GM JChapman |
After finalizing your purchases at Heri's Conservatorium and meeting with the other shopkeepers, the four of you set out on foot towards Fort Breakthrough, leaving the relative comfort and civilization of Pridon's Hearth behind.
You bought one cure potion and three alchemist fire, and have 12gp remaining
You follow a muddy trail, arriving at Witterwil Farm after spending an hour and a half on the road. The farmer and his wife greet you politely, and it only takes a few minutes to empty out the magical haversack to deliver the farm supplies and seed that he'd ordered. After making sure all is in order the family half-heartedly offer to let you spend the night if need be. With still a few hours of light left in the day though (nevermind the obvious discomfort Hazel gives the couple) you continue your trip.
With maybe an hour of sunlight left int the day you arrive at Fort Breakthrough. The fort is a simple square structure, walled in with rough logs and perched on a short hill overlooking the nearby marshlands and coastline. Two-story towers anchor each corner of the fort, connected by wooden ramparts. Three stout, wooden buildings stand within the interior perimeter of the fort, two of them connected to the westernmost towers. Though only staffed with eight militia members, the place seems unusually quiet.
The shattered remains of a heavy wooden door lie strewn across this opening in the log walls. Several of the flinders are trampled into the dirt. Some pieces of wood still remain attached to large metal hinges at the sides of the exposed entrance. Beyond the entrance is a courtyard.
Updated map in Roll20. Assumed a marching order of Kord, Dwynnweer, Shwyunn, Hazel, then Jareth. If you want to change this, let me know.
Kord Fist-Law |
Kord nods, runs the party through a stretching and calisthenics routine to warm up for exploration, and then boldly steps into the fort.
Boldly and quietly Stealth: 1d20 - 1 ⇒ (8) - 1 = 7 but not really.
GM JChapman |
Kord walks into courtyard, his feet crunching heavily on the remnants of the gate.
Across this wide, muddy courtyard, three buildings cling to the sides of the fort’s interior walls. Those to the southwest and the east are sealed tight, while the door to the building in the northwest is slightly ajar. A well squats near the northeastern end of the courtyard, while a fence between the southwestern and northwestern buildings forms a simple animal pen. Two human bodies—quickly decaying in the tropical sun—lie in the mud, one with a spear poking out from its chest.
Munching on either corpse are three tiny, lizard-like creatures. Clearly predatory in nature, they see Kord and make an almost cute-sounding noise.
Init (Dwynnweer): 1d20 + 2 ⇒ (20) + 2 = 22
Init (Hazel): 1d20 + 3 ⇒ (4) + 3 = 7
Init (Jareth): 1d20 + 2 ⇒ (11) + 2 = 13
Init (Kord): 1d20 + 4 ⇒ (18) + 4 = 22
The lizards charge toward Kord, jaws snapping!
Bite (red): 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d3 - 1 ⇒ (3) - 1 = 2 plus Fort save
Bite (blue): 1d20 + 3 ⇒ (3) + 3 = 6
Bite (green): 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d3 - 1 ⇒ (1) - 1 = 0 1 nonlethal, plus Fort save
Round 1
Lizards: Attack!
Kord: Go + Fort saves
Dwynnweer: Go
Jareth: Go
Hazel: Go
Kord Fist-Law |
"These are NOT as cute as they look!" Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Kord shakes his head and then quickly opts to roundhouse kick the lizard before moving to a better spot: THWACK v. Green: 1d20 + 5 ⇒ (8) + 5 = 13 for DMG if hit: 1d6 + 5 ⇒ (6) + 5 = 11
Dwynnweer |
Dwynnweer expounds what he knows about these Geico things as he moves in.
battleaxe: 1d20 + 3 ⇒ (3) + 3 = 6
dmg: 1d8 + 4 ⇒ (6) + 4 = 10
Shwyurr, attack!
bite: 1d20 + 1 ⇒ (13) + 1 = 14
dmg: 1d4 ⇒ 3
GM JChapman |
Kord gets bit a couple times, but his robust nature does not succumb to the poison their bite carries. That said, his roundhouse kick is, for the moment, too slow for their nimble nature.
