Into the Dragon's Maw (Adventure)

Initiative Order:
Cade: 20
Pell: 19
Faera:17
Lakeover:17
Monsters: 17
Ursus: 10
Ignis:6


The water erupts near each of you simultaneously as jagged open maws burst forth from the murky depths.

Lakeover raises his arm at the sudden spray of water and the dragonling latches on. Bite Attack on Lakeover: 1D20+5 = [18]+5 = 23
Bite Damage for Lakeover (3 poison): 1D10+3+3 = [4]+3+3 = 10
The beast tries to use the arc of its leap to pull on the caught arm and drag the elf into the water.Shove Strength Check for Wyrmling on Lakeover: 1D20+3 = [17]+3 = 20
Lakeover Acrobatics to contest Shove: 1D20+6 = [7]+6 = 13
As Lakeover slams prone onto the surface of water and refuses to sink, the wyrmling tugs uselessly at his arm for a moment before releasing and dropping below the water again.

Pell swings harmlessly at the beast in front of him as it snaps its jaw down on his blade while a stray droplet of its venomous spittle sizzles on an exposed bit of his flesh. Bite Attack on Pell: 1D20+5 = [19]+5 = 24
Bite Damage for Pell (3 poison): 1D10+3+3 = [7]+3+3 = 13 The momentum of the wyrm wrenches Pell's shoulder hard as he desperately clings to his blade.
Shove Strength Check for Wyrmling on Pell: 1D20+3 = [3]+3 = 6
Athletics Check to oppose Shove for Pell: 1D20+8 = [17]+8 = 25
With a twist, Pell throws his weight against the arc of the dragonling and pries his blade free from its jaws as it dives below the surface again.

Faera instinctually understands the motion of the beast diving towards her and successfully rolls underneath its bite only to be pushed by the unfurling of the wyrm's wings as it rises into the air past her. Bite Attack on Faera: 1D20+5 = [4]+5 = 9
Claw Attack on Faera: 1D20+5 = [13]+5 = 18 Claw Damage (wing) on Faera: 1D6+3 = [3]+3 = 6

Cade hears a sharp sound as the dragonling before him chomps down hard on his thigh. A burning pain shoots up his leg as he desperately tries to hold his balance before the weight of the beast drags him down prone on the surface of the water. With a frustrated shake, the wyrm releases his thigh and sinks back into the murk below. Bite Attack on Cade: 1D20+5 = [17]+5 = 22
Bite Damage for Cade (3 poison): 1D10+3+3 = [3]+3+3 = 9
Shove Strength Check for Wyrmling on Cade: 1D20+3 = [16]+3 = 19
Athletics Check to oppose Shove for Cade: 1D20+8 = [8]+8 = 16

Ursus raises his weapons in defense as the full weight of the beast bears down on him with its jaw snapping down on his shoulder. With a mighty grunt, Ursus pushed against the weight and hurled the wyrmling off of him as it took to the air.Bite Attack on Ursus: 1D20+5 = [15]+5 = 20
Bite Damage for Ursus (3 poison): 1D10+3+3 = [7]+3+3 = 13
Shove Strength Check for Wyrmling on Ursus: 1D20+3 = [6]+3 = 9

Athletics Check to oppose Shove for Ursus: 1D20+9 = [8]+9 = 17

Ignis' hands trace a fiery rune in the air to distract the wyrm and smiles as the wyrm fruitlessly bites down on it before feeling the air get knocked out of him as the creature pushes off his chest and launches into the air. Bite Attack on Ignis: 1D20+5 = [10]+5 = 15
Claw Attack on Ignis: 1D20+5 = [16]+5 = 21
Claw Damage on Ignis: 1D6+3 = [6]+3 = 9

[SBLOCK=Details]Faera, Lakeover, Ursus and Ignis gain an Opportunity Attack since each creature moved away from you. Cade and Pell readying an action takes up your reaction so you are not able to Opportunity Attack. Those of you who went before the creature and at the same time as the dragonlings your actions happen in this moment. Feel free to tweak the narrative to make that work for you and reference the earlier post for needed stats on the creatures. The flying dragonlings are 50 ft in the air. The ceiling starts at 100 ft above you at the cave entrance and slopes up to 180 ft as you go deeper in. The swimming dragonlings are 20 ft under the water and can be targeted at disadvantage.

