RolePlay onLine RPoL Logo

, welcome to StoKiTh

15:59, 4th May 2024 (GMT+0)

Chapter 1: A Great Upheaval.

Posted by The WorldFor group 0
The World
GM, 29 posts
Mon 14 May 2018
at 17:44
  • msg #1

Chapter 1: A Great Upheaval

The Savage Frontier (also known as the North) is a cold, rugged, sparsely populated land of snow-capped mountains, rocky hills, sprawling forests, and foggy vales.  Isolated strongholds, ancient burial mounds, and the ruins of many forgotten empires dot this vast landscape.  Bounded by the Sea of Swords to the west and the desert of Anauroch to the east, the Savage Frontier extends as far north as Icewind Dale and as far south as the town of Daggerford. Old roads stretch across this great expanse, linking the dwarven strongholds and mines in the mountains to the coastal settlements, frontier towns, and fortified outposts of humans and other folk. These roads are long, lonely, or poorly defended, making them dangerous to traverse. In fertile valleys, towns and cities have sprung up, separated by dozens if not hundreds of miles of untamed wilderness haunted by bandits, barbarians, and monsters.

Evil dragons stirred into action by their dark queen, Tiamat, threatened the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons' wrath has faded quickly with the coming of a new threat: giants. The peoples of the North are no strangers to giant incursions.  Frost giants have long claimed the Spine of the World as their demesne, and hill giants are known to scrounge for food in the untamed hills. But now, in the past couple of months, giants of every kind have emerged from their strongholds in force to threaten civilization as never before - and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. It seems all of the giants are in an uproar. Reports of giant attacks throughout the North have reached the coastal cities of Luskan, Neverwinter, and Waterdeep, stoking fears and rumors that the giants are waging war against humans, dwarves, elves, and other small folk.

You've been traveling along the High Road for days. In the early afternoon you stop at a sign post for a short rest.  The signpost is next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked "Waterdeep" and "Daggerford" follow the High Road but point in opposite directions. The third, marked "Nightstone," beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail.

A dwarf named Morgrim Rubyheart travels with a half-drow, who may be traveling under a false name.  The unlikely traveling companions are in search of a dwarf named Morak Ur’gray, the innkeeper in Nightstone.  Althought the town is small, the inn is renowned as a place of good food and cozy rooms, and Morak has a reputation for being fond of adventurers.  The inn at Nightstone, and Morak act as kind of a hub for sharing stories and news.  Morgrim and the half-drow have been told that Morak may know something of the Ruby of the War Mage.

At the sign post the unlikely pair meet another unlikely pair.  A human named Rose, and a halfling called Zip.  They too are headed toward Nightstone, looking for adventure.  For non-elves, Nightstone is a portal to the forests of Ardeep, which are said to shroud ancient mysteries.  The elves of Ardeep do not look kindly on adventurers looking to exploit their forest, and relations between the wood elves and the inhabitants of Nightstone are strained to say the least.

The four adventurers decide to share the last ten miles of their journey together.  As they start to get comfortable with each other, they converse to pass the time.  Please describe you character to the group, including physical appearance, and demeanor, and any personal information that your character decides to share with the group.
Ratt
player, 1 post
Mon 14 May 2018
at 18:52
  • msg #2

Chapter 1: A Great Upheaval

You may call me Francis

Ratt says. He is clad in scale mail armor and carries a simple, round shield on his back along with a plain traveling backpack. Over his mail armor he wears a plain light brown robe that a rural priest might wear. He carries a staff covered in runes. Hanging from his neck is a bronze colored amulet of Oghma (god of knowledge). Some observation reveals that the amulet is likely made of some substance lighter than metal, probably painted wood. He appears to be a half-elf.
Morgrim
player, 1 post
Mon 14 May 2018
at 20:00
  • msg #3

Chapter 1: A Great Upheaval

"I am Morgrim Rubyheart, Sonnlinor of the Dwarffather and Soulforger Moradin, of the people of the Great Rift, true heirs to the Bhaeryndenian empire may it rise again to send the villainous Drow straight to the nine hells where they belong!..."

As is his habit Morgrim's run-on sentence seems to peter out rather than come to an end, often giving the impression that he assumes those listening are either not paying attention or cannot comprehend what he is saying and simply gives up on the statement to grumble to himself.

A squat dwarf with long, deep black hair. The hair that falls down out of the back of this silver helm is as long as the beard that cascades down his front, both reaching past his belt and nearly to his knees. There is a grey streak through his beard just to the right of center.

His Shield, chainmail, hammer, helm, and seemingly even his disposition bear the symbol of Moradin's hammer and anvil. His slate grey eyes match his cold demeanor and he rarely responds with open anger even to obvious insults and seems to ignore completely sarcasm and veiled slights.
This message was last edited by the player at 20:01, Mon 14 May 2018.
Rose
player, 1 post
Mon 14 May 2018
at 20:06
  • msg #4

Chapter 1: A Great Upheaval

In reply to Ratt (msg # 2):

I am Rose Haven. My father named after the flower but before we departed he said I was much more the thorn.


At 5'11 Rose is tall for most human women (and is probably the tallest in the group). She is beautiful despite her size. Dark straight hair and fair skinned. Her light hazel eyes always have a calmness to them and not a single wrinkle has set in on her face.

Her shield is covered with a mosaic which depicts a sunrise. During camps she props the shield up and meditates and prays to Lathander.
Rose
player, 2 posts
Mon 14 May 2018
at 20:17
  • msg #5

Chapter 1: A Great Upheaval

OOC: Can Francis give a little more detail to his appearance since his sheet says half-drow.
Ratt
player, 3 posts
Mon 14 May 2018
at 20:33
  • msg #6

Re: Chapter 1: A Great Upheaval

Rose:
<Rose>
At 5'11 Rose is tall for most human women (and is probably the tallest in the group).

It's not a contest. Besides, Ratt is slightly taller.

Ratt appears to be a sun-darkened half-elf with very light blonde hair and amber eyes. As far as you know, he is not a half-drow.

Francis says to Morgrim, Peace, Morgrim. Evil has a way of feeding itself to the pit, though clearly it is upon us to speed their way. But surely not every drow. I have heard tell of certain individuals who are not so bad. Meaning no disrespect, but even the Exalted King Breunor Battlehammer may agree upon certain exceptions, methinks.
Morgrim
player, 2 posts
Mon 14 May 2018
at 21:34
  • msg #7

Re: Chapter 1: A Great Upheaval

Morgrim nods and snorts without looking at Francis. It is unclear what this means.
Zip
player, 1 post
Tue 15 May 2018
at 02:24
  • msg #8

Re: Chapter 1: A Great Upheaval

Zip is the shortest one in the group. at first glance he could easily be mistaken as a child with sandy blond hair that is disheveled and sky blue eyes. he tends to stay in the background and speaks very little but when he does everyone notices a definite accent. when asked questions he answers with short or vague response.

where are you from?...The south

what are you doing this far north? ... looking for something fun to do

In turn he asks no questions of the others.
Ratt
player, 6 posts
Tue 15 May 2018
at 16:35
  • msg #9

Re: Chapter 1: A Great Upheaval

So, Rose and.. Zip? was it?... Adventure abounds in the North, perhaps you already know this, but I feel I must warn you that if your intentions are toward Ardeep Forest, the elves there do not take kindly to outsiders.
Rose
player, 3 posts
Tue 15 May 2018
at 17:51
  • msg #10

Re: Chapter 1: A Great Upheaval

Rose simply nods her head forward once to acknowledge Francis' words.

Being the recovering hermit that she is more interested in observing and listening. But not wanting to feel like she is being rude she musters up a few words after a long pause.

"Thank you for your warnings."

OOC: Can we get more information on

1. Ruby of the War Mage?
2. Whether we are assumed to be forever companions or if we need to make it happen?
3.What our current motivations are (other than going to Nightstone to learn of a ruby from Rubyheart)?
The World
GM, 33 posts
Tue 15 May 2018
at 18:55
  • msg #11

Re: Chapter 1: A Great Upheaval

Rose:
1. Ruby of the War Mage?
2. Whether we are assumed to be forever companions or if we need to make it happen?
3.What our current motivations are (other than going to Nightstone to learn of a ruby from Rubyheart)?


1. I don’t know much about this.  Joe and Dixon said their characters were interested in this, so I used it as a device to put them together.  I’ll have to research it some if it ends up being something you want to pursue, it’s not part of StoKiTh quest unless we write it in.
2. This is up to you.  The way I’ve put you together, I assume the characters would think they are just sharing the road at this point.  As players I hope you find a way to make your characters want to stick together, and I hope the coming events will lead in that direction, but it's up to you.
3. I’ve just tried to put you together at the same time and same place at this point.  The motivations I’ve given you, I tried to base on your character descriptions and backgrounds you gave, but basically you are all adventurers looking for adventure.  You should find it as soon as you reach Nightstone.  The first 10 mile leg here is just an opportunity to meet and greet.  We’ve done that I think, so we’ll move on.
The World
GM, 34 posts
Tue 15 May 2018
at 19:04
  • msg #12

Re: Chapter 1: A Great Upheaval

After traveling for 10 miles, it is early in the evening.  The sun is going down, but it will still be light for a couple hours.  You hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings.  Apart from the ringing of the bell, you detect no other activity in the village. The trail ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade. There are no guards on the towers.  You can see that the drawbridge opens up into the town square, but can’t make out any activity from where you approach.

South of the village and surrounded by the river moat is a cone-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the village has also partially collapsed.

The bell has not stopped ringing since you noticed it start.

(map of Nightstone has been uploaded to Game Map)
Ratt
player, 8 posts
Tue 15 May 2018
at 19:41
  • msg #13

Re: Chapter 1: A Great Upheaval

Francis sighs, I don't suppose those bells are calling the villagers to mass. He unslings his shield from his back, holding it to the ready.

He looks at the bridge between Keep and Village, Can anyone see what broke the bridge and the keep? I have heard giants throw rocks. Or maybe catapults?

He looks into the rivers to see if there is any clue to the nature of the damage.

Perception: 8 (to see anything in river and to listen for sounds of fighting in the town)
Investigation: 12 (to piece together clues about damage)
Rose
player, 5 posts
Tue 15 May 2018
at 20:50
  • msg #14

Re: Chapter 1: A Great Upheaval

Rose too looks for evidence of what has ote is happening here as we approach.

She has her shield and glaive out

10 perception
12 investigate
This message was last edited by the player at 20:54, Tue 15 May 2018.
The World
GM, 37 posts
Tue 15 May 2018
at 21:33
  • msg #15

Re: Chapter 1: A Great Upheaval

A 15' section of the bridge between the keep and the village has been destroyed.  The section has been smashed rather than burned or chopped up.  The support structure under the section of destroyed bridge are also smashed.  You can see some chunks and bits of smashed debris floating and caught among the remaining support structure.  Other than the 15' smashed section the bridge looks fairly intact.

The water in the river/moat isn't all that clear, so you can't really make anything out.  It appears to be fairly deep, and is about 30' wide.  You do spot some trout swimming.

No sounds of battle, but it is hard to hear anything over the incessant ringing of the bell.

(I would prefer to give you more, and more detailed information for better rolls, and leave the piecing of clues together to you)
Rose
player, 6 posts
Tue 15 May 2018
at 21:43
  • msg #16

Re: Chapter 1: A Great Upheaval

 where is the bell? Can we tell?
The World
GM, 38 posts
Tue 15 May 2018
at 22:23
  • msg #17

Re: Chapter 1: A Great Upheaval

In reply to Rose (msg # 16):

The bell is in the steeple. You can see it over the pallisade swinging wildly. (#5 on the map)
This message was last edited by the GM at 22:25, Tue 15 May 2018.
Rose
player, 7 posts
Tue 15 May 2018
at 22:44
  • msg #18

Re: Chapter 1: A Great Upheaval

Rose starts walking ahead and then realizes what she is doing...

"Well boys, the bridge leads us right to the source off that bell. Let's check it out. Perhaps there is someone ringing it opposed to some magic."
Zip
player, 2 posts
Wed 16 May 2018
at 00:39
  • msg #19

Re: Chapter 1: A Great Upheaval

I'll through a perception check (17)

a investigation check (16)

and an insight check (22) in for good measure

Until we hear back as to what else may have been gleaned from these new checks Zip will follow the others into town to see if we can figure out the cause of the ringing of the bell and the broken bridge

He also does the best he can to hide behind the others and stay unnoticed

stealth (14)
Morgrim
player, 3 posts
Wed 16 May 2018
at 02:31
  • msg #20

Re: Chapter 1: A Great Upheaval

"Let's go make a good first impression."

Morgrim makes no perception checks, investigation checks or insight checks and trudges implacibly toward the drawbridge.
Ratt
player, 11 posts
Wed 16 May 2018
at 03:47
  • msg #21

Re: Chapter 1: A Great Upheaval

Ratt will follow Morgrim and the others. When we get close to 1, if we can't see anything else in the town I will lament my armor, elsewise I would climb that large tree to see what I can can see (assuming it is taller than the pallisade), before we cross the bridge.
The World
GM, 39 posts
Wed 16 May 2018
at 17:07
  • msg #22

Re: Chapter 1: A Great Upheaval

Zip:
I'll [throw] a perception check (17)
a investigation check (16)
and an insight check (22) in for good measure


I would prefer if you tell me what you are trying to perceive, investigate, or gain insight about.  I assume you mean the bell and the bridge since you mention those next.

You can see that the bell is made of bronze.  It has a pleasant full sounding and long ringing tone, but the unceasing ringing would start to grate on most.  The steeple is slender, made of wood and looks well maintained.  The steeple also contains very nice stained glass depictions of birth, the dawning sun, trees and unicorns.  You can tell it's a temple, but not what gods it is dedicated to (rolled a Religion check for you).

You can't tell anything more about the bridge without getting a closer look.

The party moves to the drawbridge.  It is 20 feet long, 10 feet wide, and made of sturdy oak planks. Iron chains bolted to the drawbridge connect to the nearby watchtowers.  Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. No watch is posted.  (Morgrim check private messages).

You can see some of the temple from where you are.  It appears intact.  The bell ringing is quite loud from where you are now.  You can see that other buildings have been damaged.  You see a number of large boulders scattered about, that seem very out of place.  One near the southwest corner of the temple, one about 50' in from the drawbridge are the closest (you can see these on the map).

The bell continues to ring.  No other signs of life or activity (yet!).
Morgrim
player, 4 posts
Wed 16 May 2018
at 17:18
  • msg #23

Re: Chapter 1: A Great Upheaval

Morgrim grumbles <b>" This is a grim and eerie scene... There are tracks over there, someone should check those out, I'll watch the gate." Morgrim indicates to the west with his hammer and then grasping it in both hands moves across the bridge to stand under one of the towers, leaning out around it to look about the town from this new vantage point, looking for potential enemies, allies or bystanders.

Perception roll: 14
Ratt
player, 12 posts
Wed 16 May 2018
at 17:25
  • msg #24

Re: Chapter 1: A Great Upheaval

Francis nods and goes and investigates said tracks and says to Zip, Maybe you can climb up this tree or that guard tower and see if you can spot any boulder throwing giants, and if you can see anyone in the steeple.

Investigate: 6
The World
GM, 40 posts
Wed 16 May 2018
at 17:33
  • msg #25

Re: Chapter 1: A Great Upheaval

Oh, forgot to mention, the boulders are nested in small craters.

The tracks are hard to make out, but you can tell that they lead to and from the north, and they belong to different races, non giant.  The largest look like Worg.

Mogrim pokes his head around the watch tower.  In the southeast corner of the square he sees two worgs feasting on an animal carcass.  About 150' away from the drawbridge.  The wind and the bell work in your favor and the worgs do not notice you yet.
Ratt
player, 13 posts
Wed 16 May 2018
at 17:41
  • msg #26

Re: Chapter 1: A Great Upheaval

Francis waves to his companions to get their attention, then creates an illusion of a worg and points to the tracks.
Morgrim
player, 5 posts
Wed 16 May 2018
at 17:44
  • msg #27

Re: Chapter 1: A Great Upheaval

Morgrim leans back around the tower and starts waving his arms at his companions. The first to look his way is met with two fingers held up and the mouthed word "Worgs" then a pointed finger in the general direction. Not waiting for confirmation or even a look of vague understanding when Francis turns and makes the illusion Morgrim gives a thumbs up and Morgrim quickly crosses the courtyard to building 5 on the map. ducking into a corner and under any windows if they were low enough that Morgrim wasn't already below their sill.

He moves "stealthily" and rolled... a 13! Not bad with -1 modifier and disadvantage!

*Edited after seeing Joe's post:
This message was last edited by the player at 17:46, Wed 16 May 2018.
Ratt
player, 14 posts
Wed 16 May 2018
at 17:55
  • msg #28

Re: Chapter 1: A Great Upheaval

(Not sure about timing and how much time we get to do stuff right now, but)

Francis creates an illusion of some debris, a turned over cart in front of the location Morgrim just was, and goes and hides behind it, looking through it because I know it's an illusion ;)
The World
GM, 41 posts
Wed 16 May 2018
at 18:04
  • msg #29

Re: Chapter 1: A Great Upheaval

Mogrim enters the temple or is outside of it?

This time the Worgs notice Morgrim (despite the decent roll with disadvantage and minus 1)

Initiative order

Morgrim
Worg 2
Worg 1
Ratt
Zip
Rose

Morgrim may take a turn after we determine if he is inside or outside the temple.  Ratt can start behind the wagon illusion, or amend that knowing that we are now in combat.
This message was last edited by the GM at 18:05, Wed 16 May 2018.
Morgrim
player, 6 posts
Wed 16 May 2018
at 18:13
  • msg #30

Re: Chapter 1: A Great Upheaval

Morgrim did not enter the temple. If glancing around it he sees the Worgs noticed him he will try to yell over the ringing of the bell to the party " I've got their attention!". He will move out 10 feet into the open hold his hammer high and cast shield of faith on himself, then pull his shield off his back for good measure. This raises his AC to 20.
Morgrim
player, 7 posts
Wed 16 May 2018
at 18:16
  • msg #31

Re: Chapter 1: A Great Upheaval

Oh! and since shield of faith is a bonus action I use my action to use my Forge domain ability to touch my hammer and make it a +1 magic weapon until my next long rest.
Rose
player, 8 posts
Wed 16 May 2018
at 18:17
  • msg #32

Re: Chapter 1: A Great Upheaval

Rose, liking the narrowness of the bridge stays on it. If Mogrim appears to be found she would try to goad the enemy into attacking her. Hopefully the illusion is enough that Francis gets there backside.

Contingent action.
"Come get some, mut brains!"
Persuasion 24! So close to max
This message had punctuation tweaked by the player at 18:18, Wed 16 May 2018.
The World
GM, 42 posts
Wed 16 May 2018
at 18:41
  • msg #33

Re: Chapter 1: A Great Upheaval

Let's go RAW for this combat, because we haven't worked out a system of all actions stated at the top.  Please make sure your HP are right, some of them don't seem quite right to me.  I know Allan said something about the Mystic getting extra HP.  Also check the AC, some of them don't seem right either.  Please update your character sheets as necessary.

I figure Morgrim moved 30' closer to the worgs with a move to the temple and then 10' towards the square.

The worgs race towards Morgrim, covering 100', and now 20' from Morgrim.

Francis' turn.

charACmax Hpdmg
Morgrim16/18(18/20)110
Worg 213?0
Worg 113?0
Francis16/18110
Zip1490
Rose13/15110

Ratt
player, 15 posts
Wed 16 May 2018
at 18:49
  • msg #34

Re: Chapter 1: A Great Upheaval

Francis will Hex (bonus action) whichever worg is closest and in range which is 90'. This is done from behind the cart. Hex to target strength ability checks.

