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D&D 5E (IC) Vault of the Dracolich (Ensemble)

(IC) Vault of the Dracolich (Intro Ensemble)

OOC: Range: 100 ft (telepathy or see through eyes)
Bat: Eko, male.
 
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OOC: If that's helpful: You can move through a nonhostile creature’s space. [...] another creature’s space is difficult terrain for you. Whether a creature is a friend or an enemy, you can’t willingly end your move in its space.
 
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OOC: Range: 100 ft (telepathy or see through eyes)
Bat: Eko, male.

OOC: Okay. Eko is 80 feet away from you across a large open cavern. He can take cover in a crack in the ceiling if he beats. [roll0]. The stirge is 20 feet away from him, or 100 feet away from you. Both are in darkness. Aside from anything you might want to do we can resolve this out of turn with the hydra fight.
 


Location: Hydra Lair, Dawn

Encounter: Hydra

Round One

As SnorLoska clambers up on to the muddy shore, the Hydra raises up out of the water behind him, a head biting at him.It's massive bulk causes a wave which swamps the shoreline, making some of the muck slide into the water, taking a few people with it.

Both of the lantern-bearing prisoners fall - one of them into the water, dousing his lantern. The other falls on the shore, and as he attempts to regain his feet, a Hydra head whips out of the water and swallows his head and shoulders.
It raises his body into the air; his legs kicking for awhile before they go limp. His lantern falls to the ground, just out of the water and sputters.

Underwater, Terrus sinks to the bottom. For a brief moment he has trouble telling which way is up; then a Hydra head bites him hard.

Torbin shoots the Hydra with an arrow and shuffles carefully along the shore.

* * *

Eko the bat sought refuge in a crack in the ceiling. The creature chasing him stuck it's long nose into the crack, searching for the bat with a long tongue.

GM: Here's where those saves from awhile back come in. The cavern is, at best, in the dim light of a sputtering lantern. Underwater it is dark. Around the point is also dark. I'm going to start regularly putting position in my notes.
You can all go for round two! (The Genasi syblings can go together, it's just easier that way, I expect.)
[sblock=Notes]
Drako (P13)
Lorenn (P12)
Aquaria (W11)
Udit (fall to S11)
Kurzon (fall to T11) (guidance is cast on you. +1d4 to a skill check. You are swimming. Just sayin')
Terrus (prone in U14)
Prisoner1 (fall to U13)
Prisoner2 (prone in T16) Also Dead.
Auria (T15)
Mord (O14)
Torbin (to T17) (Longbow 19 & 11 vs Hydra (Hit for 8, Miss)
Snorloska (to U19 then fall to W18)
Lair force dc12 Dex ST or fall prone. Fail by 5 or more, move 10' into the pool. (Saves rolled earlier)
Hydra (to V15W16X17) Bite vs Terrus 22 (Hit for 12), Bite vs SnorLoska 20 (Hit for 7(3)), Bite vs Prisoner2 26 (Hit for 13)
[/sblock]
[sblock=Rolls]
Torbin's Turn
Torbin Longbow: 1D20+4 = [15]+4 = 19
1D8+2 = [6]+2 = 8
1D20+4 = [7]+4 = 11
1D8+2 = [5]+2 = 7
(Two Attacks, Hit & Miss)

Prisoner's Saves
Prisoners' Dex Saves: 1D20+1 = [10]+1 = 11
1D20+1 = [2]+1 = 3
(Fail and Fail worse)

vs TerrusHydra: 2D20.HIGH(1)+8 = [8, 14]+8 = 22
1D10+5 = [7]+5 = 12
(Hit)
vs SnorloskaHydra: 2D20.HIGH(1)+8 = [11, 12]+8 = 20
1D10+5 = [2]+5 = 7
(Hit)
vs Prisoner2Hydra: 2D20.HIGH(1)+8 = [9, 18]+8 = 26
1D10+5 = [8]+5 = 13
(Hit)
vs EkoStirge Nose: 1D20+5 = [7]+5 = 12
1D4+3 = [4]+3 = 7
(Miss; Eko has +5 to AC cover in the crack)

[/sblock]
Damage Taken
PCs (River Gang) Aquaria 0, Auria 0, Drako 0, Kurzon 0, Udit 0
PCs (Infiltrators) Lorenn 0, Mord 0, SnorLoska 13+7(3)=20, Terrus 0+12=12, Torbin 0
BG Hydra 0+8=8
Others Prisoner1 0, Prisoner 2 0+13=Dead, Stirge 0, Eko 0

Hydra1.png
 

Aquaria begins focusing on her psychic attacks, and then sends one towards the Hydra.

OOC:
Aquaria Bonus Action: Focus on Psychic Assault, grants +2 to psychic talents that cause pain.
Action: Mind Thrust: DC 10 Int Save or takes [roll0] psychic damage.


Auraia jumps into the pool, slashing with her newly formed psi blades.

OOC: Auraia Bonus Action: Summon Psi Blades, using 2 psi points to make them +1 blades
Action: Attack: [roll1] Damage: [roll2]


Terrus flinches at the pain, but his body adapts quickly to the watery environment. He grows fins on his hands and feet, and rights himself immediately, slashing with his great sword.

OOC: Bonus Action: Beastial Form: Swimming, which grants a swimming speed and should negate any advantage or disadvantage for fighting in the water. 2 psi points.

Action: Attack: [roll3] Damage: [roll4]
 

OOC: Both Auraia and Terrus have reactionary AC enhancing abilities. Terrus can add up to 3 points in AC as a reaction by hardening his skin, and Auraia can add 4 to her AC for 2 psi points and teleport 10 feet. If they are hit from here on out, and the reaction would allow them to not be hit, then they'll use them.
 

Finding himself in the waters Kurzon tries to get to the edge to pull himself out, in the water was not where he wanted to be.

[sblock=rolls]

[roll0]
[roll1]

total= 27

[/sblock]
 

Careful not to slip on the wet stone, Mord creeps around the corner until he lets an eye on the beast. Picking the first head he can see, he casts a spell hoping to force the creature to fight itself, at least in part. He calls out to the others. "Don't attack any head which has a crown upon it!"

OOC: Acrobatics:: 1D20+2 = [16]+2 = 18
(in case you still need them for moving around.)

Action: Casting Crown of Madness on one of the heads, targeting another head. Was save DC 13


Squirrels are evil!
 

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