The Bathhouse

hedgeknight
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Re: The Bathhouse

#281 Post by Tell »

Lesh commands the were-panther to continue attacking F4 (unless it has been more than 1 minute) but turns his attention to Flennis the necromancer. Making a gesture similar to drawing a bow string he growls "grr-grr-grr rayo guiado" casting Guiding Bolt at 1st level.

Spiritual Weapon: [1d20+6]=10+6=16, damage: [1d8+5]=5+5=10
Guiding Bolt: [1d20+5]=7+5=12, damage: [4d6]=12

Guiding Bolt
Source: PHB, pg. 248
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.

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Re: The Bathhouse

#282 Post by Belkregos »

hedgeknight wrote: Tue May 24, 2022 1:10 pm "The time for cuddling is long past," she hisses, trying her best to brain the tabaxi, but being unsuccessful.
still fighting Tommy steps back in to the hallway and fires another eldritch blast
never late to start

Eldritch Blast- to hit:[1d20+7]=7+7=14 damage:[1d10+4]=6+4=10
OOC: just as a note that last shield spell burned another spell slot, Tommy only has 2 left for the day
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: The Bathhouse

#283 Post by Spearmint »

Ambergris

Ambergris to hit melee spear [1d20+3]=13+3=16 damage [1d6+3]=3+3=6

Presses an attack on the remaining Bane fighter.

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Re: The Bathhouse

#284 Post by hedgeknight »

Fists of Bane...Finale!
Initiative Order: Tommy (15), Lesh (13), Ambergris (5), Fists (1)


"Never too late to start," Tommy purrs, stepping back and sending another blast of eldritch energy at Flennis, the Necromancer. The bolt catches her mid-stride as she tries to close with the Tabaxi, flinging her back against the wall!
She screams in agony and pushes off the wall...just as Lesh calls down divine judgement upon her in the form of a guiding bolt from Kelemvor, the God of the Dead. The bolt blisters half the flesh and hair from her head and she falls face first to the floor.

A few feet away the werepanther shreds the lone Fist of Bane and Ambergris puts the finishing touch on him with a spear thrust to the chest. The man gasps, breathes his last, and falls.
With the exception of the clanking of skeletal bones, all returns to deathly quiet in the corridor...

For defeating the Fists and a Master of Souls, each of you get 600 xp!
Winter is coming...

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Re: The Bathhouse

#285 Post by Tell »

Lesh examines the bodies looking for any clues or loot.

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Re: The Bathhouse

#286 Post by Spearmint »

Ambergris

Rattles his spear, "Ah! The ship is ours!" he declares. The three skeletons mimicking his pose.

Pressing any advantage, he will enter the room the Banites came from and search the place, sending the skeletons ahead to counter any further threat approaching.

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Re: The Bathhouse

#287 Post by Belkregos »

Tommy takes a breath and tries to stay calm

There's a secret door back here, it opens to another section, we should not let our guard down

sees Lesh going over the bodies make sure to get any keys if you find any, i'll go back so we're not surprised from someone coming up the secret passage, lets continue that way

he goes back to the secret door and retrieves the dagger he used to get the jam the door and starts to explore a bit ahead in to the passage advancing quietly

Stealth: [1d20+5]=9+5=14
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: The Bathhouse

#288 Post by Tell »

Lesh finishes examining the bodies and does a quick check that everyone is accounted for before following Tommy as quietly as possible.

Stealth: [1d20+3]=17+3=20

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Re: The Bathhouse

#289 Post by hedgeknight »

Checking the dead bodies turns up very little.
The Fists of Bane are all wearing chain mail and were carrying maces.
Flennis, the Necromancer has filthy blood-covered robes and clothing and a silvered skull flail.
There are a few coins (about 20 silver pieces in all), but no other treasure.

Back to the secret door, Tommy carefully removes his dagger and opens the door.
There is a ten-foot-wide flooded passage braced at regular intervals by wooden beams. Old torch stubs float on the murky water.
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Re: The Bathhouse

#290 Post by Belkregos »

​Seeing Lesh advance to his back reassure Tommy, in truth Lesh's competence gives Tommy more confidence to continue and nods to him with a confident smirk

continues quietly to the first door and listens for any activity
Perception: [1d20+4]=12+4=16
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: The Bathhouse

#291 Post by Spearmint »

Ambergris
Pressing any advantage, he will enter the room the Banites came from and search the place, sending the skeletons ahead to counter any further threat approaching.
Was anything of interest behind the middle door or one that Flennis came through?

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Re: The Bathhouse

#292 Post by hedgeknight »

Belkregos wrote: Wed Jun 01, 2022 6:20 pm continues quietly to the first door and listens for any activity
Perception: [1d20+4]=12+4=16
Tommy hears nothing behind the door...but...he notices that the chamber ahead turns to the left and there seems to be the echoes...of fighting coming from there.
Spearmint wrote: Fri Jun 03, 2022 1:40 am Ambergris
Pressing any advantage, he will enter the room the Banites came from and search the place, sending the skeletons ahead to counter any further threat approaching.
Was anything of interest behind the middle door or one that Flennis came through?
I think I responded to the Banite's room - there was nothing of value or interest in there.
But, no one mentioned exploring the other two rooms.
Winter is coming...

