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  1. - Top - End - #1021
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    Conflict bubbles inside of Sam, part of him wanting to apologize and comfort Caelyn, another part staunchly believing that he was correct. The only thing clear now is their next goal.

    Pressing his palms onto his knees, Sam forces himself back to his feet. "I guess we should get going then. We've still got time before the deadline... so let's get rid of the Iron Throne," he says, half-heartedly. Taking off from her perch at the edge of the clearing, Grepha begins gliding northward, acting as their advance scout once again.

    "I guess we'll see you again when it's time to figure out the Shadow Druids," he bids a bitter farewell to Seniyad, then starts leading the way on Grepha's trail.

  2. - Top - End - #1022
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    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Seniyad bows his head. "I wish you good fortune." The druids begin to move away, their current 'task' completed, in one form or another. They too have business to be attending to.

    Before Caelyn leaves, Seniyad silently moves to her side, the grass seemingly giving way to his steps to cushion the footfalls. "Young druid." In his hand he cradles a tiny wooden bird, its precise carvings giving it an almost lifelike appearance at a glance, though on closer inspection it truly is just a piece of wood. "I do not believe I have the right to lecture, nor to mentor, and your path leads you from these forests aforelong I expect. Yet...I have seen the trails that druids without a grove to call their own walk. I believe those you walk with will steer you right. However," He holds the bird out for her to take. "Should you need advice, or just another druid to talk to, this bird will carry your words to me, and back again. You need not walk alone, on your path with them, or the path of a druid." His smile is welcoming, but not oppressive. He's not forcing it on you, merely offering, and from his stance it doesn't seem he would even be upset or take offense on a refusal.

    Later, Much Later

    True to Laskal and Seniyad's information, spotty though it may be, your destination is more than a day away. Your travels through the Cloakwood remain mercifully uninterrupted any further - no druids, be they shadowy or otherwise, and eventually you settle down for sleep keenly aware that tomorrow promises a potential attack against an Iron Throne stronghold, and unlike your last large scale assault, there are no Flaming Fists to assist.

    When the morning arrives the scorching heat hasn't exactly vanished, but nor is it as oppressive as the day before. Instead you're met with light cloud cover - not enough to really block out the sun, but sufficient to give you occasional respite from the burning ball overhead.

    It's past midday by the time you get close to your destination. Grepha, from above, spots it first - a cluster of wooden buildings on a small island surrounded by water. A pallisade surrounds the edge of the island, though not completely. The primary defense seems to be its raised status - the water that flows slowly past has carved steadily lower over the years, such that the island's flat top is twenty or thirty feet above the waterline. A bridge on the southwest side of the island - just as Laskal said - provides access, but from the southern side you can see another gate, though it leads to the sheer cliffs, where ladders rest against rock that proceed down to the water where a pair of rowboats have been pulled up onto the shore. A bridge looks to have existed at some point or another on the eastern side of the island, but it's long since fallen into disrepair (deliberate or otherwise) and the gap between safe foothold is easily over fifteen feet of sheer drop to the water below.

    The northern edge of the island lacks a pallisade wall, apparently trusting the natural defences to keep any would-be invaders at bay.

    From Grepha's overhead bird-based scouting, she sees only four figures in sight among the clustered buildings - two in armour, two in robes. With the number of buildings and tents on display, there's clearly space for far more to sleep there, but the actual area itself remarkably under-manned, considering what may have been expected.

    Spoiler: OOC
    Show

    Long rest get, make any spell updates you wish now, or forever hold your Fireballs. Coulda been a number of potential fights depending on your path/rolls but you ended up going the peaceful option(s).


    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  3. - Top - End - #1023
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    Spore's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Senna clutches her head a bit after Grepha lays down the details. If we want to enter silently, we need a plan .So basically Caelyn can become a spider or a bird or something. Sam can fly, Grepha is invisible. And I am here, in plain view, with a brightly glowing tabard of my benevolent deity. Hm...

    She pauses, then asks. What if I use this cloak. she points at the wolf's cloak they found in Nashkel swung around Sam's shoulders. That just leaves Sam as either the world's least intimidating dragon or the its most obvious flying invader.

  4. - Top - End - #1024
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    At Camp

    It is an awkward rest, Sam unable to bring himself to talk to Caelyn after their standoff. Grepha watches over the campsite with a condescending eye, frustrated at the advantage so carelessly discarded.

