D&D 5E [IC] Against the Slavelords

TallIan

Explorer
Uhtred
Fighter 6

"Get behind me. Uhtred said to Kelvyn, frustrated by the confines of the corridor. He pulled a small axe from his belt and flung it at the ogre, not really expecting much from the outburst.

[SBLOCK=Actions and Rolls]
Attack: throw handaxe at the ogre
Move: If Kelvyn is willing to move back to j18, Uhtred will move forward to j16
Attack and damage vs orge: 1D20+3 = [7]+3 = 10
1D6 = [5] = 5

[/SBLOCK]

[SBLOCK=Mini Stats]
Conditions: None
Abilities:
Action Surge: 0/1
Second Wind: 0/1
Inspiration: 1

Offense:
Great Axe +1: +7 1d12+4S
Maul: +6 2d6 +3B
Handaxe: +3 1d6S light, thrown(20/60)

Initiative: 0
Perception: +5 (Passive: 15)
Speed 25 AC: 17 (Splint)
HP: 64/64 HD: 6/6d10
Main Hand: Great Axe +1
Handaxe: 1
[/SBLOCK]
 

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BlueLotus

Explorer
[section]"Just how many of these brutes are down here?" Levanna grumbled to herself when she caught sight of the figures beyond the ogre. She lobbed another ball of acid at it.
[/section]

[sblock=Actions]Levanna casts Acid Splash at the ogre [roll0] acid damage, Ref save vs DC 15 for no damage.
[/sblock]

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

AC: 16
HP: 38/38

Inspiration: 0 Luck: 3

In Hand:Quarterstaff
Off Hand: None

Spell Save DC: 15

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

Spell slots remaining/Spell slots total:
1st: 1/4
2nd: 1/3
3rd: 0/3

Spells contained in the Ring of Spell Storing:
Charm Person, Feather Fall

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

Character Sheet
[/sblock]
 

Scotley

Hero
Kelvyn flatten against the wall and slides back out of the way as best he can in the narrow corridor. He then tries to reload.
 

GreenKarl

First Post
Cursing his luck, Uhtred threw an axe at the ogre but missed. Quellathe held her fire as she waited for an opening against the other enemies within the room. Levanna threw an acid ball at the ogre again but this time the creature somehow moved out of the way. Kelvyn squeezed up out of Uhtred’s way while Tirion swung and missed the ogre with his mace. His spiritual guardians however tore into the brute causing him to howl in pain.

Those within the slave chamber started moving about, with one shouting orders in orcish. The ogre swung at the cleric with its mighty axe but only managed to chop through part of the door with its clumsy attack!

GM: Initiative
18 – Uhtred
17 – Quellathe
14 – Selattee
13 Levanna, the Ogre and Dutch Diamonds
12 – Kelvyn and Khalil
4 – Tirion
3 – Orcs

[sblock=Actions and Rolls]Uhtred throws an axe at the ogre but misses
Quellathe is Reading her action if she has a clear shot
Levanna cast, ogre’s Dex save: 1D20-1 = [19]-1 = 18, made it!!
Kelvyn moved out of Uhtred’s way but still has an action if he wants to take it.
Tirion guardian spirits, ogre’s Wis save: 1D20-1 = [3]-1 = 2, failed he takes 14 damage (bring him down to 22 HP)

Selattee moves 25ft south (L14) and Readies her action if the ogre falls.
Dutch Diamonds orders the orcs forward and uses his Leadership ability.
The ogre swings at Tirion, Attack and damage if it hits: 1D20+8 = [7]+8 = 15; 2D10+5 = [8, 5]+5 = 18, misses!!!
Khalil casts mage armor on himself and moves north 6 squares (space M1)
The orcs move 30ft towards the characters and take the Ready action to move and attack if the ogre falls.
[/sblock]Heroes Actions and Rolls for Round 3?
[sblock=Conditions]Kelvyn HP 22/33
Levanna HP 38/38
Quellathe HP 46/46
@ Naeris HP 24/24
Tirion HP 29/45
Uhtred HP 64/64

