When Xanrym wakes up and hears about what Theldrin saw, he asks, "Was it a troglodyte? Or more like a giant snake?" He loads a bolt in his crossbow and asks whether it's gone or still nearby.
If they think it's gone, Xanrym suggests that someone should check the area for tracks so that they know what to expect. He's more comfortable at sneaking around temples or exploring old tombs, but Avery and Liarin are proficient in Survival.
"Hard to say for sure but it did seem to maybe be slithering, so... a snake? I couldn't really get a good view of it I'm afraid." He pauses for a moment, then adds, "It seemed to move off towards the way we're headed as soon as I spotted it."
There’s possibly been a bit of a misunderstanding here. When I described what Theldrin saw, I meant that he saw a creature or creatures running away. Not that they got away. He could choose to wake his friends and catch the creature before it got away.
Theldrin will definitely wake the others then, and attempt to capture the creature. If he can catch sight of it again and it's within range he might try to cast Sleep.
Xanrym sleeps in his (light) armor. As soon as he's awake, he straps on his sword belt, picks up his crossbow, and loads a bolt. Then he's ready to join the others in chasing down whatever Theldrin saw. He's willing to sneak ahead, if the others think that's useful, but he assumes that they'll have better success if someone can actually track it.
You all immediately spring to action. Theldrin steps towards the creature and sees three Troglodytes in the swamp ahead, one of them riding a giant blue lizard creature with a horn on it's nose, a Guard Drake. The two troglodytes not riding the lizard turn around and attempt to intercept you. The other one yanks on the reins of the Guard Drake and ushers the creature to run. Initiative here.
Group 1: Xanrym, Liarin
Group 2: Trogs, Guard Drake
Group 3: Avery, Theldrin
Xanrym and Liarin are up. Two Troglodytes pull out darts to throw at your leading characters while the final one escapes on a big Guard Drake.
This post has potentially manipulated dice roll results.
Round 1: Xanrym
Xanrym sees the troglodyte escaping on a guard drake and is desperate to stop it before it gets away. Figuring that some of Liarin's animal forms are faster than any of them, he tells her, "Don't worry about these two. Just stop that one on the drake from getting away."
Xanrym faces the two troglodytes, saying, "You serve a foul monster, and you will not prevail. Death is upon you!" (Using Unsettling Words on one of them.) Then he casts a spell, targeting one of the two troglodytes who is blocking their way, using metamagic to twist the spell so that both of the troglodytes hear the discordant notes.
Movement: Move to be about 30 ft. from the 2 troglodtyes. Bonus Action: Use Unsettling Words against one of the troglodytes blocking their way. The creature must subtract 2 from the next saving throw it makes before the start of Xanrym's next turn. Action: Cast spell (LVL 1 slot) Dissonant Whispers at one of the troglodytes blocking their way. WIS 35 save (including the penalty from Unsettling Words) or take 8 psychic damage and immediately use its reaction, if available, to safely move as far as its speed allows away from Xanrym. (On a successful save: 3.5 psychic damage and no forced movement.) Using Twin Spell to affect the other troglodyte blocking their way. WIS 13 save or take 14 psychic damage and immediately use its reaction, if available, to safely move as far as its speed allows away from Xanrym. (On a successful save: 7 psychic damage and no forced movement.) Free Action: Talking.
Liarin exhorts the plants of the woods themselves to her aid, calling on them to entangle the guard drake and its rider. [DC 15 Str save or restrained, difficult terrain in area, 20 ft cube leading away.] She shifts into dire wolf form and moves as close as she can to the guard drake, drawing opportunity attacks if necessary.
Standard: entangle; Bonus: wild shape; Move: to drake.
Xanrym easily dodges the dart from the troglodyte whom he drove away with dissonant whispers. He keeps his focus on that troglodyte. He raises his crossbow and fires a bolt at that troglodtye before it can return to join in melee with Avery. He says, "Kill the troglodytes first. They're the ones who can warn the cult."
Movement: If they kill both trog #1 and #2 , Xanrym moves forward a bit to support Liarin and Avery, but he tries to stay at least 40 ft. away from the guard drake. That's close enough for his ranged attacks but far enough that he's out of harm's way. Action: Attack, Crossbow, Light (80/320) at trog #1: 13, Damage: 9 (piercing) Free Action: Talking
Avery slashes at his troglodyte, ripping a cut into it, but not killing it. Xanrym's crossbow bolt finds its mark and Troglodyte 1 goes down with a yelp.
