D&D 5E [IC] Against the Slavelords

Kelvyn watches Levanna call the ball of flame into existence behind the bugs with admiration and just a touch of apprehension. I should be more polite to her... He leaves off his rubbernecking and raises his crossbow to shoot at the one on the ceiling. "What's that thing he's trying to hide behind?" he asks to himself as much as anyone else.

OOC: [roll0] [roll1]
 

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Quellathe struck the first incent man in front of Tirion wounding the creature and causing a great clap that echoed down the hallways! Tirion calls out to his god and shrouds the area around him momentarily in glow! Uhtred swings his great axe twice but the nibble creatures avoid his mighty blade. Levanne calls on Arcane powers and burns the drone that Quellathe had wounded. Kelvyn shot his crossbow at the one on the ceiling but the shot is deflected by its’ multiple shields and its cover.

Then the power of Tirion spirits take affect and the four in front of the group are struck by divine forces. The wounded one seems to admit a low buzzing screech and falls over dead. The one on the ceiling moves out of cover and run into the area of the guardian spirits also and shutters in pain as the others. It then moves down the wall to drop in front of Levanne (and behind Tirion). The other three continue to hatch at the two front fighters, and inflict serious wounds on the dwarf Uhtred and hurt Tirion again. The last, its movement slowed by the divine magic surround it, raises its axes to slash at the wizard Levanne…


GM: [sblock=Finishing Round 1]Quellathe struck twice and did a total of 15 damage to Aspis Drone one (is at 13).
Tirion cast Guardian spirit and that affects them next round. NOTE that the spell grants a Wisdom Save (vs. you DC 15). If possible, include those in your description is possible, just to remind me also.
Uhtred missed both attacks
Levanne casts Flaming Sphere and the drone tries to make a Dex save: 1D20+3 = [15]+3 = 18, made it takes 5 instead (and is now at 10 HP)[/sblock]

[sblock=Round 2]All 5 Aspis make a Wisdom save or take 10 damage from Tirion’s Spirit Guardians, as 1-4 start their turn here, #5 moves in. Wis saves : 1D20+1 = [6]+1 = 7
1D20+1 = [6]+1 = 7
1D20+1 = [11]+1 = 12
1D20+1 = [4]+1 = 5
1D20+1 = [10]+1 = 11
, so #1 dies

Drone #5 moves forward and drops down behind Tirion, so within melee of the priest, Kelvyn and Levanne. With their pack tactics this gives #2 advantage on his attacks vs. Tirion attack (disadvantage), damage if he hits: 2D20.HIGH(1)+4 = [17, 9]+4 = 21
1D8+2 = [8]+2 = 10
2D20.HIGH(1)+4 = [13, 12]+4 = 17
1D8+4 = [1]+4 = 5
, so one hit for 10 damage (he is down to 15HP)
Drones #3 and #4 continue to attack Uhtred, attack (disadvantage), damage if he hits: 2D20.HIGH(1)+4 = [14, 13]+4 = 18
1D8+2 = [8]+2 = 10
2D20.HIGH(1)+4 = [13, 8]+4 = 17
1D8+4 = [8]+4 = 12
2D20.HIGH(1)+4 = [10, 20]+4 = 24
1D8+2 = [8]+2 = 10
2D20.HIGH(1)+4 = [15, 19]+4 = 23
1D8+4 = [2]+4 = 6
, looks like all of them hit and one was a critical? crit damage: 1D8 = [1] = 1, But with Heavy Armor Mastery, 7, 9, 7+1 (crit) and 3 = 27 (down to 14hp)
Because #5 was slowed by failing his save he had to Dash to get in position so it did not attack this round. But you can tell it is looking at the wizard with its compound eyes.

Heroes actions for Round 3?[/sblock]

[sblock=Conditions]Kelvyn HP 33/33
Levanne HP 38/38
Quellathe HP 40/46
Naeris HP 24/24
Tirion HP 15/39
Uhtred HP 14/64


Aspis Drone #1 HP 0/28 (dead)
Aspis Drone #2 HP 18/28
Aspis Drone #3 HP 18/28
Aspis Drone #4 HP 18/28
Aspis Drone #5 HP 18/28[/sblock]

[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]
 

4sbq50.jpg

Tirion Cayde, Cleric Level 6 (Life)
Where: Port Fury/The Temple
When: 3.4/Morning
Round 2


Tirion grunted as he took more blows from the insect creatures. Seeing one scamper around behind and drop to the ground to attack Levanna, Tirion was forced to turn his attention from the ones in front. He swung his mace at the insect creature in the middle of the party. Even as he fought, the spirits swirling around him tore into the creatures with their radiant hands.


