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

Darius turns to see the other kayak jockey for the same position as them. He goes to dig his paddle into the water as Bjorn steers the boat away. Fearing getting pulled into the stronger rapids Darius paddles and shifts their weight catching the edge of the current. He then paddled fiercely and used the current to shoot the kayak out of the worst of the rapids. He bites his lip to avoid shouting in excitement. Despite the danger he was thoroughly enjoying himself.

OOC: Acrobatics check: 1d20+2 17

Will dash if we can to get past the strong current and get to Y14.
 

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TEAM LAKE: KAYAK 2 [Subject: Shade-9]

[COLLISION: AVOIDED- KAYAK INTEGRITY: STABLE
[Subject:Aywin] – Stable, Handling Proficiency Increasing]​

As their Kayak veered away, narrowly averting the collision and scraping across the gravel shallows, Shade-9 felt his tension ease, grateful of Aywin’s dextrous intervention. Both kayaks parted quickly, and safely, now on their own trajectories, bot not yet out of the danger zone.

[System Diagnostic] Recalibration: Potential Damage Vector averted]​

Quickly scanning his right arm and relieved that it remained undamaged, Shade-9 shifted his weight forward and reengaged his lagging paddle, joining Aywins cadence as they dashed forward, spray dancing off the kayaks hull.

Up ahead the big Northman's kayak rolled again, this time putting Loklafd under the water. Shade-9 locked in on the damaged kayak, tracking the elders submerged position. He pivoted slightly, paddle ready, calculating how to best assist without capsizing themselves.

OOC: The Coyote is teasing me :(
Dexterity checks to dash: 1D20+2 = [9]+2 = 11
Second roll 1D20+2 = [10]+2 = 12
So thankful to Aywin for getting us through:)

Ready for next round, poised for rescue attempt if needed...
 


Team Ambush

The cultist tried to stay low behind the wagon to avoid Torhak's arrow, but the vantage from above allowed the dwarf to fire over the wagon, striking the cultist in an arm.

The orc mercenary, at first seeming to chase Sapphirion, crashed through some underbrush, but as the small sphinx landed in the high branches of a tree, the orc gave up that chase, and instead, in a feat of prowess, climbed up the cliffside at a mad scramble. to arrive on the road not far from where Copper and Torhak were, and Urgan was quickly coming toward.

Corrah saw the orc make the climb, and she whistled to Copper to make sure he was aware. Then she sent two arrows that struck the orc in his shoulder and then thigh. The orc spun around, roaring a challenge to anyone nearby, "C'mon, then ya cowards! See if ya can face my axe!"

OOC: Orc dashed & climbed. Torhak shot the cultist for 9. Corrah shot the orc for 8 & 5.
 

GM: TEAM AMBUSH Encounter: Switchback
Time: ~14:10 on 4 Tarsakh 1483DR
1751644889128.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:29/41 HD:3/3 PP:12 Rg 2/3 InH:2/4
Shamal AC:17 HP:16/31 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:24/31 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 3/12 NOTE: AC:15 from 1/2 Cover
Driver AC:15 HP:27/52 PP:13
Dwarf Merc AC:13 HP:13/36 PP:13.DV
NOTE: Has Total cover from the cliffside unless within 10ft of the ledge above him.
Orc Merc AC:14 HP:17/32 PP:12.DV
GM: Begin Round Four
 

Team Lake

Darius and Bjorn paddled quickly, rushing dangerously fast down the swiftest part of the river.

OOC: See OOC for some clarifications & questions.


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
1751645346523.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 Four
 

Team Lake

Aywin and Shade-9 managed to brave the rapids until they arrived where Loklafd had been. By the time they got there, he had gone further downstream upside-down. He managed to right himself, but only just as he collided with a large rock. He was thrown from his kayak and smashed his head hard on the solid surface. For the moment, his now-unconscious form was stuck on the rock with water flowing over his face, and going away stained red with blood.

His kayak bobbed downstream, half-submerged.

OOC: Nothing like letting the freaking dice fall where they may. My wife rolled two pathetic fails for Loklafd and then critted him with the rocks, knocking him unconscious. Between her and the dice roller earlier, I'm not sure who's dice had it in for him more. He should NOT have had this much of a problem (he's got PLUS SEVEN against a dc of 12! He only has to make one check a round, usually, AND he gets a Saving Throw when he fails!) Poor guy. I don't know if you should risk your lives to save him or not.
 


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


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."
Merrick tries to dodge the axe blows but they're too fast and, in the cramped space, he trips on a rock which, fortuitously, causes him to fall backwards enough that the blades miss their mark, leaving only a scratch across his shirt and a trickle of blood.

He rights himself and stands,

"I am nothing. I am an instrument of power that seeks to undo the Dragon Cult and you stand in its way. You may try to hold back the ocean tide but you will drown."

Merrick's glaive sweeps up and cuts the dwarf from the chest to the throat. As the dwarf falls to his knees, trying to stop the bleeding, Merrick moves to the cultist hiding behind the wagon.


Attack: 1D20+5 = [10]+5 = 15
damage: (1D10+3 Slashing)+(1D6+1 Radiant) = [6]+3+[4]+1 = 14

I think that's enough to drop the dwarf? If so, Merrick moves to AA23, to threaten the cultist with the glaive. Does that grant disadvantage to ranged attacks? If not, I'll move Merrick right next to the cultist. i'm trying to avoid granting cover against missile attacks against the cultist.
 
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Terrin AC:15* HP:24/24 HD:3/3 PP:13 SSdc13 4/4 2/2 CD:2/2 Slp:1/1

Seeing the orc challenging his friends on the road below and eager to assist them in overcoming the foe, Terrin intones some harsh-sounding words and makes a supplicating gesture with his free hand which he then brings to his mail-covered breast. He then plunges down the cliff, hoping to slide to the road below.

OOC: Terrin casts guidance on himself, choosing Athletics, and attempts to slide to J-23.

Strength (Athletics) with Guidance: 1D20+1+1D4 = [1]+1+[3] = 5

Bludgeoning damage: 2D6 = [3, 1] = 4

DC 10 Constitution save to maintain Concentration: 1D20+2 = [13]+2 = 15

Terrin AC:15* HP:20/24 HD:3/3 PP:13 SSdc13 4/4 2/2 CD:2/2 Slp:1/1
 
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