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Thread: RHoD 5e IC

  1. - Top - End - #421
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    Default Re: RHoD 5e IC]

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 24/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3

    "We would be honoured to attend," Leif says of the funeral, "Are there any customs we should observe before or during the funeral?"

    Once the group is ready to leave, Leif will try to find Trellara.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Default Re: RHoD 5e IC

    Paul is a little unsure about attending the funeral of someone he's never met, but will stay silent. After all, the group is trying to get the elves to be allies, and that involves diplomacy. He'll leave that up to the experts. He doesn't think he'll be expected to do anything other than stand or sit around and look serious or solemn.

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    "You may participate in the communal dirge. It's not hard to follow, but you wouldn't be thought less of for abstaining." Sellyria answers diplomatically - not everyone is a fine singer, after all. "Otherwise the ceremony will be short, and followed by feasting, dancing, and storytelling. It's a celebration of life, as much as mourning for those we lost."
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    Default Re: RHoD 5e IC]

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 24/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 0/4, 2nd: 0/3, 3rd: 0/3

    "My own people have similar customs. Each life is a flame and though some burn fiercely and others are as gentle as candlelight, they are all fire that lights the way forward. Celebrating the light others have shone on our lives is always more important than fearing the darkness left by their passing."

    Pausing for a moment, Leif continues, "I would like to know more about Lanikar before the ceremony. If I may be excused, I will speak with his sister and try to offer her some comfort before we retire for the night."
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Ayalla Nazonda
    Spirit Medium
    HP: 15/39, HD: 5/6, AC: 15, Resistance: Lightning
    Conditions: Concentration (Call Lighting)
    Spell Slots: 1st: 2/4, 2nd: 3/3, 3rd: 2/3
    Wuffles III (Wolf Familiar)
    HP: 2/36, HD: 6/6, AC: 16
    Ayalla attends the funeral in her official Gyðja robes.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Paul Mauser
    Paul makes sure he cleans off his equipment, re-combs his hair, and generally neatens up out of respectfulness before he attends the funeral.

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    "I'd ask that you leave her to her grief, for one day at least. She will be attending tomorrow, and you may have time to speak to her then." Regardless of whether you heed Sellyria's request or not, you aren't able to track down Trellara that night - she proves surprisingly elusive, and though you have the run of the encampment the locals aren't all that interested in helping you speak to her, given the circumstances - the news traveled fast.

    The request for a map goes unfulfilled, though not for lack of will, but rather a lack of availability. They don't have any maps, instead operating on ingrained knowledge formed over years to find their ways. What Sellyria does offer instead, however, is a guide - one who will stay away from the battlefield as much as they're able, but serve to point you in right direction for your chosen destination.

    A visit to the temple turns up the town's only healer, and indeed apparently the only one for all of the Tiri Kitor camps in the area - this main one and the satellites both. Illian Snowmantle proves to be perpetually busy and out of lack of time more than lack of etiquette has little attention to spare for you, flitting about this way and that. Absence of rest has clearly taken its toll on him lately, as large grey bags sink beneath his eyes. He does, however, offer up two potions of acid resistance to your cause. His other stock it seems is already spoken for, at least while the threat of the goblins and their dragon remain in the swamps.

    The guest tents prove remarkably comfortable, despite - or perhaps because of - their rusticness. Hammocks piled with treated furs and pillows packed with owl feathers served as beds, while the scents of the swamp were dispelled by small bundles of wildflowers that had been left for you. They even provided hot water with which to wash yourself and your equipment. It wasn't a palatial bath by any stretch, but it was far more than you would have received had you been camping on your own terms.

    Spoiler: OOC
    Show

    Long rest received, along with the aforementioned two potions.

    Ivory Statuette Revealed as:-
    Spoiler: Figurine of Power: Ivory Goat of Traveling
    Show

    A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.

    The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

    The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.

    Ivory Goats of Traveling:-
    The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.


    The ring, as it turns out, is non-magical.


