Once the pit is dug, Effort and Kurama set up at the far end of the bridge, while she encourages Brask and Pip to prepare and hide themselves at the front end. "Good luck to all of us," she says before the group splits. Effort takes it upon herself to cover the rope meant to startle the horses with a bit of dirt, and then hold the slack end to pull up when the time is right. "Let's make sure we bring these people down swiftly, and keep their suffering to a minimum," she says to Kurama.
Cadmael she sends up to keep watch for the approaching caravan.
Cadmael spots the caravan first as he cruises above the trees. Relaying the location to Effort, who messages it to the others, you all wait until they make their way through the valley and begin to come into view. Most of you are committed to hiding as best you can, and are blocked from seeing the caravan particularly well. Kurama, however, gets a glimpse as they pass between trees at the far end of the river.
Leading the caravan, a tall soldier rides horseback. He wears a shiny breastplate and has a large shield strapped to his back. A longsword hangs at his hip. Behind him, there are three more men on horseback, each hauling a small cart behind them. The first is stacked full of small crates. Some are open-topped, and seem to hold vegetables. The second cart looks to be filled with cloth and linens. And the third has two young women sitting in the back. As Kurama watches closely, it appears their hands are sitting up on the edges of the cart - possibly tied there.
The three riders are bulky, imposing men, with leather armor, maces, and heavy crossbows. Walking alongside of them are seven less impressive soldiers - they each carry a shield and a spear as they walk along.
Perception (with disadvantage because you've been hiding): 3
As they begin to cross onto the bridge, you will get a surprise round. You can attack, but if you are manipulating one of the traps - pulling the fabric, lighting a fire, etc. - it will count as your action.
Effort waits until the lead rider's horse is close enough to be spooked. When it comes close enough, she brings her hand up and closes it, whispering under her breath. Dark tendrils of smoke rise up from the below and wreath themselves around the rider, sinking into his skin as she hexs him, giving him disadvantage on his dexterity checks. Then she yanks viciously on the rope ornamented with fabric strips to spook the horses, trying to violently dismount them.
(Cad will give advantage to whomever is attacking after he goes)
The horses will roll WIS saves with decreasing difficulty the further they are from the front. So the leader's horse will be a DC20, then 15, 10, 5.
Horses: 16 - 9 - 18 - 3
The leader and two of the burly men riding behind him try to hold onto the reigns and get their horses under control, but the panic quickly reverberates through the caravan.
DEX saves: 3 - 8 - 7
Oof! All three men fall from their horses, as the animals buck and spin around, trying to find an escape. Pip pops up from behind a rock, firing an arrow at the large soldier at the back.
Attack: 9 Damage: 5
It sticks into the ground right behind him. He turns with a twisted grin as he grabs for his mace on the ground. At this point both Pip and Brask notice that the back cart has two women tied up in it, and the others might hear them panicking as well from across the bridge.
Kurama, you're up. If you target any of the three men who have fallen, they are prone, so attack with advantage.
(If I've misunderstood the situation, let me know and I'll adjust my post)
Charging forward as soon as the horses reared in panic, when Kurama reached the fallen vanguard, he focused and released the energy inside of him as a pulse of destructive energy before heading towards the leader and attempting to shove him off the bridge before he could stand and fight.
Action: Shove Action - (Athletics Check: 23)
Bonus Action: Summon Arms of Astral Self - (All enemies within 10ft of Kurama must make a DC14 DEX Save or take 3 Force Damage)
Kurama moves swiftly, exiting his cover a mere moment after Effort began pulling at the fabric. The energy he releases surges into the downed soldier, knocking him back just far enough that he spills off the bridge. You can hear him splash down in the shallow water of the river's bank below.
DEX save for one of the beefy guys: 12
Brask, you're up. After that we'll start full initiative. Leader: 8 Beefy guys (x3): 10 Guards (x7): 7
Brask charges towards one of the fallen beefy guys, the leader if he can reach him, roaring loudly, and attacks:
Attack: 21 Damage: 16
Re-rolling that 2 on the damage die: 2
That's 14damage for the first attack.
