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Ch. 64: A Battle with Orcs and Anchorites at a Ravine and Arrival at the Circle of Thunder!

Sirus: Yep, and what I am saying is, you maybe should have considered an upper ceiling Because there is a point that you are overdoing it, even with that kek   Feralda: This module is rough.   Dungeon Master (GM): yea, "no limit" ;p   Sirus: Lol this is insanity for a random encounter module   Dungeon Master (GM): rough?! ha!   Elizabeth K.: Our only NPC can do combat spells, so we aren't too screwed by that rule.   Sirus: Suddenly it's Middle Earth; Shadow of War up in here   Feralda: Lolz   Dungeon Master (GM): actually it's a set encounter that is supposed to happen as you near their encampment...Anchorites were watching you as you approached   Sirus: Oh. I see. Nvm then No sign of Rolo, again   Feralda: Even after we cleared the lodge, they have no shortage of Orcs.   Dungeon Master (GM): Rolo did message me about 40 minutes ago saying he can't make it   Sirus: Ok. I could probably take both Juan and Rolo if need be.   Dungeon Master (GM): he's the only one not coming in today ok Sirus   Sirus: Ah ok, well Buddy can have Juan when he gets in here.   Elizabeth K.: I thought Bahrren said he wouldn't make it?   Dungeon Master (GM): oh yea Bahrren can't make it either! ok, i need to check on if the current orc already went   Marcuria the Human Barbarian Says: "Roqar...those javelins they're throwing....throw them back. Better than just standing there and waiting."   Dungeon Master (GM): no he did not go yet   Roqar the Elf Rogue Says: "I got that"   Dungeon Master (GM): so he goes for either rolo or Marcuria:  2 Rolo   Sirus: fug   Dungeon Master (GM): Javelin (Ranged) Orc Attack: 18  |  13 Damage:   8  piercing Orc #03 Attacks: Rolo! Range: 30 / 120 ft   Sirus: matches the AC   Dungeon Master (GM): that hits him! : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): he stays back for now : Orc’s turn is done. Roqar , it's now your turn!   Sirus: I marked the missed javelin with a red arrow btw from last session   Dungeon Master (GM): if you attempt to go down into the ravine and back up the other side that's two dexterity checks to stay on your feet   Sirus: I think the idea is to eventually force the orcs to come to us Besides, we try to climb up there, we will get ganked by the battalion-size horde of orcs Also, picking an item up off the ground is free action   Roqar: Throw a javelin   Sirus: So Roqar can just pick the javelin up and throw it as a single action   Feralda: No, I think it best we use the ravine to our advantage, and not cross until their forces are softened.   Sirus: Ok, d20+str disadvantaged d20+4   Roqar: rolling 2d20+4( 1 + 18 )+4 = 23   Dungeon Master (GM): well that is a hit   Sirus: Roll again. Disadvantage.   Dungeon Master (GM): yea roll again   Sirus: Oh, that is a 5 That misses for sure.   Roqar: rolling 1d20+4( 18 )+4 = 22   Sirus: lol actually maybe we just go with that Which does absolutely hit   Dungeon Master (GM): the 22 is still a hit   Sirus: Roll damage then   Dungeon Master (GM): 1d6+3   Sirus: +4 actually strength   Feralda: You rolled 2d20 to attack, and got a 1 and an 18. Meaning nat 1 on attack.   Roqar: rolling 1d6+3( 4 )+3 = 7   Sirus: shush 7 pierce damage it looks like   Dungeon Master (GM): ok which orc was that on by the way?   Farren Nidanas: 8 if we're calling it a hit, since that should be 1d6 + STR   Sirus: ah Yes that is right
Roqar has +4 str So it's 8   Dungeon Master (GM): yes ok ping the orc again : Roqar 's turn is done. Orc’s turn has begun!   Dungeon Master (GM): stays back : Orc’s turn is done. Farren Nidanas , it's now your turn!   Farren Nidanas the Elf Monk pulls out seldom used longbow. "Time to snipe these fuckers."   Farren Nidanas the Monk, Attacks with the LONG BOW (6ft) with ARROW (18") at Orc #10! Range: 150ft / 600ft Strike Hits an AC of  24  |  26 For  9  Hit Points of Piercing Damage!   Sirus: Niceu nailed it   Farren Nidanas: Goes back behind a tree for partial cover   Dungeon Master (GM): alright : Farren Nidanas 's turn is done. Orc’s turn has begun!   Dungeon Master (GM): stays back : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): as does he : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): and him as well : Orc’s turn is done. Orc’s turn has begun!   Sirus: He must attack Marcy   Dungeon Master (GM): he attempts to enter the ravine to come towards Marcuria Dexterity Orc Ability:  19  |  21   Sirus: dex check? Right   Dungeon Master (GM): yep and he's good   Dia Xiloscient: DC15 Dexterity   Save A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. 7 fire 60 feet Flaming Sphere Dia Xiloscient SPELL SLOT LEVEL 22 OF 3 REMAINING   Sirus: ?   Dia Xiloscient: The action I prepared on my turn last week was to cast that when the first orc entered the ravine.   Sirus: Ah ok. So he gets to roll a dex save right now.   Dungeon Master (GM): alright Dexterity Orc Ability:  4  |  16   Sirus: 2d6 fire damage   Dungeon Master (GM): it was rolled for 7 damage   Dia Xiloscient: It already says 7   Sirus: Oh right. 7 fire damage.   It seems that Orc #04 is defeated!     Sirus: tost   Marcuria the Human Barbarian Says: "Nice..." : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): Dexterity Orc Ability:  19  |  3 he just moves into the ravine to that spot to make his way to Marcuria : Orc’s turn is done. Yargath the Anchorite’s turn has begun!   Dungeon Master (GM): let's see with him now The Anchorite   Dia Xiloscient: (What is the blue square?)   Dungeon Master (GM): ok right now he just hangs back there was an area effect cast for that square? :  Yargath the Anchorite’s turn is done. Avery , it's now your turn!
Sirus: Avery is going to do a high level cast of Heroism.   Dungeon Master (GM): ok   Avery: Heroism Enchantment 3 Casting Time:  1 action Range:  Touch Target:  A willing creature you touch Components:  V, S Duration:  Concentration Up to 1 minute Avery, lays a hand upon Roqar, whom is then imbued with bravery. Until the spell ends, Roqar is immune to being frightened and gains temporary hit points equal to her spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell. At Higher Levels .  When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. SPELL SLOT LEVEL 31 OF 2 REMAINING   Sirus: Roqar, Marcy and Rolo all get the effect. +4 temp HP every turn   Dungeon Master (GM): ok, and +4 ok   Sirus: eot : Avery 's turn is done. Orc’s turn has begun!   Sirus: Oh yeah also immunity to being frightened.   Dungeon Master (GM): javelin toss at either roqar, rolo, marcuria or Reidoth:  2 Roqar   Javelin (Ranged) Orc Attack: 23  |  20 Damage:   7  piercing Orc #05 Attacks: Roqar! Range: 30 / 120 ft   Sirus: : X that's -3 HP for Roqar then   Roqar: Uncanny Dodge Roqar Class: Rogue Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.   Sirus: 0 HP damage then But Temp HP is gone GM, pls That does 0 HP damage to Roqar at cost of the temp HP she just got   Dungeon Master (GM): it hits for 3 off her original HP   Sirus: Nope Reaction halves it 4 - 4 temp HP = 0   Dungeon Master (GM): ok yea now i see the dodge so ok   Sirus: So she should have...27 HP or something? Or that yeah : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): ok he goes for either roqar, rolo or Marcuria:  2 Roqar   Javelin (Ranged) Orc Attack: 6  |  24 Damage:   8  piercing Roqar Attacks: Roqar! Range: 30 / 120 ft   Sirus: fumble!   Dungeon Master (GM): missed fumble   Sirus: Dex save?   Dia Xiloscient: Javelin in the ditch?   Dungeon Master (GM): Dexterity Orc Ability:  5  |  10   Sirus: Failed Maybe he falls in the ditch?   Dungeon Master (GM): 50% chance:  96 nope but does trip up for  2  rounds   Sirus: Nice. Yeah the javelin goes in the ditch : Orc’s turn is done. Orc’s turn has begun!   Sirus: GM, make sure to mark that orc as having tripped or some such   Dungeon Master (GM): ok either reidoth, dia or marcuria:  6 Marcuria   Sirus: Mmmhmmm   Dungeon Master (GM):   Javelin (Ranged) Orc Attack: 14  |  13 Damage:   8  piercing Orc #02 Attacks: Marcuria! Range: 30 / 120 ft   Sirus: nope : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): same three as above:  6 Marcuria   Sirus: pff
