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Rael takes a group with him.
Larissa and Moon-Dancer are successfully hidden.
Bel makes a successful attack going through the throng of pursuers. The will catch up and attack Bel if they don't slip.
Urgo manages to make it further down the street.
Hobgoblin dex save 1d20 + 1 ⇒ (3) + 1 = 4 The hobgoblins miss and are out of the chase.
Draconian dex save 1d20 + 1 ⇒ (17) + 1 = 18 the draconians split and one heads towards Urgo the other after Bel.
You are down to two pursuers.
Wis: 1d20 ⇒ 4
Urgo moves the cart without a problem.
Rael in a clever use of his illusions manages to get a group of nine chasing after him. Dashing to catch up.
Rael gain an inspiration.
complication group 1 (Rael) : 1d20 ⇒ 9 An overzealous hobgoblin guard attempts to intercept you. Swinging his longsword as you go by 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (6) + 1 = 7 Rael expertly ducks the swing and continues on his path.
complication group 2 (Others): 1d20 ⇒ 5 The muudy group beneath your feet is slippery with rain and mud. Make a DC 10 Dexterity save or fall prone.
Another series of lost posts, this is pissing me off....
Redbrand 1 (dead) due to a crossbow bolt.
Waiting on two rounds from Anders, and a round from drakr
Redbrand 3 attack on Anders (could be negated if he hits AC 14 for 9 damage)
Redbrand 4 attack on drakr
Sorry, I should have been more discriptive. You are in an urban environment. There are empty vendor stalls all around so if you wanted to create an obstacle I will require an athletics roll to represent you pulling some crates, knocking some jars in the way, sudden turns, etc. It will require them to get an equal Athletics roll or better. You can set the DC lower if you want. Those who are now following behind the pursuers will be required to make the same roll or a similar one to represent finding a new path.
argh, lost the post for the third time
redbrand 1 9 damage
Regular move, dash, hide, and then there are complications, luckily there aren't any this first round. It ends until you can't pass a complication, hide, or the participants drop from exhaustion.
You only have a number of dash actions available to your character equal to 3+ con modifier. Each additional one will require a con check dc 10 or incur exhaustion level. At 5 exhaustion levels your speed becomes zero and you are out of the chase, at 6 you are dead.
You started with 10' of space between you and them. You have two moves to do thanks to your intimidate and luck of the dice.
Jelly Gelly rushes in on the Redbrands, swinging his new sword in a wide arc, narrowly missing the ruffian as he ducks down to pick up his short sword.
Sahil shoots at another Redbrand, his first shot a bit wide. The man watches the bolt soar and then lodge itself into the opposite wall. He turns a wide grin on his face at his easy prey only to catch the following bolt clipping his neck, narrowly missing the coratid artery. (9 damage)
Drakr rushes in, brandishing his hammer, swinging at the tall man. Drakr bring his hammer crashing down, the Redbrand steps out of the way, and Drakr cracks the stone tile where the man was standing.
Anders you're up!
Okay, from what I am understanding we are going to be going into an initiative format. For simplicity sake
And I did give you a free round from the intimidate, so please post your first two actions, remember that taking a dash action everyround will incur exhaustion levels.
Because this is in a very crowded area and have many things to hide behind I am giving you advantage on you rounds. Please roll Dexterity (Stealth) at the end of every round if you pass the complications. Also, if you are hidden please state whether you are staying in that hiding spot or continuing with the rest of the companions.
complication: 1d20 ⇒ 16 No Complication.
I am giving you a group of baddies consisting of 3 draconians and 6 hobgoblins
Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped.
Four though-looking human warriors wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.
They get up looking for their weapons, obviously inebriated.
Amber I would allow the aiding but you cannot aid yourself. So I am taking the first roll and giving you guys the surprise round on the four redbrands.
The bugbear is tight-lipped, Either you kill me or the Black Spider will, at least with you lot the death will be quick.
Will need a charisma (intimidation) check.
There is a belt pouch containing 33 sp and an eye patch made of black leather set with semiprecious stones (50 gp). There is also an iron key.
With a clubbing blow Jelly Gelly drops another bugbear. The solid crack on the skull releases a sigh of relief from a bleeding Anders.
Sahil unloads two more bolts on the bugbear, the first shot wide. The second finds its mark in the massive furry humanoids shoulder. (18 damage). Ambers hand crackles with energy once again only to miss again, getting closer the bugbears fur stands on end.
