"You'll be safe if you stay back here with us. I have no intention of going into the front line and I doubt that any of my companions do either. Right, ladies?" She says to Camilla, Bell, and Li'riya.
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
“Interesting” Camille said half to herself, half to the others with a voice of scientific wonder, not condescendingly. “This Minotaur, Edward. He is intelligent and speaks in full sentences. Not used to that. A pleasant surprise.”She snapped her attention back to the group. “Yes! I am ready, whichever path we choose.”
"Excellent! You can stay here in the back and keep me company while Edward and the gnome open the tunnel door and take on whatever threats there might be."
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
THE OLD TUNNEL: TASK:Open the lock with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear.
Years of exposure and neglect have corroded the lock on the exit grate. Even with the key, a successful DC 10 Dexterity check is needed to open the lock.
Camilla had a small face of disgust as she hung by the back, and looked at the ground. Normally, she wasn't used to getting dirty, and always prided her on her clean and tidy appearance. However, while she was not completely stupid, she realized that getting dirty today was probably something she would have to get used to for the next few days, at least.
She smirked and snorted in a quiet laugh at the notion. Oh, what would Zariel think of me, now. Or even Asmodeus, who wants to rule the cosmos - and how under his watch how it would take on a pristine, perfect state, with every living creature assigned a place in his infernal hierarchy. Wars would end, and every creature would have a purpose to fulfill. The universe would be a utopia.
From up atop of the giant's shoulders, Astrid lets out a soft chuckle..."Oh dear. Looks like we got ourselves in a little pickle here!" She roots around in her oversized purse for a good 30 seconds before pulling out a large whatzit thingamabob. Sliding down Edward's leg like a fireman's pole, she walks up to the locked gate, jams the whatzit inside the lock, and fiddles with it for a couple seconds.
DC10 DEX check w/thieves tools: 21
Chuckling, she swings open the gate and stands aside for the rest of the team to walk through, winking at each person in turn.
Li'riya has no qualms about the webs, unsheathing a dagger to cut through the thickest. Her scimitar remains in place at her back as she quietly takes up the rear, standing guard at the tunnel to keep a lookout for anyone trying to sneak up.
Perception: 6
However, she gets distracted by the sight of the gnome priorly with a glowing head sitting on top of Edward.
With Astrid's skills and the key, the gate was easily opened. You can now use the tunnel to enter and exit the town UNDETECTED. MISSIONS:
These missions can be done in any order, and you can do as many or as little as you like.
THE OLD TUNNEL: A narrow tunnel runs from the cellar beneath the keep to the bank of the south stream just outside town. The tunnel is wide enough to allow warriors to pass through it in single file. In the keep, the tunnel is sealed with a locked ironbound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of collecting water from the stream during a siege, but it can double as a sally port. Since the keep has never been besieged, the old tunnel has never been used. Barrels and crates are piled in front of the door. The keys for the locks are on the ring that Escobert carries with him everywhere. Escobert recommends the tunnel as a means of sneaking townsfolk into the keep without running the gauntlet of attackers watching the gates. You guys can clear the cellar door with a few minutes’ work. TASK:Open the lock with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear.
THE SALLY PORT: The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while you all are in the keep, raiders approach the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Escobert is most concerned about resealing the sally port, and required your aid for that job. TASK: A town mage knows the mending spell and will need to be defended while she casts it to fix the sally port. You will need to survive three rounds of combat and protect her until the job is done. Cultists and kobolds are attacking!
DRAGON ATTACK: The adult blue dragon, Lennithon, is making passes attacking the town with it's breath weapon. During these attacks, Lennithon flies over the keep and uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are twenty NPC defenders on the walls at the beginning of the mission. Lennithon is not targeting you guys, but the NPC - each pass he makes kills NPCs with his lightning breath. TASK: After each attack, Lennithon swoops away until his breath weapon recharges, then swings in for another attack. He repeats this pattern until it has taken 24 damage or more, or a single critical hit. After that happens, Lennithon will flee.
PRISONERS: Governor Nighthill would like to interrogate some of the raiders. "I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one, is best.” Nighthill takes you onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of Frulam Mondath in her purple robes, accompanied by a dozen guards. Even the governor cautions you all against attacking such a formidable force, especially when any lower-level officer can answer his questions. TASK: During any of your missions, try and capture a low ranking commander of some sort. I'll let you guys know when you see one during the missions.
SAVE THE MILL: “The guards have spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” TASK: Raiders are trying to burn the mill! Intercept and kill the raiders. There appears to be about 10 of them.
SANCTUARY: Dozens of townsfolk have barricaded themselves inside the temple to Chauntea, but raiders have it surrounded. The attackers tried setting fire to the stout structure but had little success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the villagers inside helpless. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple, with other worship areas arranged around it. TASK: The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm you all, but you might devise a plan that gets you inside the temple by dealing with one group. There are about 30 total raiders at this location. This mission involves heavy strategy.
Messalina notices Camilla's discomfort at the filthy tunnels and casts Prestidigitation on her before getting herself. "I don't like getting dirty either. And I certainly wouldn't have worn my sandals if I knew that I'd be running through here today."
