Chapter 2: Fell Tunnels

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Jan 26, 2024 4:21 pm
Makasi stays back by the cart and looks around.
OOC:
Straight roll. No relevant backgrounds or WIS modifier.

Rolls

WIS - (1d20)

(5) = 5

Jan 26, 2024 5:26 pm
Ylliane is not a natural tracker. She can follow those who don't know they're being followed, but this is a day old at least so she's most lost. Still, she has a look around as she polishes off the last of the pheasant from the night before.

Rolls

WIS - Bonus - (1d20+2)

(15) + 2 = 17

Jan 26, 2024 7:49 pm
You look around and seem to find a lookout post up in a tree. It seems there this is a place someone expects things to happen often. The rest of you look around for where a person using such a lookout post could have gone, but struggle to do so.
OOC:
I'm going to try and give more guidance in the future. For example, in this scenario, the DC to find clues would be 15, as this is an adventurer tier environment and the difficult is normal. You would use Wisdom to spot something, and Intelligence to get clues from things that are already spotted. Any other ability used would need to be explained as to why that would help you find the tracks.
Jan 26, 2024 8:23 pm
OOC:
Do we add our level to checks like these? For instance, I rolled straight WIS (for which I have no modifier). But should I have added +2 for my level? It would have failed anyway, but just curious.
Jan 26, 2024 9:23 pm
OOC:
every check you make is ability modifier + level, background comes in if it seems relevant and isn't too much of a stretch
Jan 27, 2024 3:49 am
Starting at the location Hrafe found for the lookout, Ylliane looks around for evidence of the coming and going of whoever uses the post. She eventually finds a shoe indentation in the dirt heading deeper in. As the group follows it for about 10 minutes, the pathway abruptly ends. Looking around, it seems there is a trap door built into the ground, but how can it he opened?
OOC:
Getting the trap door opened will require a DC 20 check. Strength might be used if brute force is used, but brute force will not be subtle. Dexterity might be used to open it with the right tools, or Intelligence to understand it better. I recommend you propose your idea to me and the group and not just roll, in case your idea is not popular with the rest of the party.
Jan 27, 2024 2:55 pm
"I might be able to get past quietly using my assassin's training," Edgar proposes the rest of the group. "Wouldn't be the first time I've had to break in somewhere."
Jan 27, 2024 10:06 pm
"Sounds good, we can always use the axe as a last resorr."
Jan 27, 2024 10:15 pm
What does the party think? If 3 people vote yes, Edgar is good to roll. On a 20 or higher, he will locate the lock and get it open. On a failure, he will get a choice: open the lock but do so loudly, or do not open the lock and his tools get damaged. If you do roll, add DC 20 to the reason column and you'll get a check or x next to the result to easily tell what happened.

Edgar to attempt to open trap door using assassin training?

Yes
Vote to view results.
No
Vote to view results.
Jan 29, 2024 10:04 am
Edgar tries to quietly unlock the trapdoor. It does not go as he wishes though, he slips and bumps into the door as he puts away the tools, making a horrible racket.
Last edited January 29, 2024 10:05 am

Rolls

DEX - Skill (BG1) DC 20 - (1d20+11)

(4) + 11 = 15

Jan 29, 2024 11:09 am
Hrafe picks up the trap door and hurls it open. "If we move swiftly we may yet catch them offguard." Securing his rope around his leg Hrafe strikes a torch and fast ropes downward, dropping the torch as soon as he begins to slide down his rope. He arms himself with using the handle of the axe as a brake to arrest his momentum.
Last edited January 29, 2024 11:16 am

Rolls

STR - Skill (BG2) Fast Rope Descent - (1d20+9)

(16) + 9 = 25

Jan 29, 2024 2:33 pm
Makasi leaps in after Hrafe. "No don't do anything stupid, Hrafe!" she whispers, knowing the words will fall on deaf ears.
Jan 29, 2024 4:33 pm
As Edgar opens the trap door, he notices that it swings inwards, not outwards, but does so just a second too late. It takes him a little longer than he would want to admit, but he does get it open. A loud thud echoes into the vertical tunnel below the door as it hits the wall inside. The element of surprise is not much of an option if there is anyone nearby. Each of you decent by whatever means, though each of you that analyze before going in notice there is a ladder used to get in and out which seems sturdy.

