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Thread: RHoD 5e IC

  1. - Top - End - #91
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 49/54
    Hit Dice: 5/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    "Don't touch anything, and shuffle your feet so you don't step on a ray! Are there rays out here? Better to be safe. Jorr, is this some sort of floodplain, or is it waterlogged like this all the time? Are these ways well known enough that there'd be carts just casually tipping over out here? I was under the impression you wouldn't find yourself around here without a sufficiently proficient woodsman, and you're the only one in the area, so what's the deal? How would this end up here?

    Bernie gives Jorr a non-accusatory grilling as he swivels his head around the area, is this a hobgoblin trap? Are they traveling along well trod territory and getting taken for a bit of a ride by a cranky old coot looking for some cash? Did they stumble upon the ill-gotten gains of some smugglers that weren't ready for the terrain? It could be anything, but rarely does that mean anything good in this line of work.

    Just really don't touch it till we're sure it's not cursed or a trap or a sleeping, cart shaped monster or anything.

    He wrings his swords pommel under his palm to soothe his nerves as he half watches Leif mess about with everything.
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  2. - Top - End - #92
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    "Could be some fool travelers trying to take a shortcut and slipped into the muck, could be some of them goblins doing the same." He sniffs the air and turns his gaze skyward, scanning the horizon. "Seems a bit far for just a slip, might be something knocked it in, a manticore or a dragon maybe. Not too common to see dragons round these part but every now and again one will pass through. If something dragged it in, could be a shambling mound or some river trolls. They're like sea trolls, except allergic to salt water. Can placate them with fresh meat, though that usually only holds them up for a bit and it's better to..." the man begins a somewhat circuitous ramble about the nature of river trolls which - while certainly enlightening - doesn't seem terribly relevant. After a few minutes he finally circles back around to the wagon, finishing on "Wasn't here last time I came this way some...two, no, three weeks back."

    Leif's magic swirls the water around the wagon and tugs free the metal object. It floats on the surface for a moment before sinking, and you get eyes on what looks to be a chainmail shirt, one that has remained remarkably clean and shiny despite the bog, which typically hints at magic.
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  3. - Top - End - #93
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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 2/2

    Leif checks the surrounding area and, if she believes it's safe, picks up the chainmail shirt and returns to dry ground.

    Spoiler
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    Perception check: (1d20+6)[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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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla keeps an eye out for a potential ambush.
    Spoiler: OOC
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    Perception: (1d20+5)[23]
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    As Leif hops down into the squishy bog she feels mud and algae cling to her boots and legs. They would no doubt be a thrill to clean, especially once the mud cakes on in the summer heat. Tentatively so as not to fall she paces forwards, and roughly halfway between the wooden platform and the wagon Ayalla spots something lurking behind the tipped-over machine. A long, scaled head, its eyes beaded, near invisible amongst the reeds, rocks, and dark water, but unmistakeably something. A quick shout of alarm is enough to save you from being surprised by it, but equally alerts the creature that its deception has failed, and that more active participation is required. It's difficult to see due the bog, but now that you're aware of it, you could swear there's more than one head.

    Spoiler: Map
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    Terrain concerns:
    Light green areas are difficult terrain due to being boggy. It also takes 10ft of movement to climb up to the causeway again.
    Darker blue areas are deeper, and will force you to swim.
    The hydra is currently only partially visible and is otherwise entirely submerged, giving it resistance to fire damage, and attacking it - even if you're out of the water - is subject to the Underwater Combat limitations.
    Moving along the causeway is slippery, and must be done at half speed. You can move at normal speed if you first succeed on a DC10 dex save. Failure means you can only move 5ft this turn as you struggle to maintain your balance.
    Likewise, depending on your angle, cover may come into play.

    Spoiler: UC
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    When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.

    A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).

    Creatures and objects that are fully immersed in water have resistance to fire damage.


    Sometimes the initiative order seems to have a mind of its own.

    Everyone except Leif is up.

    Initiative Order:-
    Ayalla:(1d20)[18]
    Bernie:(1d20)[12]
    Wuffles: (1d20)[8]
    Paul:(1d20+1)[7]
    Jorr: (1d20)[6]


    Hydra:(1d20)[5]

    Leif:(1d20)[4]

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  6. - Top - End - #96
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    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 1/2

    "Suddenly I'm missing the giant killer monkeys," Leif laughs, "But I've never met a fish like this before!"

    As much as Leif would love to find out more about this creature, she knows it is not a beast and therefore cannot be reasoned with. The next best thing, then... Lifting her arms up high, Leif concentrates her magical energy between her hands and after a few momentary sparks an ball of flame erupts, suspended in the air. Then Leif points both hands towards the hydra and the ball of flame shoots forth.

