The Bathhouse

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Re: The Bathhouse

#141 Post by Belkregos »

Yes, tommy is ahead with no light 👍
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

#142 Post by hedgeknight »

Tommy opens the door, taking a few quiet steps forward.
The corridor continues on ahead, curving to the left...while to the right, another corridor runs 10 feet and opens into a dark chamber. Tommy's sharp ears can hear squeaking and scurrying sounds somewhere in the chamber.

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Re: The Bathhouse

#143 Post by Tell »

Lesh is behind Ambergris just close enough to take advantage of the light. (I don't see darkvision listed for lizards.) He lifts his head and smells the air trying to catch a hint of a draft or smell of rot or of wet fur...

Nature Check: [1d20+4]=17+4=21
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Re: The Bathhouse

#144 Post by Belkregos »

Tommy advances quietly to the dark chamber to the right and looks for a corner to hide

Stealth: [1d20+5]=20+5=25
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

#145 Post by Spearmint »

Ambergris

Puts a finger to his lips. "We play a cat and mouse game." he whispers.

I will douse my lantern so that its radius of light does not make Tommy cast any shadows up ahead. Squeaking and scurrying sound like rats. Sewer vermin. Hope nothing bigger like a wererat.

I will shut the door behind me, perhaps signalling Lesh to come check on the left passage while Tommy checks on the right. (I will move those three squares to the left of the door).
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Re: The Bathhouse

#146 Post by hedgeknight »

As quiet as a...cat, Tommy moves forward and into the room even as his eyes (and his mind) grasp what he is seeing in the rough-hewn chamber. The room is partially collapsed and has three wooden beams bracing its ceiling. Situated between the beams is a scorched wooden table with a human cadaver resting atop it. A frighteningly thin woman in a black robe is studying the corpse, her face largely hidden under a cowl. Around her feet creep a swarm of skeletal rats.

The woman seems unaware of the trio of companions only a few feet away. But the swarm of rats around her, however, almost immediately sense the feline presence of Tommy.
Wisdom check: Hissing and snarling, the rats begin to grow restless, chittering and gnashing their teeth. Their agitation does not go unnoticed by the woman examining the corpse.

Initiative and Actions!
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Re: The Bathhouse

#147 Post by Belkregos »

instinctively Tommy moves to the corner to guard his back (upper right) and casts a hex spell (bonus action) accompanied by an eldritch blast to the black robed figure


Initiative: [1d20+3]=2+3=5

Blast+Hex = to hit:[1d20+7]=9+7=16 ; damage:[1d10+4]=1+4=5+[1d6]=1



Hex spell
Source: Player's Handbook

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


targets the wisdom for disadvantage checks
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

#148 Post by Spearmint »

Ambergris

Ambergris initiative [1d20+2]=5+2=7

Slower to act but ever the quick thinker, I will summon my Mage Hand and cause it to pull, push, rock, the supporting beam next to the woman, hoping it will collapse the ceiling upon her and the rat swarm.
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Re: The Bathhouse

#149 Post by Tell »

Lesh surges forward past Ambergris roaring and throws the javelin he had in his hand at the thin woman. Now with his right hand free he contorts his fingers and clicking and roaring says, "arma espirit" casting spiritual weapon as bonus action (for spiritual weapon see PHB page 278). A large dark semi-transparent werepanther appears and attacks the woman again. Lesh then slides behind the column down from Tommy.

Initiative: [1d20+3]=14+3=17
Javelin: [1d20+4]=4+4=8, damage: [1d6+2]=5+2=7
Spiritual Weapon: [1d20+6]=18+6=24, damage: [1d8+5]=3+5=8
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Re: The Bathhouse

#150 Post by hedgeknight »

City Morgue: You Stab 'Em, We Slab 'Em
Initiative Order: Necromancer & Rats (19), Lesh (17), Ambergris (7), Tommy (5)

Necromancer initiative: [1d20+2]=17+2=19

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In the damp, moldy basement of the bathhouse, a makeshift morgue becomes the scene for a life and death battle!
As Tommy moves toward the corner, the necromancer jerks her arm in his direction and the horde of skeletal rats around her feet rushes and swarms the young cat! They crawl all over him: up his arms and legs. Their teeth and claws bite and tear at Tommy's flesh, but his studded leather armor protects him...for now.
Rat swarm: [1d20+2]=11+2=13 [2d6]=9
Belkregos:
If you plan on casting a spell, you will need to make a Constitution saving throw to maintain concentration; I realize you didn't take damage, but they are crawling all over you. Make sense?


