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Thread: RHoD 5e IC

  1. - Top - End - #151
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 26/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 0/3, 3rd: 0/2

    “Jorr!” Leif calls out before whispering a few words in Druidic, imprinting the same phrase upon Jorr’s sight in fiery script, like staring at a flame for too long, then with a quick beckoning motion to Calcifer she calls the little fire spirit to her side and gives him a small embrace.

    Spoiler
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    Leif casts Cure Light Wounds on Jorr, healing him for (1d8)[2]+(1d4)[4]+4 hit points.
    Calcifer then teleports, dealing (1d6+3)[8] fire damage to any creature within 5ft that fails a DC 16 dex, and appears next to Leif.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  2. - Top - End - #152
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    Paul fires another one-two volley at the hiding spellcaster, but they narrowly throw up another magical shield just in time. It pulls a wand from in the depths of its robes and flicks it towards Paul in retaliation. Five gleaming silvery bolts burst forth at once, all striking down upon the cannoneer. He also throws his final two meteors at Bernie, who - taken by surprise - doesn't dodge away from the flames in time.

    A quick healing spell brings Jorr back to consciousness, he swiftly stands, bringing his crossbow to bear and landing a shot on the injured goblin rider through the throat, sending him tumbling from the mount. The wolf - bereft of its rider - darts in to bite down on Leif, as Jorr has already ducked away, but the nimble tiefling evades, aided by a sudden burst of sacred flame from Ayalla.The other archer seeks to do the same, but when Calcifer suddenly appears in front, it is forced to switch targets. The sudden movement sends the arrows skittering against flame, and little else. The fiery movement had helped as much as hindered. One of the injured hobs sees the flames rush into its wounds and sends it to the ground writhing, before falling still, but Wuffles - surprised by the sudden burst - likewise takes it head on, and the sudden inflammation prevents it from bringing down the final hobgoblin in the melee.

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    Paul's cannon would have hit, were it not for another Shield spell. I confess some confusion by the movement directions, since for the life of me I can't work out what the pillar with an S mark is meant to be, so I put you where it felt correct? I can move it if it needs correcting.
    Ayalla hits the dire wolf with her sacred flame, but Wuffles misses.
    Jorr is healed. Calcifer's teleport finishes off one of the two hobs, the other saves, but Wuffles also fails their save and takes 8 fire damage.

    Jorr stands up and crossbow's the injured rider, killing it. He cunning action dashes into cover.

    The bugbear spellcaster flings its last two minute meteors at Bernie, who fails both saves, for 3 and 5 fire damage respectively. It also pulls out a wand and launches a barrage of (5) magic missiles at Paul for 15 total force damage.

    The now-unmounted dire wolf and moves into bite Leif, who dodges.
    The remaining goblin archer shoots at Calcifer, and misses twice.

    Bernie is up.

    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

    Paul: 6
    Ayalla: 5
    Wuffles: 3
    Leif: 1

    DMing:
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  3. - Top - End - #153
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    Default Re: RHoD 5e IC

    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 17/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --

    As the magic missiles fly towards him, Paul raises his shield, incanting quick phrase that blocks the bolts of magic. (Shield)

    He moves north, keeping the flying caster in sight. He's said he'd take care of it, so he will...

    Spoiler
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    Move 30' north
    Scorching Ray
    (1d20+8)[28] for (2d6)[5] fire crit!
    (1d20+8)[20] for (2d6)[7] fire
    (1d20+8)[25] for (2d6)[7] fire
    First one that hits does +(1d8)[8] damage from arcane firearm class feature

    EC (1d20+8)[10] for (2d8)[10] force damage and 5' pushback
    Last edited by J-H; 2023-04-19 at 05:44 PM.