Francis shoots an Eldritch Blast at whichever worg he hexed attacking through cart illusion. Which I believe will grant advantage.

Attack: 25
Force dam: 9
Necrotic dam: 2
The World
GM, 44 posts
Wed 16 May 2018
at 19:03
  • msg #35

Re: Chapter 1: A Great Upheaval

Worg 2 yelps as it is hit by the blast, and turns to the direction from which the blast came.

charACmax Hpdmg
Morgrim16/18(18/20)110
Worg 213?11
Worg 113?0
Francis16/18110
Zip1490
Rose13/15110

Zip's turn
The World
GM, 45 posts
Wed 16 May 2018
at 22:08
  • msg #36

Re: Chapter 1: A Great Upheaval

OK, let's try it.  Francis has already gone.  Rose has already stated next turn (but you can change it if you want), Zip and Morgrim state next turns, then we'll resolve the round, and start the next round.  I think I like it better if you know the foes HP, then you can describe their deaths.

charACmax Hpdmg
Morgrim16/18(18/20)110
Worg 2131711
Worg 113150
Francis16/18110
Zip1490
Rose13/15110

Morgrim
player, 9 posts
Wed 16 May 2018
at 22:20
  • msg #37

Re: Chapter 1: A Great Upheaval

Morgrim rushes into grips with Worg1, swinging his warhammer in a sideways arc almost misjudging the creatures bounding strides, clipping its shoulder with the head of weapon.

ATK: 16
DMG: 4
Rose
player, 9 posts
Wed 16 May 2018
at 22:38
  • msg #38

Re: Chapter 1: A Great Upheaval

Yeah, i was kind of hoping to get the persuasion in before initiative. If they don't go my way I run in to support Morgrim.

Are we supposed to roll our intended actions before the round or are we still taking our turn. Our is the DM rolling for us?
The World
GM, 46 posts
Wed 16 May 2018
at 22:51
  • msg #39

Re: Chapter 1: A Great Upheaval

Please roll your own.

Worgs ended their turn 50' from the drawbridge.  Morgrim was 20' from the worgs, so he moves to them at 50'from the drawbridge.  Rose and Francis are still 50' from the worgs at the start of their turns.  I figure Zip is still hiding behind them at 55' feet from worgs.

Maybe I need to do up a map...
Rose
player, 10 posts
Wed 16 May 2018
at 23:02
  • msg #40

Re: Chapter 1: A Great Upheaval

Rose will run up 30' and ready an attack for worg attacking her. I think this would result in a OoA for them coming within 10' followed by a readied attack. She continues to goad them as best she can into attacking her.

Persuasion: 12
Attack OoA: Crit miss
Attack readied: 19
This message was last edited by the player at 23:44, Wed 16 May 2018.
Zip
player, 3 posts
Thu 17 May 2018
at 03:57
  • msg #41

Re: Chapter 1: A Great Upheaval

Zip pulls out his short bow and and shoots at the worg Rat gave advantage to. He misses... then curses under his breath
Ratt
player, 17 posts
Thu 17 May 2018
at 04:03
  • msg #42

Re: Chapter 1: A Great Upheaval

Zip:
Zip pulls out his short bow and and shoots at the worg Rat gave advantage to. He misses... then curses under his breath

I would like to see some Spanish swears.
The World
GM, 48 posts
Thu 17 May 2018
at 06:04
  • msg #43

Re: Chapter 1: A Great Upheaval

Zip:
Zip pulls out his short bow and and shoots at the worg Rat gave advantage to. He misses... then curses under his breath


I don't think hex gives anyone advantage on the attack.
Ratt
player, 20 posts
Thu 17 May 2018
at 06:17
  • msg #44

Re: Chapter 1: A Great Upheaval

The World:
Zip:
Zip pulls out his short bow and and shoots at the worg Rat gave advantage to. He misses... then curses under his breath


I don't think hex gives anyone advantage on the attack.

I think the confusion came in that I took advantage by attacking from a hidden position (through the wagon). But both my rolls were hits and both of Adam's were misses, so...

Hex gives Worg 2 disadvantage to strength ability checks and gives me a bonus to damage (1d6 necrotic).
The World
GM, 50 posts
Thu 17 May 2018
at 06:36
  • msg #45

Re: Chapter 1: A Great Upheaval

Worg 1 lashes out at Morgrim who shoves his shield in the beasts face, deflecting its menacing teeth.  Worg 2 runs in the direction of the blast it received, exposing itself to Morgrim, whose hammer breaks ribs and punctures its vitals.  It tumbles to the ground as its momentum carries it another 5 feet. (rolled for you for the sake of time, let me know if you'd rather roll your own)

charACmax Hpdmg
Morgrim20100
Worg 2131719
Worg 113154
Francis18110
Zip1490
Rose?100

Everyone state your next turn.
Ratt
player, 21 posts
Thu 17 May 2018
at 07:00
  • msg #46

Re: Chapter 1: A Great Upheaval

OOC: Sorry for lame post.

Bonus Action: Move Hex to Worg 1
Action: Eldritch Blast Worg 1

Att: 11 (miss)

Will use move to up one of the guard towers at the gate if possible.
Morgrim
player, 10 posts
Thu 17 May 2018
at 16:17
  • msg #47

Re: Chapter 1: A Great Upheaval

Having slain the beast that tried to rush past him Morgrim turns his full attention to the creature hoisting its weight upon his shield but the angle proves too awkward for an effective strike.

Atk: 9

As a move action Morgrim sidesteps around the Worg to ensure he is providing no cover from his allies ranged attacks.
Morgrim
player, 11 posts
Thu 17 May 2018
at 16:49
  • msg #48

Re: Chapter 1: A Great Upheaval

In reply to The World (msg # 45):

OOC: I am totally cool with you rolling AoO for me. I think it speeds things up a lot.
Zip
player, 4 posts
Thu 17 May 2018
at 23:49
  • msg #49

Re: Chapter 1: A Great Upheaval

Zip pulls out another arrow and takes another shot, Hit(20). the arrow flies true and strikes the work deep in the chest. since an ally is within 5 feet Zip gets sneak attack bonus for 12 damage. If my math is right that should finish him off.

Zip mutters "perro sucio" as he looks around for any more danger
Rose
player, 13 posts
Fri 18 May 2018
at 01:47
  • msg #50

Re: Chapter 1: A Great Upheaval

Rose closes the distance with a squatted run hiding behind her shield. Her staff thrust forward to measure her reach sand ward others like a boxers jab. Reaching the worg she spins with the staff held firm in hand and against her back. (Attack 21, dmg 6)
The spinning staff strikes the worg across the brow worth a hollow knock.



(Realized i have glaive when i intended to use a quarter staff and shield combo)
The World
GM, 53 posts
Sat 19 May 2018
at 05:24
  • msg #51

Re: Chapter 1: A Great Upheaval

The worgs have fallen.

There is a large hole in the middle of the square. North of the hole is a covered well. There are signs identifying the Nightstone Inn (8) and the Lionshield Coster Trading Post (9). There are two goblins chasing each other with pumpkins on their heads in 4g.

The bell is still ringing.
Morgrim
player, 12 posts
Sat 19 May 2018
at 15:39
  • msg #52

Re: Chapter 1: A Great Upheaval

" If you want to check on whoever's ringing that bell be my guest but Francis and I were supposed to meet someone at the inn and I intend to find out if he's still alive!"

Morgrim rushes off toward the Nightstone Inn tucking himself up into the side of the doorway and peaking around into the inn if the door is open. If not he will open the door with his hammer and then peak in.
Zip
player, 5 posts
Sat 19 May 2018
at 18:04
  • msg #53

Re: Chapter 1: A Great Upheaval

What is our current location? how far away are the goblins with pumpkins on their heads? do they know we are here?

current plan is to sneak up into bow range and hopefully surprise attack the the goblins with pumpkins. after they are dead go meet up with the rest at the inn.

This plan may change as information is learned and as events transpire so i will just start the the stealth check (24)
The World
GM, 54 posts
Sat 19 May 2018
at 21:51
  • msg #54

Re: Chapter 1: A Great Upheaval

Hold on. I need to figure out how to do a map.
Ratt
player, 22 posts
Sat 19 May 2018
at 21:59
  • msg #55

Re: Chapter 1: A Great Upheaval

Link  to a drive or Dropbox public picture then save over it with updates?
Rose
player, 14 posts
Sat 19 May 2018
at 22:17
  • msg #56

Re: Chapter 1: A Great Upheaval

Rose will check on the bell situation
The World
GM, 56 posts
Tue 22 May 2018
at 23:16
  • msg #57

Re: Chapter 1: A Great Upheaval

Morgrim starts making his way to the inn, and Rose starts making her way to the temple.  A goblin with a bow and a sign on its neck suddenly appears about 20' south of the temple.  The sign says, "I'm 200'+ away".  You see Francis at the top of the southern entrance tower pointing towards the goblins with the pumpkins.

An arrow strikes the ground near Mogrim.  It seems to have come roughly from the direction of the pumpkin goblins.  The goblins still have pumpkins on their heads, seem to be playing, and not noticing you.

Pumpkin goblins are more than 100' away.  Map to come tonight.

The bell still rings.
Rose
player, 18 posts
Tue 22 May 2018
at 23:45
  • msg #58

Re: Chapter 1: A Great Upheaval

Rose dashes to investigate the bell.
The World
GM, 57 posts
Wed 23 May 2018
at 13:03
  • msg #59

Re: Chapter 1: A Great Upheaval

here is the map.

 

The pumpkin goblins are 167 ft from Zip at the end of the drawbridge.

Rose enters the temple.  The door is on the east side of the building, and enters into the main chamber.  The ceiling is high and vaulted.  There are 4 large stained glass windows, 2 on the north wall, and 2 on the south wall.  The setting sun makes these glow as shadows otherwise start to lengthen.  Beneath the windows are plain wooden benches.  The floor is compacted dirt.  Standing against the west wall of the main chamber is a pulpit with step leading to it.  North of the pulpit is a half open door.  The sound of the bell comes loudly from this door, and you can make out some activity in the room.
The World
GM, 58 posts
Wed 23 May 2018
at 13:05
  • msg #60

Re: Chapter 1: A Great Upheaval

Oh, I put a 5' radius around your characters.  That's your melee range.  I also put a 30' radius indicating how far you can move in a turn.  Now it occurs to me that should be 25' for Zip.

The goblins in 4G are shown in baby blue.  Zip is in purple, Ratt in blue, Rose in red, Morgrim in green.

Note that the squares shown are 10' (not 5').
Rose
player, 19 posts
Wed 23 May 2018
at 15:15
  • msg #61

Re: Chapter 1: A Great Upheaval

Rose opens her mouth to announce herself but decides against it thinking that the bell would drown out her words.

She then makes her way north of the pulpit and glances into the half open doorway.
The World
GM, 59 posts
Wed 23 May 2018
at 20:01
  • msg #62

Re: Chapter 1: A Great Upheaval

Francis does a lot of pointing from the top of the tower before coming down (see post is OCC thread).  Then Francis starts sneaking around (roll stealth check).  I believe Zip was going to try and sneak up on the pumpkin goblins too, so Zip describe your path and strategy and roll a stealth check also.

Rose peaks in the door and sees a wooden bed, with a mattress, upended and torn, with straw strewn about the room.  Two wooden chests are open, with the contents (vestments and personal effects) scattered about the room.  Two goblins are gleefully swinging on a knotted rope that hangs from the bell in the steeple.  The sound of the bell seems to be really entertaining for them, and they show no signs of letting up.  In their exuberance to ring the bell, they don't notice Rose peaking through the open door.  They are both armed with scimitars at their belts.
Ratt
player, 28 posts
Wed 23 May 2018
at 20:11
  • msg #63

Re: Chapter 1: A Great Upheaval

Quick question, I would normally get disadvantage because Roy scale mail, but I wonder of the bell would ameliorate that? I will post with and without dis.

Nevermind, 6 or 8 is the result...
Rose
player, 20 posts
Wed 23 May 2018
at 21:14
  • msg #64

Re: Chapter 1: A Great Upheaval

Edit: forgot that i am not using a glaive.

Rose holds at the door to limit her exposure to one goblin at a time.

"Surrender goblins!"

She clubs any who attack with a ready action and i believe an ooa

Initiative: 7
Attack: 6
Damage:

Ooa:13
This message was last edited by the player at 21:20, Wed 23 May 2018.
Zip
player, 6 posts
Thu 24 May 2018
at 04:07
  • msg #65

Re: Chapter 1: A Great Upheaval

I already rolled one stealth check (24). What zip would do is first sneak to the building at 4A then to the building at 4B. which i believe is in bow range, then use that building as cover to shoot at the two goblins with pumpkins on their heads. If my quick calculations are correct it should take me 3 turns to get there. don't know if I need to roll a check for each turn so will roll two more but i will wait to roll any attack rolls until after i know the results of my sneak.

2nd roll 20

3rd roll 13
Zip
player, 7 posts
Thu 24 May 2018
at 04:11
  • msg #66

Re: Chapter 1: A Great Upheaval

scratch that. i think it would take zip more than three turns to go to the first building then the second so Zip will just go strait to the second building 4B with the checks already rolled
The World
GM, 60 posts
Thu 24 May 2018
at 21:24
  • msg #67

Re: Chapter 1: A Great Upheaval

In reply to Rose (msg # 64):

The goblins seem surprised to see Rose, but quickly drop from the rope, and pull their scimitars.  Goblin 1 rushes in gets clobbered by Rose (dmg 6, I rolled for you).  A bit dazed it misses its attack.
The World
GM, 61 posts
Thu 24 May 2018
at 22:14
  • msg #68

Re: Chapter 1: A Great Upheaval

For everyone else, the bell stops ringing.
Rose
player, 21 posts
Thu 24 May 2018
at 22:18
  • msg #69

Re: Chapter 1: A Great Upheaval

OOC: I guess it is my turn again then

In a flat tone Rose says, "Shame. We could have resolved this more peacefully." Then thrusts the staff forward.

Attack: 8

The round of her quarterstaff misses the agile goblin (assumed AC higher than 8)
The World
GM, 62 posts
Fri 25 May 2018
at 03:58
  • msg #70

Re: Chapter 1: A Great Upheaval

The goblins attempt to push past Rose, roll strength check, opposed roll is 13.

Francis makes his way just south of 4A, and Zip just north of 4A.  The pumpkin goblins continue to chase one another.

Morgrim enters the inn via the southwest entrance.  The inn is strewn with wreckage.  A large rock punched a hole in the roof at the southeast corner.  Pieces of tables and chairs are scattered about.  A bolder 3' in diameter rest in a small crater.  The remains of a bed and wardrobe lie among the shattered dining room furnishings.  Two smaller tables and several chairs remain intact.  Resting atop each table is an unlit lamp.  You hear someone rummaging through the chamber to the north.  Lying on the floor in the middle of the room is a dead goblin with a crossbow bolt sticking out of its chest.
Rose
player, 22 posts
Fri 25 May 2018
at 12:19
  • msg #71

Re: Chapter 1: A Great Upheaval

The goblin forces it's past Rose's leg. (Rolled a 5)

If the goblin was smart enough to disengage then its gone. If not it takes my ooa. If it does and the other attacks then the other gets my ooa for entering my reach.

Ooa 23
The World
GM, 63 posts
Fri 25 May 2018
at 13:39
  • msg #72

Re: Chapter 1: A Great Upheaval

Rose is knocked prone, and attacks with disadvantage. She still manages to trip up the goblin as it hops over her (rolled the second roll for you). It hits its head hard on the compacted dirt floor and lays motionless. The second goblin lets out an enraged goblin howl and lifts its scimitar.

Rose turn.

Other players hear the muffled goblin howl from the temple.
Rose
player, 23 posts
Fri 25 May 2018
at 15:01
  • msg #73

Re: Chapter 1: A Great Upheaval

Note: My strikes are to knock out instead of kill.

Rose rocks onto her shoulders and launches up to feet. In a cool voice, "you can surrender still." Then readies action attack and looks for the ooa
Morgrim
player, 13 posts
Fri 25 May 2018
at 16:03
  • msg #74

Re: Chapter 1: A Great Upheaval

Morgrim ducks into the inn, taking cover behind one of the tables and his shield then shouts, "Oi! It's a real mess out here, and nobodies offered me a drink yet! If I didn't know any better I'd think you were trying to scare away a paying customer like me."
Rose
player, 24 posts
Sat 26 May 2018
at 00:20
  • msg #75

Re: Chapter 1: A Great Upheaval

OOC: I'm going to amend my action since I error'd in trying to ready an attack and get an OoA. A readied action uses the reaction (which we already knew but I apparently forgot). So I cannot get a readied action and an OoA.

Rose will then take the dodge action and prepare for the OoA should the goblin enter her reach.
The World
GM, 64 posts
Sat 26 May 2018
at 18:00
  • msg #76

Re: Chapter 1: A Great Upheaval

Zip makes his way to the northeast corner of 4B.  This is a home that has been partially destroyed.  The place appears ransacked with the household items scattered on the floor and the surrounding ground.  Zip is 72' from the pumpkin goblins.

Francis makes his way to 10.  This is a windmill.  The doorway is open.  Inside Francis hears at least two goblins chattering and laughing, and then suddenly they quiet.  Francis is 93' from the pumpkin goblins.

The activity in the room on the north side of the inn stops upon Morgrim's announcement.  There is a slight pause then a dragging sound, an "umph" sound, then struggled but hurried steps moving away.

The second goblin in the temple moved into Rose's range while she took her opportunity attack on the first goblin.  He continues howling and making a ruckus.  He swings his scimitar, but Rose is ready and easily side steps.
Rose
player, 25 posts
Sat 26 May 2018
at 18:17
  • msg #77

Re: Chapter 1: A Great Upheaval

Ooc:i did not see where he stepped forward. No matter rose will attack.

Rose does her best to thump the little green monster on its little green head.

Attack: 12 enough?
Ratt
player, 30 posts
Sat 26 May 2018
at 21:01
  • msg #78

Re: Chapter 1: A Great Upheaval

Francis will hope that the goblins are still not quite ready and moves lateral to the door until he can see at least one goblin, then moves his hex to the goblin then fires an edritch blast at it.

If that is possible,

Att: critical miss (unless there is some reason I have adv...)

Then he moves to a position where he doesn't currently see any goblins, like on the side of the building or behind a boulder.
The World
GM, 65 posts
Sat 26 May 2018
at 22:47
  • msg #79

Re: Chapter 1: A Great Upheaval

Is Francis going for goblins in windmill or pumpkin patch?

Shieldless goblin has AC 13.
Ratt
player, 31 posts
Sat 26 May 2018
at 23:29
  • msg #80

Re: Chapter 1: A Great Upheaval

Windmill
Rose
player, 26 posts
Sat 26 May 2018
at 23:33
  • msg #81

Re: Chapter 1: A Great Upheaval

The goblin evades Rose's staff
The World
GM, 66 posts
Sun 27 May 2018
at 04:35
  • msg #82

Re: Chapter 1: A Great Upheaval

Francis roll initiative. Zip and Morgrim actions?
Zip
player, 8 posts
Sun 27 May 2018
at 06:43
  • msg #83

Re: Chapter 1: A Great Upheaval

Zip, seeing that he is now in bow range takes aim at one of the pumpkin goblins and lets an arrow go. the arrow finds its home (16) for 8 damage.

