Giantslayer DoubleGold version (Inactive)

Game Master DoubleGold

My best Dming roleplaying is added here, this game has orc and giants.
[dice=init]3+1d20[/dice] Drek'Thar
[dice=init]3+1d20[/dice] Cinro
[dice=init]2+1d20[/dice] Shamsiel
[dice=init]-1+1d20[/dice] He Meligaster


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DungeonMaster

The heroes reach the town of Trunau at the crack of dawn 7:00 AM on April 15, it is a good thing you did your taxes already. Trunau an insular town racially intorlerant of orc. Made up of 620 humans, 50 halfings, 40 half-orcs, 20 dwarves, 15 half-elves, 10 gnomes, and 25 other.
You have all been asked to report to the Sanctuary and are told of Orc-dominated lands surrounding Trunau, but feel free to explore town as you see fit before or after reporting. The town also contains a Commons, a ramblehouse, a longhouse, a south tower, Brinya Kelver's Lodgings, Clamor, Plague House, Flame of the Fallen and Commons Beacon.
You are arriving into the north end of town and the Sanctuary is about 250 feet south of you, within your sight.


Male Tortle Ranger - 1

Baka trudges slowly into Trunau wrinkling his nose at the smell of civilization. He had stayed outside the town the evening before, to take advantage of one final night in the glorious wild. He had finally gotten to the point that a few stares and open mouths didn't bother him. They weren't being rude... well maybe just a little... they'd just never seen a giant bipedal walking turtle man before. He made sure to smile at everyone as he passed, hoping it wasn't mistaken for a grimace, and made his way to the Santuary. Might as well get this part of the assignment over with.


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

Ah, Trunau. Beloved and hated, Drek'Thar has been spending his last months living near it and trading with its people. A curious lot indeed. Many contradictory thoughts come to Drek'Thar's mind when he thinks about Trunau.

Today, he comes in the hopes of finding tools. Recent events have made him lose his, and he knows no other place where to find them. Luckily, he's got some spare weapons which he hopes can make for a good deal. They're mostly always looking for weapons here in Trunau.


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

dot


Dotting for a short bit before I post.


Harcourt Meligaster enters Trunau, hefting an axe in one hand, a surprised look on his face. I've never been anywhere quite so...rustic. He mutters to himself as he enters the Sanctuary. "Best be done with this expeditiously, then."


Inactive

Cinro enters Trunau airily turning his head left and right, looking at people and the town. His trained eye spots a few good places for a street performance. He goes to the Sanctuary at his leisure, enjoying the small town.


DungeonMaster

Sorry for the delay, site issues the once or twice I was on this thread and work
Heroes all walk into the Sanctuary. It is a large Sanctuary and many people are in here right now, but they aren't praying but instead having a meeting. None of them are sitting on the wooden benches, but they are all gathered at the front. "Come" as the priest with a excited voice replies. As you all step forward, anti-burning wax candles lit or rather they evaporate instead of drip. "As you have been told, orcs around this area have been a problem, some have even raided this town and we have to do something about it," as the priest continues. The other six human guests stare at you all in silence, well except for one mid 20s human male. He speaks "yes we need your help, if you agree, we can tell you where they have been located and can reward you."
Religion if you care to know which god this Sanctuary serves or know more about it.


Inactive

"If you're paying, I'm in," grins Cinro. This here is a good opportunity to get people to know him.

Untrained Religion: 1d20 ⇒ 15


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Shamsiel looks over the religious trappings and thinks if he has ever come across this particular group before.

Religion: 1d20 + 1 ⇒ (3) + 1 = 4


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

Drek is quite torn between both choices. On one hand, he's against big concentrations of power or people. On the other, the orcs are really a problem.

Believing the orcs to represent an even bigger threat, Drek accepts. "I'm in. I'll need some things, though."


