - (1d4)
(1) = 1
When I hear the commotion I will climb/fly to the top of the stairs.
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Alexander hp 9/15 ac 13
Rangrim hp 20/20 ac 16
The Shadow -28
Kurt hp 14/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total of 14+7+10 for 31 damage.
Alex’s Turn
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this ability twice, and you regain any expended uses when you finish a long rest.
Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rolls
Fire Bolt to hit - (1d20+5)
(4) + 5 = 9
Fire Bolt damage - (1d10)
(4) = 4
Reroll; Fire Bolt to hit - (1d20+5)
(18) + 5 = 23
Alexander hp 9/15 ac 13
Rangrim hp 20/20 ac 16
The Shadow -32
Kurt hp 14/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim’s Turn
Alexander hp 9/15 ac 13
Rangrim hp 11/20 ac 16
The Shadow -32
Kurt hp 14/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim, tries turn undead and then advances into the room next to Kurt.
The Shadow tries to slam into Kurt and Rangrim, he misses Kurt but Rangrim takes 5 bludgeoning and 4 necrotic dmg.
Kurt’s Turn
Rolls
Second wind, Halberd, damage - (1d10+3, 1d20+5, 1d10+1d4+3)
1d10+3 : (2) + 3 = 5
1d20+5 : (10) + 5 = 15
1d10+1d4+3 : (1) + (4) + 3 = 8
Great Weapon Fighting Reroll on the 1 - (1d10)
(6) = 6
Alexander hp 9/15 ac 13
Rangrim hp 11/20 ac 16
The Shadow -45
Kurt hp 19/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim, tries turn undead and then advances into the room next to Kurt.
The Shadow tries to slam into Kurt and Rangrim, he misses Kurt but Rangrim takes 5 bludgeoning and 4 necrotic dmg.
Kurt catches his breath +5hp, and attacks the Shadow again for 13 damage.
Erani’s Turn
Rolls
Eldritch Blast to hit - (1d20+5)
(16) + 5 = 21
Eldritch Blast damage - (1d10)
(2) = 2
Alexander hp 9/15 ac 13
Rangrim hp 11/20 ac 16
The Shadow -47
Kurt hp 19/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim, tries turn undead and then advances into the room next to Kurt.
The Shadow tries to slam into Kurt and Rangrim, he misses Kurt but Rangrim takes 5 bludgeoning and 4 necrotic dmg.
Kurt catches his breath +5hp, and attacks the Shadow again for 13 damage.
Erani is able to get to the top of the stairs and get eyesight on the shadow and hits it for 2 damage.
Alex’s Turn[/quote]
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round
The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.
Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Cast Magnify Gravity so the Shadow is inside the 10ft Radius, so just behind the Shadow.
Move 5ft back to G6.
Rolls
Magnify Gravity Damage - (2d8)
(51) = 6
Alexander hp 9/15 ac 13
Rangrim hp 11/20 ac 16
The Shadow -53
Kurt hp 19/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim, tries turn undead and then advances into the room next to Kurt.
The Shadow tries to slam into Kurt and Rangrim, he misses Kurt but Rangrim takes 5 bludgeoning and 4 necrotic dmg.
Kurt catches his breath +5hp, and attacks the Shadow again for 13 damage.
Erani is able to get to the top of the stairs and get eyesight on the shadow and hits it for 2 damage.
Alex cast Magnify Gravity so the Shadow is inside the 10ft Radius 6dmg, moves 5ft back to G6.
Rangrim’s Turn
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures of your choice that you can see
within range each regain hit points equal to 2d8 + your
spellcasting ability modifier. This spell has no effect on
undead or constructs.
At Higher Levels. W hen you cast this spell using a
spell slot of 3rd level or higher, the healing increases by
1d8 for each slot level above 2nd
Rolls
Prayer of healing - (2d8+5)
(73) + 5 = 15
Alexander hp 9/15 ac 13
Rangrim hp 1/20 ac 16
The Shadow -53
Kurt hp 8/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim, tries turn undead and then advances into the room next to Kurt.
