Greenest
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There are about 100 people in this caravan, but most are traders on their standard route. A rag tag band of entertainers and a few couriers with official proclamations to deliver. A wagon laden with Chultan brandy has kept everyone's spirits high, as the brandy merchant sets up his wagon like a little pub each night.
A few members of the caravan obviously aren't traders or performers. You of course. Try to think of a good reason to be travelling, as you approach the small town of Greenest. And give us a sentence or two about yourself.
How you look.
How you're travelling (on foot, horseback, paid carriage ticket, etc.)
What you want others to know about you.
He looked down at the clothes he'd chosen. At the time, he thought the gray stained leather had looked fine. Gray and muted browns were good colors. Black made you stand out almost as much as wearing peacock feathers, but gray was a good color. People forgot about it right after they looked at it. His friend Mot the Beggar told him to buy some armor if Ty was dead set on this fool's escapade of his. Mot had found him when he was just a kid on the streets and brought him into the guild. It wasn't that Mot was kind or anything, but he was exactly what a five year old kid who's mother had just succumbed to the fruits of her own vices needed. Even as Ty had grown up in the guild, he still felt like he owed the old man something.
The leather armor he'd bought(bought?! The indecency!) still felt strange. Ty was used to more supple fabrics. Movement was a necessity in his trade. All in all, the armor wasn't that bad; it would just take some getting used to. He tightened the straps on the vam brace on his left forearm and made sure the knife he'd laced on to the strap was secure. You always needed a back door. Sure, some ruffian watchman or alley basher might find his short sword on his hip or even the daggers; one on his right thigh and the other angled left on his belt at the small of his back, but a knife on the wrist might be passed over and that was an edge that could save your life.
Ty sighed and ran a hand through his mouse brown hair. He adjusted the gray kerchief around the bottom half of his face. It wasn't particularly dusty, but the air was way too clean for his taste. It needed some back alley seasoning or it just was not right. If this was what the world outside the city looked like, smelled like, then they could keep it.
One of the caravan guards rode up and kicked the back of the wagon.
"Oi" ,he said, looking down at Ty distastefully, "what did I tell you about riding in the wagons?! If you ain't paid, you walk! Now, get out of there before I run you off."
Ty smirked at the man. He gave him a mock salute and vaulted out of the wagon in a single fluid motion. He glided between the horses and carts, every now and then looking over his shoulder. The guard watched him for a long moment before continuing on with his circuit. Ty shook his head and made a rude gesture in the guard's direction. The nerve! Like a person should have to pay for the privilege of taking a load off. He dropped his pace to match that of the wagons. No reason he should exert himself any more than he had to.
It all sounded very dramatic and important at the time. Now, a month later, it seems like endless travelling. At least he doesn't have to walk, the entertainers were glad to let him ride with them in exchange for some singing and lute playing...plus I think they are comforted to have someone in armour traveling with them.
It was good to perform again, he loved the crowds. His green cloak over his scale mail was getting dusty, he needed to keep up appearances. One of the knife jugglers also cut hair on the side, so his red hair and beard were cut nice and short.
He has talked to a few people in the caravan about Lathander, but only if they approached him first, he didn't want to raise tensions. Caravans worked better when everyone got along.
Walking along side one of the many wagons in the caravan, Clarice had passed her time conversing with others, collecting interesting flora, and entertaining small groups whenever they camped for the evening. A gift that runs in her family, she developed her story telling skills early in life, and later combined those skills with the magic she studied. Nothing sets the mood like a well timed prestidigitation to awe the audience!
Now, however, she was watching another’s story unfold as an apparent stowaway was being booted from his ride. Watching the man gracefully dismount she looked up to the wagon next her. For the first time during the trip her legs were starting to ache.
"Not a bad idea, that. I bet I could sneak on and no one would be the wiser."
A sly smile crossed her face and she schemed on how to get aboard...
That fellow is getting scolded yet again. If he was more careful, he wouldn't get caught so much. he thinks idly to himself. I see the little one has a similar idea. Best of luck to you.
After tossing his finished snack to the side, he picks up his pace to filter through the crowd and find something else to snack on.
Its been a while since he's been to a town, but being a bit low on supplies he's figured it be best to restock. You can only go on for so long eating berries and whatever wild game you can find to eat. Besides, he has gear that he's not too fond off and is thinking of selling. The longbow on his back is ok if he needs to attack something off in the distance, but he much prefers to use the whip nested on his waist. The hand axes in his backpack on the other hand seem useless to him and doesn't quite like the feel of using them.

Merchants don't have a habit of heading towards dragons, but a few members of the group step forward, size each other up, and decide they're prepared to lend their arms today....
After a few more close calls, and a fair share of bruises, Clarice manages to work her way forward and is awe-struck at the site before her. "Hang on Uriza, and be safe.".
As others step forward her confidence increases. "I might not be able to knock heads, but I have a few tricks up my sleeve."
"Well the old man at the monastery said I should go do some good in the world, I suppose this is a start."
He says a prayer, gets his spells in his mind, grabs his crossbow, and starts running to the town.
Let's go, those people need help.
Before he could see who pushed him, a small form brushed past him yelling. He looked down as the gnome passed him. What was she doing? Was she touched in the head? He was about to turn around when a thought occurred to him. If he followed her and they did not die, perhaps she or someone in the village would be grateful. Gratitude was good for profits. He could probably find somewhere to hide until the dragon went away. If he played his cards right, he could do nothing and get paid. That was the best outcome anyone could hope for. He checked his bow and other weapons started off after the gnome.
"I don't mean to pry",he said, catching up to her,"but are you actually serious about this? I mean, that is a dragon up there."
She looks up at the stranger, "You had your chance to flee but here you are standing with others who chose not to. Seems to me we might be able to do a little good down there."
With a subtle shrug of her shoulders she heads off behind those who have started their way into town.
"Chose to?! I was pushed! And, well, I couldn't see letting you face that thing all by yourself. If we actually found a way scare that great abomination off, I'm sure the village would be very grateful, so it is a practical matter, you see."
He looked at the others who seemed to have been drawn to the front of the pack like moths to a candle flame. He sighed. There was no backing out of this now. He really needed to get back to the city. All of this country air was putting strange ideas in his head.
"Well",he said, turning again to the gnome,"at least we won't die alone."
Citizens of the town hide in corners, or dash towards the keep, the centre of the towns defences.
Approaching from the south, the river turns out to be shallow and slow, running across it is no problem, and the group finds itself at the edge of the chaos...
"Zsa, do your best to find Uriza and keep her safe." The cat looks up at its master, blinks slowly, and then starts to scurry off using any cover it can find along the way.
Removing her sling from her belt Clarice loads a bullet into the pouch. "Where do we even start?"
Linston heads towards looters, when he gets in crossbow range, he lets a bolt go.
Rolls
Attack roll for when needed - (1D20+4)
(8) + 4 = 12
Crossbow damage, hopefully - (1D8)
(4) = 4
A crossbow bolt streams through the air and into the back of one of the Kobolds who is knocked prone in a spray of blood.
Rolls
Whip Hit - (1d20+6)
(6) + 6 = 12
Whip Damage - (1d4+6)
(3) + 6 = 9
"Cowards!" she yells, stepping up and letting loose a bullet from her sling. Reaching into her pouch for some more ammunition she moves off to the side, trying to have some of the others obstruct the enemies’ view.
Rolls
Sling Attack and Damage - (1d20+4, 1d4+2)
1d20+4 : (5) + 4 = 9
1d4+2 : (3) + 2 = 5
She is doing her best to keep the kobolds at bay, but eight is too many.
Grim slides into the chaotic circle, his whip catching a kobold right across the face, snapping his neck and tossing him into the wounded kobold trying to get back to his feet killing them both.
