Aeshuura
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Cutscene time!!
Stepping out on the frozen lake, you head out with your crampons firmly secured. Rodalas throws the frost druid to the ice, bound, and begins an ancient call, a poem of the old court.
Those who were wronged, step forth to meet your offender... The executioner's blade stands ready... Those who were wronged, face them once more that you will never be haunted by them again... Your cousins will absolve you of your burden...
The snowy winds coalesce into a pair of spectral forms again, but she does not scream. The banshee's face contorts with rage, but she moves to reach for his chest. Her hand sinks in and the dark-skinned man's eyes flutter open just in time to feel her icy hands on his heart.
Then it is done. As she begins to fade, the young druid that accompanied you runs forward calling out, Iriel!
The phantom brushes her hand under the young woman's eye, wiping away a tear before disappearing into nothingness. The specter of the man sadly nods and fades away as well...
--
Success!
Upon returning to Speaker Durmoot's cabin, the old adventurer smiles, Well, I'll be. I honestly didn't think that I would ever see you alive again.
You can speak to her further, and I will start the climax on Monday!
| Umikh Ironbender |
It went a lot more....somberly than I thought fer sure. Justice has been secured.
As Umikh's belly rumbles, and others have had a chance to speak, he would enquire about lodging and food, as they'll be staying awhile, right?!
| Rodalas Windrace |
The eladrin will mutter, in elven, Justice has been served, Daughter of Corellon as the banshee leaves. He bows to her.
| Rodney Lash |
"Now that has been tended too. Let us speak of how this town can defend it's self from the possible up coming attack, shall we?"
Rodney inquires about, fearing that time is not on their side.
Aeshuura
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Actually, you are asking them to lend aid. It seems that the stand will be at Easthaven. If they get past Easthaven, then the other towns will have to defend themselves. Captain Arlaggath is hoping to stop them there...
Edgra nods, and opens up a foot locker at the base of her bed, producing a small box, Here, this'll help. It is a leftover from when I was the adventuring sort.
When Rodney opens the box, there are six potions of healing, one for each of you.
After that, she heads back to her steaming cup of mulled wine and says, We will have a town meeting tonight. Rest assured, Dougan's Hole will answer your call to Easthaven. We can send you maybe a dozen able-bodied men.
--
The last message you received from Captain Arlaggath said to return to Easthaven by the night of the 9th day, and you are maybe a full day's travel away, with a couple of days until the appointed time... So, you head back to Good Mead to regroup.
After a 3 hour trudge through the snows, you find Turq at the Mead Hall, talking with some of the builders...
So, ye all look like death warmed over... Were it a success? Have ye gotten the support from those grumpy sods? the dwarf-like man grins.
| Rodney Lash |
| 1 person marked this as a favorite. |
Could Rodney give a speech at the meeting to maybe increase those numbers?
"People of Dougan's Hole, The time is near and the need is great. You fine people have been called to arms to lend aid at Easthaven in defense of Ten Towns. I know many of you do not want to go. But go you must. For if the evil that is sweeping across these lands over run Easthaven, your homes could be next. Let not the battle take place at your door step, where your children and love ones could be killed just by being to close to the battle. But go and stop it far from here.
Other towns may look down upon Dougan's Hole with there nose in the air. But lets show the why you live here and they could never handle live here. Show them the harden mantel of the people of Dougan's Hole. And your true worth.
So stand with me in this fight. Stand for the safety of your love ones. Stand and show Ten Towns what it truly means to be from Dougan's Hole!"
Persuasion: 1d20 + 7 ⇒ (20) + 7 = 27
Aeshuura
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Sadly, your speech is rousing, but you cause more harm than help, as the extra people that you inspire are the elderly and the entirely too you, which causes their family members to resent you for asking them to fight... There are only 50 people in the town, of which 12 are capable.
| Baldrick Longhall |
Maybe Rodney can convince the extra volunteers to fortify Dougan's Hole, rather than come along to Easthaven?
