Chapter Three: On the Road
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With that, he leads you over to the warehouse, pulling out his ring of keys as he goes. Opening the door, he waves for you to enter, "Go ahead and take a look. Save us a bit of money for exterminators, right?"
Entering, you see that the large room is packed with boxes all over. Many labeled, but some are not. On the north wall is another locked door.
Rolls
Investigation - (1d20-1)
(16) - 1 = 15
Assorted crates, barrels, and boxes scattered about
North door to locked room
North door to outside
Hit Points 44/44 (5d10+15)
Speed 30 ft.
STR 13 (+1); DEX 18 (+4); CON 16 (+3); INT 8 (-1); WIS 12 (+1); CHA 8 (-1)
Saving Throws Str +4, Con +6
Skills Acrobatics +7, Athletics +4, Intimidation +2, Perception +4, Stealth +7
Senses Passive Perception 14
Languages Common, Dwarvish
Crossbow Expert Ignore loading properties; no disadvantage within 5 ft.; when attacking with one-handed weapon, can use bonus action to attack with hand crossbow.
Second Wind 1/1d10+5
Action Surge 1/1
Superiority Dice 3/4d8
Conditions None
Rolls
Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (13) + 9 = 22
1d6+4 : (4) + 4 = 8
Bonus Action Crossbow Expert, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (5) + 9 = 14
1d6+4 : (5) + 4 = 9
Battle Maneuver Precision Attack modifier to Bonus Action Attack roll - (1d8)
(7) = 7
Casting Melf's minute meteors. Launching two meteors towards the lizardfolk, aiming to hit as many as possible. DC 14 Dex save for half damage.
1st 4/4 | 2nd 3/3 | 3rd 1/2
38/38 HP | 16 AC | Inspiration 0 | 5/5 SP
Meteors: 4/6 Remaining
Rolls
Meteor 1 (1s count as 2s because of Elemental Adept) - (2d6)
(21) = 3
Meteor 2 (1s count as 2s because of Elemental Adept) - (2d6)
(36) = 9
Bughu fires two bolts from his crossbow, which slam into the chest of the front lizard, staggering him back a couple of steps. The tough creature stays on its feet, growling at Bughu.
It's growl is cut short as two small meteors slam into it, exploding and sending it to the ground, dead. The explosions scorch two of the other creatures, but they manage to stay up.
Lizardfolk 2: 11/22, AC 15
Lizardfolk 3: 14/22, AC 15
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 22/22, AC 15
Lizardfolk 6: 22/22, AC 15
Lizardfolk 7: 22/22, AC 15
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Rolls
Shortbow attack vs wounded lizardman - (1d20+3, 1d6+1)
1d20+3 : (12) + 3 = 15
1d6+1 : (1) + 1 = 2
Jon's arrow slices through the hide of one of the lizardfolk (#2) and strikes it in the shoulder.
Xalana prepares herself for attack while bolstering Bughu.
Lizardfolk 2: 9/22, AC 15
Lizardfolk 3: 14/22, AC 15
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 22/22, AC 15
Lizardfolk 6: 22/22, AC 15
Lizardfolk 7: 22/22, AC 15
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Three of the lizardfolk rush forward, falling over Jon and Bughu, smashing at them with clubs and bashing them with spiked shields. Jon is nearly struck by a club, but a well-timed warning by Xalana gets him out of harm's way.
Three of the lizards stand back and throw javelins at the party.
One javelin strikes Xalana despite her defensive stance, slicing her arm up (21 vs AC. Damage: 3)
A javelin also strikes Erich, grazing his hip as it flies by (19 vs AC. Damage 5)
Lizardfolk 2: 9/22, AC 15 (Melee on Bughu)
Lizardfolk 3: 14/22, AC 15 (Melee on Bughu)
Lizardfolk 4: 22/22, AC 15 (Melee on Jon)
Lizardfolk 5: 22/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: 22/22, AC 15 (Ranged on Erich)
Lizardfolk 7: 22/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Hit Points 44/44 (5d10+15)
Speed 30 ft.
