New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 8 of 39 FirstFirst 12345678910111213141516171833 ... LastLast
Results 211 to 240 of 1153
  1. - Top - End - #211
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    "When it's done." He sighs, perhaps realising he's being overly short. "It's a priority, since the Dukes want this mess cleaned up quickly. A day or two at most, I expect."

    He points you downstairs and you're escorted by two more Flaming Fists first to the clerks who take detailed notes of your names (such as they are, in "Anri"'s case) and the effects you've lost, before you're finally escorted out of the front door and into Baldur's Gate proper once more. It's still mid morning, and the city is abuzz with activity. The western section of the city has fewer full blown markets as it caters more towards those merchants and offices of a prestigious nature, as well as bordering the unofficially official "noble" district in the northeast. Still, there are some sellers - mostly of the food variety - who serve those who lack private kitchens or simply desire some street food.

    While your eclectic group garners a few curious glances, most don't give you the time of day, though the stares of the Flaming Fist soldiers on guard - and the task that lies before you - push you not to linger.

    The city is at your beck and call, and it's up to you to determine your approach.

    Spoiler: OOC
    Show

    I'm going to go ahead and assume you're not going to want to start any actual infiltration, so instead I'm going to ask the party members to decide - individually - how you're going to be spending the next two days while you wait for your stuff to get found. You don't need to act alone, but nor should you feel the need to stick together.

    Some options to prompt you may include, but are not limited to:-
    Searching for a specific magical item, either to aid you in your infiltration or just in general.
    Observing the Merchant's League building and its comings/goings.
    Gathering information (such as on the Merchant's League, the Iron Throne, or something else).
    Getting drunk. It won't help (probably), but who knows what might happen?
    Searching for people who can train you in specific skills or other areas.
    Something else I haven't thought of.

    If Sam wants the Hat of Disguise previously discussed, he can spend the first day hunting+buying that for (1d6)[2] * 100gp.

    Assume that each day's efforts will require an appropriate ability check - searching for a specific magic item might need a persuasion or perception check, observing the merchant's league might need a stealth or perception check, getting drunk will require an athletics check, etc. etc.

    If you can reasonably justify it, I'll accept it and narrate the results.

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  2. - Top - End - #212
    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: 51/55 | AC: 13 HP: 15/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Invisible

    Downtime Day 1

    Well aware of how much he sticks out, Sam makes his way to the market in search of one of those fancy hats that hides your appearance. A common enough item. But not before going to pick up poor Grepha. Having spent the small hours of the morning sitting atop the guard post waiting for someone who may not even work today, Grepha is staring intensely out at the street when she hears Sam's call.

    Taking off and gliding to reconvene, she perches upon his leather pauldron. So you managed to wiggle your way out. What happened? Grepha opens up telepathic communication as Sam shifts his stride towards the shops.

    Thankfully it was Commander Scar the picked us up. He's letting us work off our exile by investigating strange business practices by the Merchant's League, like they're trying to sabotage themselves.

    The Throne's rivals? Curious. And undoubtedly not a coincidence. Something to which Sam nods his head in agreement. You need me to spy?

    This time, Sam reaches into his bag and pulls out a cloth-wrapped object. He removes the now-redundant note from the raven's leg and offers her the bundle. Inside, Grepha can feel a familiar symbol of Waukeen. You had somebody to look for, remember? We're waiting for our equipment to get fished out of the water before we make any big moves. A quick relay of the possible locations of their wayward teenage shopkeep flows between them.

    As impractical as always, Samuel. You have my thanks, clutching the emblem in one talon, Grepha prepares to take off again. Where are we to meet? A question that causes Sam to frown uncertainly.

    The temple of Helm might be a safe place to stay, and I'd like to visit Bahamut's shrine if he has one there anyways. If you cannot enter, you can perch outside.

    How comfy. I was planning to keep watch regardless. I will see you outside the temple this evening. That said, Grepha takes off.

    Spoiler: Actions
    Show
    Sam
    Find and purchase Hat of Disguise.
    Sam suggests the party seek shelter at the Temple of Helm for the night, believing the Throne would be fools to attack the temple of the god of guardians.

    Grepha
    Spends the first day searching for signs of Gil.
    (1d20)[12] with either +2 for Investigation or +3 for Perception, whichever seems more fitting.


  3. - Top - End - #213
    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: 15 HP: 59/60 PP: 18 PIv: 12 PIs: 14
    HD: 0/4d10, 4/4d8, Conditions: none
    Spell Slots, 1st: 3/3 LR
    Favored Foe: 2/3 LR
    Restrain: 2/3 Dawn


    After collecting his bow, Leaf debates taking it and just leaving Baldur's Gate. He could start over. Maybe go a little farther north to Waterdeep. But he decides that these new friends might need some help, and he's not quite as selfish as he tries to appear.

    While it isn't a temple of his goddess, Leaf acknowledges that the Temple of Helm would be a good place to sleep for the next few nights.

    "Anything that's not underwater would be fine with me."

    He jumps up when Sam leaves to go find the Hat of Disguise. He doesn't want to just sit around and wait for the Flaming Fist to tell him they couldn't find his gear.

    "I'd love to go shopping with you. Well, my money is still on the ship. I'll likely never see that again. But that doesn't mean I can't look, right?"

    Over the course of the day, but not in the magic shop, Leaf looks for likely targets, assessing the value of whatever he can steal, the target's likely perception, and the threat they pose if he gets caught. If the opportunity presents itself, he'll try to pocket something valuable.

    Spoiler: OOC
    Show
    Let's say Investigation to see what he can find: (1d20+2)[4]
    Sleight of Hand (1d20+11)[31], Advantage from belt (1d20+11)[27]

    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.


  4. - Top - End - #214
    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: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 3/7d10, Conditions: none

    Downtime

    While the rest of his potential group considers their options, Grok, having retrieved his pack, gets dressed in proper dwarven finery, the well forged steel gleaming under his practiced fingers. With an agreement made of where to meet, Grok gets to work on his investigations. The merchant league, he leaves to others, for the moment. Instead, his first priority is trying to follow up on the teleporting assassin. She had a necklace, teleported, had a thing about skulls, and was female. Surely, that wouldn't be too hard to find?
    Besides, in the course of his investigations, he might find something else useful, or that pointed towards who was responsible for the attack on his clan.

