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  1. - Top - End - #271
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Iron Crisis Pt3 IC

    Grok
    Dwarf Paladin 7
    AC: 21 HP: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: Concentrating

    Hearing the tinkling of a fleeing wererat, Grok bellows in fury. "Coward! Attacking travelers, then fleeing!" However, without a target, there isn't much he can do, and he turns his attention to the Otyugh, moving in behind Senna as he slices at the creature's tentacles.

    Spoiler: OOC
    Show

    Move to be within reach of the Otyugh. Note that he ignores the difficult terrain of the entangle, thanks to his ring.
    Stab with his +1 Glaive.
    (1d20+9)[20] + (1d4)[1] Attack 1
    (1d10+6)[8] Damage
    (1d20+9)[10] + (1d4)[1] Attack 2
    (1d10+6)[13] Damage

    Reaction: Sentinal, various AoO stuff.



    Last edited by Archmage1; 2023-03-04 at 10:43 PM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  2. - Top - End - #272
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 36/55 | AC: 16 HP: 16/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    Bless (Senna), Concentrating (Create Bonfire) | Raven Form, Mage Armor

    The Sewers

    Wrapped up in the slimy tentacle, Sam can feel it squeezing him like a giant snake. Not confident in his ability to break free, he instead flicks his hands to conjure a flame beneath the creature and hurls a psychic assault into its mind. The burning at his feet is immediately recognizable when he feels the bruises begin to heat up and the straining bones refill with vigor.

    Soaring over the monster, Grepha descends on the other side to fight alongside Caelyn's tree-spirit and snap her green-flamed beak. With a better look deeper into the den, she assesses where the leader may try to flee to.

    Spoiler: Actions
    Show
    Sam
    Create Bonfire under the Otyugh's upper two spaces.
    (1d20)[7] DC 14 Dex or take (2d8)[10] fire damage, and again if Sam manages to maintain Concentration on it by the end of stinky's turn
    Bonus action for his last 2nd level slot to Mind Thrust the Otyugh
    (1d20)[5] DC 14 Int for half or take (3d6)[16] psychic damage, and stagger

    Grepha
    Move over Otyugh without leaving its reach to avoid AoO, fly in the opening between rooms above Bokono
    Green Flame Peck on the wererat archer
    (1d20+5)[13] to hit
    (1d4+3)[7] damage, plus (1d8)[6] fire and (3d6)[14] poison with (1d20)[11] DC 11 Con for half


  3. - Top - End - #273
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
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    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Leaf's arrow shot soars past the party and pierces through the Otyugh's open mouth, flying out the back of the creature and tearing an open hole through it, a hole quickly filled by flame when Caelyn summons up Bokono from behind the creature. Surrounded now, it twitches and flails from Sam's spells, seeking respite but finding none. Grok charges in, whipping his glaive at the tentacles and removing them with two quick strikes and freeing the grappled pair. The sewer monster slumps forward as Grepha flies past to descend on the remaining wererat. The creature reaches up and grabs her before the stinger can make contact, but ultimately such an effort is pointless. Anri leaps up, jumping atop and over the otyugh with incredibly agility, before bringing down a flaming axe cut that bisects the wererat, but a further spin adds insult to injury as she then severs him across the middle from left to right, leaving him quartered.

    The remaining, fleeing creature transforms itself, its humanoid form slipping into that of a large rat that squeezes between the bars, and scurries off into the darkness. You hold a moment in case of further attacks, but nothing comes.

    A slow, methodical exploration of this section finds a small place for sleeping and a hoard-room which still contains a fair amount of items not recovered or stolen away by the invisible leader. A number of tiny holes pocket the walls, and gazing into them reveals a network of tiny tunnels. While Grepha could slip inside one for investigation, there is no indication which one the leader took - if indeed he took one at all. All you know is that you can't find him in the den any longer.

    "Phew!" Senna offers with some enthusiasm, poking a foot into the otyugh's unmoving body. "Urban-man's dungeon indeed."

    Spoiler: OOC
    Show


    Battle concluded. I shuffled some of the attacks around target-wise for better narrative description because I can, don't worry too much about it.

    Combined with the boat-fight, you're up 30 / 100 towards your next level up.

    Loot:-
    544gp total in coinage.
    360gp in gems

    A star chart showing Bahamut and a one-headed Tiamat as constellations.
    The skull of some sort of demon
    An embroidered pillow (soiled) depicting a uniciorn.

    Magic Items, identified on a short rest:-
    Two potions of Invisibility
    Potion of Greater Healing (4d4+4)
    Ring of Swimming
    A Mystery Key
    Hat of Vermin
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  4. - Top - End - #274
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 36/55 | AC: 16 HP: 16/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    Bless (Senna) | Raven Form, Mage Armor

    The Sewers

    "A shame," Grepha remarks as she inspects the many potential, ratty escape tunnels. "Even one of those vermin survives, they will simply spread again." The prospect of chasing them seems pointless, so she begins to help the others search through the items. The imp's mental voice silently entreats Sam, Can you help me search for signs of Gil?

    Wiping off as much of the slime as he can from the creature that had wrapped his arms, Sam steps into the den hoard and starts to help his familiar pick through their remains.

    Spoiler: Actions
    Show
    Knowledge checks
    (1d20+8)[18] Religion for the star chart
    (1d20+8)[24] Religion for the demon skull

    Sam&Grepha search the wererats and their trash pile for signs that any of them or any of their victims may have been Gil
    (1d20+5)[17] Sam Investigation
    (1d20+5)[7] Help


  5. - Top - End - #275
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
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    UTC-5

    Default Re: Iron Crisis Pt3 IC

    Grok
    Dwarf Paladin 7
    AC: 21 HP: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: none

    In the aftermath of the fight, Grok remains alert with his Glaive held at the ready, clearly prepared for the wererat leader to return as he looks around the chamber. After about half a minute, he relaxes, not having seen any signs of the enemy. "Humph. Cowards. But contagious ones. If people are going missing, wiping out this infection would only be for the good."