STR 13 (+1); DEX 18 (+4); CON 16 (+3); INT 8 (-1); WIS 12 (+1); CHA 8 (-1)
Saving Throws Str +4, Con +6
Skills Acrobatics +7, Athletics +4, Intimidation +2, Perception +4, Stealth +7
Senses Passive Perception 14
Languages Common, Dwarvish
Crossbow Expert Ignore loading properties; no disadvantage within 5 ft.; when attacking with one-handed weapon, can use bonus action to attack with hand crossbow.
Second Wind 1/1d10+5
Action Surge 1/1
Superiority Dice 4/4d8
Extra Attack Can attack twice instead of once when taking the Attack action.
Distracting Strike On hit, add superiority die to weapon damage, next attack roll on target before next turn has advantage
Menacing Attack On hit, add superiority die to weapon damage, target must make WIS save DC 14 or be frightened of Bughu
Precision Attack Expend 1 superiority die to add to attack roll
Conditions None
Rolls
Hand Crossbow vs Lizardfolk2, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (9) + 9 = 18
1d6+4 : (5) + 4 = 9
Extra Attack Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (14) + 9 = 23
1d6+4 : (5) + 4 = 9
Bonus Action Hand Crossbow, Piercing Damage - (1d20+9, 1d6+4)
1d20+9 : (18) + 9 = 27
1d6+4 : (6) + 4 = 10
Bughu fires a bolt at L2, catching it in the throat. It falls backwards, grasping at its torn throat as it dies on the ground.
He reloads and quickly fires two bolts at L3. The first one catches it in the stomach and the next in the heart.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15 (Melee on Jon)
Lizardfolk 5: 22/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: 22/22, AC 15 (Ranged on Erich)
Lizardfolk 7: 22/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Using Bonus Action to send 2 more of Melf's minute meteors towards the remaining lizards DC 14 Dex save for half damage. Action to cast scorching ray as a 3rd level spell. 1 beam for each of the still standing enemies. All damage is fire, so all 1s are 2s. :)
1st 4/4 | 2nd 3/3 | 3rd 0/2
38/38 HP | 16 AC | Inspiration 0 | 5/5 SP
Meteors: 4/6 Remaining
Rolls
Meteor 1 - (2d6)
(22) = 4
Meteor 2 - (2d6)
(35) = 8
Ray 1 - (2d6)
(44) = 8
Ray 2 - (2d6)
(61) = 7
Ray 3 - (2d6)
(33) = 6
Ray 4 - (2d6)
(32) = 5
Ray Attack 1 (duh) - (1d20+6)
(4) + 6 = 10
Ray Attack 2 (duh) - (1d20+6)
(2) + 6 = 8
Ray Attack 3 (duh) - (1d20+6)
(20) + 6 = 26
Ray Attack 4 (duh) - (1d20+6)
(17) + 6 = 23
Ray 3 Crit - (2d6)
(41) = 5
Erich's small meteors smash into the group of javelin-throwers, sending flames and sparks spraying across their bodies.
Following the assault of the meteors, he flings several rays of flame at the lizards. Two of them avoid the beams of fire, but two javelin-throwers take the hits.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15 (Melee on Jon)
Lizardfolk 5: 10/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: 2/22, AC 15 (Ranged on Erich)
Lizardfolk 7: 5/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside
Rolls
Shortbow attack vs wounded lizardman - (1d20+3, 1d6+1)
1d20+3 : (18) + 3 = 21
1d6+1 : (6) + 1 = 7
As Jon tries to get away from the enemy that's engaged with him, the lizardman in front of him lashes out with his club. Jon rolls over the crate and falls to the ground on the other side, nimbly avoiding the blow before sending an arrow into L6 and striking it in the stomach, sending it down to the ground.
Lizardfolk 2: DEAD
Lizardfolk 3: DEAD
Lizardfolk 4: 22/22, AC 15
Lizardfolk 5: 10/22, AC 15 (Ranged on Xalana)
Lizardfolk 6: DEAD
Lizardfolk 7: 5/22, AC 15 (Ranged on Erich)
Assorted crates, barrels, and boxes scattered about
North door to locked room (filled with lizardfolk)
North door to outside