Harborside Hospital - Sanctuary of the Dead

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Re: Harborside Hospital - Sanctuary of the Dead

#141 Post by Computer +1 »

The blinding fear goes away leaving Yarl confused. Wha' the fuck was that? I'd fucking still be running if there wasnt a gods damn wall there.. Yarl flushes with embarrassment. Yes, he had run many times before but never like that. Like he had no control of himself. Like an animal.

Fear is replaced with anger. I'm going to fucking kill those dead fuckers for that he mutters as he sorts out his weapons and gets ready.

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Re: Harborside Hospital - Sanctuary of the Dead

#142 Post by hedgeknight »

Lower Mausoleum...Through the Door

Ambergris stands silently as the rest of his companions gather themselves (and their discarded weapons) and then gather around the entrance to the long tunnel, down which Tommy has sent McCoy. The cloaked apparition pushes through the door and enters a large room on the opposite side. (Please see the most recent map posted with Ambergris' discovery.)
McCoy has barely entered into the dark chamber beyond the door when "he" is viciously attacked by some beast! The lantern he is carrying briefly reveals his attacker:
death dog.png
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Needless to say, it rips poor McCoy to shreds! The lantern falls to the floor, and its flame goes out.
Darkness returns once more.

Actions?
Winter is coming...

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Re: Harborside Hospital - Sanctuary of the Dead

#143 Post by Tell »

See the lamp go out Lesh clicking and hissing calls "ahead danger is, ka-ka-ka!". Sending his werepanther to distract the beast he bounds ahead holding a torch and calling on The Lord of the Dead he casts Vampiric Touch saying nastily, "blood yours - blood mine!"

Spiritual Weapon: [1d20+7]=3+7=10, damage: [1d8+4]=8+4=12
Vampiric Touch: [1d20+7]=16+7=23, damage: [3d6]=9

Vampiric Touch
3rd Level Necromancy
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, up to 1 minute
Source: PHB, pg. 285

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Re: Harborside Hospital - Sanctuary of the Dead

#144 Post by Spearmint »

Ambergris

It tends to be a 'go to' spell, but invoking Chill Touch means I can keep my distance too.

Ambergris cast Chill Touch [1d20+5]=9+5=14 skeletal hand upon undead[1d8]=5

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Re: Harborside Hospital - Sanctuary of the Dead

#145 Post by Belkregos »

Tommy tries to step to the side to make sure he has some distance and attack at a range and fires eldritch blasts down the line to the attacking beast
OOC: tommy tries to detect the creature with his dark vision but even if its some other kind of concealment he'll fire

DarkvisionVGtM
You can see in darkness (shades of gray) up to 60 ft.







Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!

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Re: Harborside Hospital - Sanctuary of the Dead

#146 Post by hedgeknight »

Lower Mausoleum...Dark Chamber Delights

"Ka-Ka-Ka!"
Charging ahead, Lesh sends his spiritual were-panther to distract the death dog. He brandishes a torch and calls upon the Lord of the Dead as he closes with the beast. His touch burns the evil creature, and siphons off healing energy for the shaman!
(5 pts; I always round up ;) )

Ambergris follows as quick as he can, invoking his own touch of pain to the death dog, chilling it's evil soul...if it has one!

Tommy hurries into the dark chamber, firing an eldritch blast at the dog and missing; but he quickly fires a second that slams into the beast, spinning it around!
Angry now and hurting, the two-headed death dog lunges at Lesh! One of its heads narrowly misses the lizardman's face, but the second chomps down on his shoulder, delivering a vicious bite!
(Lesh needs to roll a DC 12 CON save!)

Lady Wen bursts into the room and is greeted by a second death dog! It leaps at her, catching her off-guard, and both of its heads chomps down hard, piercing armor and flesh! She screams as the dog mauls her, but doesn't go down!
She manages to kick the beast off her and deliver a crushing blow to its ribs!

Bobb and Keever are close behind Lady Wen and they maneuver around to get an attack on the dog...but they are met with the Wight that tried to kill them! It unleashes dark bolts from the grave as it charges, one missing Keever, the other slamming into Bobb! The guard goes to his knees, trying to catch his breath, but the Wight grabs Keever by the face and the young guard screams in agony as his life force is sucked from his body!!

Actions!

Stats:
Ambergris - 42/42, Devil's Sight
Lesh - 25/45
Tommy - 13/34 AC 15
Yarl - 37/40
Lady Wen 21/44
Bobb - 5/14
Keever - 7/16
Wight 1 - dead (again)
Wight 2 - 19/37

Death Dog 1 - 16/39
Death Dog 2 - 31/39


Rolls:
Attachments
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Re: Harborside Hospital - Sanctuary of the Dead

#147 Post by Spearmint »

Ambergris

Changes target for another Spectral throttling tweak, attacking the Deathlock Wight.