    After covering the important parts of his investigation, he consults with Scar, trying to get approval to interrogate one or more of the captured assassins, to collect more information, before he seeks more information about the Merchant League, trying to find out what their major money makers were, if there was any sort of pattern to where they were being idiots, and so on.

    In the evenings, well, it wouldn't do to not at least try the alcohol on sale in the city, to see if it was the usual human swill, or something a bit more robust.

    Spoiler: OOC
    Show

    Attempting fourish things, which might or might not be possible. They're listed in order of priority, so if he runs out of time, the ones further down on the list should be dropped.
    Looking for the missing assassin: (1d20-1)[12] Investigation
    Interrogating the assassin: (1d20+5)[14] Persuasion OR Intimidation
    Investigating the Merchant League (1d20-1)[13] Investigation
    "Testing" the local alcohol: (1d20+8)[23] Athletics.


    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

  5. - Top - End - #215
    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:
    5 / 7 d8 HD
    Spell Slots- 4/4 1st, 3/3 2nd, 0/3 3rd, 0/1 4th

    As the group is deciding what they will do for the day, Caelyn nods at the suggestion to stay at the temple of Helm. "I know little of gods and goddesses, and even less outside the Seldarine, but all have heard the tales of the steadfastness of Helm and his servants. However, if this results in more deaths of innocents we must find some other solution for resting. I refuse to throw people to the Iron Throne wolves just so we can sleep in a comfortable bed."

    As Sam and Leaf began to split off, Caelyn turned to Anri and smiled. "If you wish to know more about being elven, I am searching for the perfect spot. I am in search of a temple or shine of Sehanine Moonbow, elvish god of dreams and transitions. I... well, most elves don't have dreams, and a druid friend of mine gave me a gift, but I've been having troubling dreams of late, and I hope that her holy folk can put my mind at ease. On the way we can discuss everything my sister taught me of elvish-ness. Plus I want to buy some... shady things. I have little experience, but I've always wanted to learn the thieve's talent for picking locks, and I need a lock to practice on and tools to learn with. Do you wish to join me?"

    Spoiler: OOC
    Show
    Downtime Day 1- Tell me if this is too much to fit in one day.

    1. Find a temple or shrine of Sehanine Moonbow and ask about the dreams plaguing the family.
    2. Teach Anri about the Seldarine and whatever elvish trivia Caelyn can remember.
    3. Buy Thieve's Tools and a Practice Lock.
    4. Start working with Anri on how to pick locks.
    The Bear is Back.

  6. - Top - End - #216
    Ogre in the Playground
     
    Awful's Avatar

    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: Iron Crisis Pt3 IC

    "Anri"
    High Elf Eldritch Knight.
    Darkvision: 60ft Blindsight: 10ft
    AC: 17 HP: 68/72
    PP: 15 PIv: 12 PIs: 12
    Conditions:
    Concentrating on:
    7 / 7 d8 HD
    Second wind 1d10+7 1/1 Action surge 0/1
    Spell Slots- 3/4 1st, 1/2 2nd

    Anri nodded at Caelyn's offer.
    "Very well. I will follow where you are going. I have never dreamed, so it is possible they will not like my presence."

    Once her axe (and bow, she supposed) was retrieved, she carefully cradled it to herself. She'd missed its stolid presence and implicit ability for violence, even if she could have called it to herself easily. She hugged it to herself, the heavy blade over her shoulder. She reached into the Not and pulled out the white crow, too, placing it in the position of honour on top of her head. It squawked, looking aggrieved at the long inprisonment, but Anri fed him some biscuit with a grave expression. That did the job.

    "Thief tools? Oh. I know how to use those. You just have to ca-click the lock, and then once all the clicks are clacked you can open it. I can show you. You will tell me about being an Elf. I will tell you about the locks. It will be a trade."
    She nodded to herself, satisfied, then added:
    "I am still curious about the claws."
    To demonstrate, she freed a hand from her hug around the axe and held it up, fingers extended. With a series of snkts, she pushed the claws out her fingertips one by one; crystalline and sharp, they were more mineral than keratin.
    Spoiler: OOC
    Show

    Actions to do in the downtime:
    1 - Be taught by Caelyn and generally tag along with whatever she's doing
    2 - teach Caelyn about the use of theif's tools.

    I figure that'd probably take up her time.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  7. - Top - End - #217
    Titan in the Playground
     
    Spore's Avatar

    Join Date
    Oct 2013
    Location
    Germany
    Gender
    Male

    Default Re: Iron Crisis Pt3

    Senna
    Human Arcana Cleric
    AC: 12 HP: 34/61
    HD:7/7d8 Spells: 1st: 4/4 2nd: 1/3 3rd: 1/3 4th: 1/1
    First Impression: lightly clothed and bloodied
    Conditions: -

    Senna felt uncomfortable without armor. She had not realized it but the protection it gave her made her more secure. She truly was an 'adventurer' now, and she felt displaced without armor and weaponry in public.

    To Leaf and all others:

    I'll gladly make a list of our itemage if you want me to. Just tell me what you lost. But stay truthful. We do not want to squander our relationship with Scar. After you get your items I do not expect you would help us. But I assume the assassins would at least hound you for knowing us, if we continue to live. So I feel it is in your best interest to help us. I think the Gate's dukes will appreciate you for it. Say, what's your profession anyway? Senna smiles, but is ready for any story really. She read about cat people, but she knew only cats, who were independant opportunists.

    To Grok and others:
    You moan about the cold yet you took enough hits to fell a dozen humans, master dwarf. I would not fancy the depths myself, but I would have a bigger issue with the water's darkness. If I can offer a blessing to enhance your swimming, I will gladly do it. But I think my sister is better suited for such an endeavor. But alas, few waterbreathing animals have fingers to reach into treasure boxes, so she will need you regardless. She offers her hand. I am Senna, these are my adopted siblings Caelyn and Sam. We call the elf Anri, this is 'Leaf' and lastly Grepha, my brother's familiar. Lost her soul in a card game, so she's harmless.




