D&D 5E [IC] Against the Slavelords


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The party descended down into the damp earth, where the chill deepens and rotting smells grew. The stairs ended in hallway running mostly southwest and northeast. The stench seems to be coming more from the southwest and Naeris growls deep in her throat glancing both ways as if too indicate there was something down each tunnel that the big cat does not like...
 

[section]With great effort, Levanna resisted the urge to hold her crinkled nose. "Is there no end to the foul stenches of this place? How do they live with themselves?" she asked as she waved her hand in front of her face in a futile gesture.

Giving up, she peered down both ways of the tunnel, using her glowing staff to illuminate as far as she could from where they stood. "All other things equal, I'd rather check that way first and be done with it." she complained, indicating the southwest.[/section]

[sblock='Mini Stat Block']
Levanna (Wizard 6)
Initiative: +1 Perception: +2
Passive Perception: 12
Passive Investigation: 17
Speed: 30'

AC: 16
HP 32/38

In Hand:Quarterstaff
Off Hand: None

Spell Save DC: 15

Prepared Spells:
1st: Mage Armor, Shield, Feather Fall, Magic Missile, Protection From Evil and Good
2nd: Misty Step, Suggestion, Invisibility, Flaming Sphere
3rd: Counterspell

Spell slots remaining/Spell slots total:
1st: 1/4
2nd: 3/3
3rd: 3/3

Active Spells (c) denotes concentration
Mage Armor, Water Breathing, Comprehend Languages, Protection from Evil and Good (c)

Character Sheet
[/sblock]
 


GM: Either tunnel if the group would like to be sneaky, I would like the party to make a Group Stealth check. What we will do is that the average of that roll as the parties 'success or failure'. Or you could just say you are marching down that away and automatically fail. Up to the group
 


Uhtred, Fighter 6

"Yes, I'd rather not have that behind me.” agreed Uhtred. As he moved to follow Kelvin he caught his pauldron on the wall causing to ring like a bell.

[sblock=actions]
Uhtred, Stealth: 2D20.LOW(1) = [1, 4] = 1

[/sblock]

[sblock=mini stats]

Conditions: None
Abilities:
Action Surge: 1/1
Second Wind: 1/1

Offense:
Great Axe +1: +7 1d12+4S
Maul: +6 2d6 +3B

Initiative: +1
Perception: +5 (Passive: 15)
Speed 25  AC: 17 (Splint)
HP: 61/64  HD: 5/6d10
Main Hand: Great Axe
Off Hand; -
[/sblock]

Sent from my Nexus 9 using Tapatalk
 

4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/The Temple
When: 3.4/Morning
Round 0


Tirion winced as he followed Uhtred and the dwarf smacked his pauldron loudly against the wall. “Quiet as ever, old friend?” Tirion teased. He kept alert for any reaction to the noise as he moved down.


Stealth: 1D20 = [16] = 16


[sblock=Tirion’s Actions]
Action:
Bonus Action:
Move:
Conditions:
Concentration: Guidance
Inspiration: 2
[/sblock]


[sblock=Mini Stats]
AC: 20 (plate and shield)
HP: 39/39 HD: 3/6d8


Channel Divinity (2/R)
Turn/Destroy Undead (CR 1/2)
Preserve Life (30)


Prepared Spells:
Cantrips: Guidance, Thaumaturgy, Mending, Sacred Flame
1st: (Bless, Cure Wounds), Healing Word, Guiding Bolt, Command
2nd: (Lesser Restoration, Spiritual Weapon), Prayer of Healing, Hold Person, Blindness/Deafness, Silence
3rd: (Beacon of Hope, Revivify), Spirit Guardians, Dispel Magic, Mass Healing Word


Spell Slots Remaining/Total
1st: 3/4
2nd: 1/3
3rd: 3/3
[/sblock]

 

[section]Levanna froze as Uhtred's armor caught the wall, squinting her eyes and cringing as she waited for the group's inevitable doom. When it did not immediately come, she followed the group trying her best to stay stealthy. But it was hardly her strong suit. She was sure that her heart beating and her shallow breathing could be heard all the way down the hall, to say nothing of the heels of her leather traveling boots scuffing along the floor.[/section]

