D&D 5E Tall's PotA Campaign - IC


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TallIan

Explorer
Desairin Valley

Horgar spits as Illvilious starts to loot the dead duarger but makes no move to stop you. The remaining duargar shuffle out of the way and watch wearily as your band of escapees goes by. Once Illvilious is done, the duargar close in on him and seem to be making preparations to move him.

As you head towards the exit of the canyon you come across the body of the first duragar to fall, it doesn't take long to realise that he isn't dead.

GM:
OOC: Did we ever come up with a plan to climb up or is it all aboard the bear train?
Since you've taken out the guards you can walk out, unless you're trying counter tracking, but getting everyone up the sides will be slower.

You can choose to go normal or fast (you can go slowly if you really want to but no one is going to die of starvation before you find civilisation), which will affect the DC of the survival check you need to make and the CON check the escapees will need to make.
 


Yavathol

Explorer

Ilvellios called over to Horgar, on finding the last one is still alive, "Yer guy here is alive, come and get 'im!"

OOC:
I guess it depends on whether we think there will be pursuit..

Maybe start fast and slow up after we've put some distance between us, if we're failing endurance checks.

Either way, Ilvellios will hang behind a ways. Firstly so that he can try and cover up people's tracks [roll0]

Also so that he can keep looking behind for pursuit, if he sees any then he will be able to catch up with the main body quickly and give them some warning..


[sblock]Ilvellios hp 38/39 thp 0
Str +0(+2 Saves), Dex +4(+6 Saves), Con +1, Int +0, Wis +2, Cha -1
Acrobatics +6, Survival +5, Stealth +6, Insight +5, Perception +5
AC 17
Inspiration yes
Ki: 1/4
HD: 2/4
Quarterstaff +6, 1d8+4
Unarmed/Radiant Bolt +6, 1d4+4

http://www.enworld.org/forum/showth...otA-Campiagn&p=6897912&viewfull=1#post6897912
[/sblock]
 

KahlessNestor

Adventurer
Dessarin/Stone Monastery
Day 7/Night
Round 0

“Follow the bear,” Errol told the people they had rescued. Ilvellious was attempting to cover their trail. “Let me know if there’s pursuit,” he called to the monk. He was going to be useless in the dark with the tracking. He kept his eyes peeled for danger.

OOC: I say move fast pace for an hour or so, or until we need to stop. If the people we rescued start failing the checks, we’ll stop and go slow, or perhaps find a place to camp for the night.


[sblock=Actions]
Move:
Action:
Bonus Action:
Action Surge:
Free Object Interaction:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 3
AC: 16
HP: 29/36 HD: 4/4d10
Superiority Dice: (0/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 33
Arrows used: 2
Bolts: 11
Bolts Used: 4
Action Surge (1/R)*
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]

[sblock=Party Loot]
21 gp (???)
200 cp (Held by Errol)
Set of Keys (Held by Illvelious) - one key opens the doors to the guard room, +3 more keys
Small figurine of a one-eyed orc (Gruumsh)(Held by Illvelious)
Ring of Fire Resistance (Held by Errol)
Silver ruby ring (600 gp)(Held by Errol)
Reszor, magical rapier - Rapier (uncommon), requires attunement (Held by Errol)
Reszor was commissioned by a soldier turned assassin to enhance his ability to kill without being detected. It has a star motif etched into the blade and the handle is of blue leather. Dried blood clings to the blade and cannot be cleaned off. The weapon counts as magical and when you make an attack against on opponent while hidden the attack will make no noise. Additionally, when you make an attack with this weapon and get to use bonus damage dice, such as superiority dice or sneak attack dice, roll an additional die and discard the lowest. When you say the command word "Reszor" the blade will glow with dim light out to a 5ft radius, saying the command word again will turn the light off. Finally there is a mild curse on the blade that drives the wielder to kill. After rendering an opponent incapacitated or unconscious make a DC7 WIS saving throw to stop yourself from killing the creature.
[/sblock]
 


TallIan

Explorer
Desairn Valley, Day 8, Morning

You set a fast pace that quickly wearies the escapees. The first few that fall behind get a lift on the bear. Just as things start to seem desperate you see the Larch Path up ahead. The promise of safety gives the escapees renewed vigor, but it proves to be a false hope - as you reach the road you realise it is not part of the road you've traveled before.

You should have come to Larch Path close to Red Larch, but now you cannot be sure whether you are closer to Red Larch to the south or Beliard to the north.

Red Larch, being the much bigger town, offers better safety and could better deal with the influx of escapees, but it is the more predictable destination. Once there it will be a lot easier for individuals and groups to find travellers heading in the direction of their home.

Beliard is much smaller. It is primarily a cattle trading post, so while there would be a dearth of accommodation, would struggle to feed and equip the escapees to get back home unless there happens to be a moot. It also offers easy access to the river to travel elsewhere by boat.

The escapees can't reach a consensus as they are from different locations. Some would be closer to home at Red Larch while others would prefer Beliard.
 

Attachments

  • PC Dessairn Valley Lost.jpg
    PC Dessairn Valley Lost.jpg
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KahlessNestor

Adventurer
Dessarin/Stone Monastery
Day 7/Night
Round 0

Errol called a halt for a bit when they reached the road, as the refugees were starting to falter. “Perhaps we should stop for the night, let everyone rest. We can decide which way we go in the morning. I haven’t seen pursuit, but I think I will backtrack along our route and make sure. Then I will scout for a secure place to camp for tonight. No fire,” he warned.

Stealth: 1D20+6 = [7]+6 = 13
Survival: 1D20 = [12] = 12

OOC: Looking for signs of pursuit, and also suitable camp, and perhaps which town might be closer. Also, how soon until dawn?

[sblock=Actions]
Move:
Action:
Bonus Action:
Action Surge:
Free Object Interaction:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 3
AC: 16
HP: 29/36 HD: 4/4d10
Superiority Dice: (0/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 33
Arrows used: 2
Bolts: 11
Bolts Used: 4
Action Surge (1/R)*
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R 6)*
[/sblock]

[sblock=Party Loot]
21 gp (???)
200 cp (Held by Errol)
Set of Keys (Held by Illvelious) - one key opens the doors to the guard room, +3 more keys
Small figurine of a one-eyed orc (Gruumsh)(Held by Illvelious)
Ring of Fire Resistance (Held by Errol)
Silver ruby ring (600 gp)(Held by Errol)
Reszor, magical rapier - Rapier (uncommon), requires attunement (Held by Errol)
Reszor was commissioned by a soldier turned assassin to enhance his ability to kill without being detected. It has a star motif etched into the blade and the handle is of blue leather. Dried blood clings to the blade and cannot be cleaned off. The weapon counts as magical and when you make an attack against on opponent while hidden the attack will make no noise. Additionally, when you make an attack with this weapon and get to use bonus damage dice, such as superiority dice or sneak attack dice, roll an additional die and discard the lowest. When you say the command word "Reszor" the blade will glow with dim light out to a 5ft radius, saying the command word again will turn the light off. Finally there is a mild curse on the blade that drives the wielder to kill. After rendering an opponent incapacitated or unconscious make a DC7 WIS saving throw to stop yourself from killing the creature.
[/sblock]
 

Yavathol

Explorer
OOC:
I think Red Larch is where we thought there were cult spies, so I don't think there.

Another option would be to cut across country to Westbridge, how large a town is that?
 

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