D&D 5E [IC] Against the Slavelords

As the ranger started examining the tracks she noticed that some of them also moved up onto the ceiling and matched those of the insect men's tracks. These were by far the most common prints in the area, both coming and going. The insect men seem to travel both ways, towards the smaller sewer tunnel and the main one.

There were also humanoids boot prints. Not many but enough. They appeared to most head both ways over the bridge and back down the tunnel that the group had just traveled down too arrive here. There were a few tracks of the humanoids also heading back and forth up the northern tunnel. These were far less common they the tunnel and made by two distinct sets of prints... one of a heavy boot like print and the other of a softer, cloth type (or fur) boot. This pair also appeared to travel down back down the natural tunnel also.

Finally Quellathe found a partially died muddy print on the bridge that was huge. She was pretty sure this one had been made by at least a ogre sized humanoid. It had come and walk about halfway across the bridge and then returned back down the narrower sewer tunnel (it had not come all the way across the bridge, it appeared it walked this way, then half way across the bridge it turned around and went back the way it had first come). There was only one set of prints this large.
 

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Quellathe relayed her findings to the rest of the group. "While the most humanoid prints head toward over the bridge, I do wonder about the two prints heading north: The second softer boot makes me wonder if it is a person of some importance, but rather than a guard."
 

4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/Beneath the Temple
When: 3.5/Morning
Round 0

Tirion listened to Quellathe’s explanations of the tracks. “It would seem the large prints might perhaps be a guard?” he guessed. “The bridge marks the edge of his patrol? And I would rather not tangle with more of those insect men. You are right, though, that the softer footprint seems out of place. Let us follow that pair to the north,” he suggested.

[sblock=Tirion’s Actions]
Action:
Bonus Action:
Move:
Reaction:
Conditions:
Concentration: Guidance
Inspiration: 1
[/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: 4/4
2nd: 3/3
3rd: 3/3
[/sblock]
 

The heroes head north along the sewer passage. It is only 5 feet wide and so the group has to travel single file. After about 200 feet, Levanna figures that the group has passed beyond the walls of the ruined temple above where the tunnel ends in a large iron grating blocking the passageway. The sewage continues slowly flowing through these grating and a distant waterfall could be heard echoing back down the tunnel.

On the right wall (same side as the 5 foot passageway the party is walking along) there was a heavy iron-reinforced door. Despite the mold and mildew clinging to its surface the door looked strong and would be hard to bash or kick in (especially as there is such a short landing before it).

The tracks Quellathe was following lead straight too the door...
 

Kelvyn blinks in surprise at the rather substantial door. "That's quite a door for the sewer don't you think? Perhaps I should have a look at it before any of you touch it. Could be trapped or locked." He makes his way forward and studies it carefully.

OOC: [roll0]
 

After Kelvyn slowly makes his way to the front of the group he studies the door under lantern light. There is nothing to usual about it (besides being in a sewer) and Kelvyn sees no traps or hidden surprises on it. It could be locked as there is a large locking keyhole on the front.
 

Checking over the door Kelvyn could see no traps and so he quickly broke out his thieves tool and with great silence and skill opened the lock without a sound. Smiling back at the others he pushed the door open only to hear the jiggling of a small bell on the other side of the door!!! Beyond the door was a wide room with a big oak table set off too one side, where a dwarf dressed in plate armor stood next too a tall Orc wearing robes, and four dark elves!!! They all turned to the sound of the bells. The dwarf said in a loud voice "Just you the hellfire be you? Well I guessing you be dead is who you be!!!"

Room.jpg

GM: Hopefully the map helps some; KY is Kelvyn, UH is Uhtred, TI is Tirion, Qu is Quellathe and Naeris, and LE is Levanna. Inside the room, DW is Dwarf, OK is the Orc, DW is Drow Female, DM are Drow Males.
Each square is 5ft. The big blue oblong circle is a heavy looking table. The smaller blue are doors (two doors). Your group is walking on the 5ft walkway the other 10ft is a slow moving river of sewer. 5th in front of Kelvyn is the Iron Grating that the sewage is flowing through.

NOTE that there is no light source within the room, the only light is from Levanna staff I believe.

Initiative!!! No one is surprised!!!


