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

Team Caves - Torhak

Torhak was looking in wonder at the strange powers of paladins dance. He would never want to be in such spotlight, but the power shown in undeniable.

He remains ready to pull the guard back if he tries to run away. Once this woman reveals herself, he changes his focus, more important target is coming.

OOC: Torhak uses momentary lapse in guards attention to slip closer to the entrance if there are hiding spots closer than he is now i.e move forward while the guards is turned away.[/spoiler]
 

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Urgan feels shame that he had not seen that the tree was in pain; that there was new life waiting to emerge. He always focuses on peception, and as a result often misses something of reality. It was abeautiful moment, his strange companion Caer dancing and serving as midwife to the shrub.

That might explain why he feels unsettled now, as they approach this lone guard who calls to his mistress. Urgan remains out of the light. Can he see her? His darkvision is good, and if so then he will attempt to soften her mind with a mental dart.

OOC: If he sees the mistress, Mind sliver (DC 14 or 1d6 psychic and -1d4 on next save. If he only sees the guard, he will hold until combat breaks out. Mage Armor still active, I believe.
 

Team Caves

Shamal approached the mercenary guard, and something seemed to come over him. The Symbol of Bhaal on his forehead glowed red, and his words came out with a snarl. The mercenary took one step back on his heel and then froze in place, unnaturally.

Shamal had come high enough in the steep tunnel to see the extent of the chamber. There were kobolds working furiously in and around what looked to be a domed wooden structure, buried in the northern wall. Some disappeared inside a hole in the structure, only to return with an armful of strange green crystals. Similar crystals were placed in various piles on the floor of the cavern. Other kobolds were digging to excavate the wooden structure itself.

A few cultists were overseeing the work. One, a woman, was heading for them, having heard the guard's call. It was unclear if she was the "mistress" he had called for, or someone else. At the far end of the cavern was another, similar mercenary guard, guarding another tunnel that sloped downward to the south-west. But also there was another of the stone transport structure. Nearby was a bearded man with two large dogs, and a woman wearing wizard's robes. Both were gazing across at Shamal, having been involved in conversation, and now realizing that he was here; a hostile stranger.

The man with the dogs sent them running toward Shamal.

OOC: I will place a round-roller next. If you feel that you have not completed your Round 1 turn, then feel free to finish it with a new post, but keep in mind that some of you (like Snarf, for example) have pretty much already completed round 1.
 
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GM: TEAM CAVES Encounter: Dig-Site
Time: ~17:35 on 4 Tarsakh 1483DR
1757128166413.png

(General Features)
Difficult Terrain Green Crystals
Cover Walls.
Hazards Green Crystals?
Visibility Bright (Yellow Circles - Torches); Dim (Everywhere Else).
(PCs)
Merrick AC:15/17* HP:48/53 HD:1/4 PP:12 Rg 2/3 InH:1/4
Shamal AC:18 HP:33/40 EXH:1 HD:1/4 PP:14 SSdc13 1/3 Bhaal 2/3 CD:0/2 DS:0/1 HI:0/1 LoH:0/20 C:Hold Person.
Torhak AC:15 HP:19/40 HD:4/4 PP:16.DV180 SSdc12 3/3 DA:1/2 HM:2/3
Urgan AC:15(12) HP:26/26 HD:4/4 PP11.DV SSdc14 4/4 3/3 ArcRec 0/1 AR:2/2 MgArm:to 22:10
(NPCs)
Scamp AC:11 HP:5/5 PP:13.DV60 Spd.50'
Ironthorn AC:13 HP:13/13 Res.P/Lning Regen:3/R HD:3/3 PP:15.DV60 MoO:2/2
Kobold Workers AC:12 HP:26ea. PP:11.DV120
-KW1 26/26; KW2 26/26
(BGs)
Valendra AC:12 HP:60/60 PP:12
Mercenaries AC:15 HP:22ea PP:11
-M1 22/22 HELD; M2 22/22
Cultists AC:13 HP:14ea PP:12
-C1 14/14 C2 14/14
Houndsman AC:15 HP:55 PP:12
Armored Dog AC:14 HP:12 PP:12
-AD1 12/12; AD2 12/12
GM: Begin Round One
 

OOC: So with my previous declared action, that means Urgan moves up to BE or BF 4 with 30' movement, ignoring the nearby cultist (and hoping someone else gets him, and is within 60' to cast Mind Sliver on Valendra. See what happens...
 

Merrick Thorburn
Race: Human
HP: 48/53
AC: 15/17(
with shield)
Buffs:
Rage: 1/3Inner Healing:1/4HD: 1/4
STR: 16+3(+5)
DEX: 14+1(+2)
CON:
16+3(+5)
INT: 8-1(+-1)
WIS: 10
+0(+0)
CHA:11 +0(+0)
Athletics+5
Intimidate: 2/5
Perception: 2
Performance 2
Stealth: 4
Survival: 2
Daily:
JUMP: 1/1
At will
Thaumaturgy
Message
Merrick, had thought they'd had a pretty good ruse going on with scary noises and their 'disguises' and was, at first, disappointed that the mercenary didn't fall for it but then, suddenly, surprised when Shamal walked past Merrick and started a fight.

He saw the dogs coming and wanted to deal with them quickly,

"Urgan, we have a pinch-point, can you set up some kind of blind so they can target us with spells and arrows while we deal with those dogs?"