Dungeon Master (GM): Javelin (Ranged) Orc Attack: 18  |  12 Damage:   4  piercing Marcuria Attacks: Marcuria! Range: 30 / 120 ft   Sirus: Nope, again : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): stays back : Orc’s turn is done. Orc’s turn has begun!   Sirus: In da trench you go   Dungeon Master (GM): Dexterity Orc Ability:  6  |  17   Sirus: FACE FIRST prone, iirc   Dungeon Master (GM): prone for  4  rounds   Sirus: kek. Disabled. : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): reidoth, dia or marcuria:  5 Marcuria   Javelin (Ranged) Orc Attack: 7  |  17 Damage:   9  piercing Orc #09 Attacks: Marcuria! Range: 30 / 120 ft   Sirus: Nope. : Orc’s turn is done. Feralda , it's now your turn!   Dia Xiloscient: They're welcome to keep giving her free ammunition   Sirus: Heh.   Feralda: Ok, time to cast fireball. Let's see how many Orcs get hit.   Roqar the Elf Rogue Says: "They dont like you, Marcy"   Marcuria the Human Barbarian Says: "They can't hit me, either.~"   Feralda: DC16 Dexterity   Save A bright streak flashes from Feralda's pointing finger to Orc #15, within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. 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. 23 Fire 150 feet Fireball Feralda SPELL SLOT LEVEL 31 OF 2 REMAINING   Sirus: Oh god.   Feralda: That's a low number   Sirus: That's a nice instakill fireball if it hits tho either way   Dungeon Master (GM): ok, where was that blast centered on #15   Sirus: Yeah looks like it. DC16 saves all around. Reminder that it's a sphere, not a cube Hold alt for ellipse   Feralda: Yeah, I just can't make a cube. Oh   Sirus: Lol select and remove those   Feralda: Looks like it just barely hits or misses the guy in the trench.   Sirus: Probably not the trench guy As he is many feet down   Dungeon Master (GM): it will miss him for being 10 ft above him   Feralda: Still, hitting eight enemies at once is good.   Sirus: Indeed. Ok, Dex saves for 7 orcs and the anchorite   Dungeon Master (GM): half damage will be a 12   Feralda: Yis   Sirus: Which will be profoundly damaging for the orcs even if they save These guys are not that tanky   Feralda: It may not kill them if they save, but they will be seriously injured.   Dungeon Master (GM): hmm sheet not loading so:  9 full damage on the anchorite Orc #13 now   Sirus: OOF   Dungeon Master (GM): Dexterity Orc Ability:  2  |  20   It seems that Orc #13 is defeated!     Sirus: Oh shid, yep, people getting wiped. Feralda  DOES IT
Dungeon Master (GM): Orc #14 Dexterity Orc Ability:  16  |  4 12 damage   Sirus: just barely saves.   Dungeon Master (GM): Orc #15 now Dexterity Orc Ability:  10  |  5 full damage of 23   Sirus: tost   It seems that Orc #15 is defeated!     Sirus: based feralda   Feralda the Elf Wizard Says: "I speak the language of death, scrawled in the ground with the ashes of my victims."   Dungeon Master (GM): Orc #16 now Dexterity Orc Ability:  9  |  15 full damage of 23   It seems that Orc #16 is defeated!     Dungeon Master (GM): Orc #17 Dexterity Orc Ability:  6  |  10 full damage of 23   Marcuria the Human Barbarian Says: "Remind me not to tick you off. Jeez."   It seems that Orc #17 is defeated!     Dungeon Master (GM): Orc #05 Dexterity Orc Ability:  2  |  4 full damage of 23   It seems that Orc #05 is defeated!     Dungeon Master (GM): Orc #06 now Dexterity Orc Ability:  21  |  6 half damage of 12   Feralda: She will duck behind a tree to protect against javelins, before ending her turn.   Dungeon Master (GM): alright : Feralda 's turn is done. Orc’s turn has begun!   Sirus: in the trench Aggro'd by marcy   Feralda: So six dead, and two seriously injured. I'll accept that.   Dungeon Master (GM): He's stunned from the blast until next turn   Sirus: Ah ok. : Orc’s turn is done. Rolo , it's now your turn!   Sirus: Now Rolo will go for the funni fireball   Feralda: If they're on fire, then the fire damage would finish them off.   Rolo: Fireball Evocation 3 Casting Time:  1 action Range:  150 ft; 20 ft sphere Components:  V, S, M (a tiny ball of bat guano and sulfur) Duration:  Instantaneous A bright streak flashes from Rolo's pointing finger to a point he chooses within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes  29  fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. 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. SPELL SAVE DC : 14 SPELL SLOT LEVEL 30 OF 2 REMAINING   Sirus: OOF.   Feralda: Oh good, another fireball. :P   Dungeon Master (GM): and where is that one centered   Sirus: Right there in the upper left Gonna swoosh all four of those orcs.   Feralda: See if you can catch the one to the right as well.   Dia Xiloscient: I think it could also include the remaining orc to their right   Sirus: Ok, let's do that too then   Feralda: He's just auto dead.   Sirus: 1 more point of damage and even a save would kill   Dungeon Master (GM): ok where i have that green circle then?   Sirus: Yeah let's do that   Dungeon Master (GM): alrigh so Orc #11 first Dexterity Orc Ability:  5  |  16   Sirus: Heeheehee. Fireball ftw.   Dungeon Master (GM): dead with full damage of 23 oops   Sirus: 29   Dungeon Master (GM): yea
Sirus: DROW POWER = ENGAGED   It seems that Orc #11 is defeated!     Dungeon Master (GM): Orc #12 now Dexterity Orc Ability:  16  |  3 12 damage   Sirus: no 14 29 damage halves down to either 14 or 15   Dungeon Master (GM): yea, still thinking of 1st one geez   Sirus: kek.   Dungeon Master (GM): orc #14 now Dexterity Orc Ability:  12  |  14 dead   It seems that Orc #14 is defeated!     Dungeon Master (GM): Orc #02 Dexterity Orc Ability:  7  |  7 dead   It seems that Orc #02 is defeated!     Dungeon Master (GM): Dexterity Orc Ability:  20  |  15 and Orc #03 half damage   Rolo: Rolo the elf Wizard Says: "How pathetic..."   Dungeon Master (GM): 15 actually so dead   It seems that Orc #03 is defeated!     Sirus: 4 out of 5 dead. This is good.   Feralda the Elf Wizard Says: "Some might say nineteen enemies is a challenge, until they remember a wizard's potential."   Sirus: We just killed half the orcs is one turn. : Rolo 's turn is done. Reidoth the druid’s turn has begun!   Dungeon Master (GM): let's see if he can do an entangle spell here ok he can and he well so that is a 20 ft square area   Feralda: Yes, wrap them in flammable material for the next fireball.   Sirus: Ok, I was not expecting the fireballs to just delete half the orcs like that. That was glorious.   Dia Xiloscient: That encounter was built for AoE attacks   Sirus: Yeah it really was.   Feralda: Yes, the only reason I was worried was because my initiative was so low, most Orcs would move before I could clear the field.   Sirus: Thankfully you are far enough back that ranged attacks go after people like Marcy.   Dungeon Master (GM): Entangle Conjuration 1 Casting Time:  1 action Range:  90 ft Components:  V, S Duration:  Concentration Up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. SPELL SAVE DC : 12 SPELL SLOT LEVEL 1 ALL SLOTS EXPENDED   Feralda: Now if our group didn't have multiple wizards with AoE spells, this would be trouble.   Sirus: strength saves. That said, that was Rolo's last slot for that So uh, yeah   Dungeon Master (GM): ok starting with Orc #08 Strength Orc Ability:  17  |  18   Sirus: save   Dia Xiloscient: What else did he cast since our last rest? I don't remember anything worthy of a level 3 slot   Dungeon Master (GM): Orc #18 now Strength Orc Ability:  6  |  20   Sirus: entangled   Dungeon Master (GM): entangled   Sirus: Counterspell maybe? Not sure.   Feralda: Counterspell has a range of 60 ft   Sirus: Ah wait I think he up-casted something   Dungeon Master (GM): Orc #09 Strength Orc Ability:  14  |  20   Sirus: Save.   Dungeon Master (GM): Orc #10
Feralda: Nvm what I said, wasn't paying attention.   Dungeon Master (GM): Strength Orc Ability:  6  |  17   Sirus: tangled   Dungeon Master (GM): entangled   Sirus: best of my knowledge, nobody has any extra attacks queued up?   Dungeon Master (GM): ok anyone here with 2nd attacks this round?   Sirus: Actually hang on Maybe GM Would you say that we get a boost to attack if we are throwing a ranged projectile down at a target? Like say, down into the trench   Dungeon Master (GM): advantage yea   Sirus: Which would actually make it a normal roll then... Yeah Marcy will throw a javelin at this guy rolling 1d20+4( 7 )+4 = 11   Sirus: pfh ok then Miss. that's all.   Dungeon Master (GM): any third attack from marcuria?   Sirus: She doesn't have a third, so no :p : Round 2 Reidoth the druid’s turn is done. Dia Xiloscient , it's now your turn!   Dia Xiloscient: rolling 2d6( 3 + 3 ) = 6 (He gets a dex save to halve that)   Sirus: dex save for flame sphere   Dungeon Master (GM): Dexterity Orc Ability:  10  |  3   Sirus: oof 6 fire damage then   Dia Xiloscient: That's a bonus action, and my main action is casting a cantrip   Dungeon Master (GM): ok, -6 hp on Orc #01   Dia Xiloscient: 24 | 8 60 feet Ray of Frost  (+7) Dia Xiloscient A frigid beam of blue-white light streaks towards Orc #01, who is within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. ​The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 11 Cold   Sirus: NICE.   