    Day 8, Morning

    The misty morning that finds you the next day heralds a dim and maudlin affair for Lanikar's funeral. Once you've finished the provided breakfast (consisting primarily of flatbreads, wild vegetables, and some smoked meats) you proceed to the ceremony. Trellara returns, from wherever she had vanished to the night before, dressed in a ceremonial garb. With no body to be burned, the funeral pyre is instead piled with boughs and branches anointed with holy water, along with small mementos.

    Once everyone has laid their trinket upon the pyre, it is lit, and Trellara begins a mournful song. Others join in, here and there, but in total the performance - a dirge that strikes mourning into the hearts of all that hear it -lasts for nearly an hour.

    Spoiler: OOC
    Show

    If anyone wishes to try their hand at a Performance check to participate in the ceremony, feel free.


    Almost immediately after it ends, Trellara vanishes again - almost as if she is avoiding you. You are invited to stay and enjoy the festivities (and they are festive: a grand feast, singing, dancing, games of chance and tests of skill and strength, and most importantly large amounts of what seems to be pear-based alcohol) but Killiar, who has been hovering nearby as an almost constant watchful eye, does note that should you wish to leave, you can do so at any time.
    Last edited by Amnestic; 2023-10-08 at 06:02 PM.
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  8. - Top - End - #428
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    Paul Mauser

    Paul takes a shot at some of the games of skill, particularly those related to magic and identifying things... but after days of travel and the prospect of death behind every tree and around every corner, they just don't seem as fun. After not very much time, he finds the others and motions with a shrug and a head-tilt to ask if they are ready to go.

  9. - Top - End - #429
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    Day 8, Midday

    Once you've had your fill of song, games, and drinks, you gather yourselves together and make ready to head out. Killiar points you in the direction of the northern docks, away from the party. It's a secluded area, enclosed overhead by a copse of trees that block it from sight on all sides save its entrance by land and exit by water. Calling it a dock may be a bit of an exaggeration though - it's barely a single pier. A boat is already prepared for you, and sits bobbing in the water, tied to the end of the jetty.

    There stands not the expected hardened guide you were told of, but High Singer Trellara, in traveling leathers and cloak, a bag of weapons and other gear hooked over her shoulder. "Ready to go then?" She questions, bright tone undercut by a clear impatience in her words. "Those goblins aren't going to kill themselves." The implication seems a notable departure from what Sellyria said about your guide not involving themselves in the fight, but it doesn't seem to bother the elf in front of you - indeed there's a bloodlust fuelled by vengeance hiding behind her pretty eyes and sing-song voice.

    Leif spots, out of sight mostly due to some barrels, what looks like an elf in a travelling cloak slumped down. Trellara sees you see him, and slides her step to block him from view. "Just had a bit too much to drink," she offers with a nervous laugh. "Wouldn't be any use to you."
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    Default Re: RHoD 5e IC]

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 45/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 4/4 2nd: 3/3, 3rd: 3/3

    Leif merely sighs. Audibly, very audibly. “I’m sure you’ll have plenty of time to explain to Lady Sellyria just how drunk he was and how you had no choice but to be our guide,” she then motions to the boat, “I won’t stop you from coming with us but do not think I’m going to let you get yourself killed in search of revenge. I know what it’s like to lose people you love and how the pain can eat away at you but dying won’t make it any easier. Trust me.”

    After getting in the boat, Leif says, “Once we reach Rhest and scout the town out, you must turn back and report what we find to Lady Sellyria and Killiar. At the very least your people should know what is at their borders, but mostly they will just appreciate that you exercised caution and wisdom and returned in one piece.”
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  11. - Top - End - #431
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    Day 8, Midday

    Trellara huffs, frustration clear in her face. "I didn't realise you were so safe that you could turn away help. I'm not just a singer. Every Tiri Kitor is trained to fight, they have to be. I wouldn't slow you down." She looks to the rest of the party for their own judgment on the matter, but finally gives up - for now - in preference of moving ahead.

