Cort tenses as the figures on the hill start to move, when the human calls out to them she glances once at Tarian, then steels herself and steps forward. She twists her hands in her skirt, allowing some of her anxiety to show through, "Sir, please, we're both from the village. We have some of the ransom right here," She turns, gesturing to the cart, "And the rest is on its way." Upon seeing that the hostages are alive she takes another step, "Please, we've done everything you've asked for, give them back to us."
Rollback Post to RevisionRollBack
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Arc, the foliage blocks your view, and more importantly, your line of fire. Trying to manoeuvre your eldritch cannon, you carefully reposition yourself, until the figures come better into view. Being careful to avoid any dry twigs or similar though, you paid little attention to the goings on near the mill.
Meanwhile, Brandt has taken up position, and wrapping his cloak around the barrel of his gun to avoid any telling glints of sunlight off the metal is taking stock of the situation. The guard up on the balcony had a pretty good position to become a nuisance for Tarian, Corti or Thia below, and would fall to Arc and him to take out. The bird was an unknown quantity, but generally something they could take care of. The wiry human was likely Brelak, and seemed fairly exposed, but the Orc by the hostages was the real threat, and positioned inside the door frame, where he’d quickly be able to dive for cover when the shooting would begin. As soon as you see the strong human though, you’re struck by the uniform- though tattered, undoubtedly of Garronian make!
Thia, you carefully count the different voices and sounds. She had seen the guard posted and assumed they had been responsible for the whistling. She heard the reedy voice of what she assumed was Brelak, based on the description they received of him, stating he was definitely an older man. He had said something to Drunn, who must be the third person in the group. Weren’t they told that the group consisted of five bandits? Where were the other two? Finding out as quickly as possible was important, if they didn’t want to be taken by surprise.
As Corti speaks, Brelaks grin widens, and as she finishes, he says, in a mocking smile: “We aksed for the whole ransom at sundown, an’ here ye are, wit’ a lousy cart an’ no cattle. Worse for ye, no backup! Shame really, yer halfway pretty, an’ they prolly thought we wasn’t gunna hurt ye... too bad. Copper, loose!”
Everyone, roll initiative. Since you’re all prepared for things going ugly, we’ll determine who and whether Copper gets to shoot after initiative is determined.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
The initiative order is as follows: Arc, Thia and Tarian, in the first block, Brandt second, and Corti third. bandits have their initiative in between. As for your actions, please either describe what you're attempting, or what you're intending, so that I can ajudicate to the best of my ability, as I'm running this combat in the theatre of the mind style.
Some general points to the battlefield you find yourselves on: the windmill is 90 yards away from Brandt and Arc's position in the forest. (Arc, you're firign at extreme range, and either have to shoot with disadvantage, or you "supercharge" the gun's gunpowder, which doubles your chances of misfires (to 2 or below). The Cart is at a distance of about 30 yards to the windmill and 60 yards to the edge of the forest. The trees and foliage provide you with half cover, and the stone structure of the windmill provides full cover, if someone hides behind. Similarly, the cart rpovides full cover, but can be destroyed. It has AC 10 and 40 HP.
Arc, Thia and Tarian, you've been tensing up, ready to spring into action, as soon as things go sour. Before copper is ready to loose her arrow at you, what do you do?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"There’s nothing for it, then. Aggressive negotiation is more my style, anyway."
Tarian's part was to set up the handcart as cover, then move forward to engage in melee. In the first round, if the cart needs to be set up in order to function as cover she’ll do that; otherwise, she’ll move closer to the windmill, pulling out and donning her shield.
Rollback Post to RevisionRollBack
"On the other side of the screen, it all looks so easy." --Kevin Flynn, Tron (1982)
Out of context, also applicable to Dungeons & Dragons.
Tarian shouldercharges into the cart, tipping it over and setting it up as cover to hide behind. As the cart tips over however, Thia what would you like to do?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
As the cart tips, Thia would brace herself tucking her body to tumble along with the cargo. As her boots hit the ground she'd grip to turn on her heals to tuck herself back into the cover of the cart to keep her presence hidden as she prepared her attack. With muscle memory, the artificer pulls out her crossbow and loads her first bolt. Once loaded, she'll reach into the inside of her jacket to pluck a vial from her leathers. The medic will pop the cork to the vile substance and coat the bolt with surgical precision.
Thia will peek from her cover, taking aim for the large man dragging the prisoners out of the windmill.
