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Post by Margrave on Apr 7, 2020 12:41:56 GMT -8
What Marik says aloud reminds him that what he knows from his contacts in the thieves' guild is that the Scarlet Brotherhood is about purifying all of Greyhawk for domination of the Suel - the 'master' race. They could easily use humanoids and other mercenaries to weaken or veil their pursuits. However, if one is a member of the Brotherhood, they swear their allegiance and have a tattoo when they enter as a 'Friend' rank. No non-Sueluise would ever be brought into the membership, however. Both Chert and Dra'Ziw know that dopplegangers are often employed as assassins or spies for their ability to get close to their enemy and then that they may assume the appearance of them. If your Jasmalus companion is a doppleganger, he could be causing all sorts of havoc to the efforts against the forces of Iuz.
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Post by Kvard51 on Apr 7, 2020 12:54:58 GMT -8
Chert listens intently to the other wizard, impressed with his thought processes. "Perhaps we should confront Jasmalus with the body Marik found. Possibly the other traders as well? Let's see what shakes loose. We simply need to be prepared for an attack or escape attempt."
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Post by Margrave on Apr 8, 2020 12:54:45 GMT -8
The entire party heads to the area where the bodies were left. The group pays close attention to Jasmalus when the group comes upon the bodies. The discovery clearly shocks and upset - it does not appear to be an act. He says through tears, "This is...was...my twin brother, Jetero. He is also a merchant who frequented this area. If you don't mind, I would like to bury him and the rest of his caravan so that they receive a proper burial." Malin is reluctant, but he agrees.
Even with all of the help, it is clear this will take several hours. As the graves are being dug, you suddenly hear a loud, "SNAP!" coming from the woods nearby. Looking up, you see an orc, spying on you. He appears alarmed at having made such a noise. In a fit of panic, he turns and runs - disappearing into the woods.
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Post by Daos on Apr 8, 2020 13:27:38 GMT -8
"Did your brother have any enemies?" Marik asks, thinking of the Scarlett Brotherhood dagger he found. It seemed unlikely to him they would send assassins after a simple merchant, after all.
When the orc appears, Marik quickly fires an arrow at his fleeing form, hoping to take him down before he can get too far.
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Marik fires a sheaf arrow from his short bow at the orc (+1 DEX, +2 back attack) MqTXYbAA1d20+3 Damage 1d8 1d20+3·1d8
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Post by Justin Tyme on Apr 13, 2020 12:07:40 GMT -8
Dra'Ziw quickly mounts up and calls to his familiar to give chase. He will want to see where the orc leads him.
Riding Check: CV8kEN341d201d20
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Post by Margrave on Apr 14, 2020 13:13:15 GMT -8
Marik's arrow whizzes past the orc's head and is lost in the dim brush - the elf appears out of thin air, his attack ending the invisibility spell. The raven caws and gives chase - alerting the party of the orc's location as he scrambles through the woods. Wethun whistles and Sam and Dean take off after the orc with the invisible ranger undoubtedly behind. The experienced rider, Dra'Ziw, mounts quickly and urges his horse on after the orc.
Just as the dogs are about to leap on the fleeing orc, they fly up in a flurry of leaves and shadows. Suddenly, Wethun feels the ground give way under his feet as he falls into a pit and is hobbled by the sharpened stakes. Dra'Ziw pulls his horses reigns and is able to avoid the pit.
Just then, Marik and Cert hear yells from the woods nearby where the caravan is stopped and they turn to see four orcs with short bows emerge. Torch-like light emits from the ends of the arrows that are drawn back and then fired into the air at the wagons!
hi7uxwP94d20 4d6
The lead wagon is hit with two flaming arrows and it appears as though the fire may take.
More yells are heard as orcs wielding melee weapons emerge from the woods. Roll for surprise and initiative.
O5 O6 O7 O8 Or
We S/D Dra H
M1 M2 M3
Em Ja Ma
Mar Ch
O1 B1 O2 WWWW HH WWWW HH WWWW HH B2 O3 WWWW HH WWWW HH WWWW HH B4 O4 B5
4d20·4d6
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Post by Daos on Apr 15, 2020 14:44:36 GMT -8
"Damn, protect the merchants!" Marik, now visible again, calls to the others. He fires at one of the orcs.
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Initiative X7KPkVhM1d10+7
Surprise 1d10+1
Marik fires his short bow at Orc 05 1d20+1 Damage 1d8 Second shot (if Orc 05 dies, he'll switch to Orc 06) 1d20+1 Damage 1d8 1d10+7·1d10+1·1d20+1·1d8·1d20+1·1d8
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Post by Kvard51 on Apr 19, 2020 19:01:54 GMT -8
Surprise: st4s7IL11d10+1Initiative: 1d10+1Chert begins to chant and gesture ostentatiously to the area between the advancing orcs and the caravan. As he casts his spell, a large wall of stone appears separating them. "Hurry, lets get back to the wagons before they get around that", he says loudly. {OOC} Phantasmal Force to create an illusory wall of stone. it appears 10' high, 50' long, and 2' thick. It is about 2/3 of the way between the orcs and the caravan, closer to the caravan. 1d10+1·1d10+1
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Post by Margrave on Apr 22, 2020 12:47:08 GMT -8
O5 O6
Or We S/D
Dra H
_______________________________ O7 O8
Mar O2 O1 M1 M2 M3 B1 WWWW HH WWWW HH WWWW HH B2 WWWW HH WWWW HH WWWW HH B4 O3 O4 Ch Em Ja Ma B5
An arrow slams into one of the charging orcs' chest, and it falls motionless. The second arrow lands in the guts; it stumbles clutching at the shaft and falls, writhing in pain. The wall goes up, offering cover for the men and merchants. One of the skinners (M3) grabs a crossbow from the first wagon while the other two use their cloaks to snuff the flaming arrows. The decoy orc advances on the trapped Wethun and considers his options. It decides to stab at the ranger - keeping him from climbing out of the hole, Sam and Dean are motionless - bleeding.
The other orcs from the rear use the wagons for cover as they approach but will be on the group next round. The remaining two orcs skirt the stone wall and charge. The twang of bow strings is heard as flaming arrows fly.
1= Marik 2= M1 3= M2 4= M3 5-12 = Wagon 13-14 = Horse 1 15-16 = Horse 2 17= Chert 18 = Emerald 19 = Jasmalus 20 = Malin
fWq|6YXa4d20 4d20 8d6
Marik is struck by a flaming arrow hard in his back - piercing both flesh and his quiver. He feels the heat of flames lick his back as some of his arrows undoubtedly are aflame! (8+1 fire damage...on fire!)
The wagon is stuck and ablaze and one of the horses is hit (10 hp). It rears up, spoiling the shot of the muleskinner.4d20·4d20·8d6
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Post by Daos on Apr 22, 2020 15:02:13 GMT -8
Ignoring the pain for now, Marik instead turns his attention to the orcs to his left, and fires two more arrows at them.
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Marik fires his short bow at Orc 01 h9xhpmiF1d20+1 Damage 1d8 Second shot (if Orc 01 dies, he'll switch to Orc 02) 1d20+1 Damage 1d8 1d20+1·1d8·1d20+1·1d8
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Post by Kvard51 on Apr 23, 2020 13:33:17 GMT -8
Chert, staff at the ready moves to get an angle on the orcs attacking the wagons. once he had three of them in his line of sight (O2, O3, O4), he speaks the command word and unleashes a fan shaped cone of clashing colors to erupt from the end of the staff.
Color Spray: All creatures above 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for |NkeD5TW2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for 1 round.2d4·1d4
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Post by Justin Tyme on Apr 23, 2020 15:53:23 GMT -8
Seeing the larger threat to the caravan, Dra'Ziw wheels his horse around and steers it at the bow wielding orcs. He reaches into his pocket and pulls out sand and flings it at them, casting sleep.
I1fUKIyB1d10+1 initiative 1d20 Horsemanship 2d4 HD1d10+1·1d20·2d4
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Post by Margrave on Apr 27, 2020 12:15:22 GMT -8
The orc bowmen fall to the ground from the enchantment cast by Dra'Ziw and Marik's first arrow flies high, missing the approaching orc. He adjusts his aim and his second missile finds its mark - hitting the orc in the throat. The marauder falls, gurgling as it dies. The gnome illusionist maneuvers into position and extends his staff - speaking a command word as he thrusts it at a quickly calculated angle. A colorful spray flashes from the prism at the end of the artifact, bathing the rest of the orcs in scintillating colors. They reach for their eyes as they fall to the ground, overcome by the intense sensory input. The justifier, draws a dagger from his belt and flings it at the orc harrying his climb - it sinks deeply in the orc's chest and it falls into the pit atop of exposed spikes. He pulls the dagger from his dead foe and attends to his dogs.
The orcs that rounded the illusory wall see that they are outmatched at take off into the woods, and are lost due to the concealment of the stone wall.
The fires are put out, but not before Marik discovered that he lost US9Ctllh1d8 arrows from the damage to his quiver. The unconscious orcs can be easily dispatched or tied up. However, the howl from the woods from the Justifier indicates that the fate of Sam and Dean is grim. It is safe to assume that his vote would be to kill them all.
Actions?
1d8
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Post by Daos on Apr 27, 2020 15:38:25 GMT -8
Marik discards the ruined arrows from his quiver, then checks to make sure the merchants--especially Emerald--are alright. Then he'll move his attention to tying up the unconscious orcs. Regardless of what fate the group may decide for them, they might be able to extract some info from them when they wake up first. He has no rope himself, so he'll check with the others and even the merchants. Surely someone has something that can tie them up.
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Post by Justin Tyme on Apr 28, 2020 16:43:11 GMT -8
Dra'Ziw sends his raven to find and follow the orcs as he rides back to assist the ranger - dismounting before heading into the woods. He makes a mental note that he should memorize find traps in the future.
He will apply his healing knowledge first before casting any spells.
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