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D&D 5E Spell & Crossbones

Shayuri

First Post
Nia takes aim at the chain with her longbow and lets an arrow loose at it. A well placed arrow could break a chain, she reasoned, if it hit a link right...or if it had been weakened by exposure to the seawater.

[roll0] to hit, for [roll1] damage.
 

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pathfinderq1

First Post
Flynn gave Blaise a nod of thanks- he never had been comfortable at the front of a fight. Then he raised his pistol, waiting to see what was out there...

[sblock= OOC]
>Ready action to attack whatever comes around the corner (hopefully NOT a half-drow Hussar)

>Just in case: Pistol shot 1d20+7= 8 (NEVER MIND, nothing to see here)
-Pistol possible damage 1d10+3= 5
-Rolls: http://www.coyotecode.net/roll/lookup.php?rollid=151744

[/sblock]
 

Quickleaf

Legend
The flames leaping from Old Zef's hand cause the gray ooze to writhe, delaying its advance on the other demi-culverin long enough for Etienne's well-timed throw of a heavy calcified stone to splatter its amoebic form across the floor, disappearing in the black vapors of the spell ward.

However, the salty dwarf's fires aren't enough to stop the animated chain. Nia's arrow deflects off the writhing chain, clattering across the stone cavern, and swallowed by the roiling black vapors on the cavern floor. This only draws its attention to her as well. Lashing out, the chain, crushes around Old Zef's arm and neck, yanking him forward into the hungry black tentacles (9 bludgeoning damage and grappled - action to escape DC 13; also make a DC 15 Dex save vs. tentacles); the other end of the chain follows suit, twining about Nia's bow arm and her waist, yanking her into the space Old Zef just occupied (9 bludgeoning damage and grappled - action to escape DC 13). Getting a clear shot on the chain for anyone but Old Zef and Nia using a melee attack will be perilous for the grappled dwarf and sea witch.

SCHLIKT!

Blaise's reflexive rapier lunge pierces an animate kelp monster. Just like the ones that the kelpie had conjured forth earlier. However the thin piercing blade of the rapier doesn't carry enough mass to kill the creature...

CRACK!

Flynn's shot misfires! Too much damp down here in these sea caves for the powder. A burst of gunpowder smoke and a loud CRACK echo in the chamber, temporarily dazing and deafening Blaise, who is a bit too close to the blast for comfort (Blaise deafened and monsters have advantage to attack him until end of next round). Clearing out the pistol will take time the Irishman doesn't have now (about 15 minutes).

Another small seaweed monster peers around the corner, studying Blaise for a moment before both lung at his legs. Fortunately Blaise's footwork is enough to avoid their slashing tendrils, save for the merest scratch (1 slashing damage).

From around the corner, Blaise can make out a few more of the seaweed creatures, apparently having crawled out from the cave where the canoe is moored. They seem distracted by the grick carcasses for now, however.

GM: Dice Rolls
Animated Chain vs. Old Zef (AC 11) _: 1D20+5 = [6]+5 = 11 Hits
Animated Chain vs. Nia (AC 14) _: 1D20+5 = [14]+5 = 19
Damage vs. Old Zef & Nia_: 2D6+3 = [2, 4]+3 = 9 9 bludgeoning damage each, and both pulled 5 feet and grappled (escape DC 13)

[MENTION=2820]Fenris[/MENTION] make a DC 15 Dex save or take _: 3D6 = [2, 2, 2] = 6 6 bludgeoning damage and you’re restrained until the black tentacles ends or you escape.

Kelp #1 advantage attack vs. Blaise (AC 19) _: 2D20.HIGH(1)+1 = [6, 18]+1 = 19 hits!
Damage _: 1D4-1 = [1]-1 = 0 minimum 1 slashing damage
Kelp #2 advantage attack vs. Blaise (AC 19) _: 2D20.HIGH(1)+1 = [15, 9]+1 = 16 miss!


sxtwX1B.png


GM: Initiative
PCs use passive initiative scores; always win ties
Monsters use passive, modified with d12; 1=-5, 2=-4, 3=-3, 4=-2, 5=-1, 6 or 7 = base, 8=+1, 9=+2, 10=+3, 11=+4, 12=+5

Since we're playing loose with initiative, I'll take the monsters' turns and then [MENTION=8058]Queenie[/MENTION] you can take your turn whenever you catch a breather from your trip.

Player Group A (go in any order you like)
✓Blaise 15 (Ready)
✓Flynn 14
Katerina 14
✓Nia 13

Mysterious Monsters 13

Player Group B (go in any order you like)
✓Old Zef 11
✓Etienne 10

Treasure-guarding Monsters
✓Animated Chain 9
✓Awakened Seaweed 9

Monster Stats
Animated Chain AC 12, hp 33 16
Awakened Seaweed AC 9, hp 10 4 / 10 / 10 / 10 / …
 
Last edited:

Queenie

Queen of Everything
Katerina hesitated momentarily, stuck between the two groups, knowing they needed to go forward, knowing the goal was only steps away, but also knowing they would need to get out no matter what happened. She grimaced, her father would know what to do here, her father would not hesitate with all these lives in his hands.