Rolls
Quarter Staff 2h and damage if hit - (1d20+5, 1d8+3)
1d20+5 : (14) + 5 = 19
1d8+3 : (8) + 3 = 11
Bonus action unarmed strike, damage if hit - (1d20+5, 1d4+3)
1d20+5 : (5) + 5 = 10
1d4+3 : (2) + 3 = 5
Seeing the group, he wanders up behind, ready to tap a shoulder to inquire about what in the hells is going on. Though, seeing the situation ahead, he comes to his own conclusion.
Coming around to the side, he brings his lute up, tunes it, and clears his throat. After a few mi mo miiiii's, he strums a soothing tune and sings along.
"Kobolds, O Kobolds, please go to sleep! You've rudely awakes this bard with the chaos you wreak!"
Rolls
Sleep - (5d8)
(85272) = 24
In complete terror the last standing kobold flees into the smoky night.
The woman with the spear is in tears, dropping everything to clutch her children. "you, you...must help me get to the keep..... we can be safe there!" she points across the grassy town green at the tallest building in town.
"We should keep moving and get these people safe."
"Anyone have some rope handy?"
"You need an escort or something",he said to the refugees before turning to the others from the caravan,"I think we can oblige them unless the rest of you want to go chasing after that...whatever it was that ran off. I'd much prefer to have some walls between me and that dragon as I'm sure these folks would as well."
Without waiting for an answer, he started helping to herd the refugees toward the keep; drawing his short sword, just in case.
He'll look back to the caravan, point back to it and say, "Uh, what about the caravan?"
You move quickly, and avoid any raider encounters as they seem preoccupied with collecting loot.
The great oak gate to the keep is open just enough for people to enter one at a time, guards on either side urge you to move faster. As you reach they gate, they pull you and the towns folk inside, then slam it shut. A guard shouts above the chaotic din "that's it! all doors are secure!! Every man to his battle station!"
Healers come to the wounded man's aid, while the women and children are escorted by other towns folk to the safest parts of the keep, the men are handed bows, and told where to take up positions.
An old halfling man shouts "YOU LOT!" pointing straight at your newly formed little group "more than just farmers yeah? Follow me, the guv'nor will wants ta see ya"
First day here and we see the boss. Fancy.
Too many big people to see through, maybe I’ll ask the "guv’nor" if he would have someone start a list of every one that’s made it to safety.

"ah! the fighters!" he says "we watched you dispatch that verminous band of kobolds from here. BRUTAL! We certainly need all the help we can get here.... are any of you injured, we have healers here..."
They made it to the keep without incident thankfully. Ty was in no hurry to get in the thick of a fight. He preferred an easy score, but he was not afraid to work for it if he had to. He watched the older halfling take the refugees out of their hands before turning his attention to the man on the parapet.
"These fine folk were more than equal to the task",he said, cutting a half-smile to the man,"as long as you are willing to keep these walls between me and that dragon, I'll help you hold them."
"Any idea how many people made it here before the gates were closed?"
"This lot didn't have much time TO be injured. I put most of the little things to sleep. But if I'm going to help, I'd like access to a hand crossbow. Hells, even a shortbow will do - I'm not up close and personal in battle unless I need to be."
Then to those nearby "But I agree that dragons may be beyond our scope for the moment."
"Maybe our new friend has something for dragons in his conjure bag or whatever it is you presdidigia-whats-its have that makes your magic work. Just let me know before you do it so I can get behind something, savvy?"
"You can hide behind me the next time the Tiefling unleashes his whats-its if that will make you feel better." Clarice says with a smirk.
He looks pensive for a moment, as if imagining just that.
over the edges of the parapet, you can see masked humans, kobolds and drakes surrounding the keep, just out of an archer's range, while others fill wagons with anything they can carry.
"we still have people out there! And not enough forces to help them all....."
the Governor is clearly a sincere and caring leader. A bit of a dandy, and snooty in a 'private boarding school' kinda way, but good at the core.
the halfling has a wooden crate full of dimly glowing red vials, he begins to hand out
"WILL you help our people?" the governor emplores
She decides that a light crossbow would be nice upgrade. A weapon she’s not fond of using, but at least has some familiarity with.
She looks up to the governor and asks a favor. "If you could have some of your people check to see if Uriza Tongle is somewhere in the keep I’d be in your debt."
Accepting the Halfling’s handout, she stuffs the vials into her robe.
"Where should we start?"
Elceran sizes up his newly acquired companions and thinks to himself If this keeps up we'll have to name ourselves or something. Perhaps something clever?...
With a sly grin, he snaps his fingers and casts prestidigitation, as he so aptly put it. Sparks fly from his snapped fingers as he opens his hand and wills the sparks into a miniature sparkly dragon.
"Boo! I don't know many spells, but they're not the things you should worry about, mate."
After dispelling his little sprite, he returns his attention to the governor.
"Ready, willing, and waiting, sir."
He points out the tunnel to the sally port
"once it's clear, dozens of townsfolk have barricaded themselves inside the temple to Chauntea, but raiders have it surrounded. The attackers tried setting fire to the stout structure but had little success. Now they've deployed an improvised battering ram. It's only a matter of time, possibly minutes, before the temple's main doors crumple under the assault, leaving the villagers inside helpless."
At that moment Castellan Escobert the Red rushes up to the governors side. Escobert is a shield dwarf with knotted, tangled, bright red hair. As master of the keep, he carries an enormous ring of iron and brass keys to the many locks in the keep.

addressing your group, he says:
"The guards have spotted a new threat. Raiders are trying to set fire to the town's mill. If it burns, we'll lose our stockpile of flour and we won't be able to grind more for months. I'm trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You'd do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You'll need to defend it until our force arrives to take over, but it shouldn't be more than fifteen minutes behind you. There's an old tunnel, I can get you out of the keep without being spotted....."
try to save the people in the temple
try to save the food in the mill
fight your way out through the sally port
sneak out through the tunnel
After a moment’s pause she throws up her right hand, "And I also vote to sneak out the tunnel, no reason to let anyone know we’re heading back out!"
"I'd give anything to know what we're up against, and why. For that, we need prisoners. A commander, even a low-ranking one, is best."
Once in the tunnel, it's a straight shot to the exit, but you quickly find the lock is too corroded to fit the key Escobert gave you. The gate is iron, rusty but secure. A grid of one inch thick square bars, with two large hinges to the left, and a large lock to the right.
Clarice looks around in her immediate vicinity for anything that may help.
the tunnel is bare and nothing helpful can be found, Clarice thinks this lock is ready to give in due to age and might be blasted off
Rolls
Grim - investigation - (1d20+1)
(5) + 1 = 6
Ty - investigation - (1d20+3)
(1) + 3 = 4
Clarice - investigation - (1d20+5)
(12) + 5 = 17
Sorry for not posting btw, been a fast and "fun" weekend.
Rolls
Shortsword hit - (1d20+6)
(7) + 6 = 13
Shortsword damage - (1d6+6)
(1) + 6 = 7
Rolls
Shortsword hit - (1d20+6)
(19) + 6 = 25
Shortsword damage - (1d6+6)
(3) + 6 = 9
Shame he couldn't blast it off with prestidigitation, them they might've been able to get through quietly. But alas, he knew better.
Elceran kicks the lock aside as he steps through.
Where the banks are clear, the stream is easy to get into or out of. Brush by the stream is dense, and the banks are steep where brush grows. You can move only 5 feet per turn through the brush.
Or you can choose to go by the road.
The mill is about 1000 feet away.
With that he starts moving down the path.