If anyone has damage resistance, the bite attacks are piercing. The claws are slashing. Each bite has 3 poison damage as well.

Water Walk allows you to treat water as a solid surface (not just your feet) so instead of being dragged underwater some of you were knocked prone. Water Walk does not require concentration so mechanically there is no fear of going under (though its up to you if your character realizes that).

For the shove attack, I used your character's Acrobatics or Athletics to contest it and took whatever was higher.

Those who readied actions: when you post do your readied action and your next turn. Your readied action happened during the attack. Your next turn happens after. Everyone else will just take their turn (though remember your opportunity attack).

I think that covers everything. Thanks for your patience.[/SBLOCK]
 

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OOC: I will wait to post Pell's next action until those who get an OA declare what they're doing for their OA. [MENTION=20005]Matthan[/MENTION], do you want me to also wait until you resolve those OAs?
 

OOC: Ursus AoO


Ursus thanked the spirit of the Bear for holding the water firm beneath his feat. As the winged monstrosity moves away he struck out with his warhammer.

[sblock=Actions]

Attack: [roll0]
Damage: [roll1]

[/sblock]
 

OOC: Faera Opportunity Attack:


Feara stifled a scream as the creature moves in front of her. Instinctively, she uses her dagger to attack the bloody creature.

[sblock=Actions]
Attack: [roll0]
If hit, damage: [roll1]
[/sblock]
 
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OOC: Ignis Opportunity Attack


Ignis, nervous about all the water around him, busy trying to keep himself calm and focused, is caught off guard by the wyrm emerging from under him. 'Hell's flames!'[/COLOR] he cursed telepathically, as he reacted to the creature springing up and off his chest, bracing himself and swinging his staff with both hands, calling out "Versel nar!" as he evoked it's energy
In that vocal moment realizing his initial cerebral utterance, he followed up immediately with a sheepish, 'Apologies' to everyone.

[sblock=Actions]
Attack with Staff of Power(2hd): [roll0] (+2 weapon)
if success, damage = [roll1] bludgeoning
also on a hit evoking Power Strike for an additional [roll2] force damage (expend 1 charge)
[/sblock]


[sblock='Mini-Stat Block']
Ignis (Wizard) 12th level
Initiative: +2 Perception: +0
Darkvision 60 ft.
Speed: 30'

Str 10, Dex 14 +2, Con 18 +4,Int 20 +5, Wis 10, Cha 8 -1

AC: 19 (Elven chain(Chain Shirt+1)=14+Staff of power+2, Dex+2, Cloak of protection +1)
HP 89/98

In Hand:Staff of Power
Off Hand:
Current ongoing spells
Contingencyset to cast Misty Step on Ignis should any Dragon move to attack him
(Duration: 8.5 days, or until triggered)​
Rary's Telepathic Bond cast on everyone​

Character Sheet
[/sblock]
 

OOC: I will wait to post Pell's next action until those who get an OA declare what they're doing for their OA. [MENTION=20005]Matthan[/MENTION], do you want me to also wait until you resolve those OAs?

OOC: Everyone should be able to resolve their own actions since I posted the basic stats of the creatures and you know their basic distance and options (in the air is wide open; underwater is attack w/disadvantage). I'll repost the stats at the end of this note. A few things that may come up. If a player has an ability (such as Shield) that will change how the interaction went, go ahead and include that in your post (essentially rewrite mine). I can't think of a better way to handle that. It's just a difficulty of the medium.

If your character has an attack that alters movement in some way (knocks prone for example), you can describe a flying creature as hitting the water and sinking (it's not solid for them). If you cease movement on a swimmer, it'll sink as well.

When a creature is killed, I'll pop in with a note (might even PM you) and let you tweak your post to a killing blow.

Essentially, I think that I've given everyone enough information for the action to roll completely on until the wyrmlings' next turn. I think I have at least. If I'm missing something, let me know.

Wyrmling stats: (honor system to not metagame)

[sblock=AC]AC 17[/sblock]
[sblock=STR Save]+5[/sblock]
[sblock=DEX Save]+3[/sblock]
[sblock=CON Save] +4[/sblock]
[sblock=INT Save] +4[/sblock]
[sblock=WIS Save] +2[/sblock]
[sblock=CHA Save]+1[/sblock]

*Edit*For my sanity make a note either in an sblock or ooc about which wyrmling you are attacking (if you attack). Probably the easiest way is to designate it by who it attacked this round.
 
