The Rowdy Roughboys : Scales of War

Game Master RyckyRych

Scales of War on Roll20 (Maps!)

Map of Elsir Vale

Initiative:

[dice=Fergus]d20 + 0[/dice]
[dice=Fizzlebomb]d20 + 0[/dice]
[dice=Haldor]d20 + 0[/dice]
[dice=Varis]d20 + 3[/dice]

Perception:

[dice=Fergus]d20 + 2[/dice]
[dice=Fizzlebomb]d20 + 0[/dice]
[dice=Haldor]d20 + 5[/dice]
[dice=Varis]d20 + 3[/dice]


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Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

And Haldor has used all but one 1st level slot. He still has his two 2nd-level slot spells.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Red Dex Save: 1d20 + 2 ⇒ (13) + 2 = 15

Both gnomes continue to laugh, however the volume of such laughter has been greatly diminished!

Varis!

Red -14
Yellow -24
Varis @ 7 HP
Fergus @ 15 HP
Haldor -7


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

Against yellow

sword: 1d20 + 6 ⇒ (4) + 6 = 10 1d6 + 4 ⇒ (6) + 4 = 10

as bonus
fist: 1d20 + 5 ⇒ (7) + 5 = 12 1d4 + 3 ⇒ (3) + 3 = 6


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Varis stands and moves to aid the paladin, killing the yellow-rat-bastard!
I moved you back one square so you wouldn't draw an AoO by Red.

The lone villain attacks the monk for killing his friend!

Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Attack: 1d20 + 4 ⇒ (10) + 4 = 14

However he misses the elusive elf! The party then takes the enemy gnome down with little resistance!

End of Combat!

After taking a moment to regain your composure, Haldor notices that the woman bound to the altar is not moving!


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

actually I was taking the scenic route, to specifically avoid AoO. Movement of 45


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

You were prone as you were previously unconscious. Doesn't matter now, you guys managed to win... again.

What do you guys do now?


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Actually, never mind. Seems you've cleared the dungeon of evil critters so we can actually wrap Part 1!

After freeing the woman and travelling to the last unsearched room, you find the remaining missing prisoner and free him with little trouble. Assured that you have completed your mission you leave the castle.

Now that the captives have been freed and the antiques recovered, the party can make a final trip back to Rivenroar and claim their reward. The town is delighted with your success, and they throw a great feast in the repaired Hall of Great Valor to honor you. With great ceremony, each of the antiques is restored to its place on the mantles and walls of the great hall.

But Sinruth’s letter should give you pause. Clearly something beyond a single band of hobgoblins with delusions of grandeur is out there. And the presence of powerful necromantic magic indicates that Rivenroar Castle might have had a secret history of its own. War could be on the horizon.

Well done! Proceed to Level 4!

I will look over Part 2 of the Scales of War AP and prepare for Sunday. I'll post some intro material here over the weekend so we can get all of that mess out of the way and go straight to the dice-slinging!


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

CHAPTER TWO : The Siege of Bordrin's Watch

How can we forget the suffering of our kin during the Age of Chains? How can we set aside those ancient grudges when the risk of slavery is now greater than ever? Fellow warriors, the orcs are upon us, marching once more to the beat of the giants’ drum. It falls to us to stop them and to hold fast no matter their numbers. If we falter, we give into fear. It’s not just ourselves and our way of life that will suffer; all people of the Elsir Vale will perish as well. War is upon us. Now is the time for men and women of courage to stand up and defend those who cannot defend themselves.

A new threat looms to the west: A vast horde of orcs and their despicable kin emerge from the barren lands bent on plunder and conquest. While the Elsir Vale and other lands mobilize their meager forces to respond to the danger, a call has gone out to those heroes of the Vale to join forces and help to push back this new evil before it’s too late.

War approaches. A week ago, a call to arms sounded throughout the Elsir Valley, summoning warriors to help defend Bordrin’s Watch in the Stonehome Mountains far to the west. Word of an army of orcs on the march had spread through the Vale for months, but now, it appeared the rumors were true. You, along with militia groups and other adventurers from all over the Vale, marched west until you came to the city of Overlook, a large fortified community raised by dwarves centuries ago.