    Senna was not scouring the markets for items of interest, but rather discovering whatever she could find. Ideally these would fit into her criteria, but even if not, she would probably buy some.

    Spoiler
    Show
    I am just spitballing a few items here.
    Shiftweave: http://dnd5e.wikidot.com/wondrous-items:shiftweave
    Spell Scrolls: Zone of Truth, Find Traps
    Imbued Wood Focus (Force) probably fluffed as Weirwood: http://dnd5e.wikidot.com/wondrous-it...ued-wood-focus
    I was thinking about a magical writing implement but both the Scribe's Pen from Eberron and the Illuminator's Tattoo are weirdly expensive for something needlessly secretive:
    http://dnd5e.wikidot.com/wondrous-it...inators-tattoo
    http://dnd5e.wikidot.com/wondrous-items:scribes-pen
    In reality a homebrew Quill of Accurate Writing would be best: https://www.5esrd.com/gamemastering/...urate-writing/




  8. - Top - End - #218
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Day 1:-
    Sam/Grepha:
    Sam's search for a hat proves fruitful, and after a short exchange of gold he's able to pick up don what can only be described as a magical sombrero.

    Grepha's search proves less fruitful - finding one man among a city of thousands in just a day with little guidance seems a bet on random chance more than any active searching, and though there are a number of false starts, Gil's head does not pop up in her sight line.

    Leaf:
    The markets are filled with people, though most seem more desperate than eager. The wares on offer are difficult for Leaf to parse through but they nevertheless snag a few baubles of value. From what Leaf can tell they got away with their thefts.

    Spoiler: Loot
    Show

    One necklace, worth ~25gp
    One ring, worth ~50gp


    Grok:
    Grok's search for the missing assassin proves fruitless - similar to Grepha's hunt - and his attempt to speak to the assassins in captivity proves just as poor. As Scar indicated, you are not permitted to speak with them, and the Flaming Fist turn you away, brooking no negotiation attempt.

    When he takes up position across from the Merchant's League compound he's struck by how quiet it is. Though there are the occasional person coming and going, it certainly seems far quieter than you would expect for a bustling hub of mercantile activity and a focal point of the city's economy. Small town taverns see more comers and goers than their building, at least during the time Grok's observation. Everyone he sees appears normal, though some of them have strange gaits.

    When Grok goes drinking, he inevitably finds himself drawn into a drinking contest - one which he succeeds at handily, drinking multiple challengers under the table. For his efforts he gets a nights worth of drinks covered, 7 gold coins, and he hears a rumour that a mage - Ragefast - is holding a nymph captive in his home.

    Caelyn/Anri:
    Caelyn's search for fellow elves takes much of the day. Ultimately, Baldur's Gate is a human city of human gods, and when she finally does locate a place for the Seldarine it's no temple or chapel; it's barely even a shrine, tended by a single wizened old elf in a side room of their modest home on the outer edge of the city. Few elves, it seems, even come around here these days, instead trading their gods for those of the city - for Tymora, for Oghma, for Helm or any of the others that aren't 'elven'. The old elf listens carefully, and offers you a vial of moonwater for your troubles, but ultimately believes that if an elf is being plagued by such dreams that it is a matter for the gods. With the Time of Troubles still fresh in so many minds, he advises that perhaps the gods can't help you precisely because a god is doing this, though for what reason he can't begin to speculate.

    For Anri, he offers a small tome of elven legends and stories, of heroes, villains, and gods all. It's well worn and clearly has been read many times, but "better in the hands of someone who needs to read it fresh, than someone who has read it a thousand times."

    That done, you peruse the shops for some tools and a lock, and acquire both for the cost of 35gp and get to work on training, though a skill is not mastered in a day, and by the end of your first day it's still going to be some time before you're "proficient".

    Senna:
    The big city markets prove a confusing mess for Senna, with countless people shouting their wares, upselling everything, and speaking a haggling language that is thoroughly offputting for a gal from Candlekeep who had yet to properly step foot in a city before now. The myriad of options ends up hindering more than helping, and ultimately of the items she seeks she finds only the scrolls, and they look to be a touch overpriced at 400gp each. Not overly so, but still above what you might have hoped to pay.

    Vala:
    With a smile and a wave Vala disappears into the crowded streets to "press some leather", as she put it, though to what end remains to be seen. She doesn't return at the end of the first day, but she said she might be a while, so this is no great concern.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  9. - Top - End - #219
    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: 15 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 listens to Senna describe the situation, he gives her an accurate list of his items, leaving off the thieves tools. He thinks it better to keep up his ruse of just being a scout. Otherwise, he's open and honest with the others.

    "Senna, I plan to stick with you all as long as you'll have me. It appears we have a common enemy. The Iron Throne killed most of my village, so my motive is pretty simple. I want revenge and I want to stop them from hurting anyone else. How did you all attract their attention?"

    "I was also impressed not just with the way you all fought back, but how you prioritized rescuing the civilians on the boat. It shows you are all good people, and good people are sometimes hard to find."


    After wandering the markets for the day, he comes back to the temple with a little bit of treasure - enough to at least replace his armor if his isn't recovered. If our equipment isn't returned, he will go out the next day with anyone who plans on wandering markets or shops and look for more targets.

    Spoiler: OOC
    Show
    Let's say Investigation to see what he can find: (1d20+2)[11]
    Sleight of Hand (1d20+11)[19], Advantage from belt (1d20+11)[14]

    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; 2023-02-02 at 07:41 PM.

  10. - Top - End - #220
    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: 51/55 | AC: 13 HP: 15/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Invisible

    Downtime Night 1

    With the party seeking shelter at the Temple of Helm, no doubt with many other refugees and displaced citizens, Sam gets up to visit Bahamut's shrine. Kneeling before the shield of the Platinum Dragon, Sam brings out a small wood carving, one in the shape of the same symbol. A rough, amateurishly carved token he had idly taken to working on during their travels as an idle pastime, often during his watch shifts. He touches it to the platinum amulet hanging around his neck and sets his forehead against the shrine.