    He remains alert, and on guard, as the exploration continues, but at the sight of the tiny, rat-sized tunnels, he shakes his head. "We could try smoking them out. Not like there isn't plenty of fuel here, and a bit of work should see the smoke directed into their tunnel network. If they don't have another exit, that'd drive them out, or end their threat."

    Spoiler: OOC
    Show

    As a dwarf, I'm thinking Grok would be well aware of the dangers of smoke in tunnels.


    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  6. - Top - End - #276
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
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    Lower Menthis

    Default Re: Iron Crisis Pt3 IC

    Leaf
    Tabaxi Ranger 4/Rogue 3
    AC: 17 HP: 60/60 PP: 18 PIv: 12 PIs: 14
    HD: 4/4d10, 4/4d8, Conditions: none
    Spell Slots, 1st: 3/3 LR
    Favored Foe: 3/3 LR
    Restrain: 3/3 Dawn


    Leaf keeps his bow ready for a moment longer to make sure nothing is coming down the hallway from either direction. He then jumps over the sewage and enters the room with the others. He looks at the tiny tunnels and wonders.

    "Would that fireball fill in the tunnels or just the first few feet?"

    When Caelyn offers up the glorious hat, Leaf thinks it will go well with his silk clothes. "I think that would look good on me." If no one else wants it, he tries it on.

    Spoiler
    Show


    Spoiler: notes
    Show
    Commander Scar, Flaming Fist
    Dabron Sashenstar, Merchant's League
    Infiltrate the League's headquarters and investigate. Seek out any documents or people.

    Last edited by Bobthewizard; 2023-03-06 at 08:11 AM.

  7. - Top - End - #277
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 54/54
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Spell Slots- 3/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th
    1/2 Wildshape

    Caelyn assisted her siblings and new friends in searching the disgusting remains of the grotto in the sewer, and though she sincerely wishes to wash herself when they are done, she isn't disappointed with the result. Counting the coins into the bag of holding, she turns and watches Sam search with more intensity than she had, paying specific attention to the corpses. She sighed and looked away, knowing that no matter what he found it would bring sadness. Still, certainty was worth something, she supposed.

    When she was going through the bag, she removed a long robe that was warm to the touch. "I'd forgotten about this! We really should do some trade on these magic items, we have more than we could use if we tried." Turning to her new companions Leaf, Anri, and Grok, she opened the bag in their direction. "If any of you want anything from here, I'm sure it would be more useful attuned to you than moldering in our bag."
    The Bear is Back.

  8. - Top - End - #278
    Titan in the Playground
     
    Amnestic's Avatar

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    Castle Sparrowcellar
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    Default Re: Iron Crisis Pt3 IC

    Though there are remains of scraps of clothing and a few pieces of (damaged) jewellery or other trinkets, nothing found particularly sticks out to you as being related to Gil.

    Grok is well aware that though you could attempt to smoke out the tunnels, not knowing where they lead is the main problem. A well placed fireball could, depending on how the network is connected, do what you need; it could also burn up to the surface, if one of the passages leads upwards.

    Spoiler: Star Chart
    Show

    The star chart is typically viewed as heresy by both Bahamut and Tiamat followers. It predicts - via astronomy - the invasion by Bahamut into Avernus, not to destroy Tiamat but to free her. This act will coalesce her five heads into one, and as a single Chromatic Queen she will join with Bahamut to lead all dragons into a grand new future just as they had worked together originally when they had first been born as gods.

    The Church (as they like to be called) or Cult (as they are typically referred) of Prismatic Platinum is extremely small currently and lacks any notable followers or influence, but what they do have is a surprisingly robust ability to spread their propaganda - even if most people don't actually understand it, the pictures are nice to look at.



    Spoiler: Skull
    Show

    The skull is of an Uridezu - a rat-like demon that is typically of minimal intelligence. They were often used as cannonfodder or other menial labour by more powerful demons, and rarely held any actual power. Because of this they are often more than willing to serve mortal masters who summon them to the Material Plane - even the worst mortal is often preferable to their treatment in Hell.

    Craven and easily scared, they nevertheless held some degree of power and influence over the rats of the Material, and those demons that freed themselves and ran amok frequently used swarms of rats and dire rats as scouts and cannonfodder of their own. Uridezu were known to be able to summon other creatures of their kind, though rarely did so for fear of incurring a debt. Their bites are known to paralyze, and their tails could be used like whips to trip or disarm their foes.

    Given its position among the wererats things, this skull may have been a small object of worship for them, or used as a sign of the leader's dominance and power.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  9. - Top - End - #279
    Ogre in the Playground
     
    Awful's Avatar

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    Jan 2018
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    Somewhere Strange

    Default Re: Iron Crisis Pt3 IC

    "Anri"
    High Elf Eldritch Knight.
    Darkvision: 60ft Blindsight: 10ft
    AC: 17 HP: 72/72
    PP: 15 PIv: 12 PIs: 12
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Second wind 1d10+7 1/1 Action surge 1/1
    Spell Slots- 3/4 1st, 2/2 2nd

    Destroying the wererat so utterly had mollified a little of the slightly psychotic elf's annoyance at the enemy running away (again!). She clicked her tongue to extingush the flames and nodded to herself at the smell of success, which in this case smelt like singed rodent.

    Clicking her fingers to slick the gore off the blade, she rested it again on her shoulder. She padded around the little lair, occasionally poking at something with the spike on her axe's tip. Finding nothing truly interesting, she wandered about until the bag of holding came out.

    Peeking through the contents, she retrieved a ring, turning it too and fro delicately between her claws.
    "I will have this," she said.