Dungeon Master (GM): ok you got him!   Dia Xiloscient: (You're hot then you're cold)   It seems that Orc #01 is defeated!     Sirus: And then you're dead   Dia Xiloscient: eot : Dia Xiloscient 's turn is done. Juan Denero , it's now your turn!   Sirus: I think Juan will take a shot at...the Anchorite. Not sure how dangerous he is, best to shut him down now. But first   Juan Denero: Divine Favor Evocation 1 Casting Time:  1 bonus action Range:  Self Target:  Self Components:  V, S Duration:  Concentration Up to 1 minute Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit. SPELL SAVE DC : 13 SPELL SLOT LEVEL 12 OF 4 REMAINING   Dungeon Master (GM): ok Juan Denero the Cleric, Attacks with the LIGHT CROSSBOW (1.5ft) with BOLT (18") at Anchorite of Talos enemy! Range: 80ft / 320ft Strike Hits an AC of  16  |  7 For  9  Hit Points of Piercing Damage!   Sirus: 80 feet, just hits with 16   Dungeon Master (GM): 9 + 1d4   Juan Denero: rolling 1d4( 4 ) = 4   Sirus: YES 13 damage in total sniped, son! eot yeah : Juan Denero 's turn is done. Orc’s turn has begun!   Dungeon Master (GM): dead : Juan Denero 's turn is done. Marcuria , it's now your turn!   Sirus: Marcy is going to taunt again to get the attention of the remaining orcs. So let's run checks against Marcy's charisma score again   Dungeon Master (GM): Charisma Orc Ability:  20  |  1
Sirus: DC 10 wisdom saves There are the other 2 orcs here And actually the restrained orcs too I suppose, when they get out of that   Feralda: Should  get advantage on intimidation checks after all that roasting.   Sirus: kek   Dungeon Master (GM): ok that was starting with Orc #12 he saves   Sirus: The four orcs over by the entangle field all have to save too   Dungeon Master (GM): and the anchorite   Sirus: Yeah sure.   Dungeon Master (GM): Wisdom Anchorite of Talos Ability:  18  |  12   Dungeon Master (GM): oops ok still he saved anyways   Sirus: mmh. It's fine, he gonna get splattered soon regardless.   Dungeon Master (GM): Orc #08 Wisdom Orc Ability:  9  |  17   Sirus: taunted   Dungeon Master (GM): Orc #18 Wisdom Orc Ability:  2  |  13   Sirus: taunted   Dungeon Master (GM): Wisdom Orc Ability:  5  |  15 Orc #09   Sirus: taunted! : D Oh shit, this is working out great.   Dungeon Master (GM): and Orc #10 Wisdom Orc Ability:  10  |  15   Sirus: Save. Marcy will pick up a javelin and queue up a throw, and that'll be it. Eot. : Marcuria 's turn is done. Orc’s turn has begun!   Sirus: oh yeah Roqar gets her 4 temp HP again   Dungeon Master (GM): he's entangled   Sirus: He can run a strength check to get free if memory serves DC12 will free him   Dungeon Master (GM): Strength Orc Ability:  13  |  23   Sirus: He is free, but the cube is difficult terrain   Dungeon Master (GM): he's free   Sirus: Although he can probably still get down into the trench to go after Marcy I bet.   Farren Nidanas: (difficult  flammable  terrain)   Dungeon Master (GM): he just stays there right now : Orc’s turn is done. Roqar , it's now your turn!   Marcuria the Human Barbarian Says: "You know, I don't think these orcs like me very much.~"   Roqar: grab a javelin by Marcy throw it back   Dungeon Master (GM): ok   Sirus: disadvantaged d20+4, do 2 seperate rolls yeah   Roqar: rolling 1d20+4( 7 )+4 = 11   Sirus: misses for sure.   Dungeon Master (GM): a miss : Roqar 's turn is done. Farren Nidanas , it's now your turn!   Farren Nidanas the Elf Monk Follows Juan's lead and focuses on the Anchorite.   Roqar: rolling 1d20+4( 13 )+4 = 17   Farren Nidanas the Monk, Attacks with the LONG BOW (6ft) with ARROW (18") at Anchorite of Talos! Range: 150ft / 600ft Strike Hits an AC of  23  |  11 For  9  Hit Points of Piercing Damage!   Sirus: Nice.   Dungeon Master (GM): yea a hit! : Farren Nidanas 's turn is done. Orc’s turn has begun!   Sirus: anchorite getting pounded   Dungeon Master (GM): 2 he attacks Juan
Javelin (Ranged) Orc Attack: 22  |  12 Damage:   4  piercing Orc #12 Attacks: Juan Denero! Range: 30 / 120 ft and missed : Orc’s turn is done.  Yargath the Anchorite’s turn has begun!   Sirus: Ah buddy is here Heya.   Dungeon Master (GM): Hello Buddy!   Buddy D.: How’s it going   Sirus: Buddy, a head's up, I used Spirit Guardian while you were away, the blue box is that, it moves with you and such Otherwise good, we're fighting orcs across a ditch here   Buddy D.: Sweet amigo thank you so much   Sirus: Ye, I am trying my best to make good use of what Juan has. Back to you now tho   Dungeon Master (GM): Lightning Bolt , 1/day Evocation 3 Casting Time:  1 action Range:  Self (100-foot line) Target:  Self (100-foot line) Components:  V, S, M (A bit of fur and a rod of amber, crystal, or glass) Duration:  Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out at 160 decibels from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. 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 above 3rd.   Sirus: ....benis. What's the save on that?   Dungeon Master (GM): ok, well his wisdom is 15   Dia Xiloscient: (Juan also cast something like enchanted weapon that should still be active to make his weapon attacks more powerful)   Sirus: 10 + wisdom modifier? so DC 12   Dungeon Master (GM): so 10+2 = 12 DC   Sirus: Ok, draw the line then...   Dungeon Master (GM): the bolt is centered on Roqar and everyone around her get's zapped as well so Rolo, Marcuria and Avery as well   Sirus: Erm The attack travels in a line Not in a cube or a sphere Avery would not get hurt   Dungeon Master (GM): yes and it's 5 feet wide so everyone within 5 ft of her   Sirus: .....shit. Ok. Let's see.   Dia Xiloscient: Is that the line you mean?   Dungeon Master (GM): pretty much   Feralda: Does that hit me?   Sirus: oh uh, roll damage?   Rolo: 22 | 14 DEXTERITY SAVE  (3) Rolo   Dungeon Master (GM): Feralda as well is close enough   Marcuria Violezi: 8 | 7 DEXTERITY SAVE  (3) Marcuria Violezi   Feralda: 18 | 6 DEXTERITY SAVE  (3) Feralda   Sirus: FFFFFFF   Roqar: 6 | 15 DEXTERITY SAVE  (5) Roqar   Avery: 22 | 20 DEXTERITY SAVE  (7) Avery   Dia Xiloscient: Ooof nat 1 . . .   Sirus: Okay so Marcy and Roqar are getting pounded today....   Dungeon Master (GM): ok and the full damage is:  22   Feralda: Roqar was not ready for that at all.   Dungeon Master (GM): or 11 for half   Sirus: Roqar can use reaction to halve it   Feralda: So I take 11 damage.   Sirus: 7 damage to Roqar in total 22 damage to Marcy. Ow......OW.   Roqar: Uncanny Dodge Roqar Class: Rogue Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.   Sirus: Rage does nothing against elemental damage   Dia Xiloscient: Shouldn't Marcy have 4 tmp HP?   Sirus: Oh yeah. 18   Feralda: Not unless you're a barbearian.   Sirus: Ah actually, I guess that means I have to run a concentration check on Avery.   Dia Xiloscient: And Rolo too, so he only gets 7
Sirus: To maintain Heroism Yes yes that's correct 4 | 9 CONSTITUTION SAVE  (3) Avery ...Shit. Heroism is off then.   Dungeon Master (GM): ok   Marcuria the Human Barbarian Shouts in pain and curses under her breath. "...That cultist has to go...NOW." :  Yargath the Anchorite’s turn is done. Avery , it's now your turn!   Avery the Half-Elf Bard Says: "Ng..I lost it. Damnit....alright...let me try something..."   Roqar: No one was ready for that   Sirus: Time for revengeance Thankfully that is a 1/day If i'd known that'd be a thing I would have used Silence. Right. Time for healings.   Avery: Avery, prays to her deity then speaks the Healing Word so that Marcuria, that she can see within range regains hit points equal to 1d4 + her spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st. 1 Healing Higher Level Cast 5 Healing 60 feet Healing Word Avery SPELL SLOT LEVEL 22 OF 3 REMAINING   Sirus: cool shitty healings avery +6 HP to Marcy   Dungeon Master (GM): silence would only prevent you from being deafened from the bolt   Sirus: No, thunder damage is 0 Silence neutralizes that stuff I thought eh whatever. +6 HP to Marcy Actually she had 4 temp HP   Dungeon Master (GM): it would silence the thunder but not the electrical damage   Sirus: so her HP should be 43-18   Dia Xiloscient: Then our wizards wouldn't be able to burn everything, so we don't want silence near us   Sirus: and then +6 Marcy should have 29 HP now. or...no 31 excuse me   Avery the Half-Elf Bard Says: "...Sorry...that's the best I could manage...."   Marcuria the Human Barbarian Says: "No big deal. Just keep trying."   Sirus: eot   Feralda the Elf Wizard Says: "I find the silence spell offensive." : Avery 's turn is done. Orc’s turn has begun!   Sirus: strength check for freedom I must brb now   Dungeon Master (GM): Strength Orc Ability:  15  |  6   Sirus: freedom   Dungeon Master (GM): that's for Orc 10 and free : Orc’s turn is done. Orc’s turn has begun!   Sirus: trench time brb   Dungeon Master (GM): ok, he comes down into the trench Dexterity Orc Ability:  10  |  13 He's good : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): he's still prone Orc #07 is : Orc’s turn is done. Orc’s turn has begun!   Dungeon Master (GM): Dexterity Orc Ability:  13  |  17 he goes into the trench : Orc’s turn is done. Feralda , it's now your turn!   Feralda: I should probably shut down that anchorite.   Dungeon Master (GM): ok   Sirus: absolutely.   Feralda: 28 | 22 120 feet Scorching Ray  (+8) Feralda Feralda creates a ray of fire and hurls it at Anchorite of Talos, You can hurl them at one target or several. A minimum of 3 rays can be cast. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. 11  +  5 Fire SPELL SLOT LEVEL 21 OF 3 REMAINING
