D&D 5E (IC) Rise of the Dracolich

FitzTheRuke

Legend
GM: Encounter: Imani's Agents & Oggsbruff vs Old Icy Death in his Lair on Oyaviggaton
IceLairW5.jpg

Locations:
(BGs)IcyDeath (AC36AG39); Skragg1 (AJ34); Sk2 (X49); Sk3 (BF38)
(PCs)Alhana (AS34); Kalorn (AW29); Lorenn (K39); Primus (AW37); Sesto (SW32);
(NPCs)Oggsbruff (AG37); Loklafd (AO31); Sooty (Dead); KoboldZombies (Destroyed);
(Berzerkers)B1 (AF35); B2 (AE35); B3 (AD35); B4 (AB37); B5 (AB38); B6 (AB39) (All in the Water, Prone)
(Berzerkers)B7 (AC40); B8 (AD40); B9 (AE40); B10 (AF40); (All Prone) B11 (AG39) (Grappling Dragon);
Encounter: Mord & Ice Trolls vs Cult of the Dragon in East Lair of Oyaviggaton
IceLairE5.png

Locations:
(BGs)Arrufel (CS27); DF1 (CW23); DF2 (CV28); DW1 (CX28); DW2 (CW23); DW3 (CT24); DW5 (CV26);
(BGs)Skragg5 (CJ39); Sk6 (CN38);
(PCs)Mord (DC49); (NPCs)MT1 (CP46); MT2 (CU40); Eko (BW35);
(Trolls)Sargloth (CR39); Ooga (CK41); Blurcho (CY41); Oodna (DQ38); IT3 (CV50); IT4 (CY50)
Visibility (Dark & Foggy) Darkvision 60'=40' (120'=80'), Light (Sesto & Loklafd) 30'ra (15/15).
Terrain Difficult (Everywhere) (Crampons/Claws ignore) (Slide w/ dc11 Acrobatics).
Elevation 8' per colour (darker at bottom) (Down = 15' move; Up = 15' & dc15 Athletics)
(See OOC post#1034 for details)
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Alhana AC17 HP 15/68 HD 8/8 PP14*
Kalorn AC16(21)* HP 63/63 THP2/5 HD 8/8 PP15 WSS 1/2 EKSS 2/2
Lorenn AC17(20) HP 54/54 HD 8/8 PP14* SS 2/4 2/3 3/3 Song 2/2 (Mirror)
Mord AC14 HP 45/51 HD 8/8 PP11* SS 2/2
Primus AC12(16) HP 35/59 HD 8/8 PP19 Psi(6) 27/44
Sesto AC18* HP 29/59 HD 8/8 PP15 SS 4/4 2/3 2/3 2/2 CD 1/2 (Light)
(NPCs)
Loklafd AC14 HP 15/58 HD 9/9 PP12
Eko AC11 HP 1/1 PP13*
Sooty AC12 HP 0/1 PP11* (Gone)
Mordtroll1 AC12 HP 28/39 PP9*
Mordtroll2 AC12 HP 23/39 PP9*
KoboldZombies AC9 HP 0/13 PP8* (Destroyed)
(Trolls)
Oggsbruff AC17 HP 10/105 PP13* (Prone)
Sargloth AC18 HP 84/84 PP12*
Oogabooga AC16 HP 58/84 PP12*
Blurcho AC16 HP 84/84 PP12* (Fear)
Oodnadatta AC16 HP 84/84 PP12*
Ice Troll3 AC16 HP 84/84 PP12* (Fear)
Ice Troll4 AC16 HP 84/84 PP12* (Fear)
(Berserkers)
Berserker1 AC13 HP 36/67 (Wet, Prone, Fear, Ex1)
Berserker2 AC13 HP 40/67 (Wet, Prone, Fear, Ex1)
Berserker3 AC13 HP 36/67 (Wet, Prone, Fear, Ex1)
Berserker4 AC13 HP 42/67 (Wet, Prone, Fear)
Berserker5 AC13 HP 36/67 (Wet, Prone, Ex1)
Berserker6 AC13 HP 41/67 (Wet, Prone)
Berserker7 AC13 HP 44/67 (Prone, Fear)
Berserker8 AC13 HP 54/67
Berserker9 AC13 HP 40/67 (Prone, Fear)
Berserker10 AC13 HP 53/67 (Fear)
Berserker11 AC13 HP 59/67 (Grappling, Fear)
Name * Damage Taken * (Notes)
(BGs)
Old Icy Death 68;
Wyrmsoul Arrufel 0;
Dragonfang1 0; DF2 0
Dragonwing1 0; DW2 0; DW3 0; DW4 0; DW5 0;
Skragg1 22; Sk2 0; Sk3 0; Sk4 0; Sk5 68; Sk6 43;
End Round Five; Begin Round Six
 
Last edited:

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Ancalagon

Dusty Dragon
fear spell vs ice dragon: 1D20+2 = [20]+2 = 22

Kalorn felt the dragon's fear blast and snarled. His anger was stronger than the drake's dread.

OOC: I think the position on the map is correct (what is written is last round's position?) If Kalorn takes a single move towards the action, can he see anything?

