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


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Copper fidgeted in his tree, the enemy was here! While the situation was less than perfect, they had already found the trap, and now was the time to strike.

He let loose his arrow into the Driver, planning to stop any efforts to turn the cart from the path, but found the driver to be surprisingly resilient despite the solid shot. The surprise causes Copper to fumble around in his tree a bit, rustling the leaves to alert anyone who was looking in that direction at the time.

OOC: Hidden Shortbow Sneak Attack from the trees!: 2D20.HIGH(1)+5 = [14, 1]+5 = 19. 3D6+3 = [2, 3, 6]+3 = 14
Stealth check bonus action: 1D20+7 = [2]+7 = 9
Ooof, low roll on the hide check, at least the shortbow attack applies vex to the target, giving Copper advantage on the next attack, which will let him sneak attack again if nothing else does.
 

AC 17 Pass Perc 14
HP 31/31 HD 3/3
SSdc13 3/3
Chan Div 2/2 Divine Smite 0/1 Lay 15/15 Insp 1/1

Shamal watched, his grin lessening, as his new saddiqi went to and fro. Some in in the bush, many hanging back, and Merrick (may Rabb al-Raml's eye be on him) wandering straight into the group that they were supposed to attacking. What is this foolishness? If this is an ambush, then I am a fish in the desert. Perhaps I should have worn my khirkhash so that our enemies' laughter might be overwhelmed by bells!

Still, the donkeys have been sold; it is too late to haggle for more money. Shamal leapt from the bush brandishing his shamshirs, quickly and lithely moving to the closest bandit while crying out To the sands you return!

While one of his blades missed, Shamal could feel that the Dao had sent the energy of the Northern Winds through his other blade, and the bandit felt the power of saif badawi.

OOC:
Shamal moves to AS23 to engage the Merc at AT24.
Two attacks with Shamshirs: 1D20+4 = [13]+4 = 17
1D20+4 = [5]+4 = 9

Bonus Action- Divine Smite

Two attacks with Shamshir: 1D6+2+2D8 = [5]+2+[8, 7] = 22

22 damage to Merc
 

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:
JUMP: 1/1
At will
Thaumaturgy
Message


The trap was sprung before Merrick could get into place but he knew that it was his own fault for having advanced so far to peek at the caravan.

He wasn't worried. He knew that, even unintentional, this was the best outcome for their success. Fate had grabbed him by the balls and was flinging him into combat. Nothing could stop his forward momentum. Not even death.

He moved towards the cart, doffed his shield, took a knee and holding his glaive and readied it for anyone who charged him.


Merrick will activate his Rage and move to AI 26

I can't reach anyone so I'll drop my shield and pull out my glaive. [/ooc]
 

Team Lake [Subject: Shade-9] Combat Paddling – Engaged

Without pause, Shade-9 registered Aywins arcane evocation striking at the sharp rocks, and redirecting their course away from the immediate hazard.
Spotting the opening Shade-9 drove his paddle blade in to the churning waters, pulling the kayak forward to come in behind Loklafd and hopefully glide in on his far side, away from the large rocks...

[Trajectory set - sustain forward vector. Synchronize stroke cadence. Maintain visual sweep for incoming threats.]

OOC: repositioning from E-51 to H-46/I-46 providing that Loklafd moves forward and gives them the room (yes I'm mercenary enough to use Loklafd as a shield against the rocks :)) - to I-48 if the old man doesn't let me in behind him....

ready for round 2
 
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Team Lake

As Aywin and Shade-9's kayak pulled up alongside Loklafd's, the old northman paddled a few quick, expert strokes to make room, and came along close beside but somewhat in front of them. He called out, encouragingly, "That was nicely done. It's going to get quick from here. Keep to the middle if you can, and don't roll-over!"

As he said so, his kayak was pulled away by a swift current. It was clear that he had meant to stay close to them, and that this was a surprise to him, but he dealt with it in stride, turning his boat so that he was still facing his new disciples, paddling to keep himself upright as his kaya moved stern-first downstream.

OOC: No opportunity attacks yet this round, but the Swift Current got Loklafd with a pull-attack. He made the dc13 DEX Save that could have rolled him over, though! Luckily for A/S9's Kayak, they were - just - out of the Swift Current's reach! Still waiting on @VLAD the Destroyer Darius to finish Team Lake's Round 1.
 

Team Lake - Darius Braidon

Darius curses he was not expecting rapids or anything like that. He curses wishing he had gone with the other group for a second before the kayak plunged over the waterfall.

"Holy hells I didn't sign up for this."

He swung around his paddle and expertly deflected the kayak away from the rocks. He looked ahead ready for the next danger.

OOC: Attack to avoid the rocks.: 1d20+2 22

It is a little hard to figure out where is safe from the map. Is row 50 safe to pass through? If yes then I would like to move to I50. If not then H or I 48.
 

Darius guided their kayak out of the swirling waters of where the stream joined the river and eyed a channel close to the south shore. Its safety was dubious, but so too was the rest of the river.