  4. - Top - End - #154
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 26/54
    Hit Dice: 4/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

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    Action: Attack with two-handed Moon-Touched Longsword (d20+7)[13] vs Hobgoblin AC for (d10+4)[10] magical slashing damage.
    Extra Attack with two-handed Moon-Touched Longsword (d20+7)[10] vs Hobgoblin AC for (d10+4)[6] magical slashing damage.
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  5. - Top - End - #155
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    Desperate and on its last legs, the hobgoblin assailed by Bernie pushes himself to his limits, parrying both sword slashes and then ducking away, intent on their survival. Guarding himself against the magical assault, Paul strides up and unleashes a terrifying blast of magic against the bugbear and the hobgoblin in his path. One ray strikes the bugbear in the face, the fire rushing through the mouth and burning it from the inside out. It falls to the ground, its head still smoking and stinking of burning fur. The two remaining blasts go to the hobgoblin, who takes both directly. Its retaliatory arrow would hit, save for Paul's magical safeguard still existing for a few moments more.

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    Bernie unfortunately misses twice against the Hob.

    Injured, it disengages and moves to run.
    The other remaining hob shoots at Paul, but misses due to Shield still being active.

    Paul kills the Bugbear with the crit first scorching ray, and the second two move to the nearest hob, injuring it with both blasts. The cannon misses.

    Ayalla, Wuffles, and Leif are up.

    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

    Paul: 6
    Ayalla: 5
    Wuffles: 3
    Leif: 1


    DMing:
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  6. - Top - End - #156
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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 15/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 1/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 25/31, HD: 5/5, AC: 16
    Ayalla pats Wuffles with some healing magic and sends him after the Hobgoblin that is trying to run away.
    Spoiler: OOC
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    Cure Wounds: (1d8+4)[8]
    Bite: (1d20+6)[19], piercing damage (2d4+3)[5], if the target is a creature, it must succeed on a DC 15 Strength saving throw (1d20)[14] or be knocked prone.
    Last edited by Izzarra; 2023-04-20 at 09:58 PM.
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  7. - Top - End - #157
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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 26/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 2/4, 2nd: 0/3, 3rd: 0/2

    Leif turns on the Wolf that just tried to attack her and summons a great whip of thorns to attack it. Giving Calcifer a quick nod, the fiery spirit plucks a little flame from itself and throws it at the wolf as well.

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    Leif casts Thorn Whip.
    To hit: (1d20+8)[13], to damage: (2d6)[8] piercing damage.
    Calcifer uses Flame Seed.
    To hit: (1d20+8)[22] to damage: (1d6+3)[4] fire damage.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  8. - Top - End - #158
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    Ayalla's healing helps buoy Wuffles on its way, it chases down the fleeing hob, biting into its ankle, but it manages to shake free in a panic before it can be brought to the ground. Calcifer sears the nearby wolf but it leaps again towards the fleshy-Leif instead of the fiery elemental, snapping its jaws down on her shoulder and pushing down with its full weight. The blow knocks her off balance and her whip of thorns scratches only air. The remaining goblin rider tugs a shortsword from its belt and rides in, delivering two wicked blows to the wildfire.

    Spoiler: Map
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    Ayalla heals Wuffles, Wuffles hits the Hob for 5, leaving it on 1hp, but it makes its save vs. Prone.
    Leif misses with Thorn Whip, Calcifer hits even with disadvantage on Flame Seed for 4.
    Jorr pops out and shoots the wolf, for 11 before darting back around the corner again.

    The remaining goblin runs up with their shortsword and slashes Calcifer. It hits once for 4 and then crits for 10.
    The wolf bites down on Leif again, critting for 24 damage. She also fails her save (6 vs DC13) to remain standing, so she is Prone

    Bernie is up.

    Health update on who's left standing:
    Northmost hob is injured, but not bloodied.
    Hob next to Wuffles is 1hp.
    Unmounted dire wolf is bloodied.
    Mounted dire wolf and rider are unharmed.


    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

    Paul: 6
    Ayalla: 5
    Wuffles: 3
    Leif: 1


    DMing:
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  9. - Top - End - #159
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 33/54
    Hit Dice: 4/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    Bernie wipes the sweat from his eyes and runs back, joining Leif and Calcifer against the giant wolves. He brandishes his sword, interposed between the wolves and his allies as best he can.
    Stand up Leif, we're almost through. I've got your back.

