Chapter 1: Blood and Lightning

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Nov 8, 2023 6:02 pm
Salix's eyes lighten a little when Hrafe makes mention of the tale. "I would very much like to hear your tale. You may be right that this is an inappropriate place to do it justice, though. Perhaps along the trail somewhere."

"Edgar, does the loss of your beard grieve you?"
Nov 8, 2023 7:28 pm
Edgar shrugs. "Just meat," he says, though you can pick up on him not being completely honest. "It beats being dead in any case."
Nov 8, 2023 7:45 pm
Makasi spits a mouthful of wine out at the mention of being dead. She wipes a hand across her mouth and stands upright. "Uh, sorry 'bout that. Guess I'm a wee big jumpy."
Nov 8, 2023 8:12 pm
"I am only prosaic when making an oath. Indeed I know Skullbreaker, though not half as well as any brother should. We learned the martial art from his father. What was it The Foehammer always called me? 'Axe Idiot.'" Hrafe was in very good spirits as the meal progressed and the bond of fellowship grew. With a servants heart he kept filling the cups of the company enjoying the company apart from his bishopric. "And didn't he call you something similar?"
Last edited November 8, 2023 8:14 pm
Nov 9, 2023 12:36 am
You all continue this conversation and eventually realize that an hour has passed. A human female in archer's attire approaches your table.

"Are you the people Commander Yushif mentioned who were headed to Boltstrike Tower?" With a confirmation, she continues, "I was told to send for you. Commander Yushif will meet you at the west wing of the fort, opposite the side you arrived at. He said he would have some items for you and a map of the local area. Please meet him at once. Long live the Dragon Emperor." With a proud military pose, the archer leaves.

As you collect your things, you make your way to the west wing of the fort and see Commander Yushif as you were told to expect him. "Thank you for coming so quickly. I was informed that I was to give you some supplies before you go. Here..." The commander hands you each two vials, each with a liquid inside. One vial smells of herbs and is red while the other smells of oil and is multiple shades of brown swirling together. Both have a feint magical aura that you sense immediately. "The first is a basic potion of healing. The other is enchanted oil. Use with caution, but also remember that you can't use them if you're dead. With that said," The commander pulls out a small map. It is well made, but also focused on locations only a few days travel from the fort. "Follow this road here on the map. You should only need to camp twice before you reach the tower. If you leave now, you should get to the tower by the afternoon of your 3rd day of travel. Honestly, I don't know much about the tower or what they do there other than that they use it to control weather. People like the High Druid are not fans of what the Archmage does to control nature, but at the same time the weather can be dangerous. Anyways, safe travels. Long Live the Dragon Emperor."
[ +- ] Healing Potions (you have one adventurer tier each)
[ +- ] Oils (you have 1 adventurer tier each)
Nov 9, 2023 12:49 am
Your first day of travel is fairly uneventful. You make camp and talk around the campfire. Rations you brought with you suffice, while some of you may have tried to hunt some game. When you wake up the next morning, you pack up and travel for about two hours. The trees create a thick canopy, casting plenty of shade while also letting some rays of light shine brightly through here and there. In the shadows you suddenly spy multiple white faces peeking out of the bushes on multiple sides. At first they look like the heads of skeletons, but then you notice the pale green skin and long ears. As they reveal more and more of themselves, you notice their arms are thin, almost mummified, yet still moving as they they were normal. Four of them seem easier to kill, but they have shortbows at the ready. Three others are armed with clubs and look like they want to get up close and break skulls. One other seems unusual, holding a staff and looking to cackle under its breath. They have clear bloodlust in their eyes, and the are staring at you. Combat seems inevitable and unavoidable.