[sblock=The Slavers]Ohlm.jpg

OHLM THE SLAVER

Medium humanoid (dwarf), chaotic evil
Armor Class 19 (plate-mail*)
Hit Points 89 (Hit Dice 10d10)
Speed 25 ft
STR 19/16 (+4), DEX 14 (+2), CON 20 (+5), INT 14 (+2), WIS 12 (+1), CHA 8 (-1)
Saves* Strength +7, Constitution +8
Skills Athletics +7, Intimidate +2, Perception +4, Sense Motives +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarf
Dwarf Resistance: has advantage on saving throws vs. poison and resistance to poison damage.
Action Surge: can take an extra Action and Bonus action (once a rest).
Second Wind: can spend a Bonus action to regain 1d10+8 hit points (once a rest).
Improved Critical: Ohlm’s attacks critically hit on a roll of a 19 or 20.
Damage Reduction: When Ohlm is wearing heavy armor he takes 3 less damage from non-magical piercing, slashing or crushing damage.
Double Attack: when Ohlm takes the attack action, he can attack twice.
Contingency: Ohlm has a special rune carved onto a small ceramic tile. As an action he can break it causing a Dimension Door spell (4th level Conjuration) to be cast onto him. He generally teleports to the Slave Lords Den (Location 54) to report about the intruders or to a point he can see where he can run away and fight another day.
Cloak of Protection +1. Ohlm’s cloak grants him +1 to all his saves* and his Armor Class*.
Gauntlets of Ogre Power. These bracer like gauntlets grant Ohlm a Strength of 19.
ACTIONS
Great Axe (magical +2). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d12 + 6 slashing damage. Can re-roll 1 or 2 on a damage rolls (must take result of re-roll).
Hand Axes (very fine quality, each worth 100gp). Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 4 slashing damage.
Extra gear: pipe and pipeweed, 2 sets of exceptional quality manacles.

Interpreter.jpg

The Interpreter
Medium humanoid (orc), chaotic evil
Armor Class 12 (or 15 with Mage Armor)
Hit Points 24 (HD 4d6)
Speed 30ft
STR 12 (+1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 11 (+0), CHA 14 (+2)
Save: Wisdom +2, Charisma +4
Skills: Deception +4, Intimidate +4, Persuasion +4
Senses: darkvison 60ft, passive Perception 10
Languages: Orc, Common, Elf, Giant, Undercommon
Dark Devotion. The Interpreter has advantage on saving throws vs. being charmed and frightened.
Dark One’s Blessing. When the Interpreter reduces a hostile target to 0 hit points he gain 6 temporary hit points.
Pact of the Blade. As an action can conjure a battleaxe into his hands (counts as magical).
Spellcasting. The Interpreter is a 4th level Warlock spellcaster (devoted to the Field Patron). His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has access to the following spells:
Cantrips (at will): 3 Chill Touch, Eldritch blast, Mage Hand
Spell Slots – Two (Slot level 2nd). Known Spells – 1st level: Burning Hands, Command, Comprehend Languages, Expeditious Retreat. 2nd level: Blindness/Deafness, Hold Person, Invisibility, Scorching Ray
Invocations: Agonizing Blast, Armor of Shadows
ACTIONS
Patch Blade (axe). Melee Weapon Attack +4 to hit, reach 5ft, one target; Hit: 1d8+2 slashing damage (considered magical)

DrowSlavers.jpg

Drow Witch
Medium humanoid (drow), chaotic evil
Armor Class 12 (15 with Mage Armor)
Hit Points 24 (HD 7d6)
Speed 30ft
STR 9 (-1), DEX 14 (+2), CON 10 (+0), INT 17 (+3), WIS 13 (+1), CHA 14 (+2)
Saves: Intelligence +6, Wisdom +4
Skills: Arcana +6, Deception +5, Perception +4, Stealth +5
Senses: darkvison 120ft, passive Perception 14
Languages: Ef, Undercommon
Fey Ancestry. The drow has Advantage on saving throws against being charmed and magic can’t put a drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells requiring no material components:
At Will: dancing lights
1/day each: darkness, faerie fire
Spellcasting. The drow is a 7th-level spellcaster. Its spellcasting ability is Intelligence (saves 14; +6 to hit will spell attacks). The drow has the following wizard spells:
Cantrips (At-Will): mage hand, minor illusion, poison spray, ray of frost
1st level (4 slots): mage armor, magic missile, shield, witch bolt
2nd level (3 slots): alter self, misty step, web
3rd level (3 slots): flight, lighting blot
4th level (1 slot): Evard’s black tentacles
Shadow Cloaks. These drow are wearing specially crafted cloaks that grant them advantage on Dexterity (Stealth) checks while underground. If taken above ground they loss this property.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Rapier/Saber. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1d8+2 piercing damage.

