"One of our treehuggers has a bug up his arse about something he 'sensed' out in the woods. A'course that means our Cap'n gotta get advice from every last wand-fondler she can a'fore we finally do something 'bout it."
Gridolpho gives the Sergeant Major his patented "Officers, eh? Amirite?" look.
(Inspiration given because I had never hear "wand-fondlers" before and that's pretty good.)
With a sigh, Halfshield sends a runner off to summon a team of Alvernian mages and other to scour the camp for mercenaries with mages.
It takes only a couple of hours before two uniformed mages with their apprentices are standing impatiently in Commander Talvus' tent with another four in mixed garb.
(What would you like of them?)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"Tavrephor," I begin, gesturing to him, "went out scouting over Coldscale Forest and found something rather worrying. Tav, tell them what you told me."
OOC: You said to delegate.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tavgrephor nods, "Very well, I'll keep this short. I was scouting the forest in preparation for the coming mission. Something out there sensed me, it was as if it knew my true form. That should not be possible. On top of this unsettling presence, there was a cry for help, if only for a moment, I heard it, I felt it. We must go save what is in that forest. I don't know what we will face but I know that we must. I simply cannot turn a blind eye(*wink*) to someone so desperately crying out for help!" Tav takes in a deep breath, and then steps back, nodding back to the captain.
After Tavgrephor's account of the forest, Talvus moves back to his maps for a moment and ponders. He waves over the Alvernian mages and points to an area in the heart of the northern forest, "Concentrate your scrying here. Whatever you can find, even something resembling habitation, would help." Signalling to his mercenaries and pointing to the heart of the forest, Talvus directs their scrying to concentrate there.
"We've scried the forest countless times over when the Lizardfolk raids began. However, I believe that with more focused investigation, we may turn up some further clues. You are dismissed for the night."
Returning before first light, you find Talvus pouring over his maps and books, as always. His map has been marked with several interlocking circles. "I believe we have some progress. Various reports indicate lizardfolk raids center around one central location here," he indicates to the north, "And legend tells of a couple who were wardens and caretakers of the forest and made their home in the heart of the land. Things are looking better now, but I require at least one resolution: Either eliminate the lizardfolk problem, or find this couple and seek their aid in our mission. The latter seems to be the more fanciful and unlikely, but your findings and comparison of lore have shown consistencies I'm willing to explore." Talvus hands you a new, updated map indicating the area.
(Still terrible with graphics, but there are two objective areas to pursue. Commander Talvus can work with one of the two resolved, but both handled would be much better. You will be given ample supplies as well as horses to reach the forest in half a day. You can leave it up to the captain or make a vote for the target. Scouts will meet you at the forest to take your horses and report progress as it comes.)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
“Any advantages, however unlikely, are worth more then a pile of dead lizards in a forest infested with their spawn. I vote we look for the couple and handle the lizard problem afterwards.”
"Are we living in a democracy now?" laughs the Goliath "whatever you choose Cap" he says "but always better to have allies that a bunch of dead corpses "
"I have no interest in attacking a colony of lizardfolk large enough to give the entire Alvernian army pause without one hell of a good plan. We'll try for optimism and recon first. Disguised, of course."
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
“Sorry Cap “ says the goliath “ I do not see myself disguised as a lizarfolk. Maybe as a troll... “ he looks to Gridolpho “ A handsome one of course. “ he seems amused with the idea.
Commander Talvus gives a wicked grin, "Then I guess you better move out immediately for the southern objective. There's no reason to believe the lizardfolk have anything close to a formal army, but their numbers are such that they can dispatch several skirmishing teams at once. We have scout overwatch camps placed along the forest's edge. Once you have a way through the forest or the to our march neutralized, sent a signal, runner, or whatever you like and my scouts will ride immediately."
Supplied, briefed, and gathered, your party sets out from the camp to the west. As predicted, you come within sight of the forest edge by early afternoon. From the low hill you stand on, the trees are a half-mile away and the face stretches beyond sight to the north and south. Nothing appears immediately ominous from your vantage point.
While pausing for a moment, the a sound catches your attention from all directions. In a flash, mounds and rocks fall away to reveal a team of four dressed in the colors of the Alvernia royalty. Introductions are made and they reveal they are one of several scouting teams. Horses provided by the camp are turned over to one scout who rides east. The scouts lay low while you are present and recover themselves with illusions and magical cloaks when you depart.