DungeonMaster

The Sanctuary is a worship to Iomedae.
Great then. as he sounds delighted. Then a citizen walks up and whispers something to him. The priest passes along the news. First you all must take care of the three orcs in the commons.
It is Ruby's twelvth birthday and she has her party at the commons, a large amphitheater in the center of town. She is the youngest daughter of the town's leader, Chief Defender Halgra of the Blackened Blades. The Orcs decided to ruin the party and holding the citizens hostage for the money.
You all get to the commons. There is only one entrance. as you step in the three orcs are up on stage. and the Stage is 100 feet away. As soon as you all walk in they close the front curtains to the stage, meaning you can't see them. The audience now feels like they are no longer hostage, but watching a good show, hopefully you all win. We will open them when you all come up here. Of course there is a balcony which has a second floor, for any archers and ranged spellcasters, the only way you can reach them in range without the audience in the way, but do note, they are setting up cover props, so they will have 3/4 cover from your arrows and spells.
Alright, who is going up on balcony and who is going on stage? Or some other plan?
init: 1 + 1d20 ⇒ 1 + (17) = 18orcs init. If you are going on stage or on balcony, roll init.


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

Drek directs himself towards the stage, asking to no one in particular. "Did anybody see which gear are they carrying? Do they have projectiles or magic? What armour? Any information can be vital!"

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16


Inactive

Cinro unsheathes his blade and runs towards the stage, jumping on it with a somersault and bowing to the audience.

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25


Harcourt hefts his axe in one hand, banging the flat of it against his shield and rushing the stage.

Initiative: 1d20 - 1 ⇒ (14) - 1 = 13


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Feeling that the group might need some ranged cover, Shamsiel holds back with his crossbow at the ready and a spell at his fingertips just in case.

Init: 1d20 + 2 ⇒ (3) + 2 = 5


DungeonMaster

The curtains unfold as you all get up on stage, with Shamsiel on the balcony. These orcs have great axes and hide armor. They do have heavy crossbows, but they have their axes out at the moment.
The audience answers They don't have magic And they cheer you all on.
The audience applauds really loud as Cinro does a somersault. You get an inspiration die for that. Add a d6 to any d20 roll after knowing the result. You can only have one inspiration die at a time.

Cinro is before the orcs, to south of you further back in the stage by 10 feet is two orc, the other one to the right of you 15 feet.


Inactive

Cinro goes for the orc to the right, slashing it with a scimitar and following with an elemental kick.

Scimitar atk: 1d20 + 5 ⇒ (18) + 5 = 23
Scimitar dmg: 1d6 + 3 ⇒ (4) + 3 = 7

Bonus action.
Elemental Strike atk, disadvantage: 2d20 + 5 ⇒ (20, 10) + 5 = 35 15
Elemental Strike dmg: 1d4 + 3 ⇒ (3) + 3 = 6 Despite it being "elemental", it deals bludgeoning damage.


DungeonMaster

oouch as the orc has deep cuts and he swings back hit: 5 + 1d20 ⇒ 5 + (1) = 6
The other two being jealous of Cinros appraise close in on him hit: 5 + 1d20 ⇒ 5 + (10) = 15 hit: 5 + 1d20 ⇒ 5 + (16) = 21 but only one has a clear head, the others are too angry they miss not taking the extra second.
dmg: 1d12 + 3 ⇒ (9) + 3 = 12 and knocks Cinro out in a single hit. there are no negatives in 5e, you just at 0. And you roll death saves every round 1d20 add nothing, 10 or higher succeeds. 3 fails and you're dead
Rest of the heroes are up [ooc]for area effects, you can get two orcs without touching an ally


Inactive

Well, that was fast.

Cinro falls on the ground, unconscious from the orc's hit.

Death roll: 1d20 ⇒ 7


Harcourt Meligaster charges the nearest orc, roaring in anger at his fallen comrade as he brings his axe down hard. "BACK, vile beast!"

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 5 ⇒ (5) + 5 = 10


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

Drek stays away from melee reach, and instead begins some chanting that summons a big wooden chunk in the shape of a spirit or totem.

Summon Storm Totem (will take effect beginning next round)


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Shamsiel moves towards the fallen Cinro and, placing his hands upon the man's wound, stops the bleeding and helps the slash begin to heal.

