As the afternoon approaches evening you know the sun will set in about an hour and the heat of the day begins to fade. Each group returns to the Riverboat Queen to share what they've seen and heard and to discuss strategies when a new sound hits your ears. First you hear a familiar sound like distant rolling thunder, but you realize it isn't thunder. Time seems to slow. The sound of a horn blasts from one of the southern guard towers and you realize that the sound of thunder is actually the impacts of a large number of creatures running towards the city. A second horn from the the south sounds and the adrenaline begins to course through your veins.
Roll Initiative!
(Initiative will work slightly differently for this campaign in order to keep things rolling but still structured and realistic. Rolls will be categorized into 5 groups: 20+, 15-19, 10-14, 5-9 & 1-4. Once all initiatives have been rolled I will send out a initiative group listing with the characters/npcs associated with each group. Once the initiative listing is posted anyone in group 1: 20+ will be able to post. Once everyone from group 1 has posted anyone in group 2: 15-19 can post, etc. If you have any questions feel free to ask.)
This post has potentially manipulated dice roll results.
As soon as Yera hears the horns, he eyes grow wide and the hairs on the back of her neck stand up. It's happening again. She grabs her sword and shield, and prepares to be flung into battle. Initiative 4
"This doesn't sound like paying work." Onyx pushing himself off a wall as he reaches for his warhammer and shield. Looking to the others to see how they might react.
Quentin leaps to his feet at the sound of the thunder and the horns, all traces of humor and nonchalance vanishing from his countenance. With a deft and smooth motion of his right hand, almost casual-seeming in it's swiftness, the rogue produces a hand crossbow from it's discreet resting place on his right hip. With equally fast movements he loads a bolt into the weapon and readies more about his person for easy access. Glancing at his fellows, the young man manages a quick and lopsided smirk, though the expression is more wry than mirthful. "Never a dull moment, eh gang?"
(should I roll initiative for Gump? Grunting will probs just be riding him.)
"KA-KAWWW!!!" Grunting mounts Gump and commands him forward! Initiative: 12(gump if needed. Initiative: 21)
( "The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action." From the PHB's section on Beastmaster Rangers)
As the realization comes to each of you, you instinctively move towards the southern gate. The once bustling worker town is now in a state of panic. Civilians are running around in chaos while guards attempt to calm them and reach their stations. Mucor and Gabriel arrive first and can see through the now closed portcullis a small Orc , Goblin and Ogrearmy charging the gate.
(All of you will begin your turn in the red circle. 30ft will be enough to get to the top of the gate, wall or guard tower on either side. There is one vacancy in each guard tower and 1 on top of the gate.)
Initiative Groups
Group 1: No one Group 2: Mucor, Gabriel Group 3: Siege group, Battle group, Grunting Group: 4: Onyx, Quentin Group 5: Yera
( Here is the picture in case people didn't realize it was linked.. I know I didnt :D )
So Mucor will move to take up a position on top of the gate. "Holy crap there are a lot of them!" The minotaur will yell back to his companions. Loooking around, if he thought it would take a while for the enemies to reach the gate, he would use mold earth to start digging a 10ft deep trench around in front of the gate... but if they would be here too quickly, he would instead cast chill touch at the closest Orge, The minotaur would point its spear twards the oncoming ogre and make small circles with it.. as Mucor moves his spear a hand of spores will form around the target and attempt to wrap its self around the neck of the orge.
This post has potentially manipulated dice roll results.
Gabriel nods to his minotaur companion in recognition of his speedy response and plants his feet in the soft earth directly before the gate. He draws shield and axe, lifting his eyes to the heavens for inspiration. He mutters words in a strange tongue (celestial) and is enwreathed in a pale green aura.
Action: Gabriel casts False Life on himself at 2nd level for 10 temporary HP.
The two outside ogres, carrying a ladder in each hand rush to the wall and prepare to prop them up on the wall getting struck with arrows from the guards along the way. The two inside ogres run towards the gate. One makes it within 10 ft of the gate and lifts its large club to strike the portcullis. The other ogre falls 30ft from the gate after taking an arrow through the eye and multiple in its torso. The orc and goblin groups continue to make their way towards the wall and gate.
More guards rush to the wall and fire arrows and crossbow bolts at the oncoming horde taking out a few orcs and goblins. Four acolytes from the chapel and a priest rush towards the action staying back 20ft from the gate. Columns of fire envelope 2 orcs and a bolt of energy strikes the Ogre nearest to the gate. The ogre now glows with a faint white energy (next attack against it has advantage). A group of guards wielding shields and spears sprints up to the gate in a phalanx position with Gabriel prepared to strike any creatures that dare to get close to the gate.
Onyx rushes toward the top of the wall. His tiny, dwarven legs carrying him as fast as they can. Weapons clanging, bouncing off his armor with each step until he finds himself on the western side near the guard barracks? Hopefully where the ogres are planning to position ladders.