    Spoiler
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    Leif casts Fireball.
    To damage: (8d6)[31]
    Hydra must make a DC 16 dexterity saving throw to take half damage.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  7. - Top - End - #97
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    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 38/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: -- Concentrating: --

    Paul steps back and to the left, causing the wagon wheels to no longer block his view. "That's no lizard..."

    He aims his wand at the firmly depresses the rune on his shoulder-mounted device, causing it to light up with a whining noise before it spits a bolt of purple energy at the hydra, which passes the glob of acid he fired at the same time.
    Spoiler
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    Move down 1, left 2, still on the causeway.

    Acid Splash, Dex DC 15 negates, otherwise (2d6)[7]+(1d8)[5] acid damage
    Dex (1d20)[1] plus mod

    Eldritch Cannon (1d20+8)[21] for (2d8)[4] force damage and 5' pushback on hit
    Ignore half cover

  8. - Top - End - #98
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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla switches positions with Wuffles and brings down more divine light.
    Spoiler: OOC
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    Sacred Flame: DC 15 Dex save (1d20)[1] or take (2d8)[8] radiant damage. The target gains no benefit from cover for this saving throw.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  9. - Top - End - #99
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 49/54
    Hit Dice: 5/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: --

    "I'm coming Leif, defensive positions! Were not gonna let anyone become fish bait today!
    Bernie makes an attempt to hop off the causeway and take up position between Leif and the monster.


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    Move Action: Move between the hydra and the team, adjacent to Leif.

    Action: Dodge
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    The party maneuvers around and flings spells and magic (and a crossbow bolt, in Jorr's case) at the emerging creature. Still stumbling from its resting place it seems to evade poorly and takes hit after hit. Roaring with anger it emerges and clambers halfway onto the bog, part of its body still concealed beneath water and behind wagon, and lashes out at Bernie, being the closest. Even with his moves to evade, the six maws of the hydra bear down upon his with ravenous teeth, tearing at armour and grabbing at whatever flesh they can find. His training saves him from making some of the blows worse, but they nevertheless take their toll on him immediately.

    Spoiler: Map
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    Leif didn't actually get a turn yet - so fireball hasn't been used. Can change your turn this time if you want, or keep it the same.

    Dex save failed vs. Acid Splash.
    Cannon hit.
    Sacred Flame hit.
    Jorr hit with his crossbow shot - not thrown - for minimum damage (4).

    The six headed hydra attacks Bernie. Dodge unfortunately didn't do much this turn, but it did turn a crit into a hit. It hit 5 times out of 6, for 6, 11, 6, 11, and 10 damage, which I think comes out to 29 post-Armour Master reductions on each hit.

    Everyone is now up.

    Terrain concerns:
    Light green areas are difficult terrain due to being boggy. It also takes 10ft of movement to climb up to the causeway again.
    Darker blue areas are deeper, and will force you to swim.
    Moving along the causeway is slippery, and must be done at half speed. You can move at normal speed if you first succeed on a DC10 dex save. Failure means you can only move 5ft this turn as you struggle to maintain your balance.
    Likewise, depending on your angle, cover may come into play.


    Initiative Order:-
    Ayalla:(1d20)[18]
    Bernie:(1d20)[12]
    Wuffles: (1d20)[8]
    Paul:(1d20+1)[7]
    Jorr: (1d20)[6]


    Hydra:(1d20)[5]

    Leif:(1d20)[4]

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  11. - Top - End - #101
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    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 38/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: -- Concentrating: --

    Stealth by the wayside in battle, Paul recalls something he'd read and yells to the party: "That's a hydra! When you cut off a head, use fire on the stump to keep it from re-growing!"

    He moves closer and triggers the device on his shoulder, as well as firing a ball of flame from his wand.

    Spoiler
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    Move 20' north.
    Eldritch Cannon (1d20+8)[23] for (2d8)[14] force damage and 5' pushback on hit, ignore half cover

    Fire Bolt (1d20+8)[26] for (2d10)[14] + (1d8)[5] fire damage, ignore half cover

  12. - Top - End - #102
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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla sends Wuffles in to help Bernard.
    Spoiler: OOC
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    Wuffles will run down the boardwalk a little bit and jump towards the hydra. Wuffles has a 10 ft flying speed so he won't have to enter the water.
    Bite: (1d20+6)[18], piercing damage (2d4+3)[6], if the target is a creature, it must succeed on a DC 15 Strength saving throw (1d20)[14] or be knocked prone.
    Advantage (1d20+6)[25] (Pack Tactics)
    Sacred Flame: DC 15 Dex save (1d20)[1] or take (2d8)[14] radiant damage. The target gains no benefit from cover for this saving throw.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  13. - Top - End - #103
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    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 35/54
    Hit Dice: 5/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: Stubborn Survivor (+2 to all saving throws for 1 minute. 10/10 rounds)

    Head back up the causeway Leif, I'll keep it's attention here as best I can.
    Bernie steps into the soft ground, plants his feet as best he can, and swings forcefully into the hydra's necks.