You and some other adventuring groups were invited to attend the Council of Elders. Of these groups the most notable among them are two groups in particular : the Freeriders and the Farstriders. Here is where you learned that Bordrin’s Watch had already been compromised. Advanced parties of orcs had uncovered the tunnels beneath the mountains and were already coming through to harass supply trains and reinforcements bound for the fortress.

The Freeriders, DC 5 History:
The Freeriders formed up six months ago in Elsir’s Crossing. Led by Megan Swiftblade, a pretty daughter of a poor farmer not far from Brindol, they left the small community and headed east, where they dealt with a foul cabal of cultists in an isolated town called Beacon. After, they returned to Brindol for some down time and learned of the impending threat. Like yourselves, the Freeriders went west to do their part in defending their homeland. You would consider them to be "friendly competition" in the adventuring profession.

The Farstriders, DC 5 History:
Led by Edgar Sommerfield, a warlord of some fame, the Farstriders are far and above the most successful adventuring party in these lands. They’ve slain a black dragon, ousted a nest of kobolds, and even undertaken an expedition into the Shadowfell. Aside from Sommerfield, the group includes twin elf rangers, Uulath and Reiner, a half-elf warlock named Jen, and Corben, a human fighter.

Your group and the other adventurers are led through a maze of corridors until you all reach the High Hall. Standing on the 20-foot tall dais are the five elders. Each of the three male dwarves have long beards that hang to their feet, and two are old, being gray and wrinkled. The third is younger, with black hair and hard features. The two female elders are both attractive, one with red hair and the other with brown. All five wear the robes of their office, luxuriant purple and silver damask. Arranged beneath them, filling the chamber completely, is a motley crowd of common soldiers, militia, and adventurers, with each race and occupation represented, and most standing in small groups, but a few mingling.

Once everyone has settled in, the youngest male elder steps forward and addresses the crowd.

Welcome to High Hall, friends. I am Elder Cadrick. I don’t much see the point in bandying words, so I’ll lay it out for you. War is upon us. A great host of orcs comes from the west. Their intention is clear. They will come through the mountains bent on slaughter. Those they spare can look forward to a short life of slavery.

Overlook, and Bordrin’s Watch in the mountains, have long held fast against these raids, but our scouts say never has such an army gathered. Thus, we turn to you brave souls to help defend not only Overlook, but also all the Elsir Vale. When the orcs arrive, we’re certain they will come up through the pass. We know this because already there have been attacks from the tunnels below, compromising the fastness. The defenders have fought back the savages, but it’s clear the rest are coming and fast.

So here’s the plan. Durkik Forgeheart will lead the militias and most of you to bolster Bordrin’s Watch. Orc trailblazers infest the tunnels below, so we’ve tasked their security to the Farstriders. One more mission remains, though. We need a group to evacuate the monastery on the other side of the mountains. It’s dangerous work, what with the orcs and all, but priests need a warning of what’s coming if they don’t know already. Do we have any volunteers?


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Some more background information, in case you had questions about them.

The City of Overlook:
The city of Overlook stands on the eastern slopes of the Stonehome Mountains, a hoary range of crumbling peaks as old as the world. The city’s founding lies sometime far back in the mists of time, at a point after the dwarves in this region threw off the shackles of slavery and chased the giants and orcs west across the mountains at the end of the Age of Chains.

Overlook, and the fastness of Bordrin’s Watch, were raised to safeguard the liberated dwarf peoples and to be the first line of defense should their ancient enemies forget their defeat and seek to enslave the dwarves once more. Since its founding, Overlook has never come under attack, though Bordrin’s Watch has time and again, at least once every century. Overlook supplies the mountain pass with soldiers, supplies, and needed resources, ensuring the Watch is never without the goods they need to live up to their ancient responsibility.

While doughty dwarf warriors hold the Watch, the city is far more cosmopolitan and includes peoples of nearly every race and culture known in this corner of the world. Dwarves are still the dominate group, but humans and halflings make up a close second, followed by dragonborn, tieflings, and a smattering of eladrin and elves, and an assortment of other, less familiar, races.

Overlook is largely a trading center, and people on both sides of the mountain come to the city to exchange goods, rumors, and information. The city’s numerous markets and bustling streets makes it the ideal place to do business, thus characters in search of a particular tool or device are more likely to find it here than anywhere for miles around. Supplementing its trade is a robust mining industry. The mountains are rich in iron, silver, tin, and no few gemstones. Dwarf and human miners and prospectors set out from Overlook each day, some working in the blackness of the deep mines, while others scour the heights in search of treasures—some succeeding, others failing, and others still vanishing in the misty peaks never to be seen again.