"One of the few tricks I didn't learn in school."Camilla admits, "Thanks for the clean - it's filthy down here."She holds her palm out and generates a few dancing flickers of controlled flame, and then changed the colors of her eyes to a reddish orange, like a deep sunset. "Parlor tricks, but wish I knew how to get clean!" she laughs while walking out of the tunnel.
This post has potentially manipulated dice roll results.
THE SALLY PORT: The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while you all are in the keep, raiders approach the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Escobert is most concerned about resealing the sally port, and required your aid for that job. TASK: A town mage knows the mending spell and will need to be defended while she casts it to fix the sally port. You will need to survive three rounds of combat and protect her until the job is done. Cultists and kobolds are attacking!
The sally port is severely damaged. A scared Greenest caster runs with you guys to the sally port, already nervous she will be slain by the raiders. She plants her feet down just in front of the port and begins casting mending. "The damage is extensive! I will need a few minutes to complete it! Defend me until reinforcements arrive!"
An acolyte, and four kobolds rush the area by the sally port. Here's the first wave! To arms!
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
This post has potentially manipulated dice roll results.
Li'riya also stands next to the woman, carefully unsheathing her scimitar and placing it on the ground next to her for easy access, should any kobolds make it through the others. She gives it an uneasy look and nocks an arrow to her bow.
10
She fires an arrow at Kobold 3.
Attack: 25 Damage: 15
Her hand shakes a little as the memories she's working hard to suppress well back up, brought on by the scales of the kobolds and the still-audible sounds of the dragon overhead.
"You'll be safe if you stay back here with us. I have no intention of going into the front line and I doubt that any of my companions do either. Right, ladies?" She says to Camilla, Bell, and Li'riya.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
“Interesting” Camille said half to herself, half to the others with a voice of scientific wonder, not condescendingly. “This Minotaur, Edward. He is intelligent and speaks in full sentences. Not used to that. A pleasant surprise.” She snapped her attention back to the group. “Yes! I am ready, whichever path we choose.”
"Excellent! You can stay here in the back and keep me company while Edward and the gnome open the tunnel door and take on whatever threats there might be."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
THE OLD TUNNEL: TASK: Open the lock with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear.
Years of exposure and neglect have corroded the lock on the exit grate. Even with the key, a successful DC 10 Dexterity check is needed to open the lock.
Edward looks towards the others and says, “This is your area. Not mine. I can try and break it though if you can get it to open.”
Camilla had a small face of disgust as she hung by the back, and looked at the ground. Normally, she wasn't used to getting dirty, and always prided her on her clean and tidy appearance. However, while she was not completely stupid, she realized that getting dirty today was probably something she would have to get used to for the next few days, at least.
She smirked and snorted in a quiet laugh at the notion. Oh, what would Zariel think of me, now. Or even Asmodeus, who wants to rule the cosmos - and how under his watch how it would take on a pristine, perfect state, with every living creature assigned a place in his infernal hierarchy. Wars would end, and every creature would have a purpose to fulfill. The universe would be a utopia.
On his terms.
From up atop of the giant's shoulders, Astrid lets out a soft chuckle..."Oh dear. Looks like we got ourselves in a little pickle here!" She roots around in her oversized purse for a good 30 seconds before pulling out a large whatzit thingamabob. Sliding down Edward's leg like a fireman's pole, she walks up to the locked gate, jams the whatzit inside the lock, and fiddles with it for a couple seconds.
DC10 DEX check w/thieves tools: 21
Chuckling, she swings open the gate and stands aside for the rest of the team to walk through, winking at each person in turn.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Li'riya has no qualms about the webs, unsheathing a dagger to cut through the thickest. Her scimitar remains in place at her back as she quietly takes up the rear, standing guard at the tunnel to keep a lookout for anyone trying to sneak up.
Perception: 6
However, she gets distracted by the sight of the gnome priorly with a glowing head sitting on top of Edward.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!
Edward goes through first, ready to slash out at anything that may attempt to attack them.
With Astrid's skills and the key, the gate was easily opened. You can now use the tunnel to enter and exit the town UNDETECTED.
MISSIONS:
These missions can be done in any order, and you can do as many or as little as you like.
THE OLD TUNNEL: A narrow tunnel runs from the cellar beneath the keep to the bank of the south stream just outside town. The tunnel is wide enough to allow warriors to pass through it in single file. In the keep, the tunnel is sealed with a locked ironbound door, and the stream exit is covered with a locked iron grate made to look like a sewer outlet. The tunnel’s main function was as a secret means of collecting water from the stream during a siege, but it can double as a sally port. Since the keep has never been besieged, the old tunnel has never been used. Barrels and crates are piled in front of the door. The keys for the locks are on the ring that Escobert carries with him everywhere. Escobert recommends the tunnel as a means of sneaking townsfolk into the keep without running the gauntlet of attackers watching the gates. You guys can clear the cellar door with a few minutes’ work. TASK: Open the lock with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear.THE SALLY PORT: The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while you all are in the keep, raiders approach the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Escobert is most concerned about resealing the sally port, and required your aid for that job. TASK: A town mage knows the mending spell and will need to be defended while she casts it to fix the sally port. You will need to survive three rounds of combat and protect her until the job is done. Cultists and kobolds are attacking!
