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Author Topic: D&D 5e: Lost Isle/[1st Cycle-Missing the Birdgirl. Not that one, the other one]  (Read 58502 times)

Dwarmin

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Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle-My NPC!]
« Reply #750 on: April 11, 2015, 10:53:33 am »

Action: Persuade or Rally the crew! Try to command them to hold their fire till the last second. Hope to also be given a suitable weapon and to also shoot, preferably in the Roc's eye. Last resort action will be to flee into the hold and hide well...

15+1=16 (vs Dc 15/Tough)
Pass!


A few of the crew turn to the sound of your voice, then look down.

"...Argh, let's follow Cap'n...Cap'n Shorty!" They say, giving you an unfortunate and irrevocable nickname.

Someone tosses you a better bow. It's actually got a string!

Nice. The pirates rush to obey your orders, lining up neatly and preparing for volley fire.

It's Captain Feclan's time to shine!

The Roc seems to notice the sudden coordination. It's terrifying gaze swivels, maybe looking for the commander...

"Orders, Cap'n Shorty?"

Pirate Crew
Stand #1-4
Pirate Rabble (Bandits)
14/14 HP
Ac 12
+3tohit/1d8 damage (Light crossbows)
+3tohit/1d6+3 damage (Shortswords)

Stand #5
Pirate Veterans (Fighters lv.3)
25/25 HP
Ac 16
+4tohit/1d10 damage (Heavy crossbows)
+6tohit/1d10+3 damage (Battleaxes)
Great Weapon Fighting, Action Surge, Second Wind (1d10+3), Improved Critical
Commander Connected=Feclan

Stand #6
Pirate Seaspells (Wizards lv.1)
4/4 HP
AC 11
Cantrip-Firebolt
Spells (2 cast available) Magic Missile, Thunderwave

Hungry Roc
Queen Roc
Ac 19
HP 245/245
Multiattacks.
+19tohit/2d10+8 damage, plus 2d6 bludgeon damage (Bite)
+14tohit/2d6+8 damage. (Claw)
+14tohit/2d8+8 bludgeoning damage (Claw)

Wind Blast (Recharge 5–6). The Roc claps it's wings in a 60-foot
cone. Each creature in that area must make a DC 21 Dexterity
saving throw, taking 18d6 bludgeon damage on a failed save, or
half as much damage on a successful one.

"...Orders, Cap'n Shorty?"

https://www.youtube.com/watch?v=mCEfqj9pDAI

((note, I'm using the mass combat rules. Without anything to compare to an awesome Roc bird I'm describing, I'll just use the stats of the CR 17 Red Dragon. GOOD LUCK.

http://media.wizards.com/2015/downloads/dnd/UA_Battlesystem.pdf <--))
« Last Edit: April 11, 2015, 11:14:41 am by Dwarmin »
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lawastooshort

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Re: D&D 5e: Lost Isle/[1st Cycle-Gentleman, it has been a privilege]
« Reply #751 on: April 11, 2015, 11:49:18 am »

"Hold yer fire till it gets dead close, then aim for its eyes or guts! I'll try to distract it by negotiating!"

Action: everyone to fire once it gets very close, unless it somehow negotiates. To Roc, in all the languages I speak, yell in my loudest sailor's yell:

"Ahoy there, Noble Roc! We mean you know harm, that was yon fleeing ex-Captain! If you swear to drop us safely on the nearest land, we shall let you take the ship for your nest unmolested!"
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Gentleman, it has been a privilege]
« Reply #752 on: April 11, 2015, 12:06:30 pm »

"Negotiatin'? Is that like Parley?"

...

The Roc doesn't seem to be able (or willing) to respond, but it does put across a counter argument-it swoops down on your ship and attacks the crew with brutal, elemental ferocity.

Init

Roc, 19+0=19
Wizards 8+3=11
Bandits 9+2=11
Veterans 8+3=11

Spoiler: Caw caw caw (click to show/hide)

The first rush is faster than anyone can believe-it slaughters more than a quarter of Feclan's new crew before they can even fire-men are torn to shred by brutal claws, pecked and (and it turns out) swallowed whole by that massive beak, or blown into the sea. Mostly the more green of them. The Veterans wisely stay back.

A volley of arrows arcs up as the Roc tries to get back into the air...and actually find their mark, firebolts and heavy crossbow bolts slamming into it's bulk, sending feathers flying. A few mad pirates actually try to latch thrown hooks onto it, or launch themselves off the rigging at it with drawn swords and axes. They tend to die messily.