    At the notion of fireballs and smoking them out, she angled her head in curiosity.
    "Make something go down the tunnels and see if they come out somewhere, then."
    She turned her fiercely gold eyes on Grepha. "Like that thing."
    Spoiler: OOC
    Show


    I'll take the ring of swimming from the bag.

    I'd like the bow of marksmanship but won't take it unless it's offered.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  10. - Top - End - #280
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 36/55 | AC: 16 HP: 16/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Mage Armor

    The Sewers

    Picking up the star chart, Sam looks it over. The significance is realized almost immediately; the writings at Candlekeep are many, and among them those relating to Bahamut always drew the lion's share of his poor attention span. As someone in such a unique position, matters of heresy are far from Sam's place to judge. One thing is clear though, the rats do not seem like worshipers of either Bahamut or Tiamat. So the rat-demon skull acting as an object of worship would suggest.

    So, the chart may have been looted from one of the cult's followers, or one of their followers may have been turned into a rat. Either way, the cult's presence in the city may be a point of interest. And they aren't shy about spreading propaganda, which may yield a trail.


    "I can follow only one tunnel," Grepha points out the obvious flaw in the plan to have her go poking around in them. "Even if I could somehow see the rat, it would be a shot in the dark. We would have more luck trying to track the one whose direction we did see," she motions her head towards the pathway formerly occupied by the otyugh, and the grates beyond where the rat had vanished. Still, finding one rat in the sewers...

    "I have a better idea," Sam and Grepha both announce at once, as the half-dragon stands up with the skull in one hand and the chart in another.

    "What was your idea?"

    "Well," with a caw to clear her throat, Grepha explains, "Wererats do not simply materialize out of thin air. Lycanthropes infect others. That means they had or have names and identities above ground, as normal humans. Or whatever they were." Hopping over to the last wererat killed by Anri, she suggests, "This one would have seen the other escape to the south, and all of them likely know their plague's leader by name and title. With a couple of carefully worded questions from Senna's Bells, we could question the dead rat on the survivors' civilian identities and have one question leftover to expand on one of those." After a pause, she looks at Sam expectantly. "And your idea?"

    "Oh," he holds up the skull. "This is the skull of a low-ranking rat demon. It's either being used as an altar of worship, or a symbol of their leader's authority. It's not the kind of thing he'd want to ditch behind. So," Sam waves around at the lair. "We can leave him a note here with a time and meeting location, where he can ransom back his prized skull. He might not answer the summons, depends how prideful or sentimental he is. But I'd like to question him about a few things."

    "Wererats are natural spies and infiltrators. They could easily be connected to thieves' guilds and other ill-reputable organizations. He could have useful information on one or more of our quarries," Grepha agrees.

    Turning to the rest of their group, Sam smiles and then immediately closes his mouth tightly when too much of the stench creeps in. "What do you guys think?"
    Last edited by RandomWombat; 2023-03-08 at 10:18 PM.

  11. - Top - End - #281
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
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    The Frozen Northlands
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    Male

    Default Re: Iron Crisis Pt3 IC

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 54/54
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Spell Slots- 1/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th
    1/2 Wildshape

    Caelyn was beginning to feel spoiled by the rest she'd been getting from Seniyad's blessing had been added to her staff. But now... there was an anxiety that her rest might be stolen away again. But when Sam proposed the in initiative she was prompt to respond, even as she continued pawing through potion vials. "Chances are we'll attract a trap. But... we've generally proven ourselves more than resourceful enough to I think that if we're careful we can handle the negative attention and prosper on the other side." She smiled at her sister, then closed her eyes for a moment and continues. "Our... sneaking friend had a different adventure they needed to go on..."

    "If we must look to scum for such insights... well I suppose we must... But, our friend Leaf reminds me of... our friend's movements when we explore, so perhaps you'd be capable of surveying the target. I am capable of being as innocuous as a spider or a mouse, and we have potions of invisibility. When we make our move against the bastards who burned that boat, we should make use of all of this and be more that quiet enough." She looked to Sam, however, and her features softened. "But we'll be more prepared if we explore every avenue. So if you feel a trap is appropriate, or some more information, or some other good deed of vagrancy and homicide, I'll follow you there." Brother...She finished sorting through baubles, rings, and fanciful robes and briefly modeled the new hood she wore.

    "Besides, even though every moment inside this city mildly offends me, I'm highly entertained by this whirlwind tour of the big city. And the friends we've met along the way." She pulled the hood down, freeing the rat underneath the spawning hat that she'd selected. She caught it in her hand as it scrabbled away and whispered to it, sending it on a quest into the sewer with a nibble of dried fruit and a mission.



    Spoiler: OOC
    Show
    There are 8 more charges in that rabbit to heal people (approximately), so I'm going to roll d6 to put Grepha and Sam back together. (8d6)[3][6][4][1][5][5][3][4](31) for healing, spread out as we need it. We also have Bokono for the rest of an hour off this charge, and he empowers Caelee's spells once per turn. I'd rather not waste the charge, but if it does no big deal.

    Attune to Robe of cold Resistance. Activate rat hat. Cast Animal Friendship, Speak with Animals, and roll a handle animal of (1d20+7)[20]. While the rat is under animal friendship, I want it to go into the sewer and look for wererats, sleep, then come back to me for food. I will cast animal friendship on it tomorrow morning and ask it to lead us if we have to come back down here. Also rats are cute and useful, and Caelee must have the most pets in the party. Now she has rats, all at the cost of an item charges and two first level spells.

    Also, I can look up art for these magic items if necessary, but I'd like to ask the DM if they have samples of the magic items first.
    Last edited by purepolarpanzer; 2023-03-09 at 01:54 PM.
    The Bear is Back.