Both Dwynnweer and Hazel recognize these little monsters as compsognathus, a small and bitey dinosaur. Dwynnweer gets two questions
Hazel gives one of them a nasty look. Will save: 1d20 ⇒ 17
But its lizard brain seems unfazed.
As both the oread and his companion surge through the gate, a falling beam descends upon them!
Falling Beam Trap vs Dwynnweer: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d4 ⇒ (3, 2) = 5
Falling Beam Trap vs Shwyurr: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 2d4 ⇒ (4, 2) = 6
Slightly battered, the two make it through the hastily erected trap to attack the compsognathus, though struggle to make contact. Shwyurr comes close though, teeth snapping as it scampers aside!
Round 1
Lizards: Attack!
Kord: Miss + made the saves
Dwynnweer: Misses
Jareth: Go
Hazel: Evil Eye
GM JChapman |
Dwynnweer knows that a compsognathus' bite is poisonous, and will sap the strength from its victims. They are also not particularly strong of will.
Jareth The Arcanist |
Jareth moves forward and ponders using his crossbow but decides to try magic. A weak white beam comes out of the the arcanist's hand to strike blue.
ray of frost: ranged touch: 1d20 + 0 ⇒ (3) + 0 = 3
damage?: 1d3 ⇒ 1
GM JChapman |
Small retcon... since they charged, Shwyurr did get his teeth on one. It's still a threat though
Jareth's frosty ray shoots far wide of any of the tiny dinosaurs.
With some new targets, the compsognathus split up. Two step in close to Dwynnweer and Shwyurr while a third continues to bite at Kord. 5ft steps all around
Bite (red) vs Dwynnweer: 1d20 + 1 ⇒ (6) + 1 = 7
Bite (blue) vs Shwyurr: 1d20 + 1 ⇒ (6) + 1 = 7
Bite (green) vs Kord: 1d20 + 1 ⇒ (6) + 1 = 7
Well that's ominous...
None of the creatures can sink teeth into flesh!
Round 2
Lizards: Misses!
Kord: Go
Dwynnweer: Go
Jareth: Go
Hazel: Go
Dwynnweer |
The dice rolls of the beast! \m/ >.< \m/
Dwynnweer and Shwyrr continue to attack their respective lizards!
battleaxe: 1d20 + 3 ⇒ (2) + 3 = 5
dmg: 1d8 + 4 ⇒ (7) + 4 = 11
bite: 1d20 + 1 ⇒ (2) + 1 = 3
dmg: 1d4 ⇒ 4
...altogether ineffectively.
GM JChapman |
Welcome to level 1 combat! Bring on the misses!
The dinosaurs easily hop out of the way of Kord's booted foot, Dwynnweer's axe, and Shwyurr's teeth.
Round 2
Lizards: Misses!
Kord: Miss
Dwynnweer: Miss + miss
Jareth: Go
Hazel: Go
GM JChapman |
Will save: 1d20 ⇒ 18
Hazel keys looking at the dinosaurs strangely. It seems to... Do something?
Round 2
Lizards: Misses!
Kord: Miss
Dwynnweer: Miss + miss
Jareth: Go
Hazel: Evil Eye
GM JChapman |
Jareth's magical ray, though closer, again misses the nimble compsognathus.
They continue to chomp at their respective targets, tiny creatures looking to make week-long mean tickets out of each of them.
Bite (red) vs Dwynnweer: 1d20 + 1 ⇒ (13) + 1 = 14
Damage (plus Fort save): 1d3 - 1 ⇒ (1) - 1 = 0
Bite (blue) vs Shwyurr: 1d20 + 1 ⇒ (2) + 1 = 3
Damage (plus Fort save): 1d3 - 1 ⇒ (3) - 1 = 2
Bite (red) vs Kord: 1d20 + 1 ⇒ (15) + 1 = 16
Damage (plus Fort save): 1d3 - 1 ⇒ (2) - 1 = 1
Round 3
Lizards: Misses!
