"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
I don't know how you're sleeping in an active watchtower without blocking the stairs or the ramparts, so maybe there's a little space in each turret. That would put you each in separate towers.
This post has potentially manipulated dice roll results.
As the group beds down for the evening, the biting of insects and the constant movement make it hard to find slumber. Except for Cha!jil, who, accustomed to the jungle since birth, finds sleep easily. The guard standing watch in the same turret, however, also dozes off, leaving no eyes to look out over the jungle to the northwest.
Seven hours into your rest, rain starts to fall on the camp. In the distance the stars are obscured by a fast approaching darkness. The blanket if grey blocks Selûne's (the natural satellite, not the goddes) glow. We're the guard awake to see it, he woukd notice the tendrils of light expand across the Gao between the clouds and the jungle. Within seconds, the low rumble of thunder washes over the fort, accompanied by growing wind and rain. More flashes and rumbles follow, growing nearer as the winds pick up. Finally, like a bursting dam, a bolt of lighting. Strikes nearby, a thunderous roar accompanying, and a torrent of rain crashes down upon Fort Vengeance. It's loud enough to rouse even tbe soundest sleeper.
<Soo close. Looks like the elves get a long rest.>
From the river (side opposite Cha!jil) something emerges from the raging waters. The guards on thst side notice it at once, as might any PCs on that side, if they're up in the battlements. A crocodilian head, large enough to swallow two men, whole. Behind thus, a sail the length of a canoe.
Cha!jil understands immediately that this is the legendary creature not seen in a century: the one known as Etali, the Primal Storm.
The gargantuan dinosaur emerges feom the river, crushing one of the canoes underfoot as it sniffs the air. Pausing for a moment to consider what it has found. With a snap, it becomes perfectly still, it's eyes open wide and thunder crashes as another lightning strike illuminates the giant reptile as it let's out a terrible roar. With fierce determination, it slams into the gate.
22 for 70
Save against Frightful presence: DC17 or become frightened.
A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.
With a crash, the main gate shatters and debris flies into the camp.
Defenders are up.
Defend the fort, or don't, I guess. There are 29 able-bodied defenders plus Captain Firebeard & Captian Salhana (veterans), Commandant Breakbone (noble), Sister Cyas (priest) and her six acolytes.
How I imagine this might be fun to run, is if players manage whatever NPCs they want, I can clean up the rest, and then it's back to the dinosaur. I think I'll get a map up to borrow, but 90% of the time I dont think it will matter much.
(ooc: what is the save we need to make for the DC 17 Frightful presence.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Sparhawks experience and prior battles against foes such as the mighty T-Rex embolden him to stand his ground. (wisdom dc save nat 20/ 28) anyone near him +3 on their save. Initiative. 11 ( ooc pushed wrong button on phone D&D beyond)
He will try to find the party (Cha!jil, Tess, Koselig, ) any npcs he can and organize a combined strike., using his confidence to rally all he can near him. (“Ranged attacks!, spread out!” The captain commands, looking for the other leaders.
(ooc: I will make it with WIS for now but let me know if it is a different save as I may have to apply different modifiers and maybe prof.)
Koselig's WIS: 13
Koselig's Initiative: 16
(also, I didn't remove any spell slots yet from helping Sister Cyas earlier as I didn't know how much the healing of the sick was just flavor for the story and how much was game mechanics and tracking of actual spell slots... please let me know how many I should remove (normally I have four 1st, three 2nd, and two 3rd) but I already used up a 3rd earlier to cast [Tooltip Not Found] to animate Mr. Thyme, a tea pot.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(ooc: sorry, ignore initiative as I forgot you are rolling to make combat run smoother and then we usually do sides anyway... and Etali went 1st already.)
The above 3rd level spell slot that says 'tooltip not found' was supposed to be Tiny Servant
edit: the spell's duration is only 8 hours so expired some time during the 7 hours of rest we did get
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<Just healing potions count, and if they're still functional, Sister Cyas would give them out as needed, so they're not really lost unless they expired, but I'd have to consult yoir class features to determine that.>
Explanation, if you care
With the potions, it's weird on a few levels because they're like temporary potions that restore hp, so as an abstraction heal pots are very welcome, even though the ill have conditions that wont be helped by them. Camp Vengeance is built as a social encounter that potentially switches to combat, with impact from the choices made and one explicitly stated thing you can do to earn the favor of Sister Cyas is giving some healing potions. For that reason I'm inclined to say they're 'gone' but there's no reason she wouldn't give you or someone else in the party one if they're still usable. The twist is, you really sidestepped any conflict that might have made support from other NPCs valuable. So, it kind of doesn't matter thar you gave her potions.
(ooc: I'm going to say I used most of my spell slots but kept two 1st, one 2nd, and one 3rd as I did inquire if I should save any for those who might be out on patrol... if that's ok?)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Any NPCs who rolled under 17 above are frightened th8s round.
Players are up. Generally I do PCs then NPCs, but if you want to grab some NPC at any point in the player phase of this round, you can do so. I'll bot whatever NPCs don't do anything before the end of the round.
(ooc: so we get a long rest?)
( OOC: Or are eaten alive during the night. 50/50.)
<Cha!jil csn read the jungle like a book>
I don't know how you're sleeping in an active watchtower without blocking the stairs or the ramparts, so maybe there's a little space in each turret. That would put you each in separate towers.
2
(We could do that are set up some tents where others sleep?)