    The Plan

    Peering out across the water through the bushes, Sam pulls back and adjusts the clasp on his wolf-hide cloak, taking it off and folding it over one arm. "Hey, don't forget Vala too," he says, with forced enthusiasm in an attempt to make her feel appreciated. But his spirit just isn't there right now. "I could glide her down to the boats maybe? And we climb up from there? How heavy are y-" Sam stops mid question when he realizes it might be rude.

    "Something doesn't sit right with me," the imp cuts in, now back in her natural form and crouched on Sam's shoulder. "That bandit mage escaped, and by now he's surely warned him of our investigation. There is no doubt they've been warned. Yet they have no people manning the defenses." She shuffles her wings around and scowls. "Either this is a trap, or they've moved anything important already. Possibly both. We should have Caelyn search for tracks around the perimeter, any signs that something was moved or a large number of people left. You can handle that, can't you?" the question has a venom to it, maybe more than Grepha intended - it comes naturally, bubbling up from inside.

  5. - Top - End - #1025
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: --
    Concentrating on:
    6 / 6 d8 HD

    At Camp

    Caelee sets up her bedroll some distance from the others- enough for excessive personal space, but not enough to be dangerous in case of attack. And she sleeps. Not a trance, sitting upright as she normally does, but sleep, with her back turned to her family. She stirs, as though the adoption of non-elven rest brought up fresh nightmares, but keeps what disturbs her to herself. In the morning she does not eat, simply packing up her bedroll and falling silently in behind the others as they prepare to go.

    The Plan

    Caelyn nods at Grepha's question, indicating a dull positive to the request to use her tracking skills. Then, with a hollow voice intentionally drained of emotion, she states "I haven't prepared offensive spells today. I will support you in combat and your decisions and follow your leads. I can enhance the stealth of any near me." As if to stress the point, she moves next to Vala, falling in behind her like a shadow, cloak hood up, eyes down.
    Last edited by purepolarpanzer; 2021-12-03 at 03:12 PM.
    The Bear is Back.

  6. - Top - End - #1026
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    Default Re: Iron Crisis Part 2 (IC)

    Short of flying or taking a dip in the river water below, Caelyn's ability to scout the east side list limited - but then with the broken bridge, you can estimate that it's unlikely that the Iron Throne were making much use of it either. She finds a large number of tracks - boot footfalls pressed into the sun-hardened dirt, which she can judge as being small groups of perhaps a dozen individuals at most. Patrols or hunting groups, at a guess, like those of the bandits in the Wood of Sharp Fangs. They're relatively recent as well, at least in the last day or three, along with some older ones that are more stepped down upon and faded.

    If there were large movements of heavy items such as crates of iron ore then there seems to be no evidence of this. The impressions in the dirt aren't deep enough to warrant individuals carrying large loads, nor do you see any recent wheel or animal tracks that show it was carried. It might be they were evacuated by boat, but the slow-moving water seems too shallow carried any large loads, nor would the winding canal seem appropriate for any cargo barge of size - and there's not exactly much in the way of docks to begin with.

    All in all if they did make any large evacuation of personnel or property in the 11 days since you fought the bandit horde, you can't see any clear evidence of it.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  7. - Top - End - #1027
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: --
    Concentrating on:
    6 / 6 d8 HD

    Caelee patrols around the Iron Throne base, taking in everything mechanically. She is neither as stealthy or as perceptive as she normally is, going through the motions half-heartedly. When she returns, she explains what she has discovered in a monotone, relaying information on the patrols and the lack of a evacuation in a matter of fact manner before going silent and stepping back.
    The Bear is Back.

  8. - Top - End - #1028
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    "Should we wait and ambush the hunting party when they get back...?" Sam asks tentatively, Caelyn's shut-down state worrying him more by the minute. An aching guilt claws at his heart for having lashed out at her as he did, but what he can do or say to mend this rift is... not so obvious.

    "In the meantime, I can try to get a closer look at the interior of their tents and perhaps the mine itself. Being well informed will be key here."

  9. - Top - End - #1029
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Senna keeps watch on the group posted on the other side of the river. Short of noticing anything magical over there, she feels pretty useless. I am pretty blunt when it comes to scouting like that, sorry. And with Glyph crushed again, I don't even have a proxy.