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    Action: Dash to double movement.

    Move: Run to the space adjacent to Leif, Calcifer, and mounted goblin.

    Bonus: Second Wind for 1d10+5 (7)
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  10. - Top - End - #160
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    Calling up the reserves of his strength Bernie leaps to aid his fellows. The remaining hobgoblins begin to beat a retreat, at the loss of their spellcaster. The most injured one ducks away from Wuffles, while the injured archer looses another arrow at Paul, but blood in his eyes sends the projectile far wide.


    Spoiler: Map
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    Bernie moves.
    The super-injured hob disengages and moves.
    The other hob shoots at Paul and misses. Stark difference from the double crit of the other gobs.

    Health update on who's left standing:
    Northmost hob is injured, but not bloodied.
    Hob next to Wuffles is 1hp.
    Unmounted dire wolf is bloodied.
    Mounted dire wolf and rider are unharmed.


    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

    Paul: 6
    Ayalla: 5
    Wuffles: 3
    Leif: 1


    Last edited by Amnestic; 2023-04-23 at 06:18 AM.
    DMing:
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  11. - Top - End - #161
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    Ayalla Nazonda
    Spirit Medium
    HP: 15/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 1/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 25/31, HD: 5/5, AC: 16
    Ayalla leaves Wuffles to watch their backs while they deal with the dire wolves. She calls forth scared flames on the dire wolf that the goblin is riding then reaches out with her mind and tries to pull the goblin off the dire wolf and onto the ground next to Bernard.

    Spoiler: OOC
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    Sacred Flame: DC 15 Dex save (1d20)[8] or take (2d8)[12] radiant damage. The target gains no benefit from cover for this saving throw.

    As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (1d20)[5] (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 4/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 0/2

    Leif rebounds from the vicious attack, holding her hand against the worst wound and chants a brief phrase in Druidic, searing the wound close. Then Calcifer teleports himself, Leif and Bernie northeast so that they can regroup with Ayalla and Jorr.

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    Leif casts Cure Light Wounds on herself, restoring (1d8)[5]+(1d4)[2]+4 hit points.
    Calcifer then uses Fiery Teleportation, teleporting himself, Leif and Bernie next to Ayalla and dealing (1d6+3)[4] fire damage to all creatures within 5ft of the square Calcifer was in if they fail a DC 16 dex save.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  13. - Top - End - #163
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    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 17/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --

    Paul conjures an orb of acid and flings it at the two hobgoblins east of his position. "A little more than you can handle, huh? Welcome to the life of a bandit. It's short." He follows up with a cannon blast at whichever one is more injured.
    Spoiler
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    Acid orb (2d6)[4] plus (1d8)[2] acid damage, Dex DC 15 to dodge
    North hob (1d20)[3]
    South hob (1d20)[20]

    EC (1d20+8)[9] for (2d8)[3] force damage and 5' push

  14. - Top - End - #164
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    Paul's acid splashes over the hobgoblins, though in their panicked retreat the most injured one darts away in time, while the one who had missed their arrow shot takes the full brunt of the searing liquid with a roar of pain. Ayalla first slams the mounted wolf with a blast of sacred flame and follows up by knocking the goblin from his steed. He tumbles away, caught -as the two canines are - by Calcifer's fireblast. Jorr adds to it with a further crossbow bolt strikes into the wolf's flank. Blinded by blood, the pair of beasts leap forwards to strike at Leif - unable to reach the rest of the party, and unwilling to trade meaty arm for fire. The first bite is evaded, but the second one finds her hip and tears a chunk of flesh away.

    Bereft of his steed that leapt away, the goblin scrambles to his feet and takes two potshots at Ayalla through the melee. Luck must have been on his side, as both of them strike true on the genasi.

