As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

[D&D 5E] Whispered Curse, Day 60- Offshore/Abbott of the Eternal

1293032343596

Posts

  • Options
    zekebeauzekebeau Registered User regular
    and I will never roll badly again. I'm invincible!

  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    The two Jailers chuckle between themselves at Arno, still highly charmed by their stalking victim/prisoner. The other Chameleon guards look less impressed, as they all hiss and raise their spears in an effort to move things along more quickly. The Chameleons process the Fox Gang with a little more force and a lot less patience than they've shown your group: you can tell the Gang take this personally from the glares that they cast you.

    Not-Victor stops the line again for a second when he comes to the unknown, scruffy looking male who had been caged here with you all. He is quiet, and hadn't engaged with either the Fox Gang or the Wild Bunch at any point during their shared captivity. The Man is balding, scarred, and walks along slowly-but-surely with a slight limp. Not-Victor is confused, "Wait so...the patrols just *took* you in? You're not with any of these guys? We didn't...pull you out of a crushing waterfall, or save you from Rocs or something?". The scruffy man smiles sadly, and shakes his head. "So what's *your* deal then?"

    The Bald Man barely raises his voice above a dry whisper. "I'm just here to help."

    Not-Victor nods (in time), then subtly turns back and makes a "this one's not quite right" sign to his fellows. "...well then, and if you just take this for me bud, you will have helped a whole *BUNCH*...", Not-Victor goes to administer the drug, which the Man takes willingly and without struggle.

    With hurried efficiency, everyone is soon cuffed and lined up, and the group marches out into the darkened tunnel, two men to a row:

    [MARCHING ORDER-]
    1om180vl1mye.jpg
    Shin (Kitsune)- FRONT
    Urixes
    Ril (Aarakocra)
    Arno
    Strike
    Fiver (Lapine)
    Rax
    Oak
    ?- (Mystery Man)
    Jack
    Bluurg (Grung)

    X- Chameleon Guards
    Y- x2 Chameleon Guards+ Giant Centipedes

    There are a warren of darkened tunnels down here, but only three of the giant variety. The guards motion you prisoners to the carved out tunnel just to the Northeast here, and you all begin to march uphill. As everyone's blood begins to pump during the steady, gradually steepening climb in the dark, the Crocodile's Tears begin to slowly seep into Oak and Jack's system's…

    OOC: Oak and Jack are now under the effects of the Crocodile's Tear drug, which will wear off quicker for you both since you didn't take it on an empty stomach. You are still yourselves, but both of you are currently suffering from some (at the moment) mild audio/visual hallucinations, as well as what school teachers would refer to as "a bad case of the giggles". This drug will also cause Confusion, if combat were to occur anytime soon


    Later on your march, Kiko leans down and whispers conspiratorially at Arno, "Oh, it's not even about the Elwood, at this point, sunshine! We're getting *OUT*. No more goblins, no more demons...no more tourists, or witches!"

    Strike, just behind Arno, had perked up at the mention of "getting out" and was listening along raptly. Taking a chance, he asks, "...And, how do you plan to... get out?" Kiko (Not-Gary) looks deeply and meaningfully back at Strike. Just before he can respond, you hear the guard in the front order a *HALT*. There is a point of light off in the distance. Each guard puts a spear to the back of their prisoner and marches them along slowly and carefully, out of the tunnel and into the sun…

    [DAY SEVEN- EARLY EVENING]

    You emerge onto a hot summer's evening, overlooking a scorched and barren landscape. Occasional winds swirl and whip at fires in the near-distance. Your cave entrance exits out of a giant overturned oak tree, next to a stagnant and mainly desolated bog. There's mostly mud and swamp out here, and little cover. Strike hisses to the cuffed group, " I know zis placccce,". Rax nods a quiet agreement.
    nac8kxgo4edo.jpg

    Minutes later, from out of the spare brush around here reinforcements come to meet you all: Four additional Chameleons, each riding two to a Giant Centipede. Between each of them and on the center of the Centipedes back lies a massively sized chest: each of you is fairly certain you have just found your missing equipment.

    After a brieft hissed argument between the new Chameleon-folk, they drop their tone back to a whisper and the next step becomes clear. Not-Victor and Not-Gary, in hushed tones, come over to inform you all that you're now headed to the center of this bog as quietly as possible, to see the Lady of the Woods. "You may not like this, you may not like us," Kikko (in human form) threatens. "But if you're thinking you'll get a better deal from *goblins or giants*, you're nuts. Now keep your heads down, and *MARCH*!"

    mrpaku on
  • Options
    GlalGlal AiredaleRegistered User regular
    Jack had thought his metabolism could handle the drug, having eaten his share of poisonous and rotten food in the past, but nope. As they're marched he gives the occasional giggle, a grin forming on his face. He gives the man in front a light prod, "Hey mate, what's your name? Ow!"

    He rubs his arm as a guard shoves him, "Alright, alright, sheesh..." Seconds later he's grinning once more, humming a ditty under his breath.

    As they exit the cave and watch the chameleons approach he goes wide-eyed at the giant caterpillars, "Whoah. This is strong stuff, those look real." He attempts to talk to the mystery man once more, but doesn't even get that far before he's bonked once more.

    He sways a bit, listening to whispering chameleons, "Um. This lady of the woods... how does she feel about worgs?" Sway, "Asking for a friend... okay, okay, I'm marchin'!" Weak hand swipe at the annoyed guard, not even close to them. He turns his head, watching the giant beasts of burden with a happy grin.

  • Options
    mrpakumrpaku Registered User regular
    OOC: Leaving it open-ended so you guys can get creative if you want to try something here. You can communicate out-of-earshot with anyone directly in front or in back of you, or to the whole group loudly enough for the guards to hear. Everyone can take a free Investigation Check if they'd like: either against the area itself, or against the guards. Oak and Jack are advised against taking Checks that would involve some sort of Common Sense, but the very nature of the drug means you may well ignore such advice. Once everyone has had time to interact or take some sort of action, you'll continue into the Bog, between the fires and shouting and towards the crooked looking house atop the Hill...

  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    [JACK]

    Marching along, Dikku grunts at Jack's question, and then gives a deep sigh of overwhelming disgust. "...how does she feel about Worgs? She...well, *they* love her. Worgs on the island, save the ones the goblins still have... they'd *DIE* for her, to the last dog. But as far as she goes...I don't think she gives a shit if the *whole pack* of em' were to die at her feet." Dikku goes to wipe away a tear and then suddenly realizes what he's doing...he whips away the moisture in shock, not recognizing his human emotions…

    Kiko, from nearby, chimes in. "The Keeper is more or less the same."

    "*YEAH!*" Dikku says, suddenly finding himself lost to a strange empathy. Dikku catches himself, and draws back a bit from Victor's memories, taking a breath to remember himself "...yeah…"


    The Mystery Man, after Jack takes yet another cuff with the back of a spear in an attempt to keep in line, whispers back to him,
    "Please don't draw their blows anymore- I can't stand to see them abuse you so!….my name is Ilmater."

    [Jack please make a Religion Check to see if you recognize"Ilmater" (DC 13)]

    mrpaku on
  • Options
    GlalGlal AiredaleRegistered User regular
    edited December 2020
    "Oh, well, that's good." He's pretty sure they killed some of her allies earlier, but if she doesn't care all the better for them. "Oh, what's this Keeper like then? Friend of yours?" The drug seems to be supressing his natural caution and he's just casually chatting with the guards.

    He nods at Ilmater's back and completely ignores the advice. He's just chatting with buds.

    Geth, roll 1d20 for Religion

    ((OOC: [edit] Curse you, Geth! ))

    Religion:
    1d20 9 [1d20=9]

    Glal on
  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    Dikku starts to measure his next words carefully, but then looks over at Jack's glazed eyes and decides he can be open and honest with him, since Jack is two sheets to the wind and he won't ever have to see you again. Dikku attempts (badly) to whisper "... The Keeper's where *WE* all came from...and are now trying to get away from... she's what we're really selling all you guys for. Just...a new start...an escape...its nothing personal, you understand....."

    One of the Chameleon guards stagger back in line and raises his spear...in this instance, he gives the sudden*CRACK* from the back of the spear to Dikku, but in any case, loud-mouthed Dikku shuts up hereafter, and gets back in line quietly....

    mrpaku on
  • Options
    GlalGlal AiredaleRegistered User regular
    Jack nods goodnaturedly, "That's alright mate, no hard feelings, we're all stuck in some way." He raises his hands as the other guard approaches, "Hey, easy there..." After a minute of walking he pulls some jerky from his pocket (no search will ever entirely strip Jack of all his snacks!), sneaks some to Mister Fusspot and offers the rest to Dikku.

  • Options
    AustinP0027AustinP0027 Registered User regular
    edited December 2020
    Oak marches along silently, distrusting his senses. They left a cave, traveled through a forest, that then switched to a rolling prairie. But wait, did it? In patches, the prairie had chunks of large glowing rocks, that when he squinted at them, appeared to squint back. Oak looked away, and returned back to the rocks, which weren't there any longer, and he was actually in a bog. That was when the talking began, Jack's voice mixed in with others, some of it sounding like the guards who were walking with them, some gentle whispers. All of it left Oak in a state where he didn't trust much of what he saw or heard.

    "How long does this shit last?" he finally says aloud to no one in particular. "You already had me bound and guarded, screwing with my sight isn't helping this march."

    AustinP0027 on
  • Options
    mrpakumrpaku Registered User regular
    Kiko siddles up alongside Oak. He quietly informs him, "It won't be too much longer now... good thing you ate the dinner, lemme tell you. With any luck, if we dosed it about right...you'll be awake five minutes after we deliver you to the Witch. Now *pipe down*, and be grateful..."

    Dikku looks over and sees the jerky offer from Jack, and *WRENCHES* his head in an overcompensating fashion back to the march, now pretending he isn't still listening to Jack. It's a pretty bad performance in his human form, but it becomes easier as, one by one, the Fox Gang begin to come unraveled...

    [Bluurg has stopped moving anything above his neck and has begun to make an awful sound in the back of his throat, which he now repeats every six seconds like maniacal clockwork. Upon hearing Bluurg's breakdown, Rax begins making a loud snorting and hissing sound (which could be called laughter) and seems unable to stop himself, despite multiple spear jabs from the Chameleons. You're unable to tell if Fiver the Lapine has been altered or not...the same stupid perpetual-grin sits upon his face, and he giggles constantly under his breath, but that could just be nerves. You all only catch Shin the Kitsune and Ril the Aarakocra looking back at each other, nervous and seemingly unchanged...]

  • Options
    zekebeauzekebeau Registered User regular
    "Leaving, that's all you need. I could help you with that, Capitan likes us, just put you on a ship. Heh, you already look the part. Hehe, a real pirate look to you, haha. Oh, this sun is feeling fine..."

    Try and set them off balance, let it look like the drugs are taking their toll. Enough distraction, maybe I can change and get our stuff, get a way out

    Geth roll 1d20-1 investigation

    Would you like me to deceive that I'm having a breakdown too, or is it plenty believable I don't need to? Also, was thinking of trying to cast a spell, could I stealth one or is it a bit too obvious to be hidden? Animal friend on the giant caterpillar might be cool.

    investigation:
    1d20-1 15 [1d20=16]

  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    [ARNO]

    [Investigation-] You're all currently trying to stalk (as quiet as possible) through an *ACTIVE* War Zone in the Elwood: with the Witch's swarm of Worg and scattering Giant forces on one side of the Swamp; the Chameleons on another; and the Goblins and their still-loyal Worgs comprising the last third of the Active Forces currently in battle. Your guards are currently most concerned (even above their own personal safety) about getting you to the Witch's Hut, and about keeping you safe on the way there: they each periodically clutch at a small metal cylinder that sits tucked amongst their leather belts...]

    OOC:Arno's general affect and natural ability at Deception let's them fit in with the people having (or currently pretending to have...) a Bad Trip rather naturally! A Stealth-spell would probably be too much though: the Chameleon-folk are *VERY* familiar with stealth tricks, and not likely to be understanding on the run inside a War Zone. However, something subtle like Animal Friendship would be able to be cast through the handcuffs without *TOO* ill an effect...

    DANGER: Arno feels dark magic course through the handcuffs as they cast...they don't affect Arno as they attempt an Animal Friend spell on the Giant Centipede, but Arno senses that the handcuffs are unsatisfied at the result, and could become bitter and hungry if pressed

    [One of the Giant Centipedes has developed a fascination with/crush on Arno, much to it's two handler's dismay]

    mrpaku on
  • Options
    zekebeauzekebeau Registered User regular
    Nocking their tongue against their teeth, Arno goes *click click* *click click*

    For giant insects only
    You guys are all working so hard, and this looks so dangerous. Snarling, biting creatures. And these riders are so mean. You should be free, no more riders. Shake them off.

    cool, though in fairness that Centipedes would get a DC 13 wis save against, but if you want to just give it, great news for me!! And are they caterpillars or centipedes?

  • Options
    GlalGlal AiredaleRegistered User regular
    ((OOC: Centipedes are distinctly less cute))

  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    OOC: Giant Centipedes, *NOT* Giant Caterpillars! (Thanks for the edit assist!) And yes, much less cute

    [Arno's words Sway one of the Giant Centipedes due to them finding you, (in any form )charming! It'll also save us some time here, if we get in a battle anytime soon]

    One last thing, and then probably calling it for the day...
    7lj8bx06c7v1.jpg
    Books finally came! If you want an idea on how to do a magical tattoos or patrons or subclasses (before the Holiday Forum kicks in) now is the time!

    mrpaku on
  • Options
    mrpakumrpaku Registered User regular
    [ MARCH THROUGH THE BOG ]

    The Chameleons start to become a bit unnerved at the increasingly hectic and unhinged chatter from the Prisoners as they try to sneak through here unnoticed. They glance at each other with fright: had they known they’d be trying to pass unheard through a War Zone, they likely would’ve found a different method to keep you all under control.

    Dikku-Victor comes over and hisses at those reacting from the drug, “Hey, you guys need to keep it the fuck down! I know things are a bit out of sorts right now, but even *YOU* should be able to get it through your thick heads that you might die out here!”

    “Hey, Dikku!” Not-Kiko calls from uphead.

    Dikku turns around as though he’d had a rock throw at him, “*Kiko*,” he hiss-whispers back,“We *need* to keep it down!

    “Yeah, yeah I know, but *DIKKU*, you need to see this…I don’t think the oil is supposed to well up like this…”

    s4ht9p2dexx9.png

    It’s already too late. Before the lot of you even realize what’s happening, a whistling sound can be heard overhead…looking up, you can see what on first glance appears to be a close-by shooting star, but you realize is actually a portion of heated coals being *HURLED* at you all.

    The first shot hits the hidden oil trap dead-on, *EXPLODING* into a mess of spurting liquid fire, which begins to catch other hidden caches nearby. Several more incoming shots begin to hail in overhead, peppering the ground, destroying the earth, knocking down guard and prisoner alike…
    y10979iqx9j2.jpg

    The next that you know, you find yourself on the ground, still cuffed amidst the heat of the inferno. The front and back half of the groups have been cut off from each other by a wide and growing fire line, in a clear trap set by the goblins to more effectively conduct a pincer movement on your forces. The Chameleons did what they could to keep you from being hit during the barrage, and suffered many casualties in doing so: the back half of their force has been nearly *DECIMATED*, the Giant Centipede dead on it’s side and only three Guards still standing.

    The other side had been much luckier: only three guards were taken out, and the Giant Centipede spooked into running away, nearly throwing it’s riders and needing to be restrained again and brought back. Across the spreading fire line, Dikku cups his hands and shouts at the surviving Chameleon-folk, “*NOW WHAT?* WE CAN’T GET AROUND!”

    The Chameleons still alive on this side regard their prisoners (who now clearly outnumber them), and the incoming movement they can see rushing in from the treeline. In short order, one runs up the other side of the fire from Dikku and hisses and chatters at him, waving him back towards the Witch’s Hut with his spear.

    “ARE YOU SURE? ALRIGHT…CATCH UP LATER THEN.” Dikku-Victor comes back to the group shaken. “Gotta keep moving…trust they’ll be alright…if we don’t get her what she wants, this will have all been for *NOTHING*…”

    OOC: The group on the march has been split in two by a fire line. Troops are incoming.

    The BACK-HALF of the guards have been nearly destroyed: only three Chameleon-folk remain alive, while four of their companions lie dead amongst you. The Giant Centipede has been killed, and lies on it’s side: the chest it carries on it’s back partially crushed beneath it. There is movement incoming from the trees to the West, and the surviving Chameleons take a stance with their spears, and look resigned to selling their lives…

    The FRONT-HALF of the guards took minimum casualties (only three dead, while six remain), but the Giant Centipede was scarred badly, and nearly escaped from its handler (one of the handlers it accidentally stampled to death in the firestorm). The Giant Centipede still looks highly on edge now, as it rejoins the march. The Chameleon-folk seem intent on getting what they have to the Witch, or to die trying. You can hear the sound of a loud *ROAR* come up from the goblins, somewhere to the North…

    [There was roughly thirty seconds there where the guards couldn’t have kept a good eye on you. What did you do?]

  • Options
    GlalGlal AiredaleRegistered User regular
    Jack was already feeling out of sorts before, so when the attack happens he picks himself up and goes on auto pilot, casually strolling to the felled centipede and leaning down to pick up a helmet that spilled out of the crushed chest. When the guards get their bearings he's standing with his back to the firewall, straightening up from having picked up his rapier, looking towards the roars in the North, then to the remaining guards, a dazed smile on his face.

    "We kill some goblins now, yes?" He raises the weapon and slaps the wolf mask down over his face, his voice distorted by it, eyes glowing, "Kill goblins? Yes?"

  • Options
    AustinP0027AustinP0027 Registered User regular
    Oak didn't move at first when the fire came down. He saw it but he had seen a lot today that wasn't really there. The blast of heat snapped him into action however, proving this was real, and really dangerous.

    As he blinked away the bright flash, he saw the dead guards. He rushed towards one, putting his shackles up against its spear, hoping the magic would still function even without a guard holding it, and release his bonds.

  • Options
    DenadaDenada Registered User regular
    In the confusion and chaos, Urixes wordessly dives for the spear of one of the fallen chameleons, pressing his handcuffs against the tip to get them open.

  • Options
    zekebeauzekebeau Registered User regular
    When the fire hits, Arno throws themselves to the ground. In the daze and crush of the chaos, a chameleon body, one of the dead guards, appears as if fated. Arno digs in the pockets, trying to grab at the small cylinder their captors seemed to hold so dear.

    OOC: I have a spell to put out the line of fire and can get Jack and Oak in their right minds with a round for each. Just need these cuffs off. If the cylinder or the spear from Urixes don't work, I think I'd appeal to the Chameleons "I can put out the fire in one spell, I doubt your witch lady will be happy with only half the goods. Unchain me."

  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    [BOG-BATTLEFIELD- WEST (BACK-HALF)]

    [Jack has managed to collect his Dread Helmet and Rapier from the Crushed Chest! But he still *remains shackled*…]

    [Oak has tried to free himself from the shackles with the red-tipped spear…but the two items clack against each other uselessly, and the attempt fails. Oak is *still shackled*, but is currently in possession of a [Red-Tipped Spear]

    While the Chameleons had talked to each other across the blazing Fire Line, Bluurg the Grung was on his back and dislocating his shoulders: popping the bones out of joint, he snaked the cuffs to the front of himself and in the same motion he quietly *HOPPED* to the nearest downed Guard. Fishing around at the beltline with his webbed paws, he loosed the metal cylinder from the Guard’s armor, and unscrewed the top with his mouth. The Cylinder *POPS* open with a hiss, and a faint blue shimmer can be seen emanating from it. Bluurg, grasping the cylinder with his tongue, now presses it into the joint between the manacles. With a sudden bright light and a loud *SNAP* the magic from the cylinder disables the cuffs, which open and fall to the ground harmlessly. The Grung snorts and giggles with pride. He begins to loot the other fallen guards for their cylinder-locks and odd trinkets…

    Rax had been rummaging through the crushed chest right next to Jack, regaining his Cutlass and his [Curious Length of Chain with a Hook on the End]. For a brief second, Rax regards the Half-Mad Jack right next to him in clear view; he clenches his blade and breathes deeply, obviously attempting to restrain himself from enacting revenge upon Jack’s right arm in exchange for his hand…However, after a few *YIPS* from Fiver the Lapine nearby, he turns his attention from Jack, and to the immediate matters nearby in the trees….

    Fiver hasn’t moved and continues to stand, giggling madly. Bluurg finally rushes up and grabs him by the face; begins slapping him mercilessly. Ilmater hasn’t moved and says nothing. He stands head down, hands clasped behind his back and eyes closed, seemingly oblivious to matters. From the edges of the forests, minutes from arriving, you see Goblin forces, riding Worgs and descending upon you from the East…

    Your Chameleon-Guards haven’t looked at you all once- they are resigned to their fates, and raise their spears…

    OOC: Worgs and Worg-Riders are to arrive here soon amongst the Fire Line, from the West. You may STAND with your former oppressors (The Chameleon-folk), and *FIGHT* the incoming forces; you may GRAB as much as you can recognize (Intelligence or Wisdom DC 13) from the Crushed Chest and run off into the night to find cover; you may (try to HIDE) in the Bog, attempting to avoid encounters (Stealth-Dexterity DC 15). Rax and Bluurg will *inevitably* stay and try to keep possession of the items inside the chest. Ilmater will *inevitably* follow your lead in matters. Fiver is currently very damaged from the Crocodile’s Tears, and highly susceptible to anyones suggestions…


    [BOG-BATTLEFIELD- WEST (FRONT-HALF)]

    [Urixes has tried to free himself from the shackles with the red-tipped spear…but the two items clack against each other uselessly, and the attempt fails. Urixes is *still shackled*, but is currently in possession of a [Red-Tipped Spear]

    [Arno’s dive amongst the chaos produces a small steel cylinder, which *completely disables* Their handcuffs (Arno twists the top, producing a dim blue light: the red color fades from the shackles as the fields meet each other, and the shackles suddenly fall from Arno’s wrists…)]

    Kiko (Not-Gary), turning around from his talk at the Fire Line to find Urixes and Shin suddenly armed (from the spears of his dead comrades), and Ril and Arno (suddenly unshackled, from the anti-magic cylinders) bearing down on his group amid the War Zone, hesitates: seems overly nervous for the usually reticent Chameleon. He turns now to Arno in an argument and a plea, “…Naw, but,…you were the best goods. You and Urixes, we got yer names…on a list…” Not-Gary finds tears sitting in his eyes, which he wipes way in a *HUFF* (it begins to become apparent to anyone watching that the Souls of Victor and Gary still (somehow) very much live inside of Dikku and Kiko…at the moment, the two personalities almost seem to be having a power struggle for dominance, in the Chameleon-folks affect….)

    “…well…you’re out of your chains, now…and I’m sorry, but you *CAN’T* provide what She is,” Kiko begins breathe deeply, fighting against anger…Dikku eventually walks up behind and rests a hand on his shoulder. “…you all are gonna put 300 outcasts aboard your ship? Really? And the crew will allow it? No…no, I don’t think me and mine make out well from that arrangement. What *SHE* provides us is a way out all our own…”

    Strike is impatient, and lashes out suddenly, “And *WHAT*?” WHAT, IZZAT, what doessss sssshe give you zat allowsss you to ssssell ussss and feel *NOZZING*?”

    Kiko is silent for a few moments: the sound of charging from the trees and warfare ring out around you. Finally, Kiko responds: “…because she’ll give us ships. There’s fifty, fully-stocked ships, in a hidden cave, deep below the Dark Glen. They’ve been there…*over a millennia*. The right symbol, which we’re gonna bring her, will unlock them….and then…We can use them to escape, on our own accord, without owing anything…to Demons, or Witches…or Queens, or Thieves…”

    OOC: This group will soon find themselves in the middle of a clash between Worg-Riders and Forest Trolls. You may STAND with your former oppressors (The Chameleon-folk), and *FIGHT* the incoming forces; you may GRAB as much as you can recognize (Intelligence or Wisdom DC 13) from the Chest (only slightly manned now, and watched by Arno’s new Centipede friend) and then attempt to FLEE into the Bog; *OR* you may try to PERSUADE or INTIMIDATE (Charisma-DC 15) your captors into backing down from their Hostage Delivery and joining your cause to attempt something else. Ril and Shin, currently, *are following your lead*…for now….

    Arno’s spells to break down the Fire Line may be effective at uniting the group, but they may also take valuable time and bring enemy forces closer, or fail in the Maelstrom: what does Arno wish to attempt? (Right now, there are fully-lit and well-fed oil traps dividing your group 15-20 feet deep along here, for a line that runs probably 150 feet fully in the middle of the Bog. Goblin forces will close in on both sides next turn, determinate on the Wild Bunch's choices here)

    mrpaku on
  • Options
    mrpakumrpaku Registered User regular
    edited December 2020
    OOC: Attempts to secure your items back from the Centipede Chests may be done in addition to other Skill Checks

    mrpaku on
  • Options
    GlalGlal AiredaleRegistered User regular
    Jack looks across the possessions that got scattered out of the broken chest, however with his wrists still shackled he's not able to use a bow or don his armour, so it's more of an instinctual Looking For Shinies glance than any kind of strategic plan (though if anything immediately useful is spotted he would grab it, like a healing or fire potion).

    Geth, roll 1d20+1 for Wisdom Check

    Holding the rapier in both hands he walks up and stands next to Rax, looking pretty short in comparison. Seems he's done talking, wolf helm facing the treeline the shouts are coming from, his body gently swaying from the effects of the 'Tears. The small griffon pushes its way out of his shirt and perches on his shoulder, ready to take flight if need be.

    ((OOC: Jack's AC is down to 13 until he's able to reequip himself. Also, does anyone know which days the forums will be in holiday mode?))

    Wisdom Check:
    1d20+1 15 [1d20=14]

  • Options
    AustinP0027AustinP0027 Registered User regular
    Oak's shackles click against the spear, and nothing happens. He feels that tinge of heat inside him start blossoming, but he holds it back just for the moment. His eyes scan the battlefield to see one of Rax's group grabbing at the cylinders the Chameleons were wearing, effectively using it to free themselves from the shackles. That was the key, and now he needed to find a cylinder for himself. He looks to see Jack has regained some gear, and two of Rax's crew are standing nearby. "The Cylinders!" he yells to them all, "Find one, open it. It'll free ya."

    Oak, meanwhile, looks for a cylinder he can find on his own. The spear he holds will be enough of a weapon, but if he can free himself, he can....let himself go and cause trouble for whoever is headed their way. Maybe their jailers would even pitch in. Either way, the small fire that had been burning inside him as they marched was roaring to escape and it wasn't all that much longer before he couldn't keep it down. Once that happened, he better have his hands free if he was going to put any of these Worgs down.

    As he desperately searches for a silver cannister, the Shifter yells out, "Get in line together. Nothing that be coming gonna keep ya alive, so you do back to them first." He glances to the chest, hoping to see his gear, praying silently that he can free himself, grab some gear and make a stand against the charging Worgs.

    Geth, roll 1d20-1 for Chest Check

    Chest Check:
    1d20-1 9 [1d20=10]

  • Options
    AustinP0027AustinP0027 Registered User regular
    OOC:I believe I still have inspiration to be used, and I also used INT instead of WIS like I should have, so just rerolling that.

    Geth, roll 1d20 for Chest Check (Insp)

    Chest Check (Insp):
    1d20 15 [1d20=15]

  • Options
    mrpakumrpaku Registered User regular
    [Jack and Oak have *both* found the essentials of their gear among the Destroyed Chest- they will be fully equipped and armoured come the next turn (should battle occur sometime before then)]

    OOC:As far as my records state, everyone except (*now* Oak) has Inspiration

  • Options
    zekebeauzekebeau Registered User regular
    Arno's flexes, feeling good circulation in their hands once more. Why does it seem like we get split up so much, we like each other well enough. Well, better do something about it.

    Waving their hands and chanting the ancient words, Arno summons drenching downpour...30 feet by 30 feet. The oil pits are full, but even they can't support a flame in an actual downpour. How long they will be extinguished is anyone's guess though.

    "Hey Rax! Grab everyone you can and get over here! I can't keep the flames down forever!"


    Arno then moves to Creeper (the new centipede friend holding all their stuff) jumps on Creeper's back and barks at Kiko and Dikku "Don't you remember, you're pirates now! So how 'bout we find a way to steal those ships instead."

    Arno casts Create water, extinguishing all flames in a 30/30 square. However, since it's connected to a fuel source, I'm guessing that's a single round of no flames. @mrpaku you may even want to make a DC to cross it before it reignites, not sure.

    Geth roll 1d20+4 persuade the not-pirates to be Pirates! and help their crew.

    persuade the not-pirates to be Pirates! and help their crew.:
    1d20+4 5 [1d20=1]

  • Options
    DenadaDenada Registered User regular
    edited December 2020
    Urixes takes his queue from Arno and uses one of the cylinders to unlock his shackles. With a roll of his shoulders and a grunt of frustration, he spares a hard look for Dikku and Kiko, then leaves them to Strike's remonstrations. Turning to the fire, he extends his hands over the bog water, willing it to move.

    ((Once freed, Urixes would like to cast Shape Water to try to create a gap in the fire for the other half of the group to slip through.))

    Denada on
  • Options
    zekebeauzekebeau Registered User regular
    Nooooo! I don't think I had any inspiration either.

  • Options
    zekebeauzekebeau Registered User regular
    Oh, thanks Mrpaku.

    geth roll 1d20+4 the inspiration was inside you all along

    the inspiration was inside you all along:
    1d20+4 8 [1d20=4]

  • Options
    mrpakumrpaku Registered User regular
    [BOG BATTLEFIELD- EAST (BACK HALF)]

    The group stands arms drawn, ready to battle as the Worgs and their Goblin Riders close the distance. From out of nowhere, a sudden storm grows quickly over the lit oil trap, and a torrential downpour begins to smother the flames. The summoned rain is soon joined by a solid jet of groundwater channeled from nearby, and thick, choking black smoke begins to cloud out from a gap in the fire line. The group hears Arno’s familiar voice call out to Rax, “Hey Rax! Grab everyone you can and get over here! I can’t keep the flames down forever!”

    Rax is at first bewildered, but then he begins to chuckle in a rueful appreciation. The Veteran Pirate quickly springs into action. He hollers over at the Chameleon-guards, “*HEY! LET’SSS NOT DIE TODAY!* HURRY!” The guards look back from the incoming horde and see the smoking gap…they turn to each other at once and nod, running back in the direction of the prisoners and the chance of safety.

    Rax gets the attention of Bluurg and Fiver (who is still mostly dazed, but wanders, swaying, over as Bluurg pushes him from behind). As Rax gets down and begins to loose the ropes attaching the chest to the dead centipede, he yells at Oak and Jack, “Biggun! Hand-Thief! Get za sssidesss!”

    This all happens in the space of about fifteen seconds. The Guards and their spears guarding their back, with Ilmater right behind them, the unlikely team from the Whispered Curse *HOISTS* the chest together, and run it through the gap in the fire line. They close their eyes and hold their breath to keep out the billowing black smoke, running through a wet and scorched patch of oil underfoot.

    Just as the Goblin forces arrive, the air begins to clear overhead, and the gap in the fire line begins to once again begin to violently come alight…

    [BOG BATTLEFIELD- WEST (FRONT-HALF]

    Not-Victor and Not-Gary consider Arno’s suggestion for a second, but dismiss it fairly quickly. “…if we could’ve stolen them, don’t you think we would’ve by now?” Dikku says with some irritation. “Save the Keeper, The Witch is the only one with the knowledge of how to even open the pathway to the ships. We can’t just…*BEAT IT* out of her…”

    The rest of the Wild Bunch and the Fox Gang arrives through the smoke and rain, carrying the massive chest between the six of them. Taking deep breaths and looking winded, they place it down nearby Creeper the Centipede. Rax takes one look around at the view on this side of the fire line: from the North, Goblins, riding Worgs and bearing scimitars, some holding bows with lit arrows, shout out and approach quickly. To the East, coming from the direction of the Witch’s Hut and just now cresting over the hill, forest trolls are approaching. Wasting no time and bearing his cutclass between his cuffed hand and stump, Rax strides up to the Guards who had just followed you through the fire and smoke. “Unlock zem…now. No time for disssscusssion. Your people will claim nozzing and die in their homesss *tonight* if we all die here right now.”

    The Chameleons, also seeing the incoming hordes, are quickly swayed by the truth in Rax’s words. Your guards all move to quickly unlock the remaining shackled prisoners, and throw open the chest so you may arm and armor yourselves.

    Kiko (Not-Gary) stands alongside Arno as they cluth their spear and the battle draws down upon you all. “Tell you what, pirate, *IF* we all somehow walk away from this…maybe I’ll be convinced you’re wily enough to figure out how to steal those ships."

    “Pretty big *IF* there,” mutters Dikku (Not-Victor) from nearby…

    OOC: You have enough time to unshackle, arm and armor yourselves before the rush of battle is upon you. The Goblin Worg Riders have decided to make their stand here, and destroy both their hated enemies (the Chameleons and the Giants) at once upon the fire line as they ride in from the North. The Forest Trolls charge in from the East: the first line of troops sent by the Witch, hoping to bring back enough heads to claim an army of Worgs, and make this forest theirs. Jack and Oak will start their turn under the effects of Confusion:
    An affected target can't take Reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

    1: The creature uses all its Movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face (1=N, 2=NE, 3=E, 4=SE, 5=S, 6=SW, 7=W, 8=NW). The creature doesn't take an action this turn.

    2-3: The creature doesn't move or take Actions this turn.

    4-6: The creature uses its action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

    7-10: The creature can act and move normally.

    At the end of its turns, an affected target can make a Wisdom saving throw (DC 11) . If it succeeds, this Effect ends for that target.
    Battle Map incoming…

    Geth roll 1d20+3 for Intiative (Wild Bunch/Fox Gang/Chameleons)

    Geth roll 1d20+2 for Initiative (Worg Riders)

    Geth roll 1d20+1 for Intiative (Forest Trolls)

    Intiative (Wild Bunch/Fox Gang/Chameleons):
    1d20+3 20 [1d20=17]
    Initiative (Worg Riders):
    1d20+2 17 [1d20=15]
    Intiative (Forest Trolls):
    1d20+1 6 [1d20=5]

  • Options
    AustinP0027AustinP0027 Registered User regular
    edited December 2020
    OOC:I think Holiday forums kick in on the 24th, so might want to just pause here as everything disappears before we charge forward.

    AustinP0027 on
  • Options
    mrpakumrpaku Registered User regular
    [BATTLE FOR THE ELWOOD]
    safajjxasy8g.jpg

    MAP LEGEND-
    Greens #1-6- Chameleon-folk Guards

    Green D- Dikku

    Green K- Kiko

    Green C- Creeper the Friendly Centipede

    I- Ilmater

    Blues A-E- Forest Trolls

    Reds #1-22- Goblin Worg-Riders

    Blue Scenery- Boggy Water

    Green Scenery- Bushes

    Brown Scenery- Downed Massive Oak Logs

    OOC: Agreed to leave it here for now! After the Holiday Forum switches back, the Battle of the Elwood commences, and the first turn will be to the Wild Bunch/Fox Gang/ and then Chameleon-folk Guards. Happy Holidays everybody! :)

  • Options
    GlalGlal AiredaleRegistered User regular
    ((OOC: Happy holidays to everyone, see you on the other side! <3))

  • Options
    mrpakumrpaku Registered User regular
    edited January 2021
    [BATTLE FOR THE ELWOOD-ROUND ONE]

    [ Arno, Oak, Jack and Urixes have become pawns in a war for the fate of the Elwood.

    Goblin Worg Riders close in on you from the North. Forest Trolls move in from the East. Both groups wish to destroy the Chameleon-folk and their captives. The incoming enemies hope to thwart a proposed deal with the Lady of the Woods; a powerful Witch who has slowly taken control of this area. The Goblin and Troll groups also wish to destroy each other. Your Chameleon captors and Shipboard rivals have become your only hope to survive this day...
    . ]

    Kiko-Not-Victor begins yelling out orders to the Chameleons. “…alright, these guys want us, but they’ll eat each other just as well…keep your back to the fire, don’t let them swarm us or get around…keep cover and let them come to us. Dikku…take those three…you know what to do.” Dikku-Not-Gary nods back. Tipping his spear to acknowledge the three Chameleons, Dikku-Not-Victor and his crew slowly head North towards the Worg Riders…as they walk, their appearances shake and shudder, shapes-changing as they go down on four legs, and become Large Crocodiles…

    Kiko-Not-Gary and the remaining four Chameleon-folk clutch their spears and form a line to the East, preparing for the incoming attack from the Trolls…

    Bluurg has already gone missing from sight again…Rax, coming to a decision about something he’d been dwelling on, huffs and seems to concede to himself: with his solitary hand, he produces several tinny spheres from insides a satchel. Getting the attention of the Fox Gang and the Wild Bunch, he hucks a single tiny bomb to each of you. “Careful….don’t sssmoke yoursssself out, but zisss ssshould provide sssome cover, if you ussse it right....sssstay alive…”

    [Rax distributes x1 Smoke Grenade to everyone in the Wild Bunch!]
    Smoke Grenade- This alchemist's potion erupts in a cloud of smoke when shattered. When broken, using an action, it fills a sphere with a 20 foot radius with a thick fog cloud. The sphere spreads around corners, and its area is heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Attacks made in or through the cloud have Disadvantage. Attacks made on creatures inside the cloud have Disadvantage. Attacks of Opportunity do not occur within the cloud

    Rax goes to throw a Smoke Grenade to Ilmater, then hesitates when he doesn’t raise his arms to catch it. “And you? You don’t arm yourssself? Do you…wisssh to die?”

    Ilmater smiles sadly. “I don’t want anyone to die.” Looking around somberly at the gathered troops, Ilmater steps towards Creeper the Centipede, raises a firm hand and pets it’s head. “I’ll keep an eye on her. And I’ll help…where I can.”

    Rax shrugs. “Well zen…if zat’s all…” Shin and Ril nod back at Rax. Fiver giggles.“…Zen, faahking *CHARGE*” Rax, Shin and Ril head north, each chucking a grenade in the line of sight of the Goblins as they go…

    [The three smoke grenades (Red X’ed) will burst open at the start of Rax’s next turn]

    Geth roll 1d10 for Fiver's Confusion
    Geth roll 1d20+1 for Shaking Off Confusion (Fiver)

    MAP UPDATE-
    go0rwa966shq.jpg

    Fiver's Confusion:
    1d10 9 [1d10=9]
    Shaking:
    2d20+1 20 [2d20=15, 4]

    mrpaku on
  • Options
    mrpakumrpaku Registered User regular
    OOC:
    Fiver’s first roll (DC 11) to shake off the Confusion sticks; he will lose this disability on the next turn. Typed a 2 on accident because I had *several* children literally climbing on me and begging me to look at them, and was subsequently distracted…

    Fiver seems to shake off his waking dream, for a moment. Using tools that Rax had brought to him (actually placed into his hands, as Fiver stared off aimlessly…), the Lapine begins to magically carve something from a hunk of nearby swamp-wood with an almost *unnatural* speed…within mere moments, a tiny Eldritch cannon sits next to the still woozy Lapine. Fiver turns, fingers to the trigger, swaying, and addresses Oak. “So, am’I shotting at the Wolves, or the Gi’ gants, then?” Fiver’s eyes are unfocussed, but he gives Oak his most winning smile.

  • Options
    AustinP0027AustinP0027 Registered User regular
    edited January 2021
    Oak surveys the field, his equipment back in hand and his shackles freed. His hand slips on the armband he found earlier, and as he runs his fingers over the inlay, he feels a slight warmth emanate from it. The grogginess in his head clears, and his eyes take in the fight with new clarity. "Shoot the Wolves." he responds to Fiver, the sheer numbers of goblins and wolves being problematic and thinning them out might help in the short term.

    Gripping his longsword, Oak cracks his neck, and turns. "Me, I got some Giants to slay." He moves forward towards their captors, stepping between them and placing himself in front of their line, sword gripped in both hands and staring down the approaching giants.

    OOC: Bonus action to activate Torc. Moving in front of the green line and preparing an action. If anything gets within Melee, will swing at it.

    AustinP0027 on
  • Options
    GlalGlal AiredaleRegistered User regular
    ((OOC: Are Jack and Oak still under the effect of Confusion from the drug? Given that "This drug will also cause Confusion, if combat were to occur anytime soon" ))

  • Options
    AustinP0027AustinP0027 Registered User regular
    OOC:That's what I activated my Torc to clear. Though, now that I think of it, I probably need to roll first to see if I'm allowed to take an action to be able to clear it.

    @mrpaku ruling?

  • Options
    GlalGlal AiredaleRegistered User regular
    ((OOC: And if they are confused, what do they roll to clear it, and what does it do on a fail? That way we avoid needing another back-and-forth after the roll :) ))

Sign In or Register to comment.