(Feel free to ask away if you like. Forest will be posted in a few hours.)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"Who said we were going to be lizardfolk? I was torn between gypsies, traders, and traveling entertainers--any one of which would have let us take the wagon. Oh well, this is probably more practical, anyway. Unless we need something in the wagon, of course."
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
"Yeah. It'll be a real shame 'bout tha waggin, Cap'n. If only someone had made a suggestion about having our holdings more transportable?"
Gridolpho may seem his usual cool, sarcastic self. But the alacrity with which he fidgets his dagger says otherwise. Barely hidden beneath his surface is a serious "let's go, already" vibe.
Entering the forest, you get a very heavy feeling of being watched. The air feels vividly alive, as though you are tapping into some sort of direct link to a massive network. As best as you can reckon from Talvus' map, the journey to your objective should take approximately 1 day, but the suspected destination is over a mile wide. The moving is slow and vision does not extend very far. The light let in through the canopy gives just enough clues as to the time of day and direction of travel.
(From here, we will assume a general direction toward the southern objective. I'll throw out an encounter roll every 4 hours while you travel. During combat, I will at least try to post an Excel spreadsheet to show characters/enemies' locations and significant landmarks.)
FIRST ENCOUNTER ROLL: 9
You feel fortunate as the woods seem serene during your initial exposure. Occasional rustling of small animals bely no unseen danger.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
SECOND ENCOUNTER ROLL: 8. (Not sure why the bonus roll is not showing up in my editor, but it rolled a 2). ADDITIONAL ENCOUNTER ROLL: 9. (Now it shows a 1 instead of 16 that it initially rolled... Hope next time will be better)
A few hours short of dusk, you hear a scream and a woman comes bursting through the woods. She carries a spear with a long, curved blade and wears a heavy set of chain armor. "Help! Don't just stand there, I've been ambushed! Kill them!" She seems very insistent on something behind her.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"You've got to believe me, they're right behind me!" The woman exclaims. She turns back momentarily and rushes toward the party, weapon at the ground. The forest begins to tremble with looming danger. Trees convulse and snap as a pack of four trolls burst through the overgrowth.
(For visuals until I can post something more effective, the trolls are grouped adjacently in their number order, two in front, two behind. The woman ran to the middle of the party and has turned to fight. The trolls are about 40 feet ahead.)
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
As he sees the trolls charging Kyrthas rises his axe and charges forward with a roaring warcry!!
(Actions when his turn comes)
- Bonus action: Rage
- Move action: Goes for the nearest/fastet troll running in their direction if needed. If not need to move because he is already engaged in combat read below.
- Attack action: Two Reckless attacks on the troll with the greataxe: (gain advantage to STR attacks, but attacks against him until his next turn had advantage.)
He will choos to take a -5 penalty to attack to gain +10 to damage.
- Attack: 18 Damage: Unable to parse dice roll.
- Attack: 10 Damage: 6
If no move action needed and if it is allowed he will change his movement action to a bonus action, using it as a Action Surge of warrior feature and attacking again two times with the same rules as the other two attacks.
- Attack: 12 Damage: 7
-- Attack: 18 Damage: 6
Ok I don't know why it doesn't add the bonus neither to attack or damage but we need to add +5 to each attack and +18 to each damage roll ( +4 STR +2 battleaxe + 2 rage +10 feat ) and also I need to reroll the 2 of damage on one of the damage rolls.
Attacks:
1st: Attack: 18 Damage: 26
2dn: Attack: 16 Damage: 26
3rd: Attack: 18 Reroll damage: 19
4th: Attack: 22 Damage: 29
Last edir: It seems that it's the "combat" tab at the dice roller that doesn't add the modifiers. The others seems to work fine.
"One of our treehuggers has a bug up his arse about something he 'sensed' out in the woods. A'course that means our Cap'n gotta get advice from every last wand-fondler she can a'fore we finally do something 'bout it."
Gridolpho gives the Sergeant Major his patented "Officers, eh? Amirite?" look.
DCI: 3319125026
OOC: Give the man inspiration, Barlow. Give the man inspiration.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
(Inspiration given because I had never hear "wand-fondlers" before and that's pretty good.)