Liarin is still up, You fight against a Guard Drake and it's rider help in place by your entangle spell, and web's start to run up both creatures from Theldrin's spell, further sticking them into place.
Toska goes to cast Sacred Flame but shakes her head, not wanting to have a repeat of the last fight.
Both shake off the Web, and then pulls back the reins on the Guard Drake while trying not to get bit by Liarin. Trog 3 takes the Disengage action while the Guard Drake takes the Dash action. Liarin may make an opportunity attack against the drake if she wishes, but it moves through the bog slowly. Only 30ft due to the difficult terrain. Trog 2 takes a couple desperate swipes at Avery, clearly trying to keep him from engaging with the others fleeing.
Trog 2 Bite against Avery Attack: 10 Damage: 3 Piercing and Avery must make a DC 12 CON save or be Poisoned
Trog 2 Claw against Avery Attack: 7 Damage: Unable to parse dice roll. Slashing
You all are up. Trog 2 fights Avery while Trog 3 escapes on the Guard Drake.
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When Xanrym wakes up and hears about what Theldrin saw, he asks, "Was it a troglodyte? Or more like a giant snake?" He loads a bolt in his crossbow and asks whether it's gone or still nearby.
If they think it's gone, Xanrym suggests that someone should check the area for tracks so that they know what to expect. He's more comfortable at sneaking around temples or exploring old tombs, but Avery and Liarin are proficient in Survival.
"Hard to say for sure but it did seem to maybe be slithering, so... a snake? I couldn't really get a good view of it I'm afraid." He pauses for a moment, then adds, "It seemed to move off towards the way we're headed as soon as I spotted it."
There’s possibly been a bit of a misunderstanding here. When I described what Theldrin saw, I meant that he saw a creature or creatures running away. Not that they got away. He could choose to wake his friends and catch the creature before it got away.
Theldrin will definitely wake the others then, and attempt to capture the creature. If he can catch sight of it again and it's within range he might try to cast Sleep.
(OOC: Ah, OK.)
Xanrym sleeps in his (light) armor. As soon as he's awake, he straps on his sword belt, picks up his crossbow, and loads a bolt. Then he's ready to join the others in chasing down whatever Theldrin saw. He's willing to sneak ahead, if the others think that's useful, but he assumes that they'll have better success if someone can actually track it.
Liarin awakes with a start and hearing that time is of the essence, calls upon the woodland spirits to help track the creature.
guidance 4, survival 14 + 4 = 18
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
You all immediately spring to action. Theldrin steps towards the creature and sees three Troglodytes in the swamp ahead, one of them riding a giant blue lizard creature with a horn on it's nose, a Guard Drake. The two troglodytes not riding the lizard turn around and attempt to intercept you. The other one yanks on the reins of the Guard Drake and ushers the creature to run. Initiative here.
Group 1: Xanrym, Liarin
Group 2: Trogs, Guard Drake
Group 3: Avery, Theldrin
Xanrym and Liarin are up. Two Troglodytes pull out darts to throw at your leading characters while the final one escapes on a big Guard Drake.
Round 1: Xanrym
Xanrym sees the troglodyte escaping on a guard drake and is desperate to stop it before it gets away. Figuring that some of Liarin's animal forms are faster than any of them, he tells her, "Don't worry about these two. Just stop that one on the drake from getting away."
Xanrym faces the two troglodytes, saying, "You serve a foul monster, and you will not prevail. Death is upon you!" (Using Unsettling Words on one of them.) Then he casts a spell, targeting one of the two troglodytes who is blocking their way, using metamagic to twist the spell so that both of the troglodytes hear the discordant notes.
Movement: Move to be about 30 ft. from the 2 troglodtyes.
Bonus Action: Use Unsettling Words against one of the troglodytes blocking their way.
The creature must subtract 2 from the next saving throw it makes before the start of Xanrym's next turn.
Action: Cast spell (LVL 1 slot) Dissonant Whispers at one of the troglodytes blocking their way.
WIS 35 save (including the penalty from Unsettling Words) or take 8 psychic damage and immediately use its reaction, if available, to safely move as far as its speed allows away from Xanrym. (On a successful save: 3.5 psychic damage and no forced movement.)
