"Thank you" Eric replies "but taking down those monstrosities is a duty of anyone of my order; but I'm glad of your words Khessa" he looks toward Lewel "Although they would deserve it, I don't want to send anyone back to certain death, I would say they are free to leave if they prefer, I rather secure their weapon and keep them as worker for the caravan, they can always feed horses and clean their excrements and stuff like that... let's see if they can make amend for what they have done"
Zale watches this exchange with a smug expression. That's what these cultists get for trying to replace her friends, and now these fakes'll have to pay for being...well....fake.
Zeminny will spend some time rigging the skull onto a stick. He will then tie a skinny twig onto the lower jaw that he can use to open and close it like a marionette and he will put back in his bag for later.
“Right, put them to work since they aren’t any use as guards.” Kriv turns to the actors and his manor becomes stern. “You didn’t get anyone hurt, but be aware that you put this whole group in danger. From now on you do the work given to you and avoid any more foolishness that may bring us harm.”
Your suggestion is adopted by the group. The fake adventurers will put to work and dropped off at the first town once you leave the Fields of the Dead. The caravan’s most prominent merchants agree that some form of administration of justice is necessary during this long journey. They constitute the judiciary power of their own accord.
Things seem to go well for a while, until:
Day 5
The caravan sees a fight happening ahead. A freight wagon seems stranded, it's draft animals dead. The merchant and guards are sheltered under the wagon, with crates dragged between the wheels for cover. The 6 Hobgoblins and 1 Hobgoblin Captain assailling them seem content to keep them under siege for now.
Khessa of course would like to help the merchants under attack - something like advising Urnpoleshurst to stay back, to safety, while she goes to Fire Bolt range (120') and starts tempesting the attackers with magical fire.
(OOC: Should I simply roll the attack? Or we roll initiative? Do we have surprise? How far are the enemies at the moment?)
The caravan hasn't decided if they are going to help. It would be in character for Khessa to help anyway. Most of the caravan is pretty save and thinks someone should help, but not themselves.
[It's pretty much up to the PCs and NPCs under the wagon. If you are going to attack: assume a free turn at about 100 ft from the Hobgoblins. Make an initiative roll in the same post.]
The blonde arcane warrior assures Urnpoleshurst that he will be back soon and moves off with the horse, detaching herself from the caravan (so as not to draw the wrath of the enemies upon it) and positioning herself 120' from the besiegers; then he sends the first bolt of fire at one of the hobgoblins.
When the hobgoblins notice her, the tall adventuress yells at them, "I'm sorry, boys, perhaps there are different customs among your people, but that is hardly the way to welcome wayfarers! Leave them alone... or shall I warm you up a little more with more serious fireworks?"
Zale draws her rapier and glances at her own employer. "Not sure why me friend just decided to run off like that, but I think she do have the right idea. Best take care of those goons before they come after us too. I best go help er before things escalate." With that, she heels her horse's flank pushing the steed to a canter and heads off after Khessa.
Initiative: 22
To hit: 19
Damage: 9
Sneak attack if applicable: 10 (She will try to put herself into a position where this is possible)
Zale draws her rapier and glances at her own employer. "Not sure why me friend just decided to run off like that, but I think she do have the right idea. Best take care of those goons before they come after us too. I best go help er before things escalate." With that, she heels her horse's flank pushing the steed to a canter and heads off after Khessa.
Initiative: 22
To hit: 19
Damage: 9
Sneak attack if applicable: 10 (She will try to put herself into a position where this is possible)
"Thank you" Eric replies "but taking down those monstrosities is a duty of anyone of my order; but I'm glad of your words Khessa" he looks toward Lewel "Although they would deserve it, I don't want to send anyone back to certain death, I would say they are free to leave if they prefer, I rather secure their weapon and keep them as worker for the caravan, they can always feed horses and clean their excrements and stuff like that... let's see if they can make amend for what they have done"
Zale watches this exchange with a smug expression. That's what these cultists get for trying to replace her friends, and now these fakes'll have to pay for being...well....fake.
