After all the eating and ale drinking in the last week I think a walk is just what I need. Perhaps Edward will let us contribute a line or two to his next diddy.
A walk it is! You collect your gear and sidekick from the tavern, then set off eastwards along the river. Today's walk is pleasant and uneventful, as you pass through the farmlands and orchards bordering Daggerford. The Delimbiyr River is a broad and deep waterway that shines like a silver ribbon in the afternoon sun. You see several riverboats floating past on the current west towards Daggerford, and one or two boats going east upstream. Both of these boats have a pair of muscular humans or half-orcs using long poles to push against the bottom of the river and propel the boats against the flow. The rivermen wave if they see you on the shore, and the you catch fragments of shanties and working songs as they drift past.
At the end of the day, about an hour past the last homestead, Fawn finds a suitable campsite for you. (Fawn, give me a Survival check to find enough food and fresh water for your party! Everyone, please let me know if you want to set up a watch tonight, and if so, what is your watch rotation? Any other actions you want to take during the day's walk or the night's rest?)
I suggest we break the night into four shifts. Elvis can take the first shift, Fawn the second, I will take the third and Garrum can take the last shift if that works.
I spend some time playing music by the river, if any river boats pass by I will sing for them.
Fawn is able to find a couple rabbits and some wild herbs to season them with, and Edward manages to catch some trout while sitting on the riverbank singing away. It is a hearty meal - and the friendly conversation and the bard's music fill you with happiness. This is the life indeed!
The night passes without any disturbances, and the group sets off early the next morning. Around mid-day, the trail you are following leads to a small rise, the first of many approaching the hills that surround Laughing Hollow. Suddenly, a volley of arrows showers around you! A man in scale armor rises from behind some rocks at the top of the rise to one side of the trail. Looking down at you, he calls out, "Keep yer hands away from those weapons if ya know what's good fer ya. This here's a toll road, and ya gots to pay the toll or get whacked. Savvy? So dump all yer gear on the ground and back up. We'll only take two things and then ya can be on yer way."
This post has potentially manipulated dice roll results.
I am with Garrum, I have been waiting to use my new bow skills, and In this case I do not believe in warning shots. I take aim with my bow and let the arrow fly.
Attack: 19 Damage: 5
Following suit Velvet responds by fire arrows as well
This post has potentially manipulated dice roll results.
Your party decides to throw down rather than surrender to these bandits! (All bandits are hiding behind trees or rock formations, giving them 1/2 cover! You estimate they are 40 feet ahead of you and spread out on either side of the path you are following. You can each add a move to the first round if you desire...)
Things escalate quickly, and a bandit(3) gets a shot off before anyone else does. A wild shot, it comes at (4) Garrum. Attack: 20 Damage: 6
Edward's shot arrow misses the bandit leader on the hill, but Star's shot is on target! (But no sneak attack damage...you didn't have advantage on the attack or have allies within 5' of him.)
The bandit leader yells, "Fine, it's easier to loot your corpse!" before he fires his crossbow at (3) Garrum. Attack: 20 Damage: 10. He then ducks behind a rock formation.
Bandits 1 & 2 fire their bows next, one aiming for (1) Edward and the other also at (4) Edward. Attack 1: 14 Damage: 4. Attack 2: 10 Damage: 10.
Garrum throws his axe at the leader but he is safely behind the rock and his handaxe clangs against the stone!
Velvet looses a pair of arrows at one of the other bandits, missing with both.
The last bandit(4) shoots at (2) Velvet. Attack: 8 Damage: 7
Apparently you have trained more with your weapons that I have. That left a mark for sure (my AC is 16 so I took the 16 points of damage). I move to Garrum and cast cure wounds for 13 points of healing. With the bonus action I will case healing healing word on my self with a second level spell slot for 11 points of healing.
Velvet:
Moves to close the distance between himself and the leader. The path will be in way to minimize the bandit leader's cover (if possible). Velvet will launch two arrows at the leader.
Attack: 16 Damage: 7
Attack: 24 Damage: 13
Rollback Post to RevisionRollBack
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After all the eating and ale drinking in the last week I think a walk is just what I need. Perhaps Edward will let us contribute a line or two to his next diddy.
I like the price and I’m all for stretching me legs. One more vote here for walkin’.
A walk it is! You collect your gear and sidekick from the tavern, then set off eastwards along the river. Today's walk is pleasant and uneventful, as you pass through the farmlands and orchards bordering Daggerford. The Delimbiyr River is a broad and deep waterway that shines like a silver ribbon in the afternoon sun. You see several riverboats floating past on the current west towards Daggerford, and one or two boats going east upstream. Both of these boats have a pair of muscular humans or half-orcs using long poles to push against the bottom of the river and propel the boats against the flow. The rivermen wave if they see you on the shore, and the you catch fragments of shanties and working songs as they drift past.
