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20:32, 6th May 2024 (GMT+0)

Chapter 1: A Great Upheaval.

Posted by The WorldFor group 0
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.
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