Feclan actually manage to land his own bolt in the Roc's eye, though it's less massive damage than he made it blink a few times. Still, a terrific shot! It rises back up into the air for another swoop...which, Feclan notes with dismay, it'll likely be able to before any of them can reload.

He looks around at the gore stained deck, littered with cast off equipment, body parts, wounded men and a rivers of blood and gore.

"What now, Cap'n Shorty?" Your new Orc friend asks.

Spoiler: Pew pew (click to show/hide)

Pirate Crew
Stand #1
Pirate Rabble (Bandits)
14/14 HP
Ac 12
+3tohit/1d8 damage (Light crossbows)
+3tohit/1d6+3 damage (Shortswords)

Stand #5
Pirate Veterans (Fighters lv.3)
25/25 HP
Ac 16
+4tohit/1d10 damage (Heavy crossbows)
+6tohit/1d10+3 damage (Battleaxes)
Great Weapon Fighting, Action Surge, Second Wind (1d10+3), Improved Critical
Commander Connected=Feclan

Stand #6
Pirate Seaspells (Wizards lv.1)
4/4 HP
AC 11
Cantrip-Firebolt
Spells (2 cast available) Magic Missile, Thunderwave

Hungry Roc
Queen Roc
Ac 19
HP 222/245
Multiattacks.
+19tohit/2d10+8 damage, plus 2d6 bludgeon damage (Bite)
+14tohit/2d6+8 damage. (Claw)
+14tohit/2d8+8 bludgeoning damage (Claw)

Wind Blast (Recharge 5–6). The Roc claps it's wings in a 60-foot
cone. Each creature in that area must make a DC 21 Dexterity
saving throw, taking 18d6 bludgeon damage on a failed save, or
half as much damage on a successful one.
« Last Edit: April 11, 2015, 12:21:55 pm by Dwarmin »
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lawastooshort

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Re: D&D 5e: Lost Isle/[1st Cycle-Gentleman, it has been a privilege]
« Reply #753 on: April 11, 2015, 12:44:02 pm »

"I fear we are overmatched. There is no dishonour in leaving this fight. We must hide in the hold; the foul roc will seize up the ship, and we shall creep out and murder it in the night once it sets us down, and curse yon captain evermore..."

Flee belowdecks! Command stand 1 to hold fast first, and stand 5 to follow me. Then Hide, scattered and apart from the others.
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Gentleman, it has been a privilege]
« Reply #754 on: April 13, 2015, 09:49:06 am »

Nothing here, gents
« Last Edit: April 13, 2015, 10:33:37 am by Dwarmin »
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GiglameshDespair

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Re: D&D 5e: Lost Isle/[1st Cycle-Gentleman, it has been a privilege]
« Reply #755 on: April 13, 2015, 10:05:24 am »

((Argh, sorry. I thought I'd posted.))

Kawtari moved forward, battering at the swarm with torch and axe, trying to kill any that looked liked they were about to take a bite out of Coney.
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lawastooshort

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Re: D&D 5e: Lost Isle/[1st Cycle-Calling Kawtari, come in Agent Kawtari]
« Reply #756 on: April 13, 2015, 10:25:36 am »

Action: go see what is there in the sky.

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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Calling Kawtari, come in Agent Kawtari]
« Reply #757 on: April 13, 2015, 10:33:14 am »

Sarco has a tough choice, but he decides preventing the swarm from getting any larger is a greater priority-he hucks several chairs and a table into the final fireplace, and sets it alight with his torch.

That should keep them from coming in.

+300 team xp bonus for non-combat solution

Also, his wisps zoom out and attack one of the swarms while he is distracted...he didn't quite order them to do that...

...

Samara keeps up the firebolts, and this time she lands a fairly good hit, charring at least half of the roaches remaining. The smell is truly atrocious.

Spoiler: Heat rash (click to show/hide)

Tadhg rages out against the bugs, his flaming hammer bashing away and incinerating dozens of unruly insects!

Also, his hammer takes double rounds of fire damage...

Quote
1d6=1-3=1
1d6=2-3=1

Spoiler: Bug Juice (click to show/hide)

Aldeth blasts swarm 3 with all her might, sending them scurrying and leaping off her fallen friend-the fel energies wash over Coney too, but she seems unharmed...

