The Heroes Strike Back

LenInactive for 1 months

Mar 31, 2018 9:25 pm
KIT and TORDEN
The two of you wake up in a dark and damp dungeon cell face-to-face with the golden-masked Night Lord, Gardren, leader of the Night Blades. You suffer through Gardren's interrogation, who removes his mask to reveal his horribly burned face. He demands answers about who sent you, convinced you were sent to take Deepfathom Well (the old Voidwater Mine outside of town) away from him. Gardren's pyschopathy and paranoia are laid bare as he rants about how he will kill anyone who gets in the way of what is rightfully his. Because he thinks you know something about Deepfathom, he keeps you alive.

After the interrogation you realize you share a cell with the man you came to stop, Ralavaz, brother of Gardren and the original Night Lord. Ralavaz - now old and broken from years of prison - tells you that when they released him, he sought out his brother to make amends and a fresh start, but he was unprepared for how much his brother had changed. Some shred of humanity prevents Gardren from killing his brother, and so he languishes in prison.

Three others share the prison with you, all human miners from Deepfathom Well - Jarlen, Winstock, and Renko. They tell you how they came to Whitesparrow seeking to reopen Deepfathom well. However, after a promising start it abruptly shut down about a month ago after the old Arkasian pumps failed without warning. Shortly after, the Night Blades arrived and took over the well and put them in prison. They inform you that Voidwater is a rare substance that negates and dispels magic.

Over the next two weeks you gradually regain your strength. Kit charms everyone, make friends with the inmates and even the guards can't help but tap their feet along with his songs and listen closely at his tales. In the coming days, Gardren visits only once more to brag that he has now conquered Whitesparrow and is taking up residence in Whitesparrow Keep.

Rumours You've Overheard
Through careful listening and Kit's charm, you overhear various rumours as two weeks unfold:

* Word has travelled fast about the success of the Night Blades, and thugs and hoodlums from around the region have come to join their ranks.
* Gardren has declared himself the lord of the town. He has ambitions to rule the entire region.
* The sheriff and other townsfolk who were responsible for burning Gardren in the past hang in gibbets hanging off the keep's walls, slowly starving to death.
* Any insubordination from the townsfolk has been is met with fire. Publicly burning people alive seems to be Gardren's favourite execution.
* The Night Blades have taken up residence in the Summerspring Inn, but are becoming increasingly creeped out by the place. At night, strange sounds can be heard coming from beneath it, and at least one bandit mysteriously died.

The Dungeon
The room is a natural cave, dug into the hillside below the Lonely Tower. On your side of the bars, black manacles on iron rings line the rough stone walls. The entire floor is covered in putrid water that drips in through the ceiling and pours out through an arm-thick drain in the floor.

On the outside, the room is illuminated by a couple of oil lamps. Guards stand or sit at a shallow patch of dry land that is at the foot of a natural tunnel that winds it way upward out of the cave and back into the Lonely Tower.

The Plan
During this time, you have not been idle. Kit convinced the guards to release the five of you from the manacles, giving you some freedom of movement behind bars. You have returned to full strength, although a little leaner from your prison diet. You have carefully organized an escape attempt and are about to pull the trigger. Ralavaz and the three miners are on board and although not warriors, they will fight for their freedom. You have chosen night time to strike as new recruits have the night shift. Two of them now stand at the mouth of the tunnel exit, half asleep. Experience tells you there will be more up above.

Answer these questions!

1. You have managed to procure or create weapons from your surroundings. What are they and how did you do it?
2. You have managed to figure a way to get passed the locked gate. Describe how.


Once those questions are in place, the prison escape can begin.

LenInactive for 1 months

Mar 31, 2018 9:25 pm
ANDER, PAGEFLAP, RYVID, and SULPRAX
Pageflap fled back to town from the failed assault on the Lonely Tower. The sheriff could not spare the soldiers to mount a rescue attempt as she prepared for the Night Blades' response. Pageflap left the town in search of help.