  10. - Top - End - #1030
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    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    There are five tents in total in the outpost, all clustered towards the eastern side, each large enough for perhaps two or three people at a time. A large number of barrels and wooden crates are scattered around - judging by the open crate they likely contain food stuffs and other provisions or supplies for extended stays. Curving around the north-to-west ends of the small island are five buildings made of wooden planks. Four of them are small, barely large enough to house a single bed and perhaps one storage container, little more than either storage rooms or slightly more comfortable lodgings for the 'elite' among those who reside here. The fifth building, sat on the northwest edge, is larger than the others, roughly twice as long and wide, and could serve as a leader's dwelling, but at first glance none of them seem like an entrance to the mines that were spoken of. In all cases, the doors are lodged firmly shut.

    In the centre of the outpost is where the four individuals rest, sat on log benches around a fire roasting a spit of meat. They are not relaxed at ease, but neither do they appear on concern watch. If anything they seem bored, but not so bored that they have forlorn their discipline. One of the armoured individuals - the one in full plate - sits sharpening a small axe while the two in robes appear to be engaged casually in conversation. A brief listen in by Grepha indicates they are engaged in a word chain with food items as their topic currently.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  11. - Top - End - #1031
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    Sam

    The waiting is the hardest part. Sam struggles with his own attention span while waiting for the hunting party to return.

    Spoiler: Rolls
    Show
    (1d20+2)[6] Stealth
    (1d20)[18] Perception


    Grepha

    While the others ready their ambush, Grepha descends upon the island invisibly and shifts into the form of a spider - just to be doubly hard to notice. The lodges present more trouble to access, so she begins with the tents, creeping inside to assess their valuables and see if anyone else is inside asleep. Conversations about food are of no interest to her, so she doesn't bother to eavesdrop.

    Spoiler: Rolls
    Show
    (1d20+5)[7] Stealth
    (1d20+5)[24] Stealth Adv
    (1d20+3)[14] Perception
    (1d20+2)[13] Investigation


  12. - Top - End - #1032
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    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Spiders are common enough in the area that even with Grepha's clumsy footsteps, the activities of those around the roasting meat don't change at all. She finds the five tents roughly similar to one another once she slips past the thick canvas flaps: a few bedrolls and other comfort items like pillows and sheets scattered around, but it's the bare necessities for sleeping comfortably and little else. Whatever personal items the occupants may have aren't stored here, and nor does she find any individuals sleeping. All five of the tents are decidedly empty - as one might expect for a lean organised environment - and she's left with little to show for this section of her scouting.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  13. - Top - End - #1033
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Looks like open warfare is unavoidable. Deneir grace us with the bravery and creativity to go through any obstacle today. she says as he holy symbol glows faintly, enveloping her siblings and the imp of all beneficiaries.

    Spoiler
    Show
    Casting Aid. 5 bonus HP and max HP to Sam, Caelyn and Grepha.

    Last edited by Spore; 2021-12-11 at 10:58 AM.

  14. - Top - End - #1034
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    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: --
    Concentrating on:
    6 / 6 d8 HD

    Caelyn would recommend a defensible position from her scouting, but would otherwise fall behind Vala. Should they sense anyone approaching, she would veil them in shadow.

    Spoiler: OOC
    Show
    Readied action to cast Pass without Trace.
    The Bear is Back.

  15. - Top - End - #1035
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    Grepha

    Finding nothing of use within the tents, Grepha shifts back into imp form (while still within one of the tents) and re-dons her visibility. Getting inside one of the other buildings would be tougher, and risk being spotted, but one ought not shirk their work.

    Tiptoeing to the nearest of the potential storage rooms, she turns and watches the four around the fire, waiting for a moment when they are facing another direction or engrossed in conversation. When her chance arises, she tests the handle and tries to slip inside undetected should it be unlocked.

    Spoiler: Rolls
    Show
    (1d20+5)[10] Stealth
    (1d20+5)[19] Stealth Adv
    (1d20+3)[20] Perception
    (1d20+2)[15] Investigation


  16. - Top - End - #1036
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    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    When Grepha goes to open the door to one of the shacks, the door creaks on poorly crafted hinges. No matter how invisible or how sneaky Grepha is, shoddy construction will foil even the most careful of creeping cats (or imps, in this case). The creak causes the conversation to immediately cease and four pairs of eyes lock on Grepha's location. The man with the axes raises one, ready to throw, and the two in robes both hold hands up in a spellcasting stance as the moment freezes. And then it continues - they don't see Grepha after all and their eyes scan the area, perceiving nothing. Eventually they settle back in with an absent comment of "Must have been the wind?" as the four go back to what they were doing earlier, still on alert, and Grepha gains access to one of the smaller buildings.

