D&D 5E [IC] Against the Slavelords

Grimy the heroes push on and follow the insect man forward. The smells of rotting garbage and bile grew stronger as the tunnel opens into a large cavernous chamber dug from the earth. Its ceiling was supported by long beams of wood that extend from wall to wall. The ceiling itself is around fifteen feet high. The floor is puddled with water and standing sewage. Several dozen tunnel openings are visible, some four or five feet wide, while others are closer to two feet wide. Toward the center of the room is a gigantic white larva with huge milk-white like eyes. It is almost twenty feet long as at least six feet wide. On the floor against the southern wall maybe seen at least a dozen leathery white balls, each about a foot in diameters.

At least six of those incest men that the heroes had faced before where standing between them and the huge larva, double axes and shields at the ready. The huge larva seems to look right at the heroes as it came into view when suddenly waves of fear seem to wash out over you…

GM: You are not surprised so we are doing initiative, just giving a hint of what its doing.

This room is similar to the last one with at least two large tunnels leading out and a dozen or so smaller ones. The standing water and sewage makes the ground within 10 feet of the Aspis Cow difficult terrain (the big larva looking thing). The cow is 20ft away and the six Aspis Drones are spread out more or less 10 feet away from those moving forward.

Only Uhtred and Tirion can see the Aspis Cow right now (and the drones). Quellathe can see the Drones, while Kelvyn and Levanna are too far back in the tunnel and can only see the corner of the room. If the Aspis Drones come forward then they will be able to see them and react too them…

So everyone needs to make their Initiative rolls AND then post your Actions and Rolls. Any spells please and any Saves and Effects.

[sblock=Aspis Cow]
Huge monstrosity (aspis), neutral
AspisCow.jpg
Armor Class: 13 (natural armor)
Hit Points: 66 (6d12+30)
Speed: 10ft
STR 20 (+5), DEX 4 (-3), CON 21 (+5), INT 16 (+3), WIS 14 (+2) CHA 16 (+3)
Saves: Str +8, Con +8
Skills: Intimidate +6, Perception +8
Immunities: Poison
Resistance: Crushing, Slashing, and Fire Damage
Senses: darkvision 10ft, blindsight 30ft, passive perception 23 (note cannot see or preserve anything beyond 30ft, but has Advantage on Perception within that range).
Languages: none (Understands Orc and Common)
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.
ACTIONS
Frightful Aura: as an Action the Aspis Cow projects frightful waves of fear. Each creature of the Aspis Cow’s choice within a 30ft radius of the Aspis Cow must make a Wisdom save DC 14 or gain Frightened condition for 1 minute. Any affected creature can make a new Wisdom saving throw at the end of its turn to recover. Success means they are no longer frightened. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Aspis Cow’s frightful aura for the next 24 hours.
Mind Spike: Ranged Spell Attack: +6 to hit, one target, 30ft range; Damage: 2d10+3 psychic damage.
Poison Spray: the Aspis Cow can spray a 15ft cone of poison. Each creature in this area must make a Constitution save vs. poison, DC 14. On a failed save the target suffers 2d6+4 poison damage, ½ damage on a successful save.
Stinking Defense: as an Action the Aspis Cow sprays a cloud of nauseating stench into a 20ft radius around it. This cloud causes Heavy Obscure in that area around it. All creatures that begin their turns fully within the area must make a Constitution Save vs. poison, DC 14. On a failed save the creature spends it action that turn they spend that turn retching and reeling. Creatures that don’t breathe or are immune to poison are immune to the affect and automatically succeed on this saving throw.[/sblock]

[sblock=Aspis Drone]
Medium monstrous humanoid (aspis), neutral
Aspis.jpg
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)
Saves: Dex +5, Int +1/+5
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.
ACTIONS
Axe: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Damage: 1d8+2 slashing damage.
Darts: Range Weapon Attack: +5 to hit, one target, range 20/40; Damage: 1d4+3 piercing damage.[/sblock]
 

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4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/The Temple
When: 3.4/Morning
Round 1


Tirion pulled up next to Uhtred as they came into the stinking chamber with the giant slug defended by six more of the insect men. Tirion felt a hint of the fear washing through the room and steeled himself.


“Ready yourselves!” Tirion called to the others.