Then immediately an action surge and a second attack:
Attack: 17 Damage: 6
Rerolling the 1 and 2 on that damage roll: 5
That's 23damage for the second attack, as Brask brings his maul over his head with a fanatical grin on his face and attempts to smash this guy into pulp.
You're on the opposite side of the bridge, but there is a fallen beefy guy there - the one that was driving the cart with the two prisoners. Okay to hit him? If you run across the bridge you'd take a lot of opportunity attacks, plus it's about 50-60 feet to where the leader is.
Initiative order for next round: Effort/Cadmael > Beefy guys (x3) > Pip > Kurama > Brask > Leader > Guards (x7)
This post has potentially manipulated dice roll results.
Seeing the three men on the ground, Effort pops up and moves in close enough to get the three prone men in a 15-foot range. She forms her hands into a V-shape. She then attempts to blast the three of them with some burning hands (DC DEX15 or 15, half on a save) not particularly trying to miss the leader's horse in the hopes of spooking the animal more, but very definitely aiming to miss the wagons full of goods and hostages so they won't go up in flames. Then she backs away from them as far as she can to avoid their retaliation when they stand up.
Cadmael will continue to assist Kurama as he can, in the hopes of taking out the leader quickly.
Sorry for the delay, all. I've been in the hospital since Friday with a probable gallbladder infection. Suuuuper painful. I'm hoping to have surgery tomorrow and will be discharged later this week. Thanks for understanding.
Once the pit is dug, Effort and Kurama set up at the far end of the bridge, while she encourages Brask and Pip to prepare and hide themselves at the front end. "Good luck to all of us," she says before the group splits. Effort takes it upon herself to cover the rope meant to startle the horses with a bit of dirt, and then hold the slack end to pull up when the time is right. "Let's make sure we bring these people down swiftly, and keep their suffering to a minimum," she says to Kurama.
Cadmael she sends up to keep watch for the approaching caravan.
Pip puffs up his chest. "Oh yes, I think so." He surveys the bridge with Brask and pitches in wherever needed.
Let me know if this is generally what you have in mind. If so, someone roll me 1d4+4 for the number of soldiers on foot.
DM - Above & Below
(I believe that's right)
Kurama nodded at Efforts comment before getting into position and waiting for the trouble to start.
7
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
If that looks good to everyone, give me perception checks as you lie in wait.
DM - Above & Below
Cadmael: 23
Effort: 7 + Guidance 2
Kurama Perception: 20
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Perception for Brask: 10
Cadmael spots the caravan first as he cruises above the trees. Relaying the location to Effort, who messages it to the others, you all wait until they make their way through the valley and begin to come into view. Most of you are committed to hiding as best you can, and are blocked from seeing the caravan particularly well. Kurama, however, gets a glimpse as they pass between trees at the far end of the river.
Leading the caravan, a tall soldier rides horseback. He wears a shiny breastplate and has a large shield strapped to his back. A longsword hangs at his hip. Behind him, there are three more men on horseback, each hauling a small cart behind them. The first is stacked full of small crates. Some are open-topped, and seem to hold vegetables. The second cart looks to be filled with cloth and linens. And the third has two young women sitting in the back. As Kurama watches closely, it appears their hands are sitting up on the edges of the cart - possibly tied there.
The three riders are bulky, imposing men, with leather armor, maces, and heavy crossbows. Walking alongside of them are seven less impressive soldiers - they each carry a shield and a spear as they walk along.
Perception (with disadvantage because you've been hiding): 3
As they begin to cross onto the bridge, you will get a surprise round. You can attack, but if you are manipulating one of the traps - pulling the fabric, lighting a fire, etc. - it will count as your action.
Everyone, roll initiative!
DM - Above & Below
Cadmael initiative: 16
Effort initiative: 17 + guidance 1
Effort waits until the lead rider's horse is close enough to be spooked. When it comes close enough, she brings her hand up and closes it, whispering under her breath. Dark tendrils of smoke rise up from the below and wreath themselves around the rider, sinking into his skin as she hexs him, giving him disadvantage on his dexterity checks. Then she yanks viciously on the rope ornamented with fabric strips to spook the horses, trying to violently dismount them.
(Cad will give advantage to whomever is attacking after he goes)
Brask's initiative: 5
Kurama Initiative: 11
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Pip initiative: 12
The horses will roll WIS saves with decreasing difficulty the further they are from the front. So the leader's horse will be a DC20, then 15, 10, 5.
Horses: 16 - 9 - 18 - 3
The leader and two of the burly men riding behind him try to hold onto the reigns and get their horses under control, but the panic quickly reverberates through the caravan.
DEX saves: 3 - 8 - 7
Oof! All three men fall from their horses, as the animals buck and spin around, trying to find an escape. Pip pops up from behind a rock, firing an arrow at the large soldier at the back.
Attack: 9 Damage: 5
It sticks into the ground right behind him. He turns with a twisted grin as he grabs for his mace on the ground. At this point both Pip and Brask notice that the back cart has two women tied up in it, and the others might hear them panicking as well from across the bridge.
Kurama, you're up. If you target any of the three men who have fallen, they are prone, so attack with advantage.
DM - Above & Below
(If I've misunderstood the situation, let me know and I'll adjust my post)
Charging forward as soon as the horses reared in panic, when Kurama reached the fallen vanguard, he focused and released the energy inside of him as a pulse of destructive energy before heading towards the leader and attempting to shove him off the bridge before he could stand and fight.
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM
Leader contested Athletics: 22
Kurama moves swiftly, exiting his cover a mere moment after Effort began pulling at the fabric. The energy he releases surges into the downed soldier, knocking him back just far enough that he spills off the bridge. You can hear him splash down in the shallow water of the river's bank below.
DEX save for one of the beefy guys: 12
Brask, you're up. After that we'll start full initiative. Leader: 8 Beefy guys (x3): 10 Guards (x7): 7
DM - Above & Below
Brask charges towards one of the fallen beefy guys, the leader if he can reach him, roaring loudly, and attacks:
Attack: 21 Damage: 16
Re-rolling that 2 on the damage die: 2
That's 14 damage for the first attack.
Then immediately an action surge and a second attack:
Attack: 17 Damage: 6
Rerolling the 1 and 2 on that damage roll: 5
That's 23 damage for the second attack, as Brask brings his maul over his head with a fanatical grin on his face and attempts to smash this guy into pulp.
You're on the opposite side of the bridge, but there is a fallen beefy guy there - the one that was driving the cart with the two prisoners. Okay to hit him? If you run across the bridge you'd take a lot of opportunity attacks, plus it's about 50-60 feet to where the leader is.
Initiative order for next round: Effort/Cadmael > Beefy guys (x3) > Pip > Kurama > Brask > Leader > Guards (x7)
DM - Above & Below
Seeing the three men on the ground, Effort pops up and moves in close enough to get the three prone men in a 15-foot range. She forms her hands into a V-shape. She then attempts to blast the three of them with some burning hands (DC DEX15 or 15, half on a save) not particularly trying to miss the leader's horse in the hopes of spooking the animal more, but very definitely aiming to miss the wagons full of goods and hostages so they won't go up in flames. Then she backs away from them as far as she can to avoid their retaliation when they stand up.
Cadmael will continue to assist Kurama as he can, in the hopes of taking out the leader quickly.
Definitely okay to attack the nearest one.
Sorry for the delay, all. I've been in the hospital since Friday with a probable gallbladder infection. Suuuuper painful. I'm hoping to have surgery tomorrow and will be discharged later this week. Thanks for understanding.
DM - Above & Below
(Wow ouch!!! Sorry to hear that you're going through that but take as long as you need and I hope you have a speedy recovery!)
Zoldier’s Curse of the Crimson Throne: DM/ Redii || Zoldier's Strange Aeon's: DM