Drakr is a bit distracted from his bleeding ally to make a connection with his weapon and the foe he faces.
The bugbear grips his weapon tight and swings for Sahil's face.
Jelly swings and hits. (12 damage)
The one on Anders 1d20 + 4 ⇒ (17) + 4 = 212d8 + 2 ⇒ (5, 2) + 2 = 9
Sorry I'd like to be more descriptive, I think I need to trim down my games. I apologize and will do better starting with the next post and would appreciate the same.
Sorry extremely busy tonight, and tomorrow. This will be a quick one.
Jelly Gelly misses
Anders hits (15 damage)
Sahil hits the same one (dead)
The bugbears converge on Anders and Sahil
1d20 + 2 ⇒ (8) + 2 = 10
The bugbears still having not moved, are caught in the blast of Amber's fire. One bugbear ducks to avoid the flames.
Bugbear 1 (5 damage)
One of the Bugbears moves to attack Amber 1d20 + 4 ⇒ (15) + 4 = 192d8 + 2 ⇒ (2, 4) + 2 = 8
One bugbear is cowed by J.G. mien.
The other moves to attack drakr who is holding Iarno hostage. 1d20 + 4 ⇒ (3) + 4 = 72d8 + 2 ⇒ (1, 8) + 2 = 11
You all may go...
Iarno glares as if to acquiesce to your demands at the bugbears who take arms and attack though one hesitates
amber: 1d20 + 2 ⇒ (18) + 2 = 20
Amber goes first, then bugbears, then everyone else.
Rael with all his efforts is only able to knick the Fewmaster's arm. (1 damage)
Larissa moves to attack the Fewmaster but misses. You have flanking and advantage.
Urgo grabs the Fewmasters collar, 1d20 + 2 ⇒ (16) + 2 = 18 but he manages to slip away.
Bell misses with his gore attack again.
The fewmaster barks out a command to take the big one down, and then swings at Urgo. 1d20 + 4 ⇒ (16) + 4 = 202d6 + 3d6 + 2 ⇒ (3, 1) + (6, 6, 2) + 2 = 20
Moondancer takes out the hobgoblin on Bel.
The last hobgoblin attacks Urgo at his masters command. 1d20 + 3 + 1d4 ⇒ (10) + 3 + (1) = 141d8 + 2d6 + 1 ⇒ (2) + (6, 3) + 1 = 12
Rael quickly dodges out of the way of the table, leaps forward an plunges his dagger deep into the hobgoblin's neck send him to the ground lifeless. (dead)
Larissa stabs the hobgoblins once more piercing his heart. (dead)
Urgo reaches in and grabs the now unconscious boy from the fire.
Bell lashes out with his horn, knicking the hobgoblin (10 damage)
Moon-Dancer fires an arrow into the hobgoblins leg (9 damage)
The hobgoblin with the arrow attacks Urgo once again, trying to cut the man down in order to grab the staff.
The other hobgoblin attacks Bel
Fewmaster Toede continues his assault in order to grab the staff.
The barracks contains four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air. Three tall, furry humanoids are lounging among the mess, barking orders at a sad little goblin that demeans itself for their amusement. Your sudden appearance causes the goblin to faint.
Are you wearing the cloaks, is Iarno with you?
Hobgoblin 1d20 + 2 ⇒ (5) + 2 = 7
Larissa 13 attacks the closest hobgoblins
Urgo 13 reaches for the boy with Bel
Bel 10 with urgo the combined efforts are unable to grasp the flailing boy.
Moon-Dancer 8 casts faerie fire and uses bardic inspiration for urgo. Urgo you may use the 6 next round.
Another hobgoblin attacks Bel. Same conditions as Urgo.
Another hobgoblin moves to attack Larissa but is met with a rapier in the shoulder (9 damage) and aims to meet Larissa with his longsword
The last hobgoblin moves to the table and flips over the one Rael is hiding behind.
Toede will move with his warriors to intercept the staff. Attacking Urgo 1d20 + 4 ⇒ (8) + 4 = 122d6 + 3d6 + 2 ⇒ (6, 2) + (4, 1, 4) + 2 = 19
Round 2 ...
Okay, so I guess you guys are back tracking a bit. Jelly Gelly please take into consideration the others, they have asked you to slow down twice now. This is meant to be friendly and everyone is supposed to have fun, them complaining about your pace and actions are an indication that they may be getting irritated.
This appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while the barrels and crates fill the southern half of the chamber. Three dirty scarlet cloaks hang from the bunks.