Ray of Sickness Attack: 16 Damage: 8 On a hit, the target takes 2d8 poison damage and must make a Constitution (DC CON 13) saving throw. On a failed save, it is also poisoned until the end of your next turn
Arc simply spends his action, 'helping' his cannon, line up a shot, before firing at Cooper. The force bolt firing off like a miniature silenced cannon.
Attack: 19 Damage: 8 Force Damage
(sorry I haven't replied sooner, Beyond hadn't notified me that someone had posted, my bad for not checking more throughly)
This post has potentially manipulated dice roll results.
Out of nowhwere, the scout is hit and crumples over from the impact, uttering a silent scream of shock and pain. At the same time, the Orc starts to scream in pain, as he is hit by the splash of Thia's coated bolt shattering against the wall right next to his face.
The scout up on the ballustrade is anxiously scanning the tree line, in an effort to make out where she was hit from. After a couple moments, she can't find anyone, and she takes aim at Corti, and loosens two arrows. The first rips through the cloth shawl around Corti's face, and would have left a nasty scar, had her face been made of flesh. Instead, the arrow hits a gear in Corti's jaw, unhinging it, and uncovering part of her face. Upon seeing it, the large man in the strange armour goes pale, and immediately drags the hostages back into the mill, under cover from the second arrow from the guard, which passes high over the cart.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
This post has potentially manipulated dice roll results.
Brandt peeks out from behind the cart, takes a deep breath, and centers himself as he aims for the spot right in between the scouts eyes. (Spending grit for Deadeye)
Attack: 24 Damage: 11
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
With the precision of an experienced marksman, Brandt takes his time to get his shot just right. Just before firing his shot though, the sun breaks through the clouds and glints off his scope. With the split second of warning, the scout manages to move enough to take the bullet just above her clavicle. The bullet shatters against the stone wall behind the scout, before she slumps against it, a red stain blossoming around her right shoulder. She remains upright, just barely.
The one-eyed orc by the door wipes the rest of Thia's iquor of his face, and, focusing on the group by the cart, charges in a relentless rage towards Thia. Upon reaching the cart, he hacks at her with his Greataxe. Thia tries to parry, but her handaxe is caught in the side of the cart. Thia gets hit with a lot of the blunt force behind the axe, as it hits her just under her right arm, and she could swear one of the ribs cracked from the impact.
Corti, you're up!
25 vs 15 for 5 bludgeoning damage. Ouch! Since he crits, I'm doubling his damage.
Corti, as per the injured jaw, I wrote that as flavour. I will consider it a free action for you to fix the gear so your speech and singing isn't impacted for the turn. If you want to include her popping her jaw back in place, feel free to :)
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Corti winces as the arrow tears through her jaw and crouches, maneuvering the gear back into place and shaking her head briefly to test the strength. Corti will then pull closer to the cart and whip her lute around in front of her to play the opening chords of a marching tune to give Brandt Bardic Inspiration. As Corti ducks close to the cart she is going to touch Thia's shoulder and cast Heroism at first level. Thia, until the spell ends you gain 2 temporary hp at the start of each of your turns and you can't be frightened.
A loud screech cuts through the air, as a large bird plunges from the sky from behind the tower of the windmill, directly towards Tarian. Though it pecks right at Tarian's face, you are quick enough to block with your arm, the thick layers of padding and the chain mail underneath prevent any damage. Still, the bird of prey is clearly dangerous, and seems to abide Brelak's commands, as he uses the distraction to apply some sort of protective enchantment on himself, before heading towards the overturned cart to help out the large brute currently engaged in combat with Thia.
Tarian, Arc and Thia, you're up!
21 vs 17 for 4 piercing damage
24 vs 14
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Seeing the slight change in the tide, Arc aims his cannon towards the brute that is combating Thia, hoping to finish him off before Brelak reaches her.
Arc's cannon blasts clean through the stitched-together hide armour of the brutish half-orc who is not expecting the attack at all. The shot hits just above the half-orc's right hip and though the piercing shot gives him a moment's pause, his frenzied rage seems to cloud his reason to the point where he is able to block out the pain and carry on, despite the wound in his side.
Tarian and Thia, your turn!