In the end they needed to escape. In the end, she'd heard Old Zef's call of "I have this." She turned her back to the treasure and headed back to the room they just came from, holstering the pistol, pulling her other cutless.

Attacking the creature Blaise was in combat alongside him, she commented, "Let's rid the cavern of these things together so we can make a quick exit once we're done, si?"

The cavern hallway made for a tight squeeze, causing one of her blades to go horribly amiss while the other stuck into the creature's slimy wet body.

 

Quickleaf

Legend
GM: Ok [MENTION=2820]Fenris[/MENTION] make a DC 15 Dexterity saving throw (for being pulled into black tentacles by the chain); on a failed save take 6 bludgeoning damage and you’re restrained until the black tentacles ends or you escape.
 

Quickleaf

Legend
Katerina manages to squeeze past Flynn, brushing up against the Irishman in a way that in any other circumstances besides being stuck in a dismal sea cave would be quite risqué, and narrowly slides past Blaise, cutting the seaweed monster before him into smithereens before nimbly hopping to face the next coming down the passage.

cRWiRRq.png


GM: Initiative
Back to you guys [MENTION=20005]Matthan[/MENTION] [MENTION=48394]pathfinderq1[/MENTION] [MENTION=8058]Queenie[/MENTION] [MENTION=4936]Shayuri[/MENTION]

Old Zef & Nia are grappled by the chain (escape DC 13).

[SECTION]
  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
[/SECTION]

Player Group A (go in any order you like)
Blaise 15
Flynn 14
Katerina 14
Nia 13

Mysterious Monsters 13
Awakened Seaweed 12

Player Group B (go in any order you like)
Old Zef 11
Etienne 10

Treasure-guarding Monsters
Animated Chain 9

Monster Stats
Animated Chain AC 12, hp 33 16
Awakened Seaweed AC 9, hp 10 dead / 10 / 10 / 10 / ?…
 
Last edited:


Queenie

Queen of Everything
Katerina steps to the next creature and again cuts at it with the swords. The quicker they cleared this room the faster she could get back to the main room. She lost her footing a little on the wet rocks when she turned, causing one of her cutlasses to go wide while the other took a solid chop into the weeds.

OOC: To Hit with 2 Cutlasses : 1D20+6 = [1]+6 = 71D20+6 = [10]+6 = 16 (1 hit, 1 miss)

Cutlass Damage: 1D6+4 = [1]+4 = 5

If I get sneak attack damage from Blaise also fighting it...

Sneak Attack Damage: 1D6 = [6] = 61D6 = [1] = 1 7 Total (why is that so hard to read??) 12 Total w/ SA
 

Quickleaf

Legend
As the chain about his arm and neck yanks Old Zef off balance, his peg leg scratching across the cave floor, he is grasped by the writhing squid tentacles emerging from the black vapors. ((take the initial 6 bludgeoning damage, and then at the start of your turn in the black tentacles take that 6 bludgeoning damage again, so 12 total))

Katerina's one cutlass strikes the wall so hard that sparks fly – that blade will need to be tended to on a whetstone later – but her other splits the seaweed creature right down the middle, leaving bits of kelp strewn about the cavern floor. The cutlass seems to be the right tool for handling them. Two more, deeper in the chamber still reeking of the worm carcasses pay only fleeting attention to you, however, more concerned with attempting to drag off pieces of one carcass.

yzTXTrC.png


GM: Initiative

Old Zef & Nia are grappled by the chain (escape DC 13).

[SECTION]
  • A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • The condition ends if the grappler is incapacitated.
  • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
[/SECTION]

Old Zef is also restrained by the black tentacles (escape DC 15), and taking ongoing 6 damage.

[SECTION]
  • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
  • Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
  • The creature has disadvantage on Dexterity saving throws.
[/SECTION]

Player Group A (go in any order you like)
Blaise 15
Flynn 14
✓Katerina 14
Nia 13

Mysterious Monsters 13
Awakened Seaweed 12

Player Group B (go in any order you like)
Old Zef 11
Etienne 10

Treasure-guarding Monsters
Animated Chain 9

Monster Stats
Animated Chain AC 12, hp 33 16
Awakened Seaweed AC 9, hp 10 dead / 10 dead / 10 / 10 / ?…
 
Last edited:

Quickleaf

Legend
GM: So [MENTION=20005]Matthan[/MENTION] [MENTION=48394]pathfinderq1[/MENTION] [MENTION=4936]Shayuri[/MENTION] I believe it is your turns.
 

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