[/sblock=OOC]What does the situation look like tactically? That might influence what Tirion does. If it looks like he and Uhtred could stand in the mouth of the tunnel and limit the number of attackers that can get to them (i.e. he and the dwarf are basically fighting only 2 of the drones at a time), then he will do that, since the rest of the party is ranged and can easily shoot over them and be protected. If it doesn’t look like that is possible, and if Tirion wins initiative, I think he will then rush out to the drones to catch them and the cow all in his Spirit Guardians aura. (Right now the drones all start in the aura but the cow doesn’t).[/sblock]


Initiative: 1D20 = [19] = 19


Tirion rushed up to meet the drones, the spirits swirling around him keening and assaulting the drones (and possibly the cow). Tirion swung his mace at a drone even as he called on Pelor and formed a shining, radiant mace above the large white slug.


[sblock=Tirion’s Actions]
Action: Attack with mace: 1D20+7 = [2]+7 = 9http://roll.coyotecode.net/lookup.php?rollid=145329
1D6+4 = [2]+4 = 6

Bonus Action: Attack with Spiritual Weapon: 1D20+7 = [14]+7 = 21http://roll.coyotecode.net/lookup.php?rollid=145330
1D8+4 = [8]+4 = 12

Move: Either wait for the drones to approach, or move up to them, depending on tactical situation.
Reaction:
Conditions:
Concentration:
Spirit Guardians DC 15 Wisdom save every round, any enemies within 15’ of Tirion (9 min)
Spiritual Guardians damage: 3D8 = [7, 1, 7] = 15
Inspiration: 2
[/sblock]


[sblock=Mini Stats]
AC: 20 (plate and shield)
HP: 33/39 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: 2/3
3rd: 2/3
[/sblock]

 

GM: Yes if Uhtred and Tirion could stand in the tunnel and no one could get by you, but neither could the ranger. If the Drones move forward the rest of the party could attack them with Range Weapons though, but no one but Uhtred and Tirion would be able to attack the Cow from the mouth, and with its blindsight...
 


OOC: [roll0] [roll1] [roll2]

Kelvyn is practically hoping up and down trying to see at Tirion warning. When a drone comes into view he snaps off a shot with his crossbow. "More bugs eh?"
 

Uhtred, Fighter 6


Uhtred looked into the chamber and his gaze locked on the white larva, gods what was that? A wave of fear washed over him and he could not bring himself to move. Years of combat kept him upright and gave him the presence of mind to ready his weapons.


Yelling barely comprehensible instructions to his companions, Uhtred received the charge of the insect men, swinging his axe with little effect.
OOC: I'm happy to use the same rolls, ignoring the second result.

Uhtred axe attack: 2D20.LOW(1)+3 = [5, 14]+3 = 8
1D6+3 = [2]+3 = 5
2D20.LOW(1)+3 = [3, 5]+3 = 6
1D6+3 = [4]+3 = 7

Sorry for all the confusion, looking back i misinterpreted a few posts. If the drones act before Uhtred and they charge then I won't use the throwing axes.

[sblock=actions]
Attack: 2 thrown axe attacks at the nearest drone
Move: frightened
Bonus action:
Reaction:
[/sblock]
[sblock=mini stats]
Conditions: None
Abilities:
Action Surge: 1/1
Second Wind: 0/1

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

Initiative: +1
Perception: +5 (Passive: 15)

Speed 25 AC: 17 (Splint)
HP: 42/64 HD: 5/6d10
Main Hand: Great Axe
Off Hand; -
[/sblock]

Sent from my Nexus 9 using Tapatalk
 
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[section]Levanna quickened her steps to keep up with her companions. Though she was careful to stay out of the way of her friends who were trained to fight in melee.

Instead, she began the invocations for another flaming sphere.
[/section]

[sblock=actions]Levanna will try to move to where she can see inside the room, but will not move so far that she is in melee range. If she can see, she will cast Flaming Sphere into the middle of the drones and collide it with one of them. If she can't, she will forego her action for now.

Initiative [roll0]
Flaming Sphere damage (if applicable, Dex save vs DC 15 for half damage) [roll1][/sblock]

[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: 1/3
3rd: 3/3

Active Spells (c) denotes concentration
Mage Armor, Water Breathing, Comprehend Languages

Character Sheet
[/sblock]
 

Quellathe felt the wave of fear coming from somewhere in the room, out of her line of sight. She took a deep breath and began the calming protocols that were part of her training. She breathed a sigh of relief as she felt an inner calm take hold.