Sirus: YOOOOO CRIT   Dungeon Master (GM): 16 damage   Sirus: actually are we multi-raying?   It seems that Yargath Anchorite of Talos is defeated!     Sirus: YES   Feralda: Should I just keep rolling for other hits, or is he dead? Ok gonna fire off more shots at Orcs How shall I do that?   Dungeon Master (GM): he's dead and you can shoot out at least 2 more rays at the end of the round   Feralda: I want to peg the two in the ditch   Sirus: roll d20+8 and then roll the damage if it hits   Feralda: rolling d20+8( 9 )+8 = 17   Sirus: 2d6   Feralda: rolling 2d6( 5 + 6 ) = 11   Sirus: 11, nice.   Feralda: rolling d20+8( 5 )+8 = 13   Sirus: I...think that misses?   Dungeon Master (GM): I did say end of the round as this is like his 2nd and 3rd attacks   Sirus: Oh whoops.   Feralda: Sorry, missed it   Dungeon Master (GM): 13 is needed to hit them   Sirus: Ah so it does hit, but we can wait until queued attacks to take care of that   Marcuria the Human Barbarian Says: "Phew...not a moment too soon. Thanks for that one."   Feralda: rolling 2d6( 5 + 4 ) = 9 I'll try to remember next time to do at turn's end   Dungeon Master (GM): ok, since you just made all these rolls we'll just take them here yea because there is still a chance for the orc to get an attack between your barrage   Sirus: btw GM, Marcuria has a grappling hook. Could she use that to get down into the ditch more safely if she needed to?   Dungeon Master (GM): certainly if you anchor it around a tree or something   Sirus: She just might then, in the name of not losing her rage right near the end of the encounter, for next turn.   Dungeon Master (GM): ok, for those rolls you hit with the rays which ones were hit?   Sirus: Said she was gonna peg the ones in the ditch   Dungeon Master (GM): so #09 took 11 damage   Feralda: Both boys in the ditch   Dungeon Master (GM): and #08 took 9 damage : Feralda 's turn is done. Orc’s turn has begun!   Dungeon Master (GM): Dexterity Orc Ability:  15  |  12 ok he's good and Orc #06 is in the trench : Orc’s turn is done. Rolo , it's now your turn!   Rolo: Magic Missile Evocation 2 Casting Time:  1 action Range:  120 feet Target:  One or more creatures Components:  V, S Duration:  Instantaneous Rolo creates three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target:  4   4   2 The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels .  When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. SPELL SAVE DC : 14 SPELL SLOT LEVEL 21 OF 3 REMAINING   Sirus: 10 force damage to this orc right here   Dungeon Master (GM): ok he's dead   It seems that Orc #10 is defeated!   Sirus: Rolo retreats into the treeline a bit, that's it for him. : Rolo 's turn is done. Reidoth the druid’s turn has begun!   Marcuria the Human Barbarian Says: "Time to finish the stragglers off..."   Sirus: oh btw that's right, Marcy does have an extra move queued up   Dungeon Master (GM): ok, after looking at his sheet he's just going to stay put for now   Feralda: Another fireball   Sirus: She can do that?   Dungeon Master (GM): ok anyone else with 2nd attacks here?   Sirus: yes Marcy throws last javelin at that non-taunted orc   Marcuria Violezi: rolling d20+4( 6 )+4 = 10   Dungeon Master (GM): alright
Sirus: miss   Dungeon Master (GM): yep anyone else now? ok i guess not : Round 3 Reidoth the druid’ turn is done. Dia Xiloscient , it's now your turn!   Dia Xiloscient: I cast sleep (which isn't showing up in my macro) on the 4 orcs in the ditch   Sleep Enchantment 1 Casting Time:  1 action Range:  90 feet Components:  V, S, M Duration:  1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels .  When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. SPELL SAVE DC : 15 SPELL SLOT LEVEL 13 OF 4 REMAINING   Sirus: roll 5d8   Dia Xiloscient: rolling 5d8( 7 + 2 + 4 + 6 + 2 ) = 21   Sirus: Oof yeah that polishes them. They are all gonna fall to sleep from that for sure.   Feralda: But there's not supposed to be any rest for the wicked.   Sirus: The northernmost one is still prone so he's not a concern. He fell down the ditch   Dia Xiloscient: It's within 20 feet of a point, so all 4 are within range of this point   Dungeon Master (GM): so Orc #08 and #09   Sirus: within 20 feet of that point, so it's more like that yeah. Should put them all to sleep.   Dungeon Master (GM): oops nevermind   Dia Xiloscient: And use my bonus action to roll the fire toward them . . .   Sirus: Oof. That means they can't save. Brutal.   Dia Xiloscient: eot   Sirus: Buddy has...dropped off, again. f   Dungeon Master (GM): he has a bad rural connection, I did mention starlink to him   Sirus: Alright.   Dungeon Master (GM): Wisdom Orc Ability:  5  |  3   Sirus: gm they're sleeping They can't save if they wanted to Btw, what's the damage? Liz   Dungeon Master (GM): ok yea they are all asleep   Dia Xiloscient: Oh, the fire sphere doesn't reach them this turn. Can only move it 30 feet per round without using a spell slot.   Sirus:  It can hit one guy within 15 feet   Dia Xiloscient: I already moved it.   Sirus: Oh nvm then   Dia Xiloscient: It was last used on the far left guy   Sirus: Alright. : Dia Xiloscient 's turn is done. Juan Denero , it's now your turn!   Juan Denero the Cleric, Attacks with the LIGHT CROSSBOW (1.5ft) with BOLT (18") at Orc #12 enemy! Range: 80ft / 320ft Strike Hits an AC of  11  |  9 For  7  Hit Points of Piercing Damage!   Sirus: thrp   Dungeon Master (GM): missed : Juan Denero 's turn is done. Marcuria , it's now your turn!   Dia Xiloscient: (But now it's safe for Marcy to run down there and slit some throats)   Sirus: Yeah about that. Plan B on getting in there actually no, fuck these dice   Dungeon Master (GM): do a dexterity check first of course   Sirus: Nah Marcy will use the grappling hook But first, she will delay a bit, so Avery can enhance her to get advantage on any dex checks needed.   Dungeon Master (GM): Orc #12 and #18 are the only ones left above the ravine and #12 is severely wounded   Sirus: Marcy will secure grappling hook to the tree and then move to position, waiting for Avery. eot Action is delayed.   Dungeon Master (GM): you could still slip using the rope and hook just roll 20 checks take the best one   Sirus: Gonna wait for Avery to boost it so she gets advantage
Dungeon Master (GM): 2 checks   Sirus: Roqar is welcome to take the hook down if she likes. next.   Dungeon Master (GM): roll me 2 dexterity checks   Sirus: For what?   Dungeon Master (GM): climbing down, you have advantage using the rope   Sirus: ....Tch. Alright, alright.   Marcuria Violezi: 12 | 17 DEXTERITY  (3) Marcuria Violezi     Sirus: Ok so 17 I think that clears it.   Dungeon Master (GM): you can still slip and fall, there is no automatic guarantee you won't she's good : Marcuria 's turn is done. Orc’s turn has begun!   Sirus: Then I might move Marcy forward as far as possible.   Dungeon Master (GM): 10 down and 20 into the trench Dexterity Orc Ability:  12  |  14 Orc #18 is good : Orc’s turn is done. Roqar , it's now your turn!   Roqar: Will follow Marcy down into trench with rope   Dungeon Master (GM): ok, give me 2 dex checks   Roqar: 22 | 14 DEXTERITY  (2) Roqar   Dungeon Master (GM): she's good   Sirus: NICE. Crit Success. She gets in there like greased lightning.   Dungeon Master (GM): move Roqar 20 ft into the trench : Roqar 's turn is done. Farren Nidanas , it's now your turn!   Farren Nidanas the Monk, Attacks with the LONG BOW (6ft) with ARROW (18") at Orc #18! Range: 150ft / 600ft Strike Hits an AC of  12  |  9 For  10  Hit Points of Piercing Damage!   Sirus: blech   Dungeon Master (GM): Just missed : Farren Nidanas 's turn is done. Orc’s turn has begun!   Dungeon Master (GM): Dexterity Orc Ability:  19  |  20 #12 comes down into the trench now   Sirus: in the trench he go : Orc’s turn is done.   Avery , it's now your turn!   Avery: DC15 Wisdom   Save Avery unleash a string of insults laced with subtle enchantments at Orc #12, she can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. At Higher Levels: This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). 4 Psychic 60 feet Vicious Mockery Avery   Sirus: wisdom save   Dungeon Master (GM): Wisdom Orc Ability:  20  |  20   Sirus: ...Yeah ok. Sure. eot   Dungeon Master (GM): he saved : Avery 's turn is done. Orc’s turn has begun!   Feralda: Oh jeez   Sirus: sleep : Orc’s turn is done. Orc’s turn has begun! Orc’s turn is done. Orc’s turn has begun! Orc’s turn is done. Feralda , it's now your turn!   Sirus: feralda pls smash   Dungeon Master (GM): yep those three are sleeping