After you enter, you realize it is about a 20 foot drop before entering a very narrow room which immediately opens to a large open area. There isn't any room to go unseen upon descending. You see six individuals, two humans, two high elves, and two half orcs. They look to all be staring at the door, likely alerted by the thud and wanting to see who was coming down. Upon seeing it is you, one of them says, "Intruders!" It seems hostility is unavoidable. The humans and half orcs draw maces and prepare to approach, while the elves pull out light crossbows and reload.
OOC:
before you start combat, there is the question of what weapons you have drawn. You have 3 options:
Option 1: you climbed down with two hands, ensuring a safe decent but your weapon(s) is stowed and you will need to use a quick action on your turn to draw it
Option 2: you climbed down with just one hand, the other holding one weapon or shield (please declare which) so that it is already out on your turn. If you do, you will need to make a DC 15 Dexterity check using a background that would imply you are good at balancing or climbing to not lose your grip and either fall or drop the weapon. If you fail, you either take 1d6 damage as you fall off the ladder, or you drop your weapon and will need to pick it up with a quick action before you can act
Option 3: You just jumped down, no ladder or rope. If you do, take 2d6 damage and you can have any number of weapons or shields out
See here for the battlemap. As of now, everyone is near everyone, except for the elves who are just far away enough to be far.

You will find the active initiative in the link, but here is the static initiative
Initiative:
Edgar
H1
Ylliane
H2 & E1 & HO1
Hrafe & Makasi
E2 & HO2

Rolls

Human 1 Initiative - (2d20h1+3)

(178) + 3 = 20

Human 2 Initiative - (2d20h1+3)

(710) + 3 = 13

Elf 1 Initiative - (1d20+3)

(8) + 3 = 11

Elf 2 Initiative - (1d20+3)

(5) + 3 = 8

Half-orc 1 Initiative - (1d20+3)

(7) + 3 = 10

Half-orc 2 Initiative - (1d20+3)

(4) + 3 = 7

Ylliane - (2d20H1+5)

(113) + 5 = 18

Edgar - (1d20+6)

(20) + 6 = 26

Hrafe - (2d20h1+4)

(55) + 4 = 9

Makasi - (2d20h1+4)

(41) + 4 = 8

Jan 30, 2024 8:01 am
Edgar teleports down the hole, and upon seeing several targets, disappears back into the shadows.
OOC:
Could I have used my Highblood Teleport to safely get down with weapon drawn.

Once per battle as a move action, place yourself in a nearby location you can see. I will use my Shadow Walk ability to disappear for the round so I can deal extra damage next round.
[ +- ] Shadow Walk

Rolls

CHA + LVL - (1d20+3+2)

(7) + 5 = 12

Jan 30, 2024 3:34 pm
OOC:
You can use it, sure. If you do then you can't do it again until the battle is over.
Edgar appears at the bottom of the shaft and sees one of the people yell Intruder! as the rest of the party descends, he disappears from sight.
OOC:
12 hits their MD
Jan 30, 2024 3:37 pm
Thug

The human on the left runs up, mace drawn, and tries to hit Hrafe, the closes PC.

Rolls

Thug Mace vs AC 17 - 4 damage - (1d20+5)

(1) + 5 = 6

Feb 4, 2024 4:55 pm
Ylliane sheathes her longbow and descends safely. Upon seeing the people draw their weapons, she uses her quick action to redraw her longbow and fire at Elf 1.

Rolls

Longbow vs E1 AC - (1d20+5)

(7) + 5 = 12

Longbow damage - (2d10+3)

(310) + 3 = 16

Feb 4, 2024 5:16 pm
Thug

Three of the enemies leap into battle.
One of the elves fires back at Ylliane
The other human runs up to attack Hrafe
The closer half orc runs up to Makaei, attacking with a surprising amount of ferocity
OOC:
summary:
Ylliane and Hrafe take 4 damage.
Hrafe notices that H2 is winding up for a big swing. If his next attack hits, it will deal 10 damage instead of 4.

Hrafe and Makaei are up next

Rolls

E1 light crossbow vsbYlliane AC 19 - 4 damage - (1d20+5)

(19) + 5 = 24

Human Mace vs Hrafe AC 17 - 4 damage - (1d20+5)

(18) + 5 = 23

Half-Orc Mace vs AC 21- 4 damage - (2d20h1+5)

(1512) + 5 = 20

Feb 4, 2024 6:20 pm
Makasi follows Ylliane's lead and keeps her weapon strapped to her back as she climbs down. At the bottom, she retrieves the halberd just in time to dodge the half-orc's blow. She returns the fiend's attack with the point of the pole arm.

Rolls

Melee - (1d20+5)

(18) + 5 = 23

Damage - (2d10+3)

(88) + 3 = 19

Feb 5, 2024 9:37 am
"Too late to surrender. Any last words?"

Hrafe was in the best position to go berserk, the enemy was trapped in a hole with him, and his comrades. He saw the man working up to a powerful attack, and attacked him with the lion's share of his rage.

Rolls

Melee Attack - Total - (2d20h1+6)

(1218) + 6 = 24

Melee Damage - Total - (2d10+4)

(52) + 4 = 11

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