    Sam prays for guidance in the draconic tongue. "Platinum Lord, every day I find it harder to see the good in people. In a city where the law is cold and the downtrodden desperate, all I seem to see over my shoulders are enemies. I fear that I cannot lead my sisters away from darkness if my own faith is shaken." In his mind's eye, Sam counts Grepha among those sisters too, for such was the nature of their oath. "I pray that I may come to see the best in people again."


    Meanwhile, Grepha is perched outside on a rooftop across the street, watching the area- like a hawk would not be quite apt, as she does so in the form of an unseen raven.

    Spoiler: Actions
    Show
    Sam
    (1d20+8)[24] Religion to pray to Bahamut, if at all relevant

    Grepha
    (1d20+3)[10] Perception to keep watch for anyone suspicious scoping out the temple
    If any are spotted, she will follow and scope them out
    (1d20+5)[6] (1d20+5)[11] Stealth


    Downtime Day 2

    With the others occupied in their own pursuits, Sam approaches their new dwarven ally. "Lord Magmashield, right? Or is there a more proper honorific?" he asks with a friendly, if toothy, smile. "I was wondering if you could help me with an investigation today. I've heard rumors of people being snatched away into the sewers, and I wanted to take a look."

    Maybe not the most appealing course of adventure, but nothing a couple hours of prestidigitation couldn't refresh. "There is a chance the boy could be among the abductees," Grepha considers aloud. She sighs, "I suppose I shall accompany you, instead of more guideless searching."

    "I didn't ask you to come with," Sam jousts.

    "I don't remember offering; are you ordering me not to?" she responds flatly.

    "Nope. You can crawl around in the sewer muck for Gil if you really want to."
    Last edited by RandomWombat; 2023-01-30 at 08:48 PM.

  11. - Top - End - #221
    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: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: none

    Morning, Day 1
    As the human woman introduces herself, Grok(Now actually dressed in his armor) shakes her hand, and looks over the other named individuals as they are introduced, and he nods, once. "Grok, of Magmaforge. A pleasure to be introduced, although a pity about the circumstances." As his deep voice rumbles through the room, it is clear that he is trying to be somewhat diplomatic. "Neither dark nor water deter me, but cold's a silent killer almost as bad as bad air. But the guards seem fairly clear on the idea of us doing the retrieval."

    Morning, Day 2

    Running into Sam(And potentially others) in the morning, Grok pauses in his departure as Sam explains his findings. "I heard rumors of an imprisoned dryad as well, although that might be resolved peacefully. I can help investigate the sewers." He pauses for a moment, and stamps a foot, clanking like only a dwarf in well oiled full plate can. "I'm not really one for stealth. But there might be a link there."

    Spoiler: OOC plans
    Show

    Grok was originally planning on speaking with Ragefast, and seeing if he could do some persuasion, and maybe get some more information as well, to see if there really is a grand criminal conspiracy. Afterwards, he was going to continue his investigations into the missing assassin, and the league, along with some additional testing.
    (1d20+8)[27] Athletics(Or Alcoholism.)
    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

  12. - Top - End - #222
    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:
    5 / 7 d8 HD
    Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd, 1/1 4th

    Downtime Day 1

    Caelyn, following instructions and directions from the more friendly shopkeepers and passerby, finds herself walking with Anri for hours in hope of finding a temple of the Seldarine. The longer they walked and the more she searched, the more disheartened she became. Anri may notice the difference in her demeanor, going from outgoing and happy at the beginning of the day to quiet and concerned as the sun travelled west. When they finally find word of a shrine, she had almost expected to find nothing, and her spirits brightened, at least a bit. When she was introduced to the older elf who managed the shrine she gave their names, but didn't go into details of their troubles or her curse. She didn't wish to bring anyone else into the trouble they found themselves in. She simply asked for some time alone at the shrine.

    Caelyn had never... devoted herself... to the Seldarine. At least not alone. She'd thought about them, she'd uttered a few words to them in times of dire need. She'd even begged for their help with the dreams reached their darkest and she could not trance. She'd always imagined that Melian would guide her through whatever rituals or steps were necessary to profess devotion to the elvish pantheon. But Melian was gone. She needed to take control of her own spiritual journey now. And that meant solemnity and wisdom. She lowered herself to her knees before the shrine, whispered her worries, fears, and troubles, then asked for Sehanine Moonbow to guide her mind, so that she could trance again without Seniyad's blessing. Oh! And she asked Rillifane Rallathil to bless Seniyad for his gift to the young druid. And she mustn't forget! She prayed that Anri's path would be stewarded by the wisdom of generations past. She kept remembering more and more things she wished to pray for, but she shook her head and focused. Seldarine... I pray for the wisdom to stop making as many mistakes, and, failing that... the wisdom to learn from the mistakes I do make so I do not repeat them. I want my family to trust me again... and I NEVER want to hurt them like I did in the dreams... please... death before that...

    When Caelyn came out of the side room with the shrine, Anri would see tear stains on her cheeks. She would turn to the keeper of the shrine, thank her quietly, and accept the moonwater with genuine appreciation. When Anri was finished receiving her book, Caelyn would offer to volunteer what she knew of the stories when they rested at the temple of Helm that night.

    That Night, at the Temple of Helm

    Caelyn would stay up as late as Anri wished, contributing legends, stories, and tales of the Seldarine and elvish heroes that she could recall. She tried to tell them just the way her older sister had told them to her, though Anri made for a much better audience. Meanwhile, she practiced with her lock, frustratedly trying to get the tumblers to budge.

    When the time to trance came, Caelyn pressed her staff to her temple and let the energies Seniyad had bestowed upon it flood her mind and body. Sitting down on her cushion with the staff across her crossed legs, her mind wandered into her exercises, but she couldn't stop thinking of Seniyad. His life would be over long before hers had even reached it's peak, but he spoke with wisdom and composure that she found admirable. Strong. Even... attractive? Her eyes shot open, her freckled cheeks flushed, and she covered her features for a few seconds as she tried to collect herself. Turning to make sure others are asleep or trancing, she cleared her throat, tried to clear her mind. When she found she couldn't she instead reached into her bag and fished out the wooden bird that Seniyad had given her.

