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


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OOC:
OOC: Mord was the only one on the shore (the Genasis are in the water) who wasn't in the area of the mud! Backtrack quick,
if you wish.
Der, I coulda sworn only the Genasii had been excluded. Oh well, I'll take it!


Or so Mord thought. Snapping out of his strange daymare, Mord sent his hex out to the beast and followed up immediately with a blast of dark energy.



Squirrels are evil!
 



Location: Hydra Lair, Dawn

Encounter: Hydra

Round Three

OOC: Sorry for the lack of flowery description. There's just too many characters. I gotta go with "just the facts" to avoid confusion.


Drako fires another blast at the Hydra, but it's heads dart down to bite at the combatants on the ground and his shot goes high.
Lorenn tries to burn the Hydra, but finds himself sinking into the muck at an alarming rate.
Aquaria fries one of the Hydra's brains with pychic energy and the head disintegrates in a very unnatural fashion.
Unfortunately, the tales are true, and nearly instantly two new heads roll out of the stump where the other had been.
Udit shoots an arrow into the mass of writhing serpent heads, and it sticks out of one's neck.
Kurzon swipes away with his sword, wounding it badly enough that four heads lunge at him in quick succession, in it's attempt to end these painful attacks.
Terrus swims under the Hydra and stabs at it's underside, but it's kicking legs (it's swimming) keep him away from it's belly.
Calling for aid, the Prisoner sinks up to his waist in the muck.
Auria slashes and parries with her psychic blades.
Mord scores a direct hit between the eyes of one of the Hydra's heads, and that head looks about in confusion, blinking.
Torbin tries to give the lantern to the prisoner so he can fire his bow, but the prisoner is stuck so he rushes the other way to avoid a similar fate.
SnorLoska hacks at another head off as two others of them come to bite at him.

* * *

Eko spotted a way out: further down the crack toward his master was an exit. The stirge stabbed away at the crack next to him. If only he could sneak over there...

GM: Kurzon is mauled, but he gets Sentinel OA again. Lorenn sinks in the mud - see Lair in Notes.
If Eko can make a Stealth check better than 9, he can get out without the stirge seeing him!

[sblock=Notes]
Drako (to S13) Eldritch Blast 9 vs Hydra (Miss)
Lorenn (S14) Readied Firebolt 7 (Miss); Stuck
Aquaria (to W10) Pyschic Blast (Auto-Hit) vs Hydra (19 damage)
Udit (S15) Bow 12 vs Hydra (Hit for 10)
Kurzon (U16) Sword OA 17 & 16 vs Hydra (Hit for 14 & 9)
Terrus (to W18) Greatsword 8 vs Hydra (Miss)
Prisoner1 (T14); Stuck
Prisoner2 Dead.
Auria (to V14) Psi Blades 11 vs Hydra (Miss)
Mord (O14) Eldritch Blast 12 vs Hydra (Hit for 18)
Torbin (to V19) Disengage
SnorLoska (U18) Longsword vs Hydra (Crit for 16)
Lair Mud sucks those stuck in it down further. Lorenn & the Prisoner need to roll Strength Save dc14 or be Restrained.
Hydra (V15-X17) Bite 19 vs Auria (Hit for 14 Miss?), Bite 16 & 9 vs Torbin (Hit for 13 & Miss),
Bite 14, Crit, 9 & 19 vs Kurzon (Miss, Crit for 16, Miss, Hit for 9), Bite 14 & 24 vs SnorLoska (Miss & Hit for 11(5))
[/sblock]
[sblock=Rolls]
Torbin's Turn
Torbin Strength Save: 1D20+1 = [17]+1 = 18
(Made it)

Prisoner's Turn
Prisoner Str Save: 1D20+1 = [1]+1 = 2
(Fail)
Prisoner Escape Grapple: 1D20+1 = [10]+1 = 11
(Fail)

vs Kurzon
Hydra (4 Heads): 1D20+8 = [6]+8 = 14
1D10+5 = [2]+5 = 7
1D20+8 = [20]+8 = 28
1D10+5 = [1]+5 = 6
1D20+8 = [1]+8 = 9
1D10+5 = [1]+5 = 6
1D20+8 = [11]+8 = 19
1D10+5 = [4]+5 = 9
(Miss, Crit, Miss, Hit)
Hydra Crit Damage: 1D10 = [10] = 10
(Ouch)
vs Auria
Hydra: 1D20+8 = [11]+8 = 19
1D10+5 = [9]+5 = 14
(Hit; Teleport?)
vs Snorloska
Hydra (2 Heads): 1D20+8 = [6]+8 = 14
1D10+5 = [7]+5 = 12
1D20+8 = [16]+8 = 24
1D10+5 = [6]+5 = 11
(Miss, Hit)

vs Eko
Stirge Nose: 2D20.LOW(1)+5 = [19, 8]+5 = 13
1D4+3 = [2]+3 = 5
(Miss)
[/sblock]
Damage Taken
PCs (River Gang) Aquaria 0, Auria 0+14?, Drako 0, Kurzon 10+16+9=35, Udit 0
PCs (Infiltrators) Lorenn 0, Mord 0, SnorLoska 16+11(5)=21, Terrus 12, Torbin 0
BG Hydra 42+19+10+14+9+18+16=128
Others Prisoner1 0, Prisoner 2 Dead, Stirge 0, Eko 0

Hydra3.png
 

OOC: It missed Auraia. Her AC is 17, plus 2 from Parrying, so 19, and then it's +4 to teleport, making it 23. So, if you say it would have hit her 19 AC (I don't know if defenders or attackers win ties) then she uses 2 psi points to teleport ten feet over and keep attacking.


Auraia curses at the new heads growing, and slashes again.

OOC: Attack: [roll0] Damage: [roll1]
Bonus Action: Parry (AC is 19)


Aquaria huffs, trying to send another psychic assault.

OOC: Action: Mind Thrust, DC 10 Int save or take [roll2] psychic damage.


Terrus was confused at all the feet kicking and swirling. He sees an opening for its stomach, and goes for it.

OOC: Action: Attack: [roll]1d20+4 Damage: [roll3]
Reaction: If hits, use 3 psi points to 'knockback', throwing the creature out of the water, into the ceiling for [roll]3d6 damage, and on to the bank where the others can more easily get to it.

Also, I forgot, as an Immortal Mystic, Terrus gets 1 temp HP each turn.
 
Last edited:





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