    It's small, barely large enough for the bed that dominates half the floorspace, but it's a solid roof over the head. A small dresser sets in one corner topped with a washbowl, a deck of cards (which are looking a little soggy, all told), and a dagger. Inside the dresser is a few sets of spare clothes and a small clinking bag of coins, the sound of which would doubtless attract attention.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  17. - Top - End - #1037
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    Grepha

    Finding nothing unusual, but making note of the extra pocket change for later, Grepha slips back out of the small 'lodge' room. She does her best to quietly shut the door so that the actual wind doesn't swing it open later and set the guards on... guard.

    Getting into the larger lodge with them already on alert from her last near miss could be a bad play, assuming it wasn't locked. So Grepha cuts her losses and flies back to the others.

    Spoiler: Rolls
    Show
    (1d20+5)[16] Stealth
    (1d20+5)[12] Stealth Adv


  18. - Top - End - #1038
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Defensible is all good and well, but remember my boots choose danger for me every time. Senna adds with a smirk. She agrees though, keeping the others save while confusing the enemy with a constantly teleporting cleric was a battle plan. A horrible chaotic one, but a plan.

  19. - Top - End - #1039
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    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: --
    Concentrating on:
    6 / 6 d8 HD

    "I will keep you healed, Senna. Wherever your boots take you." Caelee is keeping an eye and an ear out for anyone approaching, but is otherwise silent. She had a job, and she seemed devoted to it, but in a hollow way. Being observant and ready served as an able form of self distraction from her aching chest and the sorrowful look in her eyes she did her best to hide.

    Spoiler: OOC
    Show
    Deception of [roll]1d20+0[/roll] for Shizz and Giggles.
    Last edited by purepolarpanzer; 2021-12-14 at 03:56 PM.
    The Bear is Back.

  20. - Top - End - #1040
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    Default Re: Iron Crisis Part 2 (IC)

    Using Caelyn's knowledge of the tracks to predict a likely return route you settle in to watch and wait for the eventual patrol or hunting group return. Hours pass as you wait, quietly, occasionally jumping at the sound of a bush rustling or tree branch cracking, but inevitably it turns out to be little more than the wind or an animal. Finally you hear what sounds like footsteps against the hard ground - a number of them, and voices. Those approaching clearly do not seem much concerned about being overheard, and as Caelyn quietly wraps the group in shadow and silence you hear one voice laugh "And so I kicked him in the head 'til he was dead! Hah!" Followed by much guffawing. They draw ever closer, and as you're about to strike Senna's boots activate once more, thrusting the armoured cleric right into the centre of the group of bandits. This, it seems, is the only signal you need. Though the six of them stumble for a moment they're quickly rallying at the sudden appearance of what they clearly assume (correctly) as an aggressor, fumbling for weapons and going to knock arrows to strings. All six are dressed and armed similarly - hunting leathers, axes, bows and quivers stocked with arrows. The dead giant boar that four of them were carrying flumps to the ground with a softened thud.


    Spoiler: Map
    Show


    Surprise round due to stealth.

    Turn order is therefore
    Everyone->Sam/Senna/Vala->Enemies->Everyone again.
    Essentially everyone except Caelyn+Grepha get two turns to act before the enemies do. I'll do Vala's turns before the enemies in the next post.

    You're some distance away from the outpost/mines, so unless you start Shattering you're unlikely to be overheard.

    Last edited by Amnestic; 2021-12-20 at 07:24 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  21. - Top - End - #1041
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    Launching off of the branch she's on, Grepha does not bother with disguising her form. She glides in and jabs one of the bandits with her tail, then flaps back up in the air to avoid the reach of the rest. Further back, Sam steps around their tree cover and raises both hands, which hum as crackling energy begins to amass. Letting it loose, he fires a volley of energy bolts at one of the bandits in the middle of the pack.