    "Uh... I wanted to thank you again. For the magic infusion in my staff. I'm trancing normally again." She sighs, feeling relief flood her body. "So many anxieties, so many worries, so many fears and angers and feelings are all so much more manageable when you can just... rest... and I can't thank you enough. I feel stronger. I feel like I can fight the feelings that my bloodline bring to mind. And... I have other feelings. I'm still sorting them out, trying to... well... I just wanted you to know how much you've helped me, and that I'm thinking about you. This city is dirty, crowded, and scary, with danger around every corner, and it makes me appreciate the peaceful home you protect all the more. I hope... I can return there some time, now that the shadow druids there are quelled. I... look forward to seeing you again, too. She wanted to say more... wanted to just keep talking and talking... but instead she tossed the wooden bird out the window, cheeks flushed, and rushed back to her cushion.

    Day 2 Downtime

    Caelyn was much more calm and collected when she sat down to break her fast with her family and new friends in the temple of Helm. She kept her own activities to herself for the most part, but swapped stories and discussed progress with the others as they all prepared for their day. "If you need assistance investigating the sewers, Sam, I'll come with. As dirty and disgusting as the sewer may be... in it's own way I feel like I would be more comfortable here than in the city above." She turned to Anri and spoke again. "If we're not needed, I would enjoy spending more time with you. We still have a lot to go over with your new book, and I could use your expertise in making locks go clickety clack, as you put it. But I understand if you're busy or if more serious matters draw us away." Turning to Master Magmaforge, her eyebrows knit with concern. "I owe a dryad. I would not see another one be trapped. I hope we can move on that lead before leaving the city."
    Last edited by purepolarpanzer; 2023-01-31 at 06:10 PM.
    The Bear is Back.

  13. - Top - End - #223
    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: 13 HP: 26/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form

    Downtime Day 2

    "Sure!" Sam isn't hard to convince when their dwarven paladin mentions someone in need, nor when Caelyn volunteers to come along. "I promise I'll prestidigitate is all clean after!" Face turning serious, he holds up a finger. "But we'll have to use non-lethal force if we find any crooks operating down there and turn them in to the guard."

    "And no fire," the raven on his shoulder speaks up, looking pointedly at Caelyn.

    "No fire?"

    "The gasses that build up in a sewer system are highly flammable. Let off a spark and you could set off a fireball across a good portion of the city," Grepha repeats, in warning. "I'll be perfectly fine, of course. But I would rather not see you all roasted alive, or executed for acts of terror."
    Last edited by RandomWombat; 2023-02-02 at 07:28 PM.

  14. - Top - End - #224
    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: 15 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


    When Leaf sees Anti trying to learn how to use the lock pick, he offers to help.

    "Here, the pick goes in like this, then you fish around for a click. I could keep teaching you. Once you figure it out it's not that hard. Usually."

    While he is a little concerned about stirring up trouble without us having our armor, Leaf would rather help out than just wander around the markets. He fidgets a little in his seat as he volunteers to help.

    "I think we should wait until we get our gear back, but if you all want to go explore the sewers, I'll go with you."

    If they wait a day, he'll go back to his previous plan of trying to find something valuable or helpful, and maybe do some shopping.

    Spoiler: OOC
    Show

    If he is able to steal enough, he'll buy new studded leather armor and thieves tools, rather than wait for the salvage.

    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; 2023-02-02 at 07:49 PM.

  15. - Top - End - #225
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    It will be a number of days, you expect, before Seniyad's bird returns, though it seems entirely confident in its ability to carry Caelyn's message.

    With a new goal of investigating the sewers, you gather your things and head out - sans Vala, who has yet to return. En route, you're headed off by a courier from the Flaming Fist carrying (on a horse-drawn cart) the items recovered from the shipwreck. It would seem that Scar was true to his word, and even prioritised recovering what you had listed over an "everyone is equal" approach. Though they have not been cleaned and have a distinctly ocean pungency to them, that which can survive water and salt damage has done so, and that which could not...has not. Cleaning your items was not on the list of priorities for the Fist, it seems, though a judicious application of the relevant magic could accomplish such a feat.

    The smell of the sea might be preferable to what you face shortly though. It's not hard to find an entrance to the sewers in the city - such things are unguarded and apparently freely accessible, for what person would willingly subject themselves to descending into the belly of the city?

    The grate is easily opened, the metal ladder slick with accumulated rainscum. It's a short descent, perhaps fifteen feet in all, before your feet touch 'solid' ground. The lighting situation is dire down here, with the occasional surface grate granting a few short shafts of light, not helped any by the thoroughly overcast skies above. Those who lack darkvision will require additional lighting in order to find their way, lest they be rendered blind by darkness for the majority of your travel.

    Underfoot is solid stone, though it's as slick as the ladder with wet grime that threatens to send your feet skirting out from underneath you should you step too hard or fast. The smell is toxic - a noxious combination of seawater, humanoid excretions, and what you can only hope is rotting food waste and not something worse. From where you've entered, the sewer is a small pathway, perhaps wide enough for two people to stand abreast at their limit. The footway is slanted on both sides down towards the centre, leading into a depressed trough through which the sewer 'water' flows. Unpleasant to smell, unpleasant to look at, and even unpleasant to hear. Descending beneath the surface has dulled much of the hustle and bustle of the city and it has instead been replaced with the ever present sounds of the sewer flow, the lapping of water against detritus caught along in its flow, the plop, plop, plop of things dropping beneath the surface, and the trickle of the various pipes that feed into the central sewerline. Though only a mere fifteen feet beneath the surface, it is a complete other side of the city, and not a particularly pleasant one.

    Either direction you could choose appears basically identical, and so lacking any further guidance you arbitrarily pick right and begin making your way along. Occasionally the pathway widens into a more open chamber with a well in the centre and branches off into different directions, but any choice you make is entirely guideless, and so dwelling on them is an exercise in little more than habitual discourse for the sake of hearing your own voices - though that might be tempting given the only other sounds you hear are that of the sewer or the skitter rats upon rats upon rats.

    Down one route you note the channel widening, and after some time following it, a light glimmers further ahead, emerging from a tunnel to the left that appears broken in, rather than deliberately made by human hands. The light flickers, indicating it's made by a fire, and though difficult to make out it does sound like chittering words are being exchanged.