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
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Perception: 14
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Cort tenses as the figures on the hill start to move, when the human calls out to them she glances once at Tarian, then steels herself and steps forward. She twists her hands in her skirt, allowing some of her anxiety to show through, "Sir, please, we're both from the village. We have some of the ransom right here," She turns, gesturing to the cart, "And the rest is on its way." Upon seeing that the hostages are alive she takes another step, "Please, we've done everything you've asked for, give them back to us."
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Arc, the foliage blocks your view, and more importantly, your line of fire. Trying to manoeuvre your eldritch cannon, you carefully reposition yourself, until the figures come better into view. Being careful to avoid any dry twigs or similar though, you paid little attention to the goings on near the mill.
Meanwhile, Brandt has taken up position, and wrapping his cloak around the barrel of his gun to avoid any telling glints of sunlight off the metal is taking stock of the situation. The guard up on the balcony had a pretty good position to become a nuisance for Tarian, Corti or Thia below, and would fall to Arc and him to take out. The bird was an unknown quantity, but generally something they could take care of. The wiry human was likely Brelak, and seemed fairly exposed, but the Orc by the hostages was the real threat, and positioned inside the door frame, where he’d quickly be able to dive for cover when the shooting would begin. As soon as you see the strong human though, you’re struck by the uniform- though tattered, undoubtedly of Garronian make!
Thia, you carefully count the different voices and sounds. She had seen the guard posted and assumed they had been responsible for the whistling. She heard the reedy voice of what she assumed was Brelak, based on the description they received of him, stating he was definitely an older man. He had said something to Drunn, who must be the third person in the group. Weren’t they told that the group consisted of five bandits? Where were the other two? Finding out as quickly as possible was important, if they didn’t want to be taken by surprise.
As Corti speaks, Brelaks grin widens, and as she finishes, he says, in a mocking smile: “We aksed for the whole ransom at sundown, an’ here ye are, wit’ a lousy cart an’ no cattle. Worse for ye, no backup! Shame really, yer halfway pretty, an’ they prolly thought we wasn’t gunna hurt ye... too bad. Copper, loose!”
Everyone, roll initiative. Since you’re all prepared for things going ugly, we’ll determine who and whether Copper gets to shoot after initiative is determined.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Dexterity (Initiative): 20
"On the other side of the screen, it all looks so easy." --Kevin Flynn, Tron (1982)
Out of context, also applicable to Dungeons & Dragons.
Thia's initiative: 21
just an unstable unicorn.
Corti's initiative: 8
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Init: 22
Initiative: 10
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
The initiative order is as follows: Arc, Thia and Tarian, in the first block, Brandt second, and Corti third. bandits have their initiative in between. As for your actions, please either describe what you're attempting, or what you're intending, so that I can ajudicate to the best of my ability, as I'm running this combat in the theatre of the mind style.
Some general points to the battlefield you find yourselves on: the windmill is 90 yards away from Brandt and Arc's position in the forest. (Arc, you're firign at extreme range, and either have to shoot with disadvantage, or you "supercharge" the gun's gunpowder, which doubles your chances of misfires (to 2 or below). The Cart is at a distance of about 30 yards to the windmill and 60 yards to the edge of the forest. The trees and foliage provide you with half cover, and the stone structure of the windmill provides full cover, if someone hides behind. Similarly, the cart rpovides full cover, but can be destroyed. It has AC 10 and 40 HP.
Arc, Thia and Tarian, you've been tensing up, ready to spring into action, as soon as things go sour. Before copper is ready to loose her arrow at you, what do you do?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"There’s nothing for it, then. Aggressive negotiation is more my style, anyway."
Tarian's part was to set up the handcart as cover, then move forward to engage in melee. In the first round, if the cart needs to be set up in order to function as cover she’ll do that; otherwise, she’ll move closer to the windmill, pulling out and donning her shield.
"On the other side of the screen, it all looks so easy." --Kevin Flynn, Tron (1982)
Out of context, also applicable to Dungeons & Dragons.
Tarian shouldercharges into the cart, tipping it over and setting it up as cover to hide behind. As the cart tips over however, Thia what would you like to do?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
As the cart tips, Thia would brace herself tucking her body to tumble along with the cargo. As her boots hit the ground she'd grip to turn on her heals to tuck herself back into the cover of the cart to keep her presence hidden as she prepared her attack. With muscle memory, the artificer pulls out her crossbow and loads her first bolt. Once loaded, she'll reach into the inside of her jacket to pluck a vial from her leathers. The medic will pop the cork to the vile substance and coat the bolt with surgical precision.