  12. - Top - End - #282
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Iron Crisis Pt3 IC

    Leaf
    Tabaxi Ranger 4/Rogue 3
    AC: 17 HP: 60/60 PP: 18 PIv: 12 PIs: 14
    HD: 4/4d10, 4/4d8, Conditions: none
    Spell Slots, 1st: 3/3 LR
    Favored Foe: 3/3 LR
    Restrain: 3/3 Dawn


    While Leaf did an admirable job jumping over the muck and avoiding the worst of the sewage, he still has a little on his feet. He tries to shake it off but dares not lick his fur to clean it. He'll have to bathe, as much as he hates the water. The thought gives him a little bit of anxiety. He's ready to get out of these sewers, but understands if the others want to continue towards their objective.

    "Should we leave or continue on? I should be able to scout ahead if we ever need it. Tabaxi can be very quiet."

    It's clear that he would prefer to leave these sewers, but he thinks it's worth being down here if it helps his new friends.

    Spoiler
    Show


    Spoiler: notes
    Show
    Commander Scar, Flaming Fist
    Dabron Sashenstar, Merchant's League
    Infiltrate the League's headquarters and investigate. Seek out any documents or people.

    Last edited by Bobthewizard; 2023-03-10 at 07:12 PM.

  13. - Top - End - #283
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
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    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Senna looks a little concerned about reanimating the dead once more, even if it's just to speak with their body and not their soul. Holding a hand to her bellbag, she hesitates and says: "I can...but they'll recognise us, so I'm not sure how helpful they'll be. Hope you've got some clever questions in mind for it." She doesn't yet cast the spell, just in case you change your mind, but is ready to do so at your go-ahead. "I think we should just move on though, we beat him in his lair and killed all his helpers. If he comes at us again, we can just do the same." The confidence is brash, and Caelyn and Sam know better - it's partially that she just doesn't want to mess with the dead some more.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  14. - Top - End - #284
    Colossus in the Playground
     
    GreenSorcererElf

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    UTC-5

    Default Re: Iron Crisis Pt3 IC

    Grok listens as Sam, Anri, Caelyn, Leaf, and Senna discuss the task of finding them, and their doubt. He shakes his head firmly at the suggestion of just moving on. "Leaving this creature to go on to infect others, to cause more death? Aye, you're right, it probably isn't going to matter to us. But what about those that it is going to infect after we leave? Those that it is going to murder, to rob, to consume?" He shakes his head firmly. "That's always the problem with creatures like these. You have to get them all, or else they just "recruit" some new followers, and start all over again."
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  15. - Top - End - #285
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 55/55 | AC: 16 HP: 26/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Mage Armor

    The Sewers

    "I know you don't like these necromantic magics," he sympathizes with Senna, but Sam nods at their dwarven comrade's words. If even a warrior of the light could see the need...

    Taking out some note paper, he writes a ransom note for the wererat leader should he return to the scene of the battle. "While I understand the desire to exterminate them, I just ask we curb the murderous intent should we meet and parley with their leader," Sam beseeches the dwarf. "Our blades should be ready for a double cross, but to be the double-crossers would only serve to stain our souls."

    Grepha rolls her beady black eyes.

    Spoiler: Suggested Dead Questions
    Show
    1: "Who did your pack get this star chart from?"
    2: "What are the civilian names of your wererat pack?"
    3: "Do you know anything about the Merchant's League's self-sabotage?"


    Spoiler: Note
    Show
    Master Wererat,
    This was not a well-picked battle. It was not your blood we sought, but information. If you want your skull returned, meet me tonight behind the southern stables for parley. We may be able to work something out and avoid further bloodshed.


    Sam sets the note on top of something, folded so as to be clearly visible.
    (1d20+9)[21] Persuasion

    Last edited by RandomWombat; 2023-03-13 at 02:12 PM.

  16. - Top - End - #286
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Pt3 IC

    Grasping her bell, Senna intones its chime above the wererat. The pealing sound resounds through the room, and the light sources you have seem to dim somewhat, though it could just be a trick of the light as a chill pall sets in. The blue light of death sets into the wererat's glazed eyes as its jaw flops open, and an icy wind emerges with each word it intones. Taking cues from Sam, she asks the questions in order, and receives the following responses:-

    "NYEH. HEH. HEH. FOUND. IN. SEWER. ON. CORPSE. ALL. COMES. TO. US.

    "FLAMING. FIST." Senna rolls her eyes at this one.

    "NO."

    In addition to the suggested questions, Senna poses the question of where their leader would run to, and what else is down here.

    "HE. WOULDN'T. RUN." is the answer to the first of these.

    "YOUR. DEATH." ellicits a sigh from the young cleric, along with a muttered "Heard that before."

    The magic fades, and as it does so you all feel immediately warmer and safer, despite still being in a stinking sewer surrounded by corpses.

    Caelyn's rat darts off into the the darkness as you pack up and prepare yourselves to move on. When you head south to where the other wererat escaped, you find there's a small crank, rusted, but still usable, though it does require the stronger of your party to do the (literal) heavy lifting. Two adjacent bars raise up when you do so, allowing passage for the party, though you'd struggle to imagine that the otyugh could use it, or apply the proper force to crank it in the first place. No permanent damage done though, and the Baldur's Gate sewer infrastructure remains mercifully intact.

    The rat does not return before its hour expires, though this is hopefully good news instead of bad. Nor do you see any more wererats. Tracking time beneath the earth is difficult, but the occasional shaft of natural light from above tells you that night has not yet fallen. The channel you're following widens and deepends, and the sound of running water grows louder. Through the darkness and the dimness, you spot a number of stakes lined up in a defensive formation to block your advance, though there are planks crossing the channel to allow you to pass without clambering over them or getting your feet wet.