Staring intently at one of the drones, she spoke a world in Elvish and fired her bow twice. The first arrow whizzed past the drone, but the second hit.

[sblock='Actions and Rolls']
Initiative:
_: 1D20+3 = [4]+3 = 7

Ugh

Fear Save:

_: 1D20+2 = [13]+2 = 15

Whew!

Actions:
Cast Hunter’s Mark; then make two bow attacks

First Attack (with bow)
_: 1D20+6 = [6]+6 = 12
miss

Second attack (with bow)
_: 1D20+6 = [16]+6 = 22

hit; damage roll
_: 1D8+3 = [7]+3 = 10

Hunter’s Mark bonus damage:
_: 1D6 = [4] = 4
(I’ll do both together next time)
[/sblock]

[sblock='Mini Stat Block']
Quellathe (Ranger 6)
Initiative: + 3 (w/adv.) Perception: +5
Passive Perception: 15
Speed: 30'

AC: 15
HP 46/46

In Hand: bow
Off Hand:

Spell Save DC: 13

Known Spells:
Cantrip: Booming Blade
1st Level: Hunter’s Mark, Speak with Animals, Hail of Thorns
2nd Level: Beast Sense

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

Active Spells (c) denotes concentration
Hunter’s Mark (c)

GP: 99

Consumable Magic Items
Potion of Healing (2/3)
Dust of Disappearance (1/2)
Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud


Naeris (Panther)
Initiative: + 2 Perception: +7
Passive Perception: 17
Speed: 50’ climb 40’

AC: 15
HP 24/24


Character Sheet
[/sblock]
 



The incest man seem to all hiss in pain and Tirion’s angelic spirits strike out at them. Never the last the rush forward, some moving up to cling to sides of the walls but only four can get around the tunnel entrance to attack the heroes. They gang up on Tirion and Uhtred, double axe swinging wildly. Tirion suffers the most from the exchange but manages to strike back on one of them with his spiritual hammer. The last two threw darts, one striking Quellathe and one striking Kelvyn!

Levanna summoned up another flaming sphere that burned down on the drones on Tirion while an arrow from Quellathe killed the other one. Kelvyn’s shot missed and Uhtred was reaching for his hand axes before the drones crashed into him… slashing out his axe manage a weak slash against one.

GM: Initiative (Badguys go first)
Drones and Cow – 22
Tirion – 19
Levanna – 17
Kelvyn – 14
Uhtred – 11
Quellathe – 7

[sblock=Rolls and Results]Aspis Drone’s Wisdom saves vs. DC 15 from Spiritual Guardian spell Wisdom save vs. DC15: 1D20+1 = [12]+1 = 13
1D20+1 = [5]+1 = 6
1D20+1 = [17]+1 = 18
1D20+1 = [12]+1 = 13
1D20+1 = [10]+1 = 11
1D20+1 = [16]+1 = 17
, so Drone fails #1 takes 15 damage, #2 fails, takes 15, #3 succeeds, takes 7, #4 fails takes 15, number #5 fails and takes 15, and # 6 makes it and takes 7. They are all at half speed but within that to get to the front line fighters.

Drone #1 & #2 attack Tirion (with advantage): Two-Weapon melee attack (with advantage), damage if it hit: 2D20.HIGH(1)+4 = [14, 16]+4 = 20; 1D8+2 = [2]+2 = 4
2D20.HIGH(1)+4 = [6, 20]+4 = 24; 1D8+2 = [6]+2 = 8
2D20.HIGH(1)+4 = [12, 2]+4 = 16; 1D8+2 = [3]+2 = 5
2D20.HIGH(1)+4 = [4, 1]+4 = 8; 1D8+2 = [1]+2 = 3
, so one hit for 4, second hit with a Critical 8 + critical extra damage: 1D8 = [8] = 8 =16 (ow), third and fourth attacks missed. Tirion is down 20 HP to 13. You need two Concentration checks at DC 10 each.

Drone #3 & #4 attack Uhtred (with advantage), Two-Weapon melee attack (with advantage), damage if it hit: 2D20.HIGH(1)+4 = [18, 7]+4 = 22; 1D8+2 = [2]+2 = 4
2D20.HIGH(1)+4 = [11, 13]+4 = 17; 1D8+2 = [4]+2 = 6
2D20.HIGH(1)+4 = [18, 9]+4 = 22; 1D8+2 = [1]+2 = 3
2D20.HIGH(1)+4 = [2, 11]+4 = 15; 1D8+2 = [2]+2 = 4
, so with Armor Mastery reduce all the attack that hit by 3, so first one hit for 1 damage, second hit for 3 damage, third hit for no damage and last miss!!! Wow. Ok so you took 4 damage total, down 38 total.