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    Paul hits the north hob, bloodying them, misses the south hob.
    Ayalla hits with sacred flame on the wolf, then pushes the goblin off its mount.
    Leif cures herself and teleports away, all three fail their saves.
    Jorr shoots the left wolf for 8, it is on 1hp.

    The wolves enter the gap and attack Leif. The first one misses, the second crits due to pack tactics for 20 damage. If Bernie Intercepts it she might stay up, but that's up to him :P
    The goblin stands up from prone and shoots Ayalla with two arrows, for 5 and 7 respectively.

    Bernie is up.

    Health update on who's left standing:
    North hub is bloodied, south hob is on 1hp.
    North wolf is in 1hp, south wolf is injured.
    Goblin is injured.


    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

    Paul: 6
    Ayalla: 5
    Wuffles: 3
    Leif: 1

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

    Playing:
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    Master Homebrew Index (5e)

  15. - Top - End - #165
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    Default Re: RHoD 5e IC

    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 33/54
    Hit Dice: 4/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    As the giant wolf lunges for Leif and clamps its jaws on her, Bernie quickly slips a gauntleted hand into it's mouth and pulls it away by the snout,
    Oop. Gotcha little pup, no biting.

    As he throws the wolf's head back from the young tiefling, he brings both hands to his blade and takes an old-fashioned baseball swing at it's head.

    Spoiler
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    Reaction: Interception Fighting Style to prevent 1d10+3 (6) damage to Leif.

    Action: Attack the wolf with a rider with two-handed Moon-Touched Longsword (1d20+7)[9] vs Wolf AC for (1d10+4)[9] magical slashing damage. Extra Attack with two-handed Moon-Touched Longsword (1d20+7)[26] vs Wolf AC for (1d10+4)[11] magical slashing damage.

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  16. - Top - End - #166
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    Bernie narrowly turns away the jaws of the wolf before it can totally bring Leif down, though it still takes a chunk out of her. His first slash is evaded, though the second one lands true.

    The hobgoblins hesitate for a moment beside the corpse of the bugbear, but ultimately choose not to take him with them. They clamber over the makeshift defense of crates and aim to get out of sight as quickly as possible.

    Spoiler: Map
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    Bernie is misses with attack 1, hits with the second.

    The hobs Dash and disappear around the corner of the walls.

    In what I expect might be the final turn of the combat (depending on rolls), everyone but Bernie is up.

    Health update on who's left standing:
    North hub is bloodied, south hob is on 1hp.
    North wolf is in 1hp, south wolf is bloodied, and single digit HP.
    Goblin is injured.


    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

    Paul: 6
    Ayalla: 5
    Wuffles: 3
    Leif: 1


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

    Playing:
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    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 17/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --

    Paul glances south, and sees that his allies have the few remaining enemies in check. "No, you're not escaping to warn others..." he mutters as he runs after the goblins, grateful that his strong build lets him move fast even in armor.
    Spoiler
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    Move speed is 40', so dash is 80'. Looks like about 60' to get to the crates, then maybe 10' more to get on top of one and use the other for cover in case they shoot back.

    BA Eldritch Cannon at whoever is more wounded (1d20+8)[14] for (2d8)[8] force damage and a 5' push

  18. - Top - End - #168
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    Ayalla Nazonda
    Spirit Medium
    HP: 14/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 1/4, 2nd: 3/3, 3rd: 1/2
    Wuffles (Wolf Familiar)
    HP: 25/31, HD: 5/5, AC: 16
    Spoiler: OOC
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    Call Wuffles to attack the North wolf, 3rd level cure wounds on self.
    Cure Wounds: (3d8+4)[11]
    Bite: (1d20+6)[19], piercing damage (2d4+3)[8], if the target is a creature, it must succeed on a DC 15 Strength saving throw (1d20)[12] or be knocked prone.
    Advantage (1d20+6)[8] (Pack Tactics)
    Last edited by Izzarra; 2023-04-26 at 09:27 PM.
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  19. - Top - End - #169
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 1/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/2

    "Phew... They really have it in for me, huh?" Leif laughs, before giving Bernie a nod, "Thanks for the save. Again."