Kalorn of Mulmaster, the cursed sell-sword (Fighter(eldrich knight) 3/Warlock(hexblade) 5; alt-human, soldier)
HP: 63/63, Hit dice: 3/3 fighter, 4/5 warlock
Temp HP: 15/15 (ARMOR OF AGATHY
AC: 16 Temp AC:
Passive Perception 15
Saves: Str: +5, Dex: -1, Con: +5,2Int: +0 , Wis: +2, Cha: +3
Warlock slots remaining = 1/2. EK slots remaining = 2/2
Action surge = 1/1. Second wind = 1/1, hexblade curse = 1/1
Potions of healing remaining: 6
 

FitzTheRuke

Legend
OOC: Fixed, thanks. Kalorn can only move 15 feet unless he wants to risk falling (dc11 Acrobatics). Sesto's light only illuminates 30 feet, so it goes to about (AM38) - meaning it just illuminate's Primus' floating eye, which I imagine to be visible, but maybe it isn't. As far as I can tell, Kalorn can't see anything, other than a few allies and some treasure. I'm sorry if it's frustrating, but the Lair is dark.
 

FitzTheRuke

Legend
OOC: I should point out too, in case it comes up, but the Dracolich is 20 feet in the air. Oggsbruff, believe it or not, can just reach that by jumping up, though he's 'dead' (regenerating to 10 HP).
 


gargoyleking

Adventurer
The battle was on now, and the trolls were likely to be caught up attacking their own brethren, possibly for quite some time. They really disn't have time for this and Mord needed to get into the real fight if they were to have a real hope of achueving their goal. He found a thick lump in the ice near his feet and pushed off from it, sending himself into a strange running slide which ended in a smooth skid much closer his nearest skeleton. Then, he instructed the creature to come back and pick him up. He didn't trust his luck to propel him quickly into the real battle. But perhaps his minions clawed feet would do.

Once safely settled astride the skeletal neck, he ordered the creature towards the sound of the dragon's roar.

Double move towards the smelly and calling it to grab him and move towards the dragon. I'll assume it spends an action just to settle him into a 'riding' position. Doubt he can give the other one separate orders at the same time, so it'll just help if it can get into range to do so, or get fouled up trying. He'll change it's orders when he can.

Dex Check: 1d20+2 22
 

Ancalagon

Dusty Dragon
OOC: With all the warriors and trolls piling on the dragon, can he tell where it is enough to blast at it? Is the dragon's "piled on" status make it easier to his? Any of the Scraggs visible?
 

FitzTheRuke

Legend
OOC:
With all the warriors and trolls piling on the dragon, can he tell where it is enough to blast at it? Is the dragon's "piled on" status make it easier to his? Any of the Scraggs visible?

Nothing is hiding, so you're essentially aware of where everyone is (within reason, I doubt Kalorn is aware of the Skragg at (X49), for example) but if you think you have reason to interact with anything, you can. That said, Kalorn (AFAIK) doesn't have any special vision, and Sesto's light spell doesn't currently reach any Badguys at all. So Kalorn is perfectly okay to Target whatever you want (including the Dragon) with range attacks that will reach, but he'll have disadvantage for not being able to see it. The dragon is currently 85 feet away from Kalorn, though he can knock that down to 70 by moving forward 15 feet, or 55 if he wants to risk falling prone. Skragg1 is 55 feet away (before Kalorn moves) and Skragg3 is 45 feet away (again before he moves), down near Primus (but out of Sesto's light) Kalorn is probably vaguely aware of that guy. I'm happy to help out if things are vague.
 

Ancalagon

Dusty Dragon
Kalorn continued carefully forward, blasting towards the dragon commotion, his face bitter. Why hadn't anyone stuck a light on the thing?!? He realized he had relied too much on Echo to see in the dark.

2 eldritch blast with disadvantage, roll 1 2 is first attack, roll 3 4 is second attack: 1D20+7 = [6]+7 = 13
1D20+7 = [12]+7 = 19
1D20+7 = [7]+7 = 14
1D20+7 = [14]+7 = 21


OOC: so 13 and 14... I don't think I need to roll damage on that.

Kalorn of Mulmaster, the cursed sell-sword (Fighter(eldrich knight) 3/Warlock(hexblade) 5; alt-human, soldier)
HP: 63/63, Hit dice: 3/3 fighter, 4/5 warlock
Temp HP: 15/15 (ARMOR OF AGATHY
AC: 16 Temp AC:
Passive Perception 15
Saves: Str: +5, Dex: -1, Con: +5,2Int: +0 , Wis: +2, Cha: +3
Warlock slots remaining = 1/2. EK slots remaining = 2/2
Action surge = 1/1. Second wind = 1/1, hexblade curse = 1/1
Potions of healing remaining: 6
 

Ancalagon

Dusty Dragon
Blurcho bit his lip again, drawing blood. The necromuched ones were running way, but his guts were still watery. This made no sense. It made him angry.

His nostrils twtiched... he smelled something. Then he heard it too. Maybe there were other people north, people he could fight?

perception check for blurtcho with advantage: 1D20+2 = [16]+2 = 18
1D20+2 = [2]+2 = 4


OOC: Blurcho will move (single move) diagonally north and west to investigate those voices. What does he see?
 

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