    Spoiler: Actions
    Show
    Grepha
    Move 4 SW, 2 W.
    Tail sting on the bandit to her W
    (1d20+5)[13] to hit
    (1d4+3)[4] damage, plus (3d6)[9] poison
    (1d20)[14] DC 11 Con save to halve poison damage
    Move 2 E-Up, provoking an attack from the bandit she attack to get out of range of getting swarmed in melee

    Sam
    Move 1 N, 2 NW
    Eldritch Blast machinegun twice at the bandit guy W of Senna
    (1d20+6)[19] to hit Blast 1
    (1d10)[8] damage Blast 1 (+(1d4)[4] if the tree behind him is solid to crash into)
    (1d20+6)[8] to hit Blast 2
    (1d10)[3] damage Blast 2 (+(1d4)[4] if the tree behind him is solid to crash into)
    (1d20+6)[8] to hit Blast 3
    (1d10)[8] damage Blast 3 (+(1d4)[2] if the tree behind him is solid to crash into)
    (1d20+6)[15] to hit Blast 4
    (1d10)[3] damage Blast 4 (+(1d4)[2] if the tree behind him is solid to crash into)


  22. - Top - End - #1042
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Deep into prayer, Senna is whisked away into the fray of the enemies. She looks around herself, smiles and waves. Hello there. and with that divine effigies of her god surround her. Many-winged and -eyed angels in abstract forms circle her, judging everyone around her. Meanwhile Senna invokes another orison to sear her enemies with divine light.

    Spoiler
    Show

    Saves are done in order of "reading", so left to right, line for line.
    (6d20)[5][11][17][4][17][17](71) Wis saves vs. DC 15 Spiritual Guardians or take (3d8)[12] radiant damage
    (3d20)[7][10][12](29) Con saves vs. Word of Radiance saves or take (2d6)[6] radiant damage


  23. - Top - End - #1043
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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: --
    Concentrating on:
    6 / 6 d8 HD

    With battle joined, Caelee draws the long bow she recovered from the flaming battle and unleashes an arrow at the nearest bandit, preparing to follow Vala into the fray.

    Spoiler: OOC
    Show
    Attack roll- (1d20+7)[20] to hit for (1d8+3)[9] damage. Move after Vala.
    The Bear is Back.

  24. - Top - End - #1044
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    You descend upon them with the same lethality that they would have visited upon you, especially given their laughing about kicking someone to death just moments prior. When Senna's spirits appear they tear through the enemy, weakening them significantly. Sam's beams slam into one, pushing it up against a tree before Senna's radiant word ends his life. At the same time Vala, Grepha and Caelyn descend upon another. Grepha and Vala swoop in, Grepha's stinger piercing through the man's defenses. He swings back with an axe, catch her fleeing form on one of the wings, but when Vala comes in from below with a low sweep he's open for Caelyn's bowshot to thud right into the centre chest, dropping him to the ground. Vala spins, pushing the corpse away with her shield and stabs three more times at the one remaining next to her, her spear point creating three additional holes in the man's leather armour, and soon seeing him fall in just the same manner. Perhaps conscious that this is just the first of likely many battles today, Vala has chosen to fight without the use of her 'ascendant' form active, though given how quickly you're dispatching them it seems like it wouldn't be needed either way.

    The remaining three thugs move to run, but their speed is hampered by Senna's spirits and they barely exit its area, firing their bows haphazardly through the trees at the cleric. None of the arrows connect with anything worth mentioning, and their retreat is hindered further when Senna's boots bring her once again into melee range with one of them.

    Spoiler: Map
    Show



    To no one's great surprise, you guys are cleaving through them.

    Three dead already. Grepha takes 6 slashing damage from an OA axe attack before her assailant gets dropped. The remaining three move to retreat and fire bows at Senna, missing.
    Last edited by Amnestic; 2021-12-17 at 07:53 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  25. - Top - End - #1045
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: --
    Concentrating on:
    6 / 6 d8 HD

    The anger in Caelee leapt to the forefront of her mind. She could burn these murderers. She could incinerate them, purge their sins, and send them to the afterlife in pain and sorrow. But she saw Sam and Senna, and the fire that leapt to her bowstring whiffed out in a puff of smoke. She fired another arrow instead, trying to eliminate the lone runner.

    Spoiler: OOC
    Show
    Bow shot- (1d20+7)[18] to hit and (1d8+3)[8]. Move adjacent to Vala.
    The Bear is Back.

  26. - Top - End - #1046
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 14/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    The nick upon her wing is an annoyance Grepha misses the chance to repay in kind, as her chosen target goes down. Not so long ago the wound would have been much more worrisome, but the power she gained from the blood pact with Sam made it seem less of a concern. Swooping back down from above, she seeks out a new target to bring down.

