The Daimyo's Gambit - Game Thread
Urki begins a monologue not directed at anyone but those who will listen. "I think we went too easy on them, ya know I've been attacked by goblins before. Back in Dragonwick, about 30 miles north in the hills just before the dragonlands. We had a good load of meat and Dragon parts. We were also celebrating a little louder than usual, our team leader, Grendal, that night had brought a never ending flask filled with some southern wine... Well I never saw the leader or that flask again. He went for a piss on the edge of the road, we heard a yell, but no traces of him. After a few hours of searching we found goblins, hundreds. A few of them tried to flank us and we dispatched them and then left the rest of the hoard. Man would I like to find Grendal again."
Urki remains quiet after his sermon and becomes hyper alert looking for the goblins that fled early on. All the memories from his past are flooding to him.
"Is this regret?" he says silently to himself.
Rolls
Perception - (1d20+3)
(19) + 3 = 22
"Nah, we shouldn't 'ave been fightin' 'em in the first place. They was just some sh**y little mackerel escaping from a shark. Me, I want to skewer that shark and his undead selkie. Sounds like the forest's the way to go..."
Although she speaks boldly, her eyes flit over the group, looking for someone to lead her. They settle on Feng.
First, you need to decide what your course of action is. Make camp vs travel now. Travel the road vs travel the forest. Or any other ideas that want to be thrown in the mix. We'll go from there once we know where there is.
Went back to check. It looks like most of you want to travel through the forest. The real question now is whether you are going to travel in the dark or not in which case it could be a skill challenge to avoid random encounters and to creep up on the guards. I mean, it'll be a skill challenge either way but the skills will be different in the dark.
Urki will tighten his weapon sheaths to himself and flip his dagger in his hands a few times.
Let's let Olladra guide us.
Rolls
Perception (proficient) - (1d20+3)
(16) + 3 = 19
Rolls
Survival - (1d20+6)
(5) + 6 = 11
Rolls
Survival - (1d20+3)
(11) + 3 = 14
Rolls
Wisdom (Perception) - (1d20+7)
(19) + 7 = 26

Tomorrow will be a long climb through the forest and up the mountain lowlands. So as you set the watch, you all fall asleep after making what light conversation you will.
First to speak up can be first watch. Whoever posts next can be woken up by the previous person and so on. When you are on watch, roll perception. I will roll a few random night encounters and their times based on an eight hour long rest. Night gathers and now your watch begins.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Urki sits down with his back to a stump. He looks around trying to discern what is around them. Hearing a bat fly in and out of the branches above and the hoot of an owl in the distance. Urki, pulls out his dragon fang necklace, kisses it and stuffs it back under his cloak.
Rolls
Perception - (1d20+3)
(19) + 3 = 22
Roll perception.
Rolls
Perception (proficient) - (1d20+3)
(5) + 3 = 8
Stealth (proficient) - (1d20+5)
(1) + 5 = 6
6 Lizardfolk and a Lizardfolk Shaman have crept up on you in the night. The Lizardfold attack with their Multiattack, each striking with club and shield. The Shaman uses Produce Flame to illuminate the scene and guide his attackers. All attacks have advantage. The first attack against sleeping targets that hits is a critical hit but will wake target up. Sorry for so many rolls.
