Chapter 5: Blingdenstone
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Rolls
Magic missiles - (3d4+3)
(144) + 3 = 12
She chuckles softly as she starts walking towards the new guy, getting a bit bulkier with every step as she starts raging again. When she's getting closer she frowns, tilting her head to one side. Wanderer, is that you? You were always the ugly bastard, but never an amour wearing coward!
She reaches the rockboi and with some dancy fighting moves works her way around him, ducking to slash her sword at his legs and out of the way of any swinging arms. Then standing up behind him, aiming her second swing at his ass, while looking for any possible weak spot in his armour. (But not like, with a very focused look, just for any holes or if there's even any armour on his back (or ass))
66/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (4) + 8 = 12
2d6+7 : (22) + 7 = 11
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (56) + 7 = 18
The rock turns on Dustin, swinging heftily at him twice. The first slams into the elf, rocking his body with a wave of force. (23 vs AC, 17 damage.) The second misses miserably as it pounds into the ground, sending a shudder through the cavern.
PCs up!
Rolls
Secret Roll
Rolls
Att1 - (1d20+8)
(13) + 8 = 21
Att2 - (1d20+8)
(1) + 8 = 9
Dam 1 - (1d6+5)
(3) + 5 = 8
Dam2 - (1d6+5)
(2) + 5 = 7
bonus action ancestral protectors
66/77 HP | 18 AC
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (7) + 8 = 15
2d6+7 : (31) + 7 = 11
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (9) + 8 = 17
2d6+7 : (52) + 7 = 14
Rolls
Magic Missiles (1st Level) - (3d4+3)
(113) + 3 = 8
The creature is enraged by the damage done by the elf and moves towards him, stopping 10 feet away and winds up to strike him twice as Heartboiler's trio of ghostly protectors swarm over the rock monster. Georges swings and manages to catch the creature slightly once again as it moves away.
Cemos and Heartboiler can choose to use their reaction to take an Opportunity attack against the creature. Heartboiler, you can also choose to use your reaction to use your "Ancestral Shield" ability to give Dustin your Damage Resistance for this turn. It would keep him conscious. Up to you.
It manages, even with Heartboiler's swarming ghosts, to make contact with Dustin twice, knocking the elf to the ground unconscious! (W/ Disadvantage, it got a 23 and 24 to hit for 14 and 13 damage respectively. Dustin is unconscious.
Combat! PCs are up!
Rolls
Secret Roll
Secret Roll
using ancestral shield as a reaction
Heartboiler let's out a soft ooph hearing the heaviness of the blows on Dustin. She chases after Rockboi, calling out to it before trying to hit it twice again with her sword. The spirits try to be their annoying selves, hula dancing in front of his face.
Hey ugly! Why don't you take on someone your own size... Let's dance, you and me!
Rolls
Attack 1 + damage - (1d20+8, 2d6+7)
1d20+8 : (16) + 8 = 24
2d6+7 : (41) + 7 = 12
Attack 2 + damage - (1d20+8, 2d6+7)
1d20+8 : (6) + 8 = 14
2d6+7 : (36) + 7 = 16
Rolls
Att1 - (1d20+8)
(6) + 8 = 14
Att2 - (1d20+8)
(15) + 8 = 23
Dam 1 - (1d6+5)
(4) + 5 = 9
Dam2 - (1d6+5)
(2) + 5 = 7
Rolls
Magic Missiles (3rd Level) - (5d4+5)
(24222) + 5 = 17
Her spirit full of vigor, Heartboiler leaps for the rock creature, bringing the actual Cloudstrike to bear on the rock creature. Her first blow lands solidly enough to knock a slab of granite off of the elemental's torso, revealing a powdery sand core underneath. It would seem she's manage to open up its defenses! Her second strike slips in easily, sending a cloud of dust flying around. The weakness gives Cemos a chance to land two strikes of his own! All of these slamming strikes send the creature staggering backwards a half step, opening the pathway for Bildaweer's unerring magical missiles.
Dustin, shaking off the near-deadly blows of the earth elemental grits his teeth and steps up, slipping his slender shortsword into the gap Heartboiler created. As Heartboiler's thunder echoes through the cavern, a second louder crack pierces the air and the creature explodes into a cloud of dust.
Near the menhir, a third guardian creature climbs up out of the ground. They pivot to face the menhir, raising their heads to the cavern ceiling as a blinding white light fills the room from the stone spire. In a moment, it fades to a dull pulse.
Cemos, you get the sensation of wrongs righted deep in your mind as the figures turn to you and nod their heads briefly before they impossibly turn into common boulders circled around the menhir.
Combat Over!
Also we still have this to do: Investigate the haunting of the old residents area for Vazuk. Task given by Jadger.
Also do we need to actively loot our enemies or do they just drop stuff if they have it?
Rolls
Melk en koekjes drank - (4d4+4)
(4131) + 4 = 13
Combat! PCs are up.
Yellowish Slime in front
PCs
Yellowish Slime in back
She jumps in front of the others swinging away at the slime in front of them. She's not even raging, that's how unimpressed she is.
Rolls
Attack 1 + damage - (1d20+8, 2d6+5)
1d20+8 : (4) + 8 = 12
2d6+5 : (51) + 5 = 11
Attack 2 + damage - (1d20+8, 2d6+5)
1d20+8 : (12) + 8 = 20
2d6+5 : (64) + 5 = 15