With a sigh, Halfshield sends a runner off to summon a team of Alvernian mages and other to scour the camp for mercenaries with mages.
It takes only a couple of hours before two uniformed mages with their apprentices are standing impatiently in Commander Talvus' tent with another four in mixed garb.
(What would you like of them?)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"Tavrephor," I begin, gesturing to him, "went out scouting over Coldscale Forest and found something rather worrying. Tav, tell them what you told me."
OOC: You said to delegate.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Tavgrephor nods, "Very well, I'll keep this short. I was scouting the forest in preparation for the coming mission. Something out there sensed me, it was as if it knew my true form. That should not be possible. On top of this unsettling presence, there was a cry for help, if only for a moment, I heard it, I felt it. We must go save what is in that forest. I don't know what we will face but I know that we must. I simply cannot turn a blind eye(*wink*) to someone so desperately crying out for help!" Tav takes in a deep breath, and then steps back, nodding back to the captain.
After Tavgrephor's account of the forest, Talvus moves back to his maps for a moment and ponders. He waves over the Alvernian mages and points to an area in the heart of the northern forest, "Concentrate your scrying here. Whatever you can find, even something resembling habitation, would help." Signalling to his mercenaries and pointing to the heart of the forest, Talvus directs their scrying to concentrate there.
"We've scried the forest countless times over when the Lizardfolk raids began. However, I believe that with more focused investigation, we may turn up some further clues. You are dismissed for the night."
Returning before first light, you find Talvus pouring over his maps and books, as always. His map has been marked with several interlocking circles. "I believe we have some progress. Various reports indicate lizardfolk raids center around one central location here," he indicates to the north, "And legend tells of a couple who were wardens and caretakers of the forest and made their home in the heart of the land. Things are looking better now, but I require at least one resolution: Either eliminate the lizardfolk problem, or find this couple and seek their aid in our mission. The latter seems to be the more fanciful and unlikely, but your findings and comparison of lore have shown consistencies I'm willing to explore." Talvus hands you a new, updated map indicating the area.
(Still terrible with graphics, but there are two objective areas to pursue. Commander Talvus can work with one of the two resolved, but both handled would be much better. You will be given ample supplies as well as horses to reach the forest in half a day. You can leave it up to the captain or make a vote for the target. Scouts will meet you at the forest to take your horses and report progress as it comes.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
“Any advantages, however unlikely, are worth more then a pile of dead lizards in a forest infested with their spawn. I vote we look for the couple and handle the lizard problem afterwards.”
"Are we living in a democracy now?" laughs the Goliath "whatever you choose Cap" he says "but always better to have allies that a bunch of dead corpses "
PbP Character: A few ;)
Perrin will accept whatever choice the captain makes, though he will give his opinion if asked.
"I have no interest in attacking a colony of lizardfolk large enough to give the entire Alvernian army pause without one hell of a good plan. We'll try for optimism and recon first. Disguised, of course."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
“Sorry Cap “ says the goliath “ I do not see myself disguised as a lizarfolk. Maybe as a troll... “ he looks to Gridolpho “ A handsome one of course. “ he seems amused with the idea.
PbP Character: A few ;)
Commander Talvus gives a wicked grin, "Then I guess you better move out immediately for the southern objective. There's no reason to believe the lizardfolk have anything close to a formal army, but their numbers are such that they can dispatch several skirmishing teams at once. We have scout overwatch camps placed along the forest's edge. Once you have a way through the forest or the to our march neutralized, sent a signal, runner, or whatever you like and my scouts will ride immediately."
Supplied, briefed, and gathered, your party sets out from the camp to the west. As predicted, you come within sight of the forest edge by early afternoon. From the low hill you stand on, the trees are a half-mile away and the face stretches beyond sight to the north and south. Nothing appears immediately ominous from your vantage point.
While pausing for a moment, the a sound catches your attention from all directions. In a flash, mounds and rocks fall away to reveal a team of four dressed in the colors of the Alvernia royalty. Introductions are made and they reveal they are one of several scouting teams. Horses provided by the camp are turned over to one scout who rides east. The scouts lay low while you are present and recover themselves with illusions and magical cloaks when you depart.