Ambergris cast Chill Touch [1d20+5]=8+5=13 skeletal hand upon undead[1d8]=5

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Re: Harborside Hospital - Sanctuary of the Dead

#148 Post by Belkregos »

Tommy continues to storm down eldritch power on the helldog attacking Lesh

Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!

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Re: Harborside Hospital - Sanctuary of the Dead

#149 Post by Tell »

"Not good feeling..."
CON Save: [1d20+3]=5+3=8

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Re: Harborside Hospital - Sanctuary of the Dead

#150 Post by Computer +1 »

Yarl charges into the room and the fight. His first instinct is to help Wen but when he sees the Wight holding Keever he shifts. TIME TO DIE AGAIN, FUCKER!!! he screams as he attacks.
He chops at the arm holding Keever


And follows with a overhand swing with his club.


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Re: Harborside Hospital - Sanctuary of the Dead

#151 Post by hedgeknight »

Lower Mausoleum > Grave Tactics

Lesh staggers back from the death dog's bite, immediately not feeling good.
(He is poisoned; A poisoned creature has disadvantage on attack rolls and ability checks.)

Tommy steps around him and unleashes on the death dog, blasting it with two eldritch energy bolts! The dog yelps and goes down.

Ambergris moves to just inside the chamber, reaching out and grabbing the wight by the throat! It claws at the spectral hand which holds it, allowing Bobb and Keever to attack! Bobb's sword nearly cleaves the wight in two pieces, and Keever finishes it off with a thrust to its face!

Lady Wen attacks the second death dog, crushing its ribs with a mighty blow!
Yarl charges into the fight and upon seeing the wight go down under the onslaught of Bobb and Keever, he turns to the death dog fighting Lady Wen. Time to die, fucker! he screams as he attacks! He chops and hacks at the dog, striking it in one its heads, knocking out teeth!
Facing two foes, the death dog snarls and attacks both! Lady Wen blocks the dog's teeth with her mace, but Yarl yells in pain as the other heads chomps down on his forearm! (8 pts)
(Yarl needs to make a CON save at DC 12)

Suddenly, Lesh, Tommy and Ambergris are plunged into bone-chilling darkness...This void is filled with a cacophony of soft whispers and slurping noises as if creatures were eating flesh and licking up the blood. Fully blinded, the companions feel otherworldly tentacles rub up against them, burning their skin with an acidic touch!
(All three need to save vs. DEX or take 6 pts dmg.)

Stats:
Ambergris - 42/42, Devil's Sight
Lesh - 25/45
Tommy - 13/34 AC 15
Yarl - 25/40
Lady Wen 21/44
Bobb - 5/14
Keever - 7/16
Wight 1 - dead (again)
Wight 2 - dead (again)
Death Dog 1 - dead
Death Dog 2 - 16/39

Rolls:

Bobb: [1d20+2]=15+2=17 [1d8+2]=8+2=10
Keever: [1d20+4]=16+4=20 [1d8+3]=1+3=4
Wen: [1d20+6]=13+6=19 [1d6+5]=5+5=10
Devil Dog: [1d20+4]=8+4=12 [1d20+4]=15+4=19
Acid dmg: [2d6]=6
Winter is coming...

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Re: Harborside Hospital - Sanctuary of the Dead

#152 Post by Belkregos »

Tommy walks south parallel to the wall (towards the altar?) with the hope that he will step out of the darkness

Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!

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Re: Harborside Hospital - Sanctuary of the Dead

#153 Post by Spearmint »

Ambergris

Ambergris: dexterity check vs 15, proficiency with athletics +2 [1d20-2]=15-2=13

He will dodge away from the slimy tentacles and touch of the Underworld Kraken. He shivers knowing the depth of 'the Deep Ones' and their evil .
Devil's Sight: allows sight in both normal and magical darkness. Is this affected? Whether he can see or not he will jump away from whatever seeks to caress his flesh. The salty seadog is salty enough not to hang about, stabbing at one such tentacle to ward it away.

Ambergris to hit melee two handed spear [1d20+3]=14+3=17 damage [1d8+3]=6+3=9

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Re: Harborside Hospital - Sanctuary of the Dead

#154 Post by Computer +1 »

Yarls Con check:
[1d20]=12 +3 = 15


Gods damned ugly cunt dog!!! Yarl screams as he attacks.

First with a horizontal swipe with his club


Followed with a second horizontal swipe with his short sword.



He tries his best to keep his movements compact and avoid anything overhead, the dog could dodge too easily...

