D&D 5E Tall's PotA Campaign - IC

"Oh come on. Where's your sense of adventure. Surely we can handle whatever is on the other side of the door between our skills. I mean how bad could it be?"
 

log in or register to remove this ad



2ed598l.jpg


Dessarin/Stone Monastery
Day 7/Night
Round 0

Errol examined the lock and then looked back at the others. “Let’s check the other door, then we an decide if we need to deal with whatever is on the other side of this door or not,” he suggested. “I can unlock this door if you want. The bar should keep the thing in place.”

[sblock=Actions]
Move:
Action:
Bonus Action:
Conditions:
Bolts used:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 2
AC: 16
HP: 36/36+6 thp HD: 4/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 35
Bolts: 18
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]

[sblock=Party Loot]
21 gp
[/sblock]
 

Sacred Stone Monastery, Day 7, Evening

Eroll easily picks the lock then the group retreats back to the tomb and tries the other door. This one proves a lot tougher to open. When it finally gives is flies open with an echoing crash that must surely have alerted someone.

Unlike the tomb and the other tunnel this one is rough and unfinished. The tunnel heads south for about 20 feet then intersects with another rough hewn tunnel. About 10 feet farther south is a door, not as well fitting as the ones from the tomb, with light spilling through the cracks.

The new tunnel runs roughly east to west and but twists and turns, possibly following old ore veins. Not far in either direction, the tunnel splits multiple times, some of these are dead ends though. It quickly becomes apparent that if you aren't careful exploring these tunnels you'll get hopelessly lost in a matter of minutes.

Listening at the door, you can't hear anything. It is locked by a large, simple lock. Peering through the lock you can pick out a well dug into the floor and a door in the opposite wall, about 40 feet away and at least one dirty looking straw pallet. A pungent smell wafts through the keyhole.
 
Last edited:

2ed598l.jpg


Dessarin/Stone Monastery
Day 7/Night
Round 0

Errol winced as the next door crashed open loudly. He cursed under his breath. They paused to look down the intersection and then went on to another ill-fitting door. Peering through the cracks, they can see the room inside with the well and pallet and another door. And a strong smell.

Errol moved out of the way so others could look. “I don’t see anyone inside,” he said. “But something lives in there. “Shall I try the lock again? Ready your bows.”

Pulling out his tools again, he knelt to check out the lock once more.

[sblock=Actions]
Move:
Action: Thieves tools: 1D20+6 = [13]+6 = 19
Bonus Action:
Conditions:
Bolts used:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 2
AC: 16
HP: 36/36+6 thp HD: 4/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 35
Bolts: 18
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]

[sblock=Party Loot]
21 gp
[/sblock]
 


Sacred Stone Monastery, Day 7, Evening

Errol easily picks the crude lock. Opening it a crack he peers into the room. A large well sits in one corner of this room, equipped with a winch-and-bucket mechanism for fetching water. There are two more doors, one each to the west and south. Several dirty straw pallets lie tucked into the corners of the room—including one very large and stinking pallet. Three orogs squat in a circle just to your left. All three are looking straight at the door, there's no chance they haven't noticed you. "Password?" One particularly large orog demands.

[SBLOCK=Actions and rolls]
Initiative: Enemies win initiative
_: 1D20 = [18] = 18
1D20 = [11] = 11
1D20 = [6] = 6
Should be +1 to each
Initiative rolls, in the order of character in the RG: 1D20 = [12] = 12
1D20 = [5] = 5
1D20 = [13] = 13
1D20 = [5] = 5
1D20 = [15] = 15
After initiative bonus: Illvilious :16; Nariah: 7; Errol 17; J.V. 7; Duran: 17

Conditions:
Jurth: 60/60
Orog 1: 42/42
Orog 2: 42/42

Ilvillious 27+6/27
Nariah 23+6/23
Duran 23+6/23
Erol 36+6/36
J.V. 27+6/27
[/SBLOCK]

[SBLOCK=Enemies]OROG SLAVER
orog.jpg


Medium humanoid (orc), chaotic evil
Armor Class 18 (plate)
Hit Points 42 (5d8 + 20) (Jurth has 60 HP)
Speed 30 ft.
STR 18 (+4) DEX 12 (+1) CON 18 (+4) INT 12 (+1) WIS 11 (+0) CHA 12 (+1)

Skills Intimidation +5, Athletics +6
Senses darkvision 60 ft., passive Perception 10
Languages Common, Orc
Challenge 2 (450 XP)
Aggressive. As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.
Slaver. When the orog slaver attacks a restrained or grappled creature with a bludgeoning attack the target must succeed a DC 14 CON save or be stunned until the end of its next turn.

ACTIONS
Multiattack. The orog slaver makes two club attacks.
Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d4 + 4) bludgeoning damage.
Whip. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage.

OGRE
ogre.jpg

Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40ft.
STR 19 (+4) DEX 8 (- 1) CON 16 (+3) INT 5 (-3) WIS 7 (- 2) CHA 7 (-2)
Senses darkvision 60ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP)

ACTIONS
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Net: Ranged weapon attack: +1 to hit, 5/15ft special
[/SBLOCK]

GM: I've rolled initiative just to have things ready but the orogs haven't taken any hostile action yet so you're not actually in initiative time yet, unless you attack, in which case you'll have surprise.

I'll get a map ready for my next post, but the orogs are all immediately east of the door and all within 20 feet of it in a tight circle.
 
Last edited:


Nariah steps forward, using her connection to the fey attempts to charm the Orogs to get them to believe a tale of forgotten passwords and betrayals from within. "It's critical you let us pass, we have urgent business for the boss."

OOC: Jurth, 2 Orogs DC 14 Fey Presence: 1D20 = [16] = 16
1D20 = [11] = 11
1D20 = [15] = 15

Jurth, Orog1*charmed, Orog 2 Insight: 1D20 = [17] = 17
1D20 = [19] = 19
1D20 = [1] = 1

Deception*, Adv on Orog 1: 1D20+6 = [16]+6 = 22
1D20 = [10] = 10

*rolled as Persuasion but deception is closer to what I'm trying.

Fey Presence charms Orog 1
I Get a 22 on my deception check Orogs all roll below 22 on Insight.

[sblock=Mini Stats]AC: 14 Init: +2
HP: 23+6 / 23 Hit Dice: 4 / 4 [1d8]
Pact Magic Slots: 2 SR (2)
Slot Level: 2
Fey Presence: 0/1 SR
Inspiration: 1
Concentration: None
[/sblock]
 

Remove ads

Top