"Knock that off!" Sug yells, "We don't have time for this, get the hell out of here!"
Stepping between the two groups, he activates his star form again, a spin, arms rotating, and a quick explosion of light leaving an archer shaped outline in stars over him. It releases a light arrow which soars towards the beast attacking Lyn. Raising his hands, he forms his own ball of light and sends it racing across the space towards the beast as well.
Wild Shape to Starry Form (Archer). Free radiant arrow this turn (will be a BA for rest of turns).
Casting Guiding Bolt as well (twice a day action). If it hits, next attack roll against that beast has advantage.
Geth, roll 1d20+5 for Arrow Hit
Geth, roll 1d8+3 for Arrow Dmg
Geth, roll 1d20+5 for Guiding Bolt Hit
Geth, roll 4d6 for Guiding Bolt Dmg
You wipe out the beast! It falls and tumbles off the building, nearly taking Lyn with it! It crashes onto one of the floats, slumping across an angel’s arms.
The people on the streets scatter! Save one protester, who has his knocked out pal on his shoulder.
“That was just one, you won’t—”
The rest shout over as they jog away, “Dwellik! Shut up!”
He trots on after them.
You look around for the ones from the parade; they’re safe inside a nearby building. They were let in by a cat lady dressing in fuzzy slippers and full plate.
Ryder hears what the 'protestors' had said. "I think we need to apprehend those douchebags. They know something!".
Ryder then hears what's happening on the rooftop, his keen elven hearing picking up the sound of a thudding book and a handsome voice calling out. "What the-? Are they-?"
Ryder runs towards the parade in order to get line of sight on the serpent on the roof. He focuses, his eyes magniyfing and locking in on the creature. Two arrows loose one after the other striking the serpent.
BA Fighting Spirit, 5 temp HP. Good thing because I'm provoking an AoO moving away from the serpent. Attack and Action Surge Attack on the one on the roof that vomited at Cyr
Geth roll 2d20k1+7 for Attack 1
Geth roll 2d20k1+7 for Attack 2
Geth roll 1d8+3 for Damage 1
Geth roll 1d8+3 for Damage 2
You race towards the parade floats, hop onto a bus shelter and let loose your arrows! The beast swirls in place, then stumbles towards a skylight and crashes through it. It is now inside the building, death unconfirmed.
That’s when the bus shelter moves 5 feet away from you. That’s way too much movement for a bus shelter, you think.
The reptilian beast you just ran away from swung its whole body at you, seemingly growing in size momentarily.
Ryder! You suffer 18 damage!
Geth roll 1d20+2 for Super Stretchy
Geth roll 2d6+2 for Damage
Cyr, only a little distracted by the woman on the roof and the handsome man inexplicably climbing a drainpipe, shouts "Please remain calm! The situation will be resolved shortly!"
He pulls out his longsword and recites the Watcher's Oath under his breath, as he moves to smite the serpent in front of him.
Geth roll 1d20+4 for Attack
Geth roll 1d8+4 for Longsword Damage
Geth roll 2d8 for Divine Smite
You burst in through the window of the building even though the door is open, and land on the beast with a downward spiking attack! It shudders for a few seconds as it dies.
Around you officer workers are up against the walls, frightened and surprised.
Outside the handsome man has managed to make it into the roof.
“Lauru? The librarian. Thank Gods you’re okay!”, he breaths.
“Er… the cafeteria guy. Wow. You climbed up here for me? Thank you. Listen, those things aren’t natural! I’ve never seen anything like them… but I’ve seen parts of them before on different animals. I think they’re homunculi!”
Fortunately, you can hear all that. Good ol’ pointy ears.
Lyn reluctantly relinquishes her weapon to the monster, pushing away at the last moment to let the creature roll off the building without her. She peers over the side, wincing as it crashes into the float, spear still jutting from its corpse. After pausing for a moment to take stock of the situation, she leaps off after it, planning to use the fallen beast to cushion her landing. Then she'll retrieve her weapon and move to join the others.
19/21 HP
If I need to make an Acrobatics or Athletics roll or anything else, let me know. Just rearming and moving as close to the action as possible.
You free fall onto the beast, landing with practised poise and kick the spear out and against your shoulder.
Running near your allies, you see the last beast rear up on its malformed hind legs and open its mouth very wide. Around it, you see that it has been smashing up street lights and clawing the buildings, but there’s not a single dead body—what a relief!
Sug taps his forearm and points to the beast. Another star arrow flies forward. At the same time, he produces a clump of flowing flame that he tosses at it. “You’re ruining the parade! “
Produce flame cantrip, BA for star arrow.
Geth, roll 1d20+5 for Produce Flame
Geth, roll 1d8 for Fire Dmg
Geth, roll 1d20+5 for Star Arrow
Geth, roll 1d8+3 for Radiant Dmg
Ryder calls up to the old woman, "Thank you kindly!" he then looks to the rest of his team, "I'm going to try and capture one of those 'protestors'. They seem to know something!"
Ryder runs north along the street to the entrance of the alleyway. He strings an arrow onto his bow and lines up a shot, waiting for the protestor carrying his compatriot to move into his line of sight.
Move to the outside of the north alley, can get there with my 35ft speed. Prepare an Attack action to attack the guy carrying his buddy when they enter my LoS. Going for nonlethal damage. Just gonna put an arrow into his leg. I'll roll the attack roll and the damage now for when they trigger the action.
Geth roll 1d20+7 for Prepared Attack
Geth roll 1d8+3 for Damage
Narrate how you slay the beast. It’s extra dead. Extra flare earns you Inspiration.
—
Ryder
You loose the arrow towards a trash can and ricochet it towards your target, barely nicking the dark elf’s leg yet more than enough to send him tumbling!
“Ah shit! Guys! Guys wait up!”
He bolts to his feet, but struggles to get his pal back onto his shoulder. Stuck fast until the end of his next turn.
He swings his arm to the air, star arrow launching skyward. With a spin, he produces a glob of flame in his hand, holding it extended away. Then, he tosses it ahead, just as the star arrow flies down through it. The now flaming arrow pierced straight through the beast, embedding in the ground beneath it.
"Sweet dreams." Sug says as he turns away from the beast.
With the critters dealt with, your remaining orders are just to look into the hole they clambered out of and report what you see. Then you’re done here. A better team is on the way, but not within the next 10 minutes.
Currently, Claymore’s 3rd team is missing in action somewhere below.
Ryder walks down the alleyway, arrow notched and aiming at the 'protestors'. "Hands up. You're being detained for questioning. You can blame your buddy's loose lips."
If they surrender, Ryder will tie them up and stash them somewhere safe and then rejoin the team.
"Find the 3rd, huh? You mean the team with the guy with the stupid gun?" Ryder says that but his tone gives him away; the guy with the gun is cool and everybody knows it.
The hole was formed by acid puke and scratching claws. It pierces down through the sewer and into another layer; somewhere old. Not like, you know, ancient dungeon old, but easily from 70 years ago. A scrapped attempt at a subway. You see rail tracks. Not much else from here. Not even a rat in sight. Gonna need a rope or magic for this drop.
—
Ryder
They can’t stop you tying them to a street light. They put up their hands and grumble about how this is way outside your jurisdiction! It is. But you’ve made your choice!
You leave the protestors tied up and peer into the hole.
Sug digs into his pack to pull out his rope. He finds a place nearby to secure it, then taps his earpiece again. "Hole's deep, goes down to some old tracks. Tying a rope over here, come repel down."
Tugging a few times on the secured rope to test its effectiveness, he repels down into the hole.
Sug digs into his pack to pull out his rope. He finds a place nearby to secure it, then taps his earpiece again. "Hole's deep, goes down to some old tracks. Tying a rope over here, come repel down."
Tugging a few times on the secured rope to test its effectiveness, he repels down into the hole.
Want a roll?
Nah. You didn’t make it through training to fail at going down a rope.
Cyr leaves the dead serpent in the building and heads out the door. Surely someone else will come along and clean it up later. He looks into the hole in the street.
"So we're just going down there then?" He says, trying to sound optimistic. "Might want me to go first, seeing as I have all this armor."
Lyn grumbles as she uses part of the garishly decorated float to clean blood and ichor off her weapon. "His gun is cool, everyone knows it's cool."
She's composed herself by the time she rejoins the others, peering down into the recently created hole. She shakes her head at Cyr as someone beats him to it. "I'll just use the turtle as a shield." With a wave of her hand, the blade of the spear begins to glow before she stows the weapon on her back, using both hands to slide down into the pit.
Lyn’s light flickers and sets, giving the hole a warm glow as you descend.
You pass between the sewer level, sewage pouring down into the abandoned subway below. Yuck.
By the time you reach the bottom you’re able to tiptoe gingerly across the tracks and up onto the side. You can see a tunnel to the east and west. The magic powered lamps on the walls were never finished, though perhaps you could get them working briefly with the right cantrip. Arcana checks if you like. History for more detail on the subway in general. First roll sets the tone, I don’t want four skill checks per thing in this game!
Close by you see a small glass waiting area. The glass is cracked and the door’s glass is busted in though the frame remains. Inside the waiting area and dusty old seats and a antique bar. Fancy for the time.
You’ll need to look around if you ever hope to find the right way to go.
Sug had been standing at the bottom of the hole with flame in his hand to shed a bit of light, but as Lyn descends with her glowing spear, he dismisses it.
"Looks like some sort of old tracks?" Sug steps towards the glass waiting area, peering in. "If the 3rd is somehow down here, you'd think they'd be easy to spot."
FYI, don't count on Ryder for anything INT based, he's a beautiful idiot.
"Such a waste they never finished this. The Drow community has a lot to offer the city if they'd just treat them right. I'm pretty partial to Drow fashion myself." Ryder remembers the 'protestors' and their awful outfits. "Modern Drow fashion."
Sug points off to the West. "Boot prints this way. Likely the direction the 3rd headed. Though, there is something sitting over there on the east so someone went that way as well."
"Just going to check something out real quick." he says, as he slips into the waiting room and grabs the few bottles of booze to shove into his bag.
What? I'm helping nature. If those bottles had broken open, that would be terrible for plant's chances to take over this railway system in the future. It's about the long game!
Lyn hadn't really studied magic the usual way, which meant she wasn't much help in this situation. For now she just holds her spear high to spread the light as far as possible, sticking to the middle of the pack to ensure everyone could see.
You have collected 3 Lloythilli Wine bottles.
The good stuff, grown in the sacred vineyards of the eight tittied goddess of the dark elves by drunk priestesses.
As an action, you can down a bottle of wine. For the next hour you have advantage on Persuasion and Deception skill checks and disadvantage on all saving throw. Additionally, you gain tremor-sense out to 60 feet.
Geth roll 1d4+1 for Wine
—
Lyn
You look at the unfinished lamps. Mhm. Lamps that don’t work.
Looking back to the tracks you know that the city’s trains run on specialised elementals, usually a pack consisting of water, lightning and fire. They’re conjured as tiny motes and through rote magic and training they basically become the train—they never go rogue, because running the train is what they are at a foundational level.
Ryder still has his bow out, an arrow at the ready. His head is on a swivel, ready for attack at any moment. "Would be nice to have more light, I've got darkvision but it doesn't reach as far as my bow does." Ryder thinks a bit. "Ooh! Light arrows, that'd be cool! Like a road flare I can shoot. I gotta talk to Ollie after we're done with this mission."
You walk for what feels like a mile through the dark tunnel until you reach an abrupt stop. A wall of solid mortar finishes the hope of connections this part of the city to the rest by rail. The foot prints end right before it, but you don’t see them take a turn—classic illusionary wall, it’s gotta be.
Cyr follows Ryder West, following the footprints makes sense to him. Once they reach the wall, he grumbles a bit and attempts to poke at the wall with his sword.
"Someone went to some real trouble to make that commotion, eh?"
Posts
What do you do?
https://m.youtube.com/watch?v=opZRCkFIEB0&list=PL598ED5A7EB244A27&index=11
Stepping between the two groups, he activates his star form again, a spin, arms rotating, and a quick explosion of light leaving an archer shaped outline in stars over him. It releases a light arrow which soars towards the beast attacking Lyn. Raising his hands, he forms his own ball of light and sends it racing across the space towards the beast as well.
Wild Shape to Starry Form (Archer). Free radiant arrow this turn (will be a BA for rest of turns).
Casting Guiding Bolt as well (twice a day action). If it hits, next attack roll against that beast has advantage.
Geth, roll 1d20+5 for Arrow Hit
Geth, roll 1d8+3 for Arrow Dmg
Geth, roll 1d20+5 for Guiding Bolt Hit
Geth, roll 4d6 for Guiding Bolt Dmg
You wipe out the beast! It falls and tumbles off the building, nearly taking Lyn with it! It crashes onto one of the floats, slumping across an angel’s arms.
The people on the streets scatter! Save one protester, who has his knocked out pal on his shoulder.
“That was just one, you won’t—”
The rest shout over as they jog away, “Dwellik! Shut up!”
He trots on after them.
You look around for the ones from the parade; they’re safe inside a nearby building. They were let in by a cat lady dressing in fuzzy slippers and full plate.
Map:
Ryder then hears what's happening on the rooftop, his keen elven hearing picking up the sound of a thudding book and a handsome voice calling out. "What the-? Are they-?"
Ryder runs towards the parade in order to get line of sight on the serpent on the roof. He focuses, his eyes magniyfing and locking in on the creature. Two arrows loose one after the other striking the serpent.
BA Fighting Spirit, 5 temp HP. Good thing because I'm provoking an AoO moving away from the serpent. Attack and Action Surge Attack on the one on the roof that vomited at Cyr
Geth roll 2d20k1+7 for Attack 2
Geth roll 1d8+3 for Damage 1
Geth roll 1d8+3 for Damage 2
You race towards the parade floats, hop onto a bus shelter and let loose your arrows! The beast swirls in place, then stumbles towards a skylight and crashes through it. It is now inside the building, death unconfirmed.
That’s when the bus shelter moves 5 feet away from you. That’s way too much movement for a bus shelter, you think.
The reptilian beast you just ran away from swung its whole body at you, seemingly growing in size momentarily.
Ryder! You suffer 18 damage!
Geth roll 1d20+2 for Super Stretchy
Geth roll 2d6+2 for Damage
He pulls out his longsword and recites the Watcher's Oath under his breath, as he moves to smite the serpent in front of him.
Geth roll 1d8+4 for Longsword Damage
Geth roll 2d8 for Divine Smite
You burst in through the window of the building even though the door is open, and land on the beast with a downward spiking attack! It shudders for a few seconds as it dies.
Around you officer workers are up against the walls, frightened and surprised.
Outside the handsome man has managed to make it into the roof.
“Lauru? The librarian. Thank Gods you’re okay!”, he breaths.
“Er… the cafeteria guy. Wow. You climbed up here for me? Thank you. Listen, those things aren’t natural! I’ve never seen anything like them… but I’ve seen parts of them before on different animals. I think they’re homunculi!”
Fortunately, you can hear all that. Good ol’ pointy ears.
19/21 HP
If I need to make an Acrobatics or Athletics roll or anything else, let me know. Just rearming and moving as close to the action as possible.
You free fall onto the beast, landing with practised poise and kick the spear out and against your shoulder.
Running near your allies, you see the last beast rear up on its malformed hind legs and open its mouth very wide. Around it, you see that it has been smashing up street lights and clawing the buildings, but there’s not a single dead body—what a relief!
Someone’s grandma pops her head out from a balcony and casts some hedge cantrip with a gnarled old wand. Everyone is healed by 1 HP.
Those protesters run from the scene.
—
The Last Beast
It swings its long body around, back and forth, stuck for options. Then it convulses, and pukes out a torrent of acid, aimed for Lyn and Sug!
…but it misses, following short. It winces. The ground directly ahead of it now covered in a acid strong enough to melt an inch deep into the road.
—
Map:
Geth roll 3d8 for Damage
Geth roll 1d8 for Problem
Produce flame cantrip, BA for star arrow.
Geth, roll 1d20+5 for Produce Flame
Geth, roll 1d8 for Fire Dmg
Geth, roll 1d20+5 for Star Arrow
Geth, roll 1d8+3 for Radiant Dmg
Ryder runs north along the street to the entrance of the alleyway. He strings an arrow onto his bow and lines up a shot, waiting for the protestor carrying his compatriot to move into his line of sight.
Move to the outside of the north alley, can get there with my 35ft speed. Prepare an Attack action to attack the guy carrying his buddy when they enter my LoS. Going for nonlethal damage. Just gonna put an arrow into his leg. I'll roll the attack roll and the damage now for when they trigger the action.
Geth roll 1d20+7 for Prepared Attack
Geth roll 1d8+3 for Damage
Narrate how you slay the beast. It’s extra dead. Extra flare earns you Inspiration.
—
Ryder
You loose the arrow towards a trash can and ricochet it towards your target, barely nicking the dark elf’s leg yet more than enough to send him tumbling!
“Ah shit! Guys! Guys wait up!”
He bolts to his feet, but struggles to get his pal back onto his shoulder. Stuck fast until the end of his next turn.
He swings his arm to the air, star arrow launching skyward. With a spin, he produces a glob of flame in his hand, holding it extended away. Then, he tosses it ahead, just as the star arrow flies down through it. The now flaming arrow pierced straight through the beast, embedding in the ground beneath it.
"Sweet dreams." Sug says as he turns away from the beast.
With the critters dealt with, your remaining orders are just to look into the hole they clambered out of and report what you see. Then you’re done here. A better team is on the way, but not within the next 10 minutes.
Currently, Claymore’s 3rd team is missing in action somewhere below.
What do you do?
Moving over to the nearest hole, he leans over and peers down.
If they surrender, Ryder will tie them up and stash them somewhere safe and then rejoin the team.
"Find the 3rd, huh? You mean the team with the guy with the stupid gun?" Ryder says that but his tone gives him away; the guy with the gun is cool and everybody knows it.
The hole was formed by acid puke and scratching claws. It pierces down through the sewer and into another layer; somewhere old. Not like, you know, ancient dungeon old, but easily from 70 years ago. A scrapped attempt at a subway. You see rail tracks. Not much else from here. Not even a rat in sight. Gonna need a rope or magic for this drop.
—
Ryder
They can’t stop you tying them to a street light. They put up their hands and grumble about how this is way outside your jurisdiction! It is. But you’ve made your choice!
You leave the protestors tied up and peer into the hole.
Tugging a few times on the secured rope to test its effectiveness, he repels down into the hole.
Want a roll?
Nah. You didn’t make it through training to fail at going down a rope.
"So we're just going down there then?" He says, trying to sound optimistic. "Might want me to go first, seeing as I have all this armor."
She's composed herself by the time she rejoins the others, peering down into the recently created hole. She shakes her head at Cyr as someone beats him to it. "I'll just use the turtle as a shield." With a wave of her hand, the blade of the spear begins to glow before she stows the weapon on her back, using both hands to slide down into the pit.
Casting Light. 20/21 HP
Lyn’s light flickers and sets, giving the hole a warm glow as you descend.
You pass between the sewer level, sewage pouring down into the abandoned subway below. Yuck.
By the time you reach the bottom you’re able to tiptoe gingerly across the tracks and up onto the side. You can see a tunnel to the east and west. The magic powered lamps on the walls were never finished, though perhaps you could get them working briefly with the right cantrip. Arcana checks if you like. History for more detail on the subway in general. First roll sets the tone, I don’t want four skill checks per thing in this game!
Close by you see a small glass waiting area. The glass is cracked and the door’s glass is busted in though the frame remains. Inside the waiting area and dusty old seats and a antique bar. Fancy for the time.
You’ll need to look around if you ever hope to find the right way to go.
"Looks like some sort of old tracks?" Sug steps towards the glass waiting area, peering in. "If the 3rd is somehow down here, you'd think they'd be easy to spot."
Geth, roll 1d20+5 for Perception.
"Such a waste they never finished this. The Drow community has a lot to offer the city if they'd just treat them right. I'm pretty partial to Drow fashion myself." Ryder remembers the 'protestors' and their awful outfits. "Modern Drow fashion."
Plain as day, you see several pointed shoe prints in the dust heading west, and about four recent sets of big ass kicking boots going the same way.
East ways has seen much less regular traffic, but you do spy a used cigarette just before the tunnel.
Besides that you see droplets of acid have melted away bits of the ground over time.
Finally, there are a few uncorked bottles of 70 year old booze at the waiting room bar.
—
Modern Drow fashion:
"Just going to check something out real quick." he says, as he slips into the waiting room and grabs the few bottles of booze to shove into his bag.
What? I'm helping nature. If those bottles had broken open, that would be terrible for plant's chances to take over this railway system in the future. It's about the long game!
You have collected 3 Lloythilli Wine bottles.
The good stuff, grown in the sacred vineyards of the eight tittied goddess of the dark elves by drunk priestesses.
As an action, you can down a bottle of wine. For the next hour you have advantage on Persuasion and Deception skill checks and disadvantage on all saving throw. Additionally, you gain tremor-sense out to 60 feet.
—
Lyn
You look at the unfinished lamps. Mhm. Lamps that don’t work.
Looking back to the tracks you know that the city’s trains run on specialised elementals, usually a pack consisting of water, lightning and fire. They’re conjured as tiny motes and through rote magic and training they basically become the train—they never go rogue, because running the train is what they are at a foundational level.
You walk for what feels like a mile through the dark tunnel until you reach an abrupt stop. A wall of solid mortar finishes the hope of connections this part of the city to the rest by rail. The foot prints end right before it, but you don’t see them take a turn—classic illusionary wall, it’s gotta be.
Make a Perception check.
—
So who is heading east? Any takers?
"Someone went to some real trouble to make that commotion, eh?"