    Once you've all clambered into the boat, Trellara takes the rear tiller, and whistles a jaunty tune. Carved runes along the boat's edge glimmer for a moment, and it propels itself forward on its own power. Though the vessel does have oars, evidently they've found a way to make do without them.

    The boat cuts through the misty fog almost silently, gliding through the lapping waves at a regular pace beneath overhanging trees that drip with fresh dew, soon replaced by even fresher rain. It's a cool day, one that helps put off the worst of the swamp smells, but it can only do so much.

    Perhaps an hour into the journey, she releases another short whistle, quieter, and the boat slows to a stop. She peers around, eyes focused on the shores to both sides. "I think...I think there's a lizardfolk ambush ahead." She points through the fog towards the northern shore. "I think that's the start of one of their rope nets to trap boats." At your current distance, you can't be sure if it's anything more than just a pile of vines bleached browner by the sun. Trellara also doesn't sound confident in her assessment - it's an overabundance of caution more than expertise that's caused her to stop.

    "How do you want to handle it?"
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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    "I shall ask a water spirit for information."
    Ayalla steps out of the boat and hovers a few inches over the surface of the water backing away from the potential ambush and picking out an undisturbed spot. Where she begins whispering a chant while sprinkling some sacred herbs as an offering.

    "Are there creatures with weapons and/or traps ahead?"

    "How many are there?"

    Spoiler: OOC
    Show
    You can speak with the spirit of a tree, a brook, an animal, the air, a stone, or any other part of nature that you can touch. You can ask spirits questions with one word answers. You can ask a single spirit an amount of questions equal to your proficiency bonus, with one word answers for each question. Generally, only natural things have spirits, wood made into a door or water in a fountain has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if a reibai asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100-yard radius, however a river that is miles long will have many spirits. It is possible that a spirit knows the answer to a question about things farther afield (GM’s discretion). They never know the answer to a question pertaining to the future or to the thoughts of another. When you use this ability, it generally takes at least a minute to coax a spirit to appear. These spirits may take on a translucent humanoid form or simply make a face appear in the water, wood, or other substance they inhabit. To convince the spirit to give an answer the GM might ask you to make a Persuasion check. A failed check might result in no answer, or it might result in a lie (GM’s discretion). You can use this ability twice. When you finish a short or long rest, you regain your expended uses.
    Last edited by Izzarra; 2023-10-22 at 08:51 PM.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Default Re: RHoD 5e IC

    The spirit of the river bubbles up, and after some mulling over the questions offers the following responses when questioned - short, warbling, and to the point.
    "Yes."
    "Thirteen."
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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    Ayalla asks the spirit one last question before it leaves.
    "Are all of them Lizardfolk?"
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    In the same warbling voice, the river spirit mumbles a blunt "No." before vanishing, returning back to original form.
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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    Ayalla returns to the others.
    "I have communed with a spirit. There are creatures ahead with weapons and/or traps. They number 13. Some, or all of them are not Lizardfolk."
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Paul Mauser
    "We could go around them... or we could try to wipe them out, or take prisoners and interrogate them. What do you think?"

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    After making your preparations Trellara quietly guides the boat into shore and Leif casts their cloaking spell, masking the party in shadow and silence. You creep forward, delicately, step by step, to get closer through the undebrush until - There! You catch a glimpse of mottled green and yellow scale among the vegetation, camouflaged but not invisible. There's more than one, each of them armed with javelins, clubs, and spiked shields. They watch, both the river and around, waiting for prey, but they do not see you, and this will allow you to rush them by surprise.

    Trellara did not see fit to stay back on the boat, instead she came with, armed with bow and blade both, and looks more than ready to bring death to the lizardfolk that would as assuredly bring it to you in turn.

    Spoiler: Map
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    Due to Pass Without Trace, the party gets Surprise, with their first attacks going from Hidden for easy advantage.

    Due to the Initiative order below, Polina, Trellara, and Leif ended up with two turns before any of the Lizardfolk get to act, while Paul and Ayalla end up with one.