    Leif then turns to the two wolves, her hands erupting in flame.

    Spoiler
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    Leif casts Burning Hands, aimed at the two wolves, inflicting (3d6)[1][3][4](8) (so 9 because 1s are treated as 2s) fire damage on any creature that fails the DC 16 dexterity saving throw.
    Calcifer also targets one of the wolves, or the goblin to the south if both are killed, with Flame Seed. To hit (1d20+8)[25], to damage: (1d6+3)[7] fire damage.
    If the wolves are both dead, Leif will then move inside one of the buildings for a brief respite.
    Last edited by Infernally Clay; 2023-04-27 at 05:50 AM.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  20. - Top - End - #170
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    The party unleashes a barrage of spells against the goblin and wolves, cutting them down. Paul gives chase to the fleeing hobgoblins, proving himself the faster one, and before long likewise brings their lives to a swift and merciless end.

    With the hostiles dealt with, you get a chance to explore the keep at a more leisurely (even if not unguarded) pace. The stables to the north are about as expected - a thin layer of dry, moldering straw strewn across the floor, a decrepit dust-caked forges, and a larger mound of moldy straw that likely served as the wolves' bed. A battered table with four chairs sits in the centre of the area, along with four bedrolls in a corner

    The manticore nest's original purpose is unclear, as all furniture inside has been crushed into rubble and a large mound of a nest made of branches, bones, and animal parts - along with a few dozen manticore spikes - sits in the centre. Concealed within the nest appears to be the payment or treasure hoard of the manticore. A small trove of gold coins, precious jewels, and a filthy (non-magical) sill cloak that might become quite fetching if properly cleaned.

    The barracks, which Leif got a brief look at, has little in the way of treasure, but underneath the large bed (likely the minotaur's) you do spot a sack bulging with gold coins, along with a spell scroll and a potion.

    North of the barracks is an adjacent room from which the bugbear spellcaster exited from. A large table fills this room, barely leaving enough room for the half dozen chairs arrayed around its edge. Pinned to the table's surface by daggers is a massive map of the region, with scratched notes in Goblinoid, that Jorr helpfully translates for you.

    Spoiler: Map
    Show




    You note that Vraath Keep is referred to as "Koth's Base", indicating most likely that the Bugbear was the leader here, and his name was Koth. How useful the other notes are varies drastically.

    The other door that enters into the barracks, to the southwest, is a large circular chamber that has stairs leading up the tower. It has been outfitted with a large desk, a massive four-poster bed, and a large easel that holds a sizable canvas, though the artwork depicted leaves something to be desired. Strewn across the desk are countless papers and letters, though they're all written in Infernal script.

    Spoiler: Letters
    Show

    Anyone with the Infernal language can attempt a DC15 Intelligence (History) check in order to de-cipher the codes used in the letters.


    Heading to the top of the tower above the leader's sleeping arrangements reveals a half-torn down tower. A huge gap in the tower's east wall allows a brisk breeze in, and three large boulders lie on the floor amid a halo of ractures and cracks. Mounted about ten feet from the hole in the wall is a human corpse, lashed to a framework of wooden beams with its arms upraised. A glow from beneath it illuminates the figure in a pale light that, in the light of the sun is drowned out, but in the dark of night might beam out beyond the tower. The reek of rotting flesh fills the room.

    Secreted away in the leader's sleeping chamber, hidden beneath the art easel but easily spotted with a cursory exploration of the room, is a trap door leading down into the bowels of the earth via a rusty - but still sturdy - ladder. Forty feet down you emerge from the narrow tunnel into a small vault of worked stone, with a heightened ceiling. The air is thick, stale, and slightly smoky. Three alcoves have been cut into the walls, each sealed by an iron gate and locked with chains and a large padlock.