Having given her soul to the Lord of Bones, the necromancer points her finger and a bright streak of red flashes, followed by a low roar and then an explosion of intense flames! Engulfed by the ball of fire, Ambergris and Lesh open their mouths to scream!

Need a Dexterity save from Ambergris & Lesh to take half damage (12).

When the soot and embers clear the air, the necromancer is no longer in the morgue chamber...she standing directly between Ambergris and Lesh!!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Alright fellers > since she won initiative and you've seen (felt) her actions, do you wish to do anything differently? If so, edit your posts and let me know. I've been waiting for a chance to cast Fireball for months! :twisted:
Check out the map and make sure I have the fireball radius correct. I believe Tommy and the Necromancer are far enough away to avoid the blast.
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Re: The Bathhouse

#151 Post by Belkregos »

hedgeknight wrote: Mon Mar 21, 2022 3:55 pm City Morgue: You Stab 'Em, We Slab 'Em
Initiative Order: Necromancer & Rats (19), Lesh (17), Ambergris (7), Tommy (5)

Necromancer initiative: [1d20+2]=17+2=19


rat-swarm.jpg

In the damp, moldy basement of the bathhouse, a makeshift morgue becomes the scene for a life and death battle!
As Tommy moves toward the corner, the necromancer jerks her arm in his direction and the horde of skeletal rats around her feet rushes and swarms the young cat! They crawl all over him: up his arms and legs. Their teeth and claws bite and tear at Tommy's flesh, but his studded leather armor protects him...for now.
Rat swarm: [1d20+2]=11+2=13 [2d6]=9
Belkregos:
If you plan on casting a spell, you will need to make a Constitution saving throw to maintain concentration; I realize you didn't take damage, but they are crawling all over you. Make sense?

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
con save
con save: [1d20+4]=17+4=21

Tommy sees the skeletal rats swarming towards him and reacts as he thinking of how he just wants the rats to go away as he imagines crushing them, his mental image starts to materialize as tendrils of darkness start to seep out and consolidate in to tentacles and start to grab the rats crushing them

then still trying to get away from the rats and thinking the cloaked lady might be hiding he tries to move around behind the altar where he expects to find her ducking

cast arms of Hadar- save str 14
Source: Player's Handbook

1st-level conjuration

Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Instantaneous

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
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

#152 Post by Spearmint »

Ambergris

Failing a Dex save, her damage will kill me before I can act.

Ambergris: dexterity check vs 15, proficiency with athletics +2 [1d20+2]=5+2=7

actually that macro doesn't seem right, as a complete cripple on 3 Dex would save. So adjusted macro to roll this as an edit:

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

As an instant reaction, he would fight fire with fire and cause this:

Ambergris invokes Hellish Rebuke (Dex save halves dam) [2d10]=6

Then if he can stab out, miss with this:

Ambergris to hit melee spear [1d20+3]=4+3=7 damage [1d6+3]=2+3=5
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Re: The Bathhouse

#153 Post by Tell »

With a DEX save of 12 I don't know if I take half or full damage. If full damage Lesh is down, otherwise... Lesh mummers "curabra" casting Healing Word (PHB page 250). He contorts his fingers and clicking and roaring says, "arma espirit" casting spiritual weapon as bonus action (PHB page 278). A large dark semi-transparent werepanther appears and attacks the woman again. Lesh then ducks to his right slightly up the corridor.

DEX Save: [1d20+3]=9+3=12
Healing Word: [2d4+5]=6+5=11
Spiritual Weapon: [1d20+6]=18+6=24, damage: [1d8+5]=3+5=8
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Re: The Bathhouse

#154 Post by Belkregos »

quick question, how high is the ceiling ?
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

#155 Post by hedgeknight »

City Morgue: Burn, Baby Burn!
Initiative Order: Necromancer & Rats (19), Lesh (17), Ambergris (7), Tommy (5)


Having given her soul to the Lord of Bones, the necromancer points her finger and a bright streak of red flashes, followed by a low roar and then an explosion of intense flames! Engulfed by the ball of fire, Ambergris and Lesh open their mouths to scream!
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Lesh's scream is dissolved in the crackling flames and he collapses against the stone wall (-24 hp, puts him at 0; roll a death save).
Ambergris, but the grace of the Night Serpent, somehow avoids a lot of the blast, even though his clothes are singed and smoking and his hair is shriveled and scorched in places (-12 hp).
"How'd that feel, old man?" she hisses, her voice is dry like corn husks, her eyes penetrating and dangerous.

