Astrid Truestone |
1 person marked this as a favorite. |
Astrid interjects. "It may be a good idea for one or two of us-say, Aukan and I-to be with the caravan from the beginning. A lot can happen in a few minutes, and I wouldn't want to arrive to a burning caravan stripped of gold and be framed for it."
"And I'd rather you find some amazing tea than beer, please, for my liquid payment," she says with a small smirk.
Fairgrim Sionnodel |
Earlier...
At first dismayed by Magnus' rejection, he starts with, "Are you ssssuuuurrre...?"
Persuasion: 1d20 + 4 ⇒ (5) + 4 = 9
... but is immediately at his accusations. His face serious, "Now look here, man. I'm telling you this: every spell I have, I came by the honest way - that is I learned and memorized it from sources that were granted to me, not stolen by me. Whether they were taken before that I don't know - the old b****** never said, and beat me if I asked - but I didn't steal my spells."
His serious face breaks into a grin - he can't possibly hold fury for that long, it seems. "But what you say may be true... about your own limitations."
He winks.
With the dwarves...
Too late now, but I'm rollin' it anyway~!
"Hah! Well said, Magnus, Astrid!" Fairgrim nods.
Persuasion: 1d20 + 4 ⇒ (15) + 4 = 19
He grins wryly at Aukan's concept of a fair trade, saying, "Fair enough big guy."
However, at Karl's words, he nods at first, then hesitates, and adds, "But listen: I'm going to back Astrid on this one. She needs some tea - good tea, too. Also..." he adds, quickly, "we need to clear up a few things; one, on the road, is it limited or no booze - which I would understand, as we need to be clear-headed, yah? -; two, when we arrive, is it ale or beer or both that everyone (except Astrid who gets tea) is given free access to; and three, who, specifically are you worried about - or will Snorri, here, tell us on the road?" he asks.
Wisdom (untrained insight): 1d20 - 1 ⇒ (11) - 1 = 10
Basic questions from a job. He's got to look out for his people!
GM Helaman |
1 person marked this as a favorite. |
The beer is a drink your fill for a single session drinking after the beer is delivered - no beer for the road. Its not unlimited beer or for you to fix up containers of beer. I'll see about some tea but we don't know the good from the bad so you'll have to take it on faith there.
As fer leaving late, just as long as you catch up with the wagons within half an hour after departure we'll be fine. The area around has enough witnesses and caravan trade that I'm sure will prove safe. Who are we worried about? Just call it a cautious and suspicious mind here - we've had some minor troubles of late, funny looks, guards being a bit tough on the lads here and so on.
So, we've a deal? The big man there said yes already but not sure if you will hew to his bargain or not.
Fairgrim Sionnodel |
"Sounds good." Fairgrim nods at Karl. "Call me Shafe Tas'd, Snorri." he says, grasping the man's wrist for a firm shake.
Liam Kali |
Liam, was good with any offer, 3 gold is more than he usually got in the past. so he kept quiet during the talks. but his eyes did light up at the promise of 10 gold.
He also seem unconcerned about the offer of beer, it really wasn't his thing much, he tried it before, never really cared much for it, still, to each their own, right?
anyway, Liam decided to keep an eye out for eavesdroppers, if there was expected danger they would be looking for as much information as possible, it is what he would have done in any case.
perception: 1d20 + 3 ⇒ (15) + 3 = 18
besides, these guys are dwarves, the creators, probably, of what is now a rather valuable commodity; That is bound to attract some attention.
GM Helaman |
1 person marked this as a favorite. |
Any who want it are given another tankard of ale and you're told that the wagons are ready to go. You're told to go and wait at the gate leading to the road to Rockhome.
You wait and in due course the wagons roll out, Snorri giving you a sly touch of his nose as he passes.
You continue to wait a few minutes more then leave and catch up with the wagons.
Without horses you are left to trudge on foot but you take turns to ride on the wide seats on the wagon.
Trouble finds you late afternoon as a pair of bowmen emerge from the foliage well ahead caravan, two more bowmen emerging from your rear and six more stepping onto the road to your side.
Off the wagons you stunty freaks - these wagons are ours now. Don't make us kill you... in fact? You know what? I don't care either way
Because the leader is engaged in the standard issue villain monologue, feel free to take initiative for this battle. Don't worry about perception rolls. This is story fiat and designed with a certain aim in mind
Karl Gufstass |
Round 1
Karl steps forward and attacks the nearest enemy to the side with a swing from his mace and a bash into his face with his shield.
You will not have these wagons, fool!