Although the city depends on Bordrin’s Watch to endure most of the attacks from the west, the city is not without its own defenses. The dwarves erected steep walls to protect themselves, but as the city outgrew its original protections, the inhabitants raised more walls to encircle the growing population. So far, this has happened four times, giving the city four sets of walls, one inside of the other. The shantytown, the unofficial ninth district, grows beyond the eastern walls and it’s just a matter of time before the Council decides to raise another wall and add those squatters to the rest of the city.

Piercing each wall, on both the western side and the eastern side, is a large gate flanked by two square stone towers. Most times, the gates stand open, even in the dead of night, but when trouble looms, such as now, the gates are closed at dusk, and the inner gates—the ones leading into High Hall—might close even earlier. The outer walls are 100 feet tall — taller where they travel over higher elevation. Each inner wall stands another 20 feet tall. Guards patrol the walls infrequently, though the gatehouses are held by a half-dozen warriors or so.

Map of Overlook

Details of Overlook:
This city of stone stands on the side of the Stonehome Mountains. Constructed as a haven for newly liberated dwarves from their former giant masters, Overlook has since outgrown its noble roots and become a haven for peoples all over the Elsir Vale and beyond.

Population: 12,250; about another 5,000 people live in small settlements scattered on the lower slopes. The people of Overlook are mostly dwarves, humans, and halflings, though pockets of dragonborn, tiefling, eladrin, and elf communities are isolated in their own ethnic neighborhoods. Overlook’s importance as a trade center results in great numbers of travelers from faraway lands and of a wild assortment of races, cultures, and beliefs, lending the city its cosmopolitan atmosphere.

Government: The Council of Elders, a group of five male and female dwarves, governs Overlook. Each is elected to office and serves a 10-year term. The dwarves see ruling as a burden and none relish the job, preferring to hand power off to someone else. Heading up the Council is the Great Elder, Morgoff Stonefirst, an aging dwarf who’s ready to retire. One representative from each of the eight districts of Overlook attends the Council, serving as advisors and also to air the grievances of their particular constituencies. Although these individuals have the power to influence, they have no real authority in the city, though many are wealthy and powerful by means other than the office they hold.

Defense: Overlook keeps a standing garrison of 150 warriors armed and ready for any threat. In times of trouble (such as now), Overlook can muster another 500 warriors from the local militia, and another 100 from the outlying settlements. At Bordrin’s Watch, another 500 hundred warriors protect the mountain pass from within its steep walls and skyscraping towers.

Districts: Blister, Boneyard, Elftown, Forgeworks, High Hall, Nine Bells, Stonehammer, Tradetown, Shantytown (unofficial).

Inns: Belden’s Rest; Cadrick’s Boarding House; Clean Sheets; House of Sleep; Mountain’s Hearth; Polliver’s; the Turned Spoon; and numerous others.

Taverns: Coxcomb Spirits; Dergan’s XXX Brewery; Michael’s Blond; Pickled Imp; Pig and Bucket; the Salty Mug; and numerous others.

Supplies: Dungeoneer’s Survival Emporium; Elsir Consortium; Merty’s; Stonehome Treasures.

Temples: Divine Knot (various); Shrine of Erathis; Stone Anvil (Moradin).


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

wand recharge: 1d6 + 1 ⇒ (5) + 1 = 6


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

History: 1d20 - 1 ⇒ (18) - 1 = 17
History (second check): 1d20 - 1 ⇒ (10) - 1 = 9


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

As a holy warrior with some sympathy for the priests to be evacuated, Fergus speaks up:

Fergus McDammitson and his brave comrades, the Fergusons, answer the call! We shall evacuate the monastery.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Cadrick looks at you and with a expression of relief. Excellent. Before he can continue, Edgar Sommerfield, the leader of the Farstriders, angrily steps forward. Should I remind the Council of our previous arrangement?

Cadrick responds with a nod and a placating gesture. Again looking to you he says, Thank you for your service. Give me a moment, please. and dismisses the gathered crowd. The elder speaks with the Farstrider’s leader for a few moments, after which Sommerfield storms out of the hall.

