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D&D 5E Dwimmermount [IC]

GreenKarl

First Post
Heading towards the first cave again, now draw into a tight rank for fighting in the closeness of the tunnel. As the heroes are just stepping front in where there is a loud barking and growling coming with within and then more barking, shouting and a great roar come from the other two caves!!! Reddish glowing eyes are reflected back from the darkness as a pair of black wolves appear in the first cave rushing towards the pair at front. From the second cave four more wolves rush out and move towards the group. From the last two caves a half a dozen goblins appear, all armed with short bows and evil grin take up positions behind the black wolves, readying to rain arrows onto the heroes. Finally, front the last cave... rumbles a huge monstrous humanoid - an Ogre!!! The giant mass of mutant muscle lets out another great roar as it brings its great club to bare...

GM: Initiative... no one is surprise so everyone gets a roll. Here is a map, lets hope it works :)

attachment.php


Monster Stats
[sblock=Black Wolves]Medium monstrosity, neutral evil
Armor Class 13 (natural armor)
Hit Points 21 (3d8 +3)
Speed 50 ft.
STR 13 (+1), DEX 14 (+2), CON 13 (+1), INT 7 (-2), WIS 12 (+1), CHA 8 (-1)
Saves Dex +4, Con +3
Skills Perception +4, Stealth +6
Senses darkvision 60ft., passive Perception 19 (14 if sight only)
Languages Goblin, Worg
Keen Hearing and Smell. Black wolves has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics: Whenever a black wolf is adjacent to a foe, any ally in melee with the same foe gains Advantage on their melee attacks that round.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 1d8+1 piercing damage. If the target is a creature, it must succeed on a DC11 Strength saving throw or be knocked prone.
[/sblock]
[sblock=Goblins]Small humanoid (goblinoid), neutral evil
Armor Class 13 (leather armor), if fighting in melee AC 15 (with shields)
Hit Points 9 (2d6)
Speed 30 ft.
STR 8 (−1), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 8 (−1), CHA 8 (−1)
Saves Dex +4, Con +2
Skills Stealth +6
Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 1d6+2 slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320ft., one target. Hit: 1d6+2 piercing damage.
[/sblock]
[sblock=Ogre]
attachment.php


Large giant
, chaotic evil
Armor Class 11 (natural hide)
Hit Points 60 (7d10+21)
Saves Str +7, Con +6
Speed 40 ft.
STR 19 (+4), DEX 8 (-1), CON 16 (+3), INT 8 (-1), WIS 7 (-2), CHA 7 (−2)
Skills Intimidate +7
Senses darkvision 60ft., passive Perception 8
Languages Giant, Goblin
Actions
Great club. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 2d8+4 bludgeoning damage.
Big Rocks. Ranged Weapon Attack: +7 to hit, range 20/80ft., one target. Hit: 1d8+4 bludgeoning damage. Ammo 4.
[/sblock]

Monster's Initiative rolls Initiative for black wolves, goblins, ogre: 1D20+2 = [4]+2 = 6; 1D20+2 = [11]+2 = 13; 1D20-1 = [6]-1 = 5, hmm I have a feeling the heroes are going to go first...
 

Attachments

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  • ogre2.jpg
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GreenKarl

First Post
GM: Just with these rolls the heroes are all going first (group initiative). Those whom have not rolled their Initiative still do so as that is the order you go with the party, then all the monsters will go.

ALSO everyone can start posting their actions AND rolls for Round 1 of the combat
 

SunGold

First Post
OOC: So do we want to back in to the cave and fight to death? Very fitting for Lucious. Ini: 1d20 18

OOC: Probably a legit strategy but I just can't pass up an AoE opportunity this juicy. Gonna run forward to H7 and drop Radiance of the Dawn. It'll catch everything but the two wolves in cave #1.
 


Thateous

Explorer
Lucious reacts to the sudden appearance and multiple enemies with a toothy grin. He then moves to protect the groups flank from creatures in the cave and curses the worg while bringing his halbred down.

OOC: Hex the worg @ N4 w/ disadvantage to str saves, move to M6 and strike with halbred.
[Sblock=Rolls] Summary 17 to hit for 11 dmg.
Attack: 1d20+5 17
Dmg: 1d10+3+1d6 8
GWM reroll Gem reroll: 1d10 4[/sblock]
 
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eayres33

Explorer
Hunter Brightwood

Hunter stands his ground against the advancing horde. With a smile he stares down the Ogre, “Hey ugly.” Hunter begins before letting out a small laugh, it was too early for a battle of this magnitude. “Hey big and ugly, why don’t you dismiss your little minions and we can settle this like men. Well like a man and filthy, half-bred beast.”


OOC:
Hunter casts vicious mockery on the Ogre.
Ogre must make DC 13 Wisdom saving throw or have disadvantage on next attack roll and take 1d4 psychic damage
Vicous Mockery damage on fail: 1D4 = [4] = 4
 

TallIan

Explorer
Magen Brigward
Fighter 2

Seeing the biggest threat coming from the other caves Magen immediately changes his focus, hoping that his friends can deal with what coming out of the first cave he charges at the ogre, intent on hacking his way through to is.

[SBLOCK=Rolls and OOC]
There is a lot that could change before Magen goes but this is the intent.

Magen will move straight toward the Ogre, shield bashing and attacking the first thing that comes into reach. If he kills it he'll move further and attack the next thing that comes into reach. If he can shield bash the ogre (from everything else being dead or out of reach) he'll use an inspiration on that Athletics roll.

Shield bash Athletics vs target save: 1D20+5 = [4]+5 = 9

Attack and damage: 1D20+5 = [13]+5 = 18
1D8+3 = [5]+3 = 8

Possible advantage from enemy being prone: 1D20+5 = [9]+5 = 14


Attack and damage from action surge: 1D20+5 = [2]+5 = 7
1D8+3 = [1]+3 = 4

Possible advantage from enemy being prone: 1D20+5 = [20]+5 = 25

Possible bonus damage from crit: 1D8 = [2] = 2

[/SBLOCK]

[SBLOCK=Mini Stats]
Passive Perception: 11
AC: 19
Initiative: +0
HP: 24/24 (HD: 2/2d10)

Offense:
Longsword: +5 5ft 1d8+3S
Longsword (2hnd): +5 5ft 1d10+3
H. Crossbow: +2 150/600 1d10P Heavy, Two handed
Shield Bash: Bonus action +5 contested roll vs athletic or acrobatics

Second Wind: 1/1
Action Surge: 1/1
Inspiration: 3
Healing Potion: 1[/SBLOCK]
 

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