[sblock=Tirion’s Actions]
Action: Attack and Damage Drone 5: 1D20+7 = [15]+7 = 22http://roll.coyotecode.net/lookup.php?rollid=143628
1D6+4 = [3]+4 = 7

Bonus Action:
Move:
Conditions:
Concentration: Concentration save: 2D20.HIGH(1)+1 = [1, 6]+1 = 7http://roll.coyotecode.net/lookup.php?rollid=143630
2D20.HIGH(1)+1 = [7, 16]+1 = 17

Spirit Guardians DC 15 Wisdom save every round, any enemies within 15’ of Tirion
Spirit Guardian damage for this round: 3D8 = [5, 1, 6] = 12
Inspiration: 2
[/sblock]


[sblock=Mini Stats]
AC: 20 (plate and shield)
HP: 15/39 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]

 

Quellathe nodded it grim satisfaction when she saw the insect creature she had attacked go down to Tirion's spirits. Seeing that Tirion had turned to go after the creature threatening Levanna, Quellathe cried out again in Elvish and aimed her scimitars at the second insectoid who had attacked Tirion earlier.

[sblock=Actions]
Attack insect #2 with dominant hand: (and booming blade cantrip)
_: 1D20+6 = [3]+6 = 9


Miss. Sigh.

Bonus action: attack #2 with off hand:
_: 1D20+6 = [15]+6 = 21



Damage: _: 1D8 = [6] = 6

[/sblock]

[sblock='Mini Stat Block']
Quellathe (Ranger 6)
Initiative: + 3 (w/adv.) Perception: +5
Passive Perception: 15
Speed: 30'


AC: 15
HP 40/46


In Hand: scimitar
Off Hand: scimitar


Spell Save DC: 13


Known Spells:
Cantrip: Booming Blade
1st Level: Hunter’s Mark, Speak with Animals, Hail of Thorns
2nd Level: Beast Sense


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


Active Spells (c) denotes concentration


GP: 99


Consumable Magic Items
Potion of Healing (2/3)
Dust of Disappearance (1/2)
Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud




Naeris (Panther)
Initiative: + 2 Perception: +7
Passive Perception: 17
Speed: 50’ climb 40’


AC: 15
HP 24/24




Character Sheet
[/sblock]
 

Cursing his failure, Kelvyn reloads and fires at the insect man at the rear of the group. "I don't care for being surrounded."

OOC: [roll0] [roll1]
 

Uhtred, Fighter 6

Uhtred watched one of the strange insectoids run adding the ceiling and drop behind Tirion, fingering the cleric had done was causing the beasts to slow down.

The distraction cost the dwarf greatly, as he staggered under a flurry of blows from his opponents. His non martial companions would have to fend for themselves for now.

Drawing deep from his reserves of stamina, Uhtred bellowed incoherently a he swung his ax at the insect men in front of him.

[sblock=actions]
Uhtred, second wind: 1D10+6 = [9]+6 = 15


Uhtred, attack: 1D20+7 = [5]+7 = 12
1D12+4 = [1]+4 = 5
1D20+7 = [18]+7 = 25
1D12+4 = [7]+4 = 11


Hit once for 11 damage
[/sblock]
[sblock=mini stats]
Conditions: None
Abilities:
Action Surge: 1/1
Second Wind: 0/1

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

Initiative: +1
Perception: +5 (Passive: 15)

Speed 25  AC: 17 (Splint)
HP: 29/64  HD: 5/6d10
Main Hand: Great Axe
Off Hand; -
[/sblock]

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[section]Levanna lurched backward, barely remembering in time to raise her staff to a guard position as she withdrew. Seeing the others turn to protect her and thus leave their flanks exposed, Levanna quickly did her best to make up for it. With concentrated effort, she rolled the ball of flames once more in the midst of the insectoids in front, trying to distract them and prevent them from focusing their attacks together.[/section]

[sblock=actions]Levanna disengages to prevent attacks of opportunity. Then she'll move away from the aspis drone next to her, as far as she can. Then as a bonus action she'll roll the ball into the middle of the group of drones at the front line colliding with one of them. It takes [roll0] fire damage, save vs DC 15 for half.

Any drones that end their turn next to the flaming sphere take an additional [roll1] fire damage.
[/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]
 

Turning towards the drone threatening Levanna, Tirion strikes the newest threat a glancing blow with his weapon. Quellathe slashes out with her twin blades against the other one attacking the priest but only hits with one against the creature. Kelyvn loaded and fired at the nearby drone but missed it again. Then Uhtread’s axe bite into the side of one of his opponents, wounding it seriously. Levanne moved back out of the creature’s way and back down the tunnel. She then directed the flaming sphere to crash into one of the creatures burning it slightly.

As the drones appeared to be readying a renewed attack two of them emitted buzzing screams and fell over dead, while the remaining two suffered additional wounds from the guardian spirits divine wrath. This proved too much for these last two and weaving their shields erratically they turned to flee, both breaking for the walls as they tried to climb away from the heroes!!



