From what i gather Karm is being dragged with the bag? Karm will take of his bag, drops it, makes an exagerated snipping motion with his left hand and propells it straigh into the air. Goodfellow, Catch!
It will fly 90ft and should have some momentum that carries it a bit higher. It shouldn't hit the ground for at least 1 round, even two if the momentum carries it another 30ft.
This post has potentially manipulated dice roll results.
{{That is correct. Totally my fault. I didn't read the spell completely as I was in a bit of a rush when I wrote it. I might also lack the proper description when resolving the actions this round.}}
{{So, here's what I'll do. I won't edit out the narrative as it will put the manipulated dice roll tag, but I'll say that the Arcane Rider is casting the spell on themselves instead of on Eremoz, and goes to chase Retriever 1. As a point of note, the Retriever 2 is the one dragging Karm and is currently under Drexon's spell, which makes it prone and incapacitated. However, Retriever 1 goes before Dvark, teleports 30 ft toward Karm, and grabs his bag before running away to I2. The Arcane Rider, with the spell, can almost catch up to it.}}
{{This also means that whoever is attacking Retriever 2 has an advantage on the attack if they are within 5 ft.}}
To summarize, or to correct what is wrong, this round so far goes like so:
Retriever 1 teleports 30 ft, walks to Karm, takes his bag, and walks the rest of the way upward on the map.
Retriever 3, which is fleeing downward on the map gets to roll for Shatterstep (1 (1)), which doesn't recharge, but still travels 80 feet away. This means it is 150 feet away from Karm as a point of reference.
Arcane Rider casts Expeditious Retreat on themselves and chases Retriever 1, ending up 10 feet behind it.
Dvark rushes toward Karm and Cure Wounds him for 7 hit points.
Retriever 2, still under the spell, gets a save: Wis save:18 (1)
Eremoz rushes to help Karm and attack Retriever 2 with advantage (still hasn't rolled that yet)
{{Sorry again for the messy narrative this round.}}
Karm stands up and uses the rest of his movement to get within 60ft of retreiver 3 if he isnt already he then streaks his index and middle finger over his forehead to collect a drop of sweat and flicks it after the creature. Not so fast! Mid flight the drop grows and begins to freeze into a shard of clear ice
Attack: 13(13), Damage: 9(9) piericing. Regardless if it hits or not: DC14 Dex save or take 7(7) cold damage Almost forgot: 4(4) to the attack because of bless
Cob sees the box lift high into the sky, going up above his head. He darts forward a little to stay under the box as it hits its peak before it starts to fall down. He holds out his hands to catch the box.
Dex? If needed: 10 (plus an extra 2 if Acrobatics can apply to keep his balance and let him extend a little further mid movement to catch).
This post has potentially manipulated dice roll results.
Eremoz swings with all his might at the prone creature (Retriever 2), and the creature scatters into dust never to reform again.
Retriever 1 Dex save: 5 (20)
Karm throws a blade of ice at the final creature (Retriever 1). The ice blade strikes the creature and blossoms into soikes, yet the creature shifts to lessen the impact. You can see that perhaps one or two more successful blow to the creature will disperse it and prevent it from returning ever again.
The Martial Rider stands his ground to let their partner and the civilians they are helping deal with the final creature. They seem to think that this is personal to them. They reaches into their armor and pulls a palm-sized plate.
"Sector 10 is clear, but a straggler is heading toward Sector 8," The Rider says to the plate before putting it back into their underarmor. They turn toward the other around them and shake their head. "Unfortunately, this is not a small incident. All over the city, a number of this creature appear, emerging from sickly individuals. We are stretched thin as it is, but it seems our work is paying off. I see that the last one is on its last leg."
{{Cob, Karm changes his action from throwing the box to casting a spell toward the only visible creature, which happens to be holding the bag containing the box and trying to escape with it. You can respond differently if you so wish.}}
Dvark moves to block the shattering creature that is carrying the box. (I'll addrenaline rush again if he moves before me) and takes a swing with his longsword Attack: 21 Damage: 6
(OOC Okay - trying to keep it all straight but having trouble following the initiative order - actions keep changing)
Cob spots the box being taken away and gives chase, flying as far as he can after the fleeing thief before letting the fiddle do the rest, notes flying off as he says “buttercup” and a blast of Eldritch energy leaps forth.