    The entire party's surprise round is up.

    Trellara is built as a 4th level swords bard, coming in two levels below the party.

    Spoiler: Trellara Somewhat Abridged Statblock
    Show

    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 27 (4d8+4)
    Speed 35 ft
    -------------------------
    Str 8 (-1), Dex 16 (+3), Con 12 (+1)
    Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
    -------------------------
    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 13
    Languages Elvish, Common, Sylvan
    -------------------------
    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. (1d6)
    Bardic Inspiration. D6, 3/LR.
    Jack of All Trades.
    Fighting Style - Dueling
    Blade Flourishes (See Swords Bard)
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
    -------------------------
    Actions
    Scimitar (melee 5 ft) +5: 1d6+5 slashing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing




    Should anyone want to pilot Trellara during her adventures with the party shout up, it'll save me doing so, but I'm not averse to playing her either.

    Initiative Order:-
    Polina: (1d20)[12](1d20)[19]
    Trellara: 17
    Leif:(1d20)[14]

    LF2: (1d20)[13

    Ayalla:(1d20)[9]

    LF3: (1d20)[7]

    Paul: (1d20+1)[4]

    LF1: (1d20)[4]
    LF4: (1d20)[1]
    Last edited by Amnestic; 2023-10-27 at 07:09 AM.
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    Default Re: RHoD 5e IC

    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 45/45
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --
    Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif

    As the others begin their attack, Paul moves into the open, launching a bolt of flame and a purple ball of force energy at one of the farther lizardfolk.
    Spoiler
    Show

    Move 40' due east into the open.
    Targeting the farthest lizardbolt he can see, probably at the bottom right of the map. If any of them look like spellcasters, target that one.
    Both ignore cover.
    Fire bolt w/ Arcane cannon bonus (1d20+8)[14] for (2d10)[12]+(1d8)[7] fire damage

    Eldritch Cannon (1d20+8)[19] for (2d8)[9] force and a 5' pushback

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    Default Re: RHoD 5e IC]

    Trellara stays her ground, as Leif had asked her to, and casts Sleep.

    Spoiler
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    Trellara casts Sleep at second level, knocking out a number of enemies with a hit point total of (7d8)[33].


    _______________________________________________

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 45/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 4/4 2nd: 2/3, 3rd: 3/3

    With, hopefully, some of the enemies knocked unconscious, Leif gives Trellara a brief thumbs up before moving towards the lizardfolk as quietly as possible.

    Spoiler
    Show
    Stealth check: (1d20+11)[23]
    Leif movies southeast to the edge of the plant life but tries to remain hidden. She is observing to see if any other enemies appear in reaction to what Trellara did or if there is movement that does not come from her group.
    Perception check: (1d20+7)[13]
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Default Re: RHoD 5e IC

    Edited to add:
    Turn 1:
    Polina and Rax sneak closer to the edge of the foliage, where she draws out 4 arrows and sticks them in the ground, imbuing them with some magical energy. She says in Elvish, "Fly true."
    Then she takes a few more steps out into the open with her shield and axe.

    Spoiler: OOC - Cordon of Arrows
    Show
    The 4 arrows are a 30' radius centered on a spot 15' Southeast of Polina's token (near where I think Leif was ending her movement). The first four enemies coming within 30' or ending their turn there have to make a DC13 Dex save or take 1d6 piercing damage.

    Then Polina steps another 10-15' East into the clearing with Rax at her heels.





    Polina surveys the area to take count of how many lizardfolk are still standing.
    Last edited by Archemist; 2023-10-27 at 04:48 PM.

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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration (Call Lighting)
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    Ayalla waits until the last second before casting Call Lighting.
    Spoiler: OOC
    Show
    Ready action to cast the spell and hit one of them after the other party members go.
    For now Wuffles will stay in front of our casters to attack anyone that gets within melee.
    Call Lighting: DC 15 Dex save (1d20)[14] or take (3d10)[17] lightning damage on a failed save, or half as much damage on a successful one.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  23. - Top - End - #443
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    You move as one, half of you breaking from the treeline to begin the attack against the ambushers who suddenly find themselves quite ambushed in turn. Trellara's magic immediately knocks one out, sending it to the floor with a clatter of wooden shield and javelin. It doesn't seem like they understand just what, exactly, Polina has done with her spell, but they're not in much of a position to react to it either. Paul's two-fold blast cuts past bark and branch, slamming into one of the distant scaled warriors and bringing him to the ground before he can even see what was coming, and it's only the trees overhead that keep Ayalla's target from the worst of the lightning that rains down on him in turn.

    Still concealed, Leif peers through the gloom, and see that not only are there distant lizardfolk on this shore, but there's others on the opposite side, now martialling themselves to attack as well.

    Spoiler: Map
    Show



    Polina casts Cordon of Arrows
    Trellara's Sleep knocks out one of them.
    Leif spots some more through the misty swamp, map expanded.

    When Ayalla's CL does go off, the one south of the sleeper succeeds on their save solely due to the cover granted by foliage, taking half damage.

    Paul's firebolt gets advantage due to being Hidden (Roll: 21 - Hit) and the Eldritch Cannon hits on its own, the combined damage downing one of the Lizardfolk.

    Polina, Trellara, and Leif are now up. The Surprise has ended.

    Spoiler: Trellara Somewhat Abridged Statblock
    Show

    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 27 (4d8+4)
    Speed 35 ft
    -------------------------
    Str 8 (-1), Dex 16 (+3), Con 12 (+1)
    Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
    -------------------------
    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 13
    Languages Elvish, Common, Sylvan
    -------------------------
    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. (1d6)
    Bardic Inspiration. D6, 3/LR.
    Jack of All Trades.
    Fighting Style - Dueling
    Blade Flourishes (See Swords Bard)
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
    -------------------------
    Actions
    Scimitar (melee 5 ft) +5: 1d6+5 slashing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing




    Initiative Order:-
    Polina: (1d20)[12](1d20)[19]
    Trellara: 17
    Leif:(1d20)[14]

    LF2: (1d20)[13

    Ayalla:(1d20)[9]

    LF3: (1d20)[7]

    Paul: (1d20+1)[4]

    LF1: (1d20)[4]
    LF4: (1d20)[1]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  24. - Top - End - #444
    Ogre in the Playground
     
    HalflingRogueGirl

    Join Date
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    Default Re: RHoD 5e IC

    Polina says, "Not so sneaky now, eh?" and casts Hunter's Mark on the closest non-sleeping lizard. She advances with Rax close by, keeping an eye out for javelins that might be headed their way.

    Spoiler: OOC - Hunter's Mark, Dodge action for both
    Show
    Polina can't quite make it to the lizards this turn so she'll stay in range of the Cordon of Arrows protection by heading just 15' Southeast and taking the Dodge action (giving foes disadvantage on attacks). Rax follows and Dodges too. Polina also casts Hunter's Mark as a Bonus Action.

  25. - Top - End - #445
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Default Re: RHoD 5e IC]

    Trellara fires an arrow at one of the lizardfolk that didn't get caught by her spell.

    Spoiler
    Show
    Trellara shoots an arrow at the lizardfolk two squares south of the sleeping one.

    To attack: (1d20+5)[24], to damage: (1d8+3)[9]


    _______________________________________________

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 45/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4 2nd: 2/3, 3rd: 3/3

    Seeing the lizardfolk begin to rally, Leif puts her hand to the ground and whispers to the earth itself. Immediately strange barbed vines crawl from underneath the lizardfolk, hampering their approach.

    Spoiler
    Show
    Leif casts Entangle, centred on the square directly west of the lizardfolk Paul killed.

    Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

    A creature in the area when you cast the spell must succeed on a Strength saving throw (DC 16) or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against a DC of 16. On a success, it frees itself.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  26. - Top - End - #446
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    Polina's cautious approach proves fruitful. While one of the lizardfolk finds themselves trapped by Leif's enchanted vines, another closes the distance towards the Goliath and flings two javelins at her, but she deflects and dodges away from the projectiles which sink into the soft gloopy mud with sad plops. Trellara's bowshot finds its target, though they're still standing, not quite dead just yet despite the lethality intended with every pull of the string.


    Spoiler: Map
    Show



    Polina moves forward and Dodges
    Trellara hits, though the lizard is still standing.
    Entangle gets cast, it catches one, the other makes its save

    One of the lizardfolk moves forwards and throws two javelins at Polina - Dodge saves her from one of the hits. The other just misses.
    Another one [B]dashes[/B ]to get closer.
    A third one attempts to Strengthcheck their way out of Entangle and fails.

    Ayalla is up.

    Spoiler: Trellara Somewhat Abridged Statblock
    Show

    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 27 (4d8+4)
    Speed 35 ft
    -------------------------
    Str 8 (-1), Dex 16 (+3), Con 12 (+1)
    Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
    -------------------------
    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 13
    Languages Elvish, Common, Sylvan
    -------------------------
    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. (1d6)
    Bardic Inspiration. D6, 3/LR.
    Jack of All Trades.
    Fighting Style - Dueling
    Blade Flourishes (See Swords Bard)
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
    -------------------------
    Actions
    Scimitar (melee 5 ft) +5: 1d6+5 slashing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing




    Initiative Order:-
    Polina: (1d20)[12](1d20)[19]
    Trellara: 17
    Leif:(1d20)[14]

    LF2: (1d20)[13

    Ayalla:(1d20)[9]

    LF3: (1d20)[7]

    Paul: (1d20+1)[4]

    LF1: (1d20)[4]
    LF4: (1d20)[1]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  27. - Top - End - #447
    Ogre in the Playground
     
    Izzarra's Avatar

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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration (Call Lighting)
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    Spoiler: OOC
    Show
    Drop lightning on one that is on the other side of the water.
    Call Lighting: DC 15 Dex save (1d20)[12] or take (3d10)[18] lightning damage on a failed save, or half as much damage on a successful one.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  28. - Top - End - #448
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    Lightning raining down from above has the lizardfolk on the south side of the river rush forward, diving towards the water to get away from the shocking aerial 'projectile'. Unfortunately, their movement puts them in the path of Polina's arrow cordon. One of the pieces of ammunition flips up and flies straight at the weakened warrior and pierces it through the throat, turning the blue-green water of the swamp a deep dark crimson as it dies.


    Spoiler: Map
    Show



    Failed save vs. Call Lightning

    The two on the south side of the river move forward, dodging as they do so.
    The dodge proves insufficient to successfully save against Cordon of Arrows, which the weakened one activates unknowingly. It takes 4 damage, which is just enough to finish it off after the CL damage.

    The other one is now Underwater, with the relevant features for doing so.

    Paul is up.

    Spoiler: Trellara Somewhat Abridged Statblock
    Show

    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 27 (4d8+4)
    Speed 35 ft
    -------------------------
    Str 8 (-1), Dex 16 (+3), Con 12 (+1)
    Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
    -------------------------
    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 13
    Languages Elvish, Common, Sylvan
    -------------------------
    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. (1d6)
    Bardic Inspiration. D6, 3/LR.
    Jack of All Trades.
    Fighting Style - Dueling
    Blade Flourishes (See Swords Bard)
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
    -------------------------
    Actions
    Scimitar (melee 5 ft) +5: 1d6+5 slashing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing




    Initiative Order:-
    Polina: (1d20)[12](1d20)[19]
    Trellara: 17
    Leif:(1d20)[14]

    LF2: (1d20)[13

    Ayalla:(1d20)[9]

    LF3: (1d20)[7]

    Paul: (1d20+1)[4]

    LF1: (1d20)[4]
    LF4: (1d20)[1]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  29. - Top - End - #449
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: RHoD 5e IC

