D&D 5E (IC) Vault of the Dracolich (Dispensables)

FitzTheRuke

Legend
GM: Sesto and Devan can go. You are in the rocks 60 feet away. If you don't move, you can have +5 AC for cover. If you move so you are no closer than 40 feet away, you still have +2 AC cover. If you move to 30' you have no cover and are on the road.

The mercenaries are as I said before. The 4 guards look like well-armed rabble and can be thought of as g1 to g4 around the wagon clockwise.

The driver is a burly half-orc. He looks really mean, with a scarred face and ropy muscles he can be called Orc. The guy standing up with the crossbow can be called Cap (for Captain, though he's more a lieutenant.) The two on the back are 2 Thugs - T1 and T2.

Kill away!
 
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Prickly Pear

Adventurer
Without moving,Sesto clears his throat and utter a powerful prayer. A spectral image of his mace appears near the mercenary that raised his crossbow and shouted out the warning. The spectral mace attacks immediately with a forceful swing.
Sesto then sends down a radiant flame on the driver.

[sblock=Attack and potential damage rolls]
Bonus action:
Spiritual Weapon attack: 1D20+6 = [7]+6 = 13
Spiritual Weapon damage: 1D8+4 = [1]+4 = 5
Action:
Sacred Flame damage (Dex save DC14 for no damage): 1D8 = [3] = 3
[/sblock]
 

Chronicler

Explorer
av-devan.jpg
[sblock="Status Box"]Devan the Dawnbringer
NG (L) Human Sorcerer 1/Warlock 3

Size: M | Speed: 30 ft. | Senses: Passive Perception 13

Initiative: +2 | Armor Class: 18 | Hit Dice: 1d6+3d8+8+1 | Hit Points: 30

Spell Slots: 1st-lvl: 1/2, [W] 2nd-lvl: 2 | Concentration: Hex

Affected by: None | Conditions: None[/sblock] Grumbling at his misfortune, Devan quickly took what cover he could behind a scraggly spruce tree. His unintentional clumsiness had alerted the mercenaries to his team's presence. There goes the element of surprise, he thought bitterly, an expression of wry chagrin etched across his face.

Channeling his frustration into something more productive, he began gesturing and incanting. Potent arcane syllables spilled from the young Inquisitor's lips as his power surged. Blue eyes ablaze, he turned his wrath upon the crossbow-wielding mercenary who had cried out in warning, weaving a sacred curse around him. He immediately followed that up by unleashing a shimmering bolt of force from his extended fingertips.



[sblock="OOC"]Move: Taking advantage of any nearby cover.
Bonus Action: Casting hex on the captain (and choosing to disadvantage his dex-based ability checks).
Action: Casting eldritch blast at the captain.
Attack Roll: [roll0]
Damage Roll: [roll1] + [3] (from hex) = [9][/sblock]


 
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gargoyleking

Adventurer
Bobranthus Initiative: : 1D20+2 = [14]+2 = 16


Bobranthus growls as the alarm goes up. He would have had the clumsier ones stay back, but the priest set off without even a moment's debate. "Fool! You sneak like a bull climbs trees!"

That said he moves forward allowing his anger at the missed opportunity to drive him forward. As he moves he reaches up with each hand to sea forth a javelin and hurls them each in succession at the nearest enemy.

[/ooc]Bear totem: Resist all but psychic dmg.
Dual wielder(feat) lets me draw 2 weapons instead of one and use my str for the off-hand as well.

Dual thrown javelins attack rolls: : 1D20+5 = [9]+5 = 14
1D20+5 = [20]+5 = 25


Dual thrown javelins damage rolls: : 1D6+3 = [5]+3 = 8
1D6+3 = [1]+3 = 4



Trying to streamline my rolls and make it simple, so first roll of each is for 1 attack and second is for the second roll? Also, short range is 30 ft. So if I can't be in that with a 30 ft move feel free to make secondary disadvantage rolls for me.[/ooc]

Squirrels are evil!
 

tglassy

Adventurer
OOC: Pyrus Initiative: [roll0]
Terrus' Initiative: [roll1]




Pyrus rolled his eyes as he lifted his hands, feeling the heat within the ground on the slope leading up to their so called "Hiding" spot. "Very well," he said, and in a flash of psionic energy, he leached that heat out of the ground, causing a layer of ice to instantly freeze over it.

Then, he reached out to the minds of those against him, and tapped in to their fears, making himself the centerpoint of those fears. He was a demon to them. An ancient god of fire and smoke. They would fear him.

OOC: Action: 2 psi points to cast Ice Sheet, which makes a 20 ft area difficult terrain (so speed is halved). If they move more than 10 feet, they have to make a dex save. If they fail, they slip and fall prone, and slide back to the bottom.
Bonus Action: Unsettling Aura (3 psi; conc., 1 hr.). As a bonus action, Pyrus cloaked himselfself in unsettling psychic energy. Until his concentration ends, any enemy within 60 feet of him that can see him must spend 1 extra foot of movement for every foot it moves toward him. A creature ignores this effect if immune to being frightened.

Psi Points left: 12
Current Psionic Focus: Mastery of Ice, grants resistance to Cold


Terrus grumbles as he draws his large crossbow. He takes aim at one of the men, and fires a bolt at him. While his brother focuses more on the outside world, Terrus prefers to focus his talents within himself. He focuses inward for a moment, drawing on his psionic power to change his body. His skin becomes tough and leathery, making it that much harder to damage. When it came time to Melee, he would do so fiercely.

