(5.24 PBP) Vault of the Dracolich (IC) Redux

Merrick Thorburn
Race: Human
HP: 41/41
AC: 14/16(
with shield)
Buffs:
Rage: 3/3Inner Healing:4/4HD: 3/3
STR: 16+3(+5)
DEX: 13+1(+1)
CON:
16+3(+5)
INT: 8-1(+-1)
WIS: 10
+0(+0)
CHA:11 +0(+0)
Athletics+5
Intimidate: 2/5
Perception: 2/5
Performance 2
Stealth: 3/5
Survival: 2/5
Daily:
Alarm 1/1
At will
Thaumaturgy
Message


Merrick was waiting patiently for the wagon to round the corner when he saw the two mercenaries instead

ah crap.

He'd been hoping to be at the far end of the ambush. To be the bait that drew them into the position. As it was, he was on the wrong end of the set up. He should have been at the last switchback. As far as he knew, there was no civilization around so he wasn't sure how plausible it'd be to just meet someone on the road.

He just decided to risk it.

To the guards, he showed obvious surprise - which wasn't a dupe as he hadn't actually expected to meet the guards this far up the road. He immediately reacted by raising his shield and javelin in a defensive posture and grunted an acknowledgment to the two guards and kept walking past them. His body language made it very clear that he didn't want any trouble and that they'd best not ask for any in return - or else.

If that failed and they chose to attack him, he'd just run back the way he'd come in hopes to draw them further up the hill.


I'm going to use Intimidation. Basically, without saying anything, communicate that they'd better just leave him alone and let him pass. With the goal that they'll let him pass and continue on without much of a conversation. Any conversation directed at him, will be returned with a naughty word.

Intimidate: 1D20+5 = [20]+5 = 25

Well, that's the highest I can roll.

Merrick isn't wearing armour, but he's well armed and carrying a shield. He has very little in the way of possessions so they might not think he's worth the trouble.
 

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Team Ambush

The two front guard mercenaries, having only seen Merrick, had no idea who he was or what he was doing there. It was clear on their face that they'd intended to attack, but the look he gave them gave them pause. Instead, they backed away, while one called out to the wagon, "Stranger coming down!"

The other demanded of Merrick, "Who are you? What are you doing here?"

He swore at them and continued past, which did nothing to answer their question. For all they knew, he was a Cultist - many of them were very odd people - or an old friend of The Beast, and not to be trifled with.

They readied their weapons in case he attacked them, but they did not directly approach him. Nor did they continue watching up the road - their entire focus was on Merrick.

OOC: Unless @TaranTheWanderer objects, I'll move Merrick to AN25, while the M1 & M2 will move 15 to the right (which is North. Huh. I should have turned this map sideways. I might be able to make it zoom more that way, too. They'll be at AT24 and AQ26, respectively. They've readied Attacks against Merrick, but they may never get the chance to make them. We'll see.
 

Urgan looks down on the winding road, and feels he has arrived just in time. He sees the advance scouts ahead of the caravan, and with a gesture he places the image of a barricade just around the corner of their view. His intention is that this will appear to be an obstacle, and keep the wagon from proceeding up the road. If the wagon should decide to speed up, to get past this group, the driver will see a log laid across the road, rendering it impassable.

The illusion that he makes is of a solid barricade, blocking the road.

OOC: Silent image, creating a 15' cube from AL to AN 18-20. Reference image (though I know the cliff should be dropping down on one side):

_0ece4e97-f0a0-444c-b8b3-0fec7f09783c.jpg

 

Team Lake

Shade-9 braced himself as the kayak dropped from the creek and plunged into the flow of the full river. Though she was invisible, Aywin could tell that Svetlana, who had flown ahead, had circled back when she realized that there were many half-submerged rocks in the river, and that she could see them much better from above than Aywin would be able to see them from so close to the water.

Behind them, Darius and Bjorn were coming up fast, and much like Svetlana, Bill could see the dangers slightly better than could Bjorn. Only Bill was doing all that a weasel could to cling to the boat's sealskin bow, in particular as it dove forward.