Thia will peek from her cover, taking aim for the large man dragging the prisoners out of the windmill.
Ray of Sickness Attack: 16 Damage: 8
On a hit, the target takes 2d8 poison damage and must make a Constitution (DC CON 13) saving throw. On a failed save, it is also poisoned until the end of your next turn
just an unstable unicorn.
Arc simply spends his action, 'helping' his cannon, line up a shot, before firing at Cooper. The force bolt firing off like a miniature silenced cannon.
Attack: 19 Damage: 8 Force Damage
(sorry I haven't replied sooner, Beyond hadn't notified me that someone had posted, my bad for not checking more throughly)
Out of nowhwere, the scout is hit and crumples over from the impact, uttering a silent scream of shock and pain. At the same time, the Orc starts to scream in pain, as he is hit by the splash of Thia's coated bolt shattering against the wall right next to his face.
The scout up on the ballustrade is anxiously scanning the tree line, in an effort to make out where she was hit from. After a couple moments, she can't find anyone, and she takes aim at Corti, and loosens two arrows. The first rips through the cloth shawl around Corti's face, and would have left a nasty scar, had her face been made of flesh. Instead, the arrow hits a gear in Corti's jaw, unhinging it, and uncovering part of her face. Upon seeing it, the large man in the strange armour goes pale, and immediately drags the hostages back into the mill, under cover from the second arrow from the guard, which passes high over the cart.
Brandt, you're up!
Con Save: 17 vs 13
13 and 24 for the arrows vs 15 for 5 damage
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Brandt peeks out from behind the cart, takes a deep breath, and centers himself as he aims for the spot right in between the scouts eyes. (Spending grit for Deadeye)
Attack: 24 Damage: 11
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
With the precision of an experienced marksman, Brandt takes his time to get his shot just right. Just before firing his shot though, the sun breaks through the clouds and glints off his scope. With the split second of warning, the scout manages to move enough to take the bullet just above her clavicle. The bullet shatters against the stone wall behind the scout, before she slumps against it, a red stain blossoming around her right shoulder. She remains upright, just barely.
The one-eyed orc by the door wipes the rest of Thia's iquor of his face, and, focusing on the group by the cart, charges in a relentless rage towards Thia. Upon reaching the cart, he hacks at her with his Greataxe. Thia tries to parry, but her handaxe is caught in the side of the cart. Thia gets hit with a lot of the blunt force behind the axe, as it hits her just under her right arm, and she could swear one of the ribs cracked from the impact.
Corti, you're up!
25 vs 15 for 5 bludgeoning damage. Ouch! Since he crits, I'm doubling his damage.
Corti, as per the injured jaw, I wrote that as flavour. I will consider it a free action for you to fix the gear so your speech and singing isn't impacted for the turn. If you want to include her popping her jaw back in place, feel free to :)
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Corti winces as the arrow tears through her jaw and crouches, maneuvering the gear back into place and shaking her head briefly to test the strength. Corti will then pull closer to the cart and whip her lute around in front of her to play the opening chords of a marching tune to give Brandt Bardic Inspiration. As Corti ducks close to the cart she is going to touch Thia's shoulder and cast Heroism at first level. Thia, until the spell ends you gain 2 temporary hp at the start of each of your turns and you can't be frightened.
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
A loud screech cuts through the air, as a large bird plunges from the sky from behind the tower of the windmill, directly towards Tarian. Though it pecks right at Tarian's face, you are quick enough to block with your arm, the thick layers of padding and the chain mail underneath prevent any damage. Still, the bird of prey is clearly dangerous, and seems to abide Brelak's commands, as he uses the distraction to apply some sort of protective enchantment on himself, before heading towards the overturned cart to help out the large brute currently engaged in combat with Thia.
Tarian, Arc and Thia, you're up!
21 vs 17 for 4 piercing damage
24 vs 14
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Seeing the slight change in the tide, Arc aims his cannon towards the brute that is combating Thia, hoping to finish him off before Brelak reaches her.
Attack: 15 Damage: 14
Arc's cannon blasts clean through the stitched-together hide armour of the brutish half-orc who is not expecting the attack at all. The shot hits just above the half-orc's right hip and though the piercing shot gives him a moment's pause, his frenzied rage seems to cloud his reason to the point where he is able to block out the pain and carry on, despite the wound in his side.
Tarian and Thia, your turn!
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms