Hey, team. I am still working on the individual maps, but I am posting the intro and the preamble here. Sorry for the delay. Nevertheless, let's get started...
It is 459 B.A. (Brave Age). For the last 10 millennia, the world of Icruna and its inhabitants had a shadow that loomed over them: a Xorvintaal was being played out, and the mortal races were thrown into the whims of the dragons' war. Nations rose up and fell, there were eras of abundance and scarcity, mountains formed and crumbled, and all at the whims of the dragon overlords. But in the last 600 years, the current nations of the world agreed that the tyranny of dragons must end, and formed the Twelve Nation Coalition. After many years, most of the dragon lords were either exiled to the Tolgalen continent or killed, liberating much of the world. But the reach of the dragons is far, and their shadow still casts over the rest of the world.
It is predicted by the most brilliant of thinkers that Xorvintaal is entering its final stages. the Coalition is making its final push against the dragons, but is desperate for manpower. To compound the troubles, many nations, no longer feeling the threat of the dragons, question whether to honor the alliance formed those 600 years ago. Nevertheless, the Coalition managed to recruit you for the initial assault. Whether enlisted by choice or conscripted into the ranks, you are to fulfill eight months of duty, or until a beachhead can be established and a superior officer releases you from your bonds.
Holy Nation Altij - Nation ruled by a high priest and priestess, with one member being descended from the lineage and the other chosen by the people. This is where the first dragon overlord was exiled, and the start of the Twelve Nation Coalition. Generally Lawful. Mostly populated with Elves, Aasimar, Tiefling, and Goliaths. The capitol is Kun'Jas.
Hundred Island Nation Bizah - a series of islands off the coast of Nfalos. Bizah is a place of rogues and refugees, although some regions do maintain a sense of government over the place. Generally Chaotic. Mostly populated by Dragonborne, Halflings, and Half-orcs. The capitol is Khiz.
Bunush Union - a blessed land with a temperate climate and magical lay-line, Bunush was once the war zone of four clans of elves and humans. The clans have long since united together, although they proudly remember their clan roots. This nation now serves as the bread basket of the world, providing 30% of the world's food supply. Generally Lawful. Mostly populated by Elves, Halflings, and Humans. The capitol is Hastrogh.
Curwodia Empire - an industrial nation with rich abundance of common metals. It is said that Curwodia is what kept the Xorvintaal supplied with swords and shields. Generally Lawful. Mostly populated by Dwarfs, Gnomes, and Half-Orcs. The capitol is Timhan.
Republic of Ginulb - a mostly independent nation, Ginulb practices a little bit of everything. The nation itself is broken into ten provinces, and presided over an elected parliament. Generally Neutral. Mostly populated by Arakocra, Humans, Kenkus, and Tieflings. The capitol is Undushel.
Henaron Sultanate - a hardy nation that prides itself for living in the mostly inhospitable Karatye Desert. Generally Neutral. Mostly populated by Genasi, Tabaxi, and Tieflings. The capitol is Cegga' Teh.
Khundin Kingdom - a nation that boasts having perfect weather and an abundance of magic. It leads the world in the pursuit of understanding the mysteries of the arcane. Generally Lawful. Mostly populated by Gnomes, Loxodons, and Tortles. The capitol is Kalore.
Melari Principality - island nations ruled by the youngest of the lineage with the others serving as council. It is second in the pursuit of knowledge. It also leads the world with innovation and technology. Generally Neutral. Mostly populated by Gnomes, Genasi, and Humans. The capitol is Bilgath.
Nfalos - an industrial nation that balances its productivity with nature. Generally Lawful. Mostly populated by Bugbear, Firbolgs, and Hobgoblins. The capitol is Mitle.
Ryhel Protectorate - a vassal of Henaron, Ryhel serves as the nation's food source and arcana research. Generally Neutral. Mostly populated by Halflings, Humans, and Kenkus. The capitol is Famat.
Shagwon Despotate - a nation that prides itself with having the most well trained, honor-bound soldiers anywhere in the world. It is said that one soldier from this nation is as much as ten from any other. Because of their zealous pursuit of honor and glory, however, the nation lacks much in culture and magic. Generally Lawful. Mostly populated by Half-Orcs, Humans, and Hobgoblins. The capitol is Kaxith.
Kingdom of Shatharb - a nation that unites the strength of nature with the might of innovations. Animals are held in great respect in the nation, and life is highly honored. Generally Neutral. Mostly populated by Elves and Humans. The capitol is Lefran.