Using Twin Spell to affect the other troglodyte blocking their way.
WIS 13 save or take 14 psychic damage and immediately use its reaction, if available, to safely move as far as its speed allows away from Xanrym. (On a successful save: 7 psychic damage and no forced movement.)
Free Action: Talking.
Liarin exhorts the plants of the woods themselves to her aid, calling on them to entangle the guard drake and its rider. [DC 15 Str save or restrained, difficult terrain in area, 20 ft cube leading away.] She shifts into dire wolf form and moves as close as she can to the guard drake, drawing opportunity attacks if necessary.
Standard: entangle; Bonus: wild shape; Move: to drake.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Troglodyte 1 Wis Save: 6
Troglodyte 2 Wis Save: 19
Guard Drake Str Save: 7
Trog 2, having not ran away, is able to take a swipe at Liarin as she runs past.
Trog 2 Claw against Liarin Attack: 22 Damage: 4 Slashing
Trog 1 runs and has to throw a dart in retaliation before returning to the fray. Trog 2 engages Avery, while Trog 3 and the Guard Drake battle Liarin.
Trog 1 Dart against Xanrym Attack: 11 Damage: 4 Piercing plus 4 Poison
Trog 2 Bite against Avery Attack: 5 Damage: 3 Piercing and Avery must make a DC 12 CON save or be Poisoned
Trog 2 Claw against Avery Attack: 16 Damage: 7 Slashing
Trog 3 Bite against Avery Liarin Attack: 24 Damage: 6 Piercing and Liarin must make a DC 12 CON save or be Poisoned
Trog 3 Claw against Liarin Attack: 24 Damage: 6 Slashing
Guard Drake bite against Liarin Attack: 23 Damage: 9 Piercing
Guard Drake tail against Liarin Attack: 17 Damage: 5 Piercing
You all are up. Liarin battles the Troglodyte and Guard Drake, while the others are engaged by the other Trogs.
Avery save: 25
Avery engages the trog: attack 25 / damage 9
Theldrin casts Web targeting the Guard Drake and its rider, hoping to further hinder any chances of them escaping.
DEX 14 Save
Round 2: Xanrym
Xanrym easily dodges the dart from the troglodyte whom he drove away with dissonant whispers. He keeps his focus on that troglodyte. He raises his crossbow and fires a bolt at that troglodtye before it can return to join in melee with Avery. He says, "Kill the troglodytes first. They're the ones who can warn the cult."
Movement: If they kill both trog #1 and #2 , Xanrym moves forward a bit to support Liarin and Avery, but he tries to stay at least 40 ft. away from the guard drake. That's close enough for his ranged attacks but far enough that he's out of harm's way.
Action: Attack, Crossbow, Light (80/320) at trog #1: 13, Damage: 9 (piercing)
Free Action: Talking
Avery slashes at his troglodyte, ripping a cut into it, but not killing it. Xanrym's crossbow bolt finds its mark and Troglodyte 1 goes down with a yelp.
Liarin is still up, You fight against a Guard Drake and it's rider help in place by your entangle spell, and web's start to run up both creatures from Theldrin's spell, further sticking them into place.
[[Sorry, today got away from me.]]
Bite: AC 7, not bothering to roll damage.
Failed my second concentration save so entangle goes away.
Liarin bites at the drake but can't penetrate his scaly hide.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Entangle might be down but Web is still up. DEX Saves.
Guard Drake: 18
Trog 3: 20
Toska goes to cast Sacred Flame but shakes her head, not wanting to have a repeat of the last fight.
Both shake off the Web, and then pulls back the reins on the Guard Drake while trying not to get bit by Liarin. Trog 3 takes the Disengage action while the Guard Drake takes the Dash action. Liarin may make an opportunity attack against the drake if she wishes, but it moves through the bog slowly. Only 30ft due to the difficult terrain. Trog 2 takes a couple desperate swipes at Avery, clearly trying to keep him from engaging with the others fleeing.
Trog 2 Bite against Avery Attack: 10 Damage: 3 Piercing and Avery must make a DC 12 CON save or be Poisoned
Trog 2 Claw against Avery Attack: 7 Damage: Unable to parse dice roll. Slashing
You all are up. Trog 2 fights Avery while Trog 3 escapes on the Guard Drake.