Rolls
stealth - Clarice - (1d20+2)
(6) + 2 = 8
stealth - Elceran - (1d20+5)
(3) + 5 = 8
stealth - Grim - (1d20+6)
(17) + 6 = 23
stealth - Damaceus - (1d20+2)
(7) + 2 = 9
stealth - Ty - (1d20+3)
(10) + 3 = 13
1 - Clarice
2 - Damaceus
3 - Elcera
4 - Grim
5 - Linston
6 - Ty
Rolls
ranged attack - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (1) = 1
arrow vs. Grim - (1d20+3)
(17) + 3 = 20
dmg - (1d6+1)
(3) + 1 = 4
arrow vs. Clarice - (1d20+3)
(11) + 3 = 14
dmg - (1d6+1)
(2) + 1 = 3
Rolls
cultists ( 2) - (1d20+1)
(20) + 1 = 21
kobolds (6) - (1d20+2)
(7) + 2 = 9
Clarice - (1d20+2)
(20) + 2 = 22
Damaceus - (1d20+2)
(16) + 2 = 18
Elcera - (1d20+3)
(5) + 3 = 8
Grim - (1d20+4)
(8) + 4 = 12
Linston - (1d20)
(15) = 15
Ty - (1d20+3)
(18) + 3 = 21
Just like you were taught as a child. she says to herself before smoothly pulling the trigger.
Rolls
Crossbow Attack (w/ Advantage) and Damage - (1d20+4, 1d20+4, 1d8+2)
1d20+4 : (17) + 4 = 21
1d20+4 : (19) + 4 = 23
1d8+2 : (3) + 2 = 5
the two loose two more arrows at the group.
Rolls
arrows - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (4) = 4
Rolls
attack vs. Clarice - (1d20+3)
(9) + 3 = 12
dmg - (1d6+1)
(4) + 1 = 5
attack vs. Grim - (1d20+3)
(9) + 3 = 12
come to the light.
Rolls
Kobold saving throws - (1d20, 1d20, 1d20, 1d20, 1d20, 1d20)
1d20 : (13) = 13
1d20 : (14) = 14
1d20 : (16) = 16
1d20 : (14) = 14
1d20 : (11) = 11
1d20 : (17) = 17
fire damage - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (652) = 13
3d6 : (214) = 7
3d6 : (355) = 13
3d6 : (316) = 10
3d6 : (165) = 12
3d6 : (545) = 14
Rolls
Whip Hit - (1d20+6)
(7) + 6 = 13
Whip Damage - (1d4+6)
(2) + 6 = 8
Whip hit - AoO - (1d20+6)
(17) + 6 = 23
Whip Damage - AoO - (1d4+6)
(3) + 6 = 9
The leather cracks louder than the kobolds spine as it breaks, then it tears open the face of the first cultist, who struggles to stay on his feet.
Damaceus, Linston and Ty to act
I will just keep am eye out for next troubles.
Rolls
Staff attack - (1D20+2)
(2) + 2 = 4
Damage hopefully - (1D6)
(5) = 5
*gurgle*
EDIT: Hahahahaha! Apparently she is ready. :-)
Rolls
Death Roll (new band name!) - (1d20)
(1) = 1
He pulls up his newly acquired hand crossbow and loads a bolt into it. He takes aim, but realized something: a comrade was felled. Taking his aim again at the cultist that got his face cracked with a whip, he speaks to Clarice in a soothing voice befitting a scoundrel.
"You shan't be dying today, little lady. Rise and shine!"
Ahhhh, well... Max heal, crit miss. Can't win them all :p
Rolls
Healing Word - (1d4+3)
(4) + 3 = 7
H. Crossbow - (1d20+4, 1d6+2)
1d20+4 : (1) + 4 = 5
1d6+2 : (6) + 2 = 8
Damaceus' bolt misses the cultist and breaks a window in the house, the glass shatters and rains down on the ground, making a clatter.
Rolls
noise reaction - (1d20)
(4) = 4
The shock of sudden consciousness causes Clarice to gasp as she quickly scrambles to her feet.
Baervan has spared me; but why? she starts to ponder before realizing that it was not the god's will that allowed her to remain in the mortal world, but the magic of one of her new companions.
The mill is now less than a hundred yards down the path to the west. The cultists are using the house to your north for cover.
Clarice is wounded but not bloodied (7HP) and the rest of you are in good shape.
Rolls
Crossbow Attack and Damage - (1d20+4, 1d8+2)
1d20+4 : (8) + 4 = 12
1d8+2 : (4) + 2 = 6
The second (uninjured) cultist disappears behind the house.
Let's follow speedy and then cut over to the mill.
Clarice, do you need a healing spell?
Clarice will follow any others who have started to give chase.
Rolls
Quarterstaff 2h - (1d20+5)
(11) + 5 = 16
Damage on Hit - (1d8+3)
(2) + 3 = 5
Follow-up punch if needed - (1d20+5)
(15) + 5 = 20
Damage - (1d4+3)
(3) + 3 = 6
Damaceus starts heading off towards the mill, staying back far enough for some recon until the others catch up.
A half dozen cultists and as many kobolds are stacking straw up against the barn doors, preparing to light the whole thing on fire.
Linston casts
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
Rolls
Cultists - (1d4+2)
(1) + 2 = 3
Kobolds - (1d4+2)
(3) + 2 = 5
Elceran exhales to steady himself, then launches at the nearest foe in a flurry of staff and hands.
All but one of the kobolds is glowing with faerie fire, you have advantage on your attack rolls.
Rolls
Quarterstaff 2h advantage - (1d20, 1d20)
1d20 : (18) = 18
1d20 : (19) = 19
Unarmed strike adv - (1d20, 1d20)
1d20 : (4) = 4
1d20 : (10) = 10
Quarterstaff damage - (1d8+3)
(1) + 3 = 4
Unarmed strike damage - (1d4+3)
(3) + 3 = 6
Rolls
Attack - (1D20+4)
(20) + 4 = 24
Advantage - (1D20+4)
(13) + 4 = 17
Damage hopefully - (1D8)
(2) = 2
Rolls
Crossbow Attack (w/ Advantage) and Damage - (1d20+4, 1d20+4, 1d8+2)
1d20+4 : (17) + 4 = 21
1d20+4 : (12) + 4 = 16
1d8+2 : (1) + 2 = 3
We'll wait for Damaceus to catch up.
Taking aim, he fires at one of the kobolds coated in the faerie's fire dweomer.
Rolls
H. Crossbow w/ adv - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (19) + 4 = 23
1d20+4 : (2) + 4 = 6
1d6+2 : (2) + 2 = 4
They hurl a shower of sling stones as they run.
Rolls
target - (1d10)
(5) = 5
attack - ranged - sling (advantage pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (16) + 4 = 20
target - (1d10)
(10) = 10
attack - ranged - sling (advantage pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (19) + 4 = 23
target - (1d10)
(3) = 3
attack - ranged - sling (advantage pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (2) + 4 = 6
target - (1d10)
(6) = 6
attack - ranged - sling (advantage pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (17) + 4 = 21
target - (1d10)
(8) = 8
attack - ranged - sling (advantage pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (17) + 4 = 21
target - (1d10)
(10) = 10
attack - ranged - sling (advantage pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (12) + 4 = 16
Rolls
dmg - bludgeoning - Damaceus - (1d4+2)
(3) + 2 = 5
dmg - bludgeoning - Elceran - (1d4+2)
(2) + 2 = 4
dmg - bludgeoning - Elceran - (1d4+2)
(1) + 2 = 3
dmg - bludgeoning - Grim - (1d4+2)
(2) + 2 = 4
CRIT - dmg - bludgeoning - Grim - (1d4+2, 1d4+2)
1d4+2 : (1) + 2 = 3
1d4+2 : (4) + 2 = 6
Linston hits the ground, with a groan.
