Hakan's rest is disturbed by the sound of buzzing... like last night.
From the wreckage of your former ship and prison, you look out with Darkvision towards the cave entrance to see innumerable 6-inch-tall spiders with an eel necks and heads swarm out. It is the Neogi from the night before. You should have time to act before they are upon you!
Behind them in the shadows at the mouth of the cave, are two larger spiders about 4 foot tall 60 feet out in the cave behind some cover.
Ronin before going into Sentry Rest, he uses an Oil Flask to grease his Katanas and place the back on its sheaths places a lit torch next to him.
Perception: 23
Ronin emerges from Sentry Rest, alert with warning. The insect buzz from the last night is soft, but slowly getting louder. There is skittering coming from the mouth of the cave. And possibly something larger. When you get more light than the covered torch's 5 ft, you think will notice more.
<Yom slaps his own face as if a bug were on it and snorts>
<Rolls over to look at the moving party members, & sleepily says> “Guys, anything up ? Damn spiders… again ? They givin me the the heebie jeebies. Not like I already had enough nightmares about CLOWNS, now I gotta add flesh eatin spiders.”
Ronin alerts the group, "We got incoming! Multiple Enemies are on us!"
Ronin takes out both of his blades and uses the torch to light them on fire, ready for action!
OOC I've debated how to handle flaming swords from lamp oil. Unless someone can make a good argument otherwise, this is what I'm running with:
Swords stays controllably lit for 1d4 rounds and adds 1d4 fire damage to the attack.
At the end of the 1d4 rounds, there is a 50% chance that the fire puts itself out, or becomes too hot to manage easily. If it becomes too hot, you will either need to put the lit sword down for half the rounds it was lit (round down) or take 1d4 fire damage yourself to continue holding it.
<Yom groans and stands up, yawning…> “Ya, far too many critters. We need to get off this rock !”. At least he’d got a Long nights rest, and when he’d got up for a ’private pee’ an hour ago (no mean feat when you have skin tight metal armor covering you…. everywhere…) he had had time to prepare for the new day.
Standing ready for combat, Yom shakes his muscles loose, and nods towards the nearest spiders, knowing they moved slowly, and his bolt of fire and 60 ft. dark vision would allow several ranged attacks before they were upon them.
Yom, at the front of the group and with his 60 ft. infravision can see a swarm of small Neogi moving slowly towards them, and in the background two larger specimens lurking in the darkness. First preparing himself for the upcoming battle, and with scant time before they arrive, he sends forth a flaming bolt towards the swarm. ChtkCha flying safely 20 ft. above the group blasts the swarm with a wave of force. Yom then moves forward slightly and stands firm at the outside entrance to the nook they made, allowing the group to position themselves for the upcoming battle.
“Stand firm, lets try and take care of this swarm quickly before it gets to us.”
Standing his ground at the entrance to the nook and not wishing to expose the vulnerable party members behind him, Yom fires off another bolt of fire at the approaching swarm, and above ChtkCha another wave of force.
/OOC Round 1
Move: If we kill the swarm this round move 30’ to engage the two larger insects at the cave, else stay in place.
Action: Ranged Spell Attack vs Neogi Swarm : Fire Bolt : 14 vs AC11 for 18 fire damage.
Bonus Action: ChtkCha: Force Strike vs Neogi swarm : 14 to hit vs AC11 for 4 force damage
Hakan's rest is disturbed by the sound of buzzing... like last night.
From the wreckage of your former ship and prison, you look out with Darkvision towards the cave entrance to see innumerable 6-inch-tall spiders with an eel necks and heads swarm out. It is the Neogi from the night before. You should have time to act before they are upon you!
Behind them in the shadows at the mouth of the cave, are two larger spiders about 4 foot tall 60 feet out in the cave behind some cover.
Ronin emerges from Sentry Rest, alert with warning. The insect buzz from the last night is soft, but slowly getting louder. There is skittering coming from the mouth of the cave. And possibly something larger. When you get more light than the covered torch's 5 ft, you think will notice more.
Ronin alerts the group, "We got incoming! Multiple Enemies are on us!"
Ronin takes out both of his blades and uses the torch to light them on fire, ready for action!
OOC
I've debated how to handle flaming swords from lamp oil. Unless someone can make a good argument otherwise, this is what I'm running with:
Swords stays controllably lit for 1d4 rounds and adds 1d4 fire damage to the attack.
At the end of the 1d4 rounds, there is a 50% chance that the fire puts itself out, or becomes too hot to manage easily. If it becomes too hot, you will either need to put the lit sword down for half the rounds it was lit (round down) or take 1d4 fire damage yourself to continue holding it.
You also have torch equivalent light 20 feet out.
"There seems to be a lot of traffic in this area... if we make it out unscathed, let's move from this place"
After the party is roused and prepared to battle
The current Battle Positions are:
Hakan with darkvision
Swarm 40 feet out, Larger Neogi at 60 feet out
The Swarm is approaching you 20 feet per round
Everyone else with darkvision
Swarm 40 feet out
It is approaching you 20 feet per round
OOC
Round 1
Feel free to take one turn, as the enemy approaches.
then please
roll for
Initiative
Ronin is ready for battle...
Initiative: 23
Abrax fires off a light blue ray towards the swarm as they rush towards the group
Ray of Frost - Attack roll - 14 - Damage Roll - 7
Initiative after free round - 8
Josh daws his shield and mace, Casting sacred flame at one of the approaching bugs.
dexterity save 15 or 15 radiant damage
initiative roll: 7
Hakan will bring out Kit by the bugs. DEX Save 14 or take 6 fire damage.
Bonus Action is Kit teleports 15’ away DEX Save 14 or take 8 fire damage.
init: 12
D&D since 1984
Swarm Actions
Moves 20 feet closer (Now 20 feet away from front line).
Saves
Sacred Flame Dex save: 17
Kit summoning blast 10-foot radius Dex save: 14
Enemy Initiative
Swarm 18
Any other creatures hold their action.
Swarm Action amended
Kit's Fiery Teleportation Dex save: 16
Initiative Order
Yom Doo – 18
Neogi Swarm - 18
Hakan and Ronin – 12 (same dex)
Abrax of Lost Thought – 8
Kosh Coratash - 7
Current Battle locations
Neogi Swarm
Attacks Yom and Ronin
Swarm of Bites. Melee Weapon Attack: +3 to hit, reach 5 ft.
Yom 9 against AC 19
Ronin 18 against AC 18