Stealth: [roll0]

[sblock='Mini Stat Block']
Levanna (Wizard 6)
Initiative: +1 Perception: +2
Passive Perception: 12
Passive Investigation: 17
Speed: 30'

AC: 16
HP 32/38

In Hand:Quarterstaff
Off Hand: None

Spell Save DC: 15

Prepared Spells:
1st: Mage Armor, Shield, Feather Fall, Magic Missile, Protection From Evil and Good
2nd: Misty Step, Suggestion, Invisibility, Flaming Sphere
3rd: Counterspell

Spell slots remaining/Spell slots total:
1st: 1/4
2nd: 3/3
3rd: 3/3

Active Spells (c) denotes concentration
Mage Armor, Water Breathing, Comprehend Languages, Protection from Evil and Good (c)

Character Sheet
[/sblock]
 

The party tried, with some success, to move deeper down the tunnel with some stealth. After traveling almost one hundred feet further in, the tunnel opened into a large cavern around thirty feet wide and fifty feet long. The chamber had obviously been dug-out of the earth and had several exits visible. Three of these were man-sized in height and lead off in different directions. The other exits were smaller, near the floor about two feet in diameter. There is much activity, and the room appears to be a meeting area. Five strange looking insect men were occupied with various tasks - mending straps, eating, sharpening weapons. As the parties light slipped into the chamber and upon the creatures they leaped too their feet, brandishing shields and axes and hissing unintelligently… they appeared to be ready to charge the group!!!

Aspis.jpg

GM: You average beat their passive perception but the light pretty much means that you can’t surprised them as they are not using any down here. So no one is surprised.

Initiative everyone? Theirs’ Initiative: 1D20+3 = [1]+3 = 4
1D20+3 = [6]+3 = 9
1D20+3 = [7]+3 = 10
1D20+3 = [20]+3 = 23
1D20+3 = [20]+3 = 23
, ok the heroes have to meet or bet a 23 or the drones go first…

At present, Uhtred and Tirion are in the lead and just entered (5ft) into the chamber. Then Quellathe and Naeris are next (right at the tunnel entrance). And then Kelvyn and Levanna are at the back (5ft back into the tunnel). I think this was your marching order in the past IF not let me know and you can change it around.
There are two drones within 20ft of both Uhtred and Tirion, one more is 30ft away from them and the remaining two are 40ft back (add range for the other heroes based on how close you are to the front of the group).

The ground here is mostly packed earth but there is a large debris pile on the northern (left) side of the chamber. It is considered difficult terrain when moving within 10ft of the northern wall then.

[sblock=Stats]
Aspis Drone
Medium monstrous humanoid (aspis), neutral
Armor Class: 19 (natural armor and double-shields and dex bonus)
Hit Points: 28 (4d8+8)
Speed: 40ft, climb 40ft
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 8/16 (-1/+3), WIS 12 (+1) CHA 6 (-2)
Skills: Stealth +5, Survival +3
Immunities: Poison
Senses: darkvision 60ft, blindsight 20ft, passive perception 11
Languages: none (Understands Orc and Common)
Pack Tactics: Aspis are especially good at ganging up on foes with allies. When an aspis is adjacent to an ally and a foe in melee combat, it grants its ally Advantage on melee attack rolls. If the aspis and an ally are flanking an enemy (see DMG pg. 251), both have Advantage on melee attacks against this foe.
Hive Mind: when within 1 mile of an aspis cow, the aspis share a common hive mind that not only makes them more intelligent but also anything a drone knows the cow can broadcast to the rest of the hive.
Spider Climb: Aspis can climb over difficult surfaces, including upside down and ceilings without having to make ability checks.
Multi-weapon attack: has the equivalent of the Two-Weapon fighting feat, making two attacks a round instead of one with an Action and one does not need to be light.
Axe: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Damage: 1d8+2 slashing damage. [/sblock]
 

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