FA 1 Halls of the High King 5E (Inactive)

Game Master Trailjava

Pary Int rolls
Pary Int rolls
Vairs [dice]1d20 + 3 [/dice]
Lynore [dice] 1d20 + 3 [/dice]
Rolan [dice] 1d20 + 3 [/dice]
Roman [dice] 1d20 + 1 [/dice]
Feather Wind [dice]1d20+2+[/dice]


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The party continues and everyone spends the night at the Keep. The next morning the Lord Caud introduces you to his daughters. Then allows each of you to eat and after breakfast.
He says We have had a report of two priest being taken into the woods. Will rescue them?


Female Wood Elf Cleric / 3

"Of course, do you have a map or a guide for the area?"


Lord Cauldyth looks over and say I believe my daughter Rhiara may. [b] Sweet Darling do you of the map? A young woman with dark-haired, impish beauty of fleet feet and much mischief. Arrives and say
No Father we don't. Also are Lhoreth, Ansyble, and Ethuan here to see you. These are our surviving priests of Chauntea in Aithe. They live here in the Keep helping us.
The men come in and Lord Cauldyth recounts your groups epic tale. The men murmur.
If you need any healing of the Lady Chauntea please come to us! The Bane cult is out is in the woods doing goddess knows to our Breathern. Please bring them back quickly. Lorheth says.
You each take your leave from the group and a Soldier will lead you to the edge of the woods.
Dernall Forest is vast and deep and old, rising like a great, green wall behind the coastal farms. Shrubs cloak its verges, rising into tall, well-spaced trees, devoid of lower branches where foresters have cut kindling. For a short way in, trails and stumps tell of the taking of firewood and timber—carefully and lightly, a tree here and a tree there, never brutally-cut clearings or groups of stumps all in one place. As the group go deeper into woods you realized your group is turned around. It has been 4 hours of riding into the woods and night is falling.
Give me a skill check or Wis Check vs a dc 15


Is that a Nature skill check? Dont have that, so I guess it is a WIS check for me!

Wis check: 1d20 + 1 ⇒ (17) + 1 = 18


Male Wood Elf Ranger 1, AC 15, HP 13/13

1d20 + 3 ⇒ (16) + 3 = 19 Survival
or Wisdom only +1

"Did you know that moss only grows on the North side of these trees". Kolfax relays to the group, pointing out how to keep your direction without the sun or stars.


Female Wood Elf Cleric / 3

1d20 + 3 ⇒ (2) + 3 = 5


Kolfax is able to find the following. These include hidden drinking water that wells up in rock crevices marked by particular ferns and mosses; and the spoor of boars, bears, deer, and smaller
woodland creatures. Kolfax who is used to woodlands will also sense that something is not right in the Wild Wood; its creatures are too few—and too silent. The Wood seems to be listening and waiting
around them.
There is a trail leading to the right and one to the left. Which way do you guys want to go. Each path seems well worn.


I suggest the right hand path, for no real reason, other than you cannot go wrong if you go right!! lol


Female Wood Elf Cleric / 3

Lynore nods at the sage advise she hears from the wind.


LOL..yeah, I should have said out loud!!

"A wise old elf once told me when you come upon a split in the road, to always bare right, for you could not go wrong, if you went right!"

Varis starts down the right-hand path.


As the group goes down the path Kolfax notices some things as he is walking. Lynore and Varis also as well.
Give me a Skill Check for Aracan/Religion/Nature DC 15


Female Wood Elf Cleric / 3

Religion 1d20 + 1 ⇒ (3) + 1 = 4


Arcana: 1d20 + 6 ⇒ (14) + 6 = 20


Varis:
You spot Circles on the ground. They are The circles are a Harper trail-mark,
marking a trail that passes through Dernall
Forest from one side to the other
(a journey of some six days, if one
doesn't get lost, and can swim or ford
the river without losing much time).
The Harper trail links several sacred
groves along its way through the forest.