GM: [sblock=Finishing Round 2] Tirion hit Drone #5 for 7 hp. Made his concentration check to maintain Guardian Spirits.
Quellathe struck Drone #2 for 6 hp.
Kelvyn shot and missed the drone (AC 19)
Uhtred missed one and hit Drone #3 for 11 hp.
Levanne took the Disengage Action and move back the tunnel 20ft (she could have gone farther but would have been out of line of sight with the drones). She then uses her bonus action to Drone #2, Dex saving throw: 1D20+3 = [15]+3 = 18, made it so 2 hp damage.[/sblock]

[sblock=Round 3]The four remaining Drones make their Wisdom Saves, Will saving throws: 1D20+1 = [9]+1 = 10
1D20+1 = [12]+1 = 13
1D20+1 = [19]+1 = 20
1D20+1 = [20]+1 = 21
, #2 fails and takes 12 hp and dies, #3 fails and takes 12 hp and dies, #4 makes it and takes 6 hp, and #5 makes it and takes 6 hp.

Drone #4 takes the Dodge action and then flees from Tirion, Quellathe and Uhtred. Drone #5 also takes the Dodge action and then flees from Tirion, Kelvyn and Uhtred. You all can use your Reaction to attack it (at Disadvantage), but you only have one Reaction so those who can attack two can only make one OA.


If they are alive the drones move 20ft away from you as they are still slowed this round BUT they are both using their climb speeds to they will be out of melee range if they survive.

Heroes actions for Round 4? Remember if ANY are alive you have Disadvantage on your attacks against them and they have Advantage on any Dexterity saves until the start of their next turn.[/sblock]

[sblock=Conditions]Kelvyn HP 33/33
Levanne HP 38/38
Quellathe HP 40/46
Naeris HP 24/24
Tirion HP 15/39
Uhtred HP 29/64


Aspis Drone #1 HP 0/28 (dead)
Aspis Drone #2 HP 0/28 (dead)
Aspis Drone #3 HP 0/28 (dead)
Aspis Drone #4 HP 6/28
Aspis Drone #5 HP 5/28[/sblock]

[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]
 

As one of the insectoids rushed past her, Quellathe struck out with her scimitar, and heard the satisfying sound of contact. Realizing they were quickly rushing out of range of that weapon, Quellathe then quickly sheathed her scimitars and pulled out her bow. She got off two shots quickly; both arrows missed the weaving insectoid, eliciting an angry oath from Quellathe.

[sblock=Actions]
OA, Scimitar, at Disadvantage vs. Aspis #4
_: 1D20+6 = [15]+6 = 21
1D20+6 = [20]+6 = 26

For once, the dice are kind.


Damage from OA:
_: 1D8+3 = [1]+3 = 4



Bow Attack #1 vs. #4
_: 1D20+6 = [11]+6 = 17
1D20+6 = [6]+6 = 12

Miss


Bow Attack #2 vs. #4
_: 1D20+6 = [3]+6 = 9
1D20+6 = [9]+6 = 15

Miss; so much for kind dice!
[/sblock]


[sblock='Mini Stat Block']
Quellathe (Ranger 6)
Initiative: + 3 (w/adv.) Perception: +5
Passive Perception: 15
Speed: 30'


AC: 15
HP 40/46


In Hand: scimitar
Off Hand: scimitar


Spell Save DC: 13


Known Spells:
Cantrip: Booming Blade
1st Level: Hunter’s Mark, Speak with Animals, Hail of Thorns
2nd Level: Beast Sense


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


Active Spells (c) denotes concentration


GP: 99


Consumable Magic Items
Potion of Healing (2/3)
Dust of Disappearance (1/2)
Spell Scrolls: Animal Friendship, Detect Poison and Disease, Speak with Animals (x2), Fog Cloud




Naeris (Panther)
Initiative: + 2 Perception: +7
Passive Perception: 17
Speed: 50’ climb 40’


AC: 15
HP 24/24




Character Sheet
[/sblock]
 

Uhtred, Fighter 6

Only moments before Uhtred had felt that the fight wasn't going well, but the chaotic forces of fire, spirit and steel swirling around had quickly changed everyone's fortune, felling all but two of the insectoids.  Not letting himself be distracted again, he quickly picked up on the change and swung at his fleeing foes but they proved too fast.

Trying to keep the pressure on, Uhtred followed his attacker hindered as it was by Tirion's spirit guardians keeping up with it was easy.

[SBLOCK=ACTIONS]
OOC: I took an AO as well but can't find the roll, it missed anyway so not a huge problem
Move: move to engage one Aspis, if possible Uhtred'll move to be within mêlée range of both
Uhtred, attack: 2D20.LOW(1)+7 = [7, 11]+7 = 14
1D12+4 = [2]+4 = 6
2D20.LOW(1)+7 = [17, 20]+7 = 24
1D12+4 = [11]+4 = 15

[/SBLOCK]
[sblock=mini stats]
Conditions: None
Abilities:
Action Surge: 1/1
Second Wind: 0/1

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

Initiative: +1
Perception: +5 (Passive: 15)

Speed 25  AC: 17 (Splint)
HP: 29/64  HD: 5/6d10
Main Hand: Great Axe
Off Hand; -
[/sblock]


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