Cadrick then motions to you to come with him to a more secluded place in the hall. Again, thank you for your brave service. I'm sure the way will be dangerous and it is also quite possible we are already too late. Time is of the essence, would you be able to leave right away?


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

There are one of two things that I wanted to mention before you headed into the action. After we finally straightened out the voice stuff I was more concerned with getting to killing stuff. I also expected you to possibly ask a few more questions. I'll just add those things to canon here.

After you agree to take on the quest Cadrick offers to your party to the generous sum of 1000 gold pieces (250 each).

If you were to ask about why the leader of the Farstriders was seemingly so angry earlier, Cadrick mentions that the Farstriders met with the Council earlier and negotiated for the job with the most danger and glory, which is why they are descending into the mountains to secure them.

You would understand this as the Farstriders are not only cocky and arrogant but very skilled in what they do since they are the ones that you would go to for your own training. While the Freeriders are your peers, the Farstriders are the group everyone wants to become. While you likely wouldn't adventure together you do hold a high degree or respect and admiration toward them as your mentors. After learning of your exploits in Brindol their pride only swells more, assuming that it was their training that played a major part in your success. Much like if you had a high school teacher or college professor that was instrumental in guiding your education on put you on the path to your current profession.

After leaving Overlook you ventured toward the Monastery of the Sundered Chain. Finding things to be quiet, you calmly opened the massive doors to discover that eight orcs had taken up residence in the courtyard. After defeating them, you proceeded inside to the Hall of Moradin. There you saw the first of many dwarven corpses. Also there were more orcs, including a shaman of some type. Once these were killed, you descended down into the Hall of Heroes, where you found more bodies of dwarves that had been killed trying to defend themselves with little more than the weapons they could find at hand. The fight with the orog and his orc friends was brutal but you managed to emerge victorious.

Deciding that recovery from your three battles was paramount, you took an extended rest in the Hall. Moving forward to the stairway that led you Into The Depths of the cavern, you encountered more orcs, another oroc and an additional surprise : a black dragon wyrmling. With the aid of the quick-thinking cleric and his Gust of Wind spell the party was able to to eliminate this latest threat.

We'll now continue back on the forums. I'll go ahead and start the next scene. If you wish to do some hit point recovery or anything else please do so in your next post.

One last thing, we'll assume that you have managed to find about 80 gold pieces worth of treasure/valuables along the way. I'm not sure if anyone is keeping track of group treasure and what-not but also do not forget about the rewards you earned in the first episode. Varis, remember to deduct enough for a bow and arrows, hehe.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

The party proceeds down the stairs and into a long, descending tunnel. After traveling for several minutes, the party can see flickering lighting up ahead. As they move closer they also can feel the temperature in the damp, cool underground passage rising. Eventually the passage opens up to where you can see a fearsome blaze raging on one side of this natural cavern, making silhouettes of the orcs that are gathered here. They seem intent on something on the opposite side of the room, where you can hear grunts and shouts above the roar of the flame.

One single roll for Perception, please. You may read any of the spoilers if your roll is high enough to open it.

Perception DC 8:
You spot a dwarf being beaten by a hulking orog warrior in the far end of the cavern.

Perception DC 12:
You also hear the orog demand in broken Common that the dwarf open the tunnel.

Perception DC 15:
You notice that the fire could start spreading into the room.

Surprise! The orcs are too focused on their orog leader and are caught unawares as the roar of the flames is loud enough to cover your clamoring.

Initiative:
Fergus: 1d20 + 0 ⇒ (10) + 0 = 10
Fizzlebomb: 1d20 + 0 ⇒ (2) + 0 = 2
Haldor: 1d20 + 0 ⇒ (16) + 0 = 16
Varis: 1d20 + 3 ⇒ (19) + 3 = 22
Orc: 1d20 + 1 ⇒ (6) + 1 = 7
Eye: 1d20 + 1 ⇒ (11) + 1 = 12
Orog: 1d20 + 0 ⇒ (6) + 0 = 6

1. Varis and Haldor
2. Orc Eye of Grummsh (surprised)
3. Fergus
4. Orcs and Orog (surprised)
5. Kildrek Fizz

Varis and Haldor may act!


