DiscoverThe Lone AdventurerTLA Chapter 11 Beneath the Blood Pits
TLA Chapter 11 Beneath the Blood Pits

TLA Chapter 11 Beneath the Blood Pits

Update: 2022-03-23
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Description

Mina and Cadmus have identified a way to reach the Underpipes, hidden beneath the gladiatorial Blood Pits of Kyras. Surely their attempt to sneak in unnoticed will go smoothly, and if they do make it down there, there’ll be nothing awful waiting for them. Right?


Links

Transcript https://docs.google.com/document/d/1Pzp5ZI6pfV0BoGjlCpB2XszX_uVIi_C_q7xeLbnsuII/edit?usp=sharing


All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/


Mina character sheet: https://docs.google.com/document/d/18h9OxkNRKUGTruL1-28aPTOj08Q3fDkzIKO_j9Fddlo/edit


Cadmus character sheet: https://docs.google.com/document/d/10sZNAf3091QwA2sXI9volk5vzAyUZfKp2WwsgPdUets/edit


Level Up: https://www.levelup5e.com/


13th Age: https://pelgranepress.com/product-category/d20-games/archmage-engine/13th-age/


13th Age Glorantha: https://www.chaosium.com/13th-age-glorantha-hardcover/#:~:text=For%20Game%20Masters%2C%2013th%20Age%20Glorantha%20includes%3A&text=More%20than%2060%20pages%20of,ve%20never%20heard%20of%20Glorantha.


5e Houserules: https://docs.google.com/document/d/1OGLf6d8k5nQEt2bBWRxScjMzhs2LTm8h7XcwTS8Pqs8/edit


 


Mechanics
SCENE 28: Beneath the Blood Pits

Chaos Factor 6


Altered Scene: No


FATE Healing potions (Very Unlikely) No, Event


EVENT Introduce New NPC Intolerance the Innocent (Pit Master)


FATE Human? (50/50) No (Cave Ogre)


FATE Hostile to Cadmus? (50/50) Yes


FATE Does he attack? (Very Likely) No


Persuasion/ Deception at DIS vs WIS 10 (-1) 10 success


Deception -1 vs WIS 10 (-1) 4 failure


Cave Ogre (Pit Master Glugark) (2 x CR 2)


AC12


HP 119 (14d10+42, bloodied 59)


Speed 40 ft. 


STR DEX CON INT WIS CHA 


19 (+4) 8 (–1) 16 (+3) v 10 (+0) 10 (+0) 8 (–1) 


Proficiency +2; Maneuver DC 14 


Senses darkvision 60 ft., passive Perception 10 


Languages Common, Giant


Traits


Elite Recovery. At the end of each of its turns while bloodied, the ogre can end one condition or effect on itself. It can do this even when unconscious or incapacitated.


Actions


Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure. 


Sweeping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre. 


Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.


Rock (Only when Bloodied). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure.


Reactions (only when Bloodied)


Reflexive Swat. When a creature the ogre can see within 5 feet hits it with a melee attack, the ogre makes a greatclub attack against it. 


Furious Smash (1/Day). When it takes damage or is targeted by a spell, the cave ogre roars and smashes the ground, a tree, or another object, sending debris flying in a 30-foot radius around the ogre. Each creature in the area makes a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save or half damage on a success. Until the debris is cleared, the area becomes difficult terrain, which the cave ogre ignores.


Combat tactics


 Against foes it deems small and weak, the ogre charges into a group and uses its Sweeping Strike. It attacks a lone foe, or one that has proven itself to be a threat, with its greatclub.