The Shadow tries to slam into Kurt and Rangrim, he misses Kurt but Rangrim takes 5 bludgeoning and 4 necrotic dmg.
Kurt catches his breath +5hp, and attacks the Shadow again for 13 damage.
Erani is able to get to the top of the stairs and get eyesight on the shadow and hits it for 2 damage.
Alex cast Magnify Gravity so the Shadow is inside the 10ft Radius 6dmg, moves 5ft back to G6.
Rangrim begins to utter Prayer of Healing for him and his party. Concentrating on spell.
The Shadow tries to slam Kurt and Rangrim who are both right in front of it. It does 6 bludgeoning and 5 narcotic dmg to Kurt and 6 bludgeoning and 4 narcotic to Rangrim.
Rangrim roll a con save to keep up concentration on prayer of healing.
Kurt’s Turn
Rolls
saving throw - (1d20)
(17) = 17
Rolls
Halberd, Damage, Bunt attack, Damage - (1d20+5, 1d10+1d4+3, 1d20+5, 1d4+1d4)
1d20+5 : (10) + 5 = 15
1d10+1d4+3 : (2) + (1) + 3 = 6
1d20+5 : (18) + 5 = 23
1d4+1d4 : (2) + (1) = 3
Great Weapon Fighting Reroll on the 2 - (1d10)
(6) = 6
Alexander hp 9/15 ac 13
Rangrim hp 1/20 ac 16
The Shadow -53
Kurt hp 8/28 ac 17
Erani hp 22/24 ac 13
Action so far
The Shadow it tries to slam into Kurt twice but misses once, Kurt takes 8 bludgeoning and 2 necrotic points of dmg
Kurt Halberd attacks with 18 for 14 damage and bonus action (Polearm Master) attacks with 24 for 7 damage. Action Surge halberd attack with 24 for 10 damage. Does a total 28 damage.
Alex conjures a mote of flame and throws it at the Shadow. Uses reaction to use chronal shift to reroll attack which hits for 4 fire damage.
Rangrim, tries turn undead and then advances into the room next to Kurt.
The Shadow tries to slam into Kurt and Rangrim, he misses Kurt but Rangrim takes 5 bludgeoning and 4 necrotic dmg.
Kurt catches his breath +5hp, and attacks the Shadow again for 13 damage.
Erani is able to get to the top of the stairs and get eyesight on the shadow and hits it for 2 damage.
Alex cast Magnify Gravity so the Shadow is inside the 10ft Radius 6dmg, moves 5ft back to G6.
Rangrim begins to utter Prayer of Healing for him and his party. Concentrating on spell.
The Shadow tries to slam Kurt and Rangrim who are both right in front of it. It does 6 bludgeoning and 5 narcotic dmg to Kurt and 6 bludgeoning and 4 narcotic to Rangrim.
Kurt can't take much more and gives his all to killing the shadow. Does 13 dmg, the shadow is looking pretty rough.
Erani’s Turn
Rolls
Eldritch Blast to hit - (1d20+5)
(13) + 5 = 18
Eldritch Blast damage - (1d10)
(10) = 10
Rolls
Investigation - (1d20+3)
(6) + 3 = 9
Alex while searching the wardrobe, you find nothing it’s empty. The nightstands have a few blank pieces of paper inside and the bed sheets and blanket are a bit thread bare. The model of Lightning Keep that rest on top of the left nightstand is well-made and painted with care. You see a toothpick size lightning rod mounted on one corner of its roof.
Considering the world of magic, Kurt sees if the dear tiny toothpick size lightning rod comes off the display other than possibly indicating where to get another one at. "Interesting."
Rangrim, Alex, and Kurt all heal 19hp from Prayer of healing.
For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Short rest complete. What do you do.
Kurt is ready to go. Yep. Continue down that hall side for the last door.
