D&D 5E [IC] Against the Slavelords

4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/The Temple
When: 3.4/Morning
Round 0


Tirion pulled up short as they entered the chamber, the light from his amulet illuminating the insect creatures. He adjusted his grip on his mace and shield to meet the charge of the bug-men.


Initiative with Guidance: 1D20+1D4 = [2]+[3] = 5


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

 

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[section]Though Levanna had expected trouble ahead she was still taken aback by the insectoids. Before she could think to try communicating with the creatures, they were charging. Her mind raced to decide which spell to cast.[/section]

Initiative [roll0]

[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: 3/3
3rd: 3/3

Active Spells (c) denotes concentration
Mage Armor, Water Breathing, Comprehend Languages, Protection from Evil and Good (c)

Character Sheet
[/sblock]
 

The strange incent men seem to act with great quickness and drawing weapons and readying their shields they rush the heroes almost silently except for the strange light hissing noise they seem to be emitting.

The first two rush the cleric and chop at him with the rusty axes. They work together with uncanny coordination and Tirion suffers several cuts. Then the next pair rush the dwarf with much the same results… their uncanny coordination and teamwork slipping the Uhtred’s defense and his armor, scoring several wounds against him. The last drone ran to a nearby wall and raced up towards the ceiling. It then moved closer to the party and ducked behind a rough looking stalactite like feature there. Whatever it was it was not natural looking…


GM: Was hoping to wait for @Scotley, but its been a few days, so I am going to assume that the badguys go first with their Imitative (as I do group initiative and whichever team got best wins).

[sblock=Round 1]Aspis Drone #1 and #2 (the closes ones) move forward, drawing weapons and attack Tirion. Because of their Pack Tactics ability, this means their attacks are at Advantage. Double attack (with advantage) damage if it hits.: 2D20.HIGH(1)+4 = [19, 16]+4 = 23; 1D8+2 = [4]+2 = 6
2D20.HIGH(1)+4 = [18, 12]+4 = 22; 1D8+2 = [1]+2 = 3
2D20.HIGH(1)+4 = [19, 6]+4 = 23; 1D8+2 = [3]+2 = 5
2D20.HIGH(1)+4 = [8, 5]+4 = 12; 1D8+2 = [5]+2 = 6
. Drone #1 hit him twice for 6 and 3 (9hp total) of damage. Drone #2 hit ones for 5hp of damage.

Drones #3 and #4 move forward, drawing weapons and attack Uhtred with advantage (see above). attack (with advantage), damage if it hits: 2D20.HIGH(1)+4 = [3, 18]+4 = 22; 1D8+2 = [3]+2 = 5
2D20.HIGH(1)+4 = [12, 17]+4 = 21; 1D8+2 = [6]+2 = 8
2D20.HIGH(1)+4 = [2, 2]+4 = 6; 1D8+2 = [6]+2 = 8
2D20.HIGH(1)+4 = [20, 17]+4 = 24; 1D8+2 = [7]+2 = 9
, Drone #1 hit twice for 2 and 5 damage (7 total) due to Heavy Armor Mastery. Drone #4 missed one and crit with the second. Damage is 7 + crit damage: 1D8 = [6] = 6 (13hp) of damage.

Drone #5 takes the Dash action to move within 20ft of the heroes but also 20ft in the air up on the ceiling. It also takes ½ cover behind the ceiling feature (+2 AC). [/sblock]

[sblock=Conditions]Kelvyn HP 33/33
Levanne HP 38/38
Quellathe HP 46/40
Naeris HP 24/24
Tirion HP 39/25
Uhtred HP 64/46

I don’t remember if everyone healed up fully from the last battle and only Quellathe sheet has it listed.

EDIT: Heavy Armor Mastery reduces all damage by 3 points from non-magical slashing, piercing and crushing damage so Uhtred only suffered 20 hp of damage.

Aspis Drone #1 HP 28/28
Aspis Drone #2 HP 28/28
Aspis Drone #3 HP 28/28
Aspis Drone #4 HP 28/28
Aspis Drone #5 HP 28/28[/sblock]

Party’s Actions for Round 1??

[sblock=Aspis Drone]
Medium monstrous humanoid (aspis), neutral
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)
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.
Axe: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Damage: 1d8+2 slashing damage.[/sblock]
 
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Quellathe spoke a word in Elvish, rushed up to Tirion, and attacked one of the insect creatures that had attacked him. When the scimitar in her right hand hit home, she heard the satisfying rumble of thunder and felt the air around her target begin to vibrate. Her second scimitar hit as well, but it was a pretty glancing blow.