    Beyond the tunnel, the path of the sewer line looks partially blocked by thick metal bears - a humanoid could squeeze through them with some effort, though anything larger would be blocked in.

    Spoiler: OOC
    Show

    Time to decide on your approach and any preparations you wish to make in case a fight breaks out.
    Last edited by Amnestic; 2023-02-04 at 01:26 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  16. - Top - End - #226
    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: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: none

    Following the slightly taller dragonling, Sam, as he leads the way towards the sewers, Grok reflects, momentarily, on the events that had led him here, before quickly letting his thoughts focus on the task ahead of him. Of how his investigation had led him to the boat. The assassins, who must be connected, as otherwise, why would they have attacked. The suspiciously fast response of the guard, and their evident inability to conduct a proper interrogation. The complete lack of other information, but for two acts of potential evil, with nothing to link them to whomever attacked his clan. But, keep making a mess, and someone will come to put a stop to it, eventually. And then? Then, he would have someone to ask properly.

    With his pack already on his back, Grok doesn't collect anything from the recovered items, simply stamping his feet a couple of times to make sure his boots were on properly as he waited for everyone to put on their slightly damp, salty armor.

    Inside the sewer, Grok doesn't seem to react to the smell, simply looking around, and taking in the poorly maintained stonework and passageways with a grunt of disapproval. "Wouldn't last more'n a couple a centuries. And wells in the sewers? Are they mad? Ruins the grog." Despite, that, his hands remain on the haft of his halberd, and his eyes glance around, keeping an eye out for anything of interest.

    However, as the tunnel widens, and a split becomes clear: A place where some other party had broken in, and where some official had decided to block the tunnel, he looks back, and gestures to the path to the left.

    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

  17. - Top - End - #227
    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, Invisible

    The Sewers

    Sam prestidigitates the water off of their metal gear while the others pry the grate open and set it aside, to keep it from rusting. He now wears a very briny-smelling set of wrinkled leather armor, though considering where they're going it may as well be an air freshener.

    As they descend below the city streets, Grepha abandons the facade of normalcy. An armor of black smoke begins to billow down her wings, and she fades once more from view to surprise anything unpleasant they come across. Sam gags at the smell the moment he steps off of the ladder, and while Grepha is far from pleased she seems less bothered. The devil's body is unbothered by the toxins, and Hell's torturers had equally terrible assaults in store for every sense imaginable.
    Still, a field of flowers would be more welcome. Perhaps, Grepha thinks to herself, the druids are not so wrong.

    When the break in the wall comes up, Sam motions Grepha forward and the invisible bird glides around the corner. Caves, she admits, would be preferable to their current locale. "Grepha's checking it out," he whispers to the others for their benefit.

    Spoiler: Rolls
    Show
    (1d20+5)[7] Stealth for Grepha if needed
    (1d20+5)[20] Adv


  18. - Top - End - #228
    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


    Leaf is happy to get his gear back. He felt naked without his armor. He holds it out and asks Sam to use that prestidigitation to clean and dry it, but once they get in the sewers he realizes it was for nothing. As much as he hates the saltwater, the smell of the sea would be preferable to this stench.

    As they walk down the tunnels, he stays to the very edge, using his claws to hold onto the wall to make sure he doesn't slip into the sludge. When Grepha sneaks forward to investigate, he gives the imp some time to get ahead.

    "Thanks, Grpeha. Let us know what you find."

    But his curiosity won't let him stay back forever. He inches forward, keeping his bow ready in case it is needed.

    Spoiler: OOC
    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; 2023-02-05 at 08:27 AM.

  19. - Top - End - #229
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Invisible, Grepha rounds the corner into what is clearly not a tunnel carved by hands but rather a natural formation. A variety of fungi line the walls, and below is a small stream of water that leads directly ahead to where you can see a bonfire happily burning away some 50ft ahead. You can see the edges of furred creatures both close, in the room between you and the fire, and far in the fire room itself, though from your current position you can't see much more, and would need to approach further in order to gain any further details.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  20. - Top - End - #230
    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, Invisible

    The Sewers

    The cavern looks natural. Furred creatures further down the tunnel, some are huddled around a fire, but it is too far to make them out clearly. Gnolls? Don't think gnolls make noises like this though. I will get closer.

    The report comes through and Sam informs the others, "Some kind of creatures living underground here. She can't tell what they are yet though. Maybe they're not hostile?" he suggests with audibly forced optimism, not helped by the dampening of the spirit that comes with being in the sewers. "Maybe we can go try to talk to them..." he suggests, with a silent implication that it will get them away from the fetid sewer water.

    Crossing around the corner as Grepha advances further in, Sam tries calling out. "Hello? Do you speak Common?" He keeps his voice and his posture at ease, and non-confrontational.

    Spoiler: Rolls
    Show
    (1d20+5)[19] Grepha Stealth continued to reach the campfire area
    (1d20+5)[8] Adv

    (1d20+9)[13] Sam Persuasion to appear friendly and non-threatening


  21. - Top - End - #231
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Sam barely gets a word out. As Grepha continues her invisible movement one of the fungi that had otherwise looked entirely normal suddenly opens up and unleashes an ear piercing scream that echoes through the tunnels, out and beyond you, reverberating and near deafening those who hear it.

    Spoiler: Nature DC10
    Show

    The plant is a shrieker, albeit one with a shorter area of detection than you might normally expect. They typically use their loud shrieks to attract prey for other creatures, the remnants of which the shriekers then feed upon.


    In an instant those within react. You hear the scraping of metal on stone as weapons are retrieved, and to her left Grepha spots two massive rats, that look distinctly unfriendly and annoyed at whatever has caused the noise to occur.

    Spoiler: Map
    Show



    Sam's up first.

    Initiative Order:-
    Sam: (1d20+5)[21]

    O:(1d20)[17]
    WR:(1d20)[14]
    G:(1d20)[13]

    Caeyln: (1d20)[12]
    Leaf: (1d20)[10]

    DR: (1d20)[10]

    Grepha: (1d20+5)[6]
    Anri: (1d20+1)[6]

    RS: (1d20)[5]

    Senna: (1d20)[4]
    Grok: (1d20)[2]


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  22. - Top - End - #232
    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, Invisible

    The Sewers

    Sudden shrieking right next to her stuns Grepha momentarily, unable to react in time as the decidedly unfriendly rodents start to turn.