As the group beds down for the evening, the biting of insects and the constant movement make it hard to find slumber. Except for Cha!jil, who, accustomed to the jungle since birth, finds sleep easily. The guard standing watch in the same turret, however, also dozes off, leaving no eyes to look out over the jungle to the northwest.
5
Seven hours into your rest, rain starts to fall on the camp. In the distance the stars are obscured by a fast approaching darkness. The blanket if grey blocks Selûne's (the natural satellite, not the goddes) glow. We're the guard awake to see it, he woukd notice the tendrils of light expand across the Gao between the clouds and the jungle. Within seconds, the low rumble of thunder washes over the fort, accompanied by growing wind and rain. More flashes and rumbles follow, growing nearer as the winds pick up. Finally, like a bursting dam, a bolt of lighting. Strikes nearby, a thunderous roar accompanying, and a torrent of rain crashes down upon Fort Vengeance. It's loud enough to rouse even tbe soundest sleeper.
<Soo close. Looks like the elves get a long rest.>
From the river (side opposite Cha!jil) something emerges from the raging waters. The guards on thst side notice it at once, as might any PCs on that side, if they're up in the battlements. A crocodilian head, large enough to swallow two men, whole. Behind thus, a sail the length of a canoe.
<Initiative goes to the dinosaur.>
Cha!jil understands immediately that this is the legendary creature not seen in a century: the one known as Etali, the Primal Storm.
The gargantuan dinosaur emerges feom the river, crushing one of the canoes underfoot as it sniffs the air. Pausing for a moment to consider what it has found. With a snap, it becomes perfectly still, it's eyes open wide and thunder crashes as another lightning strike illuminates the giant reptile as it let's out a terrible roar. With fierce determination, it slams into the gate.
22 for 70
Save against Frightful presence: DC17 or become frightened.
A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the elder dinosaur is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the elder dinosaur's Frightful Presence for the next 24 hours.
With a crash, the main gate shatters and debris flies into the camp.
Defenders are up.
Defend the fort, or don't, I guess. There are 29 able-bodied defenders plus Captain Firebeard & Captian Salhana (veterans), Commandant Breakbone (noble), Sister Cyas (priest) and her six acolytes.
The 29 soldiers consist of 15 tribal warriors, 2 scouts, and 12 guards.
How I imagine this might be fun to run, is if players manage whatever NPCs they want, I can clean up the rest, and then it's back to the dinosaur. I think I'll get a map up to borrow, but 90% of the time I dont think it will matter much.
(ooc: what is the save we need to make for the DC 17 Frightful presence.)
Sparhawks experience and prior battles against foes such as the mighty T-Rex embolden him to stand his ground. (wisdom dc save nat 20/ 28) anyone near him +3 on their save. Initiative. 11 ( ooc pushed wrong button on phone D&D beyond)
He will try to find the party (Cha!jil, Tess, Koselig, ) any npcs he can and organize a combined strike., using his confidence to rally all he can near him. (“Ranged attacks!, spread out!” The captain commands, looking for the other leaders.
(Wisdom I believe)
(ooc: I will make it with WIS for now but let me know if it is a different save as I may have to apply different modifiers and maybe prof.)
Koselig's WIS: 13
Koselig's Initiative: 16
(also, I didn't remove any spell slots yet from helping Sister Cyas earlier as I didn't know how much the healing of the sick was just flavor for the story and how much was game mechanics and tracking of actual spell slots... please let me know how many I should remove (normally I have four 1st, three 2nd, and two 3rd) but I already used up a 3rd earlier to cast [Tooltip Not Found] to animate Mr. Thyme, a tea pot.)
(ooc: sorry, ignore initiative as I forgot you are rolling to make combat run smoother and then we usually do sides anyway... and Etali went 1st already.)
The above 3rd level spell slot that says 'tooltip not found' was supposed to be Tiny Servant
edit: the spell's duration is only 8 hours so expired some time during the 7 hours of rest we did get
Wisdom. Sorry about that.
<Just healing potions count, and if they're still functional, Sister Cyas would give them out as needed, so they're not really lost unless they expired, but I'd have to consult yoir class features to determine that.>
Explanation, if you care
With the potions, it's weird on a few levels because they're like temporary potions that restore hp, so as an abstraction heal pots are very welcome, even though the ill have conditions that wont be helped by them. Camp Vengeance is built as a social encounter that potentially switches to combat, with impact from the choices made and one explicitly stated thing you can do to earn the favor of Sister Cyas is giving some healing potions. For that reason I'm inclined to say they're 'gone' but there's no reason she wouldn't give you or someone else in the party one if they're still usable. The twist is, you really sidestepped any conflict that might have made support from other NPCs valuable. So, it kind of doesn't matter thar you gave her potions.
(ooc: I'm going to say I used most of my spell slots but kept two 1st, one 2nd, and one 3rd as I did inquire if I should save any for those who might be out on patrol... if that's ok?)
Totally fine.
NPC Saves
Captain Firebeard 7
Captian Salhana 10
Commandant Breakbone (noble), 9
Sister Cyas (priest) 15
six acolytes 6 8 22 16 17 13
15 tribal warriors, 1 9 7 8 18 7 7 12 5 20 15 16 10 6 4
2 scouts, 7 4
12 guards 11 21 17 4 2 3 19 9 11 15 14 12
Any NPCs who rolled under 17 above are frightened th8s round.
Players are up. Generally I do PCs then NPCs, but if you want to grab some NPC at any point in the player phase of this round, you can do so. I'll bot whatever NPCs don't do anything before the end of the round.