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


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OOC:
OK. Then for this round or the next, Urgan attempts to slide down, and succeeds (avoiding potentially catastrophic damage!). I'm fine wherever he ends up.
For next round. I think a reasonable place for him to move (from where you left him) for example (your choice, obviously) would be L25. But we're getting ahead of ourselves, and probably should have put this convo in the OOC. My fault!
 


Team Lake

Bjorn and Darius worked as a team, with the former keeping the kayak travelling straight while the latter removed the threat - by teleporting the big rock out of the river and onto the south bank. Still, they found themselves heading for a shallow bank. Together, they spun northward and moved to the deeper water. To do so, they needed to avoid some smaller rocks, not terribly dangerous ones, but obstacles nonetheless. As they rounded those rocks, they found themselves dangerously close to the other two-man kayak.

Meanwhile, Loklafd, in spite of blood flowing down his arm from where it had scraped sharp rocks, lifted his kayak off of the rocks he was stuck on using his core strength and his paddle. He shot forward, keeping to the north side, and called, "This way! We are almost at the side-stream!

OOC: My wife rescued Loklafd with a few good rolls!
 

OOC: New Hazard #6! Collision This round, if both kayaks fail their general "movement" rolls, it'll be a bad collision. If one fails, it will take the worst of the bump (the other will be relatively fine). If both make it, you can move away from each other as normal. Note: I only put you that close together because it was the safest place to go, and I didn't see anyone post precise co-ordinates, just the intent to avoid the shallows. This seemed like the best way. I hope you don't object.
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. 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 10ft-reach pulling effect that is bigger than the usual "30ft downstream if you fail to control your movement". There is a chance of capsizing if it gets you.
Hazard #5: Grounding. The kayak will grind 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.
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
1751409302995.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:15/33 PP:13
Svetlana AC:13 HP21/21 HD:6/6 PP:11.DV120 Fly.40
(Kayaks)
Loklafd's AC:11 HP:11/30
Aywin & Shade-9's AC:11 HP:40/40
Bjorn & Darius's AC:11 HP:40/40
(BGs) None
GM: Begin Round Three
 

Team Ambush

"We'd better get a wee closer!"
called Corrah to Copper as she scrambled along the small ledge that they were on and leaped into a tree, where Scamp the hyena was hiding underneath. She wasn't stealthy, as the branches, even under her meagre weight, bounced up and down, but she took a shot, that felled a cultist who had just avoided Torhak's arrow. This was fortunate for the dwarf ranger, as he'd left himself open to the Cultists' fiery bolts, and he was only scorched by the remaining cultist.

OOC: Torhak took 7 from C2's firebolt. Corrah killed C1
 

GM: TEAM AMBUSH Encounter: Switchback
Time: ~14:10 on 4 Tarsakh 1483DR
1751413439420.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:37/41 HD:3/3 PP:12 Rg 2/3 InH:2/4
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:14/24 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 0/12 (dead) C2 12/12 (NOTE: in 1/2 Cover)
Driver AC:15 HP:27/52 PP:13
Dwarf Merc AC:13 HP:36/36 PP:13.DV
(NOTE: Has Total cover from the cliffside.)
Mercs AC:15 HP:27ea
-M1 0/27 dead M2 0/25 dead
Orc Merc AC:14 HP:30/32 PP:12.DV (NOTE: in 1/2 Cover)
GM: Begin Round Three
 

TEAM LAKE: KAYAK 2 - SUBJECT: SHADE-9 MISSION: Ride the Rapids

The river surged beneath them, white-crested and roaring with momentum as his strokes kept cadence with Aywins and their Kayak darted forward towards the centre of the river. A flurry of subroutines flashed through his core an exhilarating rush of sensation that engaged his mind and body.

[Subroutines: Monitoring]
[Maintain paddle Stroke - Adjust Vessel Stability -Hazard Detection-
- Assess Companion Integrity {Subject: Aywin] - Maintain Trajectory
]​

He sensed a displacement of the air to the right when Bjorn teleported the rock away, and then the call from the recovered Loklafd on the left as the elder guide darted towards their destination. The warforged's attention snapped on to the way ahead, recalibrating his bearings, and pulling his paddle up by his hip, but in doing so he missed Bjorn and Darius veering sharply around the reconfigured rocks and heading straight towards them!

[SYSTEM ALERT!: !COLLISION DETECTED!]​

Too late to manouvere away, his paddle locked in place, Shade-9 put out a gauntlet to push the other craft away and braced for impact!

 
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Merrick Thorburn
Race: Human
HP: 29/41
AC: 14/16(
with shield)
Buffs:
Rage: 2/3Inner Healing:2/4HD: 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


Merrick doesn’t like being attacked by magic dragon hands but he figures, if the cultist can’t see him, the cultist can’t attack him. He leaps up onto the wagon and jumps down on the other side, behind the guard and attacks with his glaive.


Climbing on cart, moving to z19 behind merc and attacking.
Reckless attack[18, 16]+5 = 23
Damage: 1D10+3+1D6+1 = [4]+3+[4]+1 = 12
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If you need me to make a athletics to climb the cart:
Athletics: 2D20.HIGH(1)+5 = [7, 3]+5 = 12
 
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Team Ambush

Merrick bounded up into the wagon's driver's seat, then vaulted over a crate that was behind it and on the other side. He landed in the tight space between the wagon and the cliffside, and he slashed the dwarf with the blade of his glave. The dwarf spun, dropping his crossbows. His armor had taken the worst of the blow, but he was in pain, and angry. He cursed Merrick in Dwarvish and drew a hand-axe from his belt. He passed the axe from hand-to-hand with a mad glint in his eye, and said, "Ye'll regret that, laddie. Me axe loves the taste of a young man's blood."

Then he lunged, swinging his axe back and forth in an effort to drive Merrick on his heels. His blows were quick and ferocious, and Merrick had been rash landing with so little space to defend himself.

OOC: Dwarf did 11 & 7 Slashing. So, 8 total?
 

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