"I'd wager we'll lose the contract to a rising empire, not an orcish lout if we go any slower," he said sarcastically. "There's quite a bunch of us and everyone's capable of defending themselves. But the lot of you are right, there's no real point in splitting. That gives us what, one, two day leeway? Not particularly helpful."
Richard grabs the shaft of a staff a bit tighter.
"Whatever it is that we decide, I'd rather we decide it quickly. The wind is cold here. If I'm to freeze my balls off on this "adventure", I'd much rather do it on a pile of gold than in the middle of nowhere."
"A long march is nothing I'm nor use to. If needed we can take shifts of riding in the cart or we can keep the Cart as light as possible and trek all day. Either option shouldn't slow us down much."
Harek focuses only a moment on Richard as he speak, ending while speaking to Grundren
"Then it's decided," says Gundren. "Sildar and I will take the weak cart as we are but two, and the rest of you can guide the other. We'll stick together as best we can, following Harek's advice to keep up our speed."
You keep a fair pace despite having to wait for Gundren's cart to catch up every so often. The road narrows as you pass into the hills, and soon you are immersed in thick woods dotted with slopes of skree. You are descending into a small valley when Ander perks up, suddenly on guard. He points off into the woods about 50 ft from the trail where something large has clearly passed, breaking down branches and trampling the underbrush.
Sildar reaches for his arquebus. "Something's nearby."
"Oh shit", says Richard, raising his staff. Right leg behind, side of the torso facing the trouble - classical stance of a battle mage. Wizard pauses for a second, then decides against Shield charm. Without knowing what's there, he would risk wasting time and spell. He now stands ready to try and fend off the danger.
A foul reek, like festering wounds, begins to drift across the road. A Perception roll (DC 15) could be made to follow it to its source. If you walked over to the path the thing(s) left, you could determine more information or track it/them.
Unable to pinpoint the source of the fumes, you are taken aback when it barrels down the road from the way you came, holding a small tree as if it were a club. The thing is covered in scar tissue and wears a horribly gouged vest of padded armor. Its cruel eyes and blank rage lack conventional signs intelligence, yet somehow it managed to flank you and ambush from behind. Gundren takes one look at this foe about four times his height and cracks the reins on the one ox left on his cart. Sildar leaps from the wagon to do battle, shouting loud enough to match the beast.
(Combat time! I'll use Sildar as an example in case you forgot the directions I posted in the game discussion)
The Monster: AC 10 HP: 71
Greatclub.Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
STR 19(+4) DEX 8(-1) CON 16(+3) INT 5(-3) WIS 7 (-2) CHA 7(-2)
Potentially more abilities: Investigation DC 10 to determine, or use your OoC knowledge/reasoning.
The gun misfires, so Sildar discards it and draws his sword. He drops the monster to 53 HP with two good cuts, then back steps to avoid the thing's reach.
This post has potentially manipulated dice roll results.
"Oh for hell's sake!" Richard cries out, trailing his hand along the shaft of a quarterstaff as he steps 15 feet back. A simple gesture, sure, but done by a Wizard, it releases a three glowing darts from the tip of a weapon. This simple spell may not very powerful, but can be cast rather quickly and never misses its mark.
The monster staggers from the sudden onslaught of blades and bolts, but when it picks itself back up you see that your victory was short lived. Scars are already forming over its recent wounds and it seems more enraged than hurt.
Math: The monster is at 35 HP after your attacks. You took 3 actions total, so it takes 3 actions to regenerate 10 health per action. It is now at 65 HP.
Also, if you want to take actions for the monster, it charges at whoever made it the most angry and tries to club them to death.
(Yes, this system allows solo enemies to take far more actions than normal. I'll include the added challenge in the xp if you win.)
"Forget the damned thing, we must get these carts to Phandalin!" shouts Gundren as he tries in vain to make his ox move faster.
This post has potentially manipulated dice roll results.
"Hey, not fair!" Richard yells, putting another 15 ft. between him and the moster. "I can try and make him stop regenerating, but the rest of you would do well to keep him busy and hurt."
Wizard grins, now getting to cast one of his favourite spells. Richard clenches his fist in front of him, as if catching an invisible moth and speaks the words for Chill Touch. Ghostly hand appears near the monster and dives in, ready to grab it.
Ranged spell attack: 15
On hit, it would deal 2 of necrotic damage and prevent the thing from regenerating hit points.
Harek jumps off the wagon and draws his warhammer. He charges the monster swinging for its hand to make it drop the tree it fashioned into a club. He attacks twice using his body's nature surge of energy that he hone with battle training(action surge).
Not sure if you think that save is high enough to keep a hold of the tree/weapon. I was going to have him make a couple attacks against me either with the club if he kept it, or a fist attack followed by him picking the club up and attacking again.
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"we strong as'r group" Gremorn gruffs
Richard grunted.
"I'd wager we'll lose the contract to a rising empire, not an orcish lout if we go any slower," he said sarcastically. "There's quite a bunch of us and everyone's capable of defending themselves. But the lot of you are right, there's no real point in splitting. That gives us what, one, two day leeway? Not particularly helpful."
Richard grabs the shaft of a staff a bit tighter.
"Whatever it is that we decide, I'd rather we decide it quickly. The wind is cold here. If I'm to freeze my balls off on this "adventure", I'd much rather do it on a pile of gold than in the middle of nowhere."
DM Price of Misfortune (finished)
"A long march is nothing I'm nor use to. If needed we can take shifts of riding in the cart or we can keep the Cart as light as possible and trek all day. Either option shouldn't slow us down much."
Harek focuses only a moment on Richard as he speak, ending while speaking to Grundren
"Then it's decided," says Gundren. "Sildar and I will take the weak cart as we are but two, and the rest of you can guide the other. We'll stick together as best we can, following Harek's advice to keep up our speed."
You keep a fair pace despite having to wait for Gundren's cart to catch up every so often. The road narrows as you pass into the hills, and soon you are immersed in thick woods dotted with slopes of skree. You are descending into a small valley when Ander perks up, suddenly on guard. He points off into the woods about 50 ft from the trail where something large has clearly passed, breaking down branches and trampling the underbrush.
Sildar reaches for his arquebus. "Something's nearby."
"Oh shit", says Richard, raising his staff. Right leg behind, side of the torso facing the trouble - classical stance of a battle mage. Wizard pauses for a second, then decides against Shield charm. Without knowing what's there, he would risk wasting time and spell. He now stands ready to try and fend off the danger.
DM Price of Misfortune (finished)
Ander stands with his sword drawn. “I’m not sure what this is, but we should proceed carefully. Some of us should scout it out before we continue”
Gremorn springs into action loading a crossbow while following the others
A foul reek, like festering wounds, begins to drift across the road. A Perception roll (DC 15) could be made to follow it to its source. If you walked over to the path the thing(s) left, you could determine more information or track it/them.
I also have passive perception 11 (didn't know whether it gets added)
Perception roll 12
Perception: 8
DM Price of Misfortune (finished)
Unable to pinpoint the source of the fumes, you are taken aback when it barrels down the road from the way you came, holding a small tree as if it were a club. The thing is covered in scar tissue and wears a horribly gouged vest of padded armor. Its cruel eyes and blank rage lack conventional signs intelligence, yet somehow it managed to flank you and ambush from behind. Gundren takes one look at this foe about four times his height and cracks the reins on the one ox left on his cart. Sildar leaps from the wagon to do battle, shouting loud enough to match the beast.
(Combat time! I'll use Sildar as an example in case you forgot the directions I posted in the game discussion)
The Monster: AC 10 HP: 71
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
STR 19 (+4) DEX 8 (-1) CON 16 (+3) INT 5 (-3) WIS 7 (-2) CHA 7 (-2)
Potentially more abilities: Investigation DC 10 to determine, or use your OoC knowledge/reasoning.
Sildar is making a rifle attack, then charging into melee for a series of sword blows.
Rifle: Monster makes a Dex save - 14 dmg - 6
Sword: att - 25 dmg - 12 att - 14 dmg - 13
The Monster, not having any of this, tries to pick Sildar up (Sildar Grapple save 14) and impale him on the tree-club (Greatclub dmg 17)
Forgot to roll rifle damage in previous post
The gun misfires, so Sildar discards it and draws his sword. He drops the monster to 53 HP with two good cuts, then back steps to avoid the thing's reach.
Gremorn fires his light cross bow ~ to hit: 9 ~ damage: 4 ~ then charges in swinging his Greataxe ~to hit: 9 ~ damage: 10
"Oh for hell's sake!" Richard cries out, trailing his hand along the shaft of a quarterstaff as he steps 15 feet back. A simple gesture, sure, but done by a Wizard, it releases a three glowing darts from the tip of a weapon. This simple spell may not very powerful, but can be cast rather quickly and never misses its mark.
Magic missile does 8 of force damage.
If I remeber the rules correctly, I can move around the battlefield and cast simultaniously as long as I don't move more than my walking speed.
DM Price of Misfortune (finished)
(Yes, that is correct.)
The monster staggers from the sudden onslaught of blades and bolts, but when it picks itself back up you see that your victory was short lived. Scars are already forming over its recent wounds and it seems more enraged than hurt.
Math: The monster is at 35 HP after your attacks. You took 3 actions total, so it takes 3 actions to regenerate 10 health per action. It is now at 65 HP.
Also, if you want to take actions for the monster, it charges at whoever made it the most angry and tries to club them to death.
(Yes, this system allows solo enemies to take far more actions than normal. I'll include the added challenge in the xp if you win.)
"Forget the damned thing, we must get these carts to Phandalin!" shouts Gundren as he tries in vain to make his ox move faster.
"Hey, not fair!" Richard yells, putting another 15 ft. between him and the moster. "I can try and make him stop regenerating, but the rest of you would do well to keep him busy and hurt."
Wizard grins, now getting to cast one of his favourite spells. Richard clenches his fist in front of him, as if catching an invisible moth and speaks the words for Chill Touch. Ghostly hand appears near the monster and dives in, ready to grab it.
DM Price of Misfortune (finished)
OOC: I take it, we're battling an Ogre, correct?
DM Price of Misfortune (finished)
Harek jumps off the wagon and draws his warhammer. He charges the monster swinging for its hand to make it drop the tree it fashioned into a club. He attacks twice using his body's nature surge of energy that he hone with battle training(action surge).
Attack1: 6 Damage: 7
Attack2: 9 Damage: 6
Monster Con check: 16
Not sure if you think that save is high enough to keep a hold of the tree/weapon. I was going to have him make a couple attacks against me either with the club if he kept it, or a fist attack followed by him picking the club up and attacking again.