Rolls
Quarterstaff 2h Advantage? - (1d20+5, 1d20+5)
1d20+5 : (13) + 5 = 18
1d20+5 : (3) + 5 = 8
QS damage - (1d8+3)
(6) + 3 = 9
Unarmed Advantage? - (1d20+5, 1d20+5)
1d20+5 : (12) + 5 = 17
1d20+5 : (5) + 5 = 10
Unarmed damage - (1d4+3)
(3) + 3 = 6
Rolls
Crossbow Attack (w/ Advantage) and Damage - (1d20+4, 1d20+4, 1d8+2)
1d20+4 : (16) + 4 = 20
1d20+4 : (11) + 4 = 15
1d8+2 : (6) + 2 = 8
I assign a number to each player so I can dole out damage randomly, so Grim took 4 dmg , Linston took 9
1-2: Clarice
3-4: Damaceus
5-6: Elceran
7-8: Grim
9-0: Linston
when the situation isn't clear on who an attack might hit, I roll a d10 for 'target'
With his weapon refitted with another bolt, he takes aim and fires at the blighter.
Rolls
H. Crossbow w/ adv - (1d20+4, 1d20+4, 1d6+2)
1d20+4 : (17) + 4 = 21
1d20+4 : (10) + 4 = 14
1d6+2 : (6) + 2 = 8
Rolls
Whip Hit - (1d20+6)
(13) + 6 = 19
Whip Damage - (1d4+6)
(2) + 6 = 8
No stone the squishy thud of a bolt, than the CRACK of a whip, tearing the scales off another, that crumples to the ground.
Clarice, Elceran, Linston to act
Stats: AC: 15 - HP: 7/7 - Out of Spell Slots
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Rolls
Magic Missile - (3d4+3)
(244) + 3 = 13
Rolls
2h Quarterstaff - (1d20+5, 1d20+5)
1d20+5 : (3) + 5 = 8
1d20+5 : (20) + 5 = 25
Damage - (1d8+3)
(4) + 3 = 7
Unarmed - (1d20+5, 1d20+5)
1d20+5 : (20) + 5 = 25
1d20+5 : (10) + 5 = 15
Damage - (1d4+3)
(2) + 3 = 5
it stops dead in it's tracks, looks the group up and down, flashes what passes for a smile on a creature with no lips, then runs off screaming towards the mill.
Rolls
Quarterstaff 2h AoO - (1d20+5)
(17) + 5 = 22
Damage - (1d8+3)
(8) + 3 = 11
"Easy... just take this in... You'll be alright."
Rolls
Healing Potion - (2d4+2)
(42) + 2 = 8
It's quite dark now. You're about 100' from the mill, the doors are closed, and smoke is starting to seep out of a second story window.
There are two large barn doors on one long side, a great water wheel on the other. One end is solid stone, the other has a door and two small windows at ground level.
Rolls
perception (group) - (1d20)
(12) = 12
Rolls
perception - (1d20+1)
(2) + 1 = 3
Rolls
perception (disadvantage due to smoke) - (1d20+1, 1d20+1)
1d20+1 : (12) + 1 = 13
1d20+1 : (7) + 1 = 8
"Maybe..." she thinks and reaches into her ammunition pouch to grab a sling bullet. Enclosing it her hand she recites a quick series of words and casts light on the object. She quickly throws it in front of her hoping that the combination of the sound of the bullet hitting something and the bright light will give her some bearing into the situation.
Rolls
perception (disadvantage due to smoke) - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (6) + 3 = 9
Rolls
spears (6) - (1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5, 1d20+5)
1d20+5 : (7) + 5 = 12
1d20+5 : (9) + 5 = 14
1d20+5 : (13) + 5 = 18
1d20+5 : (17) + 5 = 22
1d20+5 : (4) + 5 = 9
1d20+5 : (20) + 5 = 25
odd Linston, even Clarice
Rolls
coin toss - (1d2)
(2) = 2
dmg - piercing - (1d6+3)
(5) + 3 = 8
"you IDIOTS couldn't hit the goddammned GROUND!!!" there is loud crashing and slapping sounds ""draw your damned bow stupid - KILL THEM!!!"
only Clarice and Linston are in the mill. It's unclear if the ambushers know that or not, the smoke is very thick.
Rolls
initiative Clarice - (1d20+2)
(10) + 2 = 12
initiative Linston - (1d20)
(20) = 20
initiative ambushers - (1d202)
(118) = 118
Then Linston and Clarice get regular attacks, and the rest of the party will be able to enter.
Rolls
Death Save - (1d20)
(16) = 16
Rolls
Stealth - (1d20+5)
(11) + 5 = 16
Rolls
Cure - (1D8+3)
(6) + 3 = 9
Bolt - (1D20+2)
(1) + 2 = 3
Damage hopefully - (4D6)
(5242) = 13
I'm still not ready!
Her light pebble is still glowing brightly, and Linston's guiding bolt is popping and sparking in a roof rafter it landed on,
combined with the smoke, it all gives the effect of a high school dance. If the dance committee's budget was $1.85.
Elceran has no trouble slipping in the back door, and the second entry opening starts to generate a cross breeze through the mill, the smoke begins to shift.
Rolls
target - (1d2)
(1) = 1
attack - shortbow - disadvantage - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (20) + 4 = 24
target - (1d2)
(2) = 2
attack - shortbow - disadvantage - (1d20+4, 1d20+4)
1d20+4 : (6) + 4 = 10
1d20+4 : (12) + 4 = 16
target - (1d2)
(1) = 1
attack - shortbow - disadvantage - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (16) + 4 = 20
target - (1d2)
(2) = 2
attack - shortbow - disadvantage - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (16) + 4 = 20
target - (1d2)
(2) = 2
attack - shortbow - disadvantage - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (1) + 4 = 5
target - (1d2)
(1) = 1
attack - shortbow - disadvantage - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (20) + 4 = 24
2. Linston - MISS
3. Clarice - HIT
4. Linston - MISS
5. Linston - MISS
6. Clarice - HIT
Rolls
dmg - piercing - (1d6+3)
(4) + 3 = 7
dmg - piercing - (1d6+3)
(6) + 3 = 9
dmg - piercing - (1d6+3)
(6) + 3 = 9
I am not sure I am ready.
Some of your friends have been waiting quite a while to see you.
I am not sure I am ready.
EDIT 1: AND Dead....
EDIT 2: Actually with the 9HP damage from the 2nd hit, she'd have died instantly.
EDIT 3: Death rolls only it is!
Rolls
Death Save - (1d20)
(9) = 9
Rolls
Potion Healing - (2d4+2)
(13) + 2 = 6
She will stay on the ground for moment and try to gather her senses before deciding on her next action.
Stats: AC-15 HP-6/7
Clarice is crawling to cover under the loft floor.
Grim ran in the main door to feed Clarice a potion.
Elceran opened and entered the back door.
Damaceus?
I'll let you use hideous laughter as a ranged spell attack with disadvantage (if you want to cast it) because while you can tell where the bad guys are, you can't actually see them.
and I have a quick story a trucker might like; My friend was a trucker for years, and still keeps his licences and stuff up-to-date etc. and his mum, at 82 years old, needed a very serious brain surgery. Like a 50/50 chance of survival kind of serious. So he asked her, if there was anything she wanted to do first. Like 'make-a-wish' and she said, that he took her trucking once when he was young, and it was the most fun she'd ever had. So, he called a guy he knew looking for a truck, and the guy said "sure, I have a load going to Montreal (about 6 hours) and I don't need the truck back until monday, make sure the load get's there and you bring it back full of gas and it's yours for the weekend"
So he filled it up with pillows and blankets, and snacks and drinks, and he burned every cheesy 70's trucker movie there is onto DVD's and took his old mum out on the road for a last hoorah.
(she survived by the way, tough old bird)
Rolls
Psychic damage(if failed save) - (1d4)
(1) = 1
Flat save for a random cultist - (1d20)
(1) = 1
"make fun of us?!? cheeky!"
As the room clears, it becomes apparent, there are large bales of smouldering straw making all the smoke, the mill isn't on fire at all.....