OOC: Action: Crossbow attack: [roll2]
Damage: [roll3]

Bonus Action: Activate "Beastial Transformation", to grant "Tough Hide". Gives +2 AC for one hour. AC is now 18.

Psi Points left: 15
Current Psionic Focus: Adaptive Body: No need to eat, sleep or breath.
 

FitzTheRuke

Legend
GM: @gargoyleking It's true that you are in difficult terrain so the closest you can get in a single move is 45 feet away. You will still be behind partial cover, so you have a 17 AC this round (no weapons in-hand).

Here's your rerolls:
[roll0]
[roll1]
 

FitzTheRuke

Legend
GM: @tglassy Question before I resolve round 1: Bob went 15 feet down the hill closer to the enemy. Is your ice sheet in front of him, or is he in it? In front of him would be 5 feet onto the road, which shouldn't be a problem. If you get him with it, he can roll against it before he does next turn.

EDIT: Scratch that, he goes after you, so we'll say you ice up from the road to 20 feet up the hill. You are 10 feet beyond that, behind rocks. Bob moves down the hill to the smaller rocks and stops before the ice to throw his javelins at 50 feet away.
 
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gargoyleking

Adventurer
GM: @tglassy Question before I resolve round 1: Bob went 15 feet down the hill closer to the enemy. Is your ice sheet in front of him, or is he in it? In front of him would be 5 feet onto the road, which shouldn't be a problem. If you get him with it, he can roll against it before he does next turn.

EDIT: Scratch that, he goes after you, so we'll say you ice up from the road to 20 feet up the hill. You are 10 feet beyond that, behind rocks. Bob moves down the hill to the smaller rocks and stops before the ice to throw his javelins at 50 feet away.
OOC: Bob wants to get as close as possible. He'll move as far as he can.


Squirrels are evil!
 

FitzTheRuke

Legend
The Beast Boys Mercenaries scatter (from the wagon they fly a mercenary company flag showing a shadowy humanoid figure in black, with red teeth and eyes, on a red background) seeking cover from your fire.

Pyrus saps the heat from the steep rocky side of the road, covering the avalanche rock with a thick frosty ice.

Devan hexes the mercenary "captain" who spotted him and unleashes a blast of shimmering force. The experienced mercenary rolls with the force of the blast, grunting in pain, but remains standing.

Sesto sends his spiritual mace after the captain, who successfully ducks it. He then sends a bolt of light at the half-orc driver, who rolls out of his seat, of the wagon, leaving a heat scar on the quilted seat he vacated.

Bobranthus clambers down the rocks, stopping just short of the slippery ice. He hoists and throws two javelins at the closest mercenary, which happens to be a guard, on foot, on the right-hand side of the two-workhorse team which pulls the wagon. The lucky guard puts his shield up just in time, and both javelins clatter off of it.

Terrus shoots his crossbow at the guard on foot on the left side of the wagon. The guard raises his shield, but too late - a quarrel protrudes from his throat just below his helmet, and the man falls, gurgling on the ground.

Corrah, her little legs straining to keep up with the large men, fires her short bow for 20 feet further back up the hill. She lobs them high, striking the captain in the shoulder, and a thuggish mercenary on the back of the wagon in the arm.

The Captain tracks Devan with his crossbow, but can't find a good shot. When Bobranthus comes into view, he fires at the Barbarian instead. Bob leaps over a rock, and the quarrel clatters into the stones. The captain jumps off the wagon and takes cover behind a horse to reload his crossbow.

The Half-Orc diver,having jumped out of the wagon, grabs a greataxe out of the footwell. He rushes forward aggressively, but a confused look crosses his face as his legs shake and his brow sweats. He struggles to move forward. Pyrus can feel his determination as he forces himself on. To Pyrus' surprise (and Bob's pleasure), he reaches the edge of the ice sheet, and struggles on, his boots crunching in the frost. Breathing hard, he stops ten feet into the ice, and ten feet from Bob.

The two Thugs stand on the back of the wagon. They follow their captain's lead and both fire crossbows at Bobranthus. One quarrel falls short, sticking up out of the ice sheet. The other grazes Bob's cheek. Bob chuckles to himself, Barely felt it.

The three remaining Guards hesitate. "Go get them, or I'll have your eyes!" roars the Captain. They rush forward, spears over their shields. They slow as they come toward Pyrus, huddling together in a three-person phalanx, forty feet from the high rocks, where Pyrus, Terrus, Devan, and Sesto are (and 25 from Bob, 5 from the ice-sheet.)

GM: That's the round.
Bob has taken 2 damage. (That's it for the party.)
The Captain has taken 17
Thug1 has taken 4.
Guard4 is DEAD.

Init order is (post in groups of 2)
Pyrus
Devan
Sesto
Bobrathus
Terrus
Corrah
Beast Boys

[sblock=Rolls]

Corrah's shortbow attacks
_: 1D20+4 = [16]+4 = 20
1D6+2 = [3]+2 = 5
_: 1D20+4 = [16]+4 = 20
1D6+2 = [2]+2 = 4


Captain's Crossbow:
_: 1D20+5 = [3]+5 = 8
1D10+3 = [2]+3 = 5


Orc's Dex Save (for Sesto's spell - he only moved 10 feet in the ice):
_: 1D20+1 = [15]+1 = 16

Two Thugs' Crossbows:
_: 1D20+2 = [6]+2 = 8
1D10 = [5] = 5

_: 1D20+2 = [17]+2 = 19
1D10 = [2] = 2

[/sblock]
 
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