Drow Bodyguards
Medium humanoid (drow), chaotic evil
Armor Class 15 (chain shirt)
Hit Points 23 (HD 5d8)
Speed 30ft
STR 11 (+0), DEX 16 (+3), CON 10 (+0), INT 12 (+1), WIS 11 (+0), CHA 14 (+2)
Saves: Dexterity +6, Intelligence +4
Skills: Perception +3, Stealth +6
Senses: darkvison 120ft, passive Perception 13
Languages: Elf, Undercommon
Double Attack: when these drow takes the attack action, they can attack twice.
Fey Ancestry. The drow has Advantage on saving throws against being charmed and magic can’t put a drow to sleep.
Innate Spellcasting. The drow’s spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells requiring no material components:
At Will: dancing lights
1/day each: darkness, faerie fire
Shadow Cloaks. These drow are wearing specially crafted cloaks that grant them advantage on Dexterity (Stealth) checks while underground. If taken above ground they loss this property.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Rapier/Saber. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d8+3 piercing damage.
Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120ft, one target, Hit: 1d6+3 damage and the target must succeed on a DC 13 Constitution save throw or be poisoned for one hour. If the saving throw fails by 5 or more the target is unconscious while poisoned in this way. The target wakes if the target takes damage or if another creature takes an action to shake it awake.
REACTION
Parry. The drow adds +3 to its AC against one Melee attack that would hit. To do so, the drow must see the attacker and be wielding a melee weapon.[/sblock]
 
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Uhtred,
Champion 6

From where he was standing Uhtred could only hear the threat from what sounded like a dwarf. Keen to make up for his last fight, Uhtred bursts past Kelvyn and through the door. A lightning fast assessment of the situation made his think this was going to be harder than it looked, but he continued, choosing the unarmoured orc as a target.

Manoeuvring so as to stay out of reach of the dwarf for now, Uhtred hacked viscously at the orc. Scoring four telling blows, felling the beast before moving to block the dwarf from charging the door.

OOC:
EDIT: Realised after the post I was looking at the orc's non-mage armour AC, if he has mage armour up then two attacks won't hit, he'll still be alive and Uhtred won't do the second move.


[SBLOCK=Actions]
Move: to D2 (assuming lettered columns and numbers rows, starting top left)
Attack: The orc, with action surge (turned out to be slight overkill)
Move: To D4 (Or D3, if he can't without causing an AoO, or depending on how you count diagonal movement)
[/SBLOCK]

[SBLOCK=rolls]
Uhtred attack, with action surge: 1D20+7 = [11]+7 = 18
1D20+7 = [7]+7 = 14
1D20+7 = [5]+7 = 12
1D20+7 = [14]+7 = 21


Uhtred attack, with action surge: 1D12+4 = [1]+4 = 5
1D12+4 = [10]+4 = 14
1D12+4 = [7]+4 = 11
1D12+4 = [6]+4 = 10
(Sorry forgot to re-label the rolls, but clearly this is my damage rolls)

reroll, the first damage die for GWF: 1D12+4 = [2]+4 = 6

[/SBLOCK]

[SBLOCK=Mini Stats]
Conditions: None
Abilities:
Action Surge: 1/1
Second Wind: 1/1
Inspiration: 2

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

Initiative: +1
Perception: +5 (Passive: 15)
Speed 25 AC: 17 (Splint)
HP: 64/64 HD: 6/6d10
Main Hand: Great Axe
Off Hand; -
[/SBLOCK]
 
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GM: Yes I was not clear about that... this "meeting", which you will discover later, is not a super friendly, so both the Orc and the Drow female have their mage armor spells up. As I use group initiative, all the heroes go first before the badguys
 

Quellathe watched Uhtred surge past Kelvyn and enter the room; she could hear the sounds of blows ringing on armor. She pulled out her bow and, as soon as the way was clear, ran up to the doorway. Rather than enter, she focused on one of their enemies, speaking a word in Elvish. Then she took aim and fired two arrows in quick succession. Once she had fired, she and naeris moved out of the doorway (toward the iron grating) for cover.

[sblock='Rolls and Actions']
Hunter's Mark as a bonus action, target depends on who is left standing when Q can get into position to fire, in the following order of priority:
-ord
-Drow Female
-a Drow Male

Attack rolls with damage: _: 1D20+6 = [1]+6 = 7
1D8+3 = [1]+3 = 4
1D20+6 = [1]+6 = 7
1D8+3 = [6]+3 = 9

Sigh. rolled damage at the same time, since targets were in question. Forgot about hunter's mark damage. Not that it mattered.....

Q's plan is to snipe from the doorway, ducking back under cover in between. [/sblock]
 

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