Rolls
Athletics - (1d20+1)
(7) + 1 = 8
they see Elceran climbing one of the beams and panic, firing at him en masse.
Rolls
short bow (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (2) + 3 = 5
1d20+3 : (1) + 3 = 4
short bow (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (5) + 3 = 8
1d20+3 : (17) + 3 = 20
short bow (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (11) + 3 = 14
1d20+3 : (6) + 3 = 9
short bow (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (12) + 3 = 15
1d20+3 : (9) + 3 = 12
short bow (disadvantage) - (1d20+3, 1d20+3)
1d20+3 : (2) + 3 = 5
1d20+3 : (2) + 3 = 5
Even he is awed by the move.... luck? karma? For a flash, he feels like he's living in a simulation. Like this was 'made' to happen.....
No time for that now, he'll meditate on it later.
Rolls
acrobatics (advantage due to DM's guilt) - (1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (11) + 5 = 16
I may not be able to fight them directly, but maybe I can rattle their nerves a bit.
She stands next to one of the posts and yells as loudly as she can "Take this one out first!". With a wicked little smile on her face she closes her eyes and recites a few quick words while touching the post. The sounds of splintering and cracking wood fills the air as she runs to the next post.
"Now! This one next!"
Stats: HP 7/7 AC 15 (Mage Armor)
Rolls
WIS save (advantage against fear) - (1d20)
(2) = 2
WIS save (advantage against fear) - (1d20)
(17) = 17
Rolls
acrobatics - (1d20+5)
(6) + 5 = 11
Rolls
Quarterstaff - (1d20+5)
(9) + 5 = 14
Damage - (1d8+3)
(6) + 3 = 9
Unarmed bonus action - (1d20+5)
(4) + 5 = 9
Damage - (1d20+3)
(1) + 3 = 4
A loud CRACK of the staff, followed by a small crack of his neck. He collapses into an awkward heap.
Rolls
Light crossbow - (1D20+4)
(13) + 4 = 17
Damage hopefully - (1D8)
(1) = 1
I'm sure it probably stings....
one archer dead, one with a boo-boo and three at full health....
And no need to apologize, my Dude. All part of the joys of PbP. :-)
"Good! Two more should be enough to bring those bastards down!"
Stats: HP 7/7 AC 15 (Mage Armor)
He shouts over to Clarice a few words of encouragement to bolster her ego.
Rolls
WIS save (advantage against fear) - (1d20, 1d20)
1d20 : (15) = 15
1d20 : (13) = 13
Rolls
Crossbow - (1D20+4)
(10) + 4 = 14
Damage hopefully - (1D8)
(8) = 8
Rolls
Quarterstaff - (1d20+5)
(4) + 5 = 9
Damage - (1d8+3)
(1) + 3 = 4
Unarmed Bonus - (1d20+5)
(9) + 5 = 14
Damage - (1d4+3)
(2) + 3 = 5
the cultists have decided to stand their ground, and there are loud shouts from outside, the cultists have been too distracted by the sound of cracking timber to notice.
cultists:
1 dead
4 standing their ground (to act)
Clarice: under the loft making scary sounds - 3/4 cover
Damaceus: near the smouldering hay bales making the loft tremble - 1/2cover
Elceran: in the loft, engaging the cultists with his staff
Grim: under the loft, just gave Clarice a healing potion - 3/4 cover
Linston: in a firing position using a beam as 1/2 cover
Rolls
cultist attacks: - (1d10, 1d10, 1d10, 1d10)
1d10 : (2) = 2
1d10 : (10) = 10
1d10 : (9) = 9
1d10 : (9) = 9
The cultist leader, tries to crane over the loft edge, to flush out whomever is chopping away at the loft beams, the other three see Linston hiding behind a beam and take him as their only good target.
Rolls
attack - Clarice 3/4 cover (AC17) - (1d20+3)
(10) + 3 = 13
dmg - piercing - (1d6+1)
(2) + 1 = 3
attack - Linston 1/2 cover (AC20) - (1d20+3, 1d20+3, 1d20+3)
1d20+3 : (10) + 3 = 13
1d20+3 : (2) + 3 = 5
1d20+3 : (11) + 3 = 14
dmg - piercing - (1d6+1)
(5) + 1 = 6
dmg - piercing - (1d6+1)
(5) + 1 = 6
dmg - piercing - (1d6+1)
(6) + 1 = 7
the sound is suddenly drowned out by the real crashing and splintering of wood as the large doors are suddenly ripped down from their hinges. A throng of dwarves, at least 15 of them with axes and hammers are pouring into the mill.
with surprising nimbleness they are streaming past you, climbing into the loft, weapons swinging.
they all wear green tunics with a grand oak tree emblazoned on it. and a red bearded soldier addresses you as the others dispatch of the cultists.
"good job keepin'em busy friends... but we've got this now" he enthusiastically waves his comrades in arms into the mill "the Gun'nor says you lot are needed at the chapel.... there's innocents trapped in there, and bad guys trying to break in!"
Linston head for the door and waits for his comrades to get back in a group.
Clarice joins Linston at the door and watches as the dwarves go about their business.
Rolls
Quarterstaff - (1d20+5)
(6) + 5 = 11
Damage - (1d8+3)
(8) + 3 = 11
The chapel is on the other side of the village. But the streets seem eerily clear and quiet. The looting must be completed, and the raiders seem to be converging on the keep. The keep can certainly defend itself, a lot better than the chapel....
NO TIME TO LOSE!
As you reach the west side of the village, the keep and temple both come into view. The keep is surrounded, it seems like an entire army has come to loot this little village. But there is no siege. The army seems to be waiting for something.....
A few hundred yards further west, the temple is a large building made of fieldstone, with a peaked slate roof, and square in shape. The dark gives you the opportunity to get relatively close without being detected.
At the front, a group of a dragon claw cult priest, two cultists and six kobolds are attempting to batter the doors down. The cultists operating the ram, while the kobolds stand guard and the dragon claw barks orders.
At the back, two cultists and six kobolds huddle tightly against the door, trying to burn through it. But their fire, so far, is meagre and produces little flame. Instead producing prodigious clouds of black smoke that are beginning to envelope the entire area behind the temple.
Meanwhile, a third group, three cultists, ten kobolds, and two lizard like creatures the size of ponies are strung out in a mob about 50' long. This procession with leaping and whirling kobolds is slowly circling the temple, trying to keep watch on all sides.
the wall around the temple is stone, and about 3' tall. the wooded area is small but dense.
We can pick a few off quietly and hope for the best
The kobolds on the otherhand goof around like over sugared children being taken to the park.
"Ready?"
Linston raises his crossbow and aim at the last kobold
Fire
Rolls
Crossbow - (1D20+4)
(19) + 4 = 23
Damage hopefully - (1D8)
(1) = 1
Rolls
Hand X-Bow w/ damage - (1d20+4, 1d6+2)
1d20+4 : (13) + 4 = 17
1d6+2 : (3) + 2 = 5
Rolls
Crossbow, Damage - (1d20+4, 1d8+2)
1d20+4 : (4) + 4 = 8
1d8+2 : (7) + 2 = 9
Rolls
Quarterstaff - (1d20+5)
(13) + 5 = 18
Damage - (1d8+3)
(2) + 3 = 5
Unarmed - (1d20+5)
(15) + 5 = 20
Damage - (1d8+3)
(8) + 3 = 11
Unarmed damage - (1d4+3)
(4) + 3 = 7
Rolls
Whip Hit - (1d20+6)
(6) + 6 = 12
Whip Damage - (1d4+6)
(1) + 6 = 7
as the patrol coms into range, it passes uneventfully, but just as the front of the 'train' rounds the corner, an all out assault is unleashed against the back half.
surprise round:
Linston is first to fire, his bolt lands squarely in a kobold's chest, but bounces off a scale leaving a small scratch.