Rolls

Edgar Skullbreaker: 1d20+5 - Initiative - (1d20+5)

(15) + 5 = 20

Hrafe: 1d20+3 - Initiative (advantage from human) - (2d20H1+3)

(1219) + 3 = 22

Salix Alderroot: 1d20+1 - Initiative - (1d20+1)

(18) + 1 = 19

Raphel Cassidor: 1d20+2 - Initiative - (1d20+2)

(1) + 2 = 3

Makasi Nkuyu: 2d20+3 - Initiative (advantage from human) - (2d20H1+3)

(618) + 3 = 21

Goblin Grunts Initiative - (1d20+3)

(6) + 3 = 9

Goblin Scums Initiative - (1d20+3)

(9) + 3 = 12

Goblin Shaman Initiative - (1d20+6)

(14) + 6 = 20

Nov 9, 2023 12:54 am
OOC:
The initiative goes like this:
In any order: Edgar, Hrafe, Masaki
Goblin Shaman
Salix
Goblin Scums & Grunts
Raphel

Escalation Die: +0

The goblin scums are mooks, meaning any damage you deal to them is dealt to them as a whole. Once the damage they have taken reaches a threshold, the one you attacked last dies. Some abilities care if you are dealing with a mook, so keep that in mind.

No one is grouped up, so anything that targets multiple creatures in a group would only target one creature at this time.

As for distances, assume everyone is Near everyone else. If you need help, see the Useful References thread and look at the Engagement Chart. You can use your movement to engage one enemy, or to become Far from everyone. There are trees and bushes but otherwise the area is fairly open.
Nov 9, 2023 1:56 am
Hrafe could smell the Shaman on the wind, it excited his blood, though he did not know what he began to itch for a fight, dark magic was in the blood. "Upon the o'er turned keel. Clamber up with a heart of steel. Cool as The Ocean's spray. Your death is on its way. And..." When the feeling was just about to recede the goblins were revealed. As soon as he espied the Shaman his demeanor changed, bolting forth he drew Atonement, The Lightbringer with a flash of golden light. "YOUR DEATH IS ON ITS WAY!" The Unstoppable Slayer, felt the battle spirit of The Serpent rise within him, he darted immediately at the Shaman, sword in the fools guard, shield at the high ready. His Hamrammr, Shape Strength, made his lunging thews swift as the striking cobra. His arms like the fangs. As he struck in a powerful thrust at the shaman.

[ +- ] Hamrammr
OOC:
In the interest of not delaying the group I am going to post this here. I'll be busy training and don't wish to hold us all up.

Rolls

Melee Attack - Total - (2d20+5)

(1317) + 5 = 35

Melee Damage - Total - (1d8+4+1d6)

(7) + (4) + 4 = 15

Nov 9, 2023 3:12 am
OOC:
Hrafe uses his movement to engage the goblin shaman. You swing and hit the shaman (remember that to roll and take the higher result, add "H1" after 1d20 and before the modifier, as your result was a 22 not a 35). By the rules of rage, you get a critical hit as both rolls were 11+ before the +5, which means double damage. I see the 11 damage (doubled to 22), but remind me where the extra d6 came from?
Nov 9, 2023 3:27 am
OOC:
oops misread the slayer talent.

Nix the 1d6 damage, it only applies to staggered foes but holy cow Slayer adds damage per level.
Last edited November 9, 2023 3:52 am
Nov 9, 2023 4:00 am
The shaman is very hurt by the critical blow but survived. It is clearly the leader, but something about these goblins seem like there isn't much leading really being done
Nov 9, 2023 4:25 am
"Rífaði þig í mola." Hrafe hissed taunting the goblin in ravening pleasure at what was sure to be the Shaman's last moments alive. His guttural native tongue a primal wail in the throes of his rage.
Nov 9, 2023 12:38 pm
Edgar runs at the shaman as well, his knife a blur of motion as he tries to stab the goblin in the back.

Rolls

Melee Attack - Total - (1d20+5)

(15) + 5 = 20

Wicked Knife - Total - (1d8+4)

(4) + 4 = 8

Sneak Attack - Weapon Die (dX) - (1d4)

(1) = 1

Nov 9, 2023 1:45 pm
The shaman, staggered by the first blow, barely survived the second blow from Edgar, his sneak attack being triggered by Hrafe being engaged with the shaman already. The shaman looks to be very close to death, but it also seemed that way to begin with with the mummified arms and skull tattooed face.
Nov 9, 2023 4:37 pm
Makasi swears, then catches her wits: "Stay back!" Too late to stop Hrafe and Edgar, she rushes toward the cursed shaman, her halberd whirling from her back to point forward like a lance.
OOC:
Quick action: draw halberd. Move action: Engage with goblin shaman. Standard action: melee on goblin shaman.