    Running forward, Sam looks around to try and get a bearing of what's going on. When he's met with the same sight, he hollers back to the others, "So, not so friendly!" Reaching out, he hurls a pair of green energy blasts at one of the huge rats. His infernal magic reaches out and assails the other in an attempt to stun it, lashing it with a glow from his forehead.

    Unable to locate Grepha, he springs back to the sewer 'entrance' and takes a clumsy defensive stance with a dagger in hand.

    Spoiler: Actions
    Show
    Sam
    Move 3 E.
    EB at the leftmost Rat, dealing NL damage
    (1d20+6)[19] Blast 1
    (1d10)[3] force damage and (1d4)[4] collision damage
    (1d20+6)[15] Blast 2
    (1d10)[8] force damage and (1d4)[4] collision damage

    Then cast Mind Thrust at the right Rat
    (1d20)[19] Int save to halve (3d6)[11] psychic damage, if it fails it can only use one action/bonus/reaction for a round

    And move 3 back W to where he started.


  23. - Top - End - #233
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    On the ball more than any of the party due to taking the lead, Sam is the first to react, rounding the corner by the Shrieker to blast at two of the massive rats. One of them is swiftly broken against the stone pillar at its back by the eldritch beams, but the other is seemingly smarter than your average rat and manages to shrug off the psychic assault, though hisses in anger. The ratkin make their appearance as Sam retreats, a number of wererats all wearing scraggly scavenged clothes - their beady eyes filled with malice. One tosses a squirming bag at Sam, seemingly past Grepha without noticing her, and it explodes into a rush of viney plants, sewer-slicken tentacles that rise up and swiftly ensnare the half-dragon. More of the humanoid rodents appear, both near and far, darting out into the central 'channel' to unleash a bolt from their crossbows before retreating back into cover. Held as he is, Sam struggles to evade even the ones launched at a distance, and they strike him bodily, piercing through scale and flesh beneath.

    To the southeast, through the thick grate, you hear an enormous sloshing and perhaps a loud yawn - the Shrieker seems to have awoken something big.

    Spoiler: Map
    Show



    Sam nails one of the rats with the beams, killing it. The other resists his mind thrust (albeit barely) and lives. It's not actually smarter, it just rolled high on its save.

    One of the wererats moves forward and tosses a tanglefoot bag into the centre of the tunnel, which hits Sam, who fails their strength save and is restrained.

    Spoiler
    Show

    #### Tanglefoot Bag
    _Wondrous Item (Consumable), Common_
    These bags are slightly larger than an average loaf of bread, and seem to constantly squirm when held. They can be thrown as an action to a point within 30ft. The bag bursts in a sudden rush of plant growth when it hits the ground, covering a 10ft radius area. Creatures within the area when it first bursts must make a DC10 strength saving throw or be Restrained for 1 minute. They may use their action on their turn to make a Strength (Athletics) check against DC10 to end the effect early. In addition, for 1 minute the covered area is difficult terrain due to the plant growth.]


    The green circle marks difficult terrain on the map. Though it's not said in the text, tanglefoot bags can be dispelled (no check required) by dispel magic, and someone else can break you out (using their action to make the athletics check).

    The other wererats then unleash a volley of hand crossbow shots at Sam, some of which with advantage due to restrain, most just normal shots due to range limitations.

    He ends up taking a total of 10+5+5+4+8 = 32 piercing damage.

    Caelyn and Leaf are up.

    Initiative Order:-
    Sam: (1d20+5)[21]

    O:(1d20)[17]
    WR:(1d20)[14]
    G:(1d20)[13]

    Caeyln: (1d20)[12]
    Leaf: (1d20)[10]


    DR: (1d20)[10]

    Grepha: (1d20+5)[6]
    Anri: (1d20+1)[6]

    RS: (1d20)[5]

    Senna: (1d20)[4]
    Grok: (1d20)[2]


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  24. - Top - End - #234
    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


    Ah, rats. Rats with crossbows is even worse. Leaf will need to leave rescuing Sam to the others. Instead, he will try to hold off the rats. Leaf feints like he is moving south, but then stops, returns, and shoots past Sam at the first were-rat. After loosing his arrow, he moves southeast to try to get a better idea of what is coming from that direction.

    "What is that noise?"

    Spoiler: OOC
    Show
    Leaf

    Hide (1d20+11)[17], (1d20+11)[26] (they have disadvantage to see him due to his cloak)
    Attack with Elven Accuracy: (1d20+12)[19], (1d20+12)[15], (1d20+12)[29]
    Damage: (1d8+7)[13]
    Sneak attack: (2d6)[2][2](4)
    If Crit (1d8)[4] base + (1d8)[7] piercer + (2d6)[9] sneak attack
    Piercer reroll lowest d8 if roll 3 or less: (1d8)[3]
    If no d8 at 3 or less, reroll lowest d6 2 or less (1d6)[1] = 16 damage

    Then moves 15' southeast, returning 10' if he sees what is coming.

    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; 2023-02-06 at 08:06 AM.

  25. - Top - End - #235
    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- 4/4 1st, 3/3 2nd, 2/3 3rd, 1/1 4th

    Caelyn had been focusing on covering her nose since they entered the sewer, groaning slightly and looking a bit green. THIS. This was the result of cities. She would never be able to look at the conglomeration of huddled masses, haves and have nots, people, paupers, and nobles above without seeing this wretched, smelly, disgusting mess. It wasn't until the scream up ahead that her senses returned to her.

    "Sam, you can't just rush forward like that!" She steps forward, making sure to avoid the grasping plants, and invokes a druidic word of healing, placing a hand on Sam and doing her best to knit his wounds shut, all with the same burning pain that he would be used to by now. Then Caelyn ducks back down the tunnel, seeking to keep behind cover so she can avoid her brother's fate. Caelyn leans against the sewer tunnel for a few moments before realizing that she is leaning against a foul slime. She retches and stands straight, waiting for the fight to boil forward in her direction.

