| Anders Buckman |
Round 1, Savage Attack
Anders steps forward as well and swings his axe at a separate one than Jelly attacked.
GA Att: 1d20 + 5 ⇒ (17) + 5 = 22
GA Dam: 1d12 + 3 ⇒ (4) + 3 = 7
Sav Att Dam: 1d12 + 3 ⇒ (1) + 3 = 4
Feel free to BOT me. I will be out of town on business until Friday with limited access to the internet.
DaWay
|
Anders swings and hits one of the ruffians, while amber puts one to sleep.
The one on Anders retaliates
1d20 + 4 ⇒ (13) + 4 = 171d6 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (1) + 2 = 3
One moves to attack JG
1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (2) + 2 = 4
1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (1) + 2 = 3
One is asleep.
The other moves towards the house further east.
Jelly Gelly swings and connects with his attack
RB 1 (7 damage)
RB 2 (6 damage)
RB 3 (asleep)
RB 3 (running)
| Drakr |
Drakr steps up next to Anders and swings his Warhammer at the Redbrand aiming for the knee.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Dmg: 1d8 + 2 ⇒ (2) + 2 = 4
DaWay
|
Sahil plants two in the back of the running redbrand.
Drakr aids Anders in the assault
RB 1 (11)
RB 2 (6)
RB 3 (asleep)
RB 4 (15)
Amber will help out JG with a firebolt
1d20 + 4 ⇒ (1) + 4 = 51d10 ⇒ 3 miss
Anders attacks his foe
1d20 + 5 ⇒ (3) + 5 = 81d12 + 3 ⇒ (5) + 3 = 8 miss
1d12 + 3 ⇒ (7) + 3 = 10
Redbrand 1 attacks Anders
1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (2) + 2 = 4
Redbrand 2 attacks Jelly Gelly
1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (6, 6) + 2 = 14
Redbrand 3 snores
Redbrand 4 runs
Heroes you're up!
Anders (15/23)
JG (8/22)
| Sahil Reis |
Sahil just notoriously aims at th running redbrand - and moves to a better position if necessary.
1d20 + 7 ⇒ (12) + 7 = 19 1d6 + 3 ⇒ (3) + 3 = 6
1d20 + 7 ⇒ (15) + 7 = 22 1d6 + 3 ⇒ (5) + 3 = 8
"Surrender, or you end up spiked and mincemeat!" Sahil shouts after him.
Intimdation: 1d20 + 2 ⇒ (6) + 2 = 8
Jelly Gelly
|
I take another swing at number 2 hit: 5 + 1d20 ⇒ 5 + (6) = 11
dmg: 1d8 + 3 ⇒ (5) + 3 = 8 blunt
and I will spend an action surge to attack again hit: 5 + 1d20 ⇒ 5 + (10) = 15
dmg: 1d8 + 3 ⇒ (1) + 3 = 4
DaWay
|
Sahil plants two more bolts in the back of the ruffian, which sends him sprawling on the roadway heading east.
Jelly Gelly misses with his first swing was the Redbrand ducks under the blow but connects with the backswing.
RB 1 (11 damage)
RB 2 (10 damage)
RB 3 (asleep, 0 damage)
RB 4 (dead)
Anders (15/23 hp)
Jelly Gelly (8/22 hp)
Still waiting for Anders, Amber and Drakr
| Drakr |
Drakr swings his warhammer at his foe smacking him in the hip and then the chest.
Attack : 1d20 + 4 ⇒ (17) + 4 = 21
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3
Bonus Attack (War Preist) : 1d20 + 4 ⇒ (17) + 4 = 21
Dmg: 1d8 + 2 ⇒ (5) + 2 = 7
Same guy as before. The one Anders is attacking.
DaWay
|
With quick work from Drakr's warhammer the thug falls.
Ambers spell goes awry.
Anders moves to aid Jelly Gelly
1d20 + 5 ⇒ (14) + 5 = 191d12 + 3 ⇒ (8) + 3 = 111d12 + 3 ⇒ (3) + 3 = 6
RB 1 (dead)
RB 2 (dead)
RB 3 (asleep)
RB 4 (dead)
Anders (15/23)
Jelly Gelly (8/22)
We can call the combat now everyone gets 400/5 = 80 XP
| Amber the Righthanded |
Amber moves to carefullly tie up the sleeping ruffian before waking him.
"I think you've got some explaining to do. You comrades are dead and your life is also forfeit if you do not cooperate. Where is the woman and child?"
| Drakr |
Well Jelly is on 8/22 hp and Anders is on 15/23. If we take a short rest then I don't have to use my spells till later... Plus Jelly will get his Action Surge back and Amber can regain the spell slot he used for Sleep.
" Maybe we should take some time to patch up Jelly and Anders first? Don't want to be like the 35th battalion back home. Those boys would just keep pushing themselves on and on. That's how you lose soldiers. "
| Drakr |
" The Black Spider! This Glass Staff will know where to find him and we can rescue Gundren and take out this scourge on Phadalin in the process. "
DaWay
|
With any obvious jail, Toblen Stonehill directs you to the Townmaster's Hall which has sturdy stone walls, a pitched wooden roof, and a belltower at the back. Posted on a board next to the front door is a notice written in Common. It reads: REWARD- Orcs near Wyvern Tor! Those of a mind to face the orc menance should inquire with" The notice bears the town's seal and an indecipherable signature.
Pushing the doors in, you see a venerable fat human male asleep at his desk a pipe still smoking in his hand. The doors slam shut behind you and he is startled awake. He looks at you after adjusting his glasses and looking at the man in tow. Can I help you?
| Amber the Righthanded |
"This ruffian here was one of a member of the Redbrands who have been causing the town a lot of grief. He admits that he has a couple of captives near the old crypts. We expect that you will hold him securely, awaiting trial, as we progress immediately to rescue the innocents."
| Amber the Righthanded |
"Very good then. I am sure that with a little investigation you will find that this mercenary guild should be disbanded and more. If this guy values his freedom he will speak up. He can rest assured that we bring justice to his employer. We take your leave now to immediately rescue the innocents."
DaWay
|
Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone stair case just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond.
The door opens onto a five foot wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
Can I get two Wisdom (Perception) checks from everyone please because no ones passive perception is enough.
DaWay
|
And Anders finds both of the secrets.
In addition to the two doors there is also a secret door in the southwest section of the room. It is not locked.
The cistern has a submerged waterproof satchel hanging from a submerged rope attached along the south wall of the cistern. The hidden satchel contains a potion of healing, potion of invisibility, 50 gp, and a clean set of ordinary travel clothing.
| Anders Buckman |
Anders pulls out the waterproof satchel and hands it to Amber.
He then puts a finger to his mouth and walks to the secret door quietly and whispers to everyone as he places an ear to the door.
Let's check out what is behind this secret door.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
| Drakr |
Cure light Wounds for Jelly: 1d8 + 3 ⇒ (6) + 3 = 9
As the group heads off for the Manor Drakr notices Jelly is still injured so he stops and casts a prayer for healing.
Is the hallway wide enough for two to walk abreast?
How about the following marching order?
Jelly
Anders
Drakr
Amber
Sahil
if the hallway is wide enough:
Jelly, Anders
Drakr
Amber
Sahil.
DaWay
|
I will give you until tomorrow to make any more preparations. In the meantime here is the room you are walking into:
A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
stealth: 1d20 + 5 ⇒ (9) + 5 = 14 does anyones passive perception beat that? I don't have the time right now to look it up.
Amber can I get an Deception roll opposed by 1d20 + 4 ⇒ (7) + 4 = 11
By my count both Jelly and Anders are 1 hp down.