Im assuming no sneak attack since i don't believe i would have advantage and there are no allies around. correct me if i am wrong.

would there be surprise attack since they didn't see it coming?

also why don't you get sneak attack for surprise attack? or do you and i missed it somewhere?
Zip
player, 9 posts
Sun 27 May 2018
at 07:14
  • msg #84

Re: Chapter 1: A Great Upheaval

After reading more, i believe i would have advantage if the goblins are unaware of my presence. which i think they are. rolled another d20 but it was worse. but rolled a 5 for the sneak damage. that makes it a hit with 16 and 13 damage
The World
GM, 67 posts
Sun 27 May 2018
at 15:01
  • msg #85

Re: Chapter 1: A Great Upheaval

Rose's goblin swings its scimitar in furry, but Rose is able to fend off the blow.

Francis side steps into the doorway of the windmill and sees two goblins up high among the rafters and gears (providing half cover) with bows trained and ready.  Francis acts quickly moving the hex to the first one he sees, and unleashing a crackling blast at the pair, damaging one of the gears, but leaving the goblins in tact (rolled for you).  Two arrows fly at Francis, one grazing his leg (3 dmg).  The goblins cackle and yell in common, "spill it's filthy blood, come in for more, many many arrows to stick you!"

Zip lands an arrow in the chest of one of the playing pumpkin goblins, who lets out a loud gargling scream and falls backwards, the pumpkin breaking in large pieces as it hits the ground.  The other goblin takes the pumpkin off his head, looks at his playmate and then looks around and yells loudly in goblin, while running for cover behind the nearby farmhouse. Players hear the gargling scream and the subsequent yell.

Need action from Morgrim.
This message was last edited by the GM at 20:54, Sun 27 May 2018.
Morgrim
player, 14 posts
Sun 27 May 2018
at 15:47
  • msg #86

Re: Chapter 1: A Great Upheaval

Morgrim moves and dashes after the footsteps, shield lowered in front of him.
The World
GM, 68 posts
Sun 27 May 2018
at 21:08
  • msg #87

Re: Chapter 1: A Great Upheaval

Morgrim rushes into the north chamber, which appears to be the kitchen. He sees a goblin struggling with a large sack, running as best she can with the load out of the northwest corner of the building which has been destroyed, another large boulder among the debris. He runs after the goblin and is nearly able to catch up to her. It gives a frightened squeak as morgrim barrels down.

Everyone state next action.
Rose
player, 27 posts
Sun 27 May 2018
at 21:11
  • msg #88

Re: Chapter 1: A Great Upheaval

Rose thumps goblin unconscious

Attack: 16
Damage: 4
This message was last edited by the player at 21:21, Sun 27 May 2018.
The World
GM, 69 posts
Mon 28 May 2018
at 01:33
  • msg #89

Re: Chapter 1: A Great Upheaval

In reply to Rose (msg # 88):

That's the first hit this one has taken, and it has more than 4 HP.
Morgrim
player, 15 posts
Mon 28 May 2018
at 01:36
  • msg #90

Re: Chapter 1: A Great Upheaval

Morgrim runs down the goblin and swings his hammer mightily!... But errantly...

Atk: 6 (Nat 1)
Ratt
player, 32 posts
Mon 28 May 2018
at 02:59
  • msg #91

Re: Chapter 1: A Great Upheaval

Rose:
Rose thumps goblin unconscious

Attack: 16
Damage: 4

It looks like you rolled a 1d4, shouldn't it be 1d6? Or was that the offhand or learn master attack?
Rose
player, 28 posts
Mon 28 May 2018
at 03:03
  • msg #92

Re: Chapter 1: A Great Upheaval

Ooc: Ah yes. Haven't used a quarter staff since 2e i guess when it was d4. Rerolled damage (6 damage). I also only meant that o was trying to knock it out.
Zip
player, 10 posts
Mon 28 May 2018
at 04:44
  • msg #93

Re: Chapter 1: A Great Upheaval

Zip tries to take another shot at the fleeing goblin before it can gain cover

roll initiative 22

attack roll 25 (nat 20) for a crit if i win the initiative.

If i get the hit 13.

If i still have advantage since he does not know where i am, i get sneak with it for another 2d6 crit sneak i believe for an additional 2  (rolled snake eyes) making a total of 15.

let me know if you disagree with anything i just did or you want to work it a different way
The World
GM, 70 posts
Mon 28 May 2018
at 16:50
  • msg #94

Re: Chapter 1: A Great Upheaval

The goblin is quick, but Zip is quicker (goblin 21 vs Zip 22).  I guess they don't call him Zip for nothing.  Zip's arrow finds its mark between the goblin's shoulder blades right before he's able to round the corner of the house, and he drops to his face with a dull thud.

The goblin's eyes widen with fear as Morgrim swings his hammer.  The she goblin drops the large sack she was trying to carry, and pulls a dagger out of her belt slashing Morgrims arm (dmg 4), giving her just enough room to run for it (goblin bonus disengage), running 30' south down the path between 6A and 8.

Rose clocks the goblin on the top of the head.  It groans and reels a step backward, swinging its scimitar weakly.

Need Francis' action
The World
GM, 71 posts
Mon 28 May 2018
at 17:09
  • msg #95

Re: Chapter 1: A Great Upheaval

current map


Zip
player, 11 posts
Mon 28 May 2018
at 18:11
  • msg #96

Re: Chapter 1: A Great Upheaval

Zip, after seeing the the goblin fall, will take a look around as well as a listen to see what he can determine about the condition of the rest of the party

perception check 16

Im going to assume that Zip will at least see the goblin between 6a and 8. unless he discovers something else, that will be his next target. when it his turn he will move to put that goblin in range and try and shoot it.

attack 18

damage 7
Ratt
player, 33 posts
Tue 29 May 2018
at 16:48
  • msg #97

Re: Chapter 1: A Great Upheaval

Francis will create an illusion of fire on the door frame and says.we got lots more fire for you when you decide to come out.

Then I position myself on the north east side of the building.
The World
GM, 72 posts
Tue 29 May 2018
at 17:55
  • msg #98

Re: Chapter 1: A Great Upheaval

The goblins, thinking the windmill is on fire, curse and make a great ruckus while making their way down the windmill, and are just able to make it to the bottom with scimitars in hand and peek out the door.

Zip sees the goblin running for its life between 6A and 8.  He moves into range (about 10') while knocking an arrow, again finding his mark, this time in the goblins neck.  It runs a little farther before keeling over, kicking and screaming in a growing pool of its blood.  Its screams continue for a few seconds, gradually quiet, and eventually cease.

Two arrows whiz passed zip, coming from northeast of his position.  Looking that direction zip does not see anyone.

Need actions from everyone but Zip.
This message was last edited by the GM at 17:58, Tue 29 May 2018.
Zip
player, 12 posts
Tue 29 May 2018
at 18:16
  • msg #99

Re: Chapter 1: A Great Upheaval

wasn't there another goblin south of the temple with a sign on it? do we still see it?

also What is the giant blue circle on the map, do we know?

For clarification, north is up on the map right?

for reference here is the quote from earlier about the goblin with a sign

Morgrim starts making his way to the inn, and Rose starts making her way to the temple.  A goblin with a bow and a sign on its neck suddenly appears about 20' south of the temple.  The sign says, "I'm 200'+ away".  You see Francis at the top of the southern entrance tower pointing towards the goblins with the pumpkins.

An arrow strikes the ground near Mogrim.  It seems to have come roughly from the direction of the pumpkin goblins.  The goblins still have pumpkins on their heads, seem to be playing, and not noticing you.
Ratt
player, 34 posts
Tue 29 May 2018
at 18:19
  • msg #100

Re: Chapter 1: A Great Upheaval

I get into a position where (if possible) where one of the goblins does not have 1/2 or 3/4 cover and I (switch hex to that goblin if needed) and Blast him (or her; I don't discriminate).

Att: 24
Dam: 10
Hex dam: 1

You're out numbered! Surrender.

Then, if possible, I move back to cover. Also, if I didn't have to move hex, I do so after the murder (assuming 11 is enough).
The World
GM, 73 posts
Tue 29 May 2018
at 19:02
  • msg #101

Re: Chapter 1: A Great Upheaval

Zip:
wasn't there another goblin south of the temple with a sign on it? do we still see it?

Yes, a goblin did appear there with a sign on it.  It has since disappeared.
Zip:
also What is the giant blue circle on the map, do we know?

An artifact I intended to delete.  It was showing range of Francis' eldritch blast.
Zip:
For clarification, north is up on the map right?

Correct.
Rose
player, 29 posts
Tue 29 May 2018
at 19:08
  • msg #102

Re: Chapter 1: A Great Upheaval

Rose continues her pursuit of knocking out the goblin.

Attack: 21
Dmg: 8

Catching the goblin on the chin with an upward swing.
Rose
player, 30 posts
Tue 29 May 2018
at 19:16
  • msg #103

Re: Chapter 1: A Great Upheaval

I am forgetting my bonus action bludgeon damage (polearm master feat)

If the goblin is not subdued

Attack: 25 (crit!)
Dmg: 5 (min damage :()

Rose catches him again in on the chin as her staff swirls
The World
GM, 75 posts
Tue 29 May 2018
at 20:11
  • msg #104

Re: Chapter 1: A Great Upheaval

Rose's staff connects and reconnects with with the goblins chin as it falls over backward and unconscious.

Francis jumps out in front of the windmill door and blasts one of the goblins, who screams (https://en.wikipedia.org/wiki/Wilhelm_scream) and crumbles into a smoking heap.  He quickly retreats to the side of the windmill, with the other goblin following, cursing, and swinging his scimitar, but to no avail.

Morgrim's turn.
Ratt
player, 36 posts
Tue 29 May 2018
at 20:20
  • msg #105

Re: Chapter 1: A Great Upheaval

I was pretty sure what the Wilhelm Scream was going to be before I went and listened to it. I am glad I know what it is called now.

Does that mean that the second gob is currently within melee range of Francis?
The World
GM, 76 posts
Tue 29 May 2018
at 20:22
  • msg #106

Re: Chapter 1: A Great Upheaval

Ratt:
Does that mean that the second gob is currently within melee range of Francis?


Yes
Ratt
player, 37 posts
Tue 29 May 2018
at 20:29
  • msg #107

Re: Chapter 1: A Great Upheaval

By the way, I just remembered to roll a concentration save from getting shot in the leg (passed with 17), to maintain concentration on Hex.
Rose
player, 31 posts
Tue 29 May 2018
at 20:36
  • msg #108

Re: Chapter 1: A Great Upheaval

Rose cuts rope from the bell rope sufficient to hog tie the goblins. She then takes their scimitars and tosses them aside in the next room on her way out. Assuming nothing grabs her attention here.
Morgrim
player, 16 posts
Tue 29 May 2018
at 22:52
  • msg #109

Re: Chapter 1: A Great Upheaval

As Zip drops the goblin with a deft arrow he see's Morgrim rush in shortly after and bash the dead goblins skull in with his hammer for good measure before making eye contact with Zip and offering a nod. Morgrim then turn back to inspect the sack unless he is otherwise accosted.
Zip
player, 13 posts
Wed 30 May 2018
at 02:22
  • msg #110

Re: Chapter 1: A Great Upheaval

Zip will round the corner of the building at b4 and use it as cover while he looks for where the arrows came from
Zip
player, 14 posts
Wed 30 May 2018
at 02:24
  • msg #111

Re: Chapter 1: A Great Upheaval

Zip will also yell out "seems like there are at least two more to the north east. dont have eyes on them but those arrows didnt come from nowhere"
The World
GM, 77 posts
Wed 30 May 2018
at 03:55
  • msg #112

Re: Chapter 1: A Great Upheaval

It takes Morgrim 2 turns to (1) run over and smash the goblin, and (2) run back and inspect the sack.  In the sack are several muffins, a block of cheese, a cooked chicken, a frying pan, an iron pot, a bullseye lantern, two flasks of oil, a set of cook's utensils, ajar of cloves (worth 1 sp), ajar of saffron (worth 1 gp), a dented silver jug (worth 20 gp), and a cracked hourglass (worth 25 gp if repaired).

The bell rope is stiff with age, heavy, and about 1.5" in diameter, not the best rope for tying up goblins.  Please explain how you intend to do this given the conditions of this rope and roll a dexterity check.

Which corner does Zip run around?

Francis action?
Zip
player, 15 posts
Wed 30 May 2018
at 04:25
  • msg #113

Re: Chapter 1: A Great Upheaval

Im thinking the northwest corner of the building. this should offer me cover but allow me to look around the corner for the goblins to the northeast. unless the trajectory zip thinks the arrows came from would suggest a better corner
Rose
player, 33 posts
Wed 30 May 2018
at 05:03
  • msg #114

Re: Chapter 1: A Great Upheaval

If the rope is to stiff to cut and split into good tying cord then I'll shred some of their own shirts to bind them. Hands to feet behind their back.

DEX: 15
Ratt
player, 38 posts
Wed 30 May 2018
at 14:22
  • msg #115

Re: Chapter 1: A Great Upheaval

Francis moves his Hex spell to the melee engaged goblin (if necessary) and attempts to thump it and ends up braining the little guy.

Att: 24
Dam: 10
Hex dam: 2
The World
GM, 78 posts
Wed 30 May 2018
at 19:46
  • msg #116

Re: Chapter 1: A Great Upheaval

After cutting the rope and working it a little bit Rose is able to separate some chords and tie up the goblins in the temple.

Zip zips around the northwest corner of 4B, which is in ruins, and looks around, spying at least one goblin peaking out from the northwest corner of building 7 with a short bow.

For now there is a moment of quiet.  The sun is still making its way toward the horizon, but light remains for at least an hour or two.  It might seem serene if it weren't for the wrecked town and all the dead bodies around.
Ratt
player, 39 posts
Wed 30 May 2018
at 20:19
  • msg #117

Re: Chapter 1: A Great Upheaval

Francis moves to the south East quadrant of the 10' tall plateau that the windmill sits on. Do I see anything on 2F?
Rose
player, 34 posts
Wed 30 May 2018
at 20:40
  • msg #118

Re: Chapter 1: A Great Upheaval

Rose, does as stated before and tosses the goblins scimitars in the front room and leaves the goblins apart from each other. She goes outside to find the others.
Zip
player, 16 posts
Wed 30 May 2018
at 21:52
  • msg #119

Re: Chapter 1: A Great Upheaval

Zip yells out that there is a goblin on the northwest corner of the building at 7 with a bow. he then starts a sneak from 4b to 9
The World
GM, 79 posts
Wed 30 May 2018
at 23:26
  • msg #120

Re: Chapter 1: A Great Upheaval

Rose comes out of the temple and sees a goblin laying in a pool of blood just southeast of her.  Morgrim is rummaging through a sack about 30' up the path to the north. Zip appears to be hiding among the wreckage of 4B.  Rose does not see where Francis is until a crackling blast explodes from behind the windmill and smashes against the 2E tower.
Rose
player, 35 posts
Thu 31 May 2018
at 06:21
  • msg #121

Re: Chapter 1: A Great Upheaval

Rose makes her way south searching for more enemies.
Zip
player, 17 posts
Thu 31 May 2018
at 06:38
  • msg #122

Re: Chapter 1: A Great Upheaval

zip yells "looks like there are two, they are moving to the east"
This message was last edited by the player at 06:39, Thu 31 May 2018.
Zip
player, 18 posts
Thu 31 May 2018
at 06:44
  • msg #123

Re: Chapter 1: A Great Upheaval

Zip will also change his sneak to a dash toward 4d. plan is to use this as cover while hopefully getting a chance to take a shot at one as they appear on the east side of building 7
The World
GM, 80 posts
Thu 31 May 2018
at 13:29
  • msg #124

Re: Chapter 1: A Great Upheaval

Zip dashes towards 4D.  It will take him one more move to get there.  No sign of the goblins he lost around building 7.

Rose moves south 30', but doesn't detect any more enemies.

Francis did not see any more enemies at 2F either.  This tower is partially ruined, another large boulder among the wreckage of the inner part of this tower, the outer wall is intact.

updated map:


Rose
player, 36 posts
Thu 31 May 2018
at 14:21
  • msg #125

Re: Chapter 1: A Great Upheaval

Rose keeps heading south towards the bridge.

How large is the gap in the bridge again?  Do I see anything to help span it?

Rose yells out, "Any survivors?"

Are there dead bodies everywhere or does it look like the town has fled?
The World
GM, 81 posts
Thu 31 May 2018
at 17:06
  • msg #126

Re: Chapter 1: A Great Upheaval

In reply to Rose (msg # 125):

As Rose walks towards the broken bridge she scans the town for bodies. She can see 2 dead worgs in the town square, 1 dead goblin lying in a large pool of blood with its head crushed in on the path between the temple(5) and the Inn(8), 2 goblins lying in the pumpkin patch(4g), 1 goblin at the north corner of the windmill.  She doesn't see any bodies that her party isn't responsible for.

After moving 30' Rose is 128' from the bridge.  The section that has been destroyed is 15'.  There is wreckage all around, perhaps a beam or something could be found to span the gap. The blades of the windmill look like they could be about 15' long, but they are intact.  Other areas (including the trading post) are unexplored and may yield something useful.  Please state where you want to search and roll an investigation check.

Zip moves to the south side of the building at 4D.
Zip
player, 19 posts
Thu 31 May 2018
at 18:38
  • msg #127

Re: Chapter 1: A Great Upheaval

Zip yells out "Who gos in the wheat field.  some of these guys have bows, dont stay out in the open for too long"
Rose
player, 37 posts
Thu 31 May 2018
at 19:05
  • msg #128

Re: Chapter 1: A Great Upheaval

quote:
She doesn't see any bodies that her party isn't responsible for.

My concern at its core.

Rose's expression is one of calm as she turns to the trading post to find something sufficient to span the gap. Perhaps there are survivors in the castle.
The World
GM, 82 posts
Thu 31 May 2018
at 20:50
  • msg #129

Re: Chapter 1: A Great Upheaval

As Rose approaches the trading post two arrows land in the ground south of her.  The arrows appeared to have come from the southeast.
This message was last edited by the GM at 20:52, Thu 31 May 2018.
Ratt
player, 40 posts
Thu 31 May 2018
at 21:19
  • msg #130

Re: Chapter 1: A Great Upheaval

OOC: who are you talking to?
Rose
player, 38 posts
Thu 31 May 2018
at 21:24
  • msg #131

Re: Chapter 1: A Great Upheaval

Rose dodges and seeks cover in the trading post.

She calls out in the direction of the arrows origin,  "give up or run. If you fight the others will surely kill you."
The World
GM, 83 posts
Thu 31 May 2018
at 22:22
  • msg #132

Re: Chapter 1: A Great Upheaval

OK, I should have done this differently for timing, but...

nearly simultaneous with the arrows falling near Rose, Francis blasts 2E again, this time a little "ugh" is audible as the eldrichness apparently finds a fleshy target atop the tower.

Does this change Rose's action?

Need actions from Zip and Morgrim before we continue.
Rose
player, 39 posts
Fri 1 Jun 2018
at 01:55
  • msg #133

Re: Chapter 1: A Great Upheaval

Naw, Rose checks out the trading post for something to bridge the gap.

Rolled an unmodified 2 so i guess I'll need a little more time
Morgrim
player, 17 posts
Fri 1 Jun 2018
at 05:14
  • msg #134

Re: Chapter 1: A Great Upheaval

Morgrim finishes rummaging through the sack and gives it a kick. His head turns quickly to follow movement to the west, "Oi! More of the scum over here!"