Ogre HP 22/69
Khalil HP 42/42
Dutch Diamonds HP 54/54
Selattee HP 48/48
Orc Guard #1 HP 18/18
Orc Guard #2 HP 18/18
Orc Guard #3 HP 18/18
Orc Guard #4 HP 18/18
Orc Guard #5 HP 18/18 [/sblock][sblock=Bad Guys]
Badguys.jpg
Khalil Al-Zakhir
Medium humanoid (human Baklunish), Lawful Evil
Armor Class 12 (15 with mage armor)
Hit Points 42 (6d4+6)
Speed 30ft
STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 17 (+3), WIS 13 (+1) CHA 8 (-1)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Baklumish, Orcish
Sculpt Spells: This wizard can choice up to 1 + the spell’s level that he can ignore with area affects.
Potent Cantrip: When a creature succeeds on a saving throw against this Wizard’s cantrip, the creature takes ½ damage (if any) but suffers no additional effects.
Spellcasting: This wizard is a 6th level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). This mage has the following spells prepaired:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counter spell, fireball
ACTIONS
Dagger. Melee or Range Weapon Attack: +5 to hit, reach 5ft, or range 20/60ft, one target. Hit: 1d4+2 piercing damage.

Dutch Diamonds
Medium humanoid (human Oeridian), Lawful Evil
Armor Class 16 (mithral chain mail)
Hit Points 54 (6d8 +18)
Speed 30ft
STR 12 (+1), DEX 10 (+0) CON 16 (+3) INT 16 (+3), WIS 17 (+3) CHA 10 (+0)
Saving Throws Con +6, Wis +6
Skills Intimidate +3, Persuasion +3
Senses passive Perception 13
Languages Common, Orcish, Giant
ACTION
Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1d6+1 piercing damage.
Whip. Melee Weapon Attack: +5 to hit, reach 10ft, one target. Hit: 1d4+1 slashing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the slave-boss can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d6 to its roll provided it can hear and understand the slave-boss.
A creature can benefit from only one Leadership die at a time. This effect ends if the slave boss is incapacitated.

Selattee
Medium humanoid (human Suloise), Lawful Evil
Armor Class 18 (Unarmed Defense)
Hit Points 48 (6d8 +12)
Speed 55ft
STR 12 (+1), DEX 18 (+4) CON 14 (+2), INT 11 (+0), WIS 18 (+4) CHA 11 (+0)
Saving Throws Str +4, Dex +7
Skills Acrobatics +7, Athletics +4, Religion +3, Stealth +7
Senses passive Perception 14
Languages Common, Seulish
Martial Arts. When attacking with an unarmed attack, can make one additional attack as a Bonus action.
Ki. Ki Points 6; Flurry of Blows (1 ki, after your attack action you can make 2 unarmed attacks as a bonus action), Patient Defense (1 ki, take the Dodge action as a bonus action), Step of the Wind (1 ki, take the Disengage or Dash action as a bonus action).
Deflect Missile. Use monk’s reaction to reduce missile attack from ranged weapon attack by 1d10+10.
Slow Fall. Use monk’s reaction to reduce the damage from falling by 30 points.
Extra Attack. Monk can take two attacks with the attack option.
Stunning Strike. Uses 1 ki, the target must make a Constitution check vs. DC 15
Ki-Empowered Strike. Unarmed strikes count as magical weapons.
Open Hand. Whenever the monk makes a successful attack from Flurry of Blows, the monk can impose one of the following onto the target: must make a Dexterity save (DC 15) of fall prone, or must make a Strength saving throw or be pushed back 15ft or they cannot take a reaction until their next turn.
Wholeness of Body. As an action the monk heals 18 HP of damage.
ACTIONS
Unarmed Fist. Melee Unarmed Attack: +7 to hit, 5ft reach, one target. Hit: 1d6+4 crushing damage.