Damaceus launches a bolt of his own, it sinks deep into a kobold's belly, dropping him.... permanently.
Clarice's bolt slams into the side of a kobold's head, and passes clear through, striking the kobold next to it.
Elceran takes advantage of the confusion and leaps into the group, his staff snapping a kobold spine, while his fist breaks the neck of another.
and Grim follows the volley up with an ear piercing crack of the whip, literally knocking the hide off a poor little bugger.
kobold #1 - scratched
kobold #2 - dead
kobold #3 - critical
kobold #4 - dead
kobold #5 - dead
kobold #6 - dead
kobold #7 - dead
kobold #8 - healthy
kobold #9 - healthy
kobold #10 - healthy
Rolls
Clarice - (1d20+2)
(12) + 2 = 14
Damaceus - (1d20+2)
(3) + 2 = 5
Elceran - (1d20+3)
(9) + 3 = 12
Grim - (1d20+4)
(8) + 4 = 12
Linston (your sheet says initiative 0, but it's +2) - (1d20+2)
(11) + 2 = 13
Kobolds - (1d20+2)
(10) + 2 = 12
Cultists - (1d20+1)
(17) + 1 = 18
Drakes - (1d20)
(14) = 14
kobolds scream blood curdling screams
drakes are overwhelmed by everything, but pull themselves together quickly
the cultists show their devotion, by swinging into a aggressive counter attack posture.
Rolls
odd Grim - even Elceran - (1d2, 1d2, 1d2)
1d2 : (2) = 2
1d2 : (2) = 2
1d2 : (2) = 2
Rolls
scimitar - (1d20+3)
(1) + 3 = 4
scimitar - (1d20+3)
(12) + 3 = 15
scimitar - (1d20+3)
(14) + 3 = 17
dmg (slashing) - (1d6+1)
(3) + 1 = 4
dmg (slashing) - (1d6+1)
(1) + 1 = 2
"just you wait" he mutters, as he takes the damage like a man.
Rolls
odd Grim - even Elceran - (1d2, 1d2)
1d2 : (1) = 1
1d2 : (2) = 2
Rolls
bite vs. Grim - (1d20+4)
(20) + 4 = 24
bite vs. Elceran - (1d20+4)
(4) + 4 = 8
Grim is grabbed by the throat, and tossed like a rag doll.
Rolls
dmg - CRIT - piercing - (1d6+1, 1d6+1)
1d6+1 : (2) + 1 = 3
1d6+1 : (5) + 1 = 6
Rolls
Guiding bolt at the lizard who hit - (1D20+4)
(7) + 4 = 11
Damage hopefully - (4D6)
(2161) = 10
Rolls
Crossbow Attack, Damage - (1d20+4, 1d8+2)
1d20+4 : (14) + 4 = 18
1d8+2 : (3) + 2 = 5
Rolls
Quarterstaff - (1d20+5)
(4) + 5 = 9
Damage - (1d8+3)
(2) + 3 = 5
Unarmed - (1d20+5)
(1) + 5 = 6
Damage - (1d4+3)
(1) + 3 = 4
Rolls
Whip Hit - (1d20+6)
(17) + 6 = 23
Whip Damage - (1d4+6)
(2) + 6 = 8
Second Wind - (1d10+1)
(5) + 1 = 6
The drake falls face first into the dirt. It won't get up again....
18
Cultist #1 - healthy
Cultist #2 - healthy
Cultist #3 - healthy
14
Clarice - 7hp
Drake#1 - healthy
13
Linston - 9hp
12
Elceran - 4hp
Grim - 9hp
kobold #1 - scratched
kobold #3 - critical
kobold #8 - healthy
kobold #9 - healthy
kobold #10 - healthy
5
Damaceus - 9hp
1-2 Clarice
3-4 Damceus
5-6 Elceran
7-8 Grim
9-10 Linston
Rolls
targets - (1d10, 1d10, 1d10, 1d10, 1d10)
1d10 : (8) = 8
1d10 : (6) = 6
1d10 : (9) = 9
1d10 : (6) = 6
1d10 : (3) = 3
the stone bounces off the side of his head, making a crack!
Rolls
sling (pack tactics advantage) - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (18) + 4 = 22
dmg - bludgeoning - (1d4+2)
(3) + 2 = 5
and two bullet like stones slam into his chest. He crumples to the ground, struggling to breath.
Rolls
sling (pack tactics advantage) - (1d20+4, 1d20+4)
1d20+4 : (3) + 4 = 7
1d20+4 : (11) + 4 = 15
sling (pack tactics advantage) - (1d20+4, 1d20+4)
1d20+4 : (8) + 4 = 12
1d20+4 : (15) + 4 = 19
dmg - bludgeoning - (1d4+2)
(4) + 2 = 6
dmg - bludgeoning - (1d4+2)
(3) + 2 = 5
Rolls
sling (pack tactics advantage) - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (15) + 4 = 19
dmg - bludgeoning - (1d4+2)
(1) + 2 = 3
But he manages to duck as the stone lands in the grass behind him.
Rolls
sling (pack tactics advantage) - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (12) + 4 = 16
Linston - 9hp
Elceran - death save #1
Grim - 6hp
Damaceus - 5hp
Damaceus is up, then the dreaded cultists....
Rolls
potion of healing - (2d4+2)
(24) + 2 = 8
But they're cultists.....pretty committed by definition.
1-2 Clarice
3-4 Damceus
5-6 Elceran
7-8 Grim
9-10 Linston
Rolls
targets - (1d10, 1d10, 1d10)
1d10 : (1) = 1
1d10 : (3) = 3
1d10 : (2) = 2
the third heads straight at the healer Damaceus.
Clarice is such a small nimble target, that the cultists don't come close to her as they swing their scimitars behind the waist high wall. But the third cultist's blade bites into Damaceus' shoulder, splattering blood across the side of his grimacing face.
No good deed goes unpunished....
Rolls
attack - Clarice 3/4 cover (AC17) - (1d20+3)
(1) + 3 = 4
attack - Clarice 3/4 cover (AC17) - (1d20+3)
(11) + 3 = 14
attack - Damaceus (out of cover AC13) - (1d20+3)
(14) + 3 = 17
dmg - slashing - Damaceus - (1d6+1)
(2) + 1 = 3
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Rolls
Melee Spell Attack Roll (with possible advantage) / Damage - (1d20+5, 1d20+5, 1d8)
1d20+5 : (6) + 5 = 11
1d20+5 : (19) + 5 = 24
1d8 : (4) = 4
1-2 Clarice
3-4 Damceus
5-6 Elceran
7-8 Grim
9-10 Linston
Rolls
target - (1d10)
(1) = 1
attack - Clarice 3/4 cover (AC17) - (1d20+4)
(8) + 4 = 12
Rolls
Crossbow - (1D20+4)
(3) + 4 = 7
Damage hopefully - (1D8)
(1) = 1
"Ahhh!!"
Rolls
Quarterstaff - (1d20+5)
(6) + 5 = 11
Damage - (1d8+3)
(6) + 3 = 9
Unarmed - (1d20+5)
(9) + 5 = 14
Damage - (1d20+3)
(18) + 3 = 21
Correct damage - (1d4+3)
(2) + 3 = 5
Rolls
Whip Hit - (1d20+6)
(11) + 6 = 17
Whip Damage - (1d4+6)
(3) + 6 = 9
His staff swings high, hitting nothing, but his fist manages to land on the nose of a cultist with a satisfying crunch.
Meanwhile the sharp crack of Grim's whip is followed by the yelp of a pony sized lizard. Who spins to face the fighter hissing.
Rolls
coin toss - (1d2)
(2) = 2
coin toss - (1d2)
(1) = 1
coin toss - (1d2)
(2) = 2
the kobolds all charge Damaceus, who for some reason is just standing motionless in the midst of the battle. As if in a trance, or almost like the life force has left his body...
