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

Merrick Thorburn
Race: Human
HP: 42/53
AC: 15/17(
with shield)
Buffs:
Inspiration:
1
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 crouches down slightly expecting the archer to pop out at any moment




bump: everyone in team caves has gone.
 
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Team Lake

With their kayak freed, Shade-9 and Aywin landed with a splash in the "pit of teeth". By this time, Bjorn had hopped out of the water and came up near Guldred, who was being threatened by one of the lizardfolk guards. The guard waved his spear threateningly at the giant frog, as Guldred appeared to be biding his time, waiting for his allies to make their move.

He was disappointed when they began to parlay, with Aywin calling out for parlay. The big usurper-chief raised his trident, and his head-crest furled menacingly, but he called, "Yhu khum forth! We szpeak to yhu!"

The paddlers wedged their kayaks between stalagmites for stability, following Loklafd's suggestion, and they made their way up the rocky bank to where the light of the sword, and the light of the trident crossed, and they could see each other in plain detail.

OOC: I seem to be having trouble posting maps ATM, which is unfortunate.
 

TEAM LAKE - SHADE-9 - Silent Witness

[!SYSTEM ALERT!: High Risk Negotiations. [Subject: Guldred] Agitated [Subject:Lizardfolk] hostile but willing to parlay
Mission Directive: Overwatch - Ambush Mode
]

Shade-9 acknowledged Aywins thanks with a nod but remained silent, observing the relative positions of the kayak team. the lizardfolk and the exits. Bjorn and the others had gone forward to back up Guldred and to engage with the usurper, Aywin taking the lead.

Shade-9 for his part remained back, close to the kayaks and within the comforting darkness of the shadows. His senses were primed and his bow ready to react should the parlay prove fruitless or the lizard folk treacherous ...
 



Terrin AC:15* HP:18/31(36) HD:4/4 PP:14 SSdc14 2/4 2/3 CD:2/2 Slp:0/1
As he nears the broken obelisk, Terrin takes note of any writing or other markings that appear on its surface.
 

Team Caves

Shamal slashed his swords into the nearby Cultist, who fell to the ground among glowing green crystals. Urgan moved southwestward, away from the largest piles of crystals, but only the ones furthest away began to dim their glow.

Torhak cut down the remaining armored dog. Then he and Merrick pushed their way through a crowd of kobolds, who scattered before them and then formed into a mob once more once they were past. Merrick arrived at the Houndmaster, who stood transfixed by Shamal's cursed magic. He didn't defend himself, but he got lucky, as Merrick's thrusts failed to dig too deep, stuck on bits of his armor.

In his mind, the Houndmaster was surrounded by snakes, that held him tight and bit at his flesh. Seeing him at a terrible disadvantage, Valendra pulled out a wineskin and transmuted its contents to acid, which she sprayed at Merrick in vast, toxic quantities. Before he could even recover from the parts that got him, stinging his flesh, the mercenary around the corner popped back, just long enough to shoot at him with a crossbow, before both he ducked back into the south-going tunnel.

Valendra followed, but it was impossible to tell if she was retreating, or simply taking shelter in the tunnel.

OOC: Merrick did 6 & Urgan did 8 to Houndsman, who is still Held & subject to Phantasmal Force. Valendra did 20 Acid (with a AC23 attack) & Merc2 did 10 to Merrick (hit AC18)! @TaranTheWanderer you take all of that, right? You're not Raging?
 

GM: TEAM CAVES Encounter: Dig-Site
Time: ~17:35 on 4 Tarsakh 1483DR
1758867118666.png

(General Features)
Difficult Terrain Green Crystals
Cover Walls.
Hazards Green Crystals (Glowing near Urgan)
Visibility Bright (Yellow Circles - Torches); Dim (Everywhere Else).
(PCs)
Merrick AC:15/17* HP:11?/53 HD:1/4 PP:12 Rg 2/3 InH:1/4
Shamal AC:18 HP:25/40 EXH:1 HD:1/4 PP:14 SSdc13 1/3 Bhaal 1/3 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 3/4 2/3 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 Mirror Image
Mercenaries AC:15 HP:22ea PP:11
-M1 0/22 KO; M2 22/22
Cultists AC:13 HP:14ea PP:12
-C1 Dead C2 0/14 Dead
Houndsman AC:15 HP:32 PP:12 HELD
Armored Dog AC:14 HP:12 PP:12
-AD1 dead; AD2 0/12 Dead
GM: Begin Round Four
 

Merrick Thorburn
Race: Human
HP: 17/53
AC: 15/17(
with shield)
Buffs:
Inspiration:
1
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 grunts as the acid hits him and burns through his clothes. He'd always gone without armour for better mobility. Besides, who needs armour when Fate is your shield? Perhaps, today, would be the day he died. Only the Priests of the dragon had the means to undo whatever blanket of protection he had surrounding him. There wasn't much he could do about it. He'd spent his life avoiding this fate and, despite that, it had brought him here.

He forged ahead despite the danger, swinging his polearm in huge circles.

He moves down low behind the cover of the cavern wall (AT8 or 7), hoping to ambush the archer if he pops out again.




Okay, lots of stuff in OOC:

1. I am raging. It's why I didn't take the mercenary out in the first round because I couldn't attack him twice. I had to use my bonus action to rage. I still take the full 20 acid damage, though.

2. Did I need my inspiration to make the mercenary fail his save? If not, can I use it to get her to re-roll her attack against me??? I'd love to try to avoid that hit.

3. Merrick's actions:

3a Move to AT 8 if it won't impede any attacks (or, otherwise, AT 7)

3b Attack on houndsman: 2D20.HIGH(1)+5 = Attack: [17, 17]+5 = 22
Damage: 2D10+5+2D6 = [5, 7]+5+[1, 1] = 19

3c Polearm Master Attack on houndsman:
Attack: 2D20.HIGH(1)+5 = [9, 15]+5 = 20
Damage: 2D4+5 = [2, 4]+5 = 11

30+2 damage total (I forgot that my extra d6 is d6+2 damage - so it takes him out!

Using subdual to knock him unconscious. I think he still has 2hp left.

4. If that pesky archer pops out again, he's within reach and Merrick gets a reaction attack on him.
Attack of opportunity: 1D20+5 = [11]+5 = 16
Damage: 1D10+5 = [5]+5 = 10

I'm not sure if archer being in reach puts his attack at disadvantage against Merrick? or does he have to be 5 feet away?
 
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AC 18 Pass Perc 14
HP 25/40 HD 3/4
SSdc13 0/3 Bhaal 1/3
Chan Div 1/2 Divine Smite 0/1 Lay 0/20 Insp 0/1
EXHAUSTION 1

Shamal strides quickly toward the miscreant that he was holding in place thanks to the blessings of al-Rabb, but as he approaches, sees that Merrick hits him and ... knocks him out? Why is he letting this foul unbeliever continue to share in the blessing of life?

Filled with rage, Shamal speeds up and as the target of his contempt is falling to the ground, expertly uses his shamshirs to separate his dastardly head from his wicked body, picking up the head as and throwing it in the general direction of the Sorceress.

Surrender now, or let those lifeless eyes gaze upon your death!

OOC:
Move to AV8 (behind rock cover/outcrop)

Action- decapitate houndsman (unconscious) & throw head
 

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