    Beyond one alcove are several shelves bearing no less than ten small coffers. In the second is a small desk and chair, piled high with papers and books. And in the third is a single large trunk. A human skeleton lies slumped against the eastern alcove's gate, still dressed in tattered chainmail and feebly gripping a sparking longsword. The skeleton has a massive arrow protruding from its ribs.

    Without the pressure of time, it's a simple matter for anyone with mild lockpicking abilities (such as Paul) to take apart the chains and begin extracting the items inside. The coffers in the first alcove contain a (literal) treasure trove of coinage, along with a faded deed to the keep and long-since expired letters of credit.

    The second alcove would require much greater time to work through, though from a cursory glance through the tomes, it's nothing of special value - primarily journals or other historical documents relating to the local area, though they're long since outdated and do not touch on the most recent event (the destruction of the Keep itself).

    The trunk in the third alcove contains a variety of large and strange items, including a massive spiked gauntlet - made of bulette teeth and claws - far too large for any normal human to wield, a magical staff, some goggles, and a strange ring.

    Spoiler: Treasure/Loot
    Show

    This was a Deadly encounter, so you gain 15xp for successfully killing or routing the enemies.

    I've included the gold rewards for flavour, but supplemented them with magical items as mentioned before; for those who might run this module more than once, the magic items you'd be getting would be reduced in favour of the gold numbers instead.


    Bugbear (Wyrmlord Koth)
    Wand of Magic Missiles (4 charges remaining)
    Heward's Handy Haversack

    Barracks
    (351gp)
    Spell Scroll - Bane
    Potion of Healing

    Manticore Nest
    (Precious items/coins totalling 731gp)
    Potion of Diminution
    Potion of Invulnerability
    Figurine of Wondrous Power - Onyx Dog

    Vraath Vault
    Avery's Corpse: Frostbrand Longsword, Potion of Haste
    Alcove 1 (Coffers): (1450gp)
    Alcove 2 (Desk): Nothing of value
    Alcove 3 (Trunk): Oversized Spiked Gauntlet +1 (Requires Huge Size to wield) - This +1 spiked gauntlet gives your Unarmed Strikes a 3d10 damage dice.
    Staff of Life
    Weapon (Quarterstaff), Very Rare, Requires Attunement by a Bard, Cleric, or Druid
    This magical quarterstaff has 7 charges. You can expend 1 charge to cast the Heal spell, or 5 charges to cast Raise Dead, without requiring a material component. The charges of this staff do not replenish over time.

    Goggles of Night

    Cruel Signet
    Wondrous Item (Ring), Uncommon (Requires Attunement)
    This old signet ring bears a strange clawed design on it and has 3 charges. You can use your bonus action to expend up to 3 charges to cast Compelled Duel (DC13) simultaneously on that many creatures. The ring has 3 charges, and regains 1d3 expended charges at dawn.

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  21. - Top - End - #171
    Ogre in the Playground
     
    Izzarra's Avatar

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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 14/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 1/2
    Wuffles (Wolf Familiar)
    HP: 25/31, HD: 5/5, AC: 16
    Ayalla goes around and heals everyone in case something else happens.
    Spoiler: OOC
    Show
    Cure Wounds on Leif: (2d8+4)[10]
    Cure Wounds on Paul: (2d8+4)[9]
    Cure Wounds on Bernie: (2d8+4)[10]
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  22. - Top - End - #172
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 18/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/2

    Thanks to Ayalla's and Paul's care, Leif feels a decent bit better but she's still knackered and Calcifer is visibly concerned over her current physical state. It's been a long day and they've fought their way through a lot of... problems... but if the map was any indication then the problems were just beginning to reveal themselves. "Just what have we found ourselves in the middle of?" Leif muses to herself.

    Leif then wanders into what she assumes is this Koth guy's room and starts perusing the notes written in Infernal to see if she can make heads or tails of any of it.
    Spoiler
    Show
    History check: (1d20)[15]
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  23. - Top - End - #173
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 43/54
    Hit Dice: 2/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    As the three spellcasters sprinkle their fairy dust and wave their wands over everyone's injuries, Bernie watches wounds knit back together magically and grumbles a bit to himself.
    Kids these days have no appreciation for their bodies. Gotta do things the old fashioned way sometimes.