Rolls
kobold dagger attacks (advantage, pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (4) + 4 = 8
kobold dagger attacks (advantage, pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (5) + 4 = 9
kobold dagger attacks (advantage, pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d20+4 : (4) + 4 = 8
kobold dagger attacks (advantage, pack tactics) - (1d20+4, 1d20+4)
1d20+4 : (8) + 4 = 12
1d20+4 : (17) + 4 = 21
dmg - HIT - (1d4+2)
(2) + 2 = 4
dmg - CRIT - (1d4+2, 1d4+2)
1d4+2 : (2) + 2 = 4
1d4+2 : (2) + 2 = 4
dmg - CRIT - (1d4+2, 1d4+2)
1d4+2 : (4) + 2 = 6
1d4+2 : (4) + 2 = 6
dmg - HIT - (1d4+2)
(4) + 2 = 6
the noise of battle has attracted the attention of the cultists trying to burn down the back door. The slap and shout at the kobolds in their group to join the fray.
Hesitantly, they move toward the battle slings wining over their heads.
on the roof of a home across the street, 6 stout little heads pop up. Archers!!! Sent from the keep to save your Butts.
They rain arrows down on the approaching kobolds.
Rolls
archer - long bow - (1d20+3)
(14) + 3 = 17
archer - long bow - (1d20+3)
(10) + 3 = 13
archer - long bow - (1d20+3)
(6) + 3 = 9
archer - long bow - (1d20+3)
(3) + 3 = 6
archer - long bow - (1d20+3)
(19) + 3 = 22
archer - long bow - (1d20+3)
(2) + 3 = 5
dmg- piercing - (1d8+2)
(5) + 2 = 7
dmg- piercing - (1d8+2)
(1) + 2 = 3
dmg- piercing - (1d8+2)
(3) + 2 = 5
18
Cultist #1 - 7hp
Cultist #2 - 12hp
Cultist #3 - 12hp
14
Clarice - 7hp
Drake#1 - 13hp
13
Linston - 9hp
12
Elceran - 4hp
Grim - 9hp
kobold #1 - 4hp
kobold #3 - 1hp
kobold #8 - 5hp
kobold #9 - 5hp
kobold #10 - 5hp
5
Damaceus - 0hp (MIA)
X
archer #1 - 12hp
archer #2 - 12hp
archer #3 - 12hp
archer #4 - 12hp
archer #5 - 12hp
archer #6 - 12hp
kobold #13 - 5hp
kobold #14 - 2hp
kobold #16 - 5hp
Rolls
targets - (1d10, 1d10, 1d10)
1d10 : (2) = 2
1d10 : (1) = 1
1d10 : (5) = 5
Try as they might, they simply can't connect.
Rolls
attack - Clarice 3/4 cover (AC17) - (1d20+3)
(12) + 3 = 15
attack - Clarice 3/4 cover (AC17) - (1d20+3)
(12) + 3 = 15
he buckles under the blow, but does not fall.
Rolls
attack - Elceran - (1d20+3)
(14) + 3 = 17
dmg - slashing - (1d6+1)
(6) + 1 = 7
Once her attack is complete, she'll duck down once again and run along the wall as fast as she can, hoping to make the two men at least work for their next attack.
EDIT: I somehow screwed up the rolls I entered initially, so I added a damage roll.
I know her running opens her up to AoO, but it feels right for her to try and run away.
Stats: HP 7/7 AC 15 (Mage Armor)
Range: Touch
Components: V, S
Duration: Instantaneous
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
Rolls
Shocking Grasp (w/ possible advantage) / Damage - (1d20+5, 1d20)
1d20+5 : (20) + 5 = 25
1d20 : (19) = 19
Damage - (1d8)
(6) = 6
Rolls
Healing word - (1D4+3)
(1) + 3 = 4
It sees Damaceus (MIA) lying motionless in the dirt, the smell of blood too strong to resist, and tears into him like a meal more than an enemy combatant.
Rolls
targets - (1d10)
(4) = 4
Rolls
Crossbow - (1D20+4)
(12) + 4 = 16
Damage - (1D8)
(2) = 2
Rolls
Quarterstaff - (1d20+5)
(1) + 5 = 6
Damage - (1d8+3)
(2) + 3 = 5
Unarmed - (1d20+5)
(8) + 5 = 13
Damage - (1d4+3)
(2) + 3 = 5
And even more surprised by its own teeth piercing it's brain.
Rolls
Whip Hit - (1d20+6)
(10) + 6 = 16
Whip Damage - (1d4+6)
(1) + 6 = 7
but undeterred the little pack charges at you, daggers flashing in the moonlight.
Rolls
targets - (1d10, 1d10, 1d10)
1d10 : (5) = 5
1d10 : (3) = 3
1d10 : (1) = 1
But even wounded, Elceran isn't completely defenceless, he steps left, and slips right, the dagger slicing only air as it passes.
Rolls
attack - Elceran - (1d20+4)
(7) + 4 = 11
Clarice is off balance from dodging cultist scimitars, and the kobold's dagger slides into her side, cutting deeply.
Rolls
attack - Clarice - (1d20+4)
(13) + 4 = 17
dmg - slashing - (1d4+2)
(3) + 2 = 5
Rolls
archer - long bow - (1d20+3)
(1) + 3 = 4
archer - long bow - (1d20+3)
(1) + 3 = 4
archer - long bow - (1d20+3)
(19) + 3 = 22
archer - long bow - (1d20+3)
(18) + 3 = 21
archer - long bow - (1d20+3)
(6) + 3 = 9
archer - long bow - (1d20+3)
(17) + 3 = 20
dmg - piercing - (1d8+2)
(2) + 2 = 4
dmg - piercing - (1d8+2)
(2) + 2 = 4
dmg - piercing - (1d8+2)
(8) + 2 = 10
while a precisely placed arrow, severs the drake's spine right at the base of it's neck. It slumps forward, thick, dark, blood oozing from it's nostrils.
Cultist #3 - 12hp
14
Clarice - 7hp
13
Linston - 9hp
12
Elceran - 1hp
Grim - 9hp
kobold #1 - 4hp
kobold #3 - 1hp
kobold #9 - 5hp
5
Damaceus - 0hp (MIA)
X
archer #1 - 12hp
archer #2 - 12hp
archer #3 - 12hp
archer #4 - 12hp
archer #5 - 12hp
archer #6 - 12hp
kobold #13 - 5hp
kobold #14 - 2hp
kobold #16 - 5hp
as the burning wood is pushed aside, screams of villagers and children pierce the air. A small female gnome appears in the doorway, her hands glowing and projecting a magic barrier of some kind into the open doorway.
Rolls
perception - group - (1d20)
(17) = 17
He can't succeed in striking her, but he does keep the group split in two.
Rolls
targets - (1d10)
(2) = 2
attack - Clarice 3/4 cover (AC17) - (1d20+4)
(1) + 4 = 5
Rolls
Crossbow - (1D20+4)
(1) + 4 = 5
Damage hopefully - (1D8)
(4) = 4
Rolls
Quarterstaff - (1d20+5)
(5) + 5 = 10
Damage - (1d8+3)
(6) + 3 = 9
Unarmed - (1d20+8)
(13) + 8 = 21
Damage - (1d4+3)
(3) + 3 = 6
Rolls
Whip Hit - (1d20+6)
(3) + 6 = 9
Whip Damage - (1d4+6)
(2) + 6 = 8
Rolls
Dagger Attack / Damage - (1d20+4, 1d4+2)
1d20+4 : (6) + 4 = 10
1d4+2 : (3) + 2 = 5
as he pulls the trigger, theres a loud squeak followed by a quiet snap, and the bolt falls harmlessly between his feet.
a sharp crack, and shocked sobs echo off the temple walls as a cultist's nose breaks under Elceran's knuckles.