[sblock=Actions and Rolls]
Cantrip: Booming Blade (+2d8 thunder damage, additional 2d8 if creature willingly moves next round-applies only to main attack)
Attack with Scimitar, followed by damage rolls: (I'll say target is drone #1, unless you want to pick)

_: 1D20+6 = [18]+6 = 24

_: 1D8+3+2D8 = [2]+3+[4, 2] = 11


Bonus Action: attack with off hand
_: 1D20+6 = [16]+6 = 22

Damage from off hand attack:
_: 1D8 = [2] = 2

[/sblock]
 

4sbq50.jpg

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


Tirion grunted, raising his shield as two of the creatures assaulted him. He blocked several blows with the shield, but others struck him as the creatures worked together.


Ele’hu Pelor!,” Tirion cried out, his holy symbol starting to glow. Around him wisps of light spun, slowly forming into angelic figures that attacked all enemies within fifteen feet of him.


[sblock=Tirion’s Actions]
Action: Casting Spirit Guardians: 15’ around Tirion, whenever an enemy enters or starts their turn there they take 3d8 damage and their speed is slow.
Spirit Guardian damage for this round: 3D8 = [5, 2, 3] = 10
Bonus Action:
Move:
Conditions:
Concentration: Spirit Guardians
Inspiration: 2
[/sblock]


[sblock=Mini Stats]
AC: 20 (plate and shield)
HP: 25/39 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: 1/3
3rd: 2/3
[/sblock]

 

Uhtred, Fighter 6

Despite being alert to danger Uhtred was caught somewhat off guard by the strange insectoids. Four of them swarmed towards the party, but Uhtred and Tirion were blocking the path to the rest. Two focused on Uhtred, one feinting while the other attacked, like a well drilled duelling team.

Many of their attacks got through his guard, but Uhtred's tough dwarven physique made little of the cuts and jabs, apart from one telling blow.

Uhtred Attack: 1D20+7 = [11]+7 = 18
1D12+4 = [10]+4 = 14
1D20+7 = [2]+7 = 9
1D12+4 = [2]+4 = 6


Uhtred tried to break through their guard, but their combined effort proved to much for the dwarf.

OOC: Uhtred's Heavy Armour Master feat reduces the damage of each hit by 3 so he only takes 16 damage in total.


[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: 41/64 HD: 5/6d10
Main Hand: Great Axe
Off Hand; -
[/SBLOCK]
 
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OOC: Uhtred's Heavy Armour Master feat reduces the damage of each hit by 3 so he only takes 16 damage in total.

GM: Ah man I even looked at your sheet but could not see the feat. Sorry I forgot you had that, but will try and remember going forward. Then you suffered 20 hp total (2 +5 +13). Remember your Second Wind and Action Surge :) I will edit the combat round. Remember also you all have 2 Inspiration Points
 
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GM: Ah man I even looked at your sheet but could not see the feat. Sorry I forgot you had that, but will try and remember going forward. Then you suffered 20 hp total (2 +5 +13). Remember your Second Wind and Action Surge :) I will edit the combat round. Remember also you all have 2 Inspiration Points

OOC: I nearly forgot about it too, then kept looking for "tough" on the char sheet. I also took the damage reduction off both rolls for the crit - which is wrong.

Also regarding the heal from the last battle Uhtred had healed up to 61 HP, not quite full, so is now on 41/64. It was on the mini stat block, not the main char sheet. I've added the mini stat block to the char sheet now and I will try to use that as the master.
 

[section]Levanna watched the insectoid crawl up to the ceiling with alarm. She was about to hurl a spell at the creature, but restrained herself. At the back of her mind she knew that she was starting to tax her ability to cast as it was and had little success to show for it. She had to think of efficiency.

With reluctance, Levanna let her concentration fade on the protective spell warding herself against evil. Then her hand waved and she almost shouted an urgent arcane invocation. With a rush of hot wind, a raging ball of fire almost as tall as a person burst to life just behind the creatures. It rolled directly into their midst with whipping lashes of flame and crashed into one of them.
dialogue
[/section]

[sblock=actions]Levanna lets go of Protection from Evil and Good and casts Flaming Sphere behind the Aspis Drones. With her bonus action Levanna will maneuver it to get as many as she can within 5 feet of the sphere while keeping her allies clear of the sphere. Then she'll collide the sphere with one of them, preferably one already damaged.

The drone the sphere collides with takes [roll0] fire damage (15 DC dexterity save for half damage). Any drones that end their turn within 5 ft of the sphere will also take 2d6 damage at that time.

I had Levanna's HP in her mini stat block, but I'll go ahead and update the character sheet too. She's at 32/38 HP.[/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: 2/3
3rd: 3/3

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

Character Sheet
[/sblock]
 

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