Kord: Go
Dwynnweer: Go
Jareth: Go
Hazel: Go
Kord Fist-Law |
FORT: 1d20 + 4 ⇒ (2) + 4 = 6 Seriously?!
In anger he drives his fist straight down: Unadjusted for STR damage
ATK: 1d20 + 5 ⇒ (20) + 5 = 25 THREAT
Confirm: 1d20 + 5 ⇒ (8) + 5 = 13 DMG: 1d6 + 5 ⇒ (2) + 5 = 7
GM JChapman |
Kord's punch catches the compsognathus in the head as it leaps at him. Its head twists at an unnatural angle, all it's spry mobility leaving it.
Shwyurr manages to get teeth on the leg of another of the tiny dinosaurs, and it flops around before managing to spring from its grasp. It emits a piteous cry of pain.
Dwynnweer continues to struggle finding his mark, continuing to be harried by the little beast before him.
Will save: 1d20 ⇒ 15
Hazel continues her bizarre spectacle of standing in one place and staring at the creatures. No word yet on why the creatures are so strangely willful.
Round 3
Lizards: Misses!
Kord: Kill
Dwynnweer: Miss + Hit
Jareth: Go
Hazel: Evil Eye
GM JChapman |
Jareth's ray of frost gets closer to its mark, but with the chaos of Dwynnweer and the dnos movements... just misses.
Perception (Dwynnweer): 1d20 + 7 ⇒ (4) + 7 = 11
Perception (Hazel): 1d20 + 1 ⇒ (10) + 1 = 11
Perception (Jareth): 1d20 + 3 ⇒ (16) + 3 = 19
Perception (Kord): 1d20 + 5 ⇒ (8) + 5 = 13
As the fracas continues with the two remaining dinosaurs, you hear a voice call out in an unknown tongue. It sounds like it's coming from the northern parapet.
The remaining compsognathi continue their assault.
Bite (blue) vs Shwyurr: 1d20 + 1 ⇒ (14) + 1 = 15
Bite (red) vs Dwynnweer: 1d20 + 1 ⇒ (7) + 1 = 8
With its last chomp, the dinosaur harassing Shwyurr perishes!
Round 4
Lizards: Misses!
Kord: Go
Dwynnweer: Go
???: TBD
Jareth: TBD
Hazel: TBD
Kord Fist-Law |
Kord steps up to the lizard, and carefully aims a shuto at it.
ATK: 1d20 + 5 ⇒ (13) + 5 = 18 for DMG: 1d6 + 5 ⇒ (4) + 5 = 9
GM JChapman |
The last dino barely has time to let out a lizard-like squeak as Kord's expert chop breaks its neck.
Round 4
Lizards: Misses!
Kord: Kill
Dwynnweer: Go
???: TBD
Jareth: TBD
Hazel: TBD
For defeating the compsognathus dinosaurs, the party earns 600xp
GM JChapman |
Per Slack...
Dwynnweer and his trusty companion hold their action, unsure of what's about to happen.
Of course, they quickly learn what's happening when an arrow flies from the northern parapet! It flies towards (1=Kord, 2=Dwynnweer) 1d2 ⇒ 2... Dwynnweer!
Arrow vs Dwynnweer (flat-footed): 1d20 + 8 ⇒ (5) + 8 = 13
Fortunately for the oread, the arrow strikes the ground at his feet.
Stealth: 1d20 + 16 ⇒ (6) + 16 = 22
Perception (Dwynnweer): 1d20 + 7 ⇒ (15) + 7 = 22
Perception (Hazel): 1d20 + 1 ⇒ (6) + 1 = 7
Perception (Jareth): 1d20 + 3 ⇒ (5) + 3 = 8
Perception (Kord): 1d20 + 5 ⇒ (2) + 5 = 7
The figure ducks back under cover, but Dwynnweer saw where it came from. He points up toward the parapet.
Map updated to show where a Grippli is that fired an arrow. Note that you don't have line of sight on it, since it has ducked back down.
Round 4
Lizards: Misses!
Kord: Kill
Grippli: Arrow
Dwynnweer: Go
Jareth: Go
Hazel: Go
GM JChapman |
Shwyurr's nose twitches as Hazel passes, her scent then causing it to cough.
