Episode 1
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"They are coming. We must hurry." she says quietly, short of breath, almost whispering and looking down again weakened briefly.
Who?
She resets again. In a firm voice, "All of the Deep Ones, converging here. And Glaaki is sending all of his forces."
What forces?
"The entire Hive. His lieutenants and all of the newer slaves. The beasts, even Titan. And ... others..." swooning and looking a bit distant for a moment, "...the Skybreakers." Then looks up coherent again with clear eyes, but widened with the edge of fear, "Powerful creatures that can bend space. We are in great danger."
She looks around to the others too, "We must find Rhone. With her at my side we can escape, but we must hurry!"
Send in any word if you want to accept that plan, adjust it, how you want to execute it, etc.
This won't leave much time for talking through a long operations order (OPORD) - instead more like quick planning on the go. Will require that Investigation and Perception is moved to default Passive in game terms.
I know that you guys have already felt that time is of the essence, but now it really seems that speed and quickness of action is critical (at least if you buy into what Rutcranna says).
As always, decisions will affect the unfolding of upcoming events. No train track module here. Choices matter.
"Converging from where? Were they all at Nahrooma? How much time do we have?"
Haha
They quickly pass by:
A storage area with benches and shelves, near a set of water flooded stairs. Looks like a download spot for incoming supplies.
A drier storage area
A larder, kitchen and food prep area with work tables, pottery, some roughly built ovens.
Up a large flight of stairs to a large hallway, then back down another set of stairs.
Rutcranna continues to falter intermittently. When asked, she says "Glaaki seeks to assault my mind. He knows that I can open the great cube door on the higher floor. He will try to fatigue me so that I cannot master the ritual. Come though, we must press on. Stand near me, Maeriks Mac Hannoc, that I might seek your support if I need it."
Now in a large open oval shaped room (60' long ways, 40' short ways), torches burning in sconces on the walls. Around the oval walls are old statues facing inward, of figures with large head dresses and many with symbols carved into their chests. Many of the statues are broken. Almost all of them are smoothed down and cracked, with features that have apparently been worn. Despite the disrepair of the statues, the floor is perfectly clean and swept. That goes for all of the chambers seen so far.
The group enters this room from one of 2 curving staircases (coming down into this room). On the other side, in the middle of the "close diameter" of the oval wall is a large archway.
A strange smell is in the air. Through the archway into the room beyond is a glaze of thin whispy smoke. All that can be seen in the room when looking in is a misty thicket of thin fog.
Naohm and Muirne look confused and falter. They say they are not used to the smoke. They say the great living hall is the next chamber, the one that looks covered in smoke.
Rutcranna, leaning briefly on Maeriks, looks into the smoke. "They are burning large crops of molua leaf inside. The two hybrids... they lurk inside in the smoke...to the left and right of the entryway. They are armed and will fight to the death."
She dismisses it, wiping the blood on her shoulder bag. She pushes free of Maeriks to stand on her own and draws her knife. She stands looking at the entrance to the smoke filled room, with a hard look of grim determination.
"My daughter is in that room. I enter to claim her. Will I go alone?"
speak up if we need to backtrack or insert more detail on the quick march through the other chambers to the oval statue room.
If everyone is ready to enter the smoke-filled Great Living Hall, send a raid stack or marching order, any strategy you want to mention,
etc.
Then let's go ahead and roll Initiative.
Bad guys are in there, I'm leaning forward on dice for them, bad guy Initiative below:
Rolls
Opponent Initiative
Rolls
Initiative - (1d20)
(2) = 2
Stealth - (1d20+8)
(9) + 8 = 17
Perception - (1d20+5)
(4) + 5 = 9
"I stand with you. Take fish into your net and I smash."
Guidance cast on Rutcranna.
Rolls
Perception if needed - (1d20+4)
(9) + 4 = 13
Ivor nods. This is what he's here for. He positions himself beside Maeriks and Rutcranna as the group moves into the great hall.
A thought comes to mind and he addresses the group, separately from Naohm and Muirne when the opportunity presents. "Whoever is captive within... if they are within... they'll be affected by the molua leaf. Point being they might have trouble discerning friend from foe." An amused smile of sorts appeared. "Meaning they won't recognize us for the liberators we are."
A slight chuckle then his demeanor went coldly stoic, voice nonchalant. "Do what you have to do. Put them down if needed." He looked at Maeriks. "It's the right thing to do. It might not seem so, but none of us should die at the hands of some doped up captives being used by the enemy as fodder." Speaking to the group again, he emphasized the point. "If it's you or them, put them out of their misery and send them to whatever god they might believe in."
As the men are talking about whether or not to use the krekutils, she sheathes her "hidden word" knife back in her bag.
"Leave the krekutils in their nets, you war dogs! No one in the swamp has enough molua to smoke up more than a doter's thatch cabin. We will press through that haze in a half dozen strides."
She looks at Kray with an alluring look, a bold look of certainty. "You want to see our enemies, Kray Mercon? Let it be done, I say: I bring them forth and you kill them. What say you?"
She lets the question hang in the air as she trails backwards two smooth steps of her bare feet, a graceful turn, and then she strides into the room, into the smoke. Just inside she stops, in a low stance like a cat poised to leap.
From both sides, two hulking forms dive in towards her. They are huge, muscular juggernauts - grotesque monstrosities, a true mix of fish and men. They drive in towards Rutcranna with their heavy corral spears.
