For years, the Great Waste to the west of the Republic has been the home of nomad raiders. Petty little tribes, both human and otherwise, have roamed this trackless waste, raiding each other and the surrounding settlements. For a while, the local lords easily controlled this banditry. Then the tribes became dangerous: the raiders apparently set aside their feuds and prepared for war. Spies reported massive armies gathering. Shortly, some of the farthest flung towns were no longer heard from. Heeding their spies and the stories of refugees from the west, the lords and the governor of the Republic sent out a call for arms. Throughout the settled lands, they asked for mercenaries and experienced men to fight the nomad foes. All manner of men answered—peasants, mercenaries, veterans, elves, and adventurers. Among these many came your group.
You were late in arriving, for the main army had already marched. Your party joined the rag-tag lot of reserves going to meet them: the undesirables and unusables of those who came to fight. Along the way there were many quarrels and disputes. Peasants fought for a dead man's boots; drunken mercenaries ransacked a village; men were knifed as old blood feuds broke out.
Finally, the reserves reached a village only recently taken by the main army. Still among the smoking ruins were the signs of nomad enemies — humans, orcs, and other unknown creatures. The commanders halted at this place, the war torn village of Pramayama. Now you have been camped here for several days.
Sitting on the ground, a Firbolg of pale blue skin and fiery red hair meditates by a small fire. His bushy side burns and goatee distract from the unusual horns curled around his ears, poking through the mane of red hair. Though of giant descent, looking as wide as he is tall, their is a lightness to his presences she takes a deep breath...... and exhales. A stick lie behind him and a small keg with a rope tie, rests beside him. The the plain grey robes draped over his body loosely.
This post has potentially manipulated dice roll results.
Sitting near the firbolg is a pretty human with black hair and gray eyes. She wears a breastplate, with a skirt. A shield lays near the pack that sits next to her, and a rapier is sheathed at her hip. She has a lyre in hand, playing softly as she sits.
Roardaar sits by the fire sharpening his axe, the flickering light shining on his white scales. Hearing the call to arms he has traveled far from his harsh northern homeland, lured by the promise of glory and of coin to add to his hoard. Truth be told, these marauding tribes do not sound all that different from his own tribe, but coin is coin and if he can earn it by splitting a few skulls that's fine with him. Furs cover most of his body concealing both his battle scarred body and his finely crafted armor.
The village of Pramayama is a human farming village located on a bank of the Asanda River. The buildings are made of dried mud brick with thick walls and high, narrow slit windows. The many fences inside the village are made from palm tree logs and woven reed rope. Surrounding the village is a crude palisade (log wall) made from palm tree logs, woven palm leaves, and thorn bushes. A small battle was recently fought here, and the village shows the effects.The palisade shows signs of being recently repaired. All but three houses in the village have been destroyed and the soldiers have tried to fix up the remaining buildings. There are only two villagers remaining in the town. All their food (grain and cattle) has been taken or driven away.
Upon your arrival you were taken to the commanders house and met by Sarras, the second in command. You were told in no uncertain terms that the commander does not meet with any soldiers and any information or questions you have will go through Sarras. He is also very forward, bordering on rude in telling you that he is a very busy man and won't waste his time with idle chit chat. You are all, however given an honorary rank of "Guide" because it is obvious that you all have more experience that the common soldier. This has caused some division among you and the few soldiers left in the village. Everyone has been pretty stand offish and not very talkative but you have gotten a few soldiers to talk to you about what's going on. You've heard that the raiding army is ruled by someone known only as 'The Master', and to "beware for his eyes are everywhere! Trust no one! Trust nothing!". You've also heard that the Republic field army has been destroyed but also that the raiders army has been scattered and has fallen apart.
The two villagers left, who occupy the other houses, are a mad hermit and a man who works the river. You're duties of repairing the town have kept you from learning much about them except that the soldiers have heard the hermit ranting but pay him little mind as they think he is "god touched".
Tonight is your first night for guard duty. Only yourselves, the commanders, and a few others remain in the village. Slowly, the night passes. All seems quiet and normal. Suddenly, well past midnight, you hear a scream from the darkness! Just at the edge of your lantern light, you can make out the forms of two creatures struggling. Human cries mingle with an unnatural hissing.
At the sound of the commotion Roardaar stands, giving a low growl. Donning his shield he squints in the direction of the struggle (Devil’s Sight, 120’ darkvision) and begins walking in that direction.