Drone #5 & #6 are going to throws a dart, #5 vs. Quellathe and number #6 random random roll : 1D5 = [2] = 2
(1 = Naeris, 2-3 Kelvyn, 4-5 = Levanna, as the panther does not appear to be much of a danager), so vs. Kelvyn). (when the note the wizard they will switch next round, just as an FYI, always attack the wizard first). Two-Weapon ranged attack, damage if they hit: 1D20+5 = [11]+5 = 16; 1D4+3 = [1]+3 = 4
1D20+5 = [3]+5 = 8; 1D4+3 = [4]+3 = 7
1D20+5 = [17]+5 = 22; 1D4+3 = [4]+3 = 7
1D20+5 = [11]+5 = 16; 1D4+3 = [3]+3 = 6
, Qyellathe hit for 4 and missed. Kelvyn hit for 7 and missed.

Then the Aspis Cow uses her Frightful Presence. It can only affect Tirion, Uhtred, Quellathe and Naeris (in the range of the radius). Uhtred made his roll and failed, Quellathe made her save. Tirion and Naeris both still need to make their.

Frightful condition means that you are at Disadvantage on attack rolls vs. the object that imposed the condition onto you (the Cow) and you cannot willing move closer to it. So you are NOT at disadvantage attacking the Drones.

Heroes Turn…
Tirion missed with his mace but hit with his Spiritual Weapon for 12, bring #1 down to 1 HP!!
Levanna used his Flame Sphere I would guess against the two Drones throwing darts as they are close together BUT you could also do it against Drone #1 that is barely on its feet, killing it even if it makes its save!!
Kelvyn then shots and missed the drone
Uhtred then attacks misses once and hits #3 for 5 points of damage.
Quellathe fires twice, missed once and hit the second time vs. #2 (next in line) for 14 damage and that is enough to kill #2 also!!!

I am going to hold off just a second here before starting Round #2 to see if Uhtred wants to update his post and change his actions.[/sblock]

[sblock=Conditions]
Tirion – 13/39
Levanna – 32/33
Kelvyn – 26/33
Uhtred – 38/64
Quellathe – 42/46

Drone #1 – dead
Drone #2 – dead
Drone #3 – 16/28
Drone #4 – 13/28
Drone #5 – 13/28
Drone #6 – 21/28
Cow – 66/66 [/sblock]
 
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4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/The Temple
When: 3.4/Morning
Round 2


Tirion fears the fear wash over him and pushes it away. The drones rush up and attack and Tirion valiantly fends off the attacker in front and up above, but there are just too many coming from too many directions and two solid blows land. He staggers under their power, but manages to maintain his spiritual guardians as two of the drones fall.


Feeling the weight of his injuries, Tirion calls out to Pelor for divine healing for all of them. Warmth rushes through them as they feel their wounds mend.


Then Tirion gave a shout of defiance. Clear of drones in front of him for now, he slammed his mace into one of the drones attacking Uhtred.








[sblock=Tirion’s Actions]
Wisdom Save: 1D20+7 = [18]+7 = 25
Concentration saves with Advantage: 1D20+1 = [8]+1 = 9
1D20+1 = [15]+1 = 16
1D20+1 = [19]+1 = 20
1D20+1 = [20]+1 = 21

Action: Mace attack: 1D20+7 = [11]+7 = 18
1D6+4 = [1]+4 = 5

Bonus Action: All party members receive Mass Healing Word: 1D4+9 = [2]+9 = 11:
Tirion receives 5 extra hp from Blessed Healer
Move:
Reaction:
Conditions: Spiritual Weapon - does not attack this round
Concentration:
Spirit Guardians DC 15 Wisdom save every round, any enemies within 15’ of Tirion (9 min)
Spirit Guardian damage for this round: 3D8 = [3, 5, 6] = 14
Inspiration: 2
[/sblock]


[sblock=Mini Stats]
AC: 20 (plate and shield)
HP: 29/39 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: 0/3
3rd: 1/3
[/sblock]
 

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