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Re: Harborside Hospital - Sanctuary of the Dead

#155 Post by Tell »


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Re: Harborside Hospital - Sanctuary of the Dead

#156 Post by hedgeknight »

Spearmint wrote: Mon Feb 27, 2023 9:28 pm Devil's Sight: allows sight in both normal and magical darkness. Is this affected? Whether he can see or not he will jump away from whatever seeks to caress his flesh. The salty seadog is salty enough not to hang about, stabbing at one such tentacle to ward it away.
Not sure; here is the spell, Hunger of Hadar:
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Enveloped in cold darkness of the void, the companions nearly panic as otherworldly tentacles suck at their souls, draining precious life energy! Lesh feels the slick touch of the underworld, reeling in darkness firing wildly with bolts of energy...does he strike a companion? No...he narrowly misses Ambergris by less than a foot!
Speaking of, the aging sea captain jerks away from a hungry tentacle, jabbing blindly with his spear. Dissonant whispers fill his head...but he can't ascertain whether they come from his Lady Night Serpent or some other Old One. Either way, the cold chills his bones, leaving his teeth chattering.
Tommy gasps at the bitter cold of the void, standing his fur on end and giving him the shakes!
(Ambergris, Lesh and Tommy take 10 cold damage.)
Tommy staggers outside the cold darkness, barely able to stand. His eyes adjust slowly, but at the far end of the hall he can make out a large chair flanked by two statues. Steps lead up to the chair...upon which sits a being of evil.
deathlock.jpg
deathlock.jpg (8.02 KiB) Viewed 490 times
Purple energy crackles from the being's fingertips, and Tommy realizes he may be looking at the end of his days.


Meanwhile, the guards of the Fist, Lady Wen, and Yarl are also fighting for their lives.
Yarl spews a virulent curse at the death dog, one that would curl the hair of any person of good will. He then clubs the beast in the side of it's leftmost head, and then opens a bloody furrow on its chest with his sword!
Lady Wen finishes it with a crushing blow to its back, snapping bone and dropping it like a sack of potatoes.

"Now what, my lady?" Bobb asks, breathing hard, leaning against Keever who looks like death warmed over.
Lady Wen turns to face the end of the hall; holding her lantern high, as do the guards.
"Yarl what is at the end of the hall. I sense great evil there."

Actions!

Stats:
Ambergris - 26/42, Devil's Sight
Lesh - 9/45
Tommy - 3/34 AC 15
Yarl - 25/40
Lady Wen 21/44
Bobb - 5/14
Keever - 7/16
Wight 1 - dead (again)
Wight 2 - dead (again)
Death Dog 1 - dead
Death Dog 2 - dead

Rolls:

Cold damage: [2d6]=10
Club damage: [1d4+4]=3+4=7 (For Yarl)
Wen: [1d20+6]=9+6=15 [1d6+5]=5+5=10
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Re: Harborside Hospital - Sanctuary of the Dead

#157 Post by Spearmint »

Ambergris

Exits the dark tentacled filled zone and tosses one of those Thunder Stones towards the fiend on the throne.

Ambergris: throws Thunder Stone (from Willow)[1d20+2]=5+2=7


It sort of lands near or thereabouts ...

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Re: Harborside Hospital - Sanctuary of the Dead

#158 Post by Belkregos »

tommy_wait.jpg
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seeing the terrifying necromancer tommy feels his life slipping away and screams

this devil fucker's been razing the dead!!

I'VE GOT 7 LIVES LEFT!
if i'm ticking one off i'll be all at once!



he unloads all his eldritch power at once

OOC: uses 2 out if his 3 sorcery points to quicken his eldritch blasts casting the cantrip twice in a round
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Metamagic - Quickened Spell: (No Action)





Stitches:- 1st lvl Halfling-Rogue: basics HP:9, AC:14, init.:+3, Sw/Bow: +5 to hit/1d6+3 dam +Sneak attack!

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Re: Harborside Hospital - Sanctuary of the Dead

#159 Post by Tell »

Lesh staggers backwards cursing and clutching his chest. When he can he pulls two fairly large glass jars from a belt pouch. He tears the wax seal from the top of one and spreads a thick mixture smelling faintly of aloe on his chest. As he is doing this he murmurs a short but very fervent prayer and a shimmering green field appears around him (casting Shield of Faith as BA raising his AC to 20).

Keoghtom's Ointment:[2d8+2]=10+2=12

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Re: Harborside Hospital - Sanctuary of the Dead

#160 Post by Computer +1 »

Yarl spits on the ground while looking. I can't see shit past this black spot Wen.. Yarl spins and looks the other way to see if there is anything there. He mumbles How the fuck is this all under a gods damn hospital?

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