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

healing: 1d8 + 1 ⇒ (8) + 1 = 9

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

vs Druge 1

sword: 1d20 + 7 ⇒ (12) + 7 = 19 dmg: 1d6 + 5 ⇒ (5) + 5 = 10
as bonus
fist: 1d20 + 6 ⇒ (16) + 6 = 22 dmg: 1d4 + 4 ⇒ (4) + 4 = 8


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Varis beats the first drudge to death!

Since the enemy is surprised, the other three PCs can act and then we'll spin back around to the top. Go! I will wait until all three of you post since they will be coming out of surprise on their turns (might be important for reactions, etc.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will attack the Orc Eye of Gruumsh

FireBolt range 120ft
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 2d10 ⇒ (5, 4) = 9

Healing
hit die: 1d8 + 2 ⇒ (2) + 2 = 4

Perception

perception: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Fergus will use 2 hit dice to recover hit points.
Hit Die: 2d10 + 4 ⇒ (5, 4) + 4 = 13

Fergus, still angry about the orcs' murdering of the priests, charges the Orc Eye of Grummshushsjrar.
+1 Longsword: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 7 ⇒ (5) + 7 = 12, Crit Damage: 1d8 ⇒ 4

Perception:
Perception: 1d20 + 2 ⇒ (7) + 2 = 9


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Haldor casts Sacred Flame, on the Orc Eye of Grummsh if it is still standing after Fergus's assault; otherwise, on Orc Drudge 3.

Dex save DC 14
Damage: 1d8 ⇒ 8

Perception: 1d20 + 5 ⇒ (5) + 5 = 10


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Also, Fergus shouts out at the Orog Hero: Hero. Some hero thou art, picking on a hurt dwarf. Come face a real opponent, you sissy!


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Dex!: 1d20 + 1 ⇒ (17) + 1 = 18

The shaman dodges the cleric's attack but is struck hard by the wizard's spell and the paladin's blade! It's safe to say that the enemy is no longer surprised!

1. Varis and Haldor
2. Orc Eye of Grummsh
3. Fergus
4. Orcs and Orog
5. Fizz

Varis and Haldor may act!


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

I bet you can't do that twice!

Again with the Sacred Flame on the Eye.
Dex Save DC 14
Damage: 1d8 ⇒ 3


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

against drudge 2

sword: 1d20 + 7 ⇒ (14) + 7 = 21 dmg: 1d6 + 5 ⇒ (5) + 5 = 10

as bonus
fist: 1d20 + 6 ⇒ (15) + 6 = 21 dmg: 1d4 + 4 ⇒ (2) + 4 = 6


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Dex!: 1d20 + 1 ⇒ (7) + 1 = 8

Haldor wins his bet with the shaman but it fights on by summoning a Spiritual Weapon in front of the cleric!

Spiritual Weapon: 1d20 + 3 ⇒ (18) + 3 = 21 for Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Haldor is struck by the spell attack! He then looks at Fergus and speaks. Grovel!

Command, DC 11 Will or on your turn fall prone and take no actions.

Fergus!

Orc Eye -28
Haldor -6

I'm not sure where everyone stands on HPs at the moment. Was Haldor hurt previously?


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Im at 18 hp


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

After using 2 hit dice (above), Fergus is at 35 HP. I think Haldor was hurt but I'm not sure on that point. I'll have to ask Jacob but won't know until he gets home from school this afternoon.

There is no "will" in 5e. The PHB says it's a wisdom save, so I'll do that one.

Wisdom Save: 1d20 + 2 ⇒ (9) + 2 = 11 Looks like I saved--just barely.

Against the Eye:
+1 Longsword: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 7 ⇒ (2) + 7 = 9


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Like I said before, I mix the terms up. Will = Wisdom.

Fergus' knees shake but he manages to reaffirm his resolve, however his attack goes astray!

The orcs then close on Varis!

Attack: 1d20 + 5 ⇒ (14) + 5 = 19 for Damage: 1d12 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 5 ⇒ (13) + 5 = 18 for Damage: 1d12 + 3 ⇒ (1) + 3 = 4

Meanwhile, the orog kicks the kneeling dwarf and laughs. Will I find such an opponent here? He then rushes to attack the paladin!

Hmm, I do not have my MM here, but I think this is what I'm using for this fella.

Greatsword: 1d20 + 6 ⇒ (11) + 6 = 17 for Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13
Greatsword: 1d20 + 6 ⇒ (13) + 6 = 19 for Damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8

It might be +7 to hit, I'll confirm this evening.

