So, that tail we attacked at the end of last session? It turned out to be a drake in a locked pit. Actually, there were three drakes in the pit. And four kobolds and one of those winged kobolds hiding in the other stuff in the room.
So, younger readers avert your eyes. Averted? Good.
Fucking kobolds!
You can unavert your eyes, now.
We actually managed a fairly strong first round. Sandi used a spell called hail of thorns, an area of effect spell, to take out two of the kobolds and the urd. We managed to drop one more of the kobolds, but one ran down some stair deeper into the cave, looking for reinforcements.
Lokeo followed it to try and stop it. Unfortunately, that other kobold found reinforcements. Six more kobolds and three more urds.
Time again for eye averting.
Fucking kobolds!
It's over, you can unavert your eyes again.
Lokeo made like Han Solo and ran back into the first room screaming for his life.
I expended a second level spell slot to cast healing word. It heals fewer hit points than cure wonds, but can do it at range. Then I took up a defensive position by the mouth of the other tunnel. (Did I mention we really need a tank. Like really.) While I stopped the main kobolds from swarming us, the urds had just enough room to fly around me.
Corrin used sleep. In this edition, you roll "damage," and based on distance from the origin point and number of hit points the target has, they're knocked out. Sean rolled really low on damage, so we only put three of the seven kobolds to sleep.
This did manage to slow their assault, as several took a turn to wake up their sleeping compatriots. But the urds proved difficult to hit, mostly because we rolled low. Sandi managed to kill one of the urds that was going to unlock the drake enclosure.
One of the new second level spells I used in this battle was spiritual weapon, which summons up a weapon you can use to attack enemies. It worked fairly well, but I ended spending my bonus actions on other things. Other times, the next target was out of movement range for the sword, a mere 20 feet.
A spate of bad rolls for the DM, and some excellent use of cover, which grants a bonus to AC and Dexterity saving throws in this edition, bought us some time. Lokeo used one of his new area of effect spells, thunderwave, and managed to knock out three of them. The last three managed to drop easily enough, but their pack tactics proved more than enough to leave us the worse for wear.
Then the drakes climbed up out of the pit. At first, only one made it up. And it took almost thirty points of damage to drop it. And not before it dropped me. Then the other two made it up. And then they managed to drop Censura. Lokeo, carrying Corrin (who was dropped by another critical hit), and Sandi beat a retreat, running into the huntresses again. They chased off the drakes, and the others managed to stabilize Censura. But before they could stabilize me, I rolled a 1 on a death saving throw. Remember, that counts as two failures, and I already had 1 failure.
Looks like we'll need to cook up a little DM ex machina to allow my faction's free raise dead to reach us in the dungeon. D.J., the DM, considered a scroll, but I checked the basic rules on scrolls. It needs to be on your class's spell list, and unless you're high enough level to cast it normally, you have to make a check to pull it off. I suggested some mysterious item that the Lords Alliance had given me before I set off.
Oh well. Happy Thanksgiving, internetland.
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