    Taking a few jogging steps after them, Sam warms up a blast in each palm and launches further arcane artillery into the fray. "Anyone who drops their weapons and gets on the ground will be spared," he says, aiming his shots to disable rather than kill or maim. Though he has less sympathy than he used to for cruel creatures like these bandits, they need information.

    Spoiler: Actions
    Show
    Grepha
    If Caelyn's target is still up, move to him and tail stab.
    If Caelyn drops her target, move to just S of the bottom bandit to cut him off and tail stab.
    (1d20+5)[20] to hit
    (1d4+3)[4] damage + (3d6)[12] poison damage (DC 11 Con to halve)

    Sam
    Move 3 SW
    Eldritch Blast, going to deal NL damage. Priority order is: North Bandit, Middle Bandit, Bottom Bandit
    No Knockbacks this time to avoid helping them get distance.
    (1d20+6)[20] to hit Blast 1
    [roll1d10[/roll] damage Blast 1
    (1d20+6)[16] to hit Blast 2
    [roll1d10[/roll] damage Blast 2


  27. - Top - End - #1047
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    Spore's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Senna knew her active spell and her cursed shoes would bring doom to these brigands, yet she did not cease to concentrate on the doom of these men. She was not angry, nor fervent, she wasn't even enjoying their deaths. Their meek existence just was extinguished by her presence, and she deemed this the right way. Nonchalantly she throws a ball of fire after the fleeing northern bandit.

    Spoiler
    Show
    Will saves for the remainder (2d20)[8][16](24) for (3d8)[14] radiant damage
    Firebolt attacking for (1d20+7)[10] and (2d10)[5] fire damage


  28. - Top - End - #1048
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Sam's pleas fall on deaf ears - deafened by the sounds of Caelyn's bow, Vala's spear, Grepha's tailsting, Senna's guardians and indeed his own eldritch blasts. One bandit barely pulls his bow back up in time for another arrow before he's cut down, and then, another. The blitzkrieg strike from the party lasted barely fifteen seconds in all before there's six more bodies at your feet. Any screams or calls for help were cut short before they could be vocalised and the small trail you're on quickly quietens down once more, leaving you with only the sound of your own breathing and a gentle breeze rustling through the trees. Vala sighs as she clears the blood off her spear tip, not displeased. She seems more relieved than anything else, probably at the lack of wounds you've taken. Grepha being clipped by an axe seems to have been an "acceptable" hit.

    Spoiler: Loot
    Show

    67gp in varied coinage.
    3 bags of caltrops.
    6 handaxes, 6 longbows
    6 sets of (damaged) leather armour if you really want it
    69 arrows.
    One freshly killed giant boar.

    Nothing magical.
    Last edited by Amnestic; 2021-12-20 at 07:24 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  29. - Top - End - #1049
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 14/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    -- | --

    Lowering his arms, Sam lets out a flat, "Oh. Well, nevermind."

    With a flap of bat wings, Grepha falls to a rest on his shoulder, dropping a small pouch of about ten coins from her quarry into his palm. "My apologies. I'd already stung him by the time you gave the order."

    "S'alright. We can probably question one of the guys in the fort instead once we crash it," Sam waves it off, pouring the newly acquired gold into his pouch and trying not to think too hard about how easy it is to think about picking the bodies of these people for anything of value.

    Tail swaying behind Sam's back, Grepha eyes the dead boar flopped onto the ground where the bandits left it. Gears beginning to turn, she suggests, "Or maybe before we crash it. We could make a bonfire and cook that boar. Smoke, light, the smell of cooking meat, and their hunting party not back yet? They're sure to get riled up and send someone to investigate. I heard them talking shop about food when I was in there so I bet they're feeling hungry."

  30. - Top - End - #1050
    Titan in the Playground
     
    Spore's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 19 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: -

    Senna bows to the otherworldly spirits and ceases the divine enchantment. She steps back to the others and listens to Sam.

    Thing is, the plan is rather simple and easy to see through, so in turn for killing a few bandits we could maybe alert someone smarter than them. But it is a plan. We can only deal with large groups via magic, so we have to pick our poison. It is safe to say this grandiose miracle was a slight overreaction. she says looking around. If our other two situations are any guidance, we will have to deal with yet another spellcasting leader. Maybe even in addition to Venkt. Senna mentions the decrepit wizard who she assumes must be a necromancer once again.

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