Story I: The Rift
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Rolls
Nature? - (1d20+2)
(12) + 2 = 14
Survival? - (1d20+5)
(5) + 5 = 10
A series of strange, bluish lights catch your attention, and you soon notice several translucent masses seeping up from the ground, or out of a wall, nearby. As more of each of these masses come into view you begin to see their shapes; humanoid forms with skeletal, ghastly faces and emaciated, rotting bodies. They are spectral, and glowing, moving with an ethereal grace despite their disgusting forms. Small, ghostly maggots bore holes out of their bodies, grouping together and dropping to the ground in large masses before burrowing into the dirt or stone. The corpses have roots sprouting from their calves and ankles which writhe and twist along the ground with a life of their own.
Battle Map
Rolls
Dex save - (1d20+2)
(2) + 2 = 4
Dissonant Whispers psychic Damage (half on wis save dc 12, ) - (4d6)
(3136) = 13
• On your first turn during combat...If you use the Attack action, you can make one additional attack.
Natural Explorer
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Rolls
Hand crossbow attack, advantage, damage - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (2) + 5 = 7
1d20+5 : (9) + 5 = 14
1d6+3 : (2) + 3 = 5
Hunter's Mark damage - (1d6)
(3) = 3
2nd hand crossbow attack, advantage, damage - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (7) + 5 = 12
1d20+5 : (15) + 5 = 20
1d6+3 : (5) + 3 = 8
Hunter's Mark damage - (1d6)
(4) = 4
Rolls
Attack Roll, Damage - (1d20+4, 2d6+2)
1d20+4 : (1) + 4 = 5
2d6+2 : (32) + 2 = 7
Dex Save - (1d20+1)
(11) + 1 = 12
Balancing the longsword carefully in her left hand, Pyrrah points her finger at the ghost approaching from her left. "Sar or Az stok or urk!" she whispers, her voice hoarse and low. The green gem at her throat flares with energy for just a split moment, but then it disappears with no outward sign that any magic had been done. Pyrrah raises Seraph with both hands and waits against the pillar.
Rolls
Dexterity Saving Throw - (1d20+5)
(18) + 5 = 23
Devanis and Ameera reacted most expeditiously. Between the Wyrden's dark magic and Devanis' bolts, which pierce through the ghosts as though they were made of some soupy, ectoplasmic goop, the ghost is overwhelmed before it can even act. The specter howls, writhing until collapsing into a formless mass of blue light and wispy smoke.
Erran and Baric both charged into the room on the southern side. Erran turned, slashing his blade horizontally to catch the ghost around the corner, but he ended up aiming too high. His greatsword sliced through the air above the wraith, slammed into the wall beside him, and dug into it almost half an inch. This left him open to an attack from both sides, as the spell Baric had cast against one of the other ghosts apparently had no effect. Erran was attacked from both sides, but only one of the strikes got through, piercing his armor and searing his skin with a white-hot pain across his skin (10 cold damage). Pyrrah and Ameera, likewise, were attacks as they got into their new positions. Ghosts approached on either side of them, slipping through their defenses, digging ethereal hands past their armor and causing pain to wrack their forms (Ameera takes 9 Cold Damage). Specifically, however, Pyrrah takes the worst of it as the ghost is able to grip her throat with its long, clawed fingers (Pyrrah takes 17 cold damage).
As this occurs, the room seems to emit a blue glow from all sides. It is difficult to notice at first, since it is already glowing due to the ghostly forms that now occupy it and endanger you, but as the walls begin to emit their own luminescence, and that illumination increases, it becomes more and more noticeable. With a glance, you can each see that this light is caused by the writhing rot worms that had burrowed into the ground and are now digging up through the stone and soil from all sides. They are ghostly, like the corpses that spawned them, and it is uncertain if they are actually forming holes in the ground, walls and ceiling, or not. However, there is no doubt that they are dangerous. Ameera is unfortunate enough to have some of them fall from the ceiling and land on top of her right shoulder. There's a crackle as they slip right through her armor, and suddenly she can smell the awful stench of burning meat and feel the scorching pain on her skin (2 fire damage).
Rolls
Devanis Dex Save
Wis Save (diss.)
Wis Save (vic.)
Attack vs. Pyrrah
Attack vs. Ameera
2 Attacks vs. Erran
Crit Damage vs Pyrrah - (2d8+2)
(78) + 2 = 17
Damage vs Ameera - (1d8+2)
(7) + 2 = 9
Damage vs Erran - (1d8+2)
(8) + 2 = 10
Worm damage - (1d4+1)
(1) + 1 = 2
PLAYER TURN!
Battle Map
"Zubie!" she calls and the fiendish familiar appears behind the northern most ghost (next to Flare). It begins to harry the apparition. Ameera points at the now distracted ghost and screeches "Agradoth!" and a snaking bolt of energy leaps forward.
Rolls
Eldritch Blast attack - (1d20+4)
(10) + 4 = 14
Eldritch Blast attack (advantage from Zubies help) - (1d20+4)
(7) + 4 = 11
Eldritch Blast Damage (force) - (1d10+2)
(7) + 2 = 9
*bonus action to mark new quarry (ghost at N17)
Rolls
Hand crossbow attack, damage - (1d20+5, 1d6+3)
1d20+5 : (2) + 5 = 7
1d6+3 : (2) + 3 = 5
Spending Inspiration of advantage! - (1d20+5)
(7) + 5 = 12
Hunter's Mark damage - (1d6)
(1) = 1
In a fit of burning rage and wracked by icy pain, Pyrrah let's the longsword fall from her hands to the stone floor, the gem on its pommel crashing against the hard surface. Out of options and her mind slowly numbing with cold and a mild sense of betrayal, she pulls free her much more trusted rapier from its sheath and lines up her swing. She blinks her eyes furiously, but stumbles and nearly collapses as her knees nearly give out. She curses to herself, a tear in combination of rage and sorrow being ripped from her and rolling silently down her cheek. There was nowhere left to run, and she knew, like a hot iron spike penetrating through the numbness infesting her mind, that this next swing would probably be her last.
Determined to go out fighting, as she always tried to do, Pyrrah throws herself at the ghost with a roar, feeling that last flicker of green light pulse through her as the magic she had cast only moments before helped to straighten out her wild, desperate swing.
Rolls
Attack Role: With True Strike Advantage - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (17) + 5 = 22
Damage - (1d8+3)
(6) + 3 = 9
Additional Sneak Attack Damage - (2d6)
(41) = 5
The fighting by Erran and Baric is not going as well. Erran manages to land a strong hit against his opponent, though it does not fall. Baric's spells continue to prove ineffective, much to the Dwarf's frustration. Though Erran's defenses continue to prove more effective than most, he cannot hold off attacks from two fronts simultaneously, and he gets struck once more in the side (3 damage).
The ethereal worms twist about in the ground and recede back into the earth momentarily. However, you can hear their squirm and writhing within the ground and stone, and they will return in but moments for another assault within the room.
Rolls
Erran Attack - (1d20+4)
(15) + 4 = 19
Wis Save (Vic.) - (1d20)
(18) = 18
Vs. Erran - (1d20+4, 1d20+4)
1d20+4 : (4) + 4 = 8
1d20+4 : (19) + 4 = 23
Vs. Ameera - (1d20+4)
(1) + 4 = 5
Vs. Erran - (1d8+2)
(1) + 2 = 3