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Re: The Bathhouse

#293 Post by Spearmint »

At the risk of delaying things, I think we should go the secret door way. So am fine passing on separating further.

Ambergris continue to bring up the rear, sending the skeletons if they are still with us ahead. (I had mentioned they could be released if they helped us defeat the cults, so I was half expecting them to drop dead once the Banites were slain). Ominous then if they still live, that could mean more cultists ahead.

At least that is his reasoning though he has no evidence beyond lighting candles and reading the words on the altar that any commitment was actually made.

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Re: The Bathhouse

#294 Post by Tell »

Lesh continues to follow Tommy but asks Aura, "Lady with Hook Hand will you go?"

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Re: The Bathhouse

#295 Post by Belkregos »

his curiosity getting the best of him Tommy starts to continue ahead towards the ecos, he stops looking back to his companions and points to his temple signaling hell reach out telepathically

there are sounds of a fight ahead, lets block this door and move 

he continues quietly to investigate to the corner where the corridor bends to peer ahead

Stealth: [1d20+5]=6+5=11
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: The Bathhouse

#296 Post by hedgeknight »

Moving ahead, Tommy is followed by Lesh, Ambergris (and his skeletons), and Aura. As they approach a large chamber ahead, the sounds of fighting grow louder...until the sources are finally revealed:

Beyond the hall, a flooded chamber opens up with rough-hewn steps climbing to the south, north, and northeast. The floor buckles up above the water line in the middle of the room, forming a small island. Corpses and doused torches float in the water around the island, atop which two men circle each other weapons bared. One of the men - a tall, unarmored brute with a greatclub and a scarred face - towers above his opponent but is gravely wounded. The smaller figure is muscular and bare-chested. He clutches a bloody dagger in one hand and a torch in the other, and has no flesh covering his skull.


"Th-that's Mortlock Vanthampur!" Aura hisses to Lesh, standing close behind the Lizardman.
Lesh believes he has seen the man before in the city, but his mind is too caught up on the man Mortlock is fighting. He's seen this man too...and knows he is a powerful and dangerous ranking member of the Dead Three > a "death's head" of Bhaal.

When the pair of combatants see you arrive, they stop fighting. The smaller man laughs and straightens, holding his torch high. "About time you showed up! Now, clean up this...mess...and join me after," the man says, withdrawing from the island toward the northern steps.
As he leaves, the tall brute takes a deep breath and releases it slowly, and turns to face you, bloodied greatclub in hand.
"Well...don't just stand there. Let's do this!"

On the map below:
Orange face is Tommy.
Purple face is Ambergris.
Green face is Lesh.
Pink face is Aura.
Blue face is Mortlock.
Black face is the death head of Bhaal.
I forgot the skeletons, but they are around Ambergris ;)
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Re: The Bathhouse

#297 Post by Belkregos »

Tommy makes a show of casting a spell as the stone floor and walls stretch and buckle to block the passageway and a stone wall now stands where the passageway used to be (casts minor illusion) 
Deception:[1d20+6]=15+6=21 ; Performance: [1d20+4]=10+4=14
Minor Illusion
cantrip illusion
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: S M (A bit of fleece)
Duration: 1 minute
Classes: Bard, Sorcerer, Warlock, Wizard
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
where are you going so fast sweet cheeks
look at you, handsome pair we found here, didn't mean to interrupt your moment, carry on.....

he communicates mentally with his companions, lets fuckem up when they're done
me moves to a side as if to watch a spectacle (to stairs to the south) 
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: The Bathhouse

#298 Post by Tell »

Lesh doesn't even hear Tommy instead he he charges forward with middle finger raised and in a furious roar "gra-gra-gra guiadia rayous"" casts Guiding Bolt on the servant of Bhaal.

Guiding Bolt: [1d20+5]=16+5=21, damage: [4d6]=15

Guiding Bolt
1st Level Evocation
PHB, pg. 248
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.

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Re: The Bathhouse

#299 Post by Spearmint »

Ambergris

"Forward men, for your redemption" he sends the trio of skeletons against the Bhaal figure.

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Re: The Bathhouse

#300 Post by Belkregos »

Tommy shakes his head and looks at Aura
see what i'm working with here
his eyes lock on the faceless ball figure and he curses (casts Hex as a bonus action)

Hex Spell:
1st-level enchantment

Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.
he doesn't forget about  Mortlock, he'll get what's coming but he thinks the Bhaal cultist might be the bigger threat for now
He communicates mentally with his companions ---Awakened Mind--- this scarred face brute is no bowl of fruit either, we'll need to take care of him also
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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