MW Mace Att: 1d20 + 4 ⇒ (10) + 4 = 14
MW Mace Dam: 1d6 + 3 ⇒ (6) + 3 = 9
Shield Att: 1d20 + 4 ⇒ (18) + 4 = 22
Shield Dam: 1d6 + 2 ⇒ (6) + 2 = 8
Magnus Corvus |
With a wave of his hand, Magnus releases a spell of slumber on the group of archers.
Sleep Spell(cast as 2nd level spell): 7d8 ⇒ (4, 2, 1, 6, 5, 1, 5) = 24
Astrid Truestone |
1 person marked this as a favorite. |
And, not to be a party pooper... but off-hand weapons don't add your Strength or Dexterity mod to damage.
Astrid sighs. "All I wanted was a quiet few days. Some easy money. But you all had to go ruin it."
Her eyes suddenly bursting aflame with rage, she leaps forward towards the nearest bowman that Karl and Magnus didn't target, deathly silent in her conviction, her blade arcing forward in a flash of steel...
Reckless Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Reckless Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
And if that drops him...
Reckless Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Reckless Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Fairgrim Sionnodel |
Shafe Tas'd whispers "leave one alive to his nearest friends, as he quietly waits for his companions to take the lead; as soon as they engage, he quickly slips up and readies to fling a dagger.
If both of the archers go down, he does not. If only one of the archers goes down, he rushes and attacks the other with his dagger to knock him out instead of kill. If neither go down, he flings his dagger at the one engaged with Astrid.
Note: as this is a surprise round, I should have advantage, thus allowing my Sneak Attack; if it is not, reduce the damage by the 2d6 rolls.
EDIT: I mentioned it here, and forgot my advantage extra roll! Oops!
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Also, in case you want me to, I'm adding a Stealth check as my Cunning Action bonus action to get the Advantage, instead of just presuming it.
Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Fairgrim Sionnodel |
Not a surprise round, they can see you, you can see them, everyone is expecting a fight
Ay, that's fine. Does the Stealth check work? I'm pretty much learning the rules of the game now. I figure between the wagons, the warriors, and the dwarves, there's a lot to look at... and a lot to be subtle around and behind, which is why I took the action I did.
Also: HOLY CARP: I JUST LOOKED AT MY EDITED-IN ROLLS. O.O
Aukan Knows-No-Fear |
1 person marked this as a favorite. |
Aukan doesn't even wait for the man to finish speaking before he explodes into violence....and why should he, he's been deprived of true beer for nearly a fortnight, he's about reached his limit.
RAAGHH
Aukan charges at the nearest enemy and begins
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column(+2) of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Battleaxe: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Karl Gufstass |
I will have to look at it more closely when I get back from work. This is not two weapon fighting. This is an entirely separate attribute to a feat that you have house-ruled as an addition. I will have to live with your ultimate interpretation, but if I cannot convince you otherwise, then I request the option of changing the feat to something else. An additional 1d4 may not be worth it to me.
Aukan Knows-No-Fear |
Chiming in here in regards to the feat....its still hella useful without getting the 1d6(or 1d4) attack. It seems like more of a defensive feat anyways....I'd rule it the same though, 1d6 damage straight up with no bonus or else the feat would have been worded "he attack delivers 1d6 plus STR modifier bludgeoning damage
Karl Gufstass |
I disagree, and extra 1d4 at higher levels is not very worthwhile due to the fact that it is not scalable. Remember, I took the feat when I thought it was an extra 1d6+mod. I will likely swap it out. For now, just calculate the damage with just the 1d4 per your ruling. Thanks!
Astrid Truestone |
1 person marked this as a favorite. |
Astrid sighs. "All I wanted was a quiet few days. Some easy money. But you all had to go ruin it."
Her eyes suddenly bursting aflame with rage, she leaps forward towards the nearest bowman that Karl and Magnus didn't target, deathly silent in her conviction, her blade arcing forward in a flash of steel...
Reckless Grand Slam (-5 to attack, +10 to damage): 1d20 ⇒ 17
Reckless Grand Slam: 1d20 ⇒ 5
Damage: 2d6 + 16 ⇒ (4, 6) + 16 = 26
And if that drops him...
Reckless Grand Slam: 1d20 ⇒ 15
Reckless Grand Slam: 1d20 ⇒ 2
Damage: 2d6 + 6 ⇒ (2, 3) + 6 = 11
GM Helaman |
TWO sleeping, Two dead archers. six melee bandits inc. bandit leader.
The leader moves to attack Astrid!
To me men!