    Ahead, beyond them, you spot the flickering of torchlight, and accompanying the sound of running water: Raucous cheering, pained screaming, the heavy and rhythmic thump, thump, thump of wood on wood, and a booming voice screeching in Undercommon.
    Spoiler: Undercommon
    Show

    We grant you this sacrifice, cunning Kurtulmak. Bless us with your powers.


    Though from your current position you can't see anyone, and nor can they see you, it's not hard to guess that this will change should you approach without care.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  17. - Top - End - #287
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
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    Default Re: Iron Crisis Pt3 IC

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 54/54
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Spell Slots- 1/4 1st, 2/3 2nd, 2/3 3rd, 1/1 4th
    0/2 Wildshape

    Caelyn eases forward, dropping to a knee in the tunnel and trying to keep herself close to the wall. Looking back at her company, she saw so many new faces and felt melancholy for those that, in her mind, were missing. Then she began to speak quietly, but loudly enough that her family and newfound friends could hear her. "Those who can should try to get a good position utilizing quick and quiet movement. We don't strike till everyone is in position, then when Grok... I mean, the louder members get their attention." If she gets some number of volunteers, she whispers a word to Bokono to stay with Grok, turns down the tunnel, and shrinks down to a rat herself before pushing forward and trying to find a good place to shoot firey beams from.
    Spoiler: OOC
    Show
    Rolling [roll0] stealth for Caelee. Not sure what bonuses she gets for being a rat, but I'm sure we can figure something out. EDIT- Rolled a 23.
    Last edited by purepolarpanzer; 2023-03-14 at 01:18 PM.
    The Bear is Back.

  18. - Top - End - #288
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 55/55 | AC: 16 HP: 26/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Mage Armor, Invisible

    The Sewers

    "Assuming we need to strike at all," Sam reminds, his voice uncertain. Their encounters thus far down here had been less than promising, but Sam still remembers his prayer to Bahamut and the implied commitment to seek the best in people. "Go ahead and scout, Grepha?"

    "Of course," the bird fades from view and takes off further down the tunnel.

    Spoiler: Rolls
    Show
    (1d20+5)[7] Grepha Stealth
    (1d20+5)[25] invis Adv


  19. - Top - End - #289
    Ettin in the Playground
     
    GnomeWizardGuy

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    Lower Menthis

    Default Re: Iron Crisis Pt3 IC

    Leaf
    Tabaxi Ranger 4/Rogue 3
    AC: 17 HP: 60/60 PP: 18 PIv: 12 PIs: 14
    HD: 4/4d10, 4/4d8, Conditions: none
    Spell Slots, 1st: 3/3 LR
    Favored Foe: 3/3 LR
    Restrain: 3/3 Dawn


    "I'll follow you Grepha. In case you get in trouble."

    Leaf makes sure the hood of his cloak is up, and then moves forward towards the noise, presumably after the now invisible Grepha. He makes sure not to get so close that he would alert whoever is there, but he gets close enough to help should Grepha need it.

    Spoiler
    Show
    Stealth with Advantage 15, 27 from OOC (others have disadvantage on perception roll to see him)

    Spoiler: notes
    Show
    Commander Scar, Flaming Fist
    Dabron Sashenstar, Merchant's League
    Infiltrate the League's headquarters and investigate. Seek out any documents or people.

    Last edited by Bobthewizard; 2023-03-14 at 01:50 PM.

  20. - Top - End - #290
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Pt3 IC

    Caelyn and Leaf pick their way forwards, skirting around the edge of the light as best they can and hugging to the darkness. It's no easy task. When they break the corner torchlight licks at their sides, and they - along with Grepha - are greeted by a vast central cistern. Perhaps 200 feet across at its widest point, this circular area of deep but not cavernous sewer water is filled with flickering torchlight. In the centre is a stone platform, atop which you find the source of the loud yelling. A crimson-scaled kobold wearing a skull crown stands atop a platform of stone before an altar. The altar itself is occupied by the bloody body of a man in leathers. His chest has been gouged open, and the kobold holds aloft his still bloody heart. Streaks of sanguine cover the stone, and you see another body being dragged away, for the crimson-scale is not alone. The cistern is filled with kobolds, maybe two dozen in all. Some are crowded around the centre platform but others are spread throughout the cistern on yet more wooden planks arranged into a haphazard arrangement of walkways. Nets are set up between some walkways, though you can't imagine the fish down here are terribly tasty.

    It is these numerous kobolds slamming the butts of their spears into the wood and stone that caused the rhythmic religious drumming. Excitement is reaching a fever pitch, and it is only this that keeps some of the kobolds from noticing you, their eyes glued to the central plinth and their leader's sacrifice ceremony. So too are your eyes drawn, until you hear another scream and the clash of metal on stone. Though the angle is difficult to see it looks as though there are some human (captives?) who have not yet given up the fight. Their equipment seems threadbare - a chain shirt, spear, and shield. The most basic of basic, but you do barely make out a Flaming Fist emblem on one of them. They are being surrounded by a half-dozen kobolds, and there is no clear escape for them. One of them, Grepha notes, is almost certainly Gil, unless he happens to have an equally greasy twin.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  21. - Top - End - #291
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Pt3 IC

    Seizing the moment, and eager to avoid any more sacrifices, you leap into action.

    Spoiler: Map
    Show


    Quite appropriately for you getting the jump, most of you are winning on initiative.

    Taking a dip in the water reveals it to be roughly waist deep, counting as difficult terrain.

    It's probably not easy to make out all the tokens (you might have to open the map in a separate window for zoom purposes).
    The normal looking green-scaled are wearing leather and shields, and holding spears.
    The yellow scales aren't wearing armour and have daggers.
    The hooded dark-green scales are wearing leather and wielding warpicks.
    The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
    The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

    Anri, Sam, Caelyn, Grepha, Senna, and Grok are up.