Spoiler (click to show/hide)

...

Kawtari is a bit slow on the uptake, but she doesn't waste any time applying torch and axe to the swarm. She drives it back into the hole, burning and slashing with ferocity. At last, several more chairs and tables are thrown onto the pyre-effectively ending the assault.

Spoiler: Burn and Chop (click to show/hide)

The party is able to stabilize Coney's wounds with no difficulty, afterwards.

...

Wataklano comes in a few moments later to find his former hall partially ablaze and trashed, with bug guts and blood strewn about, and the party dumping spent adrenaline-with Coney laying on one of the tables, gravely injured.

"...I was only gone for a few minutes!" He squarks.

Spoiler: Enemies (click to show/hide)
Spoiler: Initiative (click to show/hide)
Spoiler: Party Status (click to show/hide)
----
Flee belowdecks! Command stand 1 to hold fast first, and stand 5 to follow me. Then Hide, scattered and apart from the others.

Needless to say, your command is followed with some enthusiasm.

When you actually begin to feel the ship lift up out of the water, you feel a bit giddy. When it breaks in half and you end up hanging from your life from a rotted length of rope, it's a bit exciting. When you see the far shore approaching at terrific speed, you're amazed.

When it finally drops you a hundred miles inland, you pass out.

...

3 days later...

Time has passed in a mild confusion. What remains of your 'crew'-about ten men-is huddled around driftwood campfires and hutson a cold mountainside, in a dense alpine forest...oddly enough, it started snowing the day before. Despite your sole remaining Seaspell claiming this was the Autumn Empire, where the seasons never changed.

Hunter have gone out, and occasionally returned. Some didn't...and those who did came back with little food-some scrawny fish and strange fruits that made you all sick. Your heartiest meal was a bit of baby deer with the meat still on. No matter how well your people may live on the sea, this land is a hostile and strange place to them. None of you are sure how far the Roc took you-even from the highest tree, you cannot make out the sea in the distance, weather be damned...worse still, the blame seems to be falling on Feclan.

"...everything went wrong from when we started following Cap'n Shorty!" Your Orc friend insists. You could really put some logical holes into that argument, if you wanted...

"Nothing to eat but raw fish, baby deer, shite berries and maggoty bread! For THREE STINKING DAYS!"

You might have lead the group in one direction or the other, but the truth is you have no idea where to go. Also, there is the small issue of your broken arm. It was the one holding onto the rope...either way, it's been hard to convince anyone to do anything when you can hardly raise your voice for the pain.

And then there are the dreams...

Feclan has never had such vivid dreams before in his life. Mostly they've been about girls and gold, and the obtaining and enjoyment thereof-these are different.

This is his lucky day. He hears this phrase, again and again. Feeling that it will be the mark of an important decision in his life. A choice that will spin the wheel of his life in the direction he chooses.

He has repeatedly seen a road in his dreams. The road leads two ways. One path leads up into the light...and he feels it's a path of great prosperity and fortune. He looks down the road and sees himself, with his own ship-and his own crew. He's a captain, a real one. Not a bunch of feckless pirates, but a true crew of sea-dogs. A family, like he had before...At the furthest of his vision, however, this path ends in fire. A sudden, shocking end. It makes him look the other way.

The other path is darker. He sees himself facing terrible danger-doing something important, accomplishing a great task, writing a great wrong. Averting that great flame, perhaps. This group is odder. Lizardman and burly human warrior, tower over two slender female witches, one human, one haughty Elf-and a small, cloaked figure in their van-with a mask like a bird. He sees himself fighting alongside them, down this road. A different sort of family, he feels...but in the end, this path vanishes into darkness. He can't see as far as he can the well lit, safer path...safe until that end, anyway.

...

He wakes that third day to the lookout crying and pointing to something in the air.

"Ayuh! Look at that, it's our lucky day, mates!"

Action: go see what is there in the sky.

Feclan stumbles out of his makeshift shelter, holding his hand against the glare of the sun. He sees an interesting sight.

It seems to be a giant bird. Not THE Giant Bird-these one is about the size of a wagon, and looks more like a Giant Black-feathered Raven...it has passengers, on it's back-and supplies, packed up. The crew says it quite literally fell out of the sky, injured it seems.