Morgrim moves and dashes after the goblins.
The World
GM, 84 posts
Fri 1 Jun 2018
at 13:14
  • msg #135

Re: Chapter 1: A Great Upheaval

Public text required for post.
Rose
player, 40 posts
Fri 1 Jun 2018
at 13:50
  • msg #136

Re: Chapter 1: A Great Upheaval



Rose takes a turn on the trading post
Zip
player, 20 posts
Fri 1 Jun 2018
at 16:00
  • msg #137

Re: Chapter 1: A Great Upheaval

In reply to Ratt (msg # 130):

Zip saw some body parts in the wheat field at 4d so the first sentence was directed toward that. the second sentence was directed toward everybody or anybody who could hear me as a general warning.
Zip
player, 21 posts
Fri 1 Jun 2018
at 16:01
  • msg #138

Re: Chapter 1: A Great Upheaval

In reply to The World (msg # 132):

Hay-yo
Zip
player, 22 posts
Fri 1 Jun 2018
at 16:04
  • msg #139

Re: Chapter 1: A Great Upheaval

Zip will dash to building 7 approaching from the southwest corner and proceed around it clockwise
Ratt
player, 41 posts
Fri 1 Jun 2018
at 16:11
  • msg #140

Re: Chapter 1: A Great Upheaval

Francis will take another shot at toward the tower he was shooting before.


One down, one more up there!
Morgrim
player, 18 posts
Fri 1 Jun 2018
at 17:36
  • msg #141

Re: Chapter 1: A Great Upheaval

Morgrim Charges past the in, swinging his hammer at foes unseen by less keen eyes.

Atk: 13
Dmg: 4
The World
GM, 85 posts
Sat 2 Jun 2018
at 03:13
  • msg #142

Re: Chapter 1: A Great Upheaval



A loud goblin croak comes from tower 2E.

ooc: Do you guys like the private message thing or not?
Rose
player, 41 posts
Sat 2 Jun 2018
at 03:28
  • msg #143

Re: Chapter 1: A Great Upheaval

Ooc: private is a pain I  my phone but i still like it.
Ratt
player, 43 posts
Sat 2 Jun 2018
at 03:54
  • msg #144

Re: Chapter 1: A Great Upheaval

Ooc: I like the in message private messaging.


Francis raises his staff and watches 2E for movement.
Zip
player, 23 posts
Sat 2 Jun 2018
at 07:20
  • msg #145

Re: Chapter 1: A Great Upheaval

Having lost the goblins Zip will go see if he can help Morgrim and dashes off in that direction
Morgrim
player, 19 posts
Sat 2 Jun 2018
at 15:07
  • msg #146

Re: Chapter 1: A Great Upheaval

Morgrim let's out a yell of anger which breaks into a kind of laughter devoid of North *mirth* or enjoyment.


*grumble geumble... auto correct... Grumble*
This message was last edited by the player at 22:56, Sat 02 June 2018.
Ratt
player, 44 posts
Sat 2 Jun 2018
at 19:07
  • msg #147

Re: Chapter 1: A Great Upheaval

Looks like that laugh turned south.
The World
GM, 86 posts
Sun 3 Jun 2018
at 05:25
  • msg #148

Re: Chapter 1: A Great Upheaval




Francis curses loudly in pain and then unleashes another blast towards 2E, which is followed by another goblin howl.



updated map (zip=purple, morgrim=green, rose=red, francis=blue, goblins=baby blue)


Rose
player, 42 posts
Sun 3 Jun 2018
at 06:27
  • msg #149

Re: Chapter 1: A Great Upheaval



Rose goes
Zip
player, 24 posts
Sun 3 Jun 2018
at 22:23
  • msg #150

Re: Chapter 1: A Great Upheaval

Zip will moves just past the corner of the building and sees Morgrim in combat with two goblins. he takes aim at the one on the left and shoots

Its not his best shot ever. He aimed for its chest but hit him in the neck (13) for 12 damage (sneak since Morgrim is within 5 feet)
Ratt
player, 45 posts
Mon 4 Jun 2018
at 04:14
  • msg #151

Re: Chapter 1: A Great Upheaval

Do I see where Rose is going?


Another crackling beam is seen/heard from Francis.
The World
GM, 88 posts
Wed 6 Jun 2018
at 18:11
  • msg #152

Re: Chapter 1: A Great Upheaval






Things happen
Rose
player, 43 posts
Wed 6 Jun 2018
at 19:43
  • msg #153

Re: Chapter 1: A Great Upheaval

OOC: I think you private messaged me instead Ratt.
Zip
player, 26 posts
Wed 6 Jun 2018
at 19:49
  • msg #154

Re: Chapter 1: A Great Upheaval

zip aims and shoots and the fleeing one but just barely misses (12)
The World
GM, 90 posts
Thu 7 Jun 2018
at 00:59
  • msg #155

Re: Chapter 1: A Great Upheaval

In reply to Rose (msg # 153):

Yes, sorry that should have been posted private to Ratt.
The World
GM, 92 posts
Thu 7 Jun 2018
at 02:22
  • msg #156

Re: Chapter 1: A Great Upheaval



Post for Rose
Rose
player, 44 posts
Thu 7 Jun 2018
at 03:28
  • msg #157

Re: Chapter 1: A Great Upheaval



Rose goes
Ratt
player, 49 posts
Fri 8 Jun 2018
at 04:00
  • msg #158

Re: Chapter 1: A Great Upheaval

If it is my turn again...

Francis shoots another beam.
Then yells Sheisse!, angrily.
Zip
player, 27 posts
Fri 8 Jun 2018
at 05:39
  • msg #159

Re: Chapter 1: A Great Upheaval

zip rolled for his next attack but i think i am getting ahead of myself so i will just wait for other to go before i post his action
The World
GM, 95 posts
Fri 8 Jun 2018
at 13:24
  • msg #160

Goblins in Nightstone (Round 5)

I'm just starting at Round 5 because I know it's higher than 1.




Everyone can at least faintly hear Francis blasting and swearing.

Need action from Mogrim

updated map:

This message was last edited by the GM at 13:25, Fri 08 June 2018.
Rose
player, 46 posts
Fri 8 Jun 2018
at 14:21
  • msg #161

Goblins in Nightstone (Round 5)

In reply to The World (msg # 160):

Rose with gear in hand leaves the trading post for the bridge. If threatened she runs and jumps across. If not she secures a rope with nails and jumps across to do it again on the side.
Zip
player, 28 posts
Fri 8 Jun 2018
at 17:07
  • msg #162

Goblins in Nightstone (Round 5)

Zip goes
The World
GM, 96 posts
Sat 9 Jun 2018
at 00:12
  • msg #163

Goblins in Nightstone (Round 5)




Need action from Morgrim.
Morgrim
player, 20 posts
Mon 11 Jun 2018
at 01:58
  • msg #164

Goblins in Nightstone (Round 5)

Morgrim chases after the goblins swinging his hammer...

Hit! 21
Dmg 4! (Minimum again dang it!)
The World
GM, 97 posts
Mon 11 Jun 2018
at 05:29
  • msg #165

Goblins in Nightstone (Round 6)





Need actions from everyone.
Ratt
player, 50 posts
Mon 11 Jun 2018
at 05:39
  • msg #166

Goblins in Nightstone (Round 6)

Francis does stuff.
Hey, come on, stand up and take a shot so I can blast you off that tower!
Zip
player, 29 posts
Mon 11 Jun 2018
at 15:55
  • msg #167

Goblins in Nightstone (Round 6)

Zip moves
The World
GM, 98 posts
Tue 12 Jun 2018
at 13:21
  • msg #168

Goblins in Nightstone (Round 6)

Need action from Morgrim.  I will take Rose's previous stated action.  She starts making her way from the trading post to the bridge to the keep.
The World
GM, 99 posts
Wed 13 Jun 2018
at 13:14
  • msg #169

Goblins in Nightstone (Round 6)

Rose moves south down the path towards the bridge.  She is at the northwest corner of the pumpkin field 4G.  It is pumpkin season, so there are a lot of pumpkins.  There are also two dead goblins in the field.


Zip please count the number of arrows you have left, assuming you started with 20 (or whatever you decided you started with), and report the number.

Need action from Morgrim

updated map

This message was last edited by the GM at 13:17, Wed 13 June 2018.
Zip
player, 30 posts
Wed 13 Jun 2018
at 17:58
  • msg #170

Goblins in Nightstone (Round 6)

Zip started with 20 arrows and now has 11 in his quiver if my count is correct.
Morgrim
player, 21 posts
Wed 13 Jun 2018
at 21:19
  • msg #171

Goblins in Nightstone (Round 6)

Morgrim chases the goblin and tries to finally strike him down.

Atk: 23
Dmg: 11
The World
GM, 101 posts
Thu 14 Jun 2018
at 04:01
  • msg #172

Goblins in Nightstone (Round 7)

Morgirm brings his fatal hammer down hard, and the goblin crumbles in a heap like a moldy sack of tangerines.

Tower 2E goblin keeps hiding, 3/4 cover.

Need actions from everyone.
Zip
player, 31 posts
Thu 14 Jun 2018
at 04:43
  • msg #173

Goblins in Nightstone (Round 7)

zip will start to make his way toward rat looking out for any other goblins on the way
Rose
player, 47 posts
Thu 14 Jun 2018
at 04:50
  • msg #174

Goblins in Nightstone (Round 7)

Rose secures a way across the gap
The World
GM, 102 posts
Thu 14 Jun 2018
at 05:14
  • msg #175

Goblins in Nightstone (Round 7)

I'll assume a run and dash for both Zip and Rose.
Zip
player, 32 posts
Thu 14 Jun 2018
at 18:37
  • msg #176

Goblins in Nightstone (Round 7)

thats fine
Ratt
player, 51 posts
Thu 14 Jun 2018
at 19:09
  • msg #177

Goblins in Nightstone (Round 7)

Ratt moves.
The World
GM, 103 posts
Fri 15 Jun 2018
at 05:28
  • msg #178

Goblins in Nightstone (Round 7)

Need action from Morgrim
Morgrim
player, 22 posts
Fri 15 Jun 2018
at 21:26
  • msg #179

Goblins in Nightstone (Round 7)

Morgrim goes back and picks up the dropped sack, slinging it over his shoulder, then scans the area for any sign of surviving town folk.
The World
GM, 104 posts
Thu 21 Jun 2018
at 13:23
  • msg #180

Goblins in Nightstone (Round 8)



Zip makes his way down toward Francis.  He is on the path at the southwest corner of the Inn.


Need actions from everyone
This message was last updated by the GM at 20:14, Thu 21 June 2018.
Rose
player, 48 posts
Thu 21 Jun 2018
at 14:48
  • msg #181

Goblins in Nightstone (Round 8)

Rose takes the dodge action and jumps the gap to continue towards the castle.
This message was lightly edited by the GM at 20:14, Thu 21 June 2018.
Ratt
player, 53 posts
Thu 21 Jun 2018
at 16:09
  • msg #182

Goblins in Nightstone (Round 8)



Crackling beam of energy can be heard and seen.
This message had punctuation tweaked by the GM at 20:14, Thu 21 June 2018.
Zip
player, 33 posts
Thu 21 Jun 2018
at 18:32
  • msg #183

Goblins in Nightstone (Round 8)

Zip continues his path toward Rat. If he can tell where the goblin that Rat is attacking is He would position himself in the best place to take a shot at it.
Morgrim
player, 23 posts
Thu 21 Jun 2018
at 18:46
  • msg #184

Goblins in Nightstone (Round 8)

Morgrim trots toward Ratt and the crackling beam of energy.
The World
GM, 107 posts
Thu 21 Jun 2018
at 20:48
  • msg #185

Goblins in Nightstone

Francis hits the tower goblin directly in the belly button and its arms, legs and head detach from its body, and all the pieces fall to the floor.

Rose runs at the bridge and leaps across.  The jump is a little more difficult than it seems because of the upward slope and Rose lands a bit awkwardly, twisting her ankle a bit and falling prone on the other side and taking 1 damage (rolled for you).

Morgrim and Zip run and dash southward toward Francis.

There are no more goblins in sight, there are a few stray pigs and chickens wandering around.  Other than that no signs of life.

We are out of combat for now.  There are 2 more goblins, but they are hiding, and may or may not come up depending on what you do.  Please make your characters level 2, and spend some time with your character sheets and ensure they are accurate.
This message was last edited by the GM at 20:49, Thu 21 June 2018.
Zip
player, 34 posts
Fri 22 Jun 2018
at 01:05
  • msg #186

Goblins in Nightstone

Zip will start searching the dead goblins, town and buildings for anything valuable, in particular arrows since he is a bit on the low side right now
The World
GM, 109 posts
Fri 22 Jun 2018
at 14:14
  • msg #187

Goblins in Nightstone

Can you be more specific? Which goblins and which areas do you search first?

Zip recovers half his spent arrows. Some of the goblins have arrows, and there are some arrows in the trading post.
Ratt
player, 55 posts
Fri 22 Jun 2018
at 23:15
  • msg #188

Goblins in Nightstone

Francis will go up on the tower and check out the Goblin he just smoked, then he keeps and eye out from the tower and takes a short rest while Zip recovers arrows and searches.

OOC: Did Rose knock one or two out? Should be maybe make sure they don't cause trouble and maybe interrogate them? Knows about this.
Zip
player, 35 posts
Sat 23 Jun 2018
at 00:36
  • msg #189

Goblins in Nightstone

Zip will start his search in building 8 and work his way around clockwise until all buildings have been searched by somebody. after the buildings have been searched he would then search the goblins starting with the one on the west side of building 8. If someone else searches a building or goblin zip would not re search them.

Zip shot 9 arrows, recovers 5 and finds...?
The World
GM, 110 posts
Sat 23 Jun 2018
at 21:51
  • msg #190

Goblins in Nightstone

Zip finds 5 of his spent arrows.  If you want more than that you will have to describe what you are doing to get more.  Are you looking in the trading post, taking them off of dead goblins, or something else?  Do you do this first or do you search the Inn (building 8) first?

Francis will have to ask Rose what the fate of any goblins she faces is?  Rose is on the other side of the broken bridge to the keep.  Let's play that out first in case it changes your mind about taking a short rest on the tower.

Rose is in the process of stringing a rope across the broken section of the bridge.  Rose should roll something... Let's call it a survival check and a sleight of hand check.  I'd like to base the DC for characters crossing whatever Rose comes up with on these rolls.  Also, I think you may have already done it, but please describe how Rose does this.

ooc: I'm trying to do less in favor of players doing more.  If you'd rather just say, "I search the town," I'm open to a discussion about this approach.
Rose
player, 49 posts
Mon 25 Jun 2018
at 12:24
  • msg #191

Goblins in Nightstone

Actually, Rose was going to dash to the castle because of the goblin threat from the tower. But if the goblin is clearly gone she uses the hammer and nails to secure the rope to the bridge like a tight rope.

Her primary goal is still to find survivors so she'll finish the job after looking in castle. Is there evidence the castle has been breached? Or was it saved by the gap?
The World
GM, 112 posts
Wed 27 Jun 2018
at 05:22
  • msg #192

Goblins in Nightstone

OK, here's what I have then for the next hour.

Rose: build bridge, look for survivors in the keep - roll survival and sleight of hand
Morgrim: search for goblins/survivors - roll perception
Zip: search for goods/goblins survivors -  roll perception
Francis: search tower goblins, rest - roll up in a blanket
Rose
player, 50 posts
Wed 27 Jun 2018
at 07:26
  • msg #193

Goblins in Nightstone

Wait, I'm not sure I'm being understood.

Step one, look for survivors in castle.
 A. Look for evidence of castle beach. Are the doors broken in? Left open? Do i see enemies now that I'm closer?
 B. If breached sneak to door and proceed cautiously. If not, enter and announce myself.

Step two, secure easy passage for companions. If the following conditions are met.
A. No threats are present
B. The castle hasn't already been looted.
Alternatively, if there are survivors inside that need a way across the gap.

If it is assumed that these things are of no consequence then you can skip it all and narrate it as Rose staying busy.

I do my best to get back to the goblin in the trading post before the hour is up.
The World
GM, 113 posts
Wed 27 Jun 2018
at 14:12
  • msg #194

Goblins in Nightstone

Stuff happens...
Ratt
player, 58 posts
Wed 27 Jun 2018
at 15:56
  • msg #195

Goblins in Nightstone



Francis will keep watch while resting and listening for commotion.
The World
GM, 114 posts
Wed 27 Jun 2018
at 15:59
  • msg #196

Goblins in Nightstone

In reply to Ratt (msg # 195):
The World
GM, 116 posts
Thu 28 Jun 2018
at 15:27
  • msg #197

Goblins in Nightstone




Here is an elevation that may be helpful.

Ratt
player, 60 posts
Thu 28 Jun 2018
at 20:24
  • msg #198

Goblins in Nightstone

Whoa, the jump across the bridge looks impossible from that view.
Rose
player, 51 posts
Fri 29 Jun 2018
at 00:08
  • msg #199

Goblins in Nightstone

In reply to The World (msg # 194):
Morgrim
player, 24 posts
Fri 29 Jun 2018
at 14:06
  • msg #200

Goblins in Nightstone

In reply to The World
The World
GM, 117 posts
Fri 29 Jun 2018
at 14:58
  • msg #201

Goblins in Nightstone

Ooc: busy morning. Will try to get a post in later in afternoon or evening.
Zip
player, 37 posts
Mon 2 Jul 2018
at 17:19
  • msg #202

Goblins in Nightstone

In reply to The World (msg # 194):
The World
GM, 118 posts
Thu 5 Jul 2018
at 22:24
  • msg #203

Goblins in Nightstone

In reply to Ratt (msg # 198):

OOC Regarding the bridge:

Yeah, according to that view it's not only 15' horizontally, but a 10' gain in altitude, which is probably impossible. But we did play it like it says to in the book, and it gave specific instructions for jumping the gap in the bridge. Looking at it more closely I wish I would have played it differently than it says in the book, but it's too late now...
The World
GM, 119 posts
Thu 5 Jul 2018
at 22:44
  • msg #204

Goblins in Nightstone

Post for Ratt

more posts to come... Sorry for all the down time.
The World
GM, 120 posts
Thu 5 Jul 2018
at 22:49
  • msg #205

Goblins in Nightstone

In reply to Rose (msg # 199):
The World
GM, 121 posts
Fri 6 Jul 2018
at 00:16
  • msg #206

Goblins in Nightstone

Post for Zip and Morgrim
Ratt
player, 66 posts
Fri 6 Jul 2018
at 05:52
  • msg #207

Re: Goblins in Nightstone

The World:
Post for Ratt


more posts to come... Sorry for all the down time.

Was there supposed to be more meat to this post?
The World
GM, 123 posts
Fri 6 Jul 2018
at 06:38
  • msg #208

Goblins in Nightstone

In reply to The World (msg # 206):

Oopsie-doodle
Ratt
player, 67 posts
Fri 6 Jul 2018
at 20:34
  • msg #209

Goblins in Nightstone

I liked that, can't wait for the thread to be archived so we can see other people's privates.
Zip
player, 39 posts
Sun 8 Jul 2018
at 03:21
  • msg #210

Goblins in Nightstone

In reply to The World (msg # 206):
Zip
player, 40 posts
Sat 14 Jul 2018
at 20:08
  • msg #211

Goblins in Nightstone

some checks
Ratt
player, 69 posts
Fri 3 Aug 2018
at 16:48
  • msg #212

Goblins in Nightstone

OK, Francis goes around and searches the goblins he has slain and searches the windmill, looks around from the highest point he can get to in the windmill.

Here are a bunch of rolls.