    He knocks around the rooms slowly behind the others, collecting up whatever they find that they don't deem suitable to keep for themselves. He fishes a sword from the hands of a corpse and takes the strange ring for himself. He takes a seat in one of the least dilapidated chairs around the keep and spends some time, fiddling and fidgeting with the ring in one hand, as he reads through some of the old documents and journals and takes some time to relax and satisfy his own curiosity.

    Spoiler
    Show

    Field Medic for 1d10+4 (11), times two from Periapt of Wound Closure (22) healing for Leif

    Field Medic for 1d10+4 (7), raised to (8) by Durable, times two from Periapt of Wound Closure (16) for Ayalla

    Attuning to Cruel Signet and Frostbrand Longsword while we're resting.
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  24. - Top - End - #174
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    Default Re: RHoD 5e IC

    At first the notes don't seem to make any sense, but once you start putting disparate pages together Leif is able to link the ciphers across paper and learns the following information:

    • The Red Hand horde is massing at Cinder Hill to the north, preparing to march south. It includes several thousand goblinoid warriors, under the command of fanatical Tiamat adherents.
    • There are four Wyrmlords, and one high Wyrmlord. Koth - the Bugbear sorcerer - was one, another is named Saarvith, who appears to have been stationed in the swamps of Rhest far to the northeast. A third is named Ulwai, though Koth's notes are unclear where she is. Kharn is the final Wyrmlord, and he leads the Horde itself. The High Wyrmlord is called Azarr Kul, who is stationed in a temple somewhere, though again, Koth doesn't know its location.
    • The Red Hand consists of many tribes of hobgoblin, bugbear, goblin, and ogres from the Wyrmsmoke mountains.
    • The Horde also has many dragons as subcommanders, though Koth was only in contact with one - Ozyrrandion.
    • Skull Gorge Bridge to the north is a key site for the Horde's march south.
    • Though Koth hopes (or hoped) to leaed the attack on Drellin's Ferry, it's clear that there are contingencies if he's unavailable; killing him will not stop the assault.
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  25. - Top - End - #175
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/2

    "We need to warn the town," Leif says to the others as she relays the information she deciphers to the group, "...and if this bridge is so important to their march it needs to go."

    She sits for a moment, contemplating their options. "I know we didn't come here looking for trouble, but I think we've walked into something we can't ignore. We've taken down one Wyrmlord, anyway, so what's four more? What do you think Jorr?"
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  26. - Top - End - #176
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    Default Re: RHoD 5e IC

    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 24/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --

    Paul spends some time looking at the map after listening to the translations.

    "Well, we could take the treasure we've found, and run away. Or we could try to warn the town and rally the militia to come hold the bridge, and have them fight this Ozyrrandion dragon with their archers a few days from now, and hope there's time."

    "But those options are both pretty stupid, and I don't think I could live with myself because they'll get a lot of people killed and probably won't work. I can pull together something to write some words up in the clouds to warn Drellin's ferry tomorrow, unless one of you has Sending available. It uses a specialized matrix pre-configured to move dust particles to a set of locations, then chills them so clouds form around them. If we put it far enough away, hopefully only the Ferry will see it.

    I think you're right, we need to take out the bridge. How big is Skull Gorge? Anyone have any great plans for fighting a dragon?

    Also, Jorr, what is this "Ghost lord" thing to the south? I haven't heard that rumor."

  27. - Top - End - #177
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    Default Re: RHoD 5e IC

    "The Gorge is about a hundred feet across, and about double that deep, I don't get up there very often - not much hunting to be done - but the bridge is pretty old, there'll be a weak point somewhere." Jorr ruminates. When asked about the Ghostlord he gives a quiet chuckle. "Old wives' tale, at least so far as I understand it." He points off the southwest corner of the map. "Down here's the Thornwaste, nothing but sand, rocks, and razorsharp thorns for miles and miles, packed with weird predators. Supposedly this Ghostlord caused it all, and he steals naughty children in the night if they don't behave. Guessing these goblins got tricked into believing it. Hopefully they send a bunch down there and die."