Rolls
Rest HD - (1d10)
(7) = 7
Rolls
Investigation - (1d20+2)
(20) + 2 = 22
He raises voice and call to it, "Who are you?"
Looking over the lock, chains, and such, is there any other indications of what might be inside?
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
At Higher Levels. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Rolls
Fire Bolt Attack - (1d20+5)
(20) + 5 = 25
Fire Bolt Damage - (1d10)
(5) = 5
Critical - (1d10)
(6) = 6
GM: Checking. We now have 4 of the 6 wanted?
GM: Checking. We now have 4 of the 6 wanted?
Dusty bookshelves span the far wall; empty except a single leather-bound tome leans at one end of the highest shelf. A rolling ladder covered with cobwebs puts the book within easy reach. This room like the others you’ve seen shows signs of long abandonment, dust, stale air, and the occasional lightning outside the only light source.
Grim nothing but the book is found on the shelves. Inscribed on the book's spine in silver ink is the title, Moonlight Dance. The book has a tattered cloth bookmark with a steel needle stuck in it.
Kurt roll arcana.
Kurt has an unfortunate 3.
Rolls
Arcana Check - (1d20+2)
(1) + 2 = 3
Alex Athletics roll please
Alex despite your efforts the locked drawer dosen’t open.
The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.
Rolls
Athletics - (1d20-1)
(5) - 1 = 4
We should explore more. Kurt will go across the hall with the party and open that door to view what more there is.
Rolls
Investigation - (1d20+3)
(10) + 3 = 13
The North door is locked. The top is N. The only place left on explored is the hallway to the right of the privy.
Rolls
Perception - (1d20+2)
(12) + 2 = 14
Rangrim the chest was mostly emptied before the keep was abandoned, but you find a secret compartment in its lid. This compartment contains a wooden scroll tube, inside which is a scrap of paper with the following words written on it in Common:
Wooden lance, Moonlight dance, Model keep, Cistern deep, Below the shield, By chains concealed
The air is heavy with the scent of dust as you descend the stone steps into the keep's basement. The flickering light of your torch casts dancing shadows across the walls.
To your left, you see a series of small rooms, once the servants' quarters. Cobwebs drape from the rafters, and the air is thick with the musty smell of disuse. A few tattered blankets and broken furniture remain, silent reminders of the lives once lived here.
Further down the corridor, you encounter a large, stone-walled room. The air is chilled. This was once the keep's larder, a vast space filled with shelves and barrels. Now, it's mostly empty, save for a few scattered empty barrels and a few remnants of spoiled food.
At the end of the corridor, you find a series of small, damp rooms, their walls lined with faded frescoes. These were the keep's baths, once a place of luxury and relaxation. Now, they are cold and desolate, the water long gone. In each of the four rooms faint, ethereal mist clings to the walls near ruins. When activated the ruins begin to fill the tubs before them with steaming water.
Rolls
Perception w adv - (1d20+5, 1d20+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (20) + 5 = 25
Rolls
Investigation - (1d20+3)
(12) + 3 = 15
wooden lance, Moonlight Dance, model keep, cistern deep, below the shield, by chains concealed
You currently have 4 of the six lightning rods full and intact.
You also remember the book you found was titled Moonlight Dance.
Erani and Alex, (nat 20, 20) you know that while both cisterns and water wells provide water supply, there's a difference between how they do so. Water wells tap into underground water, and consumers have to use a pump or a bucket to draw water from below. Meanwhile, cisterns are containers found either aboveground or underground and need to be filled by rain water or transport from a well.
You also know that most people simple use the words interchangeably.
"This appears to be nothing than a novel that claims to be based on a true story. I'm going to read it in my spare time in case there is something to gain from it. I think the needle in the bookmark probably has more relevance to our mission, but you never know, do you?"
I retrieve the bookmark with the needle in it from my pouch and hand it to Alexander.