    Initiative Order
    Anri:(1d20+1)[20]
    Sam: (1d20+5)[18]
    Caelyn: (1d20)[17]
    Grepha: (1d20+5)[15]
    Senna: (1d20)[13]
    Grok: (1d20)[12]

    KA: (1d20)[12]
    KEG:(1d20+5)[11]

    Leaf: (1d20)[10]

    KSp:(1d20)[3]
    KK: (1d20)[3]
    KS:(1d20)[1]

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  22. - Top - End - #292
    Colossus in the Playground
     
    GreenSorcererElf

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    UTC-5

    Default Re: Iron Crisis Pt3 IC

    Grok
    Dwarf Paladin 7
    AC: 19 HP: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: none

    Grok frowns at the answers the speak with dead spell revealed nothing of use, and shakes his head. "That wasn't as helpful as I'd hoped, nut it was worth a try, Ms. Senna."

    He continues along with the group of adventurers, his brown eyes continuing to dart about the sewer, and his hands remain on his glaive, ready to strike, but as the party moves, and the thumping of drums sounds in the deeps, Grok whispers as the stealthier sorts move ahead. "They're sacrificing something to Kurtulmak."

    However, as the group draws closer, and he finally manages to see what was happening at the cursed altar in the center of the room, he abruptly roars, and seemingly teleports into the action.
    Spoiler: Undercommon
    Show
    "You'll nae take another!"

    As his cry echoes, he doesn't hesitate to follow his teleportation with a charge straight between two of the kobalds, lashing out at the spearwielder besides him with haft and blade.

    Spoiler: OOC
    Show

    So, not much for human sacrifice, Grok charges.
    Bonus action: Misty Step, which I think can get him to the square right before the start of the wooden platform heading south.
    Move: 25 feet to the south, which should put him adjacent to the warpick wielder there, and to the northwest of the spearwielder.
    Attack twice
    (1d20+9)[28] Attack 1
    (1d10+6)[15] Damage 1
    (1d20+9)[21] Attack 2
    (1d10+6)[13] Damage 2
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  23. - Top - End - #293
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 55/55 | AC: 16 HP: 26/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Mage Armor, Bardic Inspiration

    The Sewers

    As she rounds the corner and hovers in the air on unseen wings, Grepha scans the room. The sight of the ritual sacrifices doesn't stir much in her. It's about what she expected of depraved creatures living in the bowels of human waste. If anything, she's glad that convincing Sam to exterminate these pests will be made all the easier.

    Then she spots the remaining sacrifices, struggling vainly against the kobolds on all sides, and the boy in their midst. There is need, Grepha relays to Sam, along with an image of the room, before she launches herself at the nearest kobold. Their new dwarven ally proves himself a worthy one, appearing in a flash mid-charge to run through one of the creatures. She swerves her path to the next in line, trusting his blade to cut down their foes handily.

    Divebombing one of the leather-clad fodder, Grepha appears in a flash of green hellfire, black smoke and clawing talons. She shrieks in Draconic to grab the attention of the others nearby, and hopefully draw their spears and arrows away from the sacrifices.
    Spoiler: Draconic
    Show
    "Eyes on me, you gnome-sucking mongrel lizards!"


    Carving an infernal sigil into the air with her talons, she casts it beneath Grok's feet.


    As the violence breaks out, Sam processes the images Grepha sent through their link and steels himself for more violence. There's no difference to him in what these creatures are. They are dark cultists, and Bahamut's justice would come down on them. Running up to the steps on the corner, he follows Grepha's lead and focuses on saving the prisoners. "Gil! This way! Grepha and I are here to help!"

    Conjuring two bolts of energy, he tosses them at another of the prisoners' guards.

    Spoiler: Rolls
    Show
    Grepha
    Move to the space 1 NE of the Basic Green kobold near Gil and the Fist.
    Green-Flame Talons
    (1d20+5)[23] to hit
    (1d20+5)[23] Invis
    (1d4+3)[7] damage +(1d8)[4] fire and (3d6)[3] poison, (1d20)[18] Con vs DC 11 to halve poison
    Bonus Action for Sigil of Alacrity under Grok.

    Sam
    Move to 1 W of Grepha's starting position.
    EB on the basic green kobolds south of the prisoners, starting with the nearer one. Second blast at the other if it takes him out.
    (1d20+6)[16] Blast 1 to hit
    (1d10)[2] damage and +(1d4)[2] impact on the wall
    (1d20+6)[26] Blast 2 to hit
    (1d10)[9] damage and +(1d4)[2] impact if it also hits the first target +6 crit damage
    Bonus Action for Bardic Inspiration on Grepha.

    Last edited by RandomWombat; 2023-03-14 at 11:46 PM.

  24. - Top - End - #294
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Pt3 IC

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 54/54
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Spell Slots- 3/4 1st, 2/3 2nd, 1/3 3rd, 1/1 4th
    0/2 Wildshape

    As a rat, Caelyn hoped to get closer and unleash hell upon the bloodthirsty kobolds. But before she could her allies were already off hollering and shouting and... well DAMN Sam actually managed to find Gil. She grew from a rat back into an elf and stamped her staff, coming around the corner and focusing fire with Sam to mow down the enemies near the prisoners with scorching rays. Bokono also comes around the corner, tossing fire and aiding his master's spellwork.

    Spoiler: OOC
    Show
    Focus firing the same targets as Sam. Hoping for advantage with the stealth roll plus rat form. Upcasting scorching ray to level 3. Sorry if my spells were switched around, there was some confusion with my sheet. (1d20+7)[17] to hit, and (2d6)[6][4](10) fire damage. (1d20+7)[20] to hit, and (2d6)[5][1](6) fire damage. (1d20+7)[25] to hit, and (2d6)[1][5](6) fire damage. (1d20+7)[17] to hit, and (2d6)[6][5](11) fire damage. If I have advantage here's 4 rerolls on the d20's to hit- (4d20)[9][3][2][7](21). Bokono will fire seed for (1d20+7)[27] to hit for (1d6+3)[6] fire damage, at the same targets, or at the nearer kobolds to the east if all the ones in range to the south are dead.