"Lookit there! There ain't no more guards than a bunch of baby birds and a Halfling girl who can't hardly move. I bet there's food on it! And gold!" The Orc who's not your friend says. He is right, though-there are a bunch of small bird-forms of which he vaguely recalls are named 'Kenku', shuddering and crying from a mounded cloth nest in the center-this must have been part of some sort of aerial caravan...there is a Halfling girl too, you can tell barely from this distance-she seems to loading her weapons and putting her armor on, though slowly and in great pain. You can sympathize.

Without waiting for a word from you, the ten members begin to make their way to the fallen Caravan-Raven...
« Last Edit: April 15, 2015, 11:13:47 am by Dwarmin »
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My Name is Immaterial

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #758 on: April 13, 2015, 10:56:35 am »

Spare the Dying on Coney.

Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #759 on: April 13, 2015, 11:33:00 am »

Spare the Dying on Coney.

Aldeth manages to keep Coney's spark of life lit, though she's still badly wounded-and no doubt with a chance for infection...as Aldeth probably has herself.

Aldeth also realizes the comfort of Coney's shared mental shield is gone. She hasn't yet told her teammates about the...technique she learned.

She can hear the voices coming back already.
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GiglameshDespair

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #760 on: April 13, 2015, 11:36:59 am »

"+Well, there were a lot of insects. Things got somewhat... hectic.+"
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #761 on: April 13, 2015, 11:52:23 am »

Wataklano nods grimly.

"+...I doubt it was an accident. Coney told us about the...Queen that you all met in the Sunkenstew. This might be her way of telling us to move on-sending saboteurs against us, disabling our insect wards. Or maybe some of her minions are impatient...

Either way, we'll take the message. We're be ready to leave in an hour-we'll have to leave some of our things behind....we must load the last of our supplies, and prepare the final surprise...it's best if we evacuate to the upper levels, I think.+"


A few more young Kenku-warriors have followed Wataklano in, and they begin gathering up even the most minor of items-two of them put Coney on a stretcher and begin to haul her away.

"Coney is a friend of ours. She is stable, thanks to all of you, and we'll see to her as best as we can. We can give her a ride back to her village...when all of you are ready, merely head down the Western hall 100ft and go up the white rock stairs-we've disengaged most of the false walls and traps, so it's a straight, upward journey to the launch platform.

You're free to anything you want to pilfer from us, by the way-we can't possibly carry it all away, and anything left will go the monsters. I'm sure you could find things in our clan Museum, if you were willing to take the risk."
He clucks, folding his feathery arms.
« Last Edit: April 13, 2015, 11:54:23 am by Dwarmin »
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Criptfeind

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #762 on: April 13, 2015, 02:24:50 pm »

Sarco called the wisps back into the orb before nodding to Wataklano. "Thank you for your hospitality, and sorry that we had to ruin your room." Turning to the rest of the group he asked "Do any of you wish to search the Museum? Or object to it? Personally, I feel that so long as we have the time, and our hosts seem willing, we may as well?"
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GiglameshDespair

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #763 on: April 13, 2015, 03:04:28 pm »

Kawtari shifted into Common for her teammates.

"Is there anything in your museum of yours you'd like us to bring back?

I would prefer to salvage anything useful, rather than leave it to the beasts and the bugs."
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #764 on: April 13, 2015, 03:34:37 pm »

"Well, there are the shell fragments of our seven founders...and a birthing claw of the Great Beak, an ancient relic from when he was a less Great Beak...and a number of leather bound books that document our travails-at least thirteen in number...pretty things...but, just things. It would be a boon if you would get them for us. There are a number of...odd artifacts you might be able to use as well. Of course, we mostly put them there because they aren't very useful to us, so take it as you may.

Of course, you would have to move very quickly-you'll be cutting it very close, even if you go now and really hurry. We'd get it ourselves, but it's not worth the risk in the time we're probably running out of-we have chicks to load!"


Wataklano quickly switches to sign-language toward Kawtari.

+"...also, remember when I said we were going to blow up the mountain? It wasn't a jest! It's more of...if we can't have it, no one can sort of thing-would you believe we've always built this place with this specific thing in mind? Our Geomancers have built every tunnel and chamber in this place with a small weakness...so that when the time came, we could bring it all crashing down.

I wouldn't want to destroy the my home, and my new feather-friend all in one day.

Are you sure you can make it in time? If you're late, I guess I'll have to wait around, holding the trigger-rune. Until you come back. You know...I would wait...for you."+
He implies.
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