Rolls
Lizardfolk 1 against Ai Shan (Rock Axe, Advantage) - (1d20+4)
(12) + 4 = 16
Lizardfolk 1 against Ai Shan (Rock Axe, Advantage) - (1d20+4)
(3) + 4 = 7
Lizardfolk 1 Rock Axe Damage - (1d6+2)
(5) + 2 = 7
Lizardfolk 1 against Ai Shan (Spiked Shield, Advantage) - (1d20+4)
(2) + 4 = 6
Lizardfolk 1 against Ai Shan (Spiked Shield, Advantage) - (1d20+4)
(20) + 4 = 24
Lizardfolk 1 Spiked Shield Damage - (1d6+2)
(5) + 2 = 7
Lizardfolk 2 against Ai Shan (Rock Axe, Advantage) - (1d20+4)
(10) + 4 = 14
Lizardfolk 2 against Ai Shan (Rock Axe, Advantage) - (1d20+4)
(9) + 4 = 13
Lizardfolk 2 Rock Axe Damage - (1d6+2)
(5) + 2 = 7
Lizardfolk 2 against Ai Shan (Spiked Shield, Advantage) - (1d20+4)
(6) + 4 = 10
Lizardfolk 2 against Ai Shan (Spiked Shield, Advantage) - (1d20+4)
(5) + 4 = 9
Lizardfolk 2 Spiked Shield Damage - (1d6+2)
(4) + 2 = 6
Lizardfolk 3 against Kildrak (Rock Axe, Advantage) - (1d20+4)
(19) + 4 = 23
Lizardfolk 3 against Kildrak (Rock Axe, Advantage) - (1d20+4)
(9) + 4 = 13
Lizardfolk 3 Rock Axe Damage - (1d6+2)
(1) + 2 = 3
Lizardfolk 3 against Kildrak (Spiked Shield, Advantage) - (1d20+4)
(1) + 4 = 5
Lizardfolk 3 against Kildrak (Spiked Shield, Advantage) - (1d20+4)
(17) + 4 = 21
Lizardfolk 3 Spiked Shield Damage - (1d6+2)
(6) + 2 = 8
Lizardfolk 4 against Cassandra (Rock Axe, Advantage) - (1d20+4)
(14) + 4 = 18
Lizardfolk 4 against Cassandra (Rock Axe, Advantage) - (1d20+4)
(11) + 4 = 15
Lizardfolk 4 Rock Axe Damage - (1d6+2)
(6) + 2 = 8
Lizardfolk 4 against Cassandra (Spiked Shield, Advantage) - (1d20+4)
(12) + 4 = 16
Lizardfolk 4 against Cassandra (Spiked Shield, Advantage) - (1d20+4)
(2) + 4 = 6
Lizardfolk 4 Spiked Shield Damage - (1d6+2)
(1) + 2 = 3
Lizardfolk 5 against Urki (Rock Axe, Advantage) - (1d20+4)
(5) + 4 = 9
Lizardfolk 5 against Urki (Rock Axe, Advantage) - (1d20+4)
(6) + 4 = 10
Lizardfolk 5 Rock Axe Damage - (1d6+2)
(5) + 2 = 7
Lizardfolk 5 against Urki (Spiked Shield, Advantage) - (1d20+4)
(7) + 4 = 11
Lizardfolk 5 against Urki (Spiked Shield, Advantage) - (1d20+4)
(4) + 4 = 8
Lizardfolk 5 Spiked Shield Damage - (1d6+2)
(1) + 2 = 3
Lizardfolk 6 against Fēng (Rock Axe, Advantage) - (1d20+4)
(1) + 4 = 5
Lizardfolk 6 against Fēng (Rock Axe, Advantage) - (1d20+4)
(19) + 4 = 23
Lizardfolk 6 Rock Axe Damage - (1d6+2)
(3) + 2 = 5
Lizardfolk 6 against Fēng (Spiked Shield, Advantage) - (1d20+4)
(3) + 4 = 7
Lizardfolk 6 against Fēng (Spiked Shield, Advantage) - (1d20+4)
(10) + 4 = 14
Lizardfolk 6 Spiked Shield Damage - (1d6+2)
(5) + 2 = 7
Lizardfolk 1 Rock Axe Crit Damage (1 extra damage die) - (1d6)
(1) = 1
Lizardfolk 3 Rock Axe Crit Damage (1 extra damage die) - (1d6)
(2) = 2
Lizardfolk 4 Rock Axe Crit Damage (1 extra damage die) - (1d6)
(2) = 2
Lizardfolk 6 Rock Axe Crit Damage (1 extra damage die) - (1d6)
(2) = 2
Lizardfolk 3 crits with his rock axe and hits with his shield against Kildrak for 13 damage from two attacks.
Lizardfolk 4 crits with his rock axe and hits with his shield against Cassandra for 13 damage from two attacks.
Lizardfolk 5 couldn’t hit the broadside of an elephant and misses the sleeping gnome. Urki still wakes from the commotion.
Lizardfolk 6 4 crits with his rock axe against Fēng for 7 damage from one attack.