Lynore just sees some circles on the ground in pattern at all. Kolfax notices the circles but has no context for them. What does Varis do?


Male Wood Elf Ranger 1, AC 15, HP 13/13

"Something seems strange here". "The wildlife is not as active as it should be".

Kolfax has none of these silly, useless skills.


LOL...that's Ok...we just need him to be our big, beefy meat shield...

Varis examines the marks and seems to be ready to dismiss them, when his eyes suddenly widen and a smile crosses his lips.

"Yes, yes! That is what it is! I am sure. My friends, come here and gather round. These odd marks are not simply random scratches, but rather markers for a path...probably all the way through this forest. They most likely, knowing those who made them, lead to the sacred groves of the Ffolk. We should follow them as it will hasten our travel through this forest!"


Male Wood Elf Ranger 1, AC 15, HP 13/13

"Then lead the way friend. I have your back"


Varis smiles and nods back to Kolfax. He looks over to Lynore to see if she has anything to add before he begins to follow the blazes deeper into the woods.


As the group rides on there is some tracks on the ground. As if someone recently passed through here.

Everyone give me a Perception check or Wis Check DC 20


Female Wood Elf Cleric / 3

Lynore studies the tracks to see if she can get an information from them.

1d20 + 3 ⇒ (3) + 3 = 6


Male Wood Elf Ranger 1, AC 15, HP 13/13

1d20 + 3 ⇒ (17) + 3 = 20 Perception


Perception: 1d20 + 3 ⇒ (1) + 3 = 4

Nope, nothing to see here...move along!!


A group of 3 Bandits jump out. Kolfax being the great fighter is calls out. The group is not surprised! Two of them are dressed in leather armor with maces and the other is dressed in a hide armor armored with Great Axe.

Vairs 1d20 + 3 ⇒ (15) + 3 = 18 ---Your up
Kolfax 1d20 + 2 ⇒ (10) + 2 = 12 -- Your up
Lynore 1d20 + 3 ⇒ (12) + 3 = 15-- Your up
Thug 1 1d20 ⇒ 9
Thug 2 1d20 ⇒ 1
Berserker 1d20 + 1 ⇒ (3) + 1 = 4


Attempting to put an end to this battle quickly, Varis casts a spell of slumber on the bandits.

Sleep spell: 5d8 ⇒ (4, 1, 6, 4, 6) = 21 hp affected


Male Wood Elf Ranger 1, AC 15, HP 13/13

Kolfax lumbers forward determined to end this quickly.

1d20 + 7 ⇒ (15) + 7 = 22 Warhammer Attack

2d8 + 5 ⇒ (7, 7) + 5 = 19 Disarm damage w/Superiority die. (Vs. STR Roll)

Then spending the action Surge

1d20 + 7 ⇒ (3) + 7 = 10 Warhammer Attack
With the exhaustion of his first attack making his second go astray.


Female Wood Elf Cleric / 3

Lynore casts sacred flame at the bandit that Kolfax is attacking.

sacred flame dc 13 dex 1d8 ⇒ 8 radiant, 60 ft range


Varis spell fails to make the men go to sleep. Kolfax swings at the man with the great axe. Attempting to disarm him, but fails too. Lynore tries to cast her spell but the Axe wielder sides steps the spell.
The first Thug is five feet from his Axe Wielder friend and attempts to hit Kolfax. He misses the great warrior. The Berserker becomes reckless swinging at the warrior, the first swing misses but the second one hits. The last thug seeing Varis cast a spell makes his way to the elf putting him out of range of his group. He loads his crossbow and shoots at the elf. His shoot hits the tree.
Crunch
Dc 16 =1d20 + 3 ⇒ (19) + 3 = 22 dex save DC 13 1d20 + 1 ⇒ (2) + 1 = 3
Thug attack with advantage because he is next to his buddy
To hit 1 1d20 + 4 ⇒ (9) + 4 = 13 To hit 2 1d20 + 4 ⇒ (6) + 4 = 10
dmg to Kolfax 1d6 + 1 ⇒ (3) + 1 = 4
The giant axe wielder To hit 1 1d20 + 5 ⇒ (3) + 5 = 8 To hit 2 1d20 + 5 ⇒ (15) + 5 = 20
dmg to Kolfax 1d12 + 3 ⇒ (4) + 3 = 7
Thug two aiming at Varis
1d20 + 2 ⇒ (6) + 2 = 8 dmg 1d10 ⇒ 4
Next round everyone has advantage on the Berserker with weapons.


Hey guys Kofax dropped out so I have opened the recruitment again. If we get some folks we can move forward if not, I will figure out something for us.


ok...sounds good....maybe we will find someone wandering the forest...as Kofax wanders off on his own..


Varis fires off a bolt of fire at the raging barbarian in hope of taking him down.

Attack-ranged: 1d20 + 6 ⇒ (9) + 6 = 15
(Advantage Roll) Attack-ranged: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d10 ⇒ 6



Ok I am going to bring in two NPCs to work with you guys till we can get some others. I normally used them for games but they should work fine here. Also after this combat I want to ask you two how do you feel about using a 1E mechanic that has all reroll initiave at the end of the current round of combat?


HP 39/39 AC 16 Int + 2

As the Varis bolts hit the bersker. A young creature dressed in green armor, carrying a rapier and riding a pony appear. He has green hair and blue eyes. The armor he is wearing is ember green and has leaves on it. Seeing the three on two battle, he joins in. He jumps off his pony and attacks the nearest thug.

To hit 1d20 + 4 ⇒ (16) + 4 = 20
Dmg 1d8 + 4 ⇒ (5) + 4 = 9


Female Wood Elf Cleric / 3

Lynore pulls out her bow and lets an arrow fly at one of the thugs.

shortbow 1d20 + 5 ⇒ (1) + 5 = 6, 1d6 + 3 ⇒ (6) + 3 = 9 piercing,


Dara's blade bites into the Thug(T1). The rapier draws blood across his chest. The surprise of seeing the young Gnome causes Lynore to miss her target. Varis starts to casting again! The sound of approaching horses can be heard. They will be in there in two rounds.

Combat order.
New Combat Order
Vairs 1d20 + 3 ⇒ (20) + 3 = 23
Darafane 1d20 + 2 ⇒ (4) + 2 = 6
Lynore 1d20 + 3 ⇒ (1) + 3 = 4
Thug 1 1d20 ⇒ 7
Thug 2 1d20 ⇒ 4
Berserker 1d20 + 1 ⇒ (6) + 1 = 7
I will also be posting more to you guys ! See you Monday or sooner!


Varis fires another bolt of fire at the Berserker.

Attack-ranged: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 ⇒ 2


Varis's spell hits the Axe wielding man. The bolt grazes his left arm. The thug (t1) that was hit by Green Knight comes in close to hit the gnome. At the same time the Berserker ignores the Mage and comes in after the Gnome. The axe bites in to the Gnomes leg and he keeps standing. Darafane mumbles a spell and then strikes with his rapier to the axe wielding man. The rapier swings wide but misses as it does the blade glows red hot as if on fire.

Thug To hit 1d20 + 4 ⇒ (8) + 4 = 12 dmg 1d6 + 1 ⇒ (1) + 1 = 2
Berserker to hit 1d20 + 5 ⇒ (16) + 5 = 21 to hit 1d12 + 3 ⇒ (12) + 3 = 15
Darafane's HP 24/39
1d20 + 2 ⇒ (3) + 2 = 5 dmg 1d8 + 4 ⇒ (6) + 4 = 10
Saving throw from Berserker Con save vs dc of 13
1d20 ⇒ 11
Lynore is up -- As you take your action the new group shows up. Rolen and Roman will come in and have advantage on the attacking group!