OOC: Hazard #1: The Big Drop. The boat plunges nearly 10ft into the river and bobs back up. Unlike the general rules shown in the OOC Thread (dc12 STR Athletics or DEX Acrobatics to be able to move 30ft (once) - it's like the river always tries to grapple you and drag you 30ft downstream), HERE, the Drop grapples you and stops you dead. So in this case, if the lead boat fails to move this round, the following boat WILL fall on top of you, dealing 2d6 Bludgeoning (dc12 DEX Save for Half). In addition, if this happens, the 2nd boat will have disadvantage on their own checks to move, stuck as they'd be on the other kayak. IF the 1st Kayak breaks free, the 2nd Kayak still has the chance of getting stuck, but can roll normally. Both of you can roll, but only one of you needs to succeed. You can "Dash" with your Action to get extra attempt(s).
Hazard #2: Sharp Rocks. Unfortunately, you can't just paddle away without worrying about these Sharp Rocks. They Threaten the way out of the Big Drop's space. They'll attack you if you row away without fending them off with your paddles (be it literally, by shoving off with a paddle, or figuratively, by digging the paddles into the water and paddling) Either way, we're looking for a successful Attack roll, with the paddle working like a Quarterstaff (simple versatile melee weapon). If it threatens you, and it does, you can reach it. There's no need to roll damage. A successful attack gives your kayak the equivalent of a Disengage (from this Hazard only). Both of you can roll, but only one of you needs to succeed.
Hazard #3: Large Rocks. Probably won't come into play until Round 2, but these rocks are even worse than the first. They work similarly (in that you can fend them off if you get close enough), but it's gonna have a bigger attack. It also has a pulling effect, as the water flows around it, but that'll happen on my turn. Give it space, is what I'm suggesting.
Hazard #4: Swift Current. Unfortunately, this area also has a pulling effect that is bigger than the usual "30ft downstream if you fail to control your movement". Like the Large Rocks, this will come up more on 'my turn' (depending on where you are) and more likely after Round One. But you can tell that it's dangerous over there!
Familiars: Both Familiars are doing their best to warn of trouble, so both can grant their 'masters' Advantage on any single roll of the round, if the familiar itself first makes (in this case, the familiar can take their turns ahead of their masters) a dc12 WIS Perception or INT Investigation check. They can do this each round. You know, as long as Bill doesn't get squashed by a falling boat, or dashed on rocks.

GM: TEAM LAKE Encounter: The River
Time: ~14:10 on 4 Tarsakh 1483DR
1751089699520.png

(General Features)
Difficult Terrain Special (see above)
Cover None.
Hazards Special (see above).
Visibility Bright (Daylight).
(PCs)
Aywin AC:17 HP:27/27 THP:12/12 HD:3/3 PP:13.DV60 SSdc12 p2/2 w2/2 Sh:1/1 FF/Lv:1/1 LoH:5/5
Bjorn AC:17 HP:33/33 HD:3/3 PP:15.DV SSdc13 4/4 2/2 WS:2/2 SC:2/2
Darius AC:15 HP:26/26 HD:3/3 PP:11 SSdc13 4/4 2/2 PED(d6):4/4 PM:2/2 MS:1/1 Lk:2/2
Shade-9 AC:16 HP:29/29 HD:3/3 PP:14.DV SSdc12 2/2 Lk:2/2
(NPCs)
Bill AC:13 HP:1/1 PP:13.DV60
Loklafd AC:15 HP:33/33 PP:13
Svetlana AC:13 HP21/21 HD:6/6 PP:11.DV120 Fly.40
(BGs) None
GM: Begin Round One
 

Team AMBUSH

Urgan created the illusion of a barricade of trees, just past the contested switchback. Distracted by Merrick, the two front guard mercenaries did not see it appear, but as they were within line-of-sight of it, they couldn't fail to notice it. When they did, they continued to address Merrick, saying, "What's this, then! Did you block the road? Huh, did you!?"

OOC: Does everyone just want me to roll the round?
 
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Team Lake: Subject Shade-9 - Lead Kayak: Stern

As the kayak neared the brink of the drop, Shade-9 had shifted his center of mass sternward, bracing low and leaning into the descent. If his calculations were correct the adjustment would ensure a smooth entry into the river, preventing the bow from plunging too deeply, and allowing it to bob up cleanly ready for the two paddlers to dig in and propel the craft forward.

Raising his paddle into position, Shade-9 quickly scanned Aywin, confirming his readiness to respond and coordinate their next stroke.

OOC: leaving the next paddle check to Aywin (is that Hazard 1 or 2?) to get us out of here before the other kayak lands on our heads :)
I think I understand the rules of play...
 

Lorent rolls his eyes at this development. They are all too far from the cart. And the bait is on the wrong side of them all. At least Sapphirion can observe clearly. He rushes along the road where the cliff is a bit smaller so he can get on the lower level.

OOC: Weird setup, I expected Merrick to be around U10 so he can be seen once the cart is between us or next to us. And to be hidden until they come into view, but hey, things get out of hand occasionally.


Move and dash as far as he can to the left (unless that would expose him to the watch tower line of sight?
 

Team Lake

Aywin barely has enough time to nod at Sade-9’s agile maneuvering but sees a boulder coming fast. He has just enough time to mutter arcane words and attempts to push the kayak away.

OOC: action cast true strike, attack: 16
Virtual high five to @Tonguez for round 1!
 


TEAM LAKE - Bjorn

As the second boat approached the drop, Bjorn focused on what Bill was sensing up ahead.

A little to the left...

He then called upon the Spirits of Water to guide him as he hit the chute.

OOC:
Perception check for Bill (DC 12): 1D20+3 = [16]+3 = 19
Bill gives Bjorn advantage on his check to navigate the drop.

Acrobatics check with advantage and Guidance spell: 2D20.HIGH(1)+2+1D4 = [9, 13]+2+[3] = 18
Second boat makes it through the drop. Bjorn used his action to cast guidance, so Darius will need to deal with the sharp rocks. @VLAD the Destroyer
 

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