Orc Guards
Medium humanoid (orc), chaotic evil
Armor Class 16 (mail shirts, shield)
Hit Points 18 (2d8+6)
Saves Str +5, Con +5
Speed 30 ft.
STR 16 (+3), DEX 12 (+1), CON 16 (+3), INT 8 (-1), WIS 11 (+0), CHA 8 (−1)
Skills Intimidate +1, Perception +2
Senses darkvision 60ft., passive Perception 12
Languages Common, Orc
Aggressive. As a bonus action, the orc can move up to its speed towards a hostile creature that it can see.
ACTIONS
Battle Axe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 1d8+3 slashing damage.[/sblock][sblock=Map]Map.Pit.jpg[/sblock]
 
Last edited:

TallIan

Explorer
Uhtred, Fighter 6

Get a shoulder in and push that beast out the way! Uhtred called to Tirion, "I'll Help."

OOC: Suddenly very nervous about pressing our attack.


[SBLOCK=Actions and Rolls]
Action: Hold action to move and Help Tirion with his shove attack
Move: To J15 with Tirion, then if the shove fails back to j16, if the shove succeeds then to k13
[/SBLOCK]

[SBLOCK=Mini Stats]
Conditions: None
Abilities:
Action Surge: 0/1
Second Wind: 0/1
Inspiration: 1

Offense:
Great Axe +1: +7 1d12+4S
Maul: +6 2d6 +3B
Handaxe: +3 1d6S light, thrown(20/60)

Initiative: 0
Perception: +5 (Passive: 15)
Speed 25 AC: 17 (Splint)
HP: 64/64 HD: 6/6d10
Main Hand: Great Axe +1
Handaxe: 1
[/SBLOCK]
 

ArwensDaughter

Adventurer
OOC: Quellathe's target of choice when she gets a line of sight is Khalil, although she'll shoot at one of the others if they come into line of sight before Khalil. [\ooc]


Sent from my iPhone using EN World
 

KahlessNestor

Adventurer
4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/Beneath the Temple
When: 3.5/Morning
Round 12

Seeing the futility of this, and at Uhtred’s encouragement, Tirion slammed his shield into the ogre and put down his shoulder, trying to shove the ogre back out of the doorway so the others could get through into the room. His spirit guardians ripped into the ogre.

[sblock=Tirion’s Actions]
Action: Shove attack with Help: 2D20.HIGH(1)+4 = [3, 17]+4 = 21
Move:
Bonus Action:
Reaction:
Conditions:
Concentration: Spirit Guardians (90/100r) 15’ radius Wis save DC 15 takes half damage; difficult terrain for enemies in the area covered by the spirits.
Spirit Guardians damage: 3D8 = [8, 5, 7] = 20
Inspiration: 1
[/sblock]

[sblock=Mini Stats]
AC: 20 (plate and shield)
HP: 29/45 HD: 3/6d8

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

Prepared Spells:
+7/DC 15
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: 2/4
2nd: 0/3
3rd: 0/3
[/sblock]
 

GreenKarl

First Post
GM: I was waiting for a few other replies but we will assume they have all readied to act and move if the ogre is moved


Most of the heroes are holding their breath to see what happens as Uhtred and Tirion shove forward to know the ogre out of the way but they fail!!! The beast is too powerful!

It does however howl as Tirion’s spirits tear into it and suffering too much withdraws out of sight and around the corner to escape the cursed guardians. This allows the human female to rush forward and strike at Tirion with flying fists and feet. She grunts a bit in pain from the spirits attacking her as the five orcs then rush forwards. Two howl in agony and pain as they spirits kill them while the other three curse but remain on their feet. Two attack the cleric while the last retreats back out of the effect of the divine retribution! The bald human shouting in orcish then said in common “Dispel this magic Khalil, damn you!!!”

GM: Initiative
18 – Uhtred
17 – Quellathe
14 – Selattee
13 Levanna, the Ogre and Dutch Diamonds
12 – Kelvyn and Khalil
4 – Tirion
3 – Orcs

[sblock=Actions and Rolls]Uhtred prepairs to aid Tirion
Quellathe is Readying her action
Levanna is Readying her action
Kelvyn is Readying his action.
Tirion makes his shove attempt, ogre’s Athletics to resist: 1D20+5 = [18]+5 = 23, and he makes it. Uhtred moves back to his previous square.