Northern Wild Lands - a land of sweeping meadows and gentle foothills. Nomads and outlanders live a primitive life out here. There were many attempts made by Henaron and Bunush to conquer these lands, but the inhabitants could not be tamed. Generally Chaotic. Mostly populated by Lizardfolk, Orcs, and Minotaurs.
Southern Wild Lands - a land of wild, ever-growing jungles and unspeakable terrors of nature. Most know better than to attempt to venture, although many nations from the past have tried. Generally Chaotic. Mostly populated by Tortles, and Yuan-ti.
It has been 3 long months since you've entered the ranks of The Twelve Nations Coalition. From the grueling days of training, the endless waiting for orders, and the pointless parading, you finally receive your orders: the Coalition is making a final push against the dragons against their final territory on Tolgalen.
Forces from across the world converged in Curwodia. From there, the Coalition moved towards the southern coast of of Tolgalen. Dozens of ships loaded with thousands of soldiers, all made ready for the assault. The tension and excitement is felt throughout the ship, and only grow as the days pass and the ships move closer.
Finally, it's the day of the invasion, and you are part of the first wave to clear a beachhead. With Commander Jarruch at the lead, a tough as nails hard-ass paladin, the three of you board the long boat and are lowered into the water. You and the 17 others row with haste and come crashing against the rocky shoreline. as you land, a hail of arrows and bolts fall upon you, and several of the crew are struck down immediately. Commander Jarruch holds his shield high, and with his faith and armor, repels the projectiles, protecting the lot of you. Then, he draws his sword and points it to the caves near the shore. "There!" he indicates to the kobolds now retreating inside. "Group up! Chase them down! Detain them, if you can, but Guard your lives!"
You three form up, and charge in. The tunnel quickly darkness, but you manage to catch up to five Kobolds desperately reloading their crossbows.
This post has potentially manipulated dice roll results.
Falcorn's Initiative: 10
I will raise my hand "finger gun" style and cast Eldritch Blast while saying "Bang," targetting the Kobold furthest to the right side of my view. I then move towards whatever cover the tunnel provides on its right-hand walls and cover my left side with my shield.
Jhar is going to run into the closest thing that he doesn't recognize as friendly, screaming. As a bonus action I would like to RAGE!!! And then smack it with my hand axe.
11+4= 15 to hit
4+2+2=8 damage
(If my halfling form can not make it, I do have a javelin just does not get the rage damage so only 6)
This post has potentially manipulated dice roll results.
Jhar charges into the five kobolds, desperately reloading their crossbows. Like a raging bull, the halfling's axe smashes the face of the nearest kobold, killing him outright.
Three of the kobolds panic at the ferocity of Jhar, and immediately drop their crude crossbows and flee.
The fourth, still courageous enough, aims and fires at Jhar. Attack: 10 Damage: 7 (if hits, half damage because of raging). However, after taking his shot, he, too begins to flee.
Archibald holds up his hand, and three darts of arcana fly out, smacking the three that fled in the back. They yelp one by one as the magic missile scolds them.
A bright ball of lightning leaves Falcorn's finger-gun and skitters across the way, zipping around Jhar and the closest kobold, and landing against the third with a thunderclap. The kobold is thrown with force against the cave wall and falls unconscious. Falcorn then moves against the Cave entrance, giving himself half cover.
Two kobolds remain at 60 ft from Jhar, 90 ft from the rest of the party. One kobold is 35 ft/65 ft, all down the tunnel.
This post has potentially manipulated dice roll results.
Falcorn takes aim down the barrel of his finger gun, pointing towards the furthest Kobold's spine and mutters "Bang" as he casts Eldritch Blast again, hoping to incapacitate but not kill the Kobold outright. He then steps away from the wall and moves towards the unconscious Kobold.
Archibald clutches his amulet as his eyes go white, and a translucent blue skeletal hand flies out towards one of the fleeing kobolds. After the attack, he also heads toward the unconscious kobold.
Jhar's boomerang hits the closer kobold, and knocks him unconscious.
Two unconscious kobolds death saves:
Kobold A 7
Kobold B 17
The remaining two continue to flee.
But despite their desperation, Archibald's Chilling Touch grips one of the distant kobolds. There is a hiss as the moisture from his scaly body vents, and the hand squeezes at his throat. The kobold struggles for a bit, but dies and desiccates, falling to the ground as a solid mound of dried meat.