Once in position the gray dwarf begins to grow in size, double what he was before and eight times as heavy. Spiked armor and weapons growing to match where necessary.
Onyx reaches the top of the wall. (The 30 ft is more to reach the guard tower and gate. The stairs run parallel to the wall on the east and west side of the guard tower)
This post has potentially manipulated dice roll results.
Quentin will sprint toward the top of the western guard tower, his long legs taking the stairs two at a time in his hurry to ascend and get a better lay of the land. Once up there, the rogue will quickly move toward the outermost ledge and look down over the siege, whistling under his breath and shaking his head. His sharp eyes are immediately drawn to the illuminated form of the closest ogre however, and Quentin quickly brings his crossbow up.
"Well hello there, beautiful." He mutters beneath his breath. The rogue zeros in on his target, azure eyes focused on the bright glow, and he steadies his breathing and calmly squeezes his trigger mechanism.
Attack:14Damage:17(Damage includes Sneak Attack because of the advantage)
With almost thoughtless speed and precision, Quentin immediately has another bolt loaded and fires a second time at the same ogre.
Rushing immediately to the top of one of the guard towers, Yera looks down upon the scene unfolding in front of her. The ogre in front of the gate seems poised breech the portcullis, so she draws her Crossbow, Heavy and fires a shot at that ogre.
Ranged Weapon Attack 18
Piercing Damage 8
Seeing Gabriel guarding the gate awaiting the coming horde, she'll cast Shield of Faith on him as a bonus action (bringing his AC to 19), then attempts to duck behind any kind of cover she can find atop the tower.
Yera's bolt strikes the ogre in the arm and passes threw leaving a small hole that begins to ooze blood. With the horde fast approaching your view of them becomes clearer and you each notice that some of the goblins and orcs seem to already be damaged when a cold shiver goes down your spine. Some of these goblins and orcs are undead.
Mucor, missi g with his attack will notice his dwarven friend grow in size. seeing this, the minotaur would make his way across the top of the wall and place his hand on the dwarfs shoulder while casting enhance ability and granting the dwarf the strength of a minotaur.
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As the afternoon approaches evening you know the sun will set in about an hour and the heat of the day begins to fade. Each group returns to the Riverboat Queen to share what they've seen and heard and to discuss strategies when a new sound hits your ears. First you hear a familiar sound like distant rolling thunder, but you realize it isn't thunder. Time seems to slow. The sound of a horn blasts from one of the southern guard towers and you realize that the sound of thunder is actually the impacts of a large number of creatures running towards the city. A second horn from the the south sounds and the adrenaline begins to course through your veins.
Roll Initiative!
(Initiative will work slightly differently for this campaign in order to keep things rolling but still structured and realistic. Rolls will be categorized into 5 groups: 20+, 15-19, 10-14, 5-9 & 1-4. Once all initiatives have been rolled I will send out a initiative group listing with the characters/npcs associated with each group. Once the initiative listing is posted anyone in group 1: 20+ will be able to post. Once everyone from group 1 has posted anyone in group 2: 15-19 can post, etc. If you have any questions feel free to ask.)
As soon as Yera hears the horns, he eyes grow wide and the hairs on the back of her neck stand up. It's happening again. She grabs her sword and shield, and prepares to be flung into battle. Initiative 4
(nice)
Gabriel hefts his axe and offers a prayer to his god. "Grant that your doors be opened to those that fall by my blade. "
Initiative: 17
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
"This doesn't sound like paying work." Onyx pushing himself off a wall as he reaches for his warhammer and shield. Looking to the others to see how they might react.
Initiative: 8
Mucor will send spores flying as he shakes his head rapidly at the sound of attack, quickly drawing his heavy spear and shield.
19 = initiative
Quentin leaps to his feet at the sound of the thunder and the horns, all traces of humor and nonchalance vanishing from his countenance. With a deft and smooth motion of his right hand, almost casual-seeming in it's swiftness, the rogue produces a hand crossbow from it's discreet resting place on his right hip. With equally fast movements he loads a bolt into the weapon and readies more about his person for easy access. Glancing at his fellows, the young man manages a quick and lopsided smirk, though the expression is more wry than mirthful. "Never a dull moment, eh gang?"
Initiative Roll: 8
(should I roll initiative for Gump? Grunting will probs just be riding him.)
"KA-KAWWW!!!" Grunting mounts Gump and commands him forward! Initiative: 12 (gump if needed. Initiative: 21)
( "The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action." From the PHB's section on Beastmaster Rangers)
As the realization comes to each of you, you instinctively move towards the southern gate. The once bustling worker town is now in a state of panic. Civilians are running around in chaos while guards attempt to calm them and reach their stations. Mucor and Gabriel arrive first and can see through the now closed portcullis a small Orc , Goblin and Ogre army charging the gate.
(All of you will begin your turn in the red circle. 30ft will be enough to get to the top of the gate, wall or guard tower on either side. There is one vacancy in each guard tower and 1 on top of the gate.)
Initiative Groups
Group 1: No one
Group 2: Mucor, Gabriel
Group 3: Siege group, Battle group, Grunting
Group: 4: Onyx, Quentin
Group 5: Yera
( Here is the picture in case people didn't realize it was linked.. I know I didnt :D )
So Mucor will move to take up a position on top of the gate. "Holy crap there are a lot of them!" The minotaur will yell back to his companions. Loooking around, if he thought it would take a while for the enemies to reach the gate, he would use mold earth to start digging a 10ft deep trench around in front of the gate... but if they would be here too quickly, he would instead cast chill touch at the closest Orge, The minotaur would point its spear twards the oncoming ogre and make small circles with it.. as Mucor moves his spear a hand of spores will form around the target and attempt to wrap its self around the neck of the orge.
Attack: 9 Damage: 3
Gabriel nods to his minotaur companion in recognition of his speedy response and plants his feet in the soft earth directly before the gate. He draws shield and axe, lifting his eyes to the heavens for inspiration. He mutters words in a strange tongue (celestial) and is enwreathed in a pale green aura.
Action: Gabriel casts False Life on himself at 2nd level for 10 temporary HP.
Bonus Action: None
Object Interaction: Gabriel draws shield and axe.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Grunting will go the ramparts and Mark (Hunters Mark) an ogre and then shoot an arrow at it. Attack: 19 Damage: 5 Hunter's Mark Damage: 6
Mucor and Grunting's attacks miss their marks.
The two outside ogres, carrying a ladder in each hand rush to the wall and prepare to prop them up on the wall getting struck with arrows from the guards along the way. The two inside ogres run towards the gate. One makes it within 10 ft of the gate and lifts its large club to strike the portcullis. The other ogre falls 30ft from the gate after taking an arrow through the eye and multiple in its torso. The orc and goblin groups continue to make their way towards the wall and gate.
More guards rush to the wall and fire arrows and crossbow bolts at the oncoming horde taking out a few orcs and goblins. Four acolytes from the chapel and a priest rush towards the action staying back 20ft from the gate. Columns of fire envelope 2 orcs and a bolt of energy strikes the Ogre nearest to the gate. The ogre now glows with a faint white energy (next attack against it has advantage). A group of guards wielding shields and spears sprints up to the gate in a phalanx position with Gabriel prepared to strike any creatures that dare to get close to the gate.
Updated map:
Group 4: Onyx & Quentin!
Onyx rushes toward the top of the wall. His tiny, dwarven legs carrying him as fast as they can. Weapons clanging, bouncing off his armor with each step until he finds himself on the western side near the guard barracks? Hopefully where the ogres are planning to position ladders.
Once in position the gray dwarf begins to grow in size, double what he was before and eight times as heavy. Spiked armor and weapons growing to match where necessary.
enlarge/reduce
Onyx reaches the top of the wall. (The 30 ft is more to reach the guard tower and gate. The stairs run parallel to the wall on the east and west side of the guard tower)
Quentin will sprint toward the top of the western guard tower, his long legs taking the stairs two at a time in his hurry to ascend and get a better lay of the land. Once up there, the rogue will quickly move toward the outermost ledge and look down over the siege, whistling under his breath and shaking his head. His sharp eyes are immediately drawn to the illuminated form of the closest ogre however, and Quentin quickly brings his crossbow up.
"Well hello there, beautiful." He mutters beneath his breath. The rogue zeros in on his target, azure eyes focused on the bright glow, and he steadies his breathing and calmly squeezes his trigger mechanism.
Attack: 14 Damage: 17 (Damage includes Sneak Attack because of the advantage)
With almost thoughtless speed and precision, Quentin immediately has another bolt loaded and fires a second time at the same ogre.
Bonus Action: Crossbow Expert Attack: 18 Damage: 6
The first bolt sinks into the ogre's collarbone breaking it and the second bolt strikes into the shoulder.
Group 5: Yera!
Rushing immediately to the top of one of the guard towers, Yera looks down upon the scene unfolding in front of her. The ogre in front of the gate seems poised breech the portcullis, so she draws her Crossbow, Heavy and fires a shot at that ogre.
Ranged Weapon Attack 18
Piercing Damage 8
Seeing Gabriel guarding the gate awaiting the coming horde, she'll cast Shield of Faith on him as a bonus action (bringing his AC to 19), then attempts to duck behind any kind of cover she can find atop the tower.
Yera's bolt strikes the ogre in the arm and passes threw leaving a small hole that begins to ooze blood. With the horde fast approaching your view of them becomes clearer and you each notice that some of the goblins and orcs seem to already be damaged when a cold shiver goes down your spine. Some of these goblins and orcs are undead.
Group 2: Mucor & Gabriel!
Mucor, missi g with his attack will notice his dwarven friend grow in size. seeing this, the minotaur would make his way across the top of the wall and place his hand on the dwarfs shoulder while casting enhance ability and granting the dwarf the strength of a minotaur.