Two Attacks on Astrid from the leader
Attack 1 1d20 + 5 ⇒ (20) + 5 = 25 for 1d8 + 3 ⇒ (7) + 3 = 10 Crit + 1d8 ⇒ 1
Attack 2 1d20 + 5 ⇒ (19) + 5 = 24 for 1d8 + 3 ⇒ (6) + 3 = 9
--------------------------------------------------
The two archers left standing focus on Malgrim
Attack 1 1d20 + 3 ⇒ (13) + 3 = 16 for 1d8 + 3 ⇒ (6) + 3 = 9
Attack 2 1d20 + 3 ⇒ (20) + 3 = 23 for 1d8 + 3 ⇒ (3) + 3 = 6 Crit + 1d8 ⇒ 3
----Disregard this all. Just re-read Astrids post these guys are bloodied meat----
Two attacks Karl
Attack 1 1d20 + 3 ⇒ (16) + 3 = 19 for 1d8 + 1 ⇒ (6) + 1 = 7
Attack 1 1d20 + 3 ⇒ (10) + 3 = 13 for 1d8 + 1 ⇒ (3) + 1 = 4
Two attack Aukan
Attack 1 1d20 + 3 ⇒ (4) + 3 = 7 for 1d8 + 1 ⇒ (1) + 1 = 2
Attack 1 1d20 + 3 ⇒ (14) + 3 = 17 for 1d8 + 1 ⇒ (2) + 1 = 3
The last attacks Snorri on the wagon
Attack 1 1d20 + 3 ⇒ (15) + 3 = 18 for 1d8 + 1 ⇒ (3) + 1 = 4
Wow. Ouch
Fairgrim Sionnodel |
Stealth: 1d20 + 5 ⇒ (1) + 5 = 6 Cunning Action
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Sneak Attack: 2d6 ⇒ (6, 1) = 7
Once again, the man currently going by "Shafe Tas'd" to the dwarves attempts to slightly flick a dagger at one of the bandits.
Astrid Truestone |
1 person marked this as a favorite. |
A series of blows that would fell a seasoned warrior, not to mention the usual half-rate guards these caravans usually hire, doesn't even seem to affect Astrid. Not snarling, not making a single battlecry, she raises her greatsword...
Remember, you gain advantage against me when I'm using Reckless Attack.
Reckless Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Reckless Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Magnus Corvus |
1 person marked this as a favorite. |
Moving to the side of the battle, Magnus tosses a pinch of multicoloured sand towards the combatants, which suddenly changes to become a cone of blinding coloured light.
Casting Color Spray: 6d10 ⇒ (6, 1, 7, 1, 4, 10) = 29 hp affected.
As this is Theatre of the Mind, I am not sure where enemies and friends are located, so I will use my ability to sculpt spells to make sure it misses my own party members
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
Duration: 1 round
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract
each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Liam Kali |
Liam hid under the wagon as the bandits made their first round of attacks. after seeing the others rip into the bandits he manages to find his courage and leaps out to take on the bandit that went after Snorri
attack: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 6 ⇒ (3) + 6 = 9
GM Helaman |
Magnus takes down another one. The combat too wild and chaotic to capture more than that. One of the ones attacking Karl.
Liam hits, wounding his foe.
Aukan drops his foe in a welter of blood
Fairgims 2nd dagger is thrown where in hits the guard in the throat with a 'Glurk', dropping him.
Astrid's blow rolls of his chain shirt, the strike ill timed.
- Just need Karl.
Karl Gufstass |
Round 2
Karl attacks the enemy exchanging blows with him.
MW Mace Att: 1d20 + 4 ⇒ (10) + 4 = 14
MW Mace Dam: 1d6 + 3 ⇒ (4) + 3 = 7
Shield Att: 1d20 + 4 ⇒ (10) + 4 = 14
Shield Dam: 1d4 ⇒ 4
Aukan Knows-No-Fear |
YOU FLEE! COWARDS! Aukan shouts AoO: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Aukan charges whomever he can get to, lost in the battle he attacks without heed for his own safety
Attack: 1d20 + 5 ⇒ (19) + 5 = 24Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Karl Gufstass |
Round 3
Karl spins after downing his opponent, and he sees Astrid taking a beating from the leader. He fires a Guiding Bolt at the leader.
Spell Att: 1d20 + 5 ⇒ (19) + 5 = 24
Spell Dam: 4d6 ⇒ (4, 1, 2, 4) = 11
Next attack against the leader before the end of my turn has advantage.
Liam Kali |
what happened to the one I was fighting? did someone else take him out?
Magnus Corvus |
With a few words and an almost dismissive wave of his hand, Magnus sends 3 glowing bolts of energy at the escaping bandit.
Magic Missile: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9