DRAGON ATTACK: The adult blue dragon, Lennithon, is making passes attacking the town with it's breath weapon. During these attacks, Lennithon flies over the keep and uses his breath weapon without moving closer than 25 feet from the parapet. The defenders on the walls have mastered their fear of the dragon’s Frightful Presence from earlier attacks. There are twenty NPC defenders on the walls at the beginning of the mission. Lennithon is not targeting you guys, but the NPC - each pass he makes kills NPCs with his lightning breath. TASK: After each attack, Lennithon swoops away until his breath weapon recharges, then swings in for another attack. He repeats this pattern until it has taken 24 damage or more, or a single critical hit. After that happens, Lennithon will flee.
PRISONERS: Governor Nighthill would like to interrogate some of the raiders. "I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one, is best.” Nighthill takes you onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of Frulam Mondath in her purple robes, accompanied by a dozen guards. Even the governor cautions you all against attacking such a formidable force, especially when any lower-level officer can answer his questions. TASK: During any of your missions, try and capture a low ranking commander of some sort. I'll let you guys know when you see one during the missions.
SAVE THE MILL: “The guards have spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” TASK: Raiders are trying to burn the mill! Intercept and kill the raiders. There appears to be about 10 of them.
SANCTUARY: Dozens of townsfolk have barricaded themselves inside the temple to Chauntea, but raiders have it surrounded. The attackers tried setting fire to the stout structure but had little success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the villagers inside helpless. The temple is a large building, made of fieldstone with a peaked slate roof, and square in shape. It is taller than most other buildings in town. Inside, the altar occupies the middle of the temple, with other worship areas arranged around it. TASK: The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm you all, but you might devise a plan that gets you inside the temple by dealing with one group. There are about 30 total raiders at this location. This mission involves heavy strategy.
Messalina notices Camilla's discomfort at the filthy tunnels and casts Prestidigitation on her before getting herself. "I don't like getting dirty either. And I certainly wouldn't have worn my sandals if I knew that I'd be running through here today."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Astrid throws on a scarf over her gorgeous hair and pulls up the hood of her cloak to stealth:
Stealth: 13
Last to know and first to be blamed...
As a free action, can I regret my life choices?
"One of the few tricks I didn't learn in school." Camilla admits, "Thanks for the clean - it's filthy down here." She holds her palm out and generates a few dancing flickers of controlled flame, and then changed the colors of her eyes to a reddish orange, like a deep sunset. "Parlor tricks, but wish I knew how to get clean!" she laughs while walking out of the tunnel.
THE SALLY PORT: The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while you all are in the keep, raiders approach the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the immediate threat from raiders loose in the keep, since it’s more a probe that got out of hand rather than a full-scale assault. Escobert is most concerned about resealing the sally port, and required your aid for that job. TASK: A town mage knows the mending spell and will need to be defended while she casts it to fix the sally port. You will need to survive three rounds of combat and protect her until the job is done. Cultists and kobolds are attacking!
The sally port is severely damaged. A scared Greenest caster runs with you guys to the sally port, already nervous she will be slain by the raiders. She plants her feet down just in front of the port and begins casting mending. "The damage is extensive! I will need a few minutes to complete it! Defend me until reinforcements arrive!"
An acolyte, and four kobolds rush the area by the sally port. Here's the first wave! To arms!
Camilla: 10
Acolyte: 20
Kobold1: 3
Kobold2: 5
Kobold3: 3
Kobold4: 10
Kobold3, Bell, Edward, Kobold4, Astrid, Kobold1, Camilla, Acolyte, Kobold2
Bright Pink Initiative: 14
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Bleh: 21
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Edward stand directly in front of her to defend her.
Big Bull Initiative: 19
Kobold3, Bell, Edward, Kobold4, Astrid, Kobold1, Camilla, Acolyte, Kobold2
Kobold 3 attacks with his sling from a distance at 1 Astrid!
Sling Attack: 22 Damage: 6
Kobold3, Bell, Messalina, Edward, Li'riya, Kobold4, Astrid, Kobold1, Camilla, Acolyte, Kobold2
ROUND: ONE / TWO / THREE
Messalina: 22
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Li'riya also stands next to the woman, carefully unsheathing her scimitar and placing it on the ground next to her for easy access, should any kobolds make it through the others. She gives it an uneasy look and nocks an arrow to her bow.
10
She fires an arrow at Kobold 3.
Attack: 25 Damage: 15
Her hand shakes a little as the memories she's working hard to suppress well back up, brought on by the scales of the kobolds and the still-audible sounds of the dragon overhead.
Stella Diamant, Human Rogue 17 (Swashbuckler), The Exploits of Misfit Company
Kat, Medtech, Cyberpunk: Red
Shi, Changeling Bard 4 (College of Spirits), Tyrant's Grasp
Dani, Human Artificer 9 (Armorer), Skulls and Starships
DM, Project Point (Teams Scimitar and Longsword)
Everything Else!