At the end of the day, about an hour past the last homestead, Fawn finds a suitable campsite for you. (Fawn, give me a Survival check to find enough food and fresh water for your party! Everyone, please let me know if you want to set up a watch tonight, and if so, what is your watch rotation? Any other actions you want to take during the day's walk or the night's rest?)
Love God. Love Others. Any Questions?
Yay, it´s like a sleepover in the woods, right????
Survival- 14
I say we set up watch, but it doesn´t really matter what rotation to me.
I suggest we break the night into four shifts. Elvis can take the first shift, Fawn the second, I will take the third and Garrum can take the last shift if that works.
I spend some time playing music by the river, if any river boats pass by I will sing for them.
Fawn is able to find a couple rabbits and some wild herbs to season them with, and Edward manages to catch some trout while sitting on the riverbank singing away. It is a hearty meal - and the friendly conversation and the bard's music fill you with happiness. This is the life indeed!
The night passes without any disturbances, and the group sets off early the next morning. Around mid-day, the trail you are following leads to a small rise, the first of many approaching
the hills that surround Laughing Hollow. Suddenly, a volley of arrows showers around you! A man in scale armor rises from behind some rocks at the top of the rise to one side of the trail. Looking down at you, he calls out, "Keep yer hands away from those weapons if ya know what's good fer ya. This here's a toll road, and ya gots to pay the toll or get whacked. Savvy? So dump all yer gear on the ground and back up. We'll only take two things and then ya can be on yer way."
Love God. Love Others. Any Questions?
Hey, now, we're all friends here, I say, as I slowly lower my bow. We're just trying to pass on through this way and don't want any trouble at all.
{I'd like to discern if this guy is telling the truth about only taking two items, or if they're going to take everything we put in front of us}
Insight check: 15
(For a bandit, it seems that he means it.)
Love God. Love Others. Any Questions?
I equip my shield, moving it slowly from its position on my back to my left forearm.
"Friends," I say quietly. "I will not surrender to the likes of this scoundrel. I'd sooner die."
I fix my gaze on the bandit and cast Hunter's Mark, but do not take any further action or make a move for my war hammer.
I am with Garrum, I have been waiting to use my new bow skills, and In this case I do not believe in warning shots. I take aim with my bow and let the arrow fly.
Attack: 19 Damage: 5
Following suit Velvet responds by fire arrows as well
Attack: 15 Damage: 10
Attack: 22 Damage: 9
Roll for Initiative! Post your action and I'll sort it out tomorrow =)
Bandit leader: 17
Bandit 1: 11
Bandit 2: 3
Bandit 3: 11
Bandit 4: 21
Love God. Love Others. Any Questions?
Initiative: 13
Using my short bow, I fire at the man: Attack: 16 Damage: Unable to parse dice roll.
Bonus attack: 4
Then I hide off the trail...
My darn dice must be dirty from the trails.. Let me clean it off and re-roll the damage:
10
Initiative: 5
I draw my hand axe and throw it at the bandit I marked.
Attack: 15 Damage: 14
Initiative 16
Init. 17
Edward: 17
Garrum: 5
Star: 16
Velvet: 3
Bandit leader: 15
Bandit 1: 8
Bandit 2: 5
Bandit 3: 19
Bandit 4: 3
Love God. Love Others. Any Questions?
Your party decides to throw down rather than surrender to these bandits! (All bandits are hiding behind trees or rock formations, giving them 1/2 cover! You estimate they are 40 feet ahead of you and spread out on either side of the path you are following. You can each add a move to the first round if you desire...)
Round 2: Bandit 3(-0) ][ Edward(-0) ][ Star(-0) ][ Bandit leader(-10) ][ Bandit 1(-0) ][ Bandit 2(-0) ][ Garrum(-19) ][ Velvet(-2) ][ Bandit 4(-0)
Love God. Love Others. Any Questions?
Sorry, I got lost behind the group and ended up to far behind them.
Initiative: 10
Edward
Apparently you have trained more with your weapons that I have. That left a mark for sure (my AC is 16 so I took the 16 points of damage). I move to Garrum and cast cure wounds for 13 points of healing. With the bonus action I will case healing healing word on my self with a second level spell slot for 11 points of healing.
Velvet:
Moves to close the distance between himself and the leader. The path will be in way to minimize the bandit leader's cover (if possible). Velvet will launch two arrows at the leader.
Attack: 16 Damage: 7
Attack: 24 Damage: 13