Feralda: DC16 Dexterity   Save A bright streak flashes from Feralda's pointing finger to Orc #08, within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. 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. 36 Fire 150 feet Fireball Feralda SPELL SLOT LEVEL 30 OF 2 REMAINING   Sirus: fucking nuked lol The sleeping orcs are dead No save   Dungeon Master (GM): alright   Feralda: 36 fire damage on all of their faces.   Sirus: actually It seems that Orc #06 is defeated!   Sirus: even if he saved, he dead all the same. It seems that Orc #08 is defeated! It seems that Orc #09 is defeated! It seems that Orc #18 is defeated!   Feralda: I think there's just one poor sap left. It seems that Orc #07 is defeated!   Marcuria Violezi: Marcuria the Human Barbarian Says: "...! Cut that one real close...!" : Feralda 's turn is done. Orc’s turn has begun!   Dungeon Master (GM): dead : Orc’s turn is done. Rolo , it's now your turn!   Dia Xiloscient: And the one left is just 10 feet from the fire sphere . . .   Feralda the Elf Wizard Says: "That's a lot of magical energy spent, but I think this fight is over."   Rolo: Magic Missile Evocation 2 Casting Time:  1 action Range:  120 feet Target:  One or more creatures Components:  V, S Duration:  Instantaneous Rolo creates three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target:  3   2   2 The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels .  When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. SPELL SAVE DC : 14 SPELL SLOT LEVEL 20 OF 3 REMAINING   Sirus: 7 damage to remaining orc   It seems that Orc #12 is defeated!     Sirus: And rolo finishes it off.   Rolo the elf Wizard Says: "Enough of this foolishness."   Marcuria the Human Barbarian Says: ".....That's usually a whole week's worth of killing for me....damn..."   Dungeon Master (GM): ok, you finished them off, i'll say they have coin pouches on them and will roll for the denominations when i type up the summary   Feralda the Elf Wizard Says: "Hopefully that was all of their attack forces."   Dungeon Master (GM): oh and the anchorite has a vial upon him   Marcuria the Human Barbarian Says: "If any more come, i'd think they'd be afraid to see all these corpses."   Dungeon Master (GM): let me check on that   Sirus: Right. Ah, let's see about getting Marcuria and Roqar back up. They'll go around the ditch the long way to check out the anchorite and such   Dungeon Master (GM): yep for certain he has a vial   Feralda: How filthy was the ditch, anyway? Feralda may want to find a bridge.   Sirus: Feralda would have to risk two dex checks to get in there anyways   Dungeon Master (GM): I guess it was just a dry rocky ravine   Sirus: And possibly fall and break her back Best not to, lol The orcs in the trench will be looted by Marcy and Roqar and then they will see about getting back up   Dungeon Master (GM): I will forgo checking to see if you get up the other side as you will just heal and sleep off any damage anyways   Sirus: yeaaah, rest time for sure We definitely are not ready for the anchorite main event this time   Dia Xiloscient: Tiny Hut Evocation 3 Casting Time:  1 minute Range:  Self (10-foot-radius hemisphere) Target:  A 10-foot-radius around and above you Components:  V, S, M (A small crystal bead) Duration:  8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. SPELL SAVE DC : 15 SPELL SLOT LEVEL 31 OF 2 REMAINING
Sirus: long rest? or short   Feralda: I can get some spell slots back with short rest, but I'm also injured.   Roqar: Long rest   Sirus: Long rest would be most useful because our wizards have burned up most if not all of their slots   Dungeon Master (GM): 4 watches so 4 checks for a wandering monster   Sirus: Yep   Dungeon Master (GM): 2   2   6   6   Sirus: Tiny hut   Dungeon Master (GM): no encounters so you are fully rested and have all your spells   Sirus: Right. Lemme restore the shizzle.   Feralda: Ok, rested up, and another casting of mage armor for the day.   Dia Xiloscient: Yeah. I also cast mage armor whenever we continue adventuring.   Dungeon Master (GM): ok   Sirus: Yeah I think one long rest later and we can continue. We have time for more session. So we have a vial. What's inside the vial if I might ask?   Feralda: One thing that confuses me about wizards and warlocks is, the balance for warlocks having so few spell slots is that they get them back after a short rest. However, wizards can get lower level spell slots back after a short rest too, except they have a lot more slots. So not sure why warlock would be chosen over wizard, outside of roleplay reasons.   Dia Xiloscient: Rolo could cast Identify as a ritual on the vial.   Sirus: iirc warlocks have some special spells only they can get.   Dia Xiloscient: Warlocks also have features other than the spells.   Feralda: I guess they do have invocations, and a few class specific spells.   Sirus: Yeah GM could Rolo use Identify to determine the vial contents? as ritual   Dungeon Master (GM): yes Atop the hill is a ring of eight upright stone structures, each one consisting of two 10-foot-high vertical stone slabs spaced 5 feet apart and topped with a 3-foot-thick flat lintel stone. In the middle of the circle, two humanoid figures dance around a deer carcass, each wearing the rotting head of a boar as a mask.   Sirus: Then he will   Dungeon Master (GM): you also notice 18 twig blights dancing with them   Feralda: Seems like they'll get themselves killed through disease, without our intervention.   Sirus: ....rngh   Dia Xiloscient: Twig blights sounds like a job for more fireballs   Feralda: Fireball solves many problems.   Sirus: ok hang on. before we get ahead of ourselves   Roqar: We should fireball them   Sirus: identify ritual on the vial Since we have a bit of time while the anchorites unga-bunga and do their weird dancing   Dungeon Master (GM): It's a potion of Greater Healing: 4d4+4: a glimmering red liquid   Sirus: yooooo   Feralda: Good thing he didn't get the chance to use it.   Sirus: Marcy...could seriously use that in the off chance she gets wonked by lightning again   Roqar: Yeah   Dungeon Master (GM): ok, i need to slap 18 twig blights onto the map   Sirus: If no complaints, Marcy will take that.   Dia Xiloscient: Keep taunting the enemies into attacking only you, and you're welcome to all the healing items you want.   Sirus: kek Normally her duty is just warding off melee attackers from punishing the squishy wizards But the taunting worked out great in that scenario   Feralda: I agree   Roqar: Watching javelins encircle you was fun :P   Sirus: actually you know what? Marcy was supposed to get advantage to avoid that lightning bolt!   Marcuria Violezi: Danger Sense Marcuria Violezi Class: 2nd Level At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   Feralda: Oh yeah   Sirus: I need to remember that. About to become REAL relevant I think   Feralda: Most of them are in fireball range. :)   Sirus: Yeah one singular fireball is going to completely delete the twig blights.   Feralda: We should probably stealth up to them, to see how close we can get.   Sirus: Marcy can't. She has disadvantage on stealth That is a very easy way to ruin it Rolo can invis tho   Dia Xiloscient: Rolo and Dia can both cast invisibility. (It does work on others)   Roqar: Why be Stealthy? Let a Fireball announce us   Feralda: GM is being too kind, bunching them up like that.   Dungeon Master (GM): let me check on something here to see how they are bunched   Sirus: Rolo could try to catch one of the anchorites with a little something special   Dungeon Master (GM): Ominous storm clouds gather in the sky as you approach a ninety-foot-tall hill with trees spreading across its slopes. Atop the hill is a large ring of standing stones. Two ghastly figures dance within this henge, surrounded by a number of smaller capering creatures.