{{With the combined hit between Karm's Ice Knife and Cob's Eldritch Blast the one carrying Karm's bag is now dead. It only has 8 hit points after Karm's spell. Keep in mind that one fled. I don't know, but maybe it will return for a rematch ;) }}
{{We wrap up the combat here.}}
Cob unleashes a bolt of energy at the creature carrying Karm's bag and the creature bursts into dust and motes of light. You look everywhere, making sure that it will not reappear anywhere, and finds that it finally ends. The creature is finally dead and Karm's bag drops to the ground.
The Arcane Rider who has seen the creature's persistence in pursuing the small fallen bag looks toward all of you and says, "What's in the bag? It seems to be looking for this bag specifically. Reports from around the city say that they are attacking people with magic. Do you have a magical item in there?" Now that the rush of battle has abated, you can see that the Arcane Rider is female as she takes out her helmet and scrutinies the fallen bag further.
The Martial Rider moves behind the Arcane Rider and says, "Let them be. There are still other Sectors that need help." The Martial Rider looks toward all of you as they wind down from the fight and begin preparing their pegasi for a patrol flight once again. "You say that you are heading to the station? The main streets are clogged with evacuees. That's where we have been directing the people for safety. You seem a capable lot. Go down this alley, take a right at the second junction, then left, another left at the fifth junction, pass the stone bridge, right, then you're good to go. I don't know what time you are leaving, but if you hurry you can take the train that is leaving in an hour. We are evacuating some of the Industrial Ward's citizens to other cities until this plague and incursion can be fully investigated."
Both the Arcane Rider and the Martial Rider take off into the air once again, continuing their patrol.
{{What do you want to do now? Keep in mind that your ticket is due to leave in 1 hour and 30 minutes. With the direction of the Martial Rider, you can arrive at the station in 30 to 40 minutes.}}
Can we take it? Our tickets are for one specific Train, rigtht?
Karn will reclaim his bag, lifts it up towards his companions. I can run like the wind if it's dire but besides that it's maybe better if one of you carries that until we are out of this place
{{That's right. I have not yet expanded on how the train station works. I kind of forgot about it.}}
{{Let's make it a general Intelligence roll. This is not a high DC. Let's say 10 is the threshold to see if you have a general working knowledge of how the travel system by train works. I'll put it in a spoiler.}}
[Excerp from Mariss Memoir of Vortesso, Chapter 4 - On the Splendors of Vortesso]
Kandela Station
Constructed in 310 ABM, the Kandela Station has been the joint that connects the Northern and Southern regions of the Verdant Trammel together. Two major lines exist in Kandela Station, boasting a capacity to hold twenty trains at the same time; one caters to the northern region, called the Northern Spine Line, and one caters to the southern region, called the Southern Spine Line.
With its importance as the backbone of the economy and industry in the Verdant Trammel, the Kandela Station has been renovated several times over the year to increase its effectiveness of the station. Since 434 ABM, the station has changed direction to not only caters to cargo transport but also become a tourist travel hub. Several shops and food joints have been added to increase the comfort and experience of the station, while the newer model of trains that are more suited to passengers have replaced the old ones that cater to bulk cargo transportation. This tourism drive has also shifted the priorities of the cities along the Northern Spine Line to follow Vortesso's path to increase their tourism advertisement. Unfortunately, this also means that there is an upsurge in the population around Vortesso as the time and distance between several cities shortened considerably, causing slums to appear around the station. The government of Vortesso has done its best to provide better living conditions for these migrant workers, but it will take some time before anything substantial can happen.
The Northern Spine Lines
The Northern Spine Lines connect Vortesso with eight other major cities along the northern region of the Verdant Trammel, ending in the city of Erdelun. Three travel regimes are available: a commuter line that stops in every city, a cargo line that stops only in several industrial hubs, and the high-speed line that only has one destination. As of this book's publication date, the price for the commuter line is 1 bronze per station traveled; the price for the cargo line is as written under a contract between business owners and the Kandela Station Management, and the price for the high-speed line is a flat 2 copper and 50 bronze per person per station bypassed.