Falcorn aims his shot low and fires another ball of lightning that zigzags across the corridor. When it strikes the kobold, the blast lifts him into the air, and he smashes against the cave wall. He falls unconscious.
End of Combat
The three of you gather the unconscious kobolds, two still bleeding out, the third unconscious and broken, but otherwise stable. The cave itself is lit with low light, and you can see that at the end, it splits into a T-crossing. You each can hear the sounds of many kobolds down the corridor, but they are getting fainter and fainter by the second.
I place manacles on the stable Kobold and move to stabilize the most injured foe. Medicine: 16
I look to my companions and say, "We should regroup with Commander Jarruch. Can we manage carrying all three prisoners, or should we send for help? He just told us to detain them, he didn't say what to do after!"
My face flushes as my heartbeat races more than it did during combat.
This post has potentially manipulated dice roll results.
Archibald shakes off the cold sweat from the rush he gets after each spell. He attempts to stabilize the remaining kobold (medicine 9). After making sure none of them have any sort of weapon or potion on them, he easily picks up all three with his massive Goliath build.
"I agree, we'll take them to the commander, and let him plan out our next move."
You all manage to stabilize and secure the two, while placing the third in shackles. Carrying the three, you make the brief march back to the coast. You can see many more skiffs making landfall. You approach Commander Jarruch, who is tending the wounded on the coast, along with a handful of his aides. Noticing your return, he orders one of his aides to assist the injured soldier he was tending. He stands and meets you half way. "Ah. Three. Well done. Just drop them off there," he orders, pointing to an empty boat. "How are you? Any injuries? If not, I'm afraid the day just began, and you'll need to head back into the tunnels."
Hey, team. I am still working on the individual maps, but I am posting the intro and the preamble here. Sorry for the delay. Nevertheless, let's get started...
It is 459 B.A. (Brave Age). For the last 10 millennia, the world of Icruna and its inhabitants had a shadow that loomed over them: a Xorvintaal was being played out, and the mortal races were thrown into the whims of the dragons' war. Nations rose up and fell, there were eras of abundance and scarcity, mountains formed and crumbled, and all at the whims of the dragon overlords. But in the last 600 years, the current nations of the world agreed that the tyranny of dragons must end, and formed the Twelve Nation Coalition. After many years, most of the dragon lords were either exiled to the Tolgalen continent or killed, liberating much of the world. But the reach of the dragons is far, and their shadow still casts over the rest of the world.
It is predicted by the most brilliant of thinkers that Xorvintaal is entering its final stages. the Coalition is making its final push against the dragons, but is desperate for manpower. To compound the troubles, many nations, no longer feeling the threat of the dragons, question whether to honor the alliance formed those 600 years ago. Nevertheless, the Coalition managed to recruit you for the initial assault. Whether enlisted by choice or conscripted into the ranks, you are to fulfill eight months of duty, or until a beachhead can be established and a superior officer releases you from your bonds.
World Map
Holy Nation Altij - Nation ruled by a high priest and priestess, with one member being descended from the lineage and the other chosen by the people. This is where the first dragon overlord was exiled, and the start of the Twelve Nation Coalition. Generally Lawful. Mostly populated with Elves, Aasimar, Tiefling, and Goliaths. The capitol is Kun'Jas.
Hundred Island Nation Bizah - a series of islands off the coast of Nfalos. Bizah is a place of rogues and refugees, although some regions do maintain a sense of government over the place. Generally Chaotic. Mostly populated by Dragonborne, Halflings, and Half-orcs. The capitol is Khiz.
Bunush Union - a blessed land with a temperate climate and magical lay-line, Bunush was once the war zone of four clans of elves and humans. The clans have long since united together, although they proudly remember their clan roots. This nation now serves as the bread basket of the world, providing 30% of the world's food supply. Generally Lawful. Mostly populated by Elves, Halflings, and Humans. The capitol is Hastrogh.
Curwodia Empire - an industrial nation with rich abundance of common metals. It is said that Curwodia is what kept the Xorvintaal supplied with swords and shields. Generally Lawful. Mostly populated by Dwarfs, Gnomes, and Half-Orcs. The capitol is Timhan.
Republic of Ginulb - a mostly independent nation, Ginulb practices a little bit of everything. The nation itself is broken into ten provinces, and presided over an elected parliament. Generally Neutral. Mostly populated by Arakocra, Humans, Kenkus, and Tieflings. The capitol is Undushel.