Marcuria the Human Barbarian Says: "So...what's the plan, then? These Anchorites have to go."   Dungeon Master (GM): ok, they are not neccessarily dancing in a circle i'm going to spread them out a bit   Sirus: How long does it take to swap out readied spells? I may have Rolo switch to Chromatic Orb.   Feralda the Elf Wizard Says: "I doubt that diplomacy is the way to do this. we should just take them by surprise."   Dia Xiloscient: Every long rest, so you could do it as part of the rest we just did   Sirus: Yeah good idea, will do   Dungeon Master (GM): good enough   Roqar the Elf Rogue Says: "Why not use magic? These guys are like evil cultists"   Sirus: swapping out Hold Person for Chromatic Orb.   Dia Xiloscient the Elf Wizard Says: "Hug the treeline till we get close?"   Feralda: If we actually get a surprise round on these guys, they're done before they know what hit them.   Dungeon Master (GM): ok so make you plan of attack here   Sirus: The plan I see is   Feralda: Use cover to get reasonably close, then light them up with fireballs.   Sirus: Rolo will use invisibility to get into attack range, smack one of the anchorites with Chromatic Orb and then back off. Feralda can quickly follow up by slamming a fireball onto the group, ending the Twig Blights.   Dungeon Master (GM): you are 80 ft up right now   Sirus: a hit with chromatic orb is 3d8   Feralda: Can I see the center of the area from where I'm at?   Sirus: Think so So in theory you could definitely slap em with a fireball   Feralda: Yes, I can hit every one of them with fireball, when we're ready.   Sirus: Actually   Roqar: Maybe save the venison for us?  giggle   Sirus: Ooh maybe Rolo should just fireball now, and then pop invis so he can sneak attack the anchorites. That way Feralda can save her slots for the more deadly stuff Thing is, if he doesn't, that saves slots for Counterspell... To counter the lightning bolts...   Feralda: Whatever you want. Feralso has counterspell too. Although her save DC is higher, so the fireball would be more potent coming from her.   Dia Xiloscient: If we're doing invisible sneak attacks, do Marcy and Roqar want in on it? Could have them near the henge to jump into melee when the fireballs clear.   Sirus: Yeah. Why don't you just have Feralda fireball them then. We can do that. Actually, maybe I will have Avery use Bardic Inspiration on Feralda before she uses it, so we can take even more on her damage. The hedge? What do you mean?   Dia Xiloscient: stone henge   Sirus: Reminder that Marcy has disadvantage on stealth   Dia Xiloscient: Even invisible?   Sirus: So there's a decently good chance the clap of her asscheeks will alert the guards She can't become invisible   Feralda: I'm gonna cast   Sirus: Only Rolo can Ok hang on Let's make sure we all agree on the plan   Dungeon Master (GM): position all of the party tokens to where you are hiding right now   Roqar: After Fireball most likely on 2 left   Sirus: Feralda fireballs, Rolo casts invisible and goes opportunist   Sirus: Lemme think then. Yeah ok, Rolo will touch invisible on Marcy, making her actually invisible.   Dungeon Master (GM): ok   Rolo: FOR DESCRIPTION ONLY Invisibilty Illusion 2 Casting Time:  1 action Range:  Touch Target:  Creature touched Components:  V, S, M (An eyelash encased in gum arabic) Duration:  Concentration Up to 1 hour Rolo touches Marcuria, who becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels .  When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. SPELL SAVE DC : 14   Sirus: ah wait no there we go   Feralda: DC16 Dexterity   Save A bright streak flashes from Feralda's pointing finger to Twig Blight #17, within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. 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. 27 Fire 150 feet Fireball Feralda SPELL SLOT LEVEL 31 OF 2 REMAINING   Dungeon Master (GM): well that will certainly burn up the twigs   Sirus: Add a d8   Feralda: For every 6, there is a 1.
Avery: Bardic Inspiration(D8) Avery Class: Bard You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.   Feralda: The blights are probably vulnerable, though, and take double damage.   Sirus: they are   Feralda: rolling 1d8( 7 ) = 7   Sirus: 34 damage   Dungeon Master (GM): like I said please position your tokens where they will be when this battle starts   Sirus: Right. On it. Ok, ready.   Dia Xiloscient: First   Sirus: So the twig blights absolutely die instantly, save or no save.   Dia Xiloscient: Longstrider Transmutation 1 Casting Time:  1 action Range:  Touch Target:  A creature Components:  V, S, M (A pinch of dirt) Duration:  1 hour Dia Xiloscient, casts the spell upon Marcuria. The target’s speed increases by 10 feet until the spell ends. At Higher Levels .  When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. SPELL SLOT LEVEL 12 OF 4 REMAINING   Sirus: cheers   Dia Xiloscient: So Roqar Marcy and Farren are all at 40 ft / round   Dungeon Master (GM): alright Dexterity Anchorite of Talos Ability:  18  |  7   Sirus: One anchorite saves   Dungeon Master (GM): Dexterity Anchorite of Talos Ability:  9  |  21   Sirus: The other does NOT 34 damage to #2, 17 damage to the first.   Dungeon Master (GM): the first Anchorite took 17 the 2nd 34   Sirus: surprise?   Dungeon Master (GM): all twig blights are dead ok surprise rolls for them are:   Dia Xiloscient: (and you spent so much time getting them on the map)   Dungeon Master (GM): Dexterity Anchorite of Talos Ability:  20  |  7   Feralda: I do feel bad that such large forces are rendered moot by one spell.   Sirus: But then again, these are Anchorites   Dungeon Master (GM): Dexterity Anchorite of Talos Ability:  15  |  4   Sirus: so fuck that Nope, no surprise it looks like.   Dungeon Master (GM): not surprised   Sirus: Time for initiative?   Dungeon Master (GM): yep   Avery: Avery, the Half-Elf Bard, gets ready to make an attack move! INITIATIVE ROLL: 25.18  Only 1 Initiative roll shown to save space!