Results: Miss and Miss
Rolls
Rutcranna Initiative
Hybrid L Spear Attack
Hybrid L Spear Attack (Disadvantage if not first on Initiative)
Hybrid L Spear Damage 2 hand
Hybrid R Spear Attack
Hybrid R Spear Damage 2 hand

Two of these big creatures, one to left and one to right, are surrounding Rutcranna in the haze of smoke.
First come, first served as always, but I won't move any further forward until tomorrow after I see everyone posted up on the board.
Breaking Tradition? Obviously. Starting a Sunday Evening Combat.
Though you guys may post up in different order, in the actuality of it I think the front line hits first with the others layering in close behind - though in truth it all happens in fluid motion.
This strategy definitely delivers a Sneak Attack application for Brynn and Hinka.
And what the fuck have I gotten myself into?"
Rolls
Attack from stealth with advantage / off hand - (1d20+6, 1d20+6, 1d8+6, 1d20+6, 2d6)
1d20+6 : (7) + 6 = 13
1d20+6 : (7) + 6 = 13
1d8+6 : (8) + 6 = 14
1d20+6 : (9) + 6 = 15
2d6 : (13) = 4
Off hand damage - (1d8+6)
(4) + 6 = 10
Bitch.
At the same time, he can also appreciate her motivation to find her daughter, sooner rather than later. Especially with the Glaaki army inbound to the black ziggurat.
Fuck it.
Kray strides in, cold steel thirsty to warm in a bath of blood and scale. "Form up, keep it solid!" Approaching the left hybrid, Kray slashes downward with a heavy overhand right from his yatagan, falacta poised for defense.
Fuck yeah! I was considering dropping some theme music for the charge, but J nailed it with Barracuda and RC leading the way! That woman is getting it started hard core!
Holding breath to avoid getting high and tripping.
Shifting Combat Prof to +3 AC.
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 21 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 4/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Yatagan, potential damage - (1d20+5, 1d8+5)
1d20+5 : (19) + 5 = 24
1d8+5 : (7) + 5 = 12
Falcata - (1d20+5, 1d6)
1d20+5 : (2) + 5 = 7
1d6 : (3) = 3
Holding breath
Attacking right
Women within visual range must save vs swagger
Edit: The women get to make their save with advantage.
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX + 0 proficiency)
HP: 33/37
Temp HP: 4
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 1/3 Fighter
Weapons and Armor
Equipped
Armor: None
Both Hands: Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning

Carried
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage) 1/1 (day)
---Add additional damage die on critical hit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Rolls
Maul attack and damage - (1d20+6, 2d6+4)
1d20+6 : (4) + 6 = 10
2d6+4 : (66) + 4 = 16
• Add superiority die to damage roll.
• If target is Large or smaller, it must make a STR save (DC 16) or it is knocked prone.
• AC: 17 (wears no armor, but Unarmored Defense)
• HP: 62/62
• Hit Dice: 1/1 Barbarian, 4/4 Fighter (Battlemaster)
• Death Saves: +0/-0
Conditions:
•
Tactics
• Proficiency Bonus: +3
• Initiative: +3
• Maneuvers: 3/4 (short rest)
• Rage: 0/2 (long rest)
• Action Surge: 1/1 (short rest)
• Second Wind: 1/1 (short rest)
• Fighting Style: Archery
Saving Throws
• Strength: +7
• Dexterity: +3
• Constitution: +6
• Intelligence: 0
• Wisdom: +1
• Charisma: +1
Loadout
• Net
• Trident
• Manica - functions as Small Shield
• Handaxes 2/2
Arsenal
• Right Hand: Trident - attack: +8, damage 1d6+5, thrown (range 20/60), versatile (d8)
• Carried: Net - attack: +8, damage: n/a, thrown (range 5/15), restrains target.
• Carried: Handaxe - attack: +8, damage 1d6+5, light, thrown (range 20/60)
• Armor: None
Feats
• Sentinel
• Durable
• Retiarius (homebrew feat)
Skill & Tool Proficiencies:
• Acrobatics +6
• Animal Handling +4
• Arcana +0
• Athletics +8
• Deception -1
• History +0
• Insight +1
• Intimidation -1
• Investigation +0
• Medicine +1
• Nature +0
• Perception +4
• Performance -1
• Persuasion -1
• Religion +0
• Sleight Of Hand +3
• Stealth +3
• Survival +4
• Net-Maker's Tools +3
• Navigator’S Tools +3
• Water Vehicles +3
Languages
• Yuoric (aka Common)
• Dannein
Rolls
Net - (1d20+10, 1d20+10)
1d20+10 : (3) + 10 = 13
1d20+10 : (11) + 10 = 21
Trident, possible Advantage vs. Restrained, damage - (1d20+8, 1d20+8, 1d8+5)
1d20+8 : (12) + 8 = 20
1d20+8 : (10) + 8 = 18
1d8+5 : (3) + 5 = 8
Superiority Die - (1d8)
(5) = 5
2nd attack damage = 25
Rolls
First attack and damage - (1d20+7, 2d6+4)
1d20+7 : (13) + 7 = 20
2d6+4 : (15) + 4 = 10
Second attack and damage - (1d20+7, 2d6+4)
1d20+7 : (20) + 7 = 27
2d6+4 : (53) + 4 = 12
Rerolling 1 from first attack's damage (GWF) - (1d6)
(2) = 2
Critical hit damage from second attack - (2d6+4)
(63) + 4 = 13