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D&D 5E Tall's PotA Campaign - IC

Azurewraith

Explorer
Duran shuffles over to get within distance of the wolf, trying to get down wind from the party as best he can before casting the very first spell he ever learnt. A quick flick of his wrist and the sound of a skunk manifests near the wolf followed by the smell of one.
OOC: Using two casts of druid craft one for sound and one for smell
 

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TallIan

Explorer
The wolf's ear prick up and the beast lets out a low growl. The nearby goblin lazily gets up and wanders over looking in the direction of the wolf. After a few heartbeats he find a rock that he throws at nothing particular. When nothing flushes out, he wanders back inside the fence and you can hear him shout something. A few minutes later two orcs come out. The goblin, careful to stay out of reach of the orcs, gestures until one of the orcs shouts at the goblin, who runs off to investigate.
 

Yavathol

Explorer
OOC:
I fear we're losing momentum with this game. Personally, I'm not really feeling this encounter, not sure who we're looking for or why, whether it's worth likely encountering resistance if we investigate the larger guarded test, how this ties in to the larger plot with the elemental temples?


Ilvellios looked over at the large tent and signed, "I don't know if we can get in there without being discovered, can we think of some bluff like we did with the river cultists?"
 

TallIan

Explorer
GM: So the, not so subtle, shove


With Duran's distraction at the far end of camp, the rest of your small group is able to sneak around the camp to the cages. There are three crude wooden cages, guarded by two orcs. Five miserable looking prisoners are locked in the cages, but they look like they could hold many more.

The cages are made from sturdy tree branches tied together with thick cords or leather and rope. Three of the four sides are buried in the ground, but the fourth clearly acts as a door. There is no lock, the doors are simply tied with several elaborate looking knots, that would take time to untie. Something the prisoners could not hope to do without being noticed by the two guards.

OOC: Just to reiterate, there is a goblin and a wolf at each entrance to the camp, there is also another orc at one of them. There is also three orcs and two cultists by the huge tent. The goblin and wolf can get to where you are in a turn, the five in the middle can get to you in two and the orcs goblin and wolf could probably get to you in four. There are also a few sleeping enemies in the tents
 






TallIan

Explorer
Round 0

Illvilious quietly moves around to the far side of the cages. As he gets closer, one of the prisoners notices you but is smart enough not to react. Although they clearly haven't been well cared for, none of them seem to show any signs of deliberate harm.

You are currently on the far side of the cage from the orc guards. This gives the appearance, should they look, of you being a prisoner, but does not allow you to get them free easily. The "door" is on the side closest to the orc. Cutting the rope holding it closed, will likely take a while, but will almost certainly be faster than trying to cut it.

GM: The rope "locks" are AC 13 with 18HP each. Although no actually asleep, I'm going to use the unconscious condition for the orcs until something happens to alert them.

I'm going to assume [MENTION=6801311]KahlessNestor[/MENTION] iss going to have Errol ready a shot too. He is posting in other threads. I will get a map ready for next time. But for now I'm assuming the party are near a tent around 25ft from the nearest cage and nearest orc. The cages occupy an area about 30ft across. Illvilious is behind the nearest cage.

When you are ready, initiative and actions from the party.


Illvilious: 39+6/39
Duran: 14/28 Bear AC 11 23/34 Dodging
Nariah: 23+6/23
Thateus: 24/32
Erol: 36+6/36

Orc 1: 15/15
Orc 2: 15/15
 

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