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!!!"
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 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 (4
th 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.
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 4
th 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 2
nd). Known Spells – 1
st level: Burning Hands, Command, Comprehend Languages, Expeditious Retreat. 2
nd 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)
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 7
th-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
1
st level (4 slots):
mage armor, magic missile, shield, witch bolt
2
nd level (3 slots):
alter self, misty step, web
3
rd level (3 slots):
flight, lighting blot
4
th 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]