Rolling a couple remaining Goodberries around in his hand, a small thin halfling, Perdot had spent the last couple of days helping where needed, and just listening to people talk. Thinking he should try to befriend the hermit, he suddenly hears the struggle off to the side, grabs his shield, quickly produces a small flame in his hand to shed some light in that direction, crouches down, looks to his group, and motions to check things out.
You can't see details as the whole scene is obscured by a dust like substance in a 15' radius around them but you make out a human dressed in holy garb in the midst of a battle with a Vrock. It looks like the Vrock got the jump on him and he is already injured. As you are watching the holy man trying to get some distance between the Vrock and himself swings a mace as he retreats coughing and gagging.
The others can just make out two shadowed figures they come into the 60' range.
Not far away from Perdot, sitting on one of the fallen palm trees is a far heavier halfling, Bree Greenglass. She had spent her time in Pramayama studiously avoiding everyone in town and fishing in the Asanda River. When the disturbance happens, she is sitting next to her companion, a Giant Crab who's been by her side every moment since she's traveled with the Reserves. Bree is feeding him bits of her latest catch and speaking in a low voice so no one else can quite make out what she's telling the crab.
As Perdot motions for her join him, she sighs, seemingly annoyed and jumps off her perch.
"Come on with ye, Wellby. Let's see what this rumpus is." She pulls her greatclub from its strap on her back and follows Perdot, coming closer to him so she can see the light coming from the halfling's hand.
"Behind ye, lad." she whispers, her body tense. The giant crab scuttles closer, sensing the tension in the ranger's voice.
Roardaar looks around for reinforcements. Seeing a pair of halflings preparing for battle he smiles a crooked grin, “That’s the spirit! Quickly, the padre is under attack over here.” As he closes the distance to the scuffle he grasps a small dragon claw amulet that he wears around his neck and mutters an arcane phrase (Armor of Agathys, 15 THP) before drawing his battleaxe.
Nolla, upon hearing the battle going on, moves closer to give her aid. She would take one of the lanterns with her, and, as she sees what is going on, would click her boots together to increase her speed.
"To arms." She would call to her companions, if any of them were not alerted as of yet.
They are just within the 60' range, say right now 58' but moving closer. For right now we are going to keep in regular initiative order. If it gets too cumbersome I will start doing combined initiatives with either the party or mobs going first based on the individual rolls.
(Current initiative order will always be in campaign notes)
Bree uses her full movement to get as close to the Vrock as possible. She uses her bonus action to cast Hunter's Mark on the creature, and for her action, she will order Wellby to move slightly ahead of her and ready a grapple attack with one of his claws if the Vrock comes into range.
Crab Grapple Attack (if Vrock comes within 5 feet of crab: Attack: 11 Damage: 11magical bludgeoning damage.
This post has potentially manipulated dice roll results.
Bree uses her full movement to dash up with Welby pulling slightly ahead. Bree gets 8' away and Welby in a guard position, but unable to attack this round having used it's action for full movement. Corin moves forward 30' and fires off an arrow that hits the Vrock for 13 dmg.
Upon seeing Bree and Corin the holy man yells out to you "Help me, PLease! I carry valuable information!"
The holy man swings his mace again at the vrock Attack: 7 Damage: 29
He connects with the mace and the Vrock shrieks as it takes a serious blow.
This post has potentially manipulated dice roll results.
Nolla clicks her boots together, then, moving with magical speed, she rushes up to the Vrock. Her hair ripples in the wind of her passing as she suddenly stops before the fiendish creature. She brandishes her rapier, the blade glowing with a greenish hue. With a cry of effort she thrusts her blade at the Vrock.
Bonus action: activate boots of speed.
Movement: standard move action of 60 feet (30 feet doubled with boots to 60.)
For years, the Great Waste to the west of the Republic has been the home of nomad raiders. Petty little tribes, both human and otherwise, have roamed this trackless waste, raiding each other and the surrounding settlements. For a while, the local lords easily controlled this banditry. Then the tribes became dangerous: the raiders apparently set aside their feuds and prepared for war. Spies reported massive armies gathering. Shortly, some of the farthest flung towns were no longer heard from. Heeding their spies and the stories of refugees from the west, the lords and the governor of the Republic sent out a call for arms. Throughout the settled lands, they asked for mercenaries and experienced men to fight the nomad foes. All manner of men answered—peasants, mercenaries, veterans, elves, and adventurers. Among these many came your group.