everyone rolled and in the turn order? : Round 1 Avery , it's now your turn!   Sirus: Haha, I know JUST what i'm doing   Feralda: Anchorites have over 34 health. That's tanky.   Avery: Silence Illusion 2 Casting Time:  1 action Range:  120 feet Target:  20-foot-radius sphere centered on a point you choose within range Components:  V, S Duration:  Concentration Up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point she chooses within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. SPELL SAVE DC : 15 SPELL SLOT LEVEL 22 OF 3 REMAINING   Sirus: NO SPELLS FOR YOU   Dungeon Master (GM): ok, so you have them both silenced   Sirus: eot : Avery 's turn is done. Farren Nidanas , it's now your turn!   Farren Nidanas the Monk, Attacks with the LONG BOW (6ft) with ARROW (18") at Narux! Range: 150ft / 600ft Strike Hits an AC of  26  |  9 For  9  Hit Points of Piercing Damage!   Sirus: Nice, nice nice.   Farren Nidanas: Staying out of melee for now, in case another fireball is coming eot : Farren Nidanas 's turn is done. Rolo , it's now your turn!   Dungeon Master (GM): I am experiencing lag right now, especially when i try to do anything on the map   Sirus: Flenz is gonna eat a Chromatic Orb(maybe)   Rolo: 20 | 8 90 feet Chromatic Orb  (+6) Rolo Rolo hurls a 4-inch-diameter sphere of energy at Flenz, that he can see within range. He chooses acid, cold, fire, lightning, poison, or thunder for the type of orb he creates, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. 8 SPELL SLOT LEVEL 13 OF 4 REMAINING   Sirus: add 1d8, casting at level 2   Rolo: rolling 1d8( 2 ) = 2   Dungeon Master (GM): 10 damage   Sirus: 10 acid damage eot : Rolo 's turn is done. Juan Denero , it's now your turn!   Sirus: ok let's see Sacred Flame cantrip macro is broken   Juan Denero: FOR DESCRIPTION ONLY Sacred Flame Evocation Cantrip Casting Time:  1 action Range:  60 feet Target:  A creature that you can see within range Components:  V, S Duration:  Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. At Higher Levels .  The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). SPELL SAVE DC : 13   Sirus: dex save now   Dungeon Master (GM): which one was that on? Dexterity Anchorite of Talos Ability:  10  |  16   Juan Denero: rolling 2d8( 6 + 4 ) = 10   Sirus: 10 radiant damage : Juan Denero 's turn is done. Feralda , it's now your turn!   Juan Denero the Human Cleric Says: "You are scourged by Bhaal's light!"   Feralda: 28 | 15 120 feet Scorching Ray  (+8) Feralda Feralda creates a ray of fire and hurls it at Flenz, You can hurl them at one target or several. A minimum of 3 rays can be cast. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. 9  +  11 Fire SPELL SLOT LEVEL 22 OF 3 REMAINING   Sirus: AHAHAHA YES   Feralda: Lol the crits   Sirus: CRIT-TASTIC Flenz is gonna fucking die
It seems that Flenz is defeated!     Sirus: That's 20 damage right there, and the remaining rays are queued for Narux   Feralda: I'll hold off the other attacks for now. : Feralda 's turn is done. Dia Xiloscient , it's now your turn!   Dia Xiloscient: DC15 Dexterity   Save A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. 4 fire Higher Level Cast 8 fire 60 feet Flaming Sphere Dia Xiloscient SPELL SLOT LEVEL 31 OF 2 REMAINING   Feralda: I didn't think I'd have this much fun being a glass cannon.   Sirus: You do when Feralda has a fucking BUSTED intelligence stat   Dungeon Master (GM): Dexterity Anchorite of Talos Ability:  5  |  6   Feralda: Yeah, spells powered by maxed intelligence is broken.   Sirus: oof! 12 fire damage   Dungeon Master (GM): ok   Dia Xiloscient: Hopefully the fire will encourage it to stay in the quiet zone   Sirus: if he doesn't, it doesn't matter because Marcy will absolutely run him down and clobber him to death : Dia Xiloscient 's turn is done. Reidoth the druid’s turn has begun!   Dungeon Master (GM): Reidoth just stays back seeing that it appears you got this   Sirus: kek thanks reidoth : Reidoth the druid’s turn is done. Roqar , it's now your turn!   Sirus: Roqar gets 40 feet of movement. actually hang on...   Roqar: Boots of Striding   Sirus: Did Dia use longstrider on Roqar too?   Roqar: No   Sirus: Ok nvm then. Yeah 40 feet   Dia Xiloscient: Just made the tank as fast as the semi-squishy melees.   Roqar: Just in case of more magic incoming I think thats it for me   Dungeon Master (GM): ok, so Roqar is just going to move to where she is now? alright : Roqar 's turn is done. Narux , it's now your turn!   Dungeon Master (GM): checking to see what he can cast   Roqar: Not much with Silence   Sirus: It has to not have a verbal component whatsoever   Feralda: Nothing with a verbal component.   Dungeon Master (GM): yea eveything needs a verbal so ok   Sirus: oh shit lel Melee?   Dungeon Master (GM): Clawed Gauntlet (Humanoid Form Only) Anchorite of Talos Attack :   14  |  16 that is on Juan   Sirus: miss   Dungeon Master (GM): and a miss : Narux 's turn is done. Marcuria , it's now your turn!   Sirus: Can Marcy make an unseen attack on the Anchorite?   Dia Xiloscient: She's still invisible, right?   Sirus: yeah   Dungeon Master (GM): yes   Sirus: That should mean advantage on the attack roll   Feralda the Elf Wizard Says: "He just watched that much carnage, and his immediate thought was not running away? What a small minded individual."   Marcuria Violezi: 22 | 10 5 Feet Gauntlet Punch  (+7) Marcuria Violezi A double-fisted blow thrown at an enemy within five feet. A Bonus Action can be used to repeat this action as if wielding a weapon with the Light property. 2 Rage 12 Bludgeoning   Sirus: rage is not on, excuse that.
12 bludgeon   Dungeon Master (GM): that hits for 12 total : Marcuria 's turn is done. Flenz , it's now your turn!   Dungeon Master (GM): dead : Round 2 Flenz 's turn is done. Avery , it's now your turn!   Feralda: Now Feralda attacks again.   Roqar the Elf Rogue Says: "These Anchorites always choose Death over any kind of loss"   Sirus: Ah right. Feralda has rayz   Feralda: rolling 1d20+8( 15 )+8 = 23   Dungeon Master (GM): yea ok, the turn order moved itself there that time   Feralda: rolling 2d6( 5 + 3 ) = 8   Sirus: Oof. Nice nice.   Dungeon Master (GM): that hits for 8 and kills him!   Sirus: Kersplat!   It seems that Narux is defeated!     Feralda: Wonderful.   Marcuria the Human Barbarian Says: "Now that's what I call teamwork. Nice job guys."   Feralda the Elf Wizard Says: "Hold your applause, I know I'm fantastic.~"   Sirus: remove the dead twig blights btw?   Dungeon Master (GM): you can, there is nothing of value on any of the bodies here you note 3 cave openings on the hill here   Marcuria the Human Barbarian Says: "Don't get too cocky, Feralda. We're not done here yet. I spy caves. There must be chambers below here."   Feralda: I guess we need to search the underground for more?   Sirus: GM I can still see the twig blights They should be burnt up and dead   Feralda the Elf Wizard Says: "Let's clear out the underground, then."   Roqar the Elf Rogue Says: "We arranged for a face to face meeting with their god"   Sirus: Alright. Into the cave openings we go.   Marcuria the Human Barbarian Says: "That right? I've always wondered what it'd be like......telling a god to go sit on a cactus, I mean."   Dungeon Master (GM): Carved into the lintel stone above the mouth of this cave is a pictograph depicting three stick-figure humanoids being struck by lightning.   Marcuria the Human Barbarian Says: "These pricks sure do love their lightning, don't they?..."   Roqar the Elf Rogue Says: "For them, they get to tell him they failed, he probably wont like that"   Dia Xiloscient: 10 minutes to cast Detect Magic as a ritual?   Feralda the Elf Wizard Says: "They enjoy lighting, like I enjoy fire."   Dungeon Master (GM): ok the entrance is 7 ft high   Dia Xiloscient: I get the feeling the doorway is going to lightening bolt 3 of us . . . Do I see any magic on the doorway?   Dungeon Master (GM): no magic there   Roqar: I know that feeling :P   Sirus: Marcy still has lantern I hope? Because I presume it is dark in there   Dungeon Master (GM): at location A you see: Situated in the middle of this intersection, facing the cave mouth, the skull of a boar rests atop a pile of humanoid and animal bones.   Feralda: They like lighting, and boars.   Marcuria the Human Barbarian Says: "...The only thing they love more than lightning. Boars. Wonderful."   Dia Xiloscient: . . . and magic lightning boars . . .   Feralda: Actually could I send my owl familiar to scout ahead?   Sirus: Good idea. Yeah. You could, or Dia could.   Feralda: I can look through my owl's eyes, so we'll see what we're walking into.   Dia Xiloscient: I don't have it prepared, so 10 minute ritual to get it. If you also need the 10 minutes, we might as well both do it.   Feralda: Mine is prepared. I just need a token.   Sirus: Just move Feralda as if it was the pet really   Dungeon Master (GM): you can do it, nothing is interfering   Sirus: Ok, yeah Feralda can use Familiar then.   Feralda the Elf Wizard Says: "A live boar."