Initiative: 


Mina  20


Glugark  17


Cadmus 5







ROUND 1


Mina (54/54) Sharpshooter (-5/ +10): +2 vs AC 12: 8 Miss, Move away, Bonus: Barbican attack


Barbican (21/21) Move forward, Rend +6 vs AC 12: 9 miss


Glugark (119/ 119): Move forward, Greatclub vs Barbican: +6 vs AC 15: 25 hit 13 hp (8/21), Prone


Cadmus (28/28) Bless Mina, Barbican, Cadmus (+1d4 attacks/ saves)


 


ROUND 2


Mina (54/54) Sharpshooter (-5/ +10): +2 +1 (Bless) vs AC 12: 15 Hit, 38hp (81/119) Bonus: Barbican repair


Barbican (8/21) Repair (⅓) 9hp (17/21) Stand from prone


Glugark (81/119) Move, Sweeping Strike (Mina, Barbican), DIS vs Mina 17 (Miss), 14 vs Barbican (Miss)


Cadmus (28/28) Sacred Flame DEX save DC 12: 15 miss, move out of reach


 


ROUND 3


Mina (54/54) Sharpshooter (-5/ +10): +2 +3 vs AC 12: 19 Hit, 48hp (33/119 bloodied) Reaction: Furious Smash: Dex save DC 14 Mina: 16 5hp (49/54), Barbican 7 10hp (7/21), Cadmus 22 5hp (23/28), 30ft radius is Difficult Terrain


Bonus Barbican repair 


Barbican (7/21) Repair (⅔) 7 hp (14/21)


Glugark (33/119) Sweeping Strike (Mina, Barbican, Cadmus) DIS vs Mina 12 miss, 9 vs Barbican miss, 21 vs Cadmus, hit 8hp (20/28), fail STR save, pushed 10ft


Cadmus (20/28): move to distract, Help action (Mina)


 


FATE: Attract attention? (50/50) Yes


Rounds until reinforcements? 1d4+2: 5


 


ROUND 4


Mina (49/54) Sharpshooter (-5/ +10): +2 +2 vs AC 12 ADV: 22 hit 46hp Glugark DEAD


Bonus: Barbican Help Cadmus (clear rubble) - cancels DIS 


Barbican (14/21) Help


Cadmus (20/28): Perception vs DC 13: 20 success


 


FATE Do the reinforcements spot the secret entrance? (Unlikely) No


 


SCENE 29 Pipe Crawl

Chaos Factor 5


Altered Scene: Altered (Punish Benefits) Goodberries lost


Mina: Mending (Barbican at full HP)


Cadmus: Goodberry


FATE: Tunnels clear? (Likely) No, Danger: Creature looking for food


Monster (rare) construct, hostile, group (Medium encounter)


FATE From in front? (50/50) yes


 


Xanka x 4 (Tome of Beasts)


Bronze Scout  (Mordenkainen’s Tome of Foes)


 


BRONZE SCOUT 


Medium construct, unaligned 


Armor Class 13 


Hit Points 18 (4d8) Speed 30 ft., burrow 30 ft. 


STR DEX CON INT WIS CHA 


10 (+0) 16 (+3) 11 (+O) 3 (-4) 14 (+2) l (-5) 


Skills Perception +6, Stealth +7


Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine 


Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16


Languages understands one language of its creator but can't speak 


Challenge l (200 XP) 


Earth Armor. The bronze scout doesn't provoke opportunity attacks when it burrows. 


Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects. 


ACTIONS 


Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage. 


Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. 


 


XANKA


Small construct, unaligned


Armor Class 15 (natural armor)


Hit Points 18 (4d6 + 4), Speed 25 ft., climb 15 ft.


STR DEX CON INT WIS CHA


10 (+0) 15 (+2) 12 (+1) 4 (–3) 10 (+0) 7 (–2)


Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned


Senses blindsight 120 ft., passive Perception 10


Languages Understands the languages of its creator but can’t speak


Challenge 1/4 (50 XP)


Constructed Nature. Xanka do not require air, food, drink, or Sleep.


Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent –1 penalty to damage rolls, after inflicting


damage for this attack. If the penalty reaches –5, the weapon is destroyed. Even magic weapons are subject to this effect.


Magic Weapons. The xanka’s weapon attacks are magical.


ACTIONS


Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.

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TLA Chapter 11 Beneath the Blood Pits

TLA Chapter 11 Beneath the Blood Pits

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