    "I'll stick around while you're in the woods - s'what you're paying me for, but if you're heading beyond I'm not following. Army or no, this is my home, and I'm good at not getting caught."
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  28. - Top - End - #178
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    Ayalla Nazonda
    Spirit Medium
    HP: 30/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 1/4, 2nd: 0/3, 3rd: 1/2
    Wuffles (Wolf Familiar)
    HP: 25/31, HD: 5/5, AC: 16
    "I could levitate a few boulders or large tree trunks and push them onto the bridge. The extra weight could cause it to collapse."
    Last edited by Izzarra; 2023-05-01 at 10:41 PM.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  29. - Top - End - #179
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 43/54
    Hit Dice: 2/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    Let's not get too in the weeds yet. We'll take a look and formulate a plan when we get there. I'd like to get word down the river as fast as possible. Their own map marked Brindol as a particular sticking point, so we know they're not set to steam roll over the whole region uncontested. If we can get word to all the towns down the Dawn Way, we may be able to get a couple sappers down from the city and get something mobilized. The four of us aren't going to down an army over night, best we can do is get things ready for a real response, I'd say. This isn't just a dip into some ruins anymore, we'll need back up for sure.
    Bernie rubs his neck as he shares the first of many thoughts he's had since Leif shared her translations. His mind was racing, thinking of the upcoming conflict, remembering the allies he'd lost before. He got an uneasy feeling listening to the situation. He always felt a certain discomfort traveling with such young people in such a dangerous job, but now they were talking about going to war for a place they'd just set foot in this week with all the consideration of setting a Sunday dinner date. He placed a palm on his own stomach, hoping to settle it somewhat.

    Jorr makes another good point though. If they believe in boogeymen and are just a rough coalition organized by some overzealous fanatics, we can use that to deal with a couple of them before they even reach us. Look here, one of their "Wyrmlords" is up here in the swamp, and they're aware of some Lizardfolk. Build some friction there, set them on a wild goose chase for the imaginary boogeyman, work over the bridge. That ought to split them up enough we can avoid a direct conflict... I hope...
    He begins to trail off as some more ideas click in.
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  30. - Top - End - #180
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    Default Re: RHoD 5e IC

    There's only so many plans one can make before you have to execute them, and with night already settling in, any further ideas will have to wait until the morning. Though you set a watch and hunker down inside the fortress, your rest goes mercifully undisturbed. Whatever patrols the goblins have out (if any), they don't return to the keep that night, and you're gone in the morning.

    Day 3

    After sending off the animal messengers in the morning, you turn towards the north, following the guidance to head to Skull Gorge. Jorr keeps you off the roads as requested, and you steadily make your way through the dense forests. Though you occasionally get close to some wildlife, both your own skills and that of your woodsman guide keep you from stumbling into them and you're able to evade, and keep your resources in tip-top shape for whatever battle is to come.

    The morning is...boring. Light clouds hang overhead to cast everything in an even colour but for the most part it's a lot of dense trees and nature trails. Early into the afternoon, Jorr guides you across a crossroads, crossing over the Main Road by necessity if you wish to get to Skull Gorge. The forest has grown more ominous here, and the track splits in different directions - to the east leads up towards Skull Gorge, but to the west you see a massive effigy, perhaps fifteen feet tall in all. It's vaguely humanoid in shape, with a sagging, moss-covered frame. The thing looks almost like a crude, giant-sized skeleton. Birds nest happily in the massive barrel that serves as the effigy's head. Jorr remarks it wasn't here the last time he came by, though that was a good few months ago.

    Spoiler: Int (Nature), DC13
    Show

    This is a territorial marker of a tribe of giants.
    Spoiler: DC17
    Show

    Specifically forest giants, though it's a little bit cruder than you'd normally expect.

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