Then Will save: 1D20-1 = [10]-1 = 9, fails and takes 20 damage (bring him down to 2 HP).The ogre then takes the Disengage action and moves 6 squares to the side (C13 corner). This allows others to move forward who were holding, Selatte first…
Selattre moves (K14), and as she moved into the affect of Spiritual Guardian, Will save: 1D20+4 = [17]+4 = 21, made it take 10 damage (bring her down to 38 HP). She then Attacks 3 times (using her bonus action for a 3 unarmed attack), Unarmed (martial arts) attacks and damage if she hits: 1D20+7 = [12]+7 = 19; 1D6+4 = [2]+4 = 6; 1D20+7 = [18]+7 = 25; 1D6+4 = [4]+4 = 8; 1D20+7 = [1]+7 = 8; 1D6+4 = [6]+4 = 10, one hit for 8 damage (bring him down to 21 HP; you have a 20 AC correct? If its 19 then you suffered another 6 points of damage FYI). Tirion needs to make one (maybe two) Concentration checks.
Then the orcs move forward to get two of them to attack, but first Will saves: 1D20 = [16] = 16; 1D20 = [18] = 18; 1D20 = [16] = 16; 1D20 = [5] = 5; 1D20 = [6] = 6, three make it and take 10 damage (bring them down to 8 HP each), two fail and die!!! The first two attack (the first one with a +1d6 bonus from Dutch Diamond’s leadership ability); Attack and damage if it hits: 1D20+1D6+5 = [3]+[3]+5 = 11; 1D8+3 = [8]+3 = 11, miss and Attack and damage if it hits: 1D20+5 = [14]+5 = 19; 1D8+3 = [2]+3 = 5 again I am not sure if you AC is 19 or 20 and I can view your character sheet at work. So Tirion is either Missed or takes another 5 damage and needs to make another Concentration check to main his spell. Then the last one who is not engaged with anyone moves back 15ft to be out of the spiritual guardian area.
Then Dutch Diamond moves a bit closer and shouts out to Khalil, who continued to hold this turn. But maybe next turn??
[/sblock]Heroes Actions and Rolls for Round 4?
[sblock=Conditions]Kelvyn HP 22/33
Levanna HP 38/38
Quellathe HP 46/46
@ Naeris HP 24/24
Tirion HP 21/45
Uhtred HP 64/64

Ogre HP 2/69
Khalil HP 42/42
Dutch Diamonds HP 54/54
Selattee HP 38/48
Orc Guard #1 HP 8/18
Orc Guard #2 HP 8/18
Orc Guard #3 HP 8/18
Orc Guard #4 HP dead
Orc Guard #5 HP dead[/sblock][sblock=Map]Map.Pit.jpg[/sblock]
 

TallIan

Explorer
Uhtred, Fighter 6

Blocked again from exiting the corridor Uhtred yells in frustration. Seeing the orcs tipped apart by the guardians though gives him a chance. Watching for the orc to fall Uhtred plans a rush passed Tirion, axe ready, to strike at the monk.

[SBLOCK=Actions and Rolls]
As soon as the orc falls to the spirit guardians Uhtred will push passed Tirion and attack Sallete
Action: Hold as above
Move: to J13
Reaction: Hold as above
Uhtred attack vs Sallete: 1D20+7 = [9]+7 = 16
1D12+4 = [2]+4 = 6
1D20+7 = [7]+7 = 14
1D12+4 = [11]+4 = 15

[/SBLOCK]

[SBLOCK=Mini Stats]
Conditions: None
Abilities:
Action Surge: 0/1
Second Wind: 0/1
Inspiration: 1

Offense:
Great Axe +1: +7 1d12+4S
Maul: +6 2d6 +3B
Handaxe: +3 1d6S light, thrown(20/60)

Initiative: 0
Perception: +5 (Passive: 15)
Speed 25 AC: 17 (Splint)
HP: 64/64 HD: 6/6d10
Main Hand: Great Axe +1
Handaxe: 1
[/SBLOCK]
 


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