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

Copper AC:14 HP:24/24 HD:3/3 PP:14 CloudJ:2/2

Copper hears the warning whistle behind him and quickly turns around to see the orc uncomfortably close.

"Garasje!" The goliath swears as he snaps his shot far too short from the shock, and then scrambles for his scimitar.

OOC: Bonus action to aim.
Shortbow Sneak Attack from Point Blank, Bonus action to Aim.: 2D20.HIGH(1)+5 = [4, 1]+5 = 9 3D6+3 = [3, 4, 5]+3 = 15
So yeah that's a miss, lol.
As part of the attack action, Copper will draw his sword for next round.
For those that speak giant, Copper just called the orc "Garbage."
 

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Team Ambush

The mercenary dwarf clutched at his wound until he fell on his face in the dirt beside the wagon. Merrick stepped over him and came around the back of the wagon, with his glaive pointed menacingly at the cultist there, who frowned at his misfortune and hissed, "The dragon will eat you alive!"

Like any fanatic, he refused to yield, and he flung a knife at Merrick, which scratched his cheek, but did no lasting wound.

Up the hill, Terrin made a bold attempt to slide down to join the others on the mid-level. Unfortunately, some rocks gave way and he slid with a small avalanche that took his feet from under him. He wasn't badly hurt as he lay on the road, and he was fortunate that he had enough allies that they would keep the enemies too busy to take advantage of his misfortune, but his pride felt the sting of it.

Copper wasn't having the best of luck, either. His arrow snapped in half off the orc's axe as the mercenary began to advance toward Torhak while raising the blade menacingly.

OOC: C2 got Merrick with a thrown knife, but only for 2 (after halving). Some bad rolls there that almost, but not quite, look like what poor Loklafd went through! (The rolls are as bad, but the results are not).
 

Team Lake

A few deft strokes of his magically enhanced paddle, and Bjorn kept his kayak upright and travelling at a speed that was swift but controlled.

OOC: Okay, so @Lidgar that's you're Round 3 Action. Puts your kayak back 1 square from where it's shown on the map (Darius is at X14 & Bjorn at Y14) but you're safe from the attacks of both H4's at the end of R3. (You will still have to worry about the H4 ahead in AK14/AL15 during R4, though! Speaking of which, you can still take a turn for Round 4! I'm sure the other kayak is chomping to get to Round 5 so they can act again! If @VLAD the Destroyer hasn't left yet, Darius can do R4 as well!
 

TEAM LAKE - Bjorn

Bjorn saw Loklafd up ahead, his body pinned on some rocks. He paddled hard through the swift current, trying to get the kayak within reach of him, using Bill's senses to guid him.

It wasn't enough. He struggled to control the craft. In desperation he reached out to the elements and shouted a rune of healing at Loklafd, hoping he was close enough for the power to work.

"Darius, I can't hold her!" The craft pitched wildly in the current.

OOC:
Bjorn tries to move closer to Loklafd but fails his movement and attack rolls. He casts Healing Word on Loklafd, assuming we can at least get within 60' of him (he's about 70'away when we start the turn). If not, I'm hoping it doesn't burn the spell slot, but OK with it if that's the call.
Bjorn AC:17 HP:33/33 HD:3/3 PP:15.DV SSdc13 3/4 2/2 WS:2/2 SC:2/2

Bill's perception check: 1D20+3 = [19]+3 = 22

Bjorn's movement with advantage: 2D20.HIGH(1)+2 = [3, 5]+2 = 7
oof.
Bjorn casting Healing Word (Bonus Action): 2D4+3 = [1, 2]+3 = 6

Bjorn attacking swift current: 1D20+5 = [5]+5 = 10
Ouch
 

Team Lake - Darius

Darius curses as he sees their guide collide with a rock and get thrown from his kayak. He attempts to maneuver the kayak closer to the injured man but his luck finally ran out and he is unable to control the boat in the swift current. He brings the paddle around and is able to prevent the ship from capsizing or smashing into the large rock. He looks to Bjorn.

"I'm sorry the currents to strong I can't keep the kayak straight.

OOC: Acrobatics check: 1d20+2 7
Going to spend a luck to re-roll. Acrobatics check Luck re-roll: 1d20+2 5 How did Lidgar and I get the exact same rolls to control the boat. This might be bad. Now @FitzTheRuke gets to move use this turn.

Attack on the hazard: 1d20+2 22 Crit on fending off the hazard so that is something.

Also can't use my telekinetic propel as it only has a 30 ft range. Also are we supposed to go down the side stream now?
 

Urgan sees the orc mercenary scramble up the hill to a spot just in front of him. Urgan is holding his staff, ready for action, but does not approach. Instead, he attacks the orc's mind, stabbing at thoughts that are not yet fully formed in his opponent's head.

"Drop your weapon, and flee," he says in orcish, tipping his head over his shoulder to suggest that he run right by. "It is the only way you can live through this," he states matter of factly.

OOC: Mind Sliver: DC 13 Int save or 1d6=5 psychic damage, and 1d4=3 subtracted from next save before the end of my next turn.
(next turn he'll either repeat the psychic attack, or if the orc has closed for combat, then staff for 1d20+5 for 1d6+3 radiant).
 
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Torhak grins at the orc "You just saved me some tumbling." As he draws his usual blades.

Moving around the stone to block a retreat path and to leave space for Copper, he comes lunging from behind the stone.

Shortsword finds the spot in orcs weapon arm leaving him open for the follow-up stab in the heart.

"Sorry, Urgan, we cannot let anyone escape lest they report the attack."

Total: 14 damage, kill
 
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Team Lake

With Loklafd near death, Bjorn and Darius began to paddle furiously, trying to get to where they might be able to save him. Unfortunately, at one point they clattered their paddles together, both digging in to the same swell at the same moment, and fouling their attempts to control it. The river surged furiously and thrust them over some protruding rocks. The bottom of their kayak scraped along the rocks, but luckily for them, it took all of the brunt and held together. Bill squeaked and tried to climb into Bjorn's lap, as he was nearly washed overboard as the bow plunged deep into the water.

But then they popped back up, still shockingly dry, relatively speaking, where their gear was stashed fore-and-aft. And the river had carried them far enough forward that Bjorn could call out to Loklafd with a word of power that snapped the big northman back to consciousness. Quickly gathering his wits, and understanding where he was and the peril in which he found himself, Loklafd grabbed onto the rocks with one hand before he washed away, and with the other, he pulled a rope that no one had previously seen. It was tied one end to his good leg, and the other to his kayak. The kayak dragged back toward him, no longer lost to the current.

OOC: There was some terrible rolls there that looked like they'd be trouble, but my wife happily rolled awfully for the river and the rocks. Bjorn and Darius' kayak took the brunt, with 11 damage, but Bill, Bjorn, and Darius were miraculously saved from any damage. (There was a fumble, in there!) And she rolled well for the now conscious Loklafd to stay on the rock.
 

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
1751835169161.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:6/33 PP:13
Svetlana AC:13 HP21/21 HD:6/6 PP:11.DV120 Fly.40
(Kayaks)
Loklafd's AC:11 HP:3/30
Aywin & Shade-9's AC:11 HP:40/40
Bjorn & Darius's AC:11 HP:29/40
(BGs) None
GM: Begin Round Five
 

Team Ambush

Between Urgan and Torhak, the orc mercenary fell to the ground dead, not long after Copper's arrow broke over his axe.

OOC: Only @Snarf Zagyg & @Neurotic to go to finish the round. I'll roll it either later today or tomorrow either way.
 

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