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Rolls
Investigation - (1d20+3)
(8) + 3 = 11
I peer into the we'll. My Devil's Sight gives 120 ft. of normal vision in regulat and magical darkness. What do I see in the well?
Rangrim hp 19/30 ac 16
Erani hp 22/33 ac 13
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Everyone roll initiative and tell me if I have your stats right after the short rest
Rolls
Initiative - (1d20+1)
(11) + 1 = 12
Rolls
initiative - (1d20)
(17) = 17
Rolls
Initiative - (1d20+6)
(2) + 6 = 8
Water Monster - 15
Erani hp 22/33 ac 13 - 12
Alexander hp 15/21 ac 13 - 8
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Rangrim’s turn
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice
within range. Make a ranged spell attack against the
target. On a hit, the target takes 4d6 radiant damage,
and the next attack roll made against this target before
the end of your next turn has advantage, thanks to the
mystical dim light glittering on the target until then.
A t Higher Levels. W hen you cast this spell using a
spell slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st
Rolls
to hit, damage - (1d20, 4d6)
1d20 : (13) = 13
4d6 : (3636) = 18
Water Monster - 15 -18
Erani hp 22/33 ac 13 - 12
Alexander hp 15/21 ac 13 - 8
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Grim looking at this monstrosity will cast guiding bolt at the creature. 18 dmg
The water monster moves and lashes out at Grim but misses.
Erani’s turn
Water Monster - 15 -18
Erani hp 22/33 ac 13 - 12
Alexander hp 15/21 ac 13 - 8
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Grim looking at this monstrosity will cast guiding bolt at the creature. 18 dmg
The water monster moves and lashes out at Grim but misses.
Erani disengages, and moves away.
Alex’s turn
Water Monster - 15 -18
Erani hp 22/33 ac 13 - 12
Alexander hp 15/21 ac temp 16 13 - 8
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Grim looking at this monstrosity will cast guiding bolt at the creature. 18 dmg
The water monster moves and lashes out at Grim but misses.
Erani disengages, and moves away.
Alex casts mage armor.
Rangrim’s turn
Also at 1st level, you can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see
hits you with an attack, you can use your reaction to
cause the creature to make a Dexterity saving throw.
The creature takes 2d8 lightning or thunder damage
(your choice) on a failed saving throw, and half as much
damage on a successful one.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest
Rolls
to hit, damage - (1d20+4, id8+2bludgeoning)
1d20+4 : (1) + 4 = 5
id8+2bludgeoning : (6) + 2 = 8
Water Monster - 15 -18
Erani hp 22/33 ac 13 - 12
Alexander hp 15/21 ac temp 16 13 - 8
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Grim looking at this monstrosity will cast guiding bolt at the creature. 18 dmg
The water monster moves and lashes out at Grim but misses.
Erani disengages, and moves away.
Alex casts mage armor.
Rangrim
but misses the creature, he invokes Wrath of the Storm
The Water Being attacks Grim again, one of its long arm like limbs wrap around Grims chest and face, 12 dmg. You are grappled and restrained.
Rangrim roll dmg on your Wrath of the Storm, the Creature fails it’s save.
grappled and restrained
Water Monster - 15 -31
Erani hp 22/33 ac 13 - 12
Alexander hp 15/21 ac temp 16 13 - 8
Surprise Attack - the water creature lashes out with one of its arms at Erani, but it misses.
Grim looking at this monstrosity will cast guiding bolt at the creature. 18 dmg
The water monster moves and lashes out at Grim but misses.
Erani disengages, and moves away.
Alex casts mage armor.
Rangrim swings but misses the creature, he invokes Wrath of the Storm
The Water Being attacks Grim again, one of its long arm like limbs wrap around Grims chest and face, 12 dmg. You are grappled and restrained. It takes 13 dmg from Wrath of the Storm.
Erani’s turn.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Rolls
Eldritch Blast to hit - (1d20+6)
(10) + 6 = 16
Eldritch Blast damage - (1d10)
(4) = 4