1. Varis and Haldor
2. Orc Eye of Grummsh
3. Fergus
4. Orcs and Orog
5. Fizz

Fizz, Varis and Haldor may act!


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Didn't mean to come off as condescending. My post started as a question -- what is "will"? -- but then I just looked up the spell and found the answer, and wanted to explain why I was rolling Wisdom.

Nah, you were right; orogs are +6 to hit. The orog's first attack misses but the second attack will hit Fergus for 5 damage.


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Haldor steps up to attack Orc Drudge 3.

+1 Hammer: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Noticing the Eye is wavering, Fizz is going to attempt to bring her down before she casts anything else to harm his companions.

Why won't you just die, Witch?

FireBolt range 120ft
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 2d10 ⇒ (4, 10) = 14


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

No you didn't, I was merely making fun of the fact that I used a Pathfinder/4e term again. I'm not using the orog template for this guy but it is +6 anyway so what is listed is correct.

Haldor just catches the orc with his attack while Fizz again shows off his superior arcane power! You can knock that off now, k thx.

1. Varis (?) and Haldor (25/31 HP?)
2. Orc Eye of Grummsh (-42)
3. Fergus (30 HP)
4. Orcs (-8 and -0) and Orog (-0)
5. Fizz (18 HP)


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

Varis is down 8 19/27

first against the injured one
sword: 1d20 + 7 ⇒ (20) + 7 = 27 dmg: 1d6 + 5 ⇒ (4) + 5 = 9

as bonus and using a ki point
fist: 1d20 + 6 ⇒ (9) + 6 = 15 dmg: 1d4 + 4 ⇒ (2) + 4 = 6
fist: 1d20 + 6 ⇒ (16) + 6 = 22 dmg: 1d4 + 4 ⇒ (4) + 4 = 8

bonus sword dmg: 1d6 ⇒ 2

if Varis first fist attack hit the druge need to make Str saving throw vs 14 or be pushed 15 feet away either way Varis will
then move (even if that provokes) to the orog and hit him, he needs to make Dex save vs 14 or fall prone


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Varis kills the injured orc! He then strikes the other orc, hoping to knock him backwards!

Strength: 1d20 + 3 ⇒ (16) + 3 = 19

Varis then moves away from the orc, allowing the enemy to take a free swing at him!

Attack: 1d20 + 5 ⇒ (1) + 5 = 6

Varis easily dodges the poorly planned strike! Varis then punches the orog in the leg, hoping to knock him prone!

Dex: 1d20 + 0 ⇒ (15) + 0 = 15

However to orog hero still stands! Meanwhile, the shaman moves his spiritual weapon at Fizz! We'll see how you like it!

Spear: 1d20 + 3 ⇒ (19) + 3 = 22 for Damage: 1d8 + 1 ⇒ (4) + 1 = 5

He then speaks to Fergus again. Flee!

Using Command once again, DC 11 Will Wisdom save or spend your turn moving away from the spellcaster using your move and the Dash action. Yes, this will provoke.


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

wisdom: 1d20 + 4 ⇒ (1) + 4 = 5

Fizz will awkwardly move away from the witch


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Nah, Fizz wasn't the one who was commanded to flee, it was Fergus. Would you rather take another action?

Also, per Jacob, Haldor apparently was at 21 HP before the fight so he's now at 15.


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Wisdom: 1d20 + 2 ⇒ (17) + 2 = 19
Fergus laughs at the Eye. Flee? Nay, I think not. It is thou who shouldst have thought to flee when thou had the chance!

Against the Eye:
+1 Longsword: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 7 ⇒ (5) + 7 = 12


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Yes, McDammitson, I would. thanks for pointing that out.

Hadnt had my caffeine yet.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Fergus swings at the spellcasting orc but it puts up a spell at the last moment! Shield. In case you are keeping score at home I've adjusted these orcs a little to give a little variety. The other enemies then attack!

Orc vs Haldor: 1d20 + 5 ⇒ (3) + 5 = 8

The orc misses with a pathetic effort!

Orog Hero vs Fergus: 1d20 + 5 ⇒ (19) + 5 = 24 for Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7
Orog Hero vs Fergus: 1d20 + 5 ⇒ (15) + 5 = 20 for Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11

Fergus is struck twice by the orog! 12 total after resistance.