I think I did that right? 1d20 + my STR bonus (3) + my level (1) = 1d20+4?
OOC:
Adding damage.
Last edited November 9, 2023 4:42 pm

Rolls

Melee - (1d20+4)

(8) + 4 = 12

Damage - (1d10+3)

(6) + 3 = 9

Nov 9, 2023 4:48 pm
The Goblin Shaman narrowly avoids the paladin's halberd, allowing it a chance to act before it inevitably dies. It successfully disengages, going from near and engaged to Hrafe, Edgar, and Makasi to near and disengaged. It is also now far from Salix and Raphel. It then shakes it staff and points it at Hrafe, the one who landed the heavier blow on it earlier. The attack lands, as Hrafe feels a strong force try to crush his chest and he begins to shake. The shaking does not affect now, but the shaking seems to intensify as the goblin scum look to him as if they are going to charge. The look in their eyes tells you all that the curse is why they are all staring at Hrafe. Luckily, it seems the shaman was not able to spread the curse to anyone else, but that also makes Hrafe a major target.
OOC:
It is now Salix's turn, then all of the other goblins will go.

Rolls

Goblin Shaman attempts to disengage (success on 11+, +5 from from Shifty Bugger ability) - (d20+5)

(8) + 5 = 13

Shaking Curse ranged attack (vs PD, 8 dmg on a hit) - (1d20+6)

(17) + 6 = 23

Nov 9, 2023 11:35 pm
Salix pulls a small branch from amidst the foliage on his head and holds it one hand. A javelin of wood and vines spontaneously forms, filling his open hand. Instead of throwing the newly formed weapon, Salix holds it high in the air and it sails out of his hand towards the shaman of its own volition.

Once the javelin finds its mark Salix moves farther away from the cluster of goblins in front of him.

Rolls

Javelin of Faith - Attack - (1d20+4)

(17) + 4 = 21

Javelin of Faith - Damage - (1d6+4)

(1) + 4 = 5

Nov 10, 2023 4:07 am
The goblin shaman falls, its curse dying with it. The other goblins suddenly look confused, like a pack of dogs with no master. This lasts only a moment as bloodlust return to their skull decorated faces as they attack. The three goblin grunts each run up to one of the warriors who charged the shaman, while the four goblin skum go for the two that stayed in back using their shortbows to attack even those far away.

Rolls

Goblin Grunts Club attack at Hrafe (vs AC - 6 DMG) - (1d20+6)

(20) + 6 = 26

Goblin Grunts Club attack at Edgar (vs AC - 6 DMG) - (1d20+6)

(8) + 6 = 14

Goblin Grunts Club attack at Makasi (vs AC - 6 DMG) - (1d20+6)

(4) + 6 = 10

Goblin Scum Shortbow at Salix (vs AC - 3 dmg) - (1d20+6)

(15) + 6 = 21

Goblin Scum Shortbow at Salix (vs AC - 3 dmg) - (1d20+6)

(15) + 6 = 21

Goblin Scum Shortbow at Raphel (vs AC - 3 dmg) - (1d20+6)

(19) + 6 = 25

Goblin Scum Shortbow at Raphel (vs AC - 3 dmg) - (1d20+6)

(10) + 6 = 16

Nov 10, 2023 4:21 am
OOC:
With the shaman dead and all the rest of the enemies on one initiative, you can all go ahead and take your turn again.

I won't make any actions official until Raphel declares what he is doing, as he is still part of round 1. For all players other than Raphel, the escalation die is now +1 and thus you get a +1 to all attack rolls.

As of now, if you moved far, you are far. Otherwise, all you are near everyone else. If you were one of the ones that charged the shaman, you are each engaged with one goblin.
Nov 10, 2023 4:36 am
OOC:
Which of those goblin attacks hit? Sorry, but I'm just not fluent in D20 anymore.
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