D&D 5E (IC) Scourge of Daggerford


log in or register to remove this ad

JustinCase

the magical equivalent to the number zero
”Ye’re quick,” Helgrim considers. ”One arrow, though, and ye’re done.”

He looks Tommi in the eyes, the old dwarf’s expression serious and remotely concerned.

”Sure?” he asks, offering to take the boy’s place if Tommi hesitates at all. Otherwise he will go second, carefully crossing the river, holding his shield up as long as he can.
 

FitzTheRuke

Legend
Tommi was battling the current, pushing his way across the river, when a hyena leaped out of a bush two hundred feet up the road and ran away, yipping. Helgrim began to cross, holding his shield over his head. Lionel peered dubiously into the water, knowing that it would be up around his neck, when it was his turn.

OOC: @jmucchiello, @Neurotic , @MetaVoid ? Anything you'd like to do?
 

"Helgrim wait! Does anyone have any rope? Some of us will likely be swept away without assistance." Escella says. "We should secure the rope here and on the other side and then whoever's last unhitches the rope on this side."
 

Kobold Stew

Last Guy in the Airlock
Supporter
Before he leaves, he hears the words of the old dwarf. "Thank you, Mr. Helgrim. I think I'm fine."

He then fords the stream, the collapsed rock bridge offering slick purchase for his feet aas he makes his way across. As he takes up position, he sees the Hyena run off. He thinks to himself that they will know they're coming, but he should be safe for now. He loads a stone in his sling in any case.

OOC: I think it would be presumptuous to retroactively drag a rope behind him as he goes -- that's not what he was doing in the earlier post -- but if it looks safe, he will help Helgrim and assist the others across.
 

Neurotic

I plan on living forever. Or die trying.
OOC: He was determined not to be reckless and to be more careful :) I'll go first!!! :)


Lunn goes after the dwarf, both stringing the rope behind him and watching the old dwarf. While the race is stable on stone, they are not great swimmers, canny soldiers knows. He would rather lose the rope than the dwarf.

(athletics +6 if needed for balance or grabbing Helgrim)
 

JustinCase

the magical equivalent to the number zero
Helgrim curses as Escella suggest the rope. Yes, it's a good idea, but the dwarf's first thought is how he's already in the water.

Carefully he retraces some steps before tying himself to the rope that Lunn holds (or using his own if Lunn's is not long enough).

"Be ready fer an attack," he warns the others. To Tommi he adds, "Don't rush too far ahead, lad!"
 

Vairar shakes his head at Tommi's rush.
Once again, lightly armored youth with ranged capabilities rushes forward instead of letting those with shields forward. Not a day after he said he'll be more careful.

Sighing, he takes the rope and anchors himself on their side, just in case.
 

FitzTheRuke

Legend
Vairar tied the rope off to an old but sturdy bridge-post while Lunn caught up to Helgrim in the fast-moving current. They tied the dwarf off as Tommi reached the other side and crouched down in some brush under a tree while Oh-Six flew into the branches. The dwarf and half-orc had only made it halfway across when two gnolls came galloping down the old road on the backs of horse-sized hyenas while howling in high-pitched excitement.

GM: Encounter: Doughty Daggerfordians vs Gnolls at Ardeep Ford
AFord1.jpg

(General Features) Difficult Terrain: Trees, Rocks, Water; Visibility: Bright (Day); Cover: Trees
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Dornuk AC18* HP 53/71 HD 3/6 PP14* MA 3/3 BM 3/3 dc15
Escella AC14 HP 33/33 HD 3/6 PP18 SSdc13 4/4 3/3 2/2 SP 5/5
Helgrim AC19 HP 58/58 HD 3/6 PP11* SD 0/5d8 dc15
Lionel AC16 HP 51/51 HD 6/6 PP14
Tommi AC14 HP 39/39 HD 6/6 PP17
Vairar AC18*(20*) HP 45/45 HD 4/6 PP13* SSdc14 4/4 3/3 3/3
(NPCs)
Oh-Six AC13(18) HP 22/22 HD 4/4 PP15(20)* SSdc13 3/3 fly60'
Name * AC * HP * PP * (Notes)
(BGs)
Hyena Worgs AC13 HP27ea PP12*
-HW1 27/27; HW2 27/27;
Gnolls AC14 HP22ea PP9*
-Gn1 22/22; Gn2 22/22;
GM: Begin Round One
 

FitzTheRuke

Legend
OOC: Let's talk about the water. It's difficult terrain (on the brownish-bit) and if you enter the water (or start your turn there) you must roll a dc14 Athletics or Acrobatics check or fall prone, and move 15 feet west (left, downstream). (Helgrim, ATM, would just fall prone, unless Lunn also fails. Once you get the rope to the other peg, it'll be different.
 

Remove ads

Top