Henaron Sultanate - a hardy nation that prides itself for living in the mostly inhospitable Karatye Desert. Generally Neutral. Mostly populated by Genasi, Tabaxi, and Tieflings. The capitol is Cegga' Teh.
Khundin Kingdom - a nation that boasts having perfect weather and an abundance of magic. It leads the world in the pursuit of understanding the mysteries of the arcane. Generally Lawful. Mostly populated by Gnomes, Loxodons, and Tortles. The capitol is Kalore.
Melari Principality - island nations ruled by the youngest of the lineage with the others serving as council. It is second in the pursuit of knowledge. It also leads the world with innovation and technology. Generally Neutral. Mostly populated by Gnomes, Genasi, and Humans. The capitol is Bilgath.
Nfalos - an industrial nation that balances its productivity with nature. Generally Lawful. Mostly populated by Bugbear, Firbolgs, and Hobgoblins. The capitol is Mitle.
Ryhel Protectorate - a vassal of Henaron, Ryhel serves as the nation's food source and arcana research. Generally Neutral. Mostly populated by Halflings, Humans, and Kenkus. The capitol is Famat.
Shagwon Despotate - a nation that prides itself with having the most well trained, honor-bound soldiers anywhere in the world. It is said that one soldier from this nation is as much as ten from any other. Because of their zealous pursuit of honor and glory, however, the nation lacks much in culture and magic. Generally Lawful. Mostly populated by Half-Orcs, Humans, and Hobgoblins. The capitol is Kaxith.
Kingdom of Shatharb - a nation that unites the strength of nature with the might of innovations. Animals are held in great respect in the nation, and life is highly honored. Generally Neutral. Mostly populated by Elves and Humans. The capitol is Lefran.
Northern Wild Lands - a land of sweeping meadows and gentle foothills. Nomads and outlanders live a primitive life out here. There were many attempts made by Henaron and Bunush to conquer these lands, but the inhabitants could not be tamed. Generally Chaotic. Mostly populated by Lizardfolk, Orcs, and Minotaurs.
Southern Wild Lands - a land of wild, ever-growing jungles and unspeakable terrors of nature. Most know better than to attempt to venture, although many nations from the past have tried. Generally Chaotic. Mostly populated by Tortles, and Yuan-ti.
Coach checking in
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Cagney checking in.
It has been 3 long months since you've entered the ranks of The Twelve Nations Coalition. From the grueling days of training, the endless waiting for orders, and the pointless parading, you finally receive your orders: the Coalition is making a final push against the dragons against their final territory on Tolgalen.
Forces from across the world converged in Curwodia. From there, the Coalition moved towards the southern coast of of Tolgalen. Dozens of ships loaded with thousands of soldiers, all made ready for the assault. The tension and excitement is felt throughout the ship, and only grow as the days pass and the ships move closer.
Finally, it's the day of the invasion, and you are part of the first wave to clear a beachhead. With Commander Jarruch at the lead, a tough as nails hard-ass paladin, the three of you board the long boat and are lowered into the water. You and the 17 others row with haste and come crashing against the rocky shoreline. as you land, a hail of arrows and bolts fall upon you, and several of the crew are struck down immediately. Commander Jarruch holds his shield high, and with his faith and armor, repels the projectiles, protecting the lot of you. Then, he draws his sword and points it to the caves near the shore. "There!" he indicates to the kobolds now retreating inside. "Group up! Chase them down! Detain them, if you can, but Guard your lives!"
You three form up, and charge in. The tunnel quickly darkness, but you manage to catch up to five Kobolds desperately reloading their crossbows.
Roll initiative and your first action.
Jhar 17 initiative.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Initiative roll for Archibald: 7
For my action, I'll cast magic missile at the 3 farthest kobolds, 1 missile for each:
2 2 4
Falcorn's Initiative: 10
I will raise my hand "finger gun" style and cast Eldritch Blast while saying "Bang," targetting the Kobold furthest to the right side of my view. I then move towards whatever cover the tunnel provides on its right-hand walls and cover my left side with my shield.
Attack: 23 Damage: 8
(OOC) Sorry I missed the first action part.
Jhar is going to run into the closest thing that he doesn't recognize as friendly, screaming. As a bonus action I would like to RAGE!!! And then smack it with my hand axe.