Using Healing Hands to bring you up to 1hp Cinro


DungeonMaster

Shamsiel, I thought you were on the balcony 2nd floor? Or are you on stage? either way you can use range, but the balcony is a way to stay out of range of the orcs, cause they focus on mainly melee targets before resorting to their xbows, cause on stage they can run up to you. the balcony is in the back, not directly above the stage.
Anyway, Meligaster hits an Orc hard, but the closest one wasn't hurt. If only he would have aimed for the head instead of the chest the orc would be bleeding even more.
waiting on confirmation from Shamsiel, as healing hands has to be in melee


DungeonMaster

alright, so I'm going to say Shamsiel was on stage then.
Shamsiel heals Cinro, getting her up
Cinro is up Shamsiel still had to take turn in round 1 before you can go in round 2, so you never rolled a death save or took you next turn, had he not healed you, you would have taken your first death fail and it would be the orcs turn again. what would you like to do?


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Sorry my post must have been eaten...I had posted that Shamsiel was going to be on the stage. And here I thought the site was finally done with its tantrum! lol


Inactive

Cinro claps Shamsiel on the shoulder and disengages from close combat, moving 30 ft to the left.

Disengage action and move away. Don't want to risk it with only 1 hp.


DungeonMaster

After cinro disengages, Shamsiel as he had to touch Cinro who was in melee and He Magalister are the closest ones on stage
hit: 5 + 1d20 ⇒ 5 + (7) = 12 vs he Magalister
hit: 5 + 1d20 ⇒ 5 + (7) = 12 vs he magalister
hit: 5 + 1d20 ⇒ 5 + (17) = 22 vs Shamsiel
the two orcs axes bounce off of He Magalister's shield, the third one finds a soft spot in Shamsiel leather armor for dmg: 3 + 1d12 ⇒ 3 + (7) = 10
taking him out. The audience boos.

rest of the round 2 heroes are up


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

The totem summoned by Drek'Thar emits a lightning that hits the three orcs which must save Con DC 13 or suffer 1d4 ⇒ 4 thunder damage.

Drek'Thar invokes a powerful cold that hits the orc facing Shamsiel who must save Con DC 13 or suffer 1d8 ⇒ 7 cold damage and have disadvantage on his next attack.


DungeonMaster

con: 3 + 1d20 ⇒ 3 + (10) = 13 hurt one
con: 3 + 1d20 ⇒ 3 + (8) = 11 lesser hurt one
con: 3 + 1d20 ⇒ 3 + (4) = 7 full one
lesser hurt one and full one get hurt by the aura taking four dmg each, but hurt one seems to be unfazed. Does a save half it? cause if so the hurt one would die from just 2 dmg. If not then, hurt one at 13 dmg, lesser hurt one now at 14 dmg, and full one at 4 dmg
con: 3 + 1d20 ⇒ 3 + (11) = 14 hurt one, or lesser hurt one if hurt one dies.
He Magalister and Shamsiel is up


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

It seems it's all or nothing, no half effects.


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Death Save: 1d20 ⇒ 17


Sir Meligaster Not Magalister rebuffs the assault of two orcs against his shield before swinging his axe down at the closest orc Most injured if 2 are equidistant

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 5 ⇒ (8) + 5 = 13


DungeonMaster

Sir Meligaster strikes down an orc as the axe lands on top of its head.
Cinro is up two orcs left 2 HP and 11 HP


Inactive

Cinro closes the distance and sends two fire blasts, thar somehow don't burn, into the orcs.

Move so that I'm 20 ft from the orcs.
Attack both of them - one with attack action, the other one with bonus action.

Elemental Blast atk: 1d20 + 5 ⇒ (18) + 5 = 23
Elemental Blast dmg: 1d4 + 3 ⇒ (1) + 3 = 4

Elemental Blast atk: 1d20 + 5 ⇒ (19) + 5 = 24
Elemental Blast dmg: 1d4 + 3 ⇒ (4) + 3 = 7


DungeonMaster

Cinro knocks one orc dead and injures the other with two blasts.
He swings at sir Meligaster. hit: 5 + 1d20 ⇒ 5 + (4) = 9
if hit take dmg: 1d12 + 3 ⇒ (6) + 3 = 9 sir Meligaster,
Drek'Thar, Shamsiel are up
one very hurt hurt


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

All orcs remaining must save Con DC 13 or suffer 1d4 ⇒ 4 thunder damage.