    EDIT- all the 1's on scorching ray damages are actually 2's, Caelyn's wildfire bond deals 1 more fire damage to the first kobold hit, and Bokono crit for 4 additional fire damage.
    Last edited by purepolarpanzer; 2023-03-15 at 09:15 AM.
    The Bear is Back.

  25. - Top - End - #295
    Ogre in the Playground
     
    Awful's Avatar

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    Somewhere Strange

    Default Re: Iron Crisis Pt3 IC

    "Anri"
    High Elf Eldritch Knight.
    Darkvision: 60ft Blindsight: 10ft
    AC: 17 HP: 72/72
    PP: 15 PIv: 12 PIs: 12
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Second wind 1d10+7 1/1 Action surge 1/1
    Spell Slots- 3/4 1st, 2/2 2nd

    The little elf burst into motion. Fearlessly, she charged along the stone plinth before boldly leaping off into space to the east, and as she did so she flickered and reappeared on one of the platfroms, axe already being swung even as she skidded to a stop.
    Spoiler: OOC
    Show



    Move: as above
    BA: Misty Step as above
    Action:
    Attack one:
    (1d20+8)[16] to hit, (1d12+5)[9] slash
    Attack 2
    (1d20+8)[21] to hit, (1d12+5)[9] slash
    Reaction: shield if hit
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  26. - Top - End - #296
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Pt3 IC

    The bursting of the party onto the scene takes the kobolds by surprise, and the brutality of it is unmatched. The combined ranged assault of Sam and Caelyn on the furthest kobolds (near to the prisoners) sees three slaughtered in a matter of moments, chunks of their body being blown apart by the magical attacks. Anri follows up, teleporting across a gap to catch another by surprise and cleaving it in two with her axe. Grepha and Grok find their foes only mildly hardier, though they are no less successful in landing critical blows against them, breaking through armour and scale to draw blood. Only one retaliates, hooking its warpick up beneath Grok's knee and dragging back, scraping through the armour to find skin beneath. Senna follows last, incanting a blessing of Deneir that radiates around the party. Whether deliberately or otherwise, she chose not to include herself, but did bless Grepha's strikes.

    On the central plinth, they begin to move, with three of the kobolds - two of the warpick wielders and the one with a bandoleer of flasks - get in close.

    Spoiler: Map
    Show



    Anri cuts down one with two attacks.
    Sam likewise hits twice with his beams and kills a kobold.
    Caelyn kills two with upcast Scorching Ray. Bokono can't attack since you exited wild shape on the same turn.
    Grepha hits with her attack, but they're barely still alive due to a poison save.
    Grok hits twice, bloodying the warpick wielding elite guard.
    Senna casts Bless on everyone (including Grepha), except herself and Bokono, with a 3rd level slot. Bless wouldn't have affected Grok's turn, he hit regardless.

    The elite guard strikes back, hitting Grok for 9 piercing damage.
    Another one dashes closer, while the third and the alchemist more carefully approach Anri, dodging.

    Token reminders:
    The normal looking green-scaled are wearing leather and shields, and holding spears.
    The yellow scales aren't wearing armour and have daggers.
    The hooded dark-green scales are wearing leather and wielding warpicks.
    The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
    The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

    Leaf is up.

    Initiative Order
    Anri:(1d20+1)[20]
    Sam: (1d20+5)[18]
    Caelyn: (1d20)[17]
    Grepha: (1d20+5)[15]
    Senna: (1d20)[13]
    Grok: (1d20)[12]

    KA: (1d20)[12]
    KEG:(1d20+5)[11]

    Leaf: (1d20)[10]

    KSp:(1d20)[3]
    KK: (1d20)[3]
    KS:(1d20)[1]

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  27. - Top - End - #297
    Ettin in the Playground
     
    GnomeWizardGuy

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    Location
    Lower Menthis

    Default Re: Iron Crisis Pt3 IC

    Leaf
    Tabaxi Ranger 4/Rogue 3
    AC: 17 HP: 60/60 PP: 18 PIv: 12 PIs: 14
    HD: 4/4d10, 4/4d8, Conditions: none
    Spell Slots, 1st: 3/3 LR
    Favored Foe: 3/3 LR
    Restrain: 3/3 Dawn


    "Get the prisoners, I'll try to keep the others from getting to you."

    With his hood still up, Leaf finds a place to hide, staying about where he is, and then shoots at the bandoleer-wielding kobold coming towards the prisoners.

    Spoiler
    Show
    Stealth with Advantage (1d20+11)[26], (1d20+11)[20] (others have disadvantage on perception roll to see him)

    Attack with Elven Accuracy: (1d20+12)[22], (1d20+12)[31], (1d20+12)[23]
    Damage: (1d8+7)[12]
    Colossus if injured: (1d8)[8]
    Sneak attack: (2d6)[6][2](8) (replace 2 with 6 below)
    If Crit (1d8)[5] base + (1d8)[3] piercer + (1d8)[1] colossus + (2d6)[5] sneak attack
    Piercer reroll lowest d8 if roll 3 or less: (1d8)[2]
    If no d8 at 3 or less, reroll lowest d6 2 or less (1d6)[6] = 32 if injured, 24 if not

    Spoiler: notes
    Show
    Commander Scar, Flaming Fist
    Dabron Sashenstar, Merchant's League
    Infiltrate the League's headquarters and investigate. Seek out any documents or people.

    Last edited by Bobthewizard; 2023-03-20 at 02:26 PM.