Round 4
Lizards: Misses!
Kord: Kill
Grippli: Arrow
Dwynnweer: Go
Jareth: Go
Hazel: Move
Kord Fist-Law |
Dwynnweer directs his wolverine to accompany Kord as the big man tries to get up via some (hopefully) soon to be found stairs.
Meanwhile the oread himself shoots an arrow at the grippli Shortbow: 1d20 + 1 ⇒ (17) + 1 = 18 Cover? for DMG: 1d6 ⇒ 4
GM JChapman |
Since Dwynnweer doesn't have direct line of sight (it has total cover atm) I'm going to treat both actions as readied for when/if it reappears.
Jareth doesn't have enough range with Ray of Frost, so I'm going to say he still has a turn to take.
Round 4
Lizards: Misses!
Kord: Kill
Grippli: Arrow
Dwynnweer: Readied Action
Jareth: Go
Hazel: Move
GM JChapman |
Per slack...
Unable to reach the grippli with magic, Jareth opts to move up beside Hazel. The building provides just enough cover that he feels less like a target.
Round 5
Kord: Go
Grippli: TBD
Dwynnweer: TBD
Jareth: TBD
Hazel: TBD
GM JChapman |
Kord calls for the way to be cleared for him to enter.
That delay costs him the ire of the grippli, who pokes his head up and...
...Dwynnweer's arrow flies out and grazes the archer! It continues its action though and takes a shot at Kord!
Attack w/Bow vs Kord: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 ⇒ 2
His return fire grazes Kord. He then ducks back down behind cover.
Perception (Dwynnweer): 1d20 + 7 ⇒ (2) + 7 = 9
Perception (Hazel): 1d20 + 1 ⇒ (15) + 1 = 16
Perception (Jareth): 1d20 + 3 ⇒ (12) + 3 = 15
Perception (Kord): 1d20 + 5 ⇒ (19) + 5 = 24
Round 5
Grippli:
Kord: Go
Dwynnweer: Go
Jareth: Go
Hazel: Go
GM JChapman |
As indicated in Slack...
Kord moves forward until he's beside Jareth. The brawler pushes the door, which is ominously ajar, open with ease. The failing light from outside illuminates the room.
Broken halves of a large table lie askew in the center of this room. Half a dozen four-foot-long spears protrude from one half of the table, and brown bloodstains mar the floor. A basic map of the region covers most of one wall, hanging next to a picture of an austere-looking man.
Round 5
Grippli: Attack
Kord: Move + Open
Dwynnweer: Go
Jareth: Go
Hazel: Go
Hazel the Unbathed |
Hazel points two figures at her eyes, then points them at Jareth, SWAT team style. Then she puts them up to her mouth and sticks out her tongue. Hazel is gross.
She gathers her skirts and waddles into the room, up to the next door. She readies an action to open the door once someone else is in front of it.
GM JChapman |
With total cover available to it, you know that mechanically he is sniping. He's up on the northern palisade somewhere though, so the wolverine has a general idea where to go.
GM JChapman |
Note that Dwynnweer's readied action triggered last round. So he's up (though you can of course ready again). Also, I think that Handle Animal check succeeds, so I moved Shwyurr. He's nearly up the wall.
Hazel moves herself into position.
Round 5
Grippli: Attack
Kord: Move + Open
Dwynnweer: Go
Jareth: Go
Hazel: Move and Ready
GM JChapman |
Jareth moves into the room, arcane syllables on his lips.
Dwynnweer similarly draws his shortbow, looking to spot the grippli.
The grippli stumbles, seeming to bump into something, but Dwynnweer isn't quick enough to catch where the arrow comes from! [ooc]Readied action doesn't trigger unfortunately[/dice]
Longbow vs Dwynnweer: 1d20 + 8 ⇒ (5) + 8 = 13
Fortunately for the oread the arrow glances off his armor harmlessly
Round 6
Grippli: Sniping Miss!
Kord: Go
Dwynnweer: Go
Jareth: Go
Hazel: Go