Drek approaches the orc given it's still alive while his hand emits a glowing, lightning aura. When he's beside the orc, he discharges the lightning on him.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 ⇒ 7 Lightning damage, and can't take reactions


Harcourt deflects the wild swing, his own arm more controlled as he whips his axe around, freeing it from the skull of the orc's friend, and toward his most recent assailant. "Enough of this!"

Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 5 ⇒ (4) + 5 = 9


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Death roll: 1d20 ⇒ 18


DungeonMaster

One dead orc, the heroes are assumed to stabilize each other with medicine checks.
The townsfolk thank you. "Thanks you should stay for the play."
12 town guards arrive. "Yes stay for the play, we will have this place well guarded to make sure no orcs get in this building. We also have dozens more to watch the border of the city."


Inactive

"I guess we can stay?" Cinro looks at his companions. "They didn't ask us to come back right after we've dealt with the orc, right?"


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

"Uh... play? How long will it take?" Drek is not really comfortable among all the crowd, but he doesn't want to be rude either...


DungeonMaster

the play is in the same town as the church
You all get a short rest. You can roll hit dice+con. Fighter has d10. so you roll d10 and add your con modifier to recharge HP. Warlocks recharge all spells on a short rest
After the play is over, no more incidents occurs and the crowd cheers.
Alright good luck on you journeys the town guards say with confidence.
Do you head out right away after the short rest? Or do you wait till long rest? Long rest will bring it till night, and that means lowlight.


Inactive

Short Rest HP: 1d8 + 2 ⇒ (7) + 2 = 9 I'm at full hp now, great.

I guess we can go right after the short rest. Although it depends on how well Shamsiel will roll his short rest hp. If it's too low it would be too risky to go now.


Male Aasimar Warlock 2 | HP:11/13 | AC: 15 | Init: +2 | Passive Perception 11 | Speed 30 ft

Shamsiel will heal everyone with his spells and healer's skill. If it is a long rest, then he will use up all his spells to heal.


Sir Harcourt Meligaster will slap the flat of his axe against his shield, laughing as he steps over the body of the orc he'd just felled.

"Simple work, lads and ladies! Not a scratch inflicted upon my body, thanks to lovely Madam Katherine, here." He lifts his shield up, to make it clear he's named the circular slab of treated wood and metal affixed to his arm.

"Now then, a play, you say? I adore the arts. Let's take in a show, shall we?"

After the play

"Now then, to the priest? I believe he's promised some manner of reward, and it will serve us best to speak with him. What say you, comrades?"


Inactive

"Nothing wrong with getting paid!"


DungeonMaster

As heroes head out, the authorities find out that Patrol Captain Rodrick Grath has been found dead! His wrists fatally lacerated and his bloody hopeknife in his limp hand. And clues are obvious that it wasn't the three orcs you fought. When heroes exit the town after getting no leads, they catch up to a house nearby outside the city. Brinya Kelver's house, his fiancee. But her house is blocked by 3 diseased wolves, and she is boxed in yelling for help. "Destroy these things!"


DungeonMaster

init: 3 + 1d20 ⇒ 3 + (8) = 11 Drek'Thar
init: 3 + 1d20 ⇒ 3 + (17) = 20 Cinro
init: 2 + 1d20 ⇒ 2 + (10) = 12 Shamsiel
init: -1 + 1d20 ⇒ -1 + (19) = 18 He Meligaster
init: 1 + 1d20 ⇒ 1 + (5) = 6 wolves, two 20 feet north, one 15 feet east.
And no the guards would not let you take the knife with you as evidence.


NG Half-Orc Incanter 3 / Druid 1 | Status:
Stats:
AC 18 (T 18, FF 15) | CMD 19 | Init +7 | Speed 30ft | F +8, R +6, W +11 | Perc +10, SM +4
HP 27/27 | Spell Points d10/d10 | Spirits 8/8 | FoL 40/40 | BS 8/8

"Damn, this settlement is real crazy!"

Drek summons another totme, this time a protective one. He thinks if they are going to run from combat to combat, having a bit of protection won't hurt (pun intended).

He then takes a pair of steps away from the wolves, letting the melee experts lunge in.

DAWN IDOL: Bright light in 30ft, dim light in 60ft. At the beginning of your turn, creatures you choose gain 2 temporary hp. (I choose all my allies, of course :P).

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