You were late in arriving, for the main army had already marched. Your party joined the rag-tag lot of reserves going to meet them: the undesirables and unusables of those who came to fight. Along the way there were many quarrels and disputes. Peasants fought for a dead man's boots; drunken mercenaries ransacked a village; men were knifed as old blood feuds broke out.
Finally, the reserves reached a village only recently taken by the main army. Still among the smoking ruins were the signs of nomad enemies — humans, orcs, and other unknown creatures. The commanders halted at this place, the war torn village of Pramayama. Now you have been camped here for several days.
That's what happens when you wear a helmet your whole life!
My house rules
Sitting on the ground, a Firbolg of pale blue skin and fiery red hair meditates by a small fire. His bushy side burns and goatee distract from the unusual horns curled around his ears, poking through the mane of red hair. Though of giant descent, looking as wide as he is tall, their is a lightness to his presences she takes a deep breath...... and exhales. A stick lie behind him and a small keg with a rope tie, rests beside him. The the plain grey robes draped over his body loosely.
Sitting near the firbolg is a pretty human with black hair and gray eyes. She wears a breastplate, with a skirt. A shield lays near the pack that sits next to her, and a rapier is sheathed at her hip. She has a lyre in hand, playing softly as she sits.
Performance: 11
Roardaar sits by the fire sharpening his axe, the flickering light shining on his white scales. Hearing the call to arms he has traveled far from his harsh northern homeland, lured by the promise of glory and of coin to add to his hoard. Truth be told, these marauding tribes do not sound all that different from his own tribe, but coin is coin and if he can earn it by splitting a few skulls that's fine with him. Furs cover most of his body concealing both his battle scarred body and his finely crafted armor.
The village of Pramayama is a human farming village located on a bank of the Asanda River. The buildings are made of dried mud brick with thick walls and high, narrow slit windows. The many fences inside the village are made from palm tree logs and woven reed rope. Surrounding the village is a crude palisade (log wall) made from palm tree logs, woven palm leaves, and thorn bushes. A small battle was recently fought here, and the village shows the effects.The palisade shows signs of being recently repaired. All but three houses in the village have been destroyed and the soldiers have tried to fix up the remaining buildings. There are only two villagers remaining in the town. All their food (grain and cattle) has been taken or driven away.
Upon your arrival you were taken to the commanders house and met by Sarras, the second in command. You were told in no uncertain terms that the commander does not meet with any soldiers and any information or questions you have will go through Sarras. He is also very forward, bordering on rude in telling you that he is a very busy man and won't waste his time with idle chit chat. You are all, however given an honorary rank of "Guide" because it is obvious that you all have more experience that the common soldier. This has caused some division among you and the few soldiers left in the village. Everyone has been pretty stand offish and not very talkative but you have gotten a few soldiers to talk to you about what's going on. You've heard that the raiding army is ruled by someone known only as 'The Master', and to "beware for his eyes are everywhere! Trust no one! Trust nothing!". You've also heard that the Republic field army has been destroyed but also that the raiders army has been scattered and has fallen apart.
The two villagers left, who occupy the other houses, are a mad hermit and a man who works the river. You're duties of repairing the town have kept you from learning much about them except that the soldiers have heard the hermit ranting but pay him little mind as they think he is "god touched".
Tonight is your first night for guard duty. Only yourselves, the commanders, and a few others remain in the village. Slowly, the night passes. All seems quiet and normal. Suddenly, well past midnight, you hear a scream from the darkness! Just at the edge of your lantern light, you can make out the forms of two creatures struggling. Human cries mingle with an unnatural hissing.
That's what happens when you wear a helmet your whole life!
My house rules
At the sound of the commotion Roardaar stands, giving a low growl. Donning his shield he squints in the direction of the struggle (Devil’s Sight, 120’ darkvision) and begins walking in that direction.
Rolling a couple remaining Goodberries around in his hand, a small thin halfling, Perdot had spent the last couple of days helping where needed, and just listening to people talk. Thinking he should try to befriend the hermit, he suddenly hears the struggle off to the side, grabs his shield, quickly produces a small flame in his hand to shed some light in that direction, crouches down, looks to his group, and motions to check things out.
((Is it full dark out past the lights?))
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
(Yes, it is full dark with only a sliver of moon)
Roardaar with the increased sight sees...
