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** Part I: Fire and Ash **

Spike's homebrew 1st edition AD&D world.

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Re: ** Part I: Fire and Ash **

Post by spike »

Yeah she gets cantrips too.

Yes, they need to be prayed for, Karlene asks Lor for them specifically in her prayer. Imagine how unruly his mortal instruments would be if they could willy nilly pick hatever spell they wanted without askance.
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Re: ** Part I: Fire and Ash **

Post by SARRMATT »

[OoC] I believe that since Whisper is level 3 that chromatic orb has flame abilities so there is that preferred option for lighting the oils.
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Re: ** Part I: Fire and Ash **

Post by spike »

I wouldn't fuss too much about ignite oil patches, you can create igniter trails away from them and each converges to one singular igniter trail, then light it with a match or torch. Just assume this is a no brainer I don't really belabor the details, I instead lean on the fact these are halfway competent adventurer's who are resourceful. Unlike modern day people who would have to google the best methods of producing fire :)
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Re: ** Part I: Fire and Ash **

Post by SARRMATT »

is this trap dependent on the Karlane character and npc returning or is it good to go?
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Re: ** Part I: Fire and Ash **

Post by spike »

From Karlene's aerial vantage point she saw that the actual decoy caravan and its defenders were engaged against a mixed force of brigands, and hobgoblins (20 each) who were sandwiching them. These adventurer's who fought were outnumbered, but holding their own and the mage casts some sort of spell that causes the brigands to fight among one another, to flee in terror and confusion. She also sees a blood hawk swoop down and accost some of the brigands, it gores the eyes out of one unlucky outlaw and flies off to land on the extended forearm of a hooded elf, whose glowing eyes seem to look in your direction.

Returning to the decoy ambush site, you eventually see the caravan approach after an entire hour. Just as they drew close, one of the wagons wheels unhinged. After ten nerve wracking minutes, one in the group casts a spell and causes a floating disc of pulsating blue light to form beneath the wagon giving it suspension. The horses are able to pull the disc easily enough.

It was then that the caravan came into full view. In the fore were two elves, one a sylvan elf and the other a drow. In the rear: two female fighter types, a knight, and four mercenaries. There may well be some others within the wagon itself.

TWIPTTT!!!!!!!!, one of the elves snags a tripwire at foot level, when a ginormous spike-studded log comes crashing into opposite sides of the caravan full on! The huge logs smashes the wagon causing it to implode inwardly, with the spikes penetrating the burlap exterior of it.

It was then that Sarancen threw a torch on a oil soaked trail, that broke off into 3 separate trails and ignited a wall of fire which formed behind, in front, and on the sides of the highway.

The party has gained the advantage of surprise!

Sarancen says 'hold positions, unleash missile fire, let them come to us!'
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Re: ** Part I: Fire and Ash **

Post by Chris1234 »

Karlane emerges fro the shadows {HS} and lets off a sling stone at the nearest foe, preferably with back towards Karlane.

======
{OOC: Sling: 1d4+2/1d6+2, THAC0: 21}
Sling THAC0 21, to hit/dam: [1d20] = 7, [1d4+2] = 4+2 = 6
+2 to hit would be in addition if for is facing the other way.

{OOC: @Matt - Why not assume you have the glaive (with which you are proficient and avoid -5 to hit)? Throw it and you might get lucky. Better chance to hit too when foe's surprised. Miss and it just disappears into the bush somewhere. It won't cut you in half just cos you dont catch it.}
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Re: ** Part I: Fire and Ash **

Post by spike »

ROUND 1:

Karlene's sling bullet flew then struck a mercenary who was emerging out of the wagon wreckage, killing him (-12 hp dmg) the bullet penetrated his helmet and cracked his skull.

One of the women in the caravan leaped upward some 20' ft and landed perfectly on a high branch, not so easily taken unawares. She grinned, removing a chainwhip that was coiled and dangling from her belt. She seemed to be the only one not caught off her guard.

Two sellswords tried to run off the road and into the foliage, the first sprang a trap and was hoisted straight up into the air upside down as invisible chord took him. Another fell into a pit after breaching the wall of smoke and flame, his horrid cry pierced the tranquility of the woods.

Valtor casts a spell and creates a wall of obscuring mist to blind the enemy.

Sarancen 'got something for ya' takes a bead on the woman overhead and plugs her with a well placed crossbow bolt that sunk deep into the leaping woman's thigh. A second bolt from his double crossbow struck true, and this one had an invisible chord attached to it. Both soldier and the warrior lady begin playing tug of war 'feisty little hellion aint ye?' he asked.

'They're all around us!' someone shouted.

Azonia: flung a bola at the warrioress in the trees, missing the twirling rope weapon wrapped around a branch instead.

Whisper: what do you do?
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Re: ** Part I: Fire and Ash **

Post by SARRMATT »

Light fire trap ignition points. If that is done cast sleep or Web on a large group.
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Re: ** Part I: Fire and Ash **

Post by spike »

Sarancen already ignited the ignition points with a torch.

Whisper's web spell erupts upon the wagon, and binds three people there you cannot presently see.

Sarancen is reloading his crossbow.

The woman above leaped off of the branch, using her whip she snags a branch and swings across perfectly landing on another.

A globe of impenetrable darkness suddenly forms above your heads, blotting out your vision, except for Karlene who seems to be unaffected by it.

Valtor produces a wand and unleashes several missiles unerringly into the woman above who swung to a distant tree. The tiny fiery darts blast into her, but she is still perfectly okay.

Karlene: 21, 93% you fire another sling bullet at a drow elf next to the surface elf, the missile strikes him square in the left eye and he fell backward, clutching his eye socket and screaming in agony.
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Re: ** Part I: Fire and Ash **

Post by Chris1234 »

Karlane gives the woman in the tree another 4 magical missiles.
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Re: ** Part I: Fire and Ash **

Post by spike »

Karlene extended her palm and muttered a word of power when four magic missiles flew out, circumnavigating trees and thudded into the female warrioress (-13 hp fire damage) exploding into her one by one.

She quickly plucks something from her belt and drains the contents of a flask.

Sarancen hurls two flaming molotov cocktails at the wagon, setting it ablaze with wildfire. Screams can be heard from within, screams of panic and terror.

The mounted knight screams 'where in bloody tarnation are they!?'

Several mercs brave the wall of fire and are lifted straight up into the air, suspended by strong invisible chord that snares them. Some others are dropped as they trigger tripwires and gain crossbow fire for their clumsiness.

A blonde haired woman barely wearing any clothes besides tight fitting leather emerged out of the wagon and starts chanting immediately, when out of the wall of fire emerged a hellhound that charges at the party, its paw prints burning into the ground and a strong stench of sulfur lingering heavily in the air.

Sarancen shoots her with his crossbow, plugging her. She screams and then laughs 'mistress be glorified by this bloody wound you honor me with'

Garosh shoots the woman up in the branches with a well placed shot from his crossbow, the bolt pierced the warrioress and she looked badly wounded. A second bolt simply grazed her but wasn't as bad as the first.

The hellhound leaps into the air and lands before the party, breathing a tongue of flame at the group:

Karlene is scalded (-2 hp dmg)

Whisper is burned for -4 hp fire damage

The woman in the trees launches a glaive that comes flying toward the group:

strikes Karlene across her back (-6 hp slashing damage)

slashes across Valtor's leg leaving a bloodied line there

cuts across Garosh's right arm leaving another bloodied line, before returning back to the throwers awaiting grasp
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Re: ** Part I: Fire and Ash **

Post by Chris1234 »

The priestess avoids most of the fire breath and shrugs off most of the balance,

"Whisper, deal with the summoned hellhound for a bit?," says Karlane who give the woman in the tree another (4d4+4dam) set of magic missiles and puts a tree between herself and the hellhound.
Under cover of the tree, Karlane cast CLW on herself and then pulls out her mace ready to help Whisper with the hellhound.

======
SvHellhound BW TN15 [1d20+6] = 13+6 = 19 Success, reduces 4 dam to 2 dam then reduced (by stargem & RoP) to 1 dam, so currently on 15/22HP
CLW [1d8] = 3 so 18/22HP.
Last edited by Chris1234 on Mon Mar 20, 2017 1:55 pm, edited 1 time in total.
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Re: ** Part I: Fire and Ash **

Post by SARRMATT »

With much of the battlefield obscured with fog and an unnatural darkness the young mage could not see any foes at the moment so he withdrew the scarab from his components satchel.'Go, use your cutting ability to sever an axle from each of the wagons in the area so that they will be unable to escape us with their cargo in tow. Should you come across an enemy mage harry them but do not do so until all of the wagons have been disabled.'

[OoC] If that takes a full turn cool, if not the PC would probably cast invisibility on himself and take a few steps in a safe direction from where he had been.
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Re: ** Part I: Fire and Ash **

Post by spike »

Whisper's metallic insect flies off making a peculiar sound as it flies away through the wall of flames.

The knight's horse falls into a spiked pit as he tried to leave the caravan, yet the steed was well protected by armored barding and the spikes did not prove fatal.

Azonia throws two javelins into the knight, striking him both times the missiles bring the knight low and a trickle of blood comes down the side of his mouth, he looked up noticing the Elsmyrian 'you bloody bitch!' and drew a broadsword from his scabbard. Whisper somehow knew the man's name was Storm and he looked strangely familiar, but that was all he knew.

Karlene casts cure light wounds on herself (+4 hp restored) she feels better now.

Garosh eviscerates the hellhound with two brutal blows of his two handed sword, running the evil creature through with a decisive thrust. The evil hound tries to bite at him but failed.

The enemy priestess, scantily clad as she was emerged from the wall of fire unaffected but was struck repeatedly with crossbow missiles and as she snagged a tripwire, she received a spike that shot up out of the ground and straight through her thigh. She fell over and died on the spot, hissing 'Loviatar curse these mortal scum!'
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Re: ** Part I: Fire and Ash **

Post by Chris1234 »

Feeling healthy again, Karlane emerges prepared to help Whisper with the hellhound but seeing that it is already dealt with, she looks up in the branches for the warrioress, already badly wounded by her magic missiles and Garosh's bolts. It the warrioress is still visible and alive she gets another 4 magic missiles {4d4+4dam}, failing which, she looks around for another target (that isn't the drow).
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