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

AC 18 Pass Perc 14
HP 33/40 HD 3/4
SSdc13 1/3 Bhaal 1/3
Chan Div 1/2 Divine Smite 0/1 Lay 0/20 Insp 0/1
EXHAUSTION 1

Shamal sees the mercenary fall before him, and felt... somehow disappointed. The cur got off easy. Despite the tiredness that suffused his body, something within him was causing his blood to boil, a contempt that still compelled him. Shamal strode forth and angrily shouted at the enemy that still clung to life.

We are death, and we are legion. We will free the people of the Great Chief Urbone, and if you do not lay down your weapons now, all your lives are forfeit!

With that, Shamal again feels the ache in his head as he stares straight at the miscreant who released the hounds, hoping to rend his soul from his flesh with his eyes.

OOC:
Shamal moves to BB4.
Shamal Bhaal's (hold person, wisdom save) Houndmaster (60' range, in range) (mini updated)

Also, after the short rest and performance, two PCs get Heroic Inspiration. I forgot (Musician). @TaranTheWanderer @MetaVoid ?
 

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Terrin AC:15* HP:23/31(36) HD:4/4 PP:14 SSdc14 2/4 2/3 CD:2/2 Slp:0/1
Terrin is unsure of the loyalty of a former rival of Imani, but he has no time for mistrust.

"I accept your help and will follow you to your hiding place," he says to the elf, quietly, "but we are not your captors. Your freedom is yours to do with as you choose. If you help us, it may avert a greater tragedy that should befall if the staff is used by the wrong hands."

He continues to follow Stryke's lead down the tunnel.
 

Team Lake

Bjorn led the way down a deep trough-like winding slide of water, as Darius and Loklafd followed, while Bill, Aywin, and Shade-9 struggled to keep their craft from wedging itself cross-wise in the narrowest parts. In fact, they found themselves somewhat stuck and trailing behind when challenges were shouted from the cavern ahead, where a series of stalactites grew down from the ceiling overhead, and were matched by stalagmites that came from the floor (some had bases deep underwater), creating the appearance that the entire cavern was one large, gaping maw.

Up front, Darius and Loklafd could see Guldred on the shore (still somewhat above them, but not as steeply as before) arguing with a lizardfolk guard, who clearly was offended that the Outcast had brought along humanoid friends to invade their cave. Bjorn, swimming somewhat further ahead amid the "teeth", could see the eyes of about a dozen lizardfolk, who swam to form a group for their safety. Their eyes glowed in the darkness, reflecting the light of the magic sword, held up by Loklafd.

OOC: They're pretty hostile toward Guldred, but are not attacking anyone yet. Let me know how you want to approach this. @Steve Gorak & @Tonguez, you can attempt to get your kayak out with a dc12 check (that only one of you has to succeed on) or you can abandon it wedged where it is on the map, and climb up onto either side (it takes 15ft of movement to get out and up onto the adjacent ledges, them being somewhat high overhead, but no check, as there are abundant handholds to climb).
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Team Infiltrate

The Drow led them out of the "sewer" tunnel, where they found themselves on the shore of an underground lake. With only the dim light from Stryke's dancing motes, Terrin couldn't tell how big the cavern was, nor the lake itself, but the shore quickly turned from questionable muck to dry black stone as it rose up along a ledge. The Drow nodded at Terrin's words, replying, "I agree. I have failed to get the staff, but I do not want them to keep it."

He led them along until the lake narrowed to a tight fast-moving creek between two ridges, where Stryke took a few quick strides and jumped across to the far side, which was slightly higher than this side, being about fifteen feet above the water.

He beckoned them to come, whispering, "Hurry across! We are being followed."

OOC: It's only a -little- treacherous. A dc11 STR Athletics or DEX Acrobatics will get you across without trouble. Only below 6 will see you fall, taking 5 Bludgeoning and washing out to U30 or thereabouts (if more than one person fails). Or you could choose to do something else, I guess.
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Terrin AC:15* HP:23/31(36) HD:4/4 PP:14 SSdc14 2/4 2/3 CD:2/2 Slp:0/1
Terrin wishes for the healing counsel of his deity to benefit his two companions in crossing the creek, but knowing there isn't time for a careful crossing and that they both have their own gifts to aid them, he utters a few harsh sounding words, seeking his Lady's advice, and brings his empty hand to his breast. He then leaps over the creek, hoping to land on the other side.

OOC: Terrin casts guidance, choosing Athletics.
Strength (Athletics): 1D20+1+1D4 = [2]+1+[2] = 5
Terrin AC:15* HP:18/31(36) HD:4/4 PP:14 SSdc14 2/4 2/3 CD:2/2 Slp:0/1

Bruised but his faith unshaken, Terrin surfaces and begins swimming towards the far shore.
 
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Copper AC:15 HP:34/31+5 HD:4/4 PP:14 CloudJ:1/2
Copper hastily ties one end of his rope to himself and hands the other end to Lorrent. "Hold this." The goliath makes a graceful leap across the water, and calls out to Terrin. "There is a rope in the water, if you can grab it we can pull you in!"

OOC:
Athletics : 1D20+6 = [18]+6 = 24
Jumping!
The rope between the shores should give Terrin something easy to grab.
 

Lorent looks around for someone stronger, but then braces himself for the weight, given that the situation needs to be redolved immediately
 

From where he stands, Urgan can no longer see the spellcaster, and he is cautious enough to know he should not proceed in front of the warriors in his group. He sees the houndsman, though, and realises if he can cloud his mind, then he might use his ability to distract the dogs as well. From where he stands, careful himself not to stand on the green crystals, he turns to the now illuminated houndsman and summons a fearful image:

The Green crystal serpents, glowing like the stones illuminating this cavern, burst from the ground their long sinewy bodies of shattered emerald, binding and constricting the movements of the houndsman. He hears the serpents' crystal throats sing songs that tell of his impending death.


OOC: Phantasmal force: DC 14 Int save or 2d8=9 psychic damage, and he acts as if bound by serpents.
Bonus: Study the green crystals at his feet!

I've lost track of spells cast; I think he has only cast a level 1 and now a level 2 spell.
 

Terrin AC:15* HP:18/31(36) HD:4/4 PP:14 SSdc14 2/4 2/3 CD:2/2 Slp:0/1
OOC: DC 10 save to maintain Concentration on guidance:
Constitution: 1D20+2 = [19]+2 = 21

Despite the buffeting Terrin receives as he falls and washes down the creek, his connection to his deity remains intact as he reaches for the rope that dangles across the opening, letting her will guide his hand.

 

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