Sirus: ...Another boar, kek. Boar obsession confirmed.   Dungeon Master (GM): The gate to this room is lashed shut with rope.   Feralda the Elf Wizard Says: "Marcuria, do you get speak with animals with your beast powers?"   Dungeon Master (GM): that's area B and you also see a boar beyond that gate   Marcuria the Human Barbarian Says: "Nope. I don't want to get near that filthy animal anyways." Says: "Ignore it and let's move on."   Dungeon Master (GM): ok at area C you see:   Feralda the Elf Wizard Says: "Fair enough"   Dungeon Master (GM): The gate to this room is lashed shut with rope. beyond it is a deer   Dia Xiloscient: Did we find a secret petting zoo?   Marcuria the Human Barbarian Says: "A deer?....Must be having all of this on hand for animal sacrifices."   Feralda the Elf Wizard Says: "A sacrifice, perhaps, if they don't sacrifice boars."   Sirus: ....That's all?   Dungeon Master (GM): at area d: This unfurnished room serves as the anchorite’s quarters. Niches in the walls hold clay dishware, wooden utensils, gathered berries, bundled herbs, and creepy totems at area E: This tunnel slopes up to a secret trapdoor that is plainly visible from the underside.   Feralda the Elf Wizard Says: "We're going down."   Sirus: Actually I think the trapdoor is in the ceiling? Since the GM is mentioning the underside of it   Feralda: Oh sorry, up.   Dungeon Master (GM): yep on the ceiling   Sirus: Could the rope over the gate holding the deer be cut with a knife?   Dungeon Master (GM): yes or untied   Sirus: Thinking Avery will use her dagger to cut the rope   Dungeon Master (GM): ok   Dia Xiloscient: Do I see any signs of magic on the way?   Sirus: Free the nice deer : )   Feralda: Then the deer attacks   Sirus: kek   Dia Xiloscient: Making sure: the deer is not magic, right?   Sirus: lul real fake deer   Dungeon Master (GM): There is no sign of magics in the cave here for Dia’s familiar. actuall this deer is being timid, if you will and doesn't try to bolt/attack   Sirus: Ok so Avery cuts the rope and opens the gate, trying to gently motion the deer out so it can walk to freedom let's say   Dungeon Master (GM): ok you guide the deer out with a little coaxing   Avery the Half-Elf Bard Says: "C'mon...let's get you out of here, friend.~"   Dungeon Master (GM): leaving the boar to rot?   Sirus: lol. The boar might actually attack Boars being what they are.   Dungeon Master (GM): ok   Sirus: And I don't trust any of us to pass an Animal Handling check   Feralda: No, free the boar.   Sirus: Go right ahead. :P   Feralda: Just don't get between it and the exit.   Dia Xiloscient: We should free it on our way out, with only 1 person in the tunnel   Dungeon Master (GM): ok, if Feralda frees the boar where are the others when it is released   Feralda: Oh I wasn't volunteering. That's Avery's business.   Sirus: Dia should probs get out of the way. ...As should Roqar lol   Dungeon Master (GM): ok you cut the rope and open the gate, the boar charges right out and of course feralda is there Tusk Boar Attack: 4  |  15 Damage:   2  slashing Attacks: Feralda!   Feralda: Oh right, because I sat outside and looked through my owl eyes. :P   Sirus: miss It still misses lol   Dungeon Master (GM): she dodged the boar!   Feralda: Wait who moved my token?   Sirus: The GM probably It's fine tho. No injury. The boar and deer get to be free once more   Dungeon Master (GM): it runs out right past Roqar with a movement of 40   Feralda: Yeah, it decided not to gore me because I was sitting motionless outside.   Sirus: Ah the deer too, GM   Dungeon Master (GM): anything more with this cave?
Feralda: Feralda disengages with her familiar, and comes in with a huff, wondering where a boar came from.   Sirus: Nah. With the boar and the deer out of the way, Marcuria will push open the trapdoor from below.   Dungeon Master (GM): that is where Marcuria emerges   Sirus: Oh. It just comes out there. Then in that case, Marcuria heads back down. Time to try door #2.   Dungeon Master (GM): ok   Marcuria the Human Barbarian Says: "This room's clear. Let's try another."   Dungeon Master (GM): and door #02 will be the north west or the north east cave entrance?   Sirus: I vote northeast.   Roqar: sure   Feralda: Ok   Sirus: I'm sure Reidoth appreciates freeing the aminals   Dia Xiloscient: Still nothing from Detect Magic?   Dungeon Master (GM): the entrance lintel stone above the mouth of this cave is bare. Ok at area A: Situated in the middle of this intersection, facing the cave mouth, the skull of a boar rests atop a pile of humanoid and animal bones.   Feralda the Elf Wizard Says: "Oh no, another boar."   Marcuria the Human Barbarian Says: "Tch. Again?....Okay, fine, let's do this right, though...somebody want to open that up from afar?"   Dia Xiloscient: Mage Hand Conjuration Cantrip Casting Time:  1 action Range:  30 feet Target:  A point you choose within range Components:  V, S Duration:  1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. SPELL SAVE DC : 15 (mage hand after we clear the tunnel)   Dungeon Master (GM): at B and C are a boar and a deer just like the last cave   Marcuria the Human Barbarian Says: "Are all of these tunnels just places to keep sacrifices for slaughter?...."   Dungeon Master (GM): releasing these animals as well?   Sirus: Yeah, but first we should clear the place   Dungeon Master (GM): This unfurnished room serves as the anchorite’s quarters. Niches in the walls hold clay dishware, wooden utensils, gathered berries, bundled herbs, and creepy totems.   Sirus: Gate here?   Dungeon Master (GM): opps forgot this at the entrance: Carved into the lintel stone above the cave mouth is a picture of a boar chasing after a stick-figure humanoid. yes a gate   Sirus: locked?   Dungeon Master (GM): rope as usual   Sirus: Right. Let's have Marcy try to break the rope Or...actually, maybe Avery will just cut it rope is DC 17 strength check Yeah ok Avery cut ze rope, open gate.   Dungeon Master (GM): ok it's cut there is a trap door in the ceiling at it's end   Sirus: Right. That'll lead back up to the surface most likely. Ok, that's that then. Let's get the animals to freedom and move on to the final door.   Feralda: We can probably expect all the caves are the same.   Sirus: Ok so Dia will use Mage hand to open the gate here I think?   Dungeon Master (GM): yea with dirt floors   Dia Xiloscient: Yep   Dungeon Master (GM): ok who opens the boar cage?   Sirus: Dia, in a safe place, using Mage Hand.   Dia Xiloscient: After everyone clears out of the cave   Sirus: So the boar has a straight shot   Dungeon Master (GM): alright it runs out without attacking anyone   Sirus: Right.   Marcuria Violezi: Avery will go free deer #2   Sirus: deer #2. Okay, on to the final cave. Once we clear the third cave, probably a good stopping point.   Dungeon Master (GM): ok   Feralda: Yes, I imagine.   Sirus: Lemme guess. Boar. And a deer. lol.   Roqar: Anchorites?   Feralda: Trap door, too.   Dungeon Master (GM): Carved into the lintel stone above the cave mouth is a picture of a boar chasing after a stick-figure humanoid.   ADrea A is the same with the pile of bones with the boar skull also again another deer and boar and the living quarters is the same dirt floor here as well   Marcuria the Human Barbarian Sighs and kicks the piles of bones, getting a little weary of all of this. Eventually, she moves onwards, however.
Sirus: Avery cuts gate, as you would expect. And in we go.   Dungeon Master (GM): ok   Sirus: assuming it's secured with rope another trap door at the end there, I presume   Dungeon Master (GM): another trap door in the ceiling at location E leads up to where I ping now   Sirus: Right. Okay, that's all three caves explored.   Marcuria the Human Barbarian Says: "Ugh. Yeah okay, enough of this. We're about done here. Let's get those last few animals out of here."   Avery the Half-Elf Bard Says: "Right."   Feralda: So this area is cleared, and we can return to the hunter's camp?   Dungeon Master (GM): yep   Sirus: Once we get the boar and deer out of there, yes   Dungeon Master (GM): ok the deer is easy enough same deal with the boar with the mage hand opening the gate?   Dia Xiloscient: yep   Sirus: Yeh. Roqar just gonna stand there? yeh   Dungeon Master (GM): ok, it charges right on out!   Marcuria the Human Barbarian Says: "Alright, we're all done here. The Anchorites are done for."   Roqar the Elf Rogue Says: "I sure hope so"   Dungeon Master (GM): ok, so back to the hunter's camp   Sirus: Yeah to give the good news that the encampment has been  crushed   Feralda: So today's session over?   Sirus: More or less. Let's just see about getting back to the hunter's camp and then that'll about do it.   Dungeon Master (GM): roughly a 20 mile trip back   Roqar: Still have the Fallen Paladins Manor Dam cold there   Dungeon Master (GM): 4 wandering check any stop for a rest along the way?   Sirus: I think we're good really Still got most of our slots and all of our HP....   Dia Xiloscient: If so, using Tiny Hut so we won't encounter anything during rest   Feralda: We didn't really suffer injuries, did we?   Sirus: nope! flawless victory   Feralda: Let's just keep traveling.   Dungeon Master (GM): 2   4   3 3 no encounter on the way back   Sirus: excellent. Then we pick up next session at the Hunter Camp.   Dungeon Master (GM): ok so we rest at the lodge then head for Havefall Manor it looks like next week   Feralda: Okies. Good session. Later guys.   Dungeon Master (GM): ok folks Thanks for playing today and see you all next week!   Sirus: see ya   Dia Xiloscient: Bye!   Roqar: CYA