Perception(s): 6,12,20,21,6
Investigation(s): 12,22,17,9,23
Athletics: 5

My dex save mod is +2 and my Str save mod is -1, in case you need to make a roll.
Zip
player, 41 posts
Mon 10 Sep 2018
at 17:58
  • msg #213

Goblins in Nightstone

I still want to know the results of my checks from back in july. after that Zip continues his search of the town.
The World
GM, 129 posts
Tue 11 Sep 2018
at 18:39
  • msg #214

Goblins in Nightstone

OK, after a long break here is where I think we are.
Morgrim and Zip are in the Inn.
Francis is searching goblin bodies.
Rose is in the keep.
This message was last edited by the GM at 18:52, Tue 11 Sept 2018.
Zip
player, 42 posts
Tue 11 Sep 2018
at 21:15
  • msg #215

Goblins in Nightstone

What does Zip know about cultists?
The World
GM, 131 posts
Tue 11 Sep 2018
at 21:26
  • msg #216

Goblins in Nightstone

In reply to Zip (msg # 215):
Zip
player, 43 posts
Wed 12 Sep 2018
at 16:22
  • msg #217

Goblins in Nightstone

Post edited by GM
This message was last edited by the GM at 16:51, Wed 12 Sept 2018.
Rose
player, 54 posts
Wed 12 Sep 2018
at 19:14
  • msg #218

Goblins in Nightstone

In reply to The World (msg # 214):
The World
GM, 133 posts
Wed 12 Sep 2018
at 20:24
  • msg #219

Goblins in Nightstone

Post to Rose
Ratt
player, 75 posts
Thu 13 Sep 2018
at 21:30
  • msg #220

Goblins in Nightstone


Post to World
Rose
player, 55 posts
Thu 13 Sep 2018
at 22:10
  • msg #221

Goblins in Nightstone

A Rose by any other name would be my character in hiding.
The World
GM, 134 posts
Mon 17 Sep 2018
at 05:16
  • msg #222

Goblins in Nightstone

some posts




ooc: I don't think the timing of everyone's actions really works out but hopefully this will help us bring things together, and it's too hard to keep track of time realistically.
Ratt
player, 76 posts
Mon 17 Sep 2018
at 18:18
  • msg #223

Goblins in Nightstone

I think we had better meetup with Rose who I saw heading for the keep.

Ratt suites his words and heads that way, stopping at the hole in the bridge.
Rose
player, 57 posts
Mon 17 Sep 2018
at 19:23
  • msg #224

Goblins in Nightstone

Rose waves to the others from the keep balcony. When they are close enough to yell to...

There are 4 living guards within. The lady of this keep has been slain and awaits a proper burial. Have you found the goblin in the general store? It can speak common and I'd like to question it.
Ratt
player, 77 posts
Mon 17 Sep 2018
at 20:58
  • msg #225

Goblins in Nightstone

Ratt looks to Zip and Morgrim for an answer about the Inn goblin. Then calls to Rose:

What happened here? It looks like the town was attacked by catapults, the people taken and these goblins are stragglers. Is that what happened?

(OOC: I don't remember any mention of bodies, but maybe I forgot)
Rose
player, 58 posts
Mon 17 Sep 2018
at 21:37
  • msg #226

Goblins in Nightstone

(From memory)

The guards say a floating castle with giants attacked and took the stone in town center. The people fled.

I don't know why the goblins are here. That is partly why we should question them instead of killing them.
Ratt
player, 78 posts
Mon 17 Sep 2018
at 21:58
  • msg #227

Goblins in Nightstone

I suspect opportunism, if I know anything about goblins. If I were an enterprising marauders I would follow around the floating castle of death and loot in its wake. I can question the goblin. Even if we don't have one that speaks common, I can Comprehend Languages, as long as we get our point across.

I can also pose as a 'friendly'.


Ratt casts disguise self to appear as a bugbear.
Zip
player, 44 posts
Tue 18 Sep 2018
at 18:13
  • msg #228

Goblins in Nightstone

zip Tells Rose that he killed all the goblins that he came across but that they found a woman calling herself kella in the Inn. She claims that she was knocked unconscious during the attack and when she came too, the goblins were here so she stayed put. she did not want to leave her spot when we left. nether zip nor Morgrim found her trustworthy and zip suspects her of being a cultist due to a flying snake that she claims is a pet. Zip knows that cultists use these snakes to deliver messages back and forth to each other. She too may be worth questioning if she is still there.
The World
GM, 135 posts
Tue 18 Sep 2018
at 21:56
  • msg #229

Goblins in Nightstone

Keep in mind that you are yelling this information to Rose across a distance of over 100 feet and someone or anyone may hear you. I will let you reconsider if now is the right time to communicate all this information.
Zip
player, 45 posts
Wed 19 Sep 2018
at 22:35
  • msg #230

Goblins in Nightstone

I will wait until we are closer.
Rose
player, 59 posts
Wed 19 Sep 2018
at 22:41
  • msg #231

Goblins in Nightstone

I'll come down. See if you can find anything to bridge the gap.
Ratt
player, 79 posts
Wed 19 Sep 2018
at 23:03
  • msg #232

Goblins in Nightstone

I partially bridge the gap with an minor illusion while Rose is in the Keep and saws, "We didn't find anthing, but I think right there is the shortest jump."

Just kidding, I don't do that.

Instead I say, what do you think Morgrim? Use one of the village gate doors?
The World
GM, 136 posts
Thu 20 Sep 2018
at 21:52
  • msg #233

Goblins in Nightstone

Morgrim replies, "Have a time getting it over here I'd wager, but we'll have a look see."

Morgrim turns towards the gate as the last light of day fades away. The muffled pound of horse hooves on ground is heard towards the gate, and then loudly as the horses cross the draw bridge.  Seven riders gallop into the town square.  The lead rider yells out, "Kella!"
This message was last edited by the GM at 21:52, Thu 20 Sept 2018.
Ratt
player, 80 posts
Thu 20 Sep 2018
at 22:53
  • msg #234

Goblins in Nightstone

Ratt yells,

It's actually pronounced, "Stella!"

Just kidding, I go toward the town with my hands up in the "we are not foes" gesture.

Worry not! The goblin menace has been dealt with!
The World
GM, 137 posts
Fri 21 Sep 2018
at 02:12
  • msg #235

Goblins in Nightstone

Is Ratt still disguised as a bugbear?
The World
GM, 138 posts
Fri 21 Sep 2018
at 15:40
  • msg #236

Goblins in Nightstone

I want Ratt to still be disguised as a bugbear when he says this.
The World
GM, 139 posts
Fri 21 Sep 2018
at 15:53
  • msg #237

Goblins in Nightstone

Lead Rider: "The hell?!? You are the goblin menace!"

His hand moves to a sword hilt, others in the band follow suite, a couple even draw swords.

"Who are you and why are you here? Where is Kella Darkhope?"
This message was last edited by the GM at 15:53, Fri 21 Sept 2018.
Ratt
player, 81 posts
Fri 21 Sep 2018
at 17:52
  • msg #238

Goblins in Nightstone

I totally forgot that I did that, haha.

Ratt drops his disguise, arms still up.

I am called Francis. I apologize, we were disgussing the best way to question goblin prisoners, but I am not sure we have any left.

Turning to the others,

Did anyone you tie one up?
Rose
player, 60 posts
Fri 21 Sep 2018
at 18:01
  • msg #239

Goblins in Nightstone

 Ah! A bugbear shape changer!

Jk

Does rose know the lady's name? Either way she makes her way inside and tells the guards of the arrivals.
The World
GM, 140 posts
Fri 21 Sep 2018
at 21:12
  • msg #240

Goblins in Nightstone

To Rose:
he guards told Rose that the Lady of the village is named Velrosa Nandar.

The guards seem suspicious and worried about the new arrivals, and say they aren't residents.  They ask Rose to enlist her companions in helping to find out why they are here, and to run them out of the village if necessary.

To Others:
The lead rider looks at you suspiciously and replies “Well Francis, I am not sure who or what you are, but this village is safe under our jurisdiction now, and I advise you to stay out of our way.  You may leave now if you wish, or stay, we have no quarrel with you, but we must raise the drawbridge, so decide quickly.”

He nods to two of the men on horseback, says something you can't make out, and points to the drawbridge.  Kella comes out of the inn and walks towards the band.  A winged snake flies from her arm to the lead riders.  The lead rider looks pleased to see Kella.
This message was last edited by the GM at 21:14, Fri 21 Sept 2018.
Rose
player, 61 posts
Fri 21 Sep 2018
at 21:52
  • msg #241

Goblins in Nightstone

Ooohhh.
Rose
player, 62 posts
Fri 21 Sep 2018
at 21:55
  • msg #242

Goblins in Nightstone

Ooohhh.

To the guards.

Why are you concerned? Do you know who they are looking for? Who is the rightful ruler now that thy lady is no more?
Ratt
player, 82 posts
Fri 21 Sep 2018
at 23:55
  • msg #243

Goblins in Nightstone

Your offer to keep the town safe is much appreciated and you are welcome to stay. Yes, bringing up the drawbridge is an excellent suggestion, have your men do so at once. We have secured the keep as well, with what remains of this cities defense. You have come at a most opportune time as we were only just discussing the reparation of this bridge. Your men will be quite helpful at the task, I'm sure.

OOC:Can we assume that Zip told Ratt quietly of the Kella in the inn situation and the cultish suspicions?
Zip
player, 46 posts
Sat 22 Sep 2018
at 18:12
  • msg #244

Goblins in Nightstone

I feel coffident that Zip would have told rat and Morgrim about his suspicions as soon as he met up with them.
Rose
player, 63 posts
Sat 22 Sep 2018
at 18:17
  • msg #245

Goblins in Nightstone

Ooc: not a fan of assuming
The World
GM, 141 posts
Sat 22 Sep 2018
at 18:25
  • msg #246

Goblins in Nightstone

Yeah, let's say Zip told M&F.
The World
GM, 144 posts
Mon 24 Sep 2018
at 20:57
  • msg #247

Goblins in Nightstone

For Ratt and Zip: The lead rider chuckles a bit and yells back, "Very well".  He nods towards two riders who move off to raise the drawbridge.  He dismounts and speaks with Kella.  The are too far away for you to hear what they say.  You hear the clank of chains as the drawbridge starts to raise.  The lead rider finishes speaking with Kella, he turns pulls out some parchment from his saddle bags and uses his saddle as hard surface to write on.  He scrawls something quickly, rolls up the parchment.  The flying snake coils around the parchment and then flies off.  He turns towards Morgrim, Zip and Francis and starts leading his horse towards them.

For Rose:
the guards don't know who is in charge now, which is part of their confusion.  They suppose it would be the next kin of Lord and Lady Nandar.  They are pretty sure there are other nobles of the Nandar family in Waterdeep, but they don't know who that would be.  They don't know who Kella is.  They ask why they shouldn't be suspicious of the Riders, and now that they have their heads more about them think they maybe should have been more suspicious of Rose at first, but that she has done naught but good so they trust her now.

Torem (one of the gaurds):
"Maybe you are right to give them the benefit of the doubt for now, but we must be cautious.  Should the situation turn evil we beg you to help us.  There are but four of us left to their seven should things turn afoul."
Rose
player, 64 posts
Mon 24 Sep 2018
at 21:11
  • msg #248

Goblins in Nightstone

To the guards.

"I have done only what i think is right and prefer not to meddle in the affairs of others when the greater good is not obvious. If there are no rightful claims them there is nothing to support here. Honor your lady but seek not the shedding of more human blood over brick and mortar. I wish you peace."

Rose goes to the bridge. If nothing has been found to bridge the gap she hammers the rope and jumps across yup complete the tight rope for safer crossing.

OOC:If rose was told of the cult her approach would have been different
Ratt
player, 84 posts
Tue 25 Sep 2018
at 01:35
  • msg #249

Goblins in Nightstone

"Well, let's find a place to sleep I guess. Hey Morgrim, you didn't happen to find that gem we were after, did you?"
Rose
player, 65 posts
Tue 25 Sep 2018
at 01:50
  • msg #250

Goblins in Nightstone

*Morgrim clutches chest and drops to the ground*
Matt
player, 10 posts
Tue 25 Sep 2018
at 17:15
  • msg #251

Goblins in Nightstone

In reply to Rose (msg # 250):

It's that dwarven lifestyle...
Zip
player, 48 posts
Tue 25 Sep 2018
at 23:02
  • msg #252

Goblins in Nightstone

Zip will tell rose his suspicions if she is close enough that the new comers cant hear.

he would also like to sneak down and eaves drop on them to find out more info if he can. where are they going and how far away are they?
Rose
player, 66 posts
Wed 26 Sep 2018
at 01:14
  • msg #253

Goblins in Nightstone

Are cultist bad? Are they evil or just different? There are no claims to this town and even if there was I'm not sure we should play a part in deciding the fate of this town.
Ratt
player, 88 posts
Wed 26 Sep 2018
at 22:21
  • msg #254

Goblins in Nightstone

Well, even if we talk the cultist factor out of the equation, they are still coming to town and throwing their weight around, and they don't at all seem surprised by the conditions here. They know something and may be involved with what happened. The guards are what's left of authority here, what do they say? Do they regard the newcomers as hostile?

OOC: What does Ratt know about cultists? History Check: 14
Rose
player, 67 posts
Thu 27 Sep 2018
at 00:09
  • msg #255

Goblins in Nightstone

Cultist sounds so harsh. Is it not simply a term for those outside of their devotions? The guards don't know them and they said a flying castle with giants sacked the town. Their interest appears to have been the stone and not the town. I want no part of holding the town against opportunist. It is up for grabs as far as i can tell. Unless they are evil it is not my fight.  I'm open to conversation but this is my preference.
Zip
player, 50 posts
Thu 27 Sep 2018
at 04:55
  • msg #256

Goblins in Nightstone

this is what zip knows about cultists.

Cultists follow dark powerful beings. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed. In general people to avoid

If we decide not to do anything about them thats fine with me I dont want to stick around them myself. i vote we kill them or high tail it out of here.
Ratt
player, 90 posts
Thu 27 Sep 2018
at 17:47
  • msg #257

Goblins in Nightstone

My preferences are to either be the opportunists that take control of this town, or to leave. As an option 2b, if they resist us leaving we can kill them, then leave. Also, we should shake the guards down for a reward for killing the goblins.

Ratt seems to consider his words for a moment.

Now might be a good time to tell you that my name isn't Francis, it's Ratt, with two "t's". I am not really a preist, per se, but I do draw my powers from an arguably dark and powerful being, but I wouldn't really self-identify as a cultist; it's totally not idealogical. It's just this sword that freed me from slavery.

Oh, I also want to find that gem that we came here for though...
(OOC: did Morgrim find that, I think we were supposed to meet someone. Is there any other townsfolk here, I don't remember).
Rose
player, 69 posts
Thu 27 Sep 2018
at 18:55
  • msg #258

Goblins in Nightstone

What would you even do with a town? You cannot offer safety to it's returning residence and stealing their needed goods will only hurt their recovery.

I'd also pay no more attention to the lowly guards who have no one to guide then anymore. They will need the coin far more than us who are more capable.

Which makes me feel like we should travel after the giants together. We are capable adventurers afterall.
Ratt
player, 91 posts
Thu 27 Sep 2018
at 23:36
  • msg #259

Goblins in Nightstone

Ratt shrugs, I don't know, assume command, keep people busy cleaning up, send word to rightful rulers, keep people from looting. The town is pretty well fortified with just the geography. Then gain either a reward or favor. Or contacts at the least.

But you're right, I am curious about the giants. I mean, at the very least we should find interesting things in their wake.

Zip
player, 52 posts
Fri 28 Sep 2018
at 02:07
  • msg #260

Goblins in Nightstone

zip says "Sounds like an adventure to me. Im down "
Ratt
player, 94 posts
Fri 28 Sep 2018
at 22:04
  • msg #261

Goblins in Nightstone

Ratt glances toward the cultists.

Well, perhaps we should discover their intentions here, before we leave in the morning. I would guess the guards would be prefer that we stay in the keep with them, strength in numbers and all that.

In the meantime, I will go have a chat with their leader anyone is welcome to join me.


Ratt walks off toward the leader of the cultists.
Zip
player, 55 posts
Fri 28 Sep 2018
at 22:18
  • msg #262

Goblins in Nightstone

zip will follow trying to hide behind him as to not get noticed
Rose
player, 72 posts
Fri 28 Sep 2018
at 22:19
  • msg #263

Goblins in Nightstone

If the bridge is up then I'll join you.
Zip
player, 56 posts
Fri 28 Sep 2018
at 22:21
  • msg #264

Goblins in Nightstone

rolled a 22 to hide behind ratt
The World
GM, 147 posts
Tue 2 Oct 2018
at 20:46
  • msg #265

Goblins in Nightstone

OK, in order to jump the gap in the bridge your supposed to roll a dex check to see if you take damage.  I rolled for Rose (athletics and acrobatics) and she made the check that doesn't count, and failed that one I was supposed to roll, but I'm going to let it slide with no damage, but she did take a tumble.  There is now a rope spanning the gap.

The lead rider approaches, you can see that he is a half elf.  He seems to size you up for a moment and then says politely and matter of factly:

I see no need for pretenses. My name is Xolkin. This village now belongs to The Zhentarim. You are free to stay here temporarily if you need, but do not linger, and do not get in our way. We will dispatch the tied up goblins if you do not, I assume they are your prisoners. What are your intentions?

You know that The Zhentarim is a mercenary network.  Publicly they offer the best mercenaries money can buy, often though dark rumors surround their dealings.
This message was last edited by the GM at 20:48, Tue 02 Oct 2018.
Zip
player, 58 posts
Tue 2 Oct 2018
at 21:17
  • msg #266

Goblins in Nightstone

Zip says nothing and stays hidden behind ratt
Rose
player, 73 posts
Tue 2 Oct 2018
at 21:31
  • msg #267

Goblins in Nightstone

The goblins are my prisoners and we'll take them with us and dispatch of them when we have what we need.

I have no objection to you taking the town but ask that you honor the late lady of the keep who died in service of her people. Her body is washed and ready for whichever ceremony is customary for her people. There are also guards in the keep. They will be reluctant to give overt the totem but have no rightfully Lord or lady to nor the backing of citizens since all have fled. Please avoid all conflict work them. They deserve their wage plus adequate compensation for their continued service. They should leave without issue under those circumstances.

We wish to continue our investigation of whay has happened here and would appreciate any information you may have. Good or bad. Regarding the town, stone, flying castles, giants,  local goblins, and anything related to these things.
Ratt
player, 99 posts
Tue 2 Oct 2018
at 21:39
  • msg #268

Goblins in Nightstone

I appreciate your forthrightness. I will be straight with you in kind. We plan to leave in the morning, we have no interest in sticking around. However, there remains the matter of our risking our lives and shedding our blood to secure this village, allowing you to enter without resistance. I believe a reward is in order and as you have taken ownership of this place, that responsibility falls to you. We are no enemies of The Zhentarim, nor do we wish to be. Whether it be some recompense now, or favor with your people in the future, we would be most appreciative.

My intent is persuasion, feel free to roll. +4 modifier to skill check.
The World
GM, 149 posts
Thu 4 Oct 2018
at 19:56
  • msg #269

Goblins in Nightstone

Xolkin raises his eyebrows a bit at the news that Lady Nandar is dead.  He chuckles after Ratt finishes.

Ha, ha! I’m still not convinced you’re not a bugbear! Greedy enough, but shrewd all the same. You’d make a good mercenary, which I can arrange if you like. You did after all save us the trouble of a fight with the goblins, which is worth something. In addition to a place to sleep tonight, and any booty you find, I’ll give you a fair days wage, and we’ll consider the debt settled, and I’ll wish you well on your way in the morning.

Xolkin gives you each 2 gp.

I can’t say that I am sad to hear of the Lady Nandar’s passing, as it simplifies things for us, but you have my assurance that she will be dealt with honorably, as will any others who have fallen here. I hope, for their sakes, that these guards are as reasonable as you indicate.

As for information, I believe you may have as much as I.  The town was sacked by cloud giants.  They seem to have been after the namesake of this town, a large chunk of obsidian covered in glyphs.


He points to the middle of the town square where there is a large hole.

The townspeople appear to have fled north and the goblins came in soon after.  There are goblin caves to the north and I’d wager that’s no coincidence.

The rumors of giants acting strangely are rampant these days.  Something has stirred them up, but I don’t know what.

Now, good night to you.  Mind you keep your prisoners well.  It will be a busy night for me, and I don't need any distractions.


Xolkin turns and walks away.  He speaks to his band for a couple of minutes and they disperse.

Night is upon you.  There is not much light other than from the moon.

Oh, and Morgrim told Ratt that he didn’t find any sign of the dwarf (Morak Ur’gray) that you both were looking for.
Ratt
player, 103 posts
Thu 4 Oct 2018
at 20:23
  • msg #270

Goblins in Nightstone

quote:
You’d make a good mercenary, which I can arrange if you like.

Will you write a letter to that effect, then in our travels we might find work with other Zhentarim companies? Also if there is any work in [the direction the giants went]

quote:
and any booty you find

If you happen to come across [describes gem], that is what we came here for, and would appreciate it be handed over, though I suspect it escaped with the townsfolk.

quote:
Mind you keep your prisoners well.

They were tied up by my compatriots, holding prisoners is a headache and personally I would suggest they be hanged from the walls as a warning and to show refugees the town is safe. I would be happy to dispatch them if everyone else lacks the will.
The World
GM, 150 posts
Thu 4 Oct 2018
at 21:54
  • msg #271

Re: Goblins in Nightstone

quote:
You’d make a good mercenary, which I can arrange if you like.

Will you write a letter to that effect, then in our travels we might find work with other Zhentarim companies? Also if there is any work in [the direction the giants went]

See me in the morning before you leave

You don't know which direction the cloud giants went.

quote:
and any booty you find

If you happen to come across [describes gem], that is what we came here for, and would appreciate it be handed over, though I suspect it escaped with the townsfolk.

Ha ha! any booty you find!

quote:
Mind you keep your prisoners well.

They were tied up by my compatriots, holding prisoners is a headache and personally I would suggest they be hanged from the walls as a warning and to show refugees the town is safe. I would be happy to dispatch them if everyone else lacks the will.


Fine by me.
This message was last edited by the GM at 21:55, Thu 04 Oct 2018.
Rose
player, 74 posts
Thu 4 Oct 2018
at 22:06
  • msg #272

Re: Goblins in Nightstone

I want to question one in particular since it knows common. Then send one back to let the others know the town is no longer a point of prey so more do not come. If not for their evil ways they are only opportunist such as yourselves. But seeing that they are evil monsters only one will go free.

I collect the goblin from the store and bring him to the bell tower. There i question them to learn everything i can about their home, ruler, the giant encounter and direction the giants left.
The World
GM, 151 posts
Thu 4 Oct 2018
at 22:22
  • msg #273

Re: Goblins in Nightstone

How do you want to play the interrogation out? I propose that you roll the skills you want to use (intimidation, persuasion, etc.), and I'll give a brief description of what happened and what information you gain.
Rose
player, 75 posts
Thu 4 Oct 2018
at 22:27
  • msg #274

Re: Goblins in Nightstone

I'll try both. Honey before tar to see whay sticks.
Ratt
player, 105 posts
Thu 4 Oct 2018
at 22:46
  • msg #275

Re: Goblins in Nightstone

In the interrogation phase, Ratt will murder the others at strategically appropriate times, the goal being to give advantage to Rose's roll (or I can roll my own in addition).
Rose
player, 76 posts
Thu 4 Oct 2018
at 23:46
  • msg #276

Re: Goblins in Nightstone

If you are coming with to interrogate i want it known that i don't intend to kill them if they cooperate. I prefer making allies on all fronts where possible.

Ideally we make amends and sneak them out over the wall.

If they prove to be enemies and not little green opportunist then death is best. For one and all.

OOC: persuasion for information. See if they can be buttered up (insight). Intimidate and kill if they are not made friendly.  Strategy is something like cut bonds on common speaking one and apologize for beating him. Promise to free him and his friends. Question. Gage friendliness. Free or intimidate and kill.
Ratt
player, 106 posts
Fri 5 Oct 2018
at 03:29
  • msg #277

Re: Goblins in Nightstone

That is very merciful of you. Whether or not they were opportunistic or not, they were hostile, justice demands they pay for their crimes. But I don't care. I don not have interest I  making allies with goblins who will betray you the next time someone bigger comes along. Pointless.
The World
GM, 152 posts
Fri 5 Oct 2018
at 13:44
  • msg #278

Re: Goblins in Nightstone

Morgrim grumbles along the same lines as Ratt, stating that it's foolish to try to make friends with goblins, but insists on being there to release goblin heads from shoulders should anything go awry.

What does Zip do?
Rose
player, 77 posts
Fri 5 Oct 2018
at 15:18
  • msg #279

Re: Chapter 1: A Great Upheaval

Originally i thought they took the town but it seems they only came upon an empty town to claim it and loot it. We came weapons drawn and with threats made and they defended. I think we are just as punishable where their lives were taken and tables turned would desire their mercy. Let's try to reduce pain and suffering by sending them back with a good example. Being the stronger ones means that we have the responsibility to build the world as we would have it. I like mine free of pain and suffering.

Now, I'll question the goblins i captured and if it turns out that they are unrepentant or forgiving then they will be sentenced to death and you will have your way.

Can you find us some strong drinks while i question them? If they are sentenced to die i will let you do as you wish with the bodies.
Ratt
player, 107 posts
Fri 5 Oct 2018
at 16:13
  • msg #280

Re: Chapter 1: A Great Upheaval

There is no ambiguity here, but you are welcome to invent it, if you'd like. They were sacking the town with their worgs, which are evil. They did not attempt parlay. I was ambushed by some who could not have known what had happened before and did not know of my intentions. But if it makes you feel better to put them through a mock trial where you are judge, jury, and executioner, based on what, their sincere apologies? Their demeanor? to satisfy some sense of morality, more power to you. Goblins are opportunists who will agree to watch your back, then slit your throat as soon as you fall asleep.

If you do find them to be "not guilty" let me know and I will prove it to you.

Ratt walks off to look for a place to sleep that has a locking door.
Rose
player, 78 posts
Fri 5 Oct 2018
at 16:19
  • msg #281

Re: Chapter 1: A Great Upheaval

Rose takes her many hats and the goblins to the bell for questioning.
The World
GM, 153 posts
Fri 5 Oct 2018
at 17:18
  • msg #282

Re: Chapter 1: A Great Upheaval

Morgrim follows Rose to the temple.  Waiting for what Zip wants to do.
This message was last edited by the GM at 17:19, Fri 05 Oct 2018.
Ratt
player, 109 posts
Fri 5 Oct 2018
at 19:21
  • msg #283

Re: Chapter 1: A Great Upheaval

What is the plan for Morgrim again? Will he go away as soon as I make a cleric?
Zip
player, 60 posts
Fri 5 Oct 2018
at 21:20
  • msg #284

Re: Chapter 1: A Great Upheaval

Zip follows Rose and Morgrim to see the interrogation. Not because he wants to learn any new info or anything but mostly out of curiosity
The World
GM, 156 posts
Fri 5 Oct 2018
at 23:19
  • msg #285

Re: Chapter 1: A Great Upheaval

I'd like to make Morgrim go away when it is convenient to the narrative.  Probably in the morning he goes his separate way, or something like that.  Likewise I'd like to introduce any new characters in a way that makes a least a little sense to the narrative.  Let me know when you are done with your character build and I'll try to get them incorporated as soon as possible.

Rose, Zip and Morgrim drag the goblin from the store to the temple for interrogation.  Ratt goes to find a place with a locking door.  More to come.
The World
GM, 157 posts
Sat 6 Oct 2018
at 00:07
  • msg #286

Re: Chapter 1: A Great Upheaval

Posts
Zip
player, 61 posts
Sun 7 Oct 2018
at 03:31
  • msg #287

Re: Chapter 1: A Great Upheaval

In reply to The World (msg # 285):

can you make another character sheet on google drive for my new character
Zip
player, 62 posts
Sun 7 Oct 2018
at 03:46
  • msg #288

Re: Chapter 1: A Great Upheaval

Zip will pull his rapier and attack. rolled an 8. i think thats a miss
Ratt
player, 112 posts
Sun 7 Oct 2018
at 18:41
  • msg #289

Re: Chapter 1: A Great Upheaval

Attack rolls? Does Ratt hear anything?
Rose
player, 80 posts
Sun 7 Oct 2018
at 20:05
  • msg #290

Re: Chapter 1: A Great Upheaval

Was it even threatening? Just hiding. I try to stop everyone verbally when i can get in a free action and notice. I think you can still free action on surprise if my initiative wins out.
The World
GM, 159 posts
Mon 8 Oct 2018
at 20:25
  • msg #291

Re: Chapter 1: A Great Upheaval

Morgrim rushes over to the goblin amid its screams and Rose's screams to stop.  He taps the creature on the head with his hammer as it tries to flee knocking it out.  Combat over.  The other two goblins are still unconscious.  You have to make one conscious to interrogate. Will Rose use Lay on Hands for this?

Ratt doesn't hear anything (rolled a 4 for you).
This message was last edited by the GM at 20:40, Mon 08 Oct 2018.
Rose
player, 81 posts
Mon 8 Oct 2018
at 21:39
  • msg #292

Re: Chapter 1: A Great Upheaval

OOC: I assume goblin screaming would be expected by the others outside.


"Well, thanks for not killing it... yet..."

Rose stares at the new goblin contemplating

We'll still need to wait for them to wake. This one (points to goblin from shop) knows common. That one (points to new goblin) I'm not sure about."

Rose ties up the new goblin using it's own tattered garments.

"I wish i knew what i was doing. These are  monsters by almost anyones description yet have intelligence and can feel pain and suffer. But they typically are evil and cause much pain and suffering.

But so can man..."

"My father taught me that one must have pain and suffer in this world for strength but excess pain and suffering brings only more. Let's get what info we can and then make a determination."

Rose makes a comfortable camp spot for the night and when the goblins wake interrogate them. First nice and respectable (bride with food and money). Then with threats (promises).  She uses the one who knows common as the interpreter for the others if possible. Torture is not necessary. A clean swift beheading for them if they are not appreciative of the mercy shown (insight). That's after i get what info they will share.

If they seem like they are not combative and appreciate the mercy given I'm will to sneak them over the wall.
Ratt
player, 118 posts
Fri 12 Oct 2018
at 19:53
  • msg #293

Re: Chapter 1: A Great Upheaval

Ping.
The World
GM, 161 posts
Fri 12 Oct 2018
at 23:40
  • msg #294

Re: Chapter 1: A Great Upheaval

Yeah, yeah, I'm working on it. Lengthy posts to come.
The World
GM, 162 posts
Thu 18 Oct 2018
at 04:56
  • msg #295

Re: Chapter 1: A Great Upheaval

At long last!  Sorry it took so long.  Let me know if there is anything else y'all want to do for the night.

Xolkin and Kella are in the inn for the night.  Xolkin's men are busy in the town most of the night searching, burying bodies, etc.
This message was last edited by the GM at 05:01, Thu 18 Oct 2018.
Zip
player, 65 posts
Fri 19 Oct 2018
at 05:39
  • msg #296

Re: Chapter 1: A Great Upheaval

was Zip able to find any arrows during the day? that was a goal of his earlier.

How long till morning? Zip was thinking of going out and doing some sneaking but would prioritize a long rest over that especially if we are looking at a fight in the morning.

Zip would tell Ratt about what they learned from the goblins in the morning as well. He is game to go help rescue the towns people if they can get enough other people to help. recommendation is to also tell the guards and cultists and see if we can get a posy together
The World
GM, 163 posts
Fri 19 Oct 2018
at 15:40
  • msg #297

Re: Chapter 1: A Great Upheaval

Yes, let's say zip now has 35 arrows.

With the time of the interrogation and a long rest, Zip can spend about an hour sneaking.  What are you sneaking about?

For Ratt, here is what Zip tells you was learned from the goblins:

quote:
Two of the goblins wake up in about an hour.  The third takes another hour or so to wake up.  The goblins are obviously frightened, not very cooperative, and hard to understand, but Rose is pretty persuasive and manages to get the following information out of them.

The goblins swear they don’t know anything about the cloud giants or where they might have gone.  They say the townspeople basically ran into their cave (they call it “drip cave”) just north of Nightstone, where they were immediately taken captive and are being held as food stores.  They giggle and smirk when they say that some of them have already been eaten and how tasty they were.  Their bosses name is Hark.  There are at least a dozen fighting goblins in the cave, more non-combatant goblins, and three ogres.  There are at least three entrances into the caves.  They say the will lead you there and help you free the villagers if you let them go free.  You are unsure if they can be trusted.


Any other activities for the night?
This message was last edited by the GM at 15:41, Fri 19 Oct 2018.
Ratt
player, 120 posts
Fri 19 Oct 2018
at 21:35
  • msg #298

Re: Chapter 1: A Great Upheaval

Ratt is down with a mission to free prisoners. He can pose as a Bugbear to get a bunch of goblins to run out into an ambush or something.
The World
GM, 165 posts
Sat 20 Oct 2018
at 04:53
  • msg #299

Re: Chapter 1: A Great Upheaval

Post for Ratt
This message was last edited by the GM at 04:54, Sat 20 Oct 2018.
Zip
player, 67 posts
Mon 22 Oct 2018
at 04:10
  • msg #300

Re: Chapter 1: A Great Upheaval

purpose of sneak would be to try and learn intell of the cultists. maybe listen in on the two in the in or listen to the others as they search the town.
Ratt
player, 121 posts
Mon 22 Oct 2018
at 18:01
  • msg #301

Re: Chapter 1: A Great Upheaval

After Ratt reads the runes, he goes to the temple to talk to his compadres out of earshot of the goblins,

There is a locked farmhouse with a bunch of runes burned into the door. I magically deciphered them and believe the house to be trapped with a harmful fire and ice spell(s). It reads:
Runes:
Let all who enter this home without the consent of its owner burn for ninety-nine years in the depths of Nessus and freeze for a thousand more in the icy wastes of Cania.

And it repeats 5 times.

I suspect this means that it will activate 5 times, or is 5 times as potent in one go.

This is all conjecture. Anyway, my thought would be to send in one of the goblins and let fate decide... its fate.

My other thought was to blast open the door, then kind of wait around for Xolkin's men to search it and see what happens.

The last option is to look for the owner of the house in the goblin cave and extract an reward from him or her upon return to town. I am guessing this option is most amenable to the current management of our party. If we go this route I would also say we warn Xolkin and his men that the house may be trapped and to leave it alone for us when we get back, if he would be so kind.


Ratt also tells Zip and Rose about the horses in the stable and that he has already mentioned to Xolkin's men that they all belong to us.

Also, the Lionshield Coster, a trading post, has some adventuring gear if there is anything we require.
Rose
player, 83 posts
Mon 22 Oct 2018
at 22:51
  • msg #302

Re: Chapter 1: A Great Upheaval

Your guess would be partly accurate. I'm done with the goblins which appear to be the monsters others make of them.

They shall not be freed unless doing so would help us save the poor inhabitants of this town. If you have some ploy in that regards then they are your property now.

As for the farm... I would favor returning the owner to his property by personally cramming him through his own traps of torcher but I know that would be wrong. Those traps sound filthy and cruel.

Best we save him and return him to his homestead so that he can remove those vile traps. His property is already forfeit when the town fell so ownership of his possessions should be left up to it's new owner. Maybe you want to strike a deal with him in the morning for the removal of those traps by those means?


OOC: Or say you struck a deal and never did. I'd like whatever is of value in there to end up with the group though my character wouldn't see it as free to take.
 Maybe the new owner promises we can have it for making it safe or something... I'm sure ratt can think of something.
Ratt
player, 123 posts
Mon 22 Oct 2018
at 23:05
  • msg #303

Re: Chapter 1: A Great Upheaval

I think we should have the goblins show us where their cave is. I am trying to come up with some ploy where I stage a rescue with me looking like a bugbear and there being an illusion of you two being dead, then I bully the goblins into helping me kill the leader of the goblins and taking over, but I haven't quite figured it out. The idea is to get them to fight the other goblins. I worry that if we try to do that they will turn on us in the fight, but they can just as easily turn on me as a bugbear, so... Any ideas?

As far as the farmhouse, I wish we had more goblins to send in. Do you think a chicken will work?

Ratt
player, 124 posts
Mon 22 Oct 2018
at 23:09
  • msg #304

Re: Chapter 1: A Great Upheaval

Hey, I wonder if Xolkin has any interest in the people being recovered to the town. Or interest in killing gobs?

Or maybe the guards. The cultists have taken over here, maybe they would be interested in saving the people of the village.

I like that idea.

Zip
player, 68 posts
Tue 23 Oct 2018
at 17:31
  • msg #305

Re: Chapter 1: A Great Upheaval

That was going to be my suggestion. enlist the help of guards and cultists to free the people.

Zip would have no problem not telling the cultists and just waiting to see what happens when they try and go into the house with the curse.it seams they would try to do so eventually.
Rose
player, 84 posts
Tue 23 Oct 2018
at 20:43
  • msg #306

Re: Chapter 1: A Great Upheaval

 Ooc: isn't the curse obvious?
Ratt
player, 126 posts
Tue 23 Oct 2018
at 21:16
  • msg #307

Re: Chapter 1: A Great Upheaval

OOC: It is written in another language (not sure which), I was able to read it by casting comprehend languages. Otherwise it is just script that is branded into the wood.
Ratt
player, 127 posts
Tue 23 Oct 2018
at 22:48
  • msg #308

Re: Chapter 1: A Great Upheaval

Ok, if it is still night when this conversation goes down, Ratt will go and Eldritch blast the door open (standing as far back as possible and still be in range and still be able to aim at it without cover). Then he will go and make a show of being disappointed when he looks in, then walk away. Then Zip will be hidden somewhere to see what (if anything happens).

In the morning, we go and ask the guards if they want to join us. Ratt will suggest to Rose that she persuade them to come and protect what is really important in this town: its people. If I can provide advantage on that roll (Help action), I do.

Then we take the horses and any food provisions we can find at Lionshield Coster along with anything else we might want (there are several items from the adventuring gear section at the trading post, so if you want something, ask Seth if it is available).

Everyone cool with that?

Depending on what happens with the (possibly) warded farmhouse, we may do something with the cultists or the house.
The World
GM, 166 posts
Thu 25 Oct 2018
at 04:42
  • msg #309

Re: Chapter 1: A Great Upheaval

OK, first we need to resolve Zips sneak spy mission.

I rolled a 9 for Zip stealth check.