Saluting wearily to Turq, Baldrick gives a rather confused report: "Yeah, they'll help us out, but first everyone except Rodalas and me had to die because of a dead druid and then we had to find this other druid who fell asleep and give him to a banshee and then Rodney gave a brilliant speech that made them hate us again..."
Stopping abruptly, replaying what he just said in his head, he nods: "No, that's right. Things went about how they normally do."
Aeshuura
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That works. He definitely raises the morale of the Dougan's Hole folk... Especially if someone steps in and makes that suggestion rather than the expectation of sending more people.
Turq laughs, Well, letter's come from 'Haven and they want us ta be headin' back there. The fight is comin' and you'll be damned sure that I'll be headin' out in the morn...
I almost forgot! the stout warrior heads off toward one of the older men at the head of the mead hall and returns with a small chest, The folks at the meadery made ye all a special brew fer ya.
Opening the chest, Turq produces several small skins each holding a fluid of some sort. Now this'll warm yer bellies and give ye a shot o' go, if ye are too exhausted ta go on. The meaders brewed this batch with some o' old Binchu's herb mix...
You each get another potion of healing, so two potions in total (1 from Dougan's Hole & 1 from Good Mead).
So get some rest tonight, for battle comes soon!
Aeshuura
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Okay, gonna move us to the finale!
The path to Easthaven is quiet, Khitt making note of his traps, still set in the protection of the town. The dozen men from Dougan's Hole join the score of men and women from Good Mead, trailing the bunch of you as you lead them to the battle site. Turq seems in good spirits, singing a Dwarvish marching song that keeps your legs a-pumping.
In a few short hours, you arrive at Easthaven. Tokoda Huthraschild, the scout that brought news of the coming troubles, nods at you and your reinforcments, You even got Dougan's Hole to contribute? Gods, I didn't think that was possible... Here, take these, they may aid you in the coming battle.
The Reghed scion removes their archery brace and holds it out for one of you to take... One of you can take the bracers of archery for the rest of the module. After the module, then anyone may claim them. I expect that they would benefit Khitt the most...
Wondrous item, uncommon (requires attunement)
These fur-lined, rust-colored leather cuffs are crafted in
traditional Reghed style, with stylized pictographs of beasts
stamped around the outer cuff. Normally used to stabilize
the arm during archery and protect from scrapes and
cuts, these bracers also magically provide warmth to cold
bodies. The wearer suffers no harm in temperatures as
cold as −20 degrees Fahrenheit or as warm as 120 degrees
Fahrenheit.
While wearing these bracers, you have proficiency with
the longbow and shortbow, and you gain a +2 bonus to
damage rolls on ranged attacks made with such weapons.
--
Hours later, as the storm gathers above the tundra, the brave defenders of Ten-Towns stand gathered, prepared to face the coming onslaught. With the Redrun at your back as a final line of defense, you square up with your fellow defenders and look to the eastern skyline as the first line of enemies comes into view.
Baldrick 1d20 + 2 ⇒ (14) + 2 = 16
Khitt 1d20 + 3 ⇒ (16) + 3 = 19
Lumen 1d20 + 1 ⇒ (8) + 1 = 9
Netzer 1d20 + 2 ⇒ (18) + 2 = 20
Rodalas 1d20 + 3 ⇒ (1) + 3 = 4
Rodney 1d20 + 3 ⇒ (6) + 3 = 9
Umikh 1d20 + 1 ⇒ (10) + 1 = 11
1d20 ⇒ 20
The initial wave seems to be a Dire Wolf with four wolves and a bear approaching from across the lake... Map updated, please place yourself where you'd like to start. There are bonfires and rocks placed around for cover / light... beyond is Dim Light...
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
For the entirety of the battle (which will be wave after wave of attackers), you may each use these abilities once. (Spoiler tag for space)
Once during part 3, each character can use the benefit granted by each ally:
Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.