    Spoiler: OOC
    Show
    Cure wounds, upcast to level 3 on Sam. Hopefully we can get rid of some of those booboos. (3d8+4)[22] Healing. Then move behind cover.
    The Bear is Back.

  26. - Top - End - #236
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Leaf's shot flits past Sam to strike one of the wererats in the shoulder. As the Tabaxi moves south, they spot a massive creature of leathery skin, an all encompassing maw, and flailing tentancles. This is an infamous denizen of the sewers and often gently encouraged in their existence by the cityslickers above - an otyugh, a monster famed for eating pretty much anything, whether it be fresh, rotting, prime cuts of meat, or stinking waste. Beyond the otyugh are another set of bars, keeping the creature inside, for now. It seems to still be waking up, and doesn't display any active aggression to anything.

    Caelyn's heal goes off without a hitch, though she's forced to step into some truly gross liquid in the process of doing so.


    Spoiler: Map
    Show



    Leaf shot hits for 16.
    Caelyn's heal goes off, no anti-heal poisons to speak of.
    Dire rats move up but stay back from the entangle area.

    Greph and Anri are up.

    Initiative Order:-
    Sam: (1d20+5)[21]

    O:(1d20)[17]
    WR:(1d20)[14]
    G:(1d20)[13]

    Caeyln: (1d20)[12]
    Leaf: (1d20)[10]

    DR: (1d20)[10]

    Grepha: (1d20+5)[6]
    Anri: (1d20+1)[6]

    RS: (1d20)[5]

    Senna: (1d20)[4]
    Grok: (1d20)[2]


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  27. - Top - End - #237
    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: 45/55 | AC: 16 HP: 26/26
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | Raven Form, Mage Armor

    The Sewers

    Bolts slam into Sam much faster than he can back out of view, and he staggers back, nearly falling into the sewer waters. Caelyn's hand on his back steadies him, and the wounds are filled with a burning sensation as the bolts are pushed back out of the holes in his armor and fall to the floor. "Y- yeah," he responds to her advice, starting to move towards cover.

    The imp, meanwhile, is caught in the face of the oncoming swarm of rodents. Envisioning a near future of unpleasant, gnashing rodent teeth, Grepha takes to the air and lands on Leaf's arrow, using her sudden weight to wrench it in the wound as she lunges forward to inflict a venomous peck to something less vital in the hopes that it will put him under with fever. Unfortunately, that bit of hesitation allows the creature to knock her away before contact can be made.

    With a caw of frustration, she pushes off and takes to the air after she appears, where hopefully any skittering things on the ground cannot reach her.

    Spoiler: Actions
    Show
    Grepha
    Move 1 E and Up, by the middle wererat. Still in range of all three, but hopefully not of any plague tale rat carpets.
    Peck-sting on the wererat Leaf shot to try and finish him off. She makes an attempt to deal NL damage, even though the guard probably doesn't care about dead 'thropes.
    (1d20+5)[7] to hit
    (1d20+5)[10] Adv
    (1d4+3)[6] damage
    (3d6)[10] poison, and (1d20)[1] DC 11 Con for half

    Last edited by RandomWombat; 2023-02-06 at 08:47 PM.

  28. - Top - End - #238
    Ogre in the Playground
     
    Awful's Avatar

    Join Date
    Jan 2018
    Location
    Somewhere Strange

    Default Re: Iron Crisis Pt3 IC

    "Anri"
    High Elf Eldritch Knight.
    Darkvision: 60ft Blindsight: 10ft
    AC: 17 HP: 68/72
    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- 4/4 1st, 2/2 2nd

    Anri had very swiftly decided she hated the sewers. She had come with Caelyn, having decided to stick by the other elf for a while, but that had turned out poorly.

    Everything was stinky and slimy and, from what her instincts told her, incredibly unhygenic. She had to wind her pelt about her so it didn't drag in the filth, and even then, people-processings dripped from the ceilings and pipes. Her expression, normally stern, had steadily got grimmer as the venture had processed, until she looked downright irate.

    She was seventy percent of the way of straight up leaving for the world above, where things were less smelly, when it seems they'd encountered a fight.

    Even this failed to improve her mood too much.

    With a sharp click of her tongue, the blade of her chopper ignited, and she recoiled at the smell of burnt wall-slime where it scraped against the stone.

    Something big and exciting-sounding roared ahead, but Beard was bulky in his armour and the elf didn't want to risk brushing against the disgusting goop on the walls. Anri stayed where she was, tapping her axe with her clawtips in impatience.

    "Sewers are worse than the boat," she said, a touch, well, touchily. "Is there something fun to fight? I can't see."
    Spoiler: OOC
    Show

    Action: ready a GFB (or melee if that's not allowed) or anything that comes into reach, i guess.)
    BA: ignite the greataxe.
    Last edited by Awful; 2023-02-10 at 06:11 PM.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  29. - Top - End - #239
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Iron Crisis Pt3 IC

    Grepha appears from nowhere to peck down at the injured wererat, but it must have smelled her coming since it nimbly dodges back from the bird, hissing in irritation at it. There's a sound of many many tiny feet moving beyond sight, but nothing new appears before you, nor does anything run in for Anri's axe to chop.


    Spoiler: Map
    Show



    Grepha misses, and becomes visible in the process.
    Anri doesn't move.

    You hear scurrying beyond your sight but of what, who can say?

    Grok, Senna, and Sam are up.

    Initiative Order:-
    Sam: (1d20+5)[21]

    O:(1d20)[17]
    WR:(1d20)[14]
    G:(1d20)[13]

    Caeyln: (1d20)[12]
    Leaf: (1d20)[10]

    DR: (1d20)[10]

    Grepha: (1d20+5)[6]
    Anri: (1d20+1)[6]

    RS: (1d20)[5]

    Senna: (1d20)[4]
    Grok: (1d20)[2]



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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  30. - Top - End - #240
    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: 77/77 PP: 10 PIv: 9 PIs: 10
    HD: 7/7d10, Conditions: none

    Seeing Sam stuck, and resembling a pincushion, Grok reaches out with one arm, and lifts Sam clear of the tanglefoot bag, swinging the trapped dragonbown out and behind him.
    Spoiler: OOC
    Show

    Rolled a 12 on athletics.


    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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •