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04:51, 26th April 2024 (GMT+0)

Chapter 1: A Great Upheaval.

Posted by The WorldFor group 0
The World
GM, 220 posts
Mon 8 Jul 2019
at 19:49
  • msg #401

Re: Chapter 1: A Great Upheaval

The main body of orcs continues to swim south.  Cultists and guards fire on orcs, and another orc bubbles under the surface.

Ratt hears a distant rumble and to the north sees about a dozen riders on horseback coming rapidly south.

Zip's turn.
Zip
player, 86 posts
Wed 10 Jul 2019
at 20:51
  • msg #402

Re: Chapter 1: A Great Upheaval

13:49, Today: Zip rolled 15 using 2d6+3 with rolls of 6,6.  short bow damage.

13:48, Today: Zip rolled 19 using 1d20+5 with rolls of 14.  reroll ones.

13:47, Today: Zip rolled 16 using 2d20+5, dropping the lowest dice only with rolls of 1,11.  short bow on 6 advantage.
looks like the next closest is 6 so same thing up for half cover and advantage, hit for 15 dropping 6 and bonus action hide
Ratt
player, 164 posts
Thu 11 Jul 2019
at 03:28
  • msg #403

Re: Chapter 1: A Great Upheaval

Ratt will attack orc20 exposing himself to less cover, but not exposing his genitals. But he does aim for the orc's genitals.

Attack: 18
Damage: 12 (11 force, 1 necrotic)

EDIT: then move hex to next orc (11?)
This message was last edited by the player at 03:29, Thu 11 July 2019.
The World
GM, 221 posts
Thu 11 Jul 2019
at 18:04
  • msg #404

Re: Chapter 1: A Great Upheaval

Rose stays put.

Morgrim sacred flames orc15.

Orcs continue swimming south.  Now out of range of Ratt's eldritch blast.

Cultists and guards fail to sink any orcs.

To the north and approaching quickly on horseback a band of armored elves.

map and table (orc3 and orc9 are further east than shown)



https://docs.google.com/spread...o4Y/edit?usp=sharing


Zip's turn
This message was last edited by the GM at 18:08, Thu 11 July 2019.
Zip
player, 87 posts
Thu 11 Jul 2019
at 18:26
  • msg #405

Re: Chapter 1: A Great Upheaval

Zip comes up for the advantage shot this time at the farthest one within normal range  (looks like 15 to me) and shoots

11:23, Today: Zip rolled 10 using 2d6+3 with rolls of 5,2.  short bow damage with sneak.

11:22, Today: Zip rolled 23 using 2d20+5, dropping the lowest dice only with rolls of 18,16.  short bow advantage on 15.

he hits for 10 damage, not quite enough to drop him.

as opposed to hide this round zip will leave this tower and dash toward the tower at f2
Ratt
player, 165 posts
Mon 15 Jul 2019
at 20:34
  • msg #406

Re: Chapter 1: A Great Upheaval

Ratt drops his disguise (action) and yells to the elves, The orcs are invading the stronghold on the east and south! They are in the moat! He then moves down the stairs of the tower and heads south.
The World
GM, 222 posts
Tue 16 Jul 2019
at 16:51
  • msg #407

Re: Chapter 1: A Great Upheaval

Rose hears what Ratt says and starts running (move and dash) south.  Morgrim uses a move and dash to come down from the tower and start making his way south as well.

Orcs continue to move south.  The two furthest south make it to under the bridge and start to try to climb the motte under the bridge, but are shot down by the cultists and guards in the keep (rolled two crits for them).  They tumble backward into the moat with loud splashes and screams.

The elves continue galloping south.  They are northwest of what is shown on the map.
map and table


https://docs.google.com/spread...o4Y/edit?usp=sharing


Zip's turn
Zip
player, 88 posts
Tue 16 Jul 2019
at 22:58
  • msg #408

Re: Chapter 1: A Great Upheaval

is the tower at 2f all filled up? if so can you get shots at the orcs from the tower at 10. either way zip moves and dashes in that direction
The World
GM, 224 posts
Wed 17 Jul 2019
at 02:04
  • msg #409

Re: Chapter 1: A Great Upheaval

Yes, the tower at 2F is half broken and filled up.  Yes, you could get a shot from the windmill at 10.
Ratt
player, 166 posts
Wed 17 Jul 2019
at 02:43
  • msg #410

Re: Chapter 1: A Great Upheaval

Ratt decides he would rather be in than out and continues south toward the windmill, move + dash.
The World
GM, 225 posts
Thu 18 Jul 2019
at 13:51
  • msg #411

Re: Chapter 1: A Great Upheaval

Everyone moves and dashes south except the orc chief who let's out a battle cry and rushes north towards the elves.  Guards and cultists miss their shots.

Here is a current map.


Here is the table
https://docs.google.com/spread...o4Y/edit?usp=sharing

Zip's turn
Zip
player, 89 posts
Fri 19 Jul 2019
at 05:05
  • msg #412

Re: Chapter 1: A Great Upheaval

I feel like Zip shoild be 235 feet closer to the windmill with his dash from last turn but that will also be my turn this time to move and dash to the windmill
The World
GM, 226 posts
Fri 19 Jul 2019
at 13:37
  • msg #413

Re: Chapter 1: A Great Upheaval

remember it takes 40' of movement to get down from the tower (assuming you are taking the ladder).  I think I did it right, but there's no way for me to go back and check... so let's just assume I did it right, and sorry if I made a mistake.

I save over all the old maps, so I'm not accumulating tons of map files.  Maybe I should just have two so we can go one step back.
The World
GM, 227 posts
Mon 22 Jul 2019
at 15:22
  • msg #414

Re: Chapter 1: A Great Upheaval

Ratt's Turn
Ratt
player, 167 posts
Tue 23 Jul 2019
at 00:44
  • msg #415

Re: Chapter 1: A Great Upheaval

Ratt will continue toward the windmill.
The World
GM, 228 posts
Tue 30 Jul 2019
at 13:41
  • msg #416

Re: Chapter 1: A Great Upheaval

Everyone continues to run south.  The orcs continue to swim for the bridge between the village and the keep.  The guards and cultists continue shooting at orcs with crossbows, but only one manages a hit.

The orc chief lets forth a blood curdling roar and rushes towards the elves.  He hurls a spear, but the nimble elves dodge the missile.  The elves draw longbows and the orc chief is pelted by half a dozen arrows.  He roars again, undaunted but obviously hurt.  The elves continue to rush forward.  The orc chief leaps and knocks one of elves off their horse.  An elven sword finds a gap in the chiefs armor and the chief howls once more before his soul makes its way to Gruumsh.

Zip's turn

New Map.  (Forgot to move orc13.  He swims under the bridge, with full cover from ranged attacks depending on the angle.  He is trying to scramble up the motte.)


Here is the table
https://docs.google.com/spread...o4Y/edit?usp=sharing
This message was last edited by the GM at 13:50, Tue 30 July 2019.
Zip
player, 90 posts
Wed 31 Jul 2019
at 22:41
  • msg #417

Re: Chapter 1: A Great Upheaval

can zip; make it up into the windmill and then get a shot at one of the orcs. if so that is what he does shoot at 10
15:41, Today: Zip rolled 12 using 1d20+5 with rolls of 7.  attack at .

just missed
The World
GM, 229 posts
Fri 3 Jan 2020
at 22:22
  • msg #418

Re: Chapter 1: A Great Upheaval

Blech:
I continue running to the Windmill.

Ratt
player, 168 posts
Wed 15 Jan 2020
at 07:02
  • msg #419

Re: Chapter 1: A Great Upheaval

We killed all the orcs, the elves ran away, like pansies.

are we level 3?
The World
GM, 230 posts
Thu 16 Jan 2020
at 19:03
  • msg #420

Re: Chapter 1: A Great Upheaval

Yes, you are all now level 3.  Please update sheets and such
Ratt
player, 169 posts
Thu 30 Jan 2020
at 02:57
  • msg #421

Re: Chapter 1: A Great Upheaval

What should I name my imp familiar?
The World
GM, 231 posts
Tue 11 Feb 2020
at 18:44
  • msg #422

Re: Chapter 1: A Great Upheaval

Does it have to have a name?
Ratt
player, 170 posts
Tue 11 Feb 2020
at 21:12
  • msg #423

Re: Chapter 1: A Great Upheaval

I ask my familiar its name.
This message was last edited by the player at 21:12, Tue 11 Feb 2020.
The World
GM, 232 posts
Thu 5 Mar 2020
at 02:15
  • msg #424

Re: Chapter 1: A Great Upheaval

In reply to Ratt (msg # 423):

The familiar says it's name is Akhog.
Ratt
player, 171 posts
Thu 5 Mar 2020
at 02:30
  • msg #425

Re: Chapter 1: A Great Upheaval

Ok, Annhog.

This message was last edited by the player at 06:35, Wed 22 Apr 2020.
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