For example, the price for a commuter line from Erdelun to Vortesso is 8 bronze for the 8 cities the train passes along the journey, including the end station. The price for the high-speed line is 20 copper per person from Vortesso to Erdelun, or vice versa, for the 8 cities the train bypasses in the journey, including the end station.
With the new Stormsurfer Class locomotive, the direct journey from Vortesso to Erdelun spanning more than 600 miles takes up only 3 hours. To increase the enjoyment of the passengers, the High-Speed Northern Spine Trains are equipped with a fully stocked bar and diner, luxuriously comfortable seating, and a personal travel guide when requested. Unfortunately, this type of train only travels for a limited period of time and at a specific time each day.
This new addition to the train fleet also increases the volume of travel between one place to another. Currently, the commuter line trains leave every 30 minutes at each station along the track. In addition, new tracks have been placed to create a dedicated line for each travel regime to ensure both passenger comfort and the promptness of delivery.
{{As a note, your tickets have the word High-Speed Passage written on them, which means that they are tickets for the high-speed line.}}
{{Don't worry about rolling low in this case. Even below 10, you still know that sometimes different destinations can have different departure times. You just don't know whether your ticket will enable you to travel on more than one train or just the one. It's not something that is generally known by someone that is not a frequent user of the train service.}}
Eremoz puts away his weapon. “Cob, do you mind scouting ahead again? We should move. If the earlier train is available, we take it. If not, we can prepare for another attack until our train leaves.”
This post has potentially manipulated dice roll results.
Dvark sheaths his sword and dusts off his jacket "I think we should take our time getting to the station. We don't want to walk into another ambush because we rush this."
Dvark touches the amulet in his pocket again and the shroud of twilight surrounding him dissipates. (everyone take one last temp HP for the road) 5 (3)
From what i gather Karm is being dragged with the bag?
Karm will take of his bag, drops it, makes an exagerated snipping motion with his left hand and propells it straigh into the air. Goodfellow, Catch!
It will fly 90ft and should have some momentum that carries it a bit higher. It shouldn't hit the ground for at least 1 round, even two if the momentum carries it another 30ft.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{That is correct. Totally my fault. I didn't read the spell completely as I was in a bit of a rush when I wrote it. I might also lack the proper description when resolving the actions this round.}}
{{So, here's what I'll do. I won't edit out the narrative as it will put the manipulated dice roll tag, but I'll say that the Arcane Rider is casting the spell on themselves instead of on Eremoz, and goes to chase Retriever 1. As a point of note, the Retriever 2 is the one dragging Karm and is currently under Drexon's spell, which makes it prone and incapacitated. However, Retriever 1 goes before Dvark, teleports 30 ft toward Karm, and grabs his bag before running away to I2. The Arcane Rider, with the spell, can almost catch up to it.}}
{{This also means that whoever is attacking Retriever 2 has an advantage on the attack if they are within 5 ft.}}
To summarize, or to correct what is wrong, this round so far goes like so:
{{Sorry again for the messy narrative this round.}}
{{Sorry for always changing my actions then}}
Karm stands up and uses the rest of his movement to get within 60ft of retreiver 3 if he isnt already he then streaks his index and middle finger over his forehead to collect a drop of sweat and flicks it after the creature. Not so fast! Mid flight the drop grows and begins to freeze into a shard of clear ice
Attack: 13(13), Damage: 9(9) piericing. Regardless if it hits or not: DC14 Dex save or take 7(7) cold damage
Almost forgot: 4(4) to the attack because of bless
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Attack: 17 Damage: 9
Cob sees the box lift high into the sky, going up above his head. He darts forward a little to stay under the box as it hits its peak before it starts to fall down. He holds out his hands to catch the box.
Dex? If needed: 10 (plus an extra 2 if Acrobatics can apply to keep his balance and let him extend a little further mid movement to catch).
Eremoz swings with all his might at the prone creature (Retriever 2), and the creature scatters into dust never to reform again.
Retriever 1 Dex save: 5 (20)
Karm throws a blade of ice at the final creature (Retriever 1). The ice blade strikes the creature and blossoms into soikes, yet the creature shifts to lessen the impact. You can see that perhaps one or two more successful blow to the creature will disperse it and prevent it from returning ever again.
The Martial Rider stands his ground to let their partner and the civilians they are helping deal with the final creature. They seem to think that this is personal to them. They reaches into their armor and pulls a palm-sized plate.
"Sector 10 is clear, but a straggler is heading toward Sector 8," The Rider says to the plate before putting it back into their underarmor. They turn toward the other around them and shake their head. "Unfortunately, this is not a small incident. All over the city, a number of this creature appear, emerging from sickly individuals. We are stretched thin as it is, but it seems our work is paying off. I see that the last one is on its last leg."
{{Cob, Karm changes his action from throwing the box to casting a spell toward the only visible creature, which happens to be holding the bag containing the box and trying to escape with it. You can respond differently if you so wish.}}
I grant Karm 6 temp HP (rolled in game log)
Dvark moves to block the shattering creature that is carrying the box. (I'll addrenaline rush again if he moves before me) and takes a swing with his longsword Attack: 21 Damage: 6
(OOC Okay - trying to keep it all straight but having trouble following the initiative order - actions keep changing)
Cob spots the box being taken away and gives chase, flying as far as he can after the fleeing thief before letting the fiddle do the rest, notes flying off as he says “buttercup” and a blast of Eldritch energy leaps forth.
Eldritch Blast Attack: 16 Damage: 12
(OOC Confirming the one that was Hexed has just disappeared but didn’t get to 0 HP)
{{With the combined hit between Karm's Ice Knife and Cob's Eldritch Blast the one carrying Karm's bag is now dead. It only has 8 hit points after Karm's spell. Keep in mind that one fled. I don't know, but maybe it will return for a rematch ;) }}
{{We wrap up the combat here.}}
Cob unleashes a bolt of energy at the creature carrying Karm's bag and the creature bursts into dust and motes of light. You look everywhere, making sure that it will not reappear anywhere, and finds that it finally ends. The creature is finally dead and Karm's bag drops to the ground.
The Arcane Rider who has seen the creature's persistence in pursuing the small fallen bag looks toward all of you and says, "What's in the bag? It seems to be looking for this bag specifically. Reports from around the city say that they are attacking people with magic. Do you have a magical item in there?" Now that the rush of battle has abated, you can see that the Arcane Rider is female as she takes out her helmet and scrutinies the fallen bag further.
The Martial Rider moves behind the Arcane Rider and says, "Let them be. There are still other Sectors that need help." The Martial Rider looks toward all of you as they wind down from the fight and begin preparing their pegasi for a patrol flight once again. "You say that you are heading to the station? The main streets are clogged with evacuees. That's where we have been directing the people for safety. You seem a capable lot. Go down this alley, take a right at the second junction, then left, another left at the fifth junction, pass the stone bridge, right, then you're good to go. I don't know what time you are leaving, but if you hurry you can take the train that is leaving in an hour. We are evacuating some of the Industrial Ward's citizens to other cities until this plague and incursion can be fully investigated."
Both the Arcane Rider and the Martial Rider take off into the air once again, continuing their patrol.
{{What do you want to do now? Keep in mind that your ticket is due to leave in 1 hour and 30 minutes. With the direction of the Martial Rider, you can arrive at the station in 30 to 40 minutes.}}
“Thanks for the directions, Captain. That’s just what we we’re looking looking for.” Cob says with a bow and an exaggerated salute.
He flies down to the ground to join the rest of the party.
“If that first train is going anywhere close to Bast Trench we should take it.”
Can we take it? Our tickets are for one specific Train, rigtht?
Karn will reclaim his bag, lifts it up towards his companions. I can run like the wind if it's dire but besides that it's maybe better if one of you carries that until we are out of this place
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
{{That's right. I have not yet expanded on how the train station works. I kind of forgot about it.}}
{{Let's make it a general Intelligence roll. This is not a high DC. Let's say 10 is the threshold to see if you have a general working knowledge of how the travel system by train works. I'll put it in a spoiler.}}
[Excerp from Mariss Memoir of Vortesso, Chapter 4 - On the Splendors of Vortesso]
Kandela Station
Constructed in 310 ABM, the Kandela Station has been the joint that connects the Northern and Southern regions of the Verdant Trammel together. Two major lines exist in Kandela Station, boasting a capacity to hold twenty trains at the same time; one caters to the northern region, called the Northern Spine Line, and one caters to the southern region, called the Southern Spine Line.
With its importance as the backbone of the economy and industry in the Verdant Trammel, the Kandela Station has been renovated several times over the year to increase its effectiveness of the station. Since 434 ABM, the station has changed direction to not only caters to cargo transport but also become a tourist travel hub. Several shops and food joints have been added to increase the comfort and experience of the station, while the newer model of trains that are more suited to passengers have replaced the old ones that cater to bulk cargo transportation. This tourism drive has also shifted the priorities of the cities along the Northern Spine Line to follow Vortesso's path to increase their tourism advertisement. Unfortunately, this also means that there is an upsurge in the population around Vortesso as the time and distance between several cities shortened considerably, causing slums to appear around the station. The government of Vortesso has done its best to provide better living conditions for these migrant workers, but it will take some time before anything substantial can happen.
The Northern Spine Lines
The Northern Spine Lines connect Vortesso with eight other major cities along the northern region of the Verdant Trammel, ending in the city of Erdelun. Three travel regimes are available: a commuter line that stops in every city, a cargo line that stops only in several industrial hubs, and the high-speed line that only has one destination. As of this book's publication date, the price for the commuter line is 1 bronze per station traveled; the price for the cargo line is as written under a contract between business owners and the Kandela Station Management, and the price for the high-speed line is a flat 2 copper and 50 bronze per person per station bypassed.
For example, the price for a commuter line from Erdelun to Vortesso is 8 bronze for the 8 cities the train passes along the journey, including the end station. The price for the high-speed line is 20 copper per person from Vortesso to Erdelun, or vice versa, for the 8 cities the train bypasses in the journey, including the end station.
With the new Stormsurfer Class locomotive, the direct journey from Vortesso to Erdelun spanning more than 600 miles takes up only 3 hours. To increase the enjoyment of the passengers, the High-Speed Northern Spine Trains are equipped with a fully stocked bar and diner, luxuriously comfortable seating, and a personal travel guide when requested. Unfortunately, this type of train only travels for a limited period of time and at a specific time each day.
This new addition to the train fleet also increases the volume of travel between one place to another. Currently, the commuter line trains leave every 30 minutes at each station along the track. In addition, new tracks have been placed to create a dedicated line for each travel regime to ensure both passenger comfort and the promptness of delivery.
{{As a note, your tickets have the word High-Speed Passage written on them, which means that they are tickets for the high-speed line.}}
Intelligence: 4 +4
{{I get the feeling Karm isnt even that bright}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon Intelligence Check: 6+2=8
Eremoz intelligence check: 3 (Rolled in game log.)
{{Don't worry about rolling low in this case. Even below 10, you still know that sometimes different destinations can have different departure times. You just don't know whether your ticket will enable you to travel on more than one train or just the one. It's not something that is generally known by someone that is not a frequent user of the train service.}}
Drexon wanders back to the group in time to hear the directions to the station.
"We aren't sure the impact of leaving on an earlier train. We know there are implications to being late", he says.
"I suggest we make our way there slowly and carefully, and hope it is well guarded".
I‘d say we get the hell out of here
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz puts away his weapon. “Cob, do you mind scouting ahead again? We should move. If the earlier train is available, we take it. If not, we can prepare for another attack until our train leaves.”
Dvark sheaths his sword and dusts off his jacket "I think we should take our time getting to the station. We don't want to walk into another ambush because we rush this."
Dvark touches the amulet in his pocket again and the shroud of twilight surrounding him dissipates. (everyone take one last temp HP for the road) 5 (3)