Fluid Movement. The character can move up to their speed without provoking opportunity attacks.
Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.
Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.
| Baldrick Longhall |
Yeah, I think it makes the most sense for Khitt to have the Bracers - is there anyone else that primarily makes ranged attacks?
Aeshuura
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Oh, and I kinda rushed into it, but you have time to attune to the bracers... Whoever ends up with it...
| Umikh Ironbender |
| 1 person marked this as a favorite. |
No archery for this guy. I moved myself up behind a rock, figured as a "veteran" fighter he'd be up front.
| Khitt |
Khitt currently uses a crossbow, but if he could buy a short bow in Easthaven he would be interested in the bracers.
Aeshuura
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Khitt currently uses a crossbow, but if he could buy a short bow in Easthaven he would be interested in the bracers.
Absolutely! Khitt would likely be trading up soon anyway, no?
| Baldrick Longhall |
Ah I misread that - I thought it was +2 to any ranged attack
| Khitt |
The eladrin knows how to use a bow :)
Archery is Khitt’s main mode of combat. Very rarely will he use melee weapons, but if you are interested or anyone else for that matter, I’m fine to random roll it off.
Aeshuura
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This is just for this module. Afterwards, they will find a way to get one for each person that wants it.
Aeshuura
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Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
For the entirety of the battle (which will be wave after wave of attackers), you may each use these abilities once. (Spoiler tag for space)
Once during part 3, each character can use the benefit granted by each ally:
Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.
Fluid Movement. The character can move up to their speed without provoking opportunity attacks.
Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.
Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.
The pack of wolves and the bear charge across the icy lake and bear down Heh. on the front line!
Netzer grins and drops his raised hand! In response, you all soon hear the whistle of a volley of arrows fall upon the charging beasts!
Netzer, I hope that you do not mind me rolling for you...
Volley: 2d6 ⇒ (4, 4) = 8
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -8 hp
Wolf (Red) -8 hp
Wolf (Blue) -8 hp
Wolf (Green) -8 hp
Wolf (Yellow) -8 hp
Everyone is up!
| Baldrick Longhall |
Standing with Umikh near the boulder, Baldrick looks almost bored as he waits for the enemy to approach - his warhammer stands in the snow while the strange dwarf leans over, making a small pyramid of snowballs.
Suddenly, the small pack of animals is on the move! Baldrick stands quickly, sweeping his 'hammer through the snow to point at the wolves: "Netzer! They're coming right for you!" But, as he takes a half step to stand shoulder-to-shoulder with the other dwarf, he realizes the bloody great bear is coming around the other side of the rock, so he stands his ground to meet it instead.
Still, his actions kick up a handful of powdery snow that whips away on the breeze, tucking between Umikh's legs and swirling over Netzer's shoulder, to fly fully into the faces of the five wolves.
Sleep, 2nd level: 7d8 ⇒ (1, 2, 2, 2, 7, 6, 2) = 22
OMG, that's the worst I've ever rolled for this spell (and that's saying something!)
Aeshuura
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Is okay! That volley helped a lot!
The swirl whips up and around the pack of wolves, and when the snows clear, the four smaller wolves are sleeping!
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -8 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
| Rodalas Windrace |
Seeing that their is a dire wolf, and that he has a dwarven ally next to it, the eladrin lets lose an arrow at the wolf
1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 3 ⇒ (6) + 3 = 9 Piercing
2d6 ⇒ (4, 2) = 6 sneak attack
Aeshuura
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He's down next to Khitt and Khatt.
Rodalas draws a bead, sighting down the shaft as he remembers the training of his youth, and looses his arrow at the alpha wolf, striking it hard in its shoulder! The giant wolf's attention snaps on the eladrin and it snarls, revealing black crystalline teeth glinting in the firelight! Palpable hit!