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman views the battle going on and grits his teeth. He palms his wand, preparing to cast a spell. As a precaution, he mentally tells his familiar, Ajax, to keep an eye on him from the sky.

The nobleman smiles as the owl sends back the psychic equivalent of, "Well, of course I will, you idiot."


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Hello all...I will be jumping in shortly. I need to bring Rolen up to third level.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Dot


Female Wood Elf Cleric / 3

Lynore shoots another arrow at the thug.

1d20 + 5 ⇒ (15) + 5 = 20, 1d6 + 3 ⇒ (1) + 3 = 4 piercing


Lynore arrow hits the Thug (T2). The arrow sticks in his arm. The new arrivals come in you see a another warrior and the return of Rolen the rogue who went missing from the ship. It turns out he was on mission for Blackstaff the famous mage of the Realms. He had to go and report on Helso activities.

Roman your up and you have advantage.
Rolan is also up after he readies his PC.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

"I take it the others aren't your friends then?" Roman asks Rolen. Once the rogue confirms this, the nobleman raises his wand in a sweeping gesture, aiming a flaming missile at one of the wounded thugs.

"Tor shuul!"

Fire bolt with advantage : 1d20 + 4 ⇒ (9) + 4 = 13
Fire bolt with advantage : 1d20 + 4 ⇒ (17) + 4 = 21

Damage : 1d10 ⇒ 6

-Posted with Wayfinder


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 1, Advantage, Sneak Att.

I do not know them, but they appear to be here to help.

Rolen fires an arrow at the nearest enemy.

LB Att: 1d20 + 5 ⇒ (11) + 5 = 16
LB Att: 1d20 + 5 ⇒ (17) + 5 = 22

LB Dam: 1d8 + 3 + 2d6 ⇒ (7) + 3 + (2, 1) = 13


Both Thugs face the fire and the arrow of the new comers. Darafane Let's regroup and fight on friends ... He yells.

For the new comers I am using a house rule of what I call rolling initiative. It is a throwback to 1E where you reroll you score after each round of combat. It keeps it fresh!
Pary Int rolls
Vairs 1d20 + 3 ⇒ (6) + 3 = 9
Kolfax 1d20 + 2 ⇒ (11) + 2 = 13
Lynore 1d20 + 3 ⇒ (15) + 3 = 18
Rolan 1d20 + 3 ⇒ (9) + 3 = 12
Roman 1d20 + 1 ⇒ (2) + 1 = 3
Darfane 1d20 + 2 ⇒ (9) + 2 = 11
Thug T1 1d20 ⇒ 20
Thug T2 1d20 ⇒ 16
Berserker 1d20 + 1 ⇒ (17) + 1 = 18


Lynore wins the dex roll
Seeing a new opportunity Lynore steps up to deliver justice on these bandits.


Female Wood Elf Cleric / 3

Lynore continues to shoot at the thug she wounded.

1d20 + 5 ⇒ (16) + 5 = 21, 1d6 + 3 ⇒ (4) + 3 = 7 piercing


Lynore arrow hits it target and the Thug winces in pain as the clerics's arrow sticks in his leg. The Axeman decides to swing at the new comers and takes a swing at Roman.

to hit 1d20 + 5 ⇒ (12) + 5 = 17 dmg 1d12 + 3 ⇒ (1) + 3 = 4


The Thugs chose to wait to see what the new group will do and will react to whoever attacks them.

Rolan your up


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman flicks his wand in the direction of the axe, and a golden, shimmering, translucent shield takes shape and intercepts the incoming weapon.

"You are outmatched, villain. You should run."

Cast Shield as a reaction.

-Posted with Wayfinder


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 2, Sneak Att.

Rolen fires an arrow at the enemy engaged in melee combat with Roman.

LB Att: 1d20 + 5 ⇒ (18) + 5 = 23

LB Dam: 1d8 + 3 + 2d6 ⇒ (6) + 3 + (4, 2) = 15

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