OOC: New Hazard #5: Grounding. The kayak grinds on shallow stones. While moving past or away from this hazard, the kayak will take damage & halt its movement if you don't attack with paddles. As usual, 1 successful attack will neutralize the danger & you can carry on.
General: The river will grapple your kayak & pull it 30ft downstream if neither occupant succeeds on a dc12 STR Athletics or DEX Acrobatics in a round. Success allows you to move up to 30ft to a spot of your choice, or stay still. Moving past, leaving, or crashing into the Hazards activates them (usually in the form of OAs, but some of them have their own attacks on their own "turns".
Hazard #1: Another Big Drop. The boat plunges nearly 10ft into the river and bobs back up. Instead of being pulled by the river, you wind up held in place by it. Same checks as general (dc12 STR/DEX), but failure will result in being "restrained" by the river (and possibly capsized).
Hazard #2: Sharp Rocks. You can move past it (but not through it), but you must fend it off with an attack (or it will get an OA) & try to end your turn 10ft+ away from it. One successful attack allows a kayak to "disengage" from it.
Hazard #3: Large Rocks. It's a bigger, more dangerous version of the Sharp Rocks, that deals more damage (bludgeoning instead of slashing). You can move past (but not through), but you must fend it off with an attack (or it will get an OA) & try to end your turn 10ft+ away from it. One successful attack allows a kayak to "disengage" from it.
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: A dc12 WIS Perception or INT Investigation check (AKA the "Search" Action) will allow them to warn their "master" of an upcoming Hazard, granting that PC Advantage on their Attack or Check against that Hazard.
GM: TEAM LAKE Encounter: The River
Time: ~14:10 on 4 Tarsakh 1483DR
1751218268209.png

(General Features)
Difficult Terrain Special
Cover None.
Hazards Special.
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
(Kayaks)
Loklafd's AC:11 HP:30/30
Aywin & Shade-9's AC:11 HP:40/40
Bjorn & Darius's AC:11 HP:40/40
(BGs) None
GM: Begin Round Two
 

Team Ambush

Copper and Torhak began the proper assault, sending arrows over the cliffs at the wagon's Driver. Finally being sure of what they'd suspected all along, someone among the caravan's company shouted, "Ambush! Beware the cliffs above!"

The driver threw on the break, and the wagon rolled to a stop not far from where it began. Everyone aboard hopped off and ran for the nearest cover. So too, did the orc mercenary who was trailing behind.

The mercenary who'd been riding up front, next to the driver, had been holding a loaded crossbow. Before jumping down between the wagon and the cliffside, he took aim at Merrick who was charging forward. His quarrel found home directly in the brash young man's abdomen, doubling him over as he doffed his shield. Then, as the dwarf stepped beside the team of oxen, he pulled a second loaded crossbow from under his seat, and he sent that at Merrick as well, striking him in the shoulder.

At the bend of the switchback, Shamal rushed the first of the front guard. With his shamshirs flashing, he very nearly finished the man off, but with sheer grit, the mercenary hacked back at him with his longsword while refusing to fall. His companion simply watched in confusion as Merrick had ran past him, only to understand what was happening a moment to late too act.

OOC: Merrick takes 23 piercing & Shamal takes 10 slashing. I will make sure that I post Notes on who has what cover & who dodged under the Enemies in the round-roller. See OOC Thread for some more notes.

 
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GM: TEAM AMBUSH Encounter: Switchback
Time: ~14:10 on 4 Tarsakh 1483DR
1751226726184.png

(General Features)
Difficult Terrain Trees.
Cover Trees & Rocks.
Hazards Cliffs.
Visibility Bright (Daylight).
(PCs - Team AMBUSH)
Copper AC:14 HP:24/24 HD:3/3 PP:14 CloudJ:2/2
Lorent AC:14 HP:21/21 HD:3/3 PP:12.DV60 SSdc13 2/2
Merrick AC:14/16* HP:30/41 HD:3/3 PP:12 Rg 3/3 Heal:4/4
Shamal AC:17 HP:21/31 HD:3/3 PP:14 SSdc13 3/3 CD:2/2 HI:1/1 DS:1/1 LoH:15/15
Terrin AC:15* HP:24/24 HD:3/3 PP:13 SSdc13 4/4 2/2 CD:2/2 Slp:1/1
Torhak AC:15 HP:31/31 HD:3/3 PP:16.DV180 SSdc12 2/2
Urgan AC:15(12) HP:20/20 HD:3/3 PP:11.DV120 SSdc13 3/3 2/2 AdrR:2/2
(NPCs)
Corrah AC:15 HP:27/27 PP:15
Saphirion AC:13 HP:24/24 PP:11.DV60 DM:1/1 BoI: 2/2
Scamp AC:11 HP:5/5 PP:13.DV60 Spd.50'
(BGs)
Cultists AC:13 HP:12ea PP:12
-C1 12/12 C2 12/12
NOTE: They Dodged & found 1/2 cover, so AC:15 w/ disadvantage to hit them.
Driver AC:15 HP:33/52 PP:13
NOTE: Taken 3/4 cover behind the Oxen. AC:20 from where your attack crosses the oxen.
Dwarf Merc AC:13 HP:36/36 PP:13.DV
NOTE: Has Total cover from the cliffside.
Mercs AC:15 HP:27ea
-M1 5/27 M2 25/25
Orc Merc AC:14 HP:32 PP:12.DV
NOTE: He Dodged & has 1/2 cover from the trees. AC:16 w/ disadvantage.
GM: Begin Round Two
 

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