You can't see details as the whole scene is obscured by a dust like substance in a 15' radius around them but you make out a human dressed in holy garb in the midst of a battle with a Vrock. It looks like the Vrock got the jump on him and he is already injured. As you are watching the holy man trying to get some distance between the Vrock and himself swings a mace as he retreats coughing and gagging.
The others can just make out two shadowed figures they come into the 60' range.
That's what happens when you wear a helmet your whole life!
My house rules
Not far away from Perdot, sitting on one of the fallen palm trees is a far heavier halfling, Bree Greenglass. She had spent her time in Pramayama studiously avoiding everyone in town and fishing in the Asanda River. When the disturbance happens, she is sitting next to her companion, a Giant Crab who's been by her side every moment since she's traveled with the Reserves. Bree is feeding him bits of her latest catch and speaking in a low voice so no one else can quite make out what she's telling the crab.
As Perdot motions for her join him, she sighs, seemingly annoyed and jumps off her perch.
"Come on with ye, Wellby. Let's see what this rumpus is." She pulls her greatclub from its strap on her back and follows Perdot, coming closer to him so she can see the light coming from the halfling's hand.
"Behind ye, lad." she whispers, her body tense. The giant crab scuttles closer, sensing the tension in the ranger's voice.
Roardaar looks around for reinforcements. Seeing a pair of halflings preparing for battle he smiles a crooked grin, “That’s the spirit! Quickly, the padre is under attack over here.” As he closes the distance to the scuffle he grasps a small dragon claw amulet that he wears around his neck and mutters an arcane phrase (Armor of Agathys, 15 THP) before drawing his battleaxe.
Nolla, upon hearing the battle going on, moves closer to give her aid. She would take one of the lanterns with her, and, as she sees what is going on, would click her boots together to increase her speed.
"To arms." She would call to her companions, if any of them were not alerted as of yet.
(Initiative incoming. I'll roll for everyone to speed things up)
That's what happens when you wear a helmet your whole life!
My house rules
Initiative:
Boriglar - 13
Bree - 5
Corin - 6
Nolla - 15
Perdot - 6
Roardaar - 7
NPC: 6
Vrock: 9
That's what happens when you wear a helmet your whole life!
My house rules
How far are we away from the screams if we are by the campfire? If I am within longbow range I will ready a shot when the target becomes visible.
Quickly Boriglar begins to run towards the screams as his footsteps do little to disturb the soil beneath him. Quarterstaff in hand.
They are just within the 60' range, say right now 58' but moving closer. For right now we are going to keep in regular initiative order. If it gets too cumbersome I will start doing combined initiatives with either the party or mobs going first based on the individual rolls.
(Current initiative order will always be in campaign notes)
That's what happens when you wear a helmet your whole life!
My house rules
Bree uses her full movement to get as close to the Vrock as possible. She uses her bonus action to cast Hunter's Mark on the creature, and for her action, she will order Wellby to move slightly ahead of her and ready a grapple attack with one of his claws if the Vrock comes into range.
Crab Grapple Attack (if Vrock comes within 5 feet of crab: Attack: 11 Damage: 11 magical bludgeoning damage.
Seeing Bree run forward Corin will also move his full 30' and loose an arrow at the creature when he is able to see it.
Longbow: attack1 16 , damage:11 sneak if applicable: 2
attack2: 25 , damge: 8
Bree uses her full movement to dash up with Welby pulling slightly ahead. Bree gets 8' away and Welby in a guard position, but unable to attack this round having used it's action for full movement. Corin moves forward 30' and fires off an arrow that hits the Vrock for 13 dmg.
Upon seeing Bree and Corin the holy man yells out to you "Help me, PLease! I carry valuable information!"
The holy man swings his mace again at the vrock Attack: 7 Damage: 29
He connects with the mace and the Vrock shrieks as it takes a serious blow.
That brings us to Nolla
That's what happens when you wear a helmet your whole life!
My house rules
Nolla clicks her boots together, then, moving with magical speed, she rushes up to the Vrock. Her hair ripples in the wind of her passing as she suddenly stops before the fiendish creature. She brandishes her rapier, the blade glowing with a greenish hue. With a cry of effort she thrusts her blade at the Vrock.
Bonus action: activate boots of speed.
Movement: standard move action of 60 feet (30 feet doubled with boots to 60.)
Action: booming blade
To hit: 21
Damage: 6 and 1 thunder. if the Vrock moves before her next turn it takes an additional 8 thunder.