11+4= 15 to hit
4+2+2=8 damage
(If my halfling form can not make it, I do have a javelin just does not get the rage damage so only 6)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Jhar charges into the five kobolds, desperately reloading their crossbows. Like a raging bull, the halfling's axe smashes the face of the nearest kobold, killing him outright.
Three of the kobolds panic at the ferocity of Jhar, and immediately drop their crude crossbows and flee.
The fourth, still courageous enough, aims and fires at Jhar. Attack: 10 Damage: 7 (if hits, half damage because of raging). However, after taking his shot, he, too begins to flee.
Archibald holds up his hand, and three darts of arcana fly out, smacking the three that fled in the back. They yelp one by one as the magic missile scolds them.
A bright ball of lightning leaves Falcorn's finger-gun and skitters across the way, zipping around Jhar and the closest kobold, and landing against the third with a thunderclap. The kobold is thrown with force against the cave wall and falls unconscious. Falcorn then moves against the Cave entrance, giving himself half cover.
Two kobolds remain at 60 ft from Jhar, 90 ft from the rest of the party. One kobold is 35 ft/65 ft, all down the tunnel.
Jhar fun's his full 25 feet of movement, pulls his boomerang out from his back and throws it at one of the Koblds.
15+5=20 to hit
2+3=5 damage
Flavor action: Jhar rips the dart out
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Falcorn takes aim down the barrel of his finger gun, pointing towards the furthest Kobold's spine and mutters "Bang" as he casts Eldritch Blast again, hoping to incapacitate but not kill the Kobold outright. He then steps away from the wall and moves towards the unconscious Kobold.
Attack: 18 Damage: 8
Archibald clutches his amulet as his eyes go white, and a translucent blue skeletal hand flies out towards one of the fleeing kobolds. After the attack, he also heads toward the unconscious kobold.
Attack: 15 Damage: 8
Jhar's boomerang hits the closer kobold, and knocks him unconscious.
Two unconscious kobolds death saves:
Kobold A 7
Kobold B 17
The remaining two continue to flee.
But despite their desperation, Archibald's Chilling Touch grips one of the distant kobolds. There is a hiss as the moisture from his scaly body vents, and the hand squeezes at his throat. The kobold struggles for a bit, but dies and desiccates, falling to the ground as a solid mound of dried meat.
Falcorn aims his shot low and fires another ball of lightning that zigzags across the corridor. When it strikes the kobold, the blast lifts him into the air, and he smashes against the cave wall. He falls unconscious.
End of Combat
The three of you gather the unconscious kobolds, two still bleeding out, the third unconscious and broken, but otherwise stable. The cave itself is lit with low light, and you can see that at the end, it splits into a T-crossing. You each can hear the sounds of many kobolds down the corridor, but they are getting fainter and fainter by the second.
I place manacles on the stable Kobold and move to stabilize the most injured foe. Medicine: 16
I look to my companions and say, "We should regroup with Commander Jarruch. Can we manage carrying all three prisoners, or should we send for help? He just told us to detain them, he didn't say what to do after!"
My face flushes as my heartbeat races more than it did during combat.
Archibald shakes off the cold sweat from the rush he gets after each spell. He attempts to stabilize the remaining kobold (medicine 9). After making sure none of them have any sort of weapon or potion on them, he easily picks up all three with his massive Goliath build.
"I agree, we'll take them to the commander, and let him plan out our next move."
Jhar runs up to the Goliath, kicks him in the skin, (well maybe his ankle, depends on how how the Halfling can get)
"I'll take o me of them." Jumps up and grabs at one of the kobolds. (He has a young Sean Connery)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Sorry. Seems my post didn't save.
You all manage to stabilize and secure the two, while placing the third in shackles. Carrying the three, you make the brief march back to the coast. You can see many more skiffs making landfall. You approach Commander Jarruch, who is tending the wounded on the coast, along with a handful of his aides. Noticing your return, he orders one of his aides to assist the injured soldier he was tending. He stands and meets you half way. "Ah. Three. Well done. Just drop them off there," he orders, pointing to an empty boat. "How are you? Any injuries? If not, I'm afraid the day just began, and you'll need to head back into the tunnels."
"Tis just a fresh wound." And Jhar wipes the blood from his wound.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Level up. You can take a short rest at this point.
Heck yeah. Rolled a 12 on HP. Jhar is ready when everyone else is.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star