    Spoiler
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    Bonus Action: Second Wind to regain 1d10+5 (15) HP.

    Move Action: Step adjacent to Hydra.

    Action: Attack twice with two-handed Moon-Touched longsword.
    (d20+7)[10] vs AC for (d10+4)[7] magical slashing damage.
    (d20+7)[19] vs AC for (d10+4)[5] magical slashing damage.

    Action Surge: Attack twice more.
    (d20+7)[27] vs AC for (d10+4)[12] magical slashing damage.
    (d20+7)[10] vs AC for (d10+4)[11] magical slashing damage.
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  14. - Top - End - #104
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    Default Re: RHoD 5e IC

    The fireball washes over the hydra, exploding with such force the one of its heads is forcibly detached from its body. It's followed by two impactful blasts from Paul's firearm and his cannon detach another head. Jorr and Ayalla both blast it from afar, though the creature stays standing even as Wuffles' jaws bite down on its side. Bernie moves in for the kill. Though some of his attacks bounce off the creature's thick hide, a critical slice detaches yet another head from the beast, leaving it with a mere three of its previous six. Screaming with pain the monstrosity moves to retreat back into the bog, seeking to flee beneath the dark waters, but Bernie strikes out again, thrusting his blade up into the creature's soft underbelly and pulling it away covered in guts and gore. It takes another step, then two, then flops over dead.

    An investigation of the wagon, now that you're no longer being harassed by great six-headed beasts, reveals a number of partially rotted and mostly-chewed hobgoblin bodies. Their gear and equipment is almost entirely ruined, save for the gleaming chain shirt you spotted.

    Spoiler: OOC
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    After the party+Jorr's turn, it was left on 2hp. It tried to move into the water to Hide, but Bernie's OA that I rolled hit, killing it. Combat over. You burned through ~130 hit points in total that round, which ain't too shabby.

    The chain shirt is a Chain Shirt of Gleaming +1. Armours of Gleaming "never gets dirty".

    This was a Medium encounter so you all earn 8 experience points.

    Will give a moment to recover, then move along.
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    Paul Mauser

    "More hobgoblins, and this time a couple of weeks old? Looks like they ran afoul of the hydra. I'd say we're on the right track."

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    [QUOTE=Infernally Clay;25738026]
    Leif Fochlucan
    Tiefling Wildfire Druid
    HP: 38/38, AC: 16
    Conditions: None
    Spell Slots: 1st: 3/4, 2nd: 2/3, 3rd: 1/2

    Leif trudges over to the wagon and picks up the chain shirt. "So which one of you guys wants this?" she asks, as she returns to dry land and waits for their guide to point the way forward.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Once you've finished sorting (or storing) the gear, you hustle the last few hundred feet off the causeway for fear of another hydra attack or similar jumping out of the bog. Thankfully, you experience no such threat, and are able to make out to the relative safety of the other side to take a quick breather. Once you've appropriately rested, Jorr takes you back on the trail. During your push, you cross the main road, albeit only briefly, and only after checking both ways for patrols, of which you experience neither.

    It is late in the day when you start to approach Vraath Keep, doing so towards its southern face, rather than from the main road towards its east. It's a haunting sight, an old castle atop a rocky hillside, with a half-broken tower. From your position in the treeline, you can see the main footpath, though it appears to be clear. The building is in poor repair, with a partially collapsed gatehouse, and a gap in the southern wall. A small wooden building sits next to the remains of a long-abandoned garden on the eastern side. The walls surrounding the keep are perhaps fifteen feet high, with a two story tower looming in the southwest corner of the courtyard within. Large boulders are strew amid the ruins and the exterior, and the walls are pockmarked by dents and holes that match their size. From your current position, you're not able to see any inhabitants, or lack thereof, and approaching any further would likely require stealth if there are any creatures you wish to remain undetected from - if you even wished to do so today. Night is but a few hours away, and waiting is always an option, whether it be for a cloak of darkness or the refreshing morning of dawn's new light and the spell slots it would bring.
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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    "How are you feeling Bernard, do you need your wounds healed?"
    Spoiler: OOC
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    Ayalla will ritual cast Speak with Animals and try to find a bird to question.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    It's not hard to track down a bird in the forest, and takes only a small amount of time after the spell is cast. After some mild figurative prodding, the bird (who seems mildly amused that no-feathers would deign to ask it questions) confirms that there are some larger creatures than just person-sized. At least three that it had seen, though sometimes they come and go. One of them had wings.

    As for anything that makes bright lights that's not fire, the bird does mention seeing a weird colours at night over the building, including a colour that - when named by the bird - the spell fails to translate, due to it lacking an equivalent term in your tongues; a colour that the bird can perceive, but people cannot. It does only show up at night though.
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    Paul Mauser

    "Great, they have something with wings. I've never heard of a winged hobgoblin, have any of you?" Paul says, after the bird-interview is over and the results relayed. "If we go during the day, we can be spotted from farther away, but we can also attack the winged whatever, if it's there and not just a big eagle or something, from farther away. Too bad it can't tell us about sentry patterns so we could attack when they're mostly asleep."

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    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    Ayalla seeks out a tree near the keep to commune with a local forest spirit.
    "What is the large winged creature that resides in the castle? Are there giants in the castle?"
    Spoiler: OOC
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    Speak with Spirits: Starting at 2nd level, 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 only ask a specific spirit one question per day. At 5th level, 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 you 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.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Unfortunately, Paul's mastery of bird-language proves insufficient to deduce what the [U N T R A N S L A T E A B L E] colour is or what it might refer to, though perhaps if you hang about you'll see something for yourself. When the tree spirit is prompted with its two questions, it lacks the knowledge to correctly describe the creature, but it does answer "Spined" to the first question and "No" to the second.
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  23. - Top - End - #113
    Bugbear in the Playground
     
    IcemanJRC's Avatar

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    Default Re: RHoD 5e IC

    Bernard "Bernie" Thierry
    Human Chaplain Fighter
    AC: 19 HP: 54/54
    Hit Dice: 4/5
    PPer: 15 PInv: 13 PIst: 15
    Conditions: Stubborn Survivor (+2 to all saving throws for 1 minute. 10/10 rounds)

    Don't waste your time on these nicks and cuts, it'll close up quick.
    Bernard wraps the wounds on his torso and listens to Ayalla's report from their bird and tree.

    Sounds like a chore, whatever it is. Can birds see magic? That sounds like some magical business. Probably just an alarm or something. I think it'd be a bit of an unforced error to just go trapsing into the enemy's stronghold. Perhaps we can coax them out, take care of them in batches. Maybe set a fire nearby, force some out to handle it, take their heads. Rinse and repeat for a couple nights. Or maybe just do to them what they tried to do to us. Camp on their supply line and stop anything from making it in, starve them. Although you can manage for a while without food if you had to... Hm...



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    During the short rest I spend a HD and use the Fast Healer racial trait and Periapt of Wound Closure to regain 28 HP.
    Last edited by IcemanJRC; 2023-03-28 at 05:42 PM.
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  24. - Top - End - #114
    Ogre in the Playground
     
    Izzarra's Avatar

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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 33/33, HD: 5/5, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/2
    Wuffles (Wolf Familiar)
    HP: 31/31, HD: 5/5, AC: 16
    "Back in town they spoke of manticore sightings, those have wings and spines do they not? At least we don't have to del with any giants, the other larger creatures might be beasts of burden or land mounts. I like the idea of killing off their supply lines and patrols. When it comes time to attack the castle there will be fewer enemies to face."
    Last edited by Izzarra; 2023-03-28 at 10:37 PM.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  25. - Top - End - #115
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Default Re: RHoD 5e IC

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

    While the others are talking to birds and trees, Leif casts Pass Without Trace on herself and her allies and then Wildshapes into a small brown cat with speckles of red fur. She then tries to enter the keep through the gap in the southern wall, moving slowly and carefully watching for any movement or signs of life.

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    Leif casts Pass Without Trace, granting all allies within 30ft a +10 to stealth checks for the next hour or until Leif's concentration ends.
    Stealth: (1d20+14)[15]
    Perception: (1d20+6)[25]
    Last edited by Infernally Clay; 2023-03-29 at 11:21 AM.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  26. - Top - End - #116
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    As Leif-Cat picks their way through the hole in the southern wall they are faced with the main courtyard. It has made of hardpacked earth, with an eerie air of desolation. Jagged boulders embedded in the ground seem to have been dropped here, or thrown from a great distance. The walls bear the same large dents and cracks where the boulders likely once struck. Two massive skeletons lie at opposite ends, one propped up by the watchtower to your right, another sprawled at the far end by a building that could be a skeleton. The rocks shift slightly as you move, revealing that crushed beneath the fallen wall you now stand on is the skeleton of a third giant.

    The cat's keen nose picks up the stench of animal parts and half-rotted food emanating from a building to your immediate right. To your left is an opposite building, its own wall with a crumbling hole in it. Prowling forward, you look in to an open and spacious building. Wooden timbers, still solid, support the roof above, and there remains evidence of what were likely once interior dividing walls. Rubble from the hole in the wall has been piled in a circle to form a crude fire pit, and around the room are strewn bunk beds, each strewn with filthy covers, along with one much larger bed. More pressingly are the four hobgoblin warriors sat around the fire pit, and the minotaur sat idly polishing a greataxe. Your shadowy movement catches their eye and they perk up, eyes narrowing. They hold for a moment, and then yells something in goblin. The hobgoblins jump, and scramble in response.

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    The minotaur has a PP of 17 which unfortunately beats the stealth roll, and they rolled better on 'initiative', though we're not quite at full blown fighting yet. They spent it yelling at the hobgoblins.

    Leif has one turn of actions to take. I assumed you'd approached alone since you did it while they were interrogating birds/trees.
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  27. - Top - End - #117
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Default Re: RHoD 5e IC

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

    Leif reverts back into her Tiefling form, gives the hobgoblins and minotaur a brief shrug and says "Well you can't fault me for trying to be stealthy. It's harder than it looks!"

    She then stretches out her palm before her and breathes onto it, like blowing a kiss, and freezing rain and sleet begins to fall just ahead of her. She then tries to hide in the building to the left, hoping the noise and sudden weather change alerts her allies to the situation.

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    Leif deactivates her Wild Shape as a bonus action.
    Leif then casts Sleet Storm, heavily obscuring a 40ft radius area and dousing any flames within it. She will aim to avoid herself but catch as many of the enemies as possible in it, preferably all of them. The area is also difficult terrain and each creature that starts its turn within the area or enters it must make a DC 16 dexterity saving throw or fall prone.
    Leif then uses her move action to hide in the building to her left, being as quiet as possible.
    Last edited by Infernally Clay; 2023-03-29 at 04:47 PM.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  28. - Top - End - #118
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    A sudden flurry of ice is and sleet and snow and rain and cloud is thrown up around the five foes, throwing what preparations they had made into stark chaos. The ice seems to have served as an adequate signal to your party, and Jorr doesn't leave Leif hanging, instead rushing from the treeline to reach her, his heavy crossbow held at the ready for anyone who might appear.

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    The party (save Leif) start 30ft below the map's edge, so 30ft movement gets you onto the map, and 60ft gets you adjacent to where Leif is currently.

    Crossing the stone rubble counts as difficult terrain.

    Blue circle=Sleet Storm. Be aware that everything inside it is heavily obscured - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

    Jorr rolled high on initiative, he used cunning action to dash in and has a crossbow attack readied for anyone entering his sight range.

    You don't know what G or K did on their turns, if anything.

    Bernie is up.

    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

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

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  29. - Top - End - #119
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    Bernie rushes in to back up Leif while, inside the storm, the collected enemy forces all fall over. They struggle to their feet, and make for the exits. Leif hears a shuffling from the building to your right where the animal scents came from, but so far nothing appears.

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    The party (save Leif and Bernie) start 30ft below the map's edge, so 30ft movement gets you onto the map, and 60ft gets you adjacent to where Leif is currently.

    Crossing the stone rubble counts as difficult terrain.
    Blue circle=Sleet Storm. Be aware that everything inside it is heavily obscured - spellcasters can't see in or out of it, for spells that require sight as a target aspect.

    As requested, Bernie dashes in.
    The minotaur and hobs fall prone from sleet storm (no one made their save), so they then stand up and dash...not very far, due to the difficult terrain.

    Paul, Ayalla, Wuffles, and Leif are up.

    Initiative Order:-
    Jorr: 19

    G: 16
    K: 13

    Bernie: 11

    M+H: 11
    Man: 10

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

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  30. - Top - End - #120
    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: 38/38
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: --

    Paul moves forward. "So much for secrecy. That was fast." He readies his wand, wreathing it in flame ready to be discharged.
    Spoiler
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    Move 40' to get onto the map.
    Readied Fire Bolt at the first enemy to become visible.
    Attack (1d20+8)[23] for (2d10)[8] plus (1d8)[4] fire damage
    Last edited by J-H; 2023-03-30 at 01:22 PM.

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