Image

Ambergris replies with a rebuke from the bowels of hell! Pointing his finger at her (perhaps his middle one), the necromancer is suddenly surrounded by flames! She howls and wheels away from them, only suffering some uncomfortable stinging.
Dex Save 14: [1d20+2]=15+2=17

Ambergris lunges toward her with his spear but she easily kicks it aside. She laughs as greenish flames begin to form in her hand.

His friends could be dying and Tommy just wants the rats to go away. He summons his magic, imagining the skeletal creatures being crushed and smashed. Suddenly shadowy tendrils spring from his body, slamming and battering the rats, flinging them here and there against the walls and ceiling (which is 9' high).
Rats save: [1d20-1]=7-1=6

About half of the swarm lies around in piles of bones, while Tommy dashes toward the altar, hoping to catch the necromancer hiding there. He arrives and looks around, and then spies her in the corridor just outside the room. Lesh is down and not moving, and Ambergris is fighting for his soul!
Confused by the deadly tendrils and the sudden disappearance of their master, the skeletal rats try to regroup and attack Tommy again, but once more, his armor saves him from their terrible teeth and claws. Rat swarm: [1d20+2]=2+2=4 [2d6]=6

Even with the rats trying to eat him alive, Tommy can't take his eyes off of what is transpiring in the corridor.

"You will serve me in death, old man, when I claim your soul in the name of my master, the Lord of Bones." The necromancer hisses an incantation and flames of greenish fire leap from her outstretched fingers, slamming into Ambergris, threatening to take his life.
DEX save for 1/2 damage; otherwise >

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Actions!!
Stats:
Ambergris: down 12 hp
Lesh: down 24 hp; at 0
Tommy: full hp
Flennis the necromancer: down 3
Rat swarm: down 6
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Re: The Bathhouse

#156 Post by Belkregos »

Tommy's eyes widen as he sees the witch apear amidst the flames and tries to react and attack her

bonus action - cast Hex (target her wisdom for disadvantage on checks)
regular action- cast eldritch blast

Blast+Hex = to hit:[1d20+7]=7+7=14 ; damage:[1d15+5]=11+5=16



spell
Hex
Source: Player's Handbook

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.


edit to add that Tommy ducks behind the altar after firing the blast
Last edited by Belkregos on Wed Mar 23, 2022 10:21 pm, edited 1 time in total.
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

#157 Post by Spearmint »

Ambergris

Rolls around becoming a crispy critter.

Ambergris: dexterity check vs 15, proficiency with athletics +2 [1d20-2]=17-2=15

He curses with an empathetic link to the witch causing her to hear ... well ghostly voices and demons are probably quite common, ah! the gentle strains of that tavern crooner, Bublé who ballads about sweet nothings and visitations.

Ambergris casts Dissonant Whispers [3d6]=9 damage

At least she should move away screaming.
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Re: The Bathhouse

#158 Post by Tell »

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Re: The Bathhouse

#159 Post by Tell »

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Re: The Bathhouse

#160 Post by hedgeknight »

City Morgue:
Initiative Order: Necromancer & Rats (19), Lesh (17), Ambergris (7), Tommy (5)


While Lesh fights an internal struggle for his life (one death save and one fail save; keep rolling!), Ambergris does his best not to become a crispy critter in service to the necromancer! The aging sea captain rolls with the fire that threatens to consume him, coming up singed and smoldering. He curses the witch with a body-wracking song of anguish and agony (not unlike a tavern bard named Buble' he once heard), and she screams and staggers back from him, hugging her chest. (Dmg 9 pts).
She screams and grabs her head, trying to shake away the pain in her mind. She moves away from Ambergris, down the hallway, hoping to get away...but a concentrated blast of eldritch energy slams into her, knocking her down! (Dmg 16)
Still screaming, she stumbles down the corridor and disappears around the corner.

Back in the morgue, Tommy's elation is short-lived as the rest of the rat swarm finds him and crawls all over him...and yet again, his armor barely protects him from their teeth and claws! Rat swarm: [1d20+2]=12+2=14 [2d6]=7 Dammit!

Actions!!
Stats:
Ambergris: at 9 hp
Lesh: down 24 hp; at 0 (one death save; one failed save)
Tommy: full hp
Flennis the necromancer: down 28
Rat swarm: down 6
Last edited by hedgeknight on Wed Mar 30, 2022 1:58 pm, edited 1 time in total.
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