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Things are not going as Lakeover had intended.

First, with the running river and the tumult of the falls, he had not expected the water to be inhabited. Secondly, he had been surprised, and for years now he had always felt a subtle sense of warning whenever anyone was about to attack him: the whispered voice of a long lost friend, speaking to him still in the totem of hers that he carries, even today. Even here.

The foul beast leaps up, bites him, and dives down again, and it's only the power of his divinity, his faith in magic itself, that keeps him on the surface. As the creature dives away, Lakeover manages an instinctive blast. This is not what he wanted.

OOC: Opp attack with ray of frost (spells allowed because of War Caster feat). To hit: the worse of [roll0] and [roll1] (disadvantage, since I'm prone). If a hit, damage = [roll2] cold damage, -10' move.


The creature dives below the surface, and Lakeover stands. He does not want to stay here on open water, and he still does not have a clear sense of what's on the shore.

He moves, and as he does so fires a blast at the aerial creature flying away from Ignis.

OOC: Move = 35. Half of that goes to standing up (so 20?), the rest is a move, towards a point where he can stand and not be attacked by sea creatures. He wants to be on a solid surface, and if possible out of line-of-sight of the shore (assuming there's anyone there). But keeping moving regardless.

Shot at the wyrmling leaving Ignis (since it's now a different turn, his) [roll3]. If a hit, damage = [roll4].


EDIT: So that's two hits! 15 cold, -10' move on the one that attacked Lakeover under the water. 15 fire to the one flying away from Ignis.

[sblock=Lakeover hp=77/87]
Hp: 77/87
AC: 20
Move: 35
Init: +2
Spells: 4.3.3.3.2.1.0.0.0.
[/sblock]
 
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[section]Pell stabbed at the winged beast beneath the water, hitting it with Flick, but missing with Swish. The feel of Flick biting through tough hide and into flesh turned Pell's stomach. He'd had a pet cur once, but had had to put it out of its misery after a wound from a dog fight sprouted infection; the feel of Flick slicing into the dragonling's meat was not unlike how Flick felt in his hand when it came time to give Griz an honorable end. Pell shuddered.[/section]

OOC: Hit wyrmling AC 21 (lowest of two rolls--disadvantage) for 10 points of damage with Flick (magical shortsword +2), but missed with Swish.




[sblock=Crunch]hp 62/75
AC 15
Initiative +6
Darkvision 60’
Speed 30’
Passive Perception 17
Investigation +8
Perception +7
Stealth +9
Action: Shortsword +2 (“Flick”), 1d20+10, 1d6+6 piercing, finesse, light
Bonus Action: Shortsword (“Swish”), 1d20+8, 1d6, piercing, finesse, light

Spellcasting:
Spell save DC 16
Spell attack modifier +8
Cantrips (4): mage hand, fire bolt (10), minor illusion, prestidigitation
Spells Known (8): sleep (3), color spray (3), grease (3), silent image (4), invisibility (7), spider climb (8), blur (10), disguise self (11)
1st lvl (4 slots)
2nd lvl (3 slots)[/sblock]
 

[SBLOCK=OOC]I mentioned this in the OOC thread, but I want to post here to make sure it catches everyone. I was not clear enough beginning this fight. There was no surprise round (they had a lousy stealth roll and there are a couple of effects that mitigate/prevent surprise as well). So what I did is have those of you who had higher initiatives take a readied action (that used your reaction) for the danger that you knew was coming (no surprise). In practical terms, that means that those of you essentially everyone needs to give me two actions. The first is the readied action or the attack of opportunity (depending on where you fall in initiative). The second is your next full round which will occur before the wyrmlings next round. Hopefully that's making sense. I learned a big lesson here, folks. I apologize for the confusion and will try to be much clearer (and make jokes after that). To help make up for it and make this post more than just an apology, I'm going to give a little more color for you guys behind a free skill check (no impact on your actions so you will still attack, cast spells, etc...)[/SBLOCK]

[SBLOCK=Nature Check DC 10]The creatures don't seem to be acting in any real coordinated fashion.[/SBLOCK]
[SBLOCK=Nature Check DC 15]The creatures seem half-starved and driven nearly feral by hunger. Whatever intelligence that they should be exhibiting seems to have been consumed by their period of starvation.[/SBLOCK]
 

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