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D&D 5E Flamestrike and Stalker0's little adventure


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Vizardo will help out his Bard buddy and release the absolute power.... of Polar Cannon! (aka....ray of frost ;)

Roll: 6 + 7 = 13....curses!

I will then return to cover, but I will no longer be prone in case the melee guy gets any ideas.
After you goes the Cleric.

He advances to the Manticore near the Bard, and calls out 'I need this one to stick Bard, guide me in!. He then readies an action to cast Inflict wounds after receiving bardic inspiration from the Bard.

Next is the Bard, he swings at the Manticore and misses (doh!) and then grants the Cleric bardic inspiration as a bonus action.

The Cleric now takes his readied action, trying to land Inflict wounds, upcast to a 3rd level slot (5d10 necrotic). He rolls a 14... a miss; but elects to use the Bardic Inspiration die to add a further d8, turning the miss into a hit.

Damage is 26 necrotic.. but the Manticore remains standing and in the fight!

Next is round 3, and the Manticores.
 

The hovering manticore flies down to the melee, positioning himself in such a way as to get cover from you and the Rogue (interposing the cleric and bard in between) and attacks the Cleric.

He rolls a 22, 9, and a 22, hitting with a bite and a claw for a total of 19 damage.

His buddy hasnt had his reaction reset yet, so he cant make an attack using Horned ones call.

It's now the other Manticores turn. He attacks the Bard, for results of 21, 8 and 20, also hitting with two attacks for 15 more damage.

The 1st manticore then uses his reaction to attack the Cleric again with a bite, getting a total result of 19 (a miss).

Damn this party has high ACs!

The Fighter advances 15' towards the melee (difficult terrain) and tosses a (non magical) javelin at the Manticore, rolling a 13 and missing. He then uses a bonus action, forgoes a weapon attack and expends a superiority dice to allow the Rogue a shot at the manticres as a reaction with Commanders strike.

The Rogue misses with a result of 14!

Next is the Rogue. He uses his bonus action to take Aim, and shoots with advantage at the Manticore that lacks cover, rolling a 23 total, and hitting, dealing 28 points of damage.

Manticore 1: 80 damage
Manticore 2: 68 damage.
Bard: 41 damage.
Cleric: 19 damage.

@Stalker0 - it's your turn. What do you do?
 

I will reaim the polar cannon and try to finish off Manticore 1.

And Roll: 19 + 7 = 26! finally!

Damage: 13 cold, and -10 feet speed.

And return to cover.
 

I will reaim the polar cannon and try to finish off Manticore 1.

And Roll: 19 + 7 = 26! finally!

Damage: 13 cold, and -10 feet speed.

And return to cover.

Damage is 6 - his fiendish hide seems to be resistant to cold :)

The Cleric goes next... He upcasts a cure wounds on the Bard (3rd level) mindful that the bard is one hit from death. He heals 25 HP.

The Bard goes next. He swings at the badly wounded Manticore to finish it off, and rolls a 9! ARGH. Your luck is rubbing off on me.

Round 4 is coming next, starting with the Manticores.
 

A Manticore attacks the Cleric, launches a full attack at the Dwarf, sick to death of this healing and inflicting wounds he's doing.

Rolls are 19, 24 and 15 for 1 hit, and 10 more piercing damage.

His buddy then uses his reaction t bite the Bard, missing on a 17.

The second Manticore then attacks the Bard, rolling an 11, a 20 and an 18, hitting once for 6 damage.

The first one then uses HIS reaction to Bite the Cleric, rolling a 21 and hitting for 12 more piercing damage.

The Bard and the Cleric are not looking healthy.

Next is the Fighter. He closes the remaining distance over the difficult terrain, draws his greatsword, toggles GWM on, and swings at the badly wounded Manticore, getting a 13. He expends his use of Bardic inspiration, rolls a 3 and turns the miss into a hit.

He cuts its head clean off (it was 9 HP away from death).

He then swings at the second Manticore, again with GWM 'on' and rolls a 4 (ergh). He then swings a third time (thanks to GWM) as a bonus action, and this time the roll this time is a 9 (ergh again). He expends a superiority dice on Precise strike, rolls a 7 (yea hah!) and clobbers it for 21 points of damage, killing it as well.

All monsters now dead.

The Bard has taken 22 damage. The Cleric has taken 41.

The Bard drops a 2nd level Cure wounds on himself healing himself for 14, and the Cleric spams his final channel divinity to heal himself for 35.

Is there anything you want to do?
 

Investigate the creatures corpses, clearly those were not normal monsters....they seemed to be altered in some way....perhaps some kind of demonic infusion. I want to see if I can make anything out. I'll see what I can get from just a minute or two, as I recognize time is on the essence.
 

Investigate the creatures corpses, clearly those were not normal monsters....they seemed to be altered in some way....perhaps some kind of demonic infusion. I want to see if I can make anything out. I'll see what I can get from just a minute or two, as I recognize time is on the essence.

Arcana?
 


14 +7 = 21. hey I can roll above a 10!
You reckon they're Demonic in nature. Possibly Cambions or half fiends or similar. The slime on their tail spikes (now oxidized) is very similar to the crap that Demon spat at you all before, so likely even from the same plane (the 333rd layer)

(For the record their special ability was a variant Cambion trait taken from MtoF)
 

Into the Woods

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