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -23 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
Netzer, Khitt (& Khatt), Umikh, Rodney, and Lumen to go...
Nezter "Spleenripper"
|
Netzer steps out and rages roaring at the charging beasts as the arrows fly over him from his wave before he went mad and he attacks what ever creature is awake and nearest that is an enemy!
attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d12 + 5 ⇒ (3) + 5 = 8
advantage for rage?: 1d20 + 5 ⇒ (20) + 5 = 25
I rolled those in discussion and came out here and it went from a one and a ten to much better...
Aeshuura
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Haha, okay... XD
Netzer steps in swinging his axe, Dwarvish steel sending an arc of dark blood across the snowy ground! -8 hp for Dire Wolf
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -31 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
Khitt (& Khatt), Umikh, Rodney, and Lumen to go...
Aeshuura
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Con save: 1d20 + 2 ⇒ (7) + 2 = 9 Blind!
Wis save: 1d20 + 1 ⇒ (7) + 1 = 8 -2 hp
Advantage for Rodalas, due to blindness: 1d20 ⇒ 1 No crit.
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -33 hp Blinded
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
Khitt (& Khatt) and Umikh to go...
| Umikh Ironbender |
Umikh steps up to the large bear...battleaxe: 1d20 + 4 ⇒ (1) + 4 = 5...
it's going to be a loooong fight.
Umikh steps up to the large bear and takes a mighty swing, but the blinding blowing snow deceives him, and his axe meets only air.
Aeshuura
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Will wait a little longer for Khitt to chime in...
Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -33 hp Blinded
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
Once during part 3, each character can use the benefit granted by each ally:
Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.
Fluid Movement. The character can move up to their speed without provoking opportunity attacks.
Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.
Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.
| Baldrick Longhall |
| 1 person marked this as a favorite. |
oh, that reminds me:
Surge Check: 1d20 ⇒ 13
| Khitt |
Rubbing his new bracers as if to readjust them, Khitts moves forward enough to target the Alpha. ”Stay here with me Khat, it looks like it might be a long fight. Gotta save yer strength.” holding Khat in reserve. Shooting at the alpha wolf.
Short Bow: 1d20 + 7 ⇒ (18) + 7 = 25
Piercing: 1d6 + 5 ⇒ (6) + 5 = 11
| Umikh Ironbender |
| 2 people marked this as a favorite. |
"Just" wave 1.....I feel like rolling a bunch of d20s just to get the unlucky rolls out of the way....
Aeshuura
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Khitt draws back on his bow and looses his arrow! A frigid breeze picks up and swirls around him, just as the arrow buries itself in the alpha wolf's eye! Dire Wolf is dead!
Initiative Round 2
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -44 hp Dead
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
The bear, seeing the wolves downed, turns its blackened teeth and claws on Umikh, standing resolute before it!
Claws: 1d20 + 6 ⇒ (19) + 6 = 25 11 slashing damage to Umikh!
Bite: 1d20 + 6 ⇒ (3) + 6 = 9
The bears claws slash at Umikh's armor, once, twice, leaving a bloody gash on the stalwart warrior's side! The Dwarf manages to turn the bear's maw aside avoiding the bite!
Everyone is up!
Initiative Round 2
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Dire Wolf -44 hp Dead
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
Once during part 3, each character can use the benefit granted by each ally:
Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.
Fluid Movement. The character can move up to their speed without provoking opportunity attacks.
Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.
Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.
| Baldrick Longhall |
Seeing his friend brutally attacked, Baldrick steps up to the bear: "AAAAAHHH!!"
Warhammer: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Aeshuura
|
Baldrick, remember that if you don't have a shield, you can use your warhammer two handed... 1d10 damage. For future reference...
Initiative Round 2
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas
Brown Bear -8 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep
Once during part 3, each character can use the benefit granted by each ally:
Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.
Fluid Movement. The character can move up to their speed without provoking opportunity attacks.
Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.
Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.