    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 45/45
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --
    Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif

    Paul flings a glob of acid at two nearby lizardfolk, while firing a purple blast from the construct on his shoulder at another one as he moves east.
    Spoiler
    Show

    Eldritch Cannon (1d20+8)[18] for (2d8)[16] force and a 5' pushback, which doesn't clear the restrained condition
    Advantage if it's restrained (1d20+8)[21]
    Ignore cover due to wand

    Acid Splash at the two in the central group who are adjacent to each other. (2d6)[9] plus (1d8)[6] acid damage, Dex DC 15 negates
    Left (1d20)[11] plus mods
    Right (1d20)[12] plus mods
    Move 30' east
    Last edited by J-H; 2023-11-01 at 09:03 PM.

  30. - Top - End - #450
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    Paul blasts his attacks across the field, smothering two lizards in searing acid and smashing the entangled one in the rear with a cannon blast, but though injured and bloodied none of them fall from their injuries - that is, until one of them closes with Polina and triggers her Cordon once more. Another arrow flips up and flies forth, stabbing through the creature's throat and sending it to the ground at her feet. The other closes with Paul, and unleashes a brutal combination strike of bite and spiked shield, tearing past his armoured defences. Deaths and injury do not seem to be hindering their advance at all, and they seem quite willing to put their lives on the line rather than flee.

    In the distance, two more enter the battle from beyond your line of sight, diving first into the water as they speed towards you.


    Spoiler: Map
    Show



    Failed saves vs. Acid Splash and the cannon hit.

    One of the lizardfolk is still asleep.
    One closes with Polina, fails its save vs. Cordon of Arrows, and takes 5 damage which is just enough to kill it.

    The other closes distance with Paul and attacks, critting with its first hit for 14 piercing damage and then hitting (roll: 18+4=22) with the second for 6 piercing.

    Two more lizards enter from the south, diving into the water as they go.

    Polina, Trellara, and Leif are up.

    Spoiler: Trellara Somewhat Abridged Statblock
    Show

    Medium Humanoid (elf), Chaotic Good
    -------------------------
    Armor Class 16 (studded leather armor)
    HP 27 (4d8+4)
    Speed 35 ft
    -------------------------
    Str 8 (-1), Dex 16 (+3), Con 12 (+1)
    Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
    -------------------------
    Saving Throws Str -1, Dex +5, Con +1, Int +1, Wis +1, Cha +5
    Skills Acrobatics +5, Survival +5, Nature +3, Perception +3, Performance +7, Stealth +5
    Tools Lute +5, Lyre +5, Viol +5
    Senses darkvision 60 ft, passive Perception 13
    Languages Elvish, Common, Sylvan
    -------------------------
    Fey Ancestry. Trellara has advantage on saving throws against being charmed, and magic can’t put her to sleep.
    Mask of the Wild. Trellara can attempt to hide even when she is only lightly obscured by natural phenomena.
    Song of Rest. (1d6)
    Bardic Inspiration. D6, 3/LR.
    Jack of All Trades.
    Fighting Style - Dueling
    Blade Flourishes (See Swords Bard)
    Spellcasting. Trellara is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Trellara knows the following bard spells:
    Cantrips (at will): dancing lights, mage hand, prestidigitation
    1st level (4 slots): cure wounds, detect magic, sleep, thunderwave
    2nd level (3 slots): enhance ability, lesser restoration, shatter
    -------------------------
    Actions
    Scimitar (melee 5 ft) +5: 1d6+5 slashing
    Longbow (ranged 150/600 ft) +5: 1d8+3 piercing




    Initiative Order:-
    Polina: (1d20)[12](1d20)[19]
    Trellara: 17
    Leif:(1d20)[14]

    LF2: (1d20)[13

    Ayalla:(1d20)[9]

    LF3: (1d20)[7]

    Paul: (1d20+1)[4]

    LF1: (1d20)[4]
    LF4: (1d20)[1]
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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