Zeminny will spend some time rigging the skull onto a stick. He will then tie a skinny twig onto the lower jaw that he can use to open and close it like a marionette and he will put back in his bag for later.
“Right, put them to work since they aren’t any use as guards.” Kriv turns to the actors and his manor becomes stern. “You didn’t get anyone hurt, but be aware that you put this whole group in danger. From now on you do the work given to you and avoid any more foolishness that may bring us harm.”
Your suggestion is adopted by the group. The fake adventurers will put to work and dropped off at the first town once you leave the Fields of the Dead. The caravan’s most prominent merchants agree that some form of administration of justice is necessary during this long journey. They constitute the judiciary power of their own accord.
Things seem to go well for a while, until:
Day 5
The caravan sees a fight happening ahead. A freight wagon seems stranded, it's draft animals dead. The merchant and guards are sheltered under the wagon, with crates dragged between the wheels for cover. The 6 Hobgoblins and 1 Hobgoblin Captain assailling them seem content to keep them under siege for now.
Player: Any Good Alignment // DM: Lawful Evil
Khessa of course would like to help the merchants under attack - something like advising Urnpoleshurst to stay back, to safety, while she goes to Fire Bolt range (120') and starts tempesting the attackers with magical fire.
(OOC: Should I simply roll the attack? Or we roll initiative? Do we have surprise? How far are the enemies at the moment?)
The caravan hasn't decided if they are going to help. It would be in character for Khessa to help anyway. Most of the caravan is pretty save and thinks someone should help, but not themselves.
[It's pretty much up to the PCs and NPCs under the wagon. If you are going to attack: assume a free turn at about 100 ft from the Hobgoblins. Make an initiative roll in the same post.]
Player: Any Good Alignment // DM: Lawful Evil
OK, Khessa is that someone then!
The blonde arcane warrior assures Urnpoleshurst that he will be back soon and moves off with the horse, detaching herself from the caravan (so as not to draw the wrath of the enemies upon it) and positioning herself 120' from the besiegers; then he sends the first bolt of fire at one of the hobgoblins.
Initiative: 9
Fire Bolt: Attack: 17 Damage: 1 (fire)
When the hobgoblins notice her, the tall adventuress yells at them, "I'm sorry, boys, perhaps there are different customs among your people, but that is hardly the way to welcome wayfarers! Leave them alone... or shall I warm you up a little more with more serious fireworks?"
Zeminny will help With the ranged attack by firing an Arrow, hoping to hit the Hobgoblin Captain. Attack: 12 Damage: 11
initiative 7
The dwarf draws his hammer and stands ahead the others.
If close enough he casts Sacred flames: requiring CD14 saving throw to avoid 2 damages. Otherwise he takes the dodge action.
Initiative: 3
(Are we getting a long rest before Day 5?)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
(I expect each night of our sleep to be the equivalent of a long rest - unless we are interrupted - so I think so)
Zale draws her rapier and glances at her own employer. "Not sure why me friend just decided to run off like that, but I think she do have the right idea. Best take care of those goons before they come after us too. I best go help er before things escalate." With that, she heels her horse's flank pushing the steed to a canter and heads off after Khessa.
Initiative: 22
To hit: 19
Damage: 9
Sneak attack if applicable: 10 (She will try to put herself into a position where this is possible)
Correct.
Player: Any Good Alignment // DM: Lawful Evil
I'll proces dmg once everyone has made an attack roll and rolled for initiative. I'm missing Nixi, Calvin and Kriv.
Initiative for Hobgoblin Captain: 16 + 2 = 18
Hobgoblins: 3 +1 = 4
Guards: 1 + 1 = 2
Player: Any Good Alignment // DM: Lawful Evil
That was with your crossbow I assume?
Player: Any Good Alignment // DM: Lawful Evil
Kriv heads out in front of the caravan. He aims at the captain and shoots a bolt of Eldritch Blast, shaped like an anchor and chain.
Initiative 3
Attack: 4 Damage: 3
Nixi initiative 17
The wizard will send a three magical glowing darts zipping from her wand to the Hobgoblin leader. (10 force damage)