  28. - Top - End - #298
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Pt3 IC

    Though taken aback by the slaughter, some encouraging words from the red-scaled chieftain buoy the kobolds to action. The unarmoured yellowscales twist their hands in spellcasting gestures and launch volleys of flame at Grok and Anri while the nearby spear wielders try to jab the nasty-types in the ankles as a distraction. It does very little to Grok, who shrugs past the spear and only takes a glancing blow from the flame, before cutting down the fleeing spear-wielder with a backslash from his glaive. Anri is less lucky - while she puts up a magical Shield against the spear jabs, the angles of the firebolts narrowly skirting round her magic to sear at her skin. Throughout the cistern, the spear wielding kobolds begin to close in.

    Through it all, Leaf launches his own projectile across the waterline, and even though the alchemist was doing its best to evade you, the arrow still strikes the kobold in the shoulder causing a screech of agony and anger.

    With a potential route to safety, the remaining soldiers and Gil aim to move north, though they're blocked by the elite guard. The lead jabs out with his spear, and catches the kobold in the back.

    Spoiler: Map
    Show



    Leaf hits, but as noted the flaskataur were dodging, cancelling hide advantage, so it "only" deals 12 damage.

    The yellow-scales fling a volley of firebolts - two at Grok, two at Anri - to take advantage of pack tactics.
    One hits Grok for 1 fire damage (minimum roll lets go). He also gets hit by a spear for 3 piercing damage.
    Anri Shields against the spear attack (saving her 5 health) but the two firebolts roll 22 due to advantage, narrowly hitting her for 9 and 6 fire damage.
    The spear wielder beside Grok attempts to disengage and flee, but I took the reaction attack from Sentinel, and it hit, killing it off.

    The chief yells something to the nearby Elite Guard and the spellcasters, and they seem buoyed by the command, though to what end you are not yet sure.

    Some of the kobolds are maneuvering with Cunning Action: Dash, in case their large movement is any indication. Ultimately who moved where doesn't matter a whole lot for tracking hit points - the only injured two are the warpick wielding Elite Guard beside Grok (bloodied) and the flask-wielder (-12), all the spear wielders and yellow-scales (and the chief) are either full health or dead.

    One of the soldiers hits the Elite Guard for 7 (max damage!)

    Everyone except Leaf is up once more.

    Token reminders:
    The normal looking green-scaled are wearing leather and shields, and holding spears.
    The yellow scales aren't wearing armour and have daggers.
    The hooded dark-green scales are wearing leather and wielding warpicks.
    The bluescale is wearing studded leather and has an array of flasks across their bandoleer.
    The redscale is the chief. Studded leather, spiked shield, shortsword, and shortbow.

    Initiative Order
    Anri:(1d20+1)[20]
    Sam: (1d20+5)[18]
    Caelyn: (1d20)[17]
    Grepha: (1d20+5)[15]
    Senna: (1d20)[13]
    Grok: (1d20)[12]


    KA: (1d20)[12]
    KEG:(1d20+5)[11]

    Leaf: (1d20)[10]

    KSp:(1d20)[3]
    KK: (1d20)[3]
    KS:(1d20)[1]

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  29. - Top - End - #299
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Iron Crisis Pt3



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 11 HP: 55/55 | AC: 16 HP: 26/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    Bless (Senna) | Raven Form, Mage Armor, Armor of Agathys (5/5) Bardic Inspiration, Bless (Senna)

    The Sewers

    As her uncharacteristic burst of fury cools, Grepha's mind regains its cold clarity. Samuel. We should try to apprehend some of them alive. Preferably, we capture one of the leaders who may know something useful, and a nobody who is more likely to talk.

    Spreading his wings, Sam takes to the air, flying above the cistern. With a nod of his head to nobody in particular, he calls down to Anri, "Try to capture some of them alive. Grepha wants to question them." He makes a small, morbid laugh. "Usually that's my idea."

    Trusting the rescue of the prisoners to Grok, Grepha glides south to head off the second elite guard. An armor of white frost erupts from her feathers, leaking the black trails of her shadow armor between the crevices.

    Spoiler: Rolls
    Show
    Grepha
    Alacrity triggers on Grok, Hasting him for 1 round.
    Grepha moves 5 South next to the crossroads guard and casts Armor of Agathys.

    Sam
    Fly 4 E and as far up as he can.
    Bonus action Bardic Inspiration on Anri.
    EB on the kobold SW of Anri, using NL damage and shoving it diagonally down into the floor.
    (1d20+6)[21] Blast 1 +(1d4)[1] Bless
    (1d10)[2] force and +(1d4)[2] shove damage
    (1d20+6)[9] Blast 2 +(1d4)[2] Bless
    (1d10)[7] force and +(1d4)[2] shove damage

    Last edited by RandomWombat; 2023-03-20 at 08:23 PM.

  30. - Top - End - #300
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Iron Crisis Pt3 IC

    Grok
    Dwarf Paladin 7
    AC: 19 HP: 67/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: none

    Ignoring his injuries, and roaring his disagreement with the kobold's plans, Grok attempts to slam the butt of his glaive back into the more elite kobold besides him, before spinning around to slam the blade into it, again, and again.
    Spoiler: OOC
    Show

    Bonus: None
    Haste: (1d20+9)[27] attack 1
    (1d10+6)[12] damage 1

    Action
    (1d20+9)[11] attack 2
    (1d10+6)[10] damage 2
    (1d20+9)[21] attack 3
    (1d10+6)[10] damage 3

    If it is almost dead, smite on the third hit
    (2d8)[8] Smite


    If the Elite guard dies, move south(Along the planking), about fifteen feet north of the living elite guard, his glaive at the ready to discourage it from following the escaping guards.

    Last edited by Archmage1; 2023-03-21 at 05:24 AM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

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