Zip sneaks out for an hour or so to see what he can see.  Xolkin's men are busy searching the buildings, cleaning up a bit, and carrying bodies to the cemetery.  You also notice that Xolkin's men are bashing up the trading post.  Xolkin and Kella are in the inn.  You are pretty sure that a couple of Xolkin's men see you, so you don't venture too far into the inn.  You do see that there are messages going back and forth by flying snake.  You also gather from some overheard conversations and jokes from the men that Xolkin has an unrequited romantic interest in Kella.  You also notice Ratt moving around searching places.

I think that covers the night.

By the time you all get back together it is 7:00 or so and nearly sunrise.  Rose, Morgrim, and Zip have all had a long rest.  Ratt rolls a con check (16) and is not exhausted despite not having rested.

As you are discussing a rescue mission and the locked house, you hear one of Xolkin's men from one of the towers yelling.  Twenty armed orcs are running toward the village from the north.
This message was last edited by the GM at 04:47, Thu 25 Oct 2018.
Ratt
player, 128 posts
Thu 25 Oct 2018
at 16:28
  • msg #310

Re: Chapter 1: A Great Upheaval

OOC: I am going to claim the benefits of a short rest:
Ratt:
Basically, I want to search as much as possible and take at least a short rest...

Ratt will climb Tower 2B only peaking over the tower palisade (stealth: 5, Perception 22 [nat 20]). If insight is more appropriate than perception, the total is the same.

Is there a non-cropped map of Nightstone we can see? I see from a previous post that North is up on the map. Are the Orcs running toward the drawbridge (which is closed)? Do they look aggressive?
The World
GM, 167 posts
Fri 26 Oct 2018
at 00:12
  • msg #311

Re: Chapter 1: A Great Upheaval

Ratt climbs up Tower 2B.  One of Xolkin's gang is up there already.  "They won't get in," he says indicating the closed drawbridge, but there is a hint of fear in his voice, talking as much to himself as to Ratt.  He gets his bow ready. The orcs are running directly south towards Nightstone.  Because of the river they'll be directed to the west around the moat.  Ratt counts 22 orcs.  Some are bloody and have arrows sticking out of them.  Their battle cries are plainly audible on the breeze.  They are undoubtedly hostile.

Check out the game map for un-cropped view of Nightstone.

Link back to this game
Zip
player, 69 posts
Fri 26 Oct 2018
at 06:15
  • msg #312

Re: Chapter 1: A Great Upheaval

4 guards plus 4 of us plus 7 cultists equals 15 against 22 orcs, some already injured and we have the high ground. i think we are ok.

Zip says someone should alert the guards and to get ready to fight. he moves to the northern tower by the draw bridge at a2 to make his stand and ready actions shoot first orc in range
Rose
player, 85 posts
Fri 26 Oct 2018
at 06:24
  • msg #313

Re: Chapter 1: A Great Upheaval

Rose considers the goblins and thumps them out for ever or temporary. Either is just as well since they are determined to spread pain and sorrow.

Then she goes to investigate the hubbub and find a good place to avoid projectiles but hold firm against invaders.
Ratt
player, 129 posts
Fri 26 Oct 2018
at 18:03
  • msg #314

Re: Chapter 1: A Great Upheaval

Rose:
Either is just as well

Please knock them out. They can be used to set off farmhouse traps or lead us to cave.

Seth, could you do a map with me and Zip on the tower with the range radii? Thanks.
Rose
player, 86 posts
Fri 26 Oct 2018
at 19:15
  • msg #315

Re: Chapter 1: A Great Upheaval

I'm not a fan of using them to produce more pain even if they are bad
Ratt
player, 130 posts
Fri 26 Oct 2018
at 20:21
  • msg #316

Re: Chapter 1: A Great Upheaval

Well, my understanding is that you can choose whether you want to knock them out or not. So, if you want to kill them, kill them. But I don't know how we will find the cave with prisoners without them.
Rose
player, 87 posts
Thu 1 Nov 2018
at 15:26
  • msg #317

Re: Chapter 1: A Great Upheaval

Ooc: i thought we learned where the cave was. Also, i am thumping them with the intent to knock them out and expressing that rose doesn't care if they expire in the process. Sorry that wasn't made clear.

It is using them to set off traps that makes my stomach turn. But perhaps that is the traps themselves.
The World
GM, 173 posts
Wed 29 May 2019
at 22:23
  • msg #318

Re: Chapter 1: A Great Upheaval

Here is a map.

Circles show range. Blue is Ratt, Red is Rose, Green is Morgrim, Purple is Zip.  Circles show ranges.  Dots at the top off the map are orcs.

Here is a link to a battle table.
https://docs.google.com/spread...o4Y/edit?usp=sharing

The orcs are advancing at 90 ft per turn.  They will be within long range shot of Zip in one round.  They will be within Eldritch Blast range of Ratt in 3 rounds.

Zolkien orders his men to the towers, and the cultists start making their way to defend against the orcs.  The guards in the hold are unaware as yet of the orcs approach.  Morgrim starts making his way to the tower north of the drawbridge where Zip is.

I would prefer if someone else would play Morgrim for this battle.  Whoever wants it call it (unless Dixon wants to play him again).

Zip's turn.
This message was last edited by the GM at 22:30, Wed 29 May 2019.
Zip
player, 71 posts
Thu 30 May 2019
at 02:50
  • msg #319

Re: Chapter 1: A Great Upheaval

Zip ready actions to shoot the first orc to come into long range
Ratt
player, 142 posts
Thu 30 May 2019
at 03:57
  • msg #320

Re: Chapter 1: A Great Upheaval

Ratt laments not taking Eldritch Spear and tries to make sure that he is hidden on the tower.

He then makes sure that he is hidden.

Stealth: 9
The World
GM, 174 posts
Thu 30 May 2019
at 15:12
  • msg #321

Re: Chapter 1: A Great Upheaval

Rose's turn
Rose
player, 90 posts
Fri 31 May 2019
at 15:00
  • msg #322

Re: Chapter 1: A Great Upheaval

Rose takes cover and readies action move to cut off any who are coming towards melee
The World
GM, 177 posts
Fri 31 May 2019
at 20:48
  • msg #323

Re: Chapter 1: A Great Upheaval

The orcs advance to barely within range of Zip's shortbow.  He lines up a shot at the lead orc, but falls short (rolled a 7 for you).  Xolkein's men make their way towards the drawbridge.  No sign of the guards in the hold yet.  Morgrim climbs the tower that Zip is on.  One of Xolkein's men is already on the other tower opposite the drawbridge.

Zip's turn, then Ratt, then Rose.

ooc: I don't know what spells Morgrim has.  I don't think Dixon marked them on the character sheet.  If Joe wants to take over Morgrim, pick some spells for him please, otherwise I'll pick.

https://docs.google.com/spread...o4Y/edit?usp=sharing
This message was last edited by the GM at 21:15, Fri 31 May 2019.
Zip
player, 72 posts
Fri 31 May 2019
at 22:27
  • msg #324

Re: Chapter 1: A Great Upheaval

zip takes another shot

15:24, Today: Zip rolled 14 using 2d20+5, keeping the lowest dice only with rolls of 9,16.  shoot orc.

i think thats a hit for 8 damage
The World
GM, 178 posts
Fri 31 May 2019
at 23:03
  • msg #325

Re: Chapter 1: A Great Upheaval

The arrow sticks the orc who stumbles a bit, but keeps charging on.

Ratt's turn.
Ratt
player, 145 posts
Sat 1 Jun 2019
at 04:05
  • msg #326

Re: Chapter 1: A Great Upheaval

Raft mask of many faces himself into a hobgoblin, staying lpw.
The World
GM, 179 posts
Sat 1 Jun 2019
at 05:30
  • msg #327

Re: Chapter 1: A Great Upheaval

The guy on the tower with Ratt looks surprised and says, "what are you doing?!"

Roses's turn
This message was last edited by the GM at 17:03, Sat 01 June 2019.
Rose
player, 91 posts
Sun 2 Jun 2019
at 04:46
  • msg #328

Re: Chapter 1: A Great Upheaval

 Rose continues to hold until they get closer. If possible she moves to be adjacent allies and readies lay hand if they fall.
The World
GM, 180 posts
Sun 2 Jun 2019
at 22:17
  • msg #329

Re: Chapter 1: A Great Upheaval

The orcs advance 90 ft.  3 cultists shoot from towers at the orcs, one hitting the lead orc, who hardly seems to notice.  Morgrim curses the filthy orcs, but doesn't have any way to attack at this range.

The lead orcs is at a little over 140' from Ratt on tower 2B.

Zip's turn.
Zip
player, 73 posts
Mon 3 Jun 2019
at 17:41
  • msg #330

Re: Chapter 1: A Great Upheaval


10:38, Today: Zip rolled 23 using 2d20+5, keeping the lowest dice only with rolls of 20,18.  short bow shot .

Zip aims at the same orc he shot before and takes a shot. success but missed the crit because of disadvatage


10:40, Today: Zip rolled 9 using 1d6+3 with rolls of 6.  short bow damage. max damage
The World
GM, 181 posts
Mon 3 Jun 2019
at 18:25
  • msg #331

Re: Chapter 1: A Great Upheaval

In reply to Zip (msg # 330):

The arrow sticks in the area between neck and shoulder.  The orc stumbles, slides on his face and does not get up.  Morgrim exclaims, "Nice shootin' Zip! One less for me ax to cleave!"

Ratt's turn

https://docs.google.com/spread...o4Y/edit?usp=sharing
Ratt
player, 146 posts
Tue 4 Jun 2019
at 17:29
  • msg #332

Re: Chapter 1: A Great Upheaval

"Just keepin' it fresh!" Ratt then Ready-Actions Eldritch Blast the lead Orc.
The World
GM, 183 posts
Tue 4 Jun 2019
at 18:34
  • msg #333

Re: Chapter 1: A Great Upheaval

I'm going to assume Rose continues to hold.  Does she go up one of the towers to support others?

The orcs continue their furious advance.  When they get within range Ratt unleashes a crackling blast that hits the lead orc who roars, but continuous unabated.  The cultists bolts fly, but bounce off armor, or land harmless in the ground.  Better than half a dozen javelins fly towards Ratt and the cultist in tower 2B.  The orcs are deadly accurate.  In quick succession the cultist on 2B with Ratt is impaled by three javelins and falls to his back shaking and screaming.  One javelin deflects off Ratt's scale armor.  Others javelins bounce off the battlements.

The orcs are rounding the northwest moat on their way to the drawbridge.  They each wear a necklace adorned with several shriveled elf ears.  The lead orc wears several of these necklaces, creating almost a beard of elf ears.  His face is gnarled and scarred.  He barks commands in orcish.

Morgrim casts sacred flame but isn't able affect any orcs.

Zip's turn.
This message was last edited by the GM at 20:06, Tue 04 June 2019.
Zip
player, 74 posts
Wed 5 Jun 2019
at 05:53
  • msg #334

Re: Chapter 1: A Great Upheaval

if i remember the cultists closed the draw bridge when they came in right? are they still in long range or are they now in normal range? either way zip takes aim at the next closest orc


22:47, Today: Zip rolled 14 using 2d20+5, keeping the lowest dice only with rolls of 12,9.  short bow attack. If the next closest orc is not the lead orc its a hit, if its without disadvantage its a hit against any of them, if its still at disadvantage and the lead orc is the closest its a miss anyway if its a hit

22:51, Today: Zip rolled 6 using 1d6+3 with rolls of 3.  short bow damage.

does the tower offer any degree of cover from the orcs ranged attacks?
The World
GM, 184 posts
Wed 5 Jun 2019
at 17:13
  • msg #335

Re: Chapter 1: A Great Upheaval

Yes, the cultists closed the drawbridge.  For Zip it is still long range.  The closest orc to Zip is the lead orc.  Zip's arrow sails true, but at this distance cannot penetrate his armor. Zip sees the huge orc marks his location as he points and barks.

The crenellated battlements atop the towers offer 3/4 cover (+5 AC).  If you choose to hide or dodge rather than attack for a turn you can have full cover.  I'll give you advantage on the attack if you choose to expose yourself longer for 1/2 cover for the round.

Ratt's turn.
This message was last edited by the GM at 14:46, Thu 06 June 2019.
The World
GM, 185 posts
Wed 5 Jun 2019
at 19:30
  • msg #336

Re: Chapter 1: A Great Upheaval

Here is a the current map.


and table
https://docs.google.com/spread...o4Y/edit?usp=sharing
Ratt
player, 147 posts
Wed 5 Jun 2019
at 21:56
  • msg #337

Re: Chapter 1: A Great Upheaval

Ratt looks at the pin-cushioned cultist and decides his current approach is too direct. He drops down to full cover and casts minor illusion to conjurer the image of the elfiest elfing mother elfer he can imagine, wearing cleric garb and armor with face mask, which would seem to have just come up the tower and Ratt says in his haughtiest voice he can manage and says, "By the divine power of Corellon Larethian, let us strike down this most retched bile excreted from Gruumsh's festering eye-hole!" and have the illusion raise up a glowing hand. Ratt, looks out of the tower wall cracks to see what the orcs do in response.

Bonus action, Hex one of the orcs within 90', affecting Strength ability checks.

EDIT: deleted extraneous "from".
This message was last edited by the player at 23:09, Wed 05 June 2019.
The World
GM, 187 posts
Wed 5 Jun 2019
at 22:22
  • msg #338

Re: Chapter 1: A Great Upheaval

Many howls of anger and orcish oaths rise from the crowd of orcs.

I'll put your hex on the leader unless you object.

Rose's turn
Zip
player, 75 posts
Thu 6 Jun 2019
at 06:14
  • msg #339

Re: Chapter 1: A Great Upheaval

does the advantage still count at long range? If so that is what Zip would have done but we dont need to go back, i will just do it next turn
The World
GM, 188 posts
Thu 6 Jun 2019
at 14:47
  • msg #340

Re: Chapter 1: A Great Upheaval

In reply to Zip (msg # 339):

Nah, I don't think it should apply at long range.
Rose
player, 92 posts
Thu 6 Jun 2019
at 15:12
  • msg #341

Re: Chapter 1: A Great Upheaval

Rose will trust in the towns defenses and stay in cover. She will lay hands on any who have fallen.
The World
GM, 189 posts
Thu 6 Jun 2019
at 16:48
  • msg #342

Re: Chapter 1: A Great Upheaval

Rose hears the screams of the cultist on tower 2B, she can stay covered and still go up there to lay on hands, so I'll assume she does that.  Move and dash brings her to within 20' of the tower, so one more move and dash to get to the top of the tower.

The orcs continue to make their way to the drawbridge.  Five javelins sail from the orc hoard toward tower 2B.  Three clang loudly against the battlements, two sail clean through the elf cleric, hit the battlements on the other side and bounce around on top of the tower.  Some of the orcs cheer as the javelins pass through the cleric, some howl when the cleric does not react.

The chief shouts something in orcish, and three javelins sail towards Zip and Morgrim on 2A north.  Two fall quite short and the third hits the tower battlement.

Two arrows fly from the cultists on tower 2A south, but both miss.

Morgrim aims a sacred flame at the chief orc but is unable to concentrate the radiant energy on the wildly advancing brute.

The orcs remain just outside normal range for Zip's shortbow.  Those on the towers notice a one eyed female orc in robes among the hoard casting spells on some of the other orcs.

The cultist on the tower with Ratt continues to moan slightly, but does not move.

Here is a current map.


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

Zip's turn.
This message was last edited by the GM at 18:06, Thu 06 June 2019.
Zip
player, 76 posts
Thu 6 Jun 2019
at 20:21
  • msg #343

Re: Chapter 1: A Great Upheaval

Zip will take a shot at he one in robes
13:20, Today: Zip rolled 6 using 2d20+5, keeping the lowest dice only with rolls of 1,6.  short bow attack on robes.
but misses horribly
The World
GM, 190 posts
Thu 6 Jun 2019
at 21:09
  • msg #344

Re: Chapter 1: A Great Upheaval

Ratt's turn
Ratt
player, 148 posts
Fri 7 Jun 2019
at 22:40
  • msg #345

Re: Chapter 1: A Great Upheaval

Ratt pops up, switches his Hex over to the orc mage and lets loose another eldritch blast.

Att: 23
Dam: 14 force, 5 necrotic (19 total)
The World
GM, 191 posts
Sat 8 Jun 2019
at 01:53
  • msg #346

Re: Chapter 1: A Great Upheaval

The one eyed orc stumbles and screams as the eldritch force crackles around her. She turns her one eye full of fury to Ratt.

Rose's turn.
Rose
player, 93 posts
Sat 8 Jun 2019
at 22:00
  • msg #347

Re: Chapter 1: A Great Upheaval

Rose finishes her plan to keep everyone alive. She goes to the dropped man to lay on hand 1hp
The World
GM, 192 posts
Sun 9 Jun 2019
at 16:37
  • msg #348

Re: Chapter 1: A Great Upheaval

Rose moves up tower 2B, requiring a move and dash since the 20' ladder is difficult terrain.  Once atop the tower she sees the cultist full of javelins, his light crossbow has dropped and lays near a hobgoblin peeking between the crenels.  There are also a few javelins near a very elf looking elf in cleric garb, whos hands are glowing.

Four javelins fly towards Morgrim and Zip. Morgrim deflects one with his shield, the others bounce off the the battlements and splash into the moat.

The one eyed orc mage casts again and three orcs glow momentarily, who then hurl javelins toward tower 2B where Ratt, Rose and the pin cushion are, but each falls short, hits the tower, and drops into the moat.

The sound of three crossbows snaps from tower 2A and bolts fly towards the hoard, and a howl of pain rises from the ugly band.  The orcs answer with 5 javelins toward the cultists, who scream in pain as 3 javelins find 2 of the cultists lingering too long to aim their shots.  All three cultists drop to cover amidst their cries of pain.

Morgrim again tries in vain to focus sacred flames on the chief.

Zip's turn.
Rose
player, 94 posts
Sun 9 Jun 2019
at 16:54
  • msg #349

Re: Chapter 1: A Great Upheaval

If it makes a difference Rose can jump and grab something 15' up. That would mean using rungs for only half unless she jumps again without the run up (12') and grab the top.

I guess my question is if i can kangaroo that ladder to reach the top without treating it as difficult terrain?
The World
GM, 193 posts
Sun 9 Jun 2019
at 23:40
  • msg #350

Re: Chapter 1: A Great Upheaval

Roll Dex/Acrobatics check DC 15 to jump up the ladder.
Zip
player, 77 posts
Mon 10 Jun 2019
at 04:25
  • msg #351

Re: Chapter 1: A Great Upheaval


21:23, Today: Zip rolled 10 using 2d20+5, keeping the lowest dice only with rolls of 8,5.  short bow attack on robes.

Zip shhots at the orc in robes again and im going to assume he misses
The World
GM, 194 posts
Mon 10 Jun 2019
at 05:30
  • msg #352

Re: Chapter 1: A Great Upheaval

Oh, I should have mentioned they are now within normal range for shortbow, so you don't have disadvantage.  13 is still a miss though, for robes.

Ratt's turn.
Rose
player, 95 posts
Mon 10 Jun 2019
at 07:15
  • msg #353

Re: Chapter 1: A Great Upheaval

DC 15 looks harder than I'd try. I was hoping something easier since it's my normal jumping range and i have 7 feet to spare. I'll take the zero risk climb.
The World
GM, 195 posts
Mon 10 Jun 2019
at 16:47
  • msg #354

Re: Chapter 1: A Great Upheaval

In reply to Rose (msg # 353):

How about DC 13?
Ratt
player, 149 posts
Mon 10 Jun 2019
at 17:43
  • msg #355

Re: Chapter 1: A Great Upheaval

It is an interesting question, because on the one hand, the book says that you can jump a certain amount and reach a certain height, then I think says that if you go beyond that, you might have to roll a Strength (Athletics) check. So, it seems, like RAW, you should be able to start climbing ladders by jumping.

But another thing to consider is that climbing a ladder already assumes you height to be where your feet are not where your hands are reaching. So, for Rose, with a running jump, she could get her feet 6' above the ground on a vertical jump. Jumping movement counts as regular movement, so jumping 6' will save 3' of movement over normal climb. I think that is all you could hope for without any special checks.

I think this jives with real life. Maybe you could save a fraction of time jumping on to a ladder, but it is probably not worth the chance of slipping of falling.
Ratt
player, 150 posts
Mon 10 Jun 2019
at 20:37
  • msg #356

Re: Chapter 1: A Great Upheaval

Ratt tries to reprise his previous action by firing once more at the orc mage.

ATT: 17
DAM: 9 (7 FORCE, 2 NECROTIC)
The World
GM, 197 posts
Mon 10 Jun 2019
at 20:49
  • msg #357

Re: Chapter 1: A Great Upheaval

She howls in pain as the eldritch energy singes her robes.

Rose's turn
Rose
player, 96 posts
Mon 10 Jun 2019
at 23:22
  • msg #358

Re: Chapter 1: A Great Upheaval

The DEX acrobatics is right out. I'm more a strength athletics girl. I position myself a close to the enemy as possible in hopes i can get the AoO and advantage should they try to finish the climb.
Ratt
player, 151 posts
Mon 10 Jun 2019
at 23:52
  • msg #359

Re: Chapter 1: A Great Upheaval

Rose:
The DEX acrobatics is right out. I'm more a strength athletics girl. I position myself a close to the enemy as possible in hopes i can get the AoO and advantage should they try to finish the climb.

Ratt
player, 152 posts
Mon 10 Jun 2019
at 23:54
  • msg #360

Re: Chapter 1: A Great Upheaval

Rose:
The DEX acrobatics is right out. I'm more a strength athletics girl. I position myself a close to the enemy as possible in hopes i can get the AoO and advantage should they try to finish the climb.

Did you do the lay on hands? I thought that last round you only got to the guy, but hadn't gotten handsy yet. I may have misunderstood, though.

Also, if you wanted to throw javelins back at them, they use strength for the attack bonus.
Rose
player, 97 posts
Tue 11 Jun 2019
at 03:09
  • msg #361

Re: Chapter 1: A Great Upheaval

I don't think I got to heal yet. Lay hands is an action. I'll need it next round but i can use a reaction if the enemy approaches since i have pole mastery
The World
GM, 198 posts
Tue 11 Jun 2019
at 15:51
  • msg #362

Re: Chapter 1: A Great Upheaval

Rose lays hands on the cultist who almost seems to glow with a soft, warm light.  His wounds start to close, forcing the three javelins out of his body.  Each makes a little pop sound and then clatters down on the tower roof.  The cultist opens his eyes and takes in several deep gasping breaths.  His body tremors slightly, but otherwise he does not move.

The orcs continue towards the drawbridge.  Seeing that it is closed about half of them jump into the moat and start swimming across.  Others hurl javelins at the towers, but they all miss.

The cultists have all decided it is best to stay covered.

The orc mage moves as if in a trance towards tower 2B manipulating the weave with words and motions.  A spectral spear appears above the tower and darts toward Ratt who is just able to dodge out of the way.

I'll post an updated map when I'm able.

Zip's turn.
Zip
player, 78 posts
Tue 11 Jun 2019
at 17:21
  • msg #363

Re: Chapter 1: A Great Upheaval


10:18, Today: Zip rolled 9 using 1d20+5 with rolls of 4.  short bow attack on robes.

missed

zip swears in spanish
The World
GM, 199 posts
Tue 11 Jun 2019
at 17:47
  • msg #364

Re: Chapter 1: A Great Upheaval

Here is a current map.

light blue dots are orc.  The one marked N is the magic user.  The one marked G is the chief.

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

Ratt's turn
This message was last edited by the GM at 17:48, Tue 11 June 2019.
Ratt
player, 153 posts
Tue 11 Jun 2019
at 22:06
  • msg #365

Re: Chapter 1: A Great Upheaval

Ratt gestures toward the spiritual weapon and says to Rose and cultist, "It's that female looking orc in the robes, help me take her down." He then sends her another eldrict blast, yelling, "Agonizing Eldritch Blast!" because I have been watching anime lately.

Att: 14 (I believe that is a miss)
Dam:

Ratt
player, 154 posts
Tue 11 Jun 2019
at 22:07
  • msg #366

Re: Chapter 1: A Great Upheaval

Zip:
zip swears in spanish

This is a funny post.
The World
GM, 200 posts
Tue 11 Jun 2019
at 23:33
  • msg #367

Re: Chapter 1: A Great Upheaval

Rose turn.
Rose
player, 98 posts
Thu 13 Jun 2019
at 17:03
  • msg #368

Re: Chapter 1: A Great Upheaval

Am i the red R?
The World
GM, 201 posts
Thu 13 Jun 2019
at 19:37
  • msg #369

Re: Chapter 1: A Great Upheaval

Yes, Rose is the red R.  Small red circle is 5' radius, striking distance.  Larger red circle is 30' radius, your movement.  Looks like Ratt lost his 30' radius.  I'll move it back.
Rose
player, 99 posts
Fri 14 Jun 2019
at 16:12
  • msg #370

Re: Chapter 1: A Great Upheaval

Where is the hobgoblin peaking through the crenels? I thought someone was there already. If not I'll tel Ratt I'm not effective at a distance. Tell the revived cultist to get up and shoot them. And then I'll go back down to go where the action is.

Am i supposed to be level 2? I was thinking i was supposed to level but didn't bother to. I think my range attack was level 2
The World
GM, 202 posts
Fri 14 Jun 2019
at 16:56
  • msg #371

Re: Chapter 1: A Great Upheaval

Ratt has disguised himself as a hobgoblin, and he is right next to Rose.  So from Rose's perspective:

hobgoblin:
The hobgoblin gestures toward the spiritual weapon and says to Rose and cultist, "It's that female looking orc in the robes, help me take her down." He then sends her another eldricth blast, yelling, "Agonizing Eldritch Blast!" because the hobgoblin has been watching anime lately.


Does that affect your action?
The World
GM, 203 posts
Fri 14 Jun 2019
at 17:04
  • msg #372

Re: Chapter 1: A Great Upheaval

Also, you are supposed to be level 2
The World
GM, 204 posts
Fri 14 Jun 2019
at 17:07
  • msg #373

Re: Chapter 1: A Great Upheaval

Also there is no 'down to where the action is' unless you want to lower the drawbridge, or jump off the tower, or you have another way to get to the other side of the wall.  The action is basically from the tower.  The orcs are all on the outside.
Ratt
player, 155 posts
Fri 14 Jun 2019
at 17:14
  • msg #374

Re: Chapter 1: A Great Upheaval

It should be noted that the hobgoblin sounds like Ratt, the cultist knows it is him, said something about it, and that there is a minor illusion elf cleric silently holding up a glowing hand, and that Rose knew that Ratt went up the tower in the first place. So, I think that what you wrote is accurate in terms of Rose's visual perspective, but more accurately would be, "Ratt, magically disguised as a hobgoblin..."
The World
GM, 205 posts
Fri 14 Jun 2019
at 18:33
  • msg #375

Re: Chapter 1: A Great Upheaval

To make it interesting, I'll set the DC at 7 for Rose to put all that together.  I rolled for you and got a 19.  So Rose figures this out.  Unless you think it would be more fun to play that she doesn't figure it out...

So I think Allan needs to level Rose up, and Rose goes back down the tower, where the action is not.
Zip
player, 79 posts
Fri 14 Jun 2019
at 23:08
  • msg #376

Re: Chapter 1: A Great Upheaval

I dont think i leveled either. i will do that
Zip
player, 80 posts
Fri 14 Jun 2019
at 23:20
  • msg #377

Re: Chapter 1: A Great Upheaval

updated my character sheet with hp for level 2.
The World
GM, 206 posts
Tue 18 Jun 2019
at 13:12
  • msg #378

Re: Chapter 1: A Great Upheaval

OK, Rose goes back down the tower.

The cultists lay low, except for the one on tower 2B with Ratt, who moans, picks up the crossbow, and takes a shot at the orc cleric, misses, moans again, and slumps down.

The orcs in the moat, swim across and try to climb the motte, mostly unsuccessfully as the motte is covered in lose shall that slips under hand and foot and slides into the moat, making climbing very difficult.  Most fall back into the moat, but One orc manages to climb up to the wall, but is stuck there and can't manage to climb.

The rest of the orcs with the chief continue south looking for another way in.

The spiritual spear attacks Ratt, who nimbly dodges out of the way, but while dodging the spiritual spear Ratt fails to notice the volley of javelins, and one nicks him for 4 damage.

Zip's turn.
Zip
player, 81 posts
Tue 18 Jun 2019
at 19:03
  • msg #379

Re: Chapter 1: A Great Upheaval

Zip exposes himself to half cover for advantage and shoots at the cheaf
11:55, Today: Zip rolled 24 using 2d20+5, dropping the lowest dice only with rolls of 19,10.  short bow attack on cheaf advantage for expose .

hit

11:58, Today: Zip rolled 13 using 2d6+3 with rolls of 6,4.  short bow damage + d6 for sneak attack.

11:57, Today: Zip rolled 6 using 2d6+3, dropping the lowest dice only with rolls of 2,3.  short bow damage + d6 for sneak attack.

since attack had advantage Zip gets sneak attack , first roll would have been an 8 but i forgot to un click drop lowest so i re rolled for 13. you can take whatever number you feel is more fare.

Zip then uses bonus action to hide at full cover
The World
GM, 207 posts
Tue 18 Jun 2019
at 20:35
  • msg #380

Re: Chapter 1: A Great Upheaval

I really like this turn, but there are a number of problems here.  First and foremost, you misspelled chief.  I'll chock that up to the Spanish accent.

Second and also foremost, the chief has left your normal range.  I didn't post an updated map, so I guess you didn't know that (even though he was shown at the edge of your normal range in the last map), so I'll say due to your zippiness, you got him right before he left your normal range.

Thirdly I think getting sneak attack is a bit much, but I like it anyway.  I kinda wish you had gotten the crit (so close)...

I'll be generous with the rolls problem and give you 13.

Zip leaps atop the battlement and takes his time, squaring a shot at the chief and mutters, "recibir el aguijón de Zip usted sucio cheaf de mierda de perro."  The arrow sails true and strikes the chief in the shoulder, he howls, yet continues unabated.  Zip stays long enough to see the arrow find its mark, then spryly hops down below the battlement.

Morgim stares a moment at Zip, mouth agape.  He grumbles something under his breath in dwarfish then turns and lights up the one eyed cleric, who's wild hair and robes smolder under the pillar of light that descends upon her.

Ratt's turn.
Ratt
player, 156 posts
Wed 19 Jun 2019
at 04:59
  • msg #381

Re: Chapter 1: A Great Upheaval

Language!

Chief = Jefe (pronounced HAY-fay)

Ratt, incensed by the javelin cut, glares at the orcs and points his staff at the orc cleric, "Double Hex Agonizing Eldritch Blast!" Dark crackling energy explodes outward, then collapses in on itself as it speeds toward the orc woman, sprouting jagged energy blades before it slams into her (ample?) chest.

Att: 26 (crit)
Damage: 25 (15 force, 10 necrotic)


"You shall all thus perish!"

EDIT: I meant "her", not "his".
This message was last edited by the player at 05:12, Mon 24 June 2019.
Ratt
player, 157 posts
Wed 19 Jun 2019
at 05:00
  • msg #382

Re: Chapter 1: A Great Upheaval

Oh, bonus action move hex to Jefe.

Edit: oh, maybe not, let me check range.

Edit: ok, switch hex to orc8 (if that is the one that made it to the wall), hexing strength checks.
This message was last edited by the player at 05:08, Wed 19 June 2019.
The World
GM, 208 posts
Wed 19 Jun 2019
at 13:42
  • msg #383

Re: Chapter 1: A Great Upheaval

The one eyed cleric crumbles in a smoldering heap. Morgrim let's out a cheer.

I'll post an updated map later.

Rose's turn.
The World
GM, 210 posts
Fri 21 Jun 2019
at 16:04
  • msg #384

Re: Chapter 1: A Great Upheaval

The group of orcs following the chief continue southward.  The cultists regain their courage and crossbows twang, and one of the orcs falls unheaded by the others.  The other orc continue to try to climb the motte with little success.

Morgrim trys in vain to sacred flame one of the orc trying to climb the motte.

Here is a current map.


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

Zip's Turn
Zip
player, 82 posts
Sun 23 Jun 2019
at 21:31
  • msg #385

Re: Chapter 1: A Great Upheaval

last time i did it you seemed to not like it much so i will ask this time. If i stand to half cover I get advantage? does this mean i can also take sneak attack? after that am i allowed to then use bonus action to hide at full cover?

anyway zip aims at orc 2 (closest to me) at half cover for maybe advantage.


14:29, Today: Zip rolled 2 using 1d6 with rolls of 2.  sneak attack.

14:29, Today: Zip rolled 7 using 1d6+3 with rolls of 4.  short bow damage.

14:28, Today: Zip rolled 15 using 1d20+5 with rolls of 10.  short bow attack orc 2 advantage.

14:27, Today: Zip rolled 17 using 1d20+5 with rolls of 12.  short bow attack orc 2.

with or without the advantage it was a hit for 7 damage, if i get teh sneak attack 2 more for a total or 9  then bonus action hide for full cover
The World
GM, 211 posts
Mon 24 Jun 2019
at 15:33
  • msg #386

Re: Chapter 1: A Great Upheaval

When I first thought of offering advantage for less cover, or hide/dodge for complete cover, I figured cunning action would allow you to do both.  I forgot about sneak attack on advantage though.  But I'll allow it.

Zip quickly hops up between the crenels and aims a shot almost straight down landing an arrow in an orc who falls back into the moat with a splash.  Zip hops back down to cover while Morgrim mutters something about lucky halflings.

Ratt's turn.
Ratt
player, 159 posts
Mon 24 Jun 2019
at 16:09
  • msg #387

Re: Chapter 1: A Great Upheaval

Ratt moves his Hex (strength) to the nearest orc (4?) and fires an eldritch blast at him, spending the time to line up a good shot and exposing himself to attack.

Att w/ adv: 17
Dam: 13 (10 force, 3 necrotic)
The World
GM, 212 posts
Mon 24 Jun 2019
at 17:20
  • msg #388

Re: Chapter 1: A Great Upheaval

Orc4 screams and pain and slips from the motte into the moat.

Rose's turn.
Ratt
player, 161 posts
Tue 25 Jun 2019
at 18:11
  • msg #389

Re: Chapter 1: A Great Upheaval

I don't want to tell Rose how to live her life, but I believe there are javelins on the tower she can throw at the orcs, which are strength based attacks.
Rose
player, 100 posts
Tue 25 Jun 2019
at 18:49
  • msg #390

Re: Chapter 1: A Great Upheaval

Rose listens. She wants to be waiting for any orc who scale the wall. She yells up, "is everyone standing?"
The World
GM, 213 posts
Wed 26 Jun 2019
at 19:03
  • msg #391

Re: Chapter 1: A Great Upheaval

In response to Rose a faint groan emits from tower 2B from the cultist with 1 HP.

The northern band of orcs continues to try and climb the motte.  Three more orcs reach the top of the motte, but are unable to climb the wall.

The southern band continues moving south.  Three orcs from that band jump into the moat and start to swim.  As soon as they hit he water crossbow bolts from the guards in the keep and from the cultists on Tower 2F rain down and orc7 sinks below the surface.

One of the cultists on 2A south also lands a shot on orc2 who sinks into the moat.

One of the orcs in the southern group breaks off from the rest and starts running north screaming something in orcish.

Morgrim incantates and concentrates radiant flames on orc16.

Zip's turn

Here is a current map.


Here is the table
https://docs.google.com/spread...o4Y/edit?usp=sharing
Zip
player, 83 posts
Wed 26 Jun 2019
at 21:46
  • msg #392

Re: Chapter 1: A Great Upheaval

14:43, Today: Zip rolled 15 using 2d6+3 with rolls of 6,6.  bow damage with sneak attack.

14:42, Today: Zip rolled 21 using 2d20+5, dropping the lowest dice only with rolls of 16,1.  bow attack 17 advantage for 1/2 cover.

Zip pops up to half cover for advantage taking aim at i think 17, the closest one. and fires

he hits for max damage. from the table it looks like that should drop 17
The World
GM, 214 posts
Wed 26 Jun 2019
at 23:17
  • msg #393

Re: Chapter 1: A Great Upheaval

Orc17 is hit in the throat, and makes a loud scream/squelching sound while sinking into the water and coloring it red.

Ratt's turn.
Ratt
player, 162 posts
Wed 26 Jun 2019
at 23:29
  • msg #394

Re: Chapter 1: A Great Upheaval

Ratt will try to finish off orc4...

Att w/ adv (1/2 cover): 21

Dam: Min is enough.

He then moves his hex (strength) to the next nearest Orc.
The World
GM, 215 posts
Thu 27 Jun 2019
at 05:28
  • msg #395

Re: Chapter 1: A Great Upheaval

Rose Turn
The World
GM, 216 posts
Fri 28 Jun 2019
at 15:38
  • msg #396

Re: Chapter 1: A Great Upheaval

Rose continues waiting for orcs to breach the inner bailey.

The runner from the southern group continues to run north yelling in orcish.  Those who had managed to scale the motte slide down and the northern band starts swimming south.

Two orcs on the shore near the chief hurl javelins at tower 2F, and one of the cultists screams out in pain.  Two orcs swim east along the southern part of the moat between the town and the keep.

Cultists and guards crossbows fire at the southern swimming orcs, one orc is peppered with bolts screams, flounders churning red water around him and then begins to sink.

Morgrim burninates orc16 with a sacred flame.

Zip's turn.

Map and table below.



Here is the table
https://docs.google.com/spread...o4Y/edit?usp=sharing
Zip
player, 84 posts
Sun 30 Jun 2019
at 00:43
  • msg #397

Re: Chapter 1: A Great Upheaval


17:40, Today: Zip rolled 7 using 2d6+3, dropping the lowest dice only with rolls of 4,2.  bow damage with sneak attack.

17:39, Today: Zip rolled 17 using 2d20+5, dropping the lowest dice only with rolls of 1,12.  short bow on 16 advantage.

Zip stands up for half cover to get advantage and shoots at 16 (how is the closest)

hit for 9 damage, forgot to take off the drop lowest. doesn't look like that's quite enough to finish him off

then bonus action to hide
The World
GM, 218 posts
Mon 1 Jul 2019
at 15:35
  • msg #398

Re: Chapter 1: A Great Upheaval

orc16 already had 9 damage from Morgrim's sacred flame, so 9 more does him in.

Ratt's turn.
Ratt
player, 163 posts
Mon 1 Jul 2019
at 19:47
  • msg #399

Re: Chapter 1: A Great Upheaval

Eldritch Blast nearest.

Att with adv: 26 (crit)
Damage: 28 damage
The World
GM, 219 posts
Tue 2 Jul 2019
at 15:45
  • msg #400

Re: Chapter 1: A Great Upheaval

OK, the map shows orc4 as the closest, but 4 was already dead and I had neglected to take him off the map.  So the closest was 14, who explodes with a blast of exceeding eldritchness.  Also I moved your hex to the next closest, orc20.

Rose's turn.
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.
Sign In