"CLARICE!!"
"hurry Clarice..............I can't..............hold.....on...much................longer"
Her shouts have attracted more than Clarice's attention, one of the cultists starts swinging his scimitar at the magic barrier, trying to knock it away.
"Hold on Uriza!!"
Her hand starts to glow blue, the electricity of a quick spell gathering in her fingers. When she feels she’s close enough she dives at Uriza’s attacker, her hand outstretched trying to make contact with the cultist.
Stats: HP 2/7 AC 15 (Mage Armor)
Rolls
Shocking Grasp Attack / Damage - (1d20+5, 1d8)
1d20+5 : (17) + 5 = 22
1d8 : (6) = 6
She dives for the cultist, but the arc through the air is too short, she crashes into the ground a full arm's length short of her goal. Looking up through the dust, she can see two women doing their best to hold Uriza up, so that her magic can keep the door secured.
But the cultist is chopping away at the magic barrier. It's glow is dimming, as is the light in Uriza's eyes, as she weakens.
Rolls
athletics - (1d20-1)
(10) - 1 = 9
The sparks from her fingers course up his leg, and he screams in pain.
But it's too late...
the weight of his swing has cut the little gnome down where she stood. The magic in the doorway evaporates, as does the light in her eyes.
The cultist falls forward, through the door of the temple, collapsing in a heap on Uriza.
With no cultists to lead them, and no drakes to embolden them, the kobolds scatter. Screaming cowardly screams, they run into the night as the rooftop archers try to pick them off. A group of raiders is still trying to knock down the main doors at the front of the temple. The BOOM of the battering ram rattling the windows. But the rooftop archers are singling to you that the coast is clear to sneak the civilians in the temple back to the secret sallyport of the keep.
Quietly now, but quickly. Come with us to the keep.
Clarice crawls towards her friend and using all of her strength pushes the fallen cultist off to the side.
"Uriza" she sobs quietly "I’m sorry..."
The rush of the villagers fleeing the temple shock Clarice back into the reality of the situation. Taking a deep breath she wipes the tears from her eyes and grabs the necklace that Uriza had worn since the two met. The onyx amulet in the shape of a cat skull never really looked right on the happy-go-lucky gnome, but it’s what helped Uriza focus when weaving her magic; and from now on it would serve the same purpose for Clarice.
"Good bye, my friend..."
shout's an archer from the rooftop. Maybe seeing a threat you can't.
The crowd of villagers in the temple is in crisis, completely panicking. The body of the dead gnome and cultist in the doorway causing them to move away from the only safe exit.
Linston scans the crowd and spots the Priest of Chauntea, Cleric of the temple. He's easy to pick out, the only calm one in the chaos. He is elated to see you, and together the two clerics manage to calm the crowd enough to listen to your plan.
Which is.........
Rolls
Linston - persuasion - (1d20+4)
(18) + 4 = 22
Go! Move!
She had given almost her entire life-force to the magic holding the door, before she was cut down by a heavy sword longer than she was tall.
"Uriza gave her life so that you all have this chance to live. Don’t waste it. Follow me!!!" she yells to the villagers as she scampers ahead of the group to lead them to safety.
Rolls
group DEX check - (1d20)
(20) = 20
I seem to remember you guys took a prisoner before you got to the mill (don't correct me if I'm wrong)
How about, the coast is so clear, and travel so easy, two of you dash over there to fetch him, and all meet at the sally port to the keep unscathed?
The end of the tunnel is bright and noisy as healers and guards rush here an there doing whatever they can. The towns folk with you rush forward when they see friends and family taking shelter here, and druids and healers rush towards you, healing balms at the ready.
A human guards-man shouts "you lot, with me! The Governor wants to see you on the roof"
Even as you race forward, healers chase after you, rubbing suture moss into your wounds. Older children, not yet old enough to fight, chase after you with food, and water and ale. You pass a badly injured guardsman, who's handing out arrows and bolts from the armoury to anyone who needs them. His veteran eye spys Linton's gear, and he says "here, try these mate" as he hands him a bundle of high quality, military grade bolts.
The governor's wife, an older, stately looking elf, is at the bottom of the stairs to the roof. "if there's ANYTHING at all you need..." she manages to get out as you rush past her up the stairs.
At the top, you step out into the cool night. It's almost beautiful. But the faces of those already there, are filled with dread as they all look over the wall, at the green in front of the keep.
Then the half dragon hails the keep. His voice loud enough for all on the roof to hear....
Send out your best warrior to fight me, and you can have these four, in exchange."


"dunno, it's not you?"
"Whoever goes should not under estimate that beast."
"I can't offer any support unfortunately. My skills are useless until I can get some rest..."
"oh my, if one of you would agree to step up here, the entire town would be eternally grateful.....
not that' we aren't in your debt already...
But...... will one of you face this beast? Save this family? None of my soldiers are up to this task, but one of them will surely volunteer if I ask......."
Grim steps out into the cool night, surrounded by hundreds of cultists and kobolds. The half dragon monstrosity in the centre. He grins, pleased to see a champion step forward.
"I place value on honour, above all other things" he says to the crowd, as much as to Grim. And he motions to the kobolds, who release the three children. They hesitate for a moment, looking languishingly toward their mother. But she urges them to run, and they do, guards at the keep door grabbing them and pulling them in, to safety.
"a gesture" the beast says, "but the woman....will die. If ANYONE interferes with our contest"
Kobolds push the sobbing woman to her knees, spears at her neck.
"win or lose.... she will be released at the end of this. You have my word."
with that he steps forward, his spear in his left hand, and a toothy grin on his face.
"when the coin hits the ground..... we shall begin."
he flips the coin high into the dark night, it glints and gleams as it reflects the fires burning around the town. Grim has his eyes locked on it as it comes down.......
and.....
Rolls
initiative - Grim - (1d20+4)
(16) + 4 = 20
initiative - half dragon - (1d2+1)
(1) + 1 = 2
instead of locking his eyes on Grim, they are lost for a moment, a moment long enough for Grim to strike!!
Rolls
Whip Hit - (1d20+6)
(1) + 6 = 7
Whip Damage - (1d4+6)
(3) + 6 = 9
Whip hit - (1d20+6)
(7) + 6 = 13
Whip Damage - (1d4+6)
(3) + 6 = 9
"fast" he chuckles as his spear tip swings upwards towards Grim's mid section, then down again towards his neck.
The blade hasn't even finished splattering blood into the sky, before it's raining more down into the dirt. Grim, well uh, grimaces with pain. Caught twice in the blink of an eye.
He crumples to the ground. Soaking the earth in his blood.
Rolls
spear - (1d20+6)
(11) + 6 = 17
spear - (1d20+6)
(15) + 6 = 21
dmg - slashing - (1d6+4)
(3) + 4 = 7
dmg - slashing - (1d6+4)
(5) + 4 = 9
2nd hits though and I'm down to 3 HP
Rolls
Whip Hit - (1d20+6)
(6) + 6 = 12
Whip Damage - (1d4+6)
(3) + 6 = 9
2nd hits though and I'm down to 3 HP
Grim, even though groggy, slips his head just enough to avoid the butt, even as the blade end swings around towards his head.
It bites down HARD into Grim's cheekbone. Blood is every where, as the lights go out.
Rolls
spear - (1d20+6)
(5) + 6 = 11
spear - (1d20+6)
(18) + 6 = 24
dmg - slashing - (1d6+4)
(3) + 4 = 7
The kobolds release their prisoner, as promised, and the entire army files after the champion. Quietly withdrawing from the town.
"You'll be just fine. Linston has saved me several times already tonight, he's good!"
"You can't check out on us that easily. I owe you a drink now at the very least."
Elceran pours a potion of healing down Grim's throat.