(Feel free to ask away if you like. Forest will be posted in a few hours.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
First things first: Perrin activates Pass without Trace using the Staff of the Woodlands to try and avoid unwanted guests.
"Who said we were going to be lizardfolk? I was torn between gypsies, traders, and traveling entertainers--any one of which would have let us take the wagon. Oh well, this is probably more practical, anyway. Unless we need something in the wagon, of course."
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
"Yeah. It'll be a real shame 'bout tha waggin, Cap'n. If only someone had made a suggestion about having our holdings more transportable?"
Gridolpho may seem his usual cool, sarcastic self. But the alacrity with which he fidgets his dagger says otherwise. Barely hidden beneath his surface is a serious "let's go, already" vibe.
DCI: 3319125026
Entering the forest, you get a very heavy feeling of being watched. The air feels vividly alive, as though you are tapping into some sort of direct link to a massive network. As best as you can reckon from Talvus' map, the journey to your objective should take approximately 1 day, but the suspected destination is over a mile wide. The moving is slow and vision does not extend very far. The light let in through the canopy gives just enough clues as to the time of day and direction of travel.
(From here, we will assume a general direction toward the southern objective. I'll throw out an encounter roll every 4 hours while you travel. During combat, I will at least try to post an Excel spreadsheet to show characters/enemies' locations and significant landmarks.)
FIRST ENCOUNTER ROLL: 9
You feel fortunate as the woods seem serene during your initial exposure. Occasional rustling of small animals bely no unseen danger.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
SECOND ENCOUNTER ROLL: 8. (Not sure why the bonus roll is not showing up in my editor, but it rolled a 2). ADDITIONAL ENCOUNTER ROLL: 9. (Now it shows a 1 instead of 16 that it initially rolled... Hope next time will be better)
A few hours short of dusk, you hear a scream and a woman comes bursting through the woods. She carries a spear with a long, curved blade and wears a heavy set of chain armor. "Help! Don't just stand there, I've been ambushed! Kill them!" She seems very insistent on something behind her.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Grabing his greataxe Kyrthas looks around suspiciously.
"The best way to set an ambush is to make a fake one." he mumbles and takes one step forward towards the woman.
(Perception: 17 to see if he detects more enemies )
PbP Character: A few ;)
"You've got to believe me, they're right behind me!" The woman exclaims. She turns back momentarily and rushes toward the party, weapon at the ground. The forest begins to tremble with looming danger. Trees convulse and snap as a pack of four trolls burst through the overgrowth.
(For visuals until I can post something more effective, the trolls are grouped adjacently in their number order, two in front, two behind. The woman ran to the middle of the party and has turned to fight. The trolls are about 40 feet ahead.)
(Roll initiative!)
Troll1: 6
Troll2: 16
Troll3: 17
Troll4: 17
Woman: 20
Pending party's initiative: Troll4, Woman, Troll1, Troll3, Troll2
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Initiative: 5
As he sees the trolls charging Kyrthas rises his axe and charges forward with a roaring warcry!!
(Actions when his turn comes)
- Bonus action: Rage
- Move action: Goes for the nearest/fastet troll running in their direction if needed. If not need to move because he is already engaged in combat read below.
- Attack action: Two Reckless attacks on the troll with the greataxe: (gain advantage to STR attacks, but attacks against him until his next turn had advantage.)
He will choos to take a -5 penalty to attack to gain +10 to damage.
- Attack: 18 Damage: Unable to parse dice roll.
- Attack: 10 Damage: 6
If no move action needed and if it is allowed he will change his movement action to a bonus action, using it as a Action Surge of warrior feature and attacking again two times with the same rules as the other two attacks.
- Attack: 12 Damage: 7
-- Attack: 18 Damage: 6
Ok I don't know why it doesn't add the bonus neither to attack or damage but we need to add +5 to each attack and +18 to each damage roll ( +4 STR +2 battleaxe + 2 rage +10 feat ) and also I need to reroll the 2 of damage on one of the damage rolls.
Attacks:
1st: Attack: 18 Damage: 26
2dn: Attack: 16 Damage: 26
3rd: Attack: 18 Reroll damage: 19
4th: Attack: 22 Damage: 29
Last edir: It seems that it's the "combat" tab at the dice roller that doesn't add the modifiers. The others seems to work fine.
PbP Character: A few ;)