1. Varis (19 HP) and Haldor (15 HP)
2. Orc Eye of Grummsh (-42)
3. Fergus (18 HP)
4. Orcs (-8 and -0) and Orog (-0)
5. Fizz (13 HP)

Bold may act!


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

As Fizz watches the witch deflect the attack of Fergus with Shield, Fizz remembers his magic missiles won't breach the shield, Fizz will use his Wand on Orc Drudge 4

Magic Missile range 120ft
3 darts (1 or multiple targets)
damage: 1d4 + 1 ⇒ (4) + 1 = 5
damage: 1d4 + 1 ⇒ (4) + 1 = 5
damage: 1d4 + 1 ⇒ (3) + 1 = 4


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Haldor casts Sacred Flame on the witch.

Dex save DC 14
Damage: 1d8 ⇒ 7

Because Varis is before Haldor in initiative: if Varis brings the witch down with his attack before Haldor casts his spell, Haldor will target the orc drudge or, if he's down too from the magic missiles, then the orog.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Fizz kills the poor defenseless orc!

I'll wait on Varis though I think he's attacking the orog. We'll see.


Male Wood Elf Monk [7] HP 45 | AC 17 | Initiative +4 | Saves: ST +3 DX +7 CN +1 IN+0 WS+3 CR+0 | Perception +6 | Insight +3 | Investigation +0

move and attack the eye

sword: 1d20 + 7 ⇒ (17) + 7 = 24 dmg: 1d6 + 5 ⇒ (3) + 5 = 8

as bonus
fist: 1d20 + 6 ⇒ (19) + 6 = 25 1d4 + 4 ⇒ (2) + 4 = 6


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Varis kills the shaman and then stabs the orog!

Dex!: 1d20 + 0 ⇒ (13) + 0 = 13

Haldor's spell then strikes the enemy as well!

1. Varis (19 HP) and Haldor (15 HP)
2. Fergus (18 HP)
3. Orog (-13)
4. Fizz (13 HP)


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Against the orog:
+1 Longsword: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 7 ⇒ (8) + 7 = 15


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Fergus strikes the evil orog hero! The enemy strikes back at the foul righteous paladin!

Attack: 1d20 + 5 ⇒ (19) + 5 = 24 for Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
Attack: 1d20 + 5 ⇒ (16) + 5 = 21 for Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7

Fergus is struck twice by this obviously well-trained warrior!

Party up!

1. Fizz (13 HP), Varis (19 HP), Haldor (15 HP) and Fergus (7 HP)
2. Orog (-28)


Male Rock Gnome Wizard/Cleric [7/1] HP 43 | AC 14 | Initiative +0 | Saves: ST +0 DX +0 CN +1 IN +7 WIS +5 CHA +0 | Perception +2 | Insight +5 | Investigation +4

Fizz will move around behind Fergus and give him health
I went the long way to avoid moving into his range

Cure Wounds Range Touch
healing: 1d8 + 5 ⇒ (8) + 5 = 13


Male Human (Variant) Level 7 Tempest Cleric| HP52| AC20| Str15 Save+2| Dex10 Save+0| Con14 Save+2| Int8 Save-1| Wis18 Save+7| Char10 Save+3| Init+0| Perception+7| Insight+7| Investigation-1| War Caster | Disadvantage on Stealth

Haldor approaches the last enemy and delivers a critical blow:

+1 Hammer: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Crit Damage: 1d8 ⇒ 6


Male Human Variant Paladin [8] | H68 | AC20 | Init. +0 | Speed 30 | Svs: STR+5 DEX+0 CON+2 INT-1 WIS+3 CHA+6 | Perc+3 | Insight+3 | Inves.-1 | Hvy Armor Master (-3 dmg bld/prc/sls attacks) | Dueling | Oath of Vengeance | Aura of Protection (+3 all saves w/in 10 feet)

Fergus tries to finish the orog off (if Haldor and Varis didn't already):

+1 Longsword: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Whiff! Fergus hopes that at least his errant swing distracted the orog enough for the others to land solid blows.


Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70

Fizz heals the paladin by calling on his divine powers! Fergus misses the orog but Haldor nearly brings him to his knees with a well-placed strike to the enemy's head!

Varis!

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