He was within reach of the mercenary and attacked him. Normally, he wouldn't care if this mercenary died or not but it made Merrick uncomfortable to give Bhaal a sacrifice, so he used the flat of the glaive's blade instead.


I'm going to assume all the prelude social stuff came before combat started? I assume Shamal's Hold Person instigated the fight? I thought we were going to try to social our way in.

If so, Merrick does the following:

Bonus action: Invoke the Power of the Artifact! (Rage)
Move 5 feet beside Shamal BH2

Edit: Just saw Kobold's post. Merrick will move 20 feet to BE3, next to Urgan and attack the Held Mercenary from there.

Attack action.
I really messed up the dice rolls if you click on it. I fixed it.
1 polearm master attacks: 2D20.HIGH(1)+5 = [9, 15]+5 = 20
Crit damage on one attack: 2D10+5(slashing)+2D6(Radiant) = [1, 6]+5+[4, 3] = 19

It doesn't quite take him out, but for the record, I'm trying NOT to kill him.

If anyone comes within 10 feet of Merrick, he gets a reaction attack.
Reaction attack and damage: 1D20+5 = [2]+5 = 7 Which will miss but does 3 damage because of Graze

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Copper AC:15 HP:34/31+5 HD:4/4 PP:14 CloudJ:1/2
"Right. I'll block them off, get going!" Copper moves over behind the cart, next to Terren, and braces against the the wall. With a mighty shove he pushes the cart tward the gate, with the intention of obstructing their pursuers.

OOC:
Moving to AR 35, giving a push, and then ducking back behind cover. Using bonus action to dash for the extra movement and to get back to AN 54.
Pushin the cart Athletics: 1D20+3 = [19]+3 = 22
 
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Team Lake

As Bjorn began to lead the kayaks down a tight twisting tunnel of water, Svetlana flew up into the cave that Guldred had passed by, looking for the source of the far-away light. She discovered something interesting indeed: An enormous ancient monolith, carved with faded runes. Their meaning was lost on her, and it would take observing it in person for Aywin to make much sense of it. The monolith was broken from its plinth, lying at an angle on the cavern floor, but still its point rose up at an angle that seemed to somehow pierce the cavern's ceiling with its energy - a long chimney above it was open to the sky. Daylight shone down, just reaching the monolith (and showing dimly from the cavern's cave-entrance.

OOC: I don't know if @Tonguez, @Steve Gorak, or @VLAD the Destroyer have missed notifications or something, but I'll take the usual Kayak rolls (what were they now, STR Athletics, DEX Acrobatics, or a melee attack with proficiency, I think) One per person ought to do it, and you'll make your way down the tunnel, or have trouble, depending on how it goes. Aywin might be a little distracted by Svetlana's report.
1757268024026.png
 

Team Infiltrate

Lorent's illusory fire drove the oxen to stomp away from the grate in a mild panic. Terrin threw his javelin, which clattered to the floor, lost to him. Copper shoved the wagon, his powerful giant's body leaning in. The wheels creaked and the wagon rolled until it reached the hallway, where Copper turned it slightly to wedge it in place diagonally. This act was fortuitous, as it stopped the elf fanatic from reaching them. Instead, he climbed up on one of the wedged-in wheels and breathed poisonous gas at Copper, who managed to duck and run in time to avoid it.

Down the hallway, the cultists and mercenaries were getting organized to lift the portcullis, which they succeeded in doing. But this act turned out to be a mistake. The portcullis appeared for a brief moment to lock in place, and they began to swarm their way under it, but Copper's sabotage of the wheel-drum worked better than he even might have expected. It gave way as the troop moved under, and the gate came crashing down on one particularly unfortunate mercenary, who became pinned underneath, barely breathing. Those gathered there were forced to stop their advance to try to save their comrade (or if they didn't individually care about him, they still would need to work to bring the portcullis up once more).

Rowlow, having extricated the imprisoned cultist, returned to join Getan behind the table, taking his crossbow back and chuckling grimly at the antics of the others.
 

GM: TEAM INFILTRATE Encounter: Prison & Storeroom
Time: ~16:05 on 4 Tarsakh 1483DR
1757269840262.png

(General Features)
Difficult Terrain Crates & Tables.
Cover Crates, Walls, Wagon.
Hazards Portcullis (Open, then Closed)
Visibility Bright in Yellow Circles; Dim otherwise. Dark in North Storeroom
(PCs)
Copper AC:14 HP:32/31(36) HD:4/4 PP:14 CloudJ:2/2 Spd.35'
Lorent AC:14 HP:9/27(32) HD:4/4 PP:12.DV60 SSdc13 1/2 MC:1/1 HL:1/3
Terrin AC:15* HP:23/31(36) HD:4/4 PP:14 SSdc14 2/4 2/3 CD:2/2 Slp:0/1
(NPCs)
Saphirion AC:13 HP:0/24 PP:11.DV60 DM:1/1 BoI: 2/2 Unsummoned
Stryke AC:15 HP:20/32 PP:15.DV
(BGs)
Cultists AC:13 HP:12ea PP:11
-C1 12/12; C2 Dead
-C3 12/12; C4 12/12
Fanatics AC:13 HP:44/44 PP:12
-F1 30/44 DV; F2 Dead; F3 44/44
Rowlow AC:16 HP:36/54 PP:12
Mercs AC:14 HP:16ea PP:11
-M1 (Getan) 16/16; M2 Dead
-M3 16/16; M4 2/16 (Pinned)
Siobhan AC:17* HP:57/57 PP:11
GM: Begin Round Eight
 

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