D&D 5E Tall's PotA Campaign - IC

TallIan

Explorer
Sumber Hills, Day 7

Changed into a mouse, Duran is able to get much closer to any of the ambushers than J.V was. The first two (the ones JV was trying to instigate a fight between) are armed with rusty short swords and worn looking light crossbows. Getting closer to the center group, he can see that it is made up of three reavers armed with the wicked shark tooth long sword and crab shields they saw in Riverguard, they also carry javelins. The forth man is dressed much like the priest who spend hours preaching at them. There is also a lone bandit armed with short sword and light crossbow sitting some 30 ft back from the road facing away from the road. Those circling to the rear of the group, easily get within 60 feet of him without being noticed.

GM: I've done much of the rolling to get the party into position. You can try and get closer if you like, but anything else happening here will require stealth and initiative checks I think. I doubt I'll have time to get a map together, but I'll try if anyone is confused about the layout.

Left bandits are the two closest to you. JV is 30 ft from them and Erol is 100 feet further.

Main group is the priest and three reavers, with the rear guard behind them (to your right as you approached). Duran is near here, the rest of the group is 60 feet behind him.

Right bandits are the two farthest.

Duran can make it back to either party group if he wants.
 

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Yavathol

Explorer

Ilvellios quietly moved closer to the rear guard, confident that he could take him out quickly and then they could focus on the priest.
OOC:
[roll0]
[roll1]
Will stop when he gets within 40 feet of the man, unless the alarm goes up.

[sblock]Ilvellios hp 27/27 thp 6
Str +0(+2 Saves), Dex +4(+6 Saves), Con +1, Int +0, Wis +2, Cha -1
Acrobatics +6, Survival +5, Stealth +6, Insight +5, Perception +5
AC 17
Inspiration yes
Ki: 4/4
HD: 4/4
Quarterstaff +6, 1d8+4
Unarmed/Radiant Bolt +6, 1d4+4

http://www.enworld.org/forum/showth...otA-Campiagn&p=6897912&viewfull=1#post6897912
[/sblock]
 


TallIan

Explorer
Sumber Hills Day 7

The party maneuvers into position to attack from two sides, hoping to surprise their would be ambushers. J.V notices that the two bandits nearest him are looking closely at where the party initially stopped but don't seem to react at first.

As Duran the mouse scurries around, he does attract some attention from a bored sentry, but the sentry only watches him. It's not until Eroll, tries to move forward that the ambushers tense. A poorly disguised owl hoot comes from the group closest to JV, and it becomes clear that the whole group of ambushers is now alert.

The area is filled with bushes and a few trees, so everyone has light concealment and the ability to hide if they want. Erol has likely been seen, but everyone else still believes they are hidden.

GM: Sorry if there have been any inconsistencies over the last few weeks.

I placed Duran by the rear guard, but if you envisaged him somewhere else just say so.

Initiative and actions if you are faster than the baddies.


[SBLOCK=Rolls]
Initiative: Will order it once everyone has rolled initiative.

Priest and Bandits then Reavers Initiative: 1D20 = [15] = 15
1D20+2 = [11]+2 = 13


[/SBLOCK]

[SBLOCK=Enemies]
BANDIT
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30ft.
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 .(+O)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5 (1d8 + 1) piercing damage.

CRUSHING WAVE REAVER
Medium humanoid (human), neutral evil
Armor Class 14 (shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 8 (-1)
Skills: Athletics +4, Stealth +4
Senses: passive Perception 10
Languages: Common
Challenge 1/2 (100 XP)
ACTIONS
Sharktoothed Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) slashing damage, or 7 (1 d l0 + 2) slashing damage if used with two hands. Against a target is wearing no armor, the reaver deals an extra die of damage with this sword.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (ld6 + 2) piercing damage.

The foot soldiers ofthe Crushing Wave cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and surprise, and look for chances to launch sudden attacks from positions of concealment whenever possible. The soldiers of the Crushing Wave cult are highly loyal to the cult priests, but they rarely fight to the death if an avenue of retreat is open to them. Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark's teeth.

CRUSHING WAVE PRIEST
Medium humanoid (human), neutral evil
Armor Class 13 (chain shirt)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 16 (+3)
Skills: Deception +5, Religion +2, Stealth +2
Senses: passive Perception 10
Languages: Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):

Cantrips (at will): chill touch, mage hand, minor illusion, prestidigitation, ray of frost
1st level (4 slots): expeditious retreat, ice knife,* magic missile, shield
2nd level (3 slots): blur, hold person
3rd level (2 slots): sleet storm
ACTIONS
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (ld8 + 2) bludgeoning damage.

Crushing Wave priests are the fanatical core of the cult. Gathering in secretive cabals, they perform dark rituals to glorify Olhydra as the embodiment of water's destructiveness. They believe that using water to kill their enemies, such as through ritual drowning, earns them Olhydra's favor.[/SBLOCK]

[SBLOCK=map]
View attachment Map1.pdf
[/SBLOCK]
 


Charwoman Gene

Adventurer

KahlessNestor

Adventurer
2ed598l.jpg

Dessarin/Red Larch
Day 7/Morning
Round 0

Initiative: 1D20+4 = [7]+4 = 11

[sblock=Actions]
Action:
Move:.
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 2
AC: 16
HP: 36/36+6 thp HD: 4/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 35
Bolts: 22
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]
 



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