Eventually, Pageflap managed to find three relic hunters willing to aid him in his cause, especially after he told them about the cache of unidentified magical artifacts they found bellow the inn. Ander, Ryvid, and Sulprax joined Pageflap and returned to Whitesparrow, now conquered by the Night Blades. Observing from afar you see the following:

* A flag consisting of a black sword on a golden field - presumably the Night Blades' - now flies from the parapets of the keep, and gibbets hang from its walls.
* The town is swarming in Night Blades - maybe 20-30. They have taken up residence in the Inn
* The Constabulary, Grayhorn's Outfitters, Sir Winter's home, and some farming homesteads have been burned to the ground.
* There are heads on spikes in the center of town with a primitive sign that reads "Heroes of Whitesparrow." They belong to Aegar, Barendd, Iman, and Raishe.

You observe the town for awhile, and notice a wagon heads up to the Lonely Tower twice a day, taking a compliment of six guards and supplies. You decide to ambush the wagon en route, and prepare an ambush site for this evening's wagon.

Answer this question!

1. Describe any features you want to include in the ambush site. You will be able to use these features in combat. For example, if you want to build a trap, you can spring it. If you want to include a geographic feature, you can use it for cover or to jump off of it. Stack the deck in your favour - you are the ones who are choosing the ambush site after all.
Mar 31, 2018 9:39 pm
OOC:
As far as the ambush goes, would it be possible for the path to cut through a hill, building walls on either side of it? At the top of these hills there could be brush and/or trees for cover? As for the trap digging a trench that would catch the front wheels of the wagon and prevent it's forward momentum at least temporarily?

LenInactive for 1 months

Mar 31, 2018 9:48 pm
OOC:
These are all great ideas. It is done.
Mar 31, 2018 10:28 pm
OOC:
I'm assuming we're gonna want this wagon for later, maybe tie a rope to some tree at the neck level of the driver and pull it taunt before they run into the ditch?

LenInactive for 1 months

Mar 31, 2018 10:33 pm
OOC:
Nice - a rope trap. You guys know your low-tech traps better than an Ewok. It is done.
Apr 1, 2018 12:21 am
OOC:
Well, I think you guys already got all the good ideas out of the way! Most of the other ideas I have would destroy the wagon :P

Ander, being an old veteran who wants to see what his new companions can do, will allow the others to make ambush plans while he and Canthus (his wolf) keep watch and do some scouting
Apr 1, 2018 4:53 am
OOC:
How does this sound? A line of oil or other highly flammable substance feet back behind the wheel trench that we can light after they get stuck; something to make retreating harder for them.

LenInactive for 1 months

Apr 3, 2018 9:54 pm
THE AMBUSH
The wagon creaked its way up the winding path that cut through the foothills of the Whitesparrow valley on the way to the Lonely Tower.
[ +- ] The kind of terrain to expect
On board, the four Night Blades joked about how they had defeated 'The Heroes of Whitesparrow'. Skeetz, who had the reigns of the horse, laughed in delight.

"You should have seen the feathered one run! If his wings were a bit strong he probably would have - GAHK!!!"

Concealed behind foliage at the top of one wall, Pageflap pulled hard on the rope that was tied to a tree on opposite side of the low walls that sandwiched the wagon track. The rope went taught and clotheslined the two Skeetz and his fellow driver. (Skeetz and B are knocked prone, take x damage)

A split second later, the wagon's front wheels crashed into the trench that Sulprax had dug hours ago. The horses screamed as they reared up on their hind legs, coming to an abrupt stop. Sulprax smiles to see the effectiveness of his handiwork.

A split second after that, Ryvid casually tosses a fresh-lit torch into a shallow pit of oil just behind the stuck wagon. Good luck backing out of this one.

While this all happened, Ander sat back a bit further on his wolf, an arrow knocked. His companions had executed the ambush flawlessly. Now all that was left to do was take the wagon and assume the identities of the Night Blades. The Lonely Tower was next.

Rolls

rope damge - (2d6)

(55) = 10

LenInactive for 1 months

Apr 3, 2018 9:57 pm
ROUND ONE

We're doing this Theatre of the Mind style - no gridded map.

Starting Positions: Please declare how close you want your character to be to the cart when you spring the ambush. Pageflap and Ryvid must be within 10 feet of the cart to execute their parts of the ambush, where as Ander and Sulprax can start further away. If you go beyond 30 feet from the cart you won't be able to interact with the cart as the hill slopes down and you lose sight. We'll assume you're all on the south bank to keep things simple, but during the course of the battle you could switch to the other bank.

Surprise: All player characters have surprise this round, so take two turns in a row. All the Night Blades are on the wagon, the top of which is flush with the top of the wall and is easy enough to hop off or onto the wagon onto either side of the wall.

Initiative

Group A: Heroes
1. Ander (waiting on starting position)
2. Pageflap (waiting on starting position)
3. Ryvid (waiting on starting position)
4. Sulprax (waiting on starting position)

Group B: Night Blades
1. Front row: Skeetz (Taken 10 damage, prone) and Night Blade A (Taken 10 damage, prone)
2. Back Row: Night Blade B and C.

Battlefield Features:
1. Burning oil trench 10 feet behind wagon
2. Wagon loaded with barrels of flammable ale which bridges the north and south bank.
3. Light foliage lining the north and south banks along the path.
4. Six foot walls on either side of the cart track
5. Two frightened horses
Apr 4, 2018 12:10 am
OOC:
If the horses are far enough away from the wagon to not get hurt by the ice, I'd like to retcon this attack to hit Skeetz instead.
Barennd says:
"Oh here we go fuck face,"
says Pageflap as he throws an ice knife at the NightBlade sitting directly behind Skeetz, before retreating 25ft away from the wagon.
Last edited April 4, 2018 12:11 am

Rolls

Ice knife Attack - (1d20+5)

(17) + 5 = 22

If hit (piercing) - (1d10)

(7) = 7

Cold explosion - (2d6)

(31) = 4

LenInactive for 1 months

Apr 4, 2018 3:33 am
OOC:
Oh damn, quoting dead party members while striking their murderer with deadly magic is worth INSPIRATION! While you have inspiration you can give yourself advantage on any single d20 roll.

Edit: you can hit Skeetz without hitting the horses but he is prone, so ranged attacks have disadvantage. Probably safer to hit the back row

Rolls

Saving throw - (1d20)

(15) = 15

Saving throw - (1d20)

(10) = 10

Saving throe - (1d20)

(3) = 3

LenInactive for 1 months

Apr 4, 2018 4:22 am
Pageflap's ice knife smashes into the Night Blade and shreds his surrounding brothers.
[ +- ] Night Blades' stats
OOC:
You can take your second turn any time, Jacketch.
Apr 4, 2018 8:00 am
Ah so thesssse are the onesss Pageflap?

Sulprax takes a step forward, from in front of the cart, grasping his holy symbol to invoke divine favor. Once he's basked in the favor of Lendys he rears back with tatsumasa to the prone Skeetz.

The people of Whitesssssparrow don't think much of you or your comradesss. Our new friend hassss even lesssss esssteme for you. Hopefully your journey to the beyond issss assss quick and easssy assss you desssserve.

With that, he swings down invoking both his dueling feature and divine favor.
OOC:
Hahaha, new character, same rolls...
Last edited April 4, 2018 8:00 am

Rolls

Slash with Tatsumasa, the dragon's fang, to prone Skeetz - (1d20+5)

(4) + 5 = 9

Damage (slashing) with Tatsumasa, with dueling buff - (1d8+5)

(1) + 5 = 6

Divine favor, radiant damage - (1d4)

(4) = 4

Apr 4, 2018 10:43 am
Surprise Round

After throwing the torch and watching to make sure the fire catches, Ryvid takes off down the wall, slinging a bullet at one hanging in the back (B).
Initiative Win
Ryvid continues down the path gaining distance and slings another bullet, targetting the other in the back (C).
OOC:
I'll use a SoS charge for both to push them off the wagon and hopefully into the fire pit.

B = 22 to hit, 9 bludgeoning, str save dc 13 or push up to 15 ft.

C = 25 to hit, 7 bludgeoning, str save dc 13 or push up to 15 ft.
Last edited April 4, 2018 3:15 pm

Rolls

Surprise attack/damage - (1d20+7, 1d4+3)

1d20+7 : (15) + 7 = 22

1d4+3 : (4) + 3 = 7

Attack/Damage - (1d20+7, 1d4+3)

1d20+7 : (18) + 7 = 25

1d4+3 : (2) + 3 = 5

Extra surprise damage - (1d4)

(2) = 2

Extra initiative turn damage - (1d4)

(2) = 2

Apr 4, 2018 5:55 pm
Round One: Surprise
OOC:
Starting just over the crest of the hill (About 30-35 feet)
Ander steps to the top of the hill firing an arrow at the prone Skeetz, "Go get 'em, boy!", he shouts to his wolf companion, who begins loping down the hill to join the battle.
OOC:
Not sure if I'll count as hidden on this attack, so I'll let you sort our which rolls count!
Round Two
Canthus makes it to the bottom of the hill and leaps up toward the Night Blades, going for the throat.
OOC:
Canthus will go for anyone still standing. if they're all down/prone, he'll go for Skeetz if he's still alive, or the other if not!
Assuming Pack Tactics will kick in with Sulprax right there

If he hits, the target will have to make a DC 11 Strength save or be knocked prone
[ +- ] Combat Stats
Last edited April 4, 2018 6:03 pm

Rolls

Bow attack on Skeetz w/ Disadvantage (unless hidden?) - (1d20+9, 1d20+9, 1d6+5)

1d20+9 : (9) + 9 = 18

1d20+9 : (11) + 9 = 20

1d6+5 : (3) + 5 = 8

Canthus Attack w/ advantage for prone/pack tactics - (1d20+6, 1d20+6, 2d4+4)

1d20+6 : (9) + 6 = 15

1d20+6 : (4) + 6 = 10

2d4+4 : (23) + 4 = 9

Apr 5, 2018 5:06 am
Seeing his new allies descend upon the NightBlades, Pageflap gives a nod to himself. He feels write lucky to have run into them.

Raising his staff, he makes a sound of a crossbow being loaded before swinging it towards the NightBlades. Hoping to end the fight quickly and with the advantage of numbers, he aims his Magic Missiles all towards the NightBlade that looks to be the most injured after three constant assault they are being given.
OOC:
I'm aiming for whoever has the most damage, which I think may be B...

Rolls

Magic Missiles! - (1d4+1, 1d4+1, 1d4+1)

1d4+1 : (4) + 1 = 5

1d4+1 : (3) + 1 = 4

1d4+1 : (4) + 1 = 5

LenInactive for 1 months

Apr 5, 2018 5:18 pm
OOC:
Starrbeardo, I should have mentioned that if a character is prone then you have advantage to attack. I'll roll the advantage d20 for you to keep things speeding along. Then you can take your second turn.

Edit: Welp, I guess he still misses :) But go ahead and take your second turn, you might have more luck!

Rolls

Sulprax adv - (1d20)

(1) = 1

LenInactive for 1 months

Apr 5, 2018 5:20 pm
SULPRAX: Skeetz recognizes the icy blast and the Barendd's voice.

"No! It can't be you!"

Motivated by survival, Skeetz just narrowly rolls out of the way of Sulprax's downswing.

LenInactive for 1 months

Apr 5, 2018 5:23 pm
RYVID: Ryvid's aim with his sling is unerring. He catches the first Night Blade (b) off balance and knocks him into the fire pit behind the wagon (extra 1d6 fire and 1d6 bludgeoning). The second (C) looks like he got punched in the stomach but manages to hold on.
[ +- ] Night Blades' stats

Rolls

Str saving throw 1 - (1d20+2)

(6) + 2 = 8

Str saving throw 2 - (1d20+2)

(16) + 2 = 18

fire and falling damage to B - (2d6)

(25) = 7

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