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Chapter 2A - A Jaunt Into The Country

A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.

Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?

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Re: Chapter 2A - A Jaunt Into The Country

Post by Squirrellord »

Initiative(0): [1d20] = 20

Toll the Dead - preferably on an injured orc(1d8) (the one Val shot with the bow, if that one is dead then he'll target an uninjured one(1d12))
Toll the Dead: [1d8] = 4 , [1d12] = 9

Round 2

More Toll the dead - preferable target is already damaged.
Toll the Dead: [1d8] = 1 , [1d12] = 7
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Re: Chapter 2A - A Jaunt Into The Country

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Round 1
The orcs are caught unawares as Val's arrow pierces one of them in the chest and then a dolorous tolling can be heard as its wound explodes with dark blood. It drops, finished off by Unbar's cantrip.

Vic's Ice Knife explodes amongst the clustered foes, leaving one orc barely alive. The other orc and the larger creature only suffer minor damage from the icy shrapnel. Isaril's arrow hits the lightly damaged orc in the shoulder. It grunts and snaps off the protruding feathered shaft.

======
Initiatives:
Val 21
Unbar 20
Vic 16
Isaril 14
Orcs 12 [2 bloodied, 1 dead]
Large creature 10 [wounded]

TolOrc WIS Save TN12 [1d20] = 3
DEX saves DC13 [1d20+1] = 17+1 = 18, [1d20+1] = 14+1 = 15, [1d20-1] = 14-1 = 13
Isaril LB advantaged [1d20+6] = 9+6 = 15, [1d20+6] = 6+6 = 12, [1d8+4] = 2+4 = 6



Round 2
Val drops his bow, snatches up his halberd and advances across the difficult terrain to strike the frost-covered orc in the side of the neck. Its eyes go blank as sinks to the ground.

The deadly bell sounds once more as Unbar causes another orc's shoulder wound to explode with necrotic decay. It screams in orcish as it dies, "Gruumsh, hagbingren!" Vic has less success with elemental fire, only managing to scorch a small area of treebark.

An arrow from the elf buries itself between the ribs of the large creature, piercing one lung. It doesn't seem to notice but it does stand up and crashes through the thronbush to strike at Val. It's maybe a halfling taller than the previous half-ogre. Isaril calls out, "A full ogre!" as it picks up the small tree that serves as a great club, advances and swings at Val. [AC14, 10 crush]

The ogre stands next to Val and is separated from Unbar by fifteen foot, ten foot of which is difficult terrain. Vic and Isaril are ten foot further back.

Actions (and rolls) for round 3, please.

======
Initiatives:
Val 21
Unbar 20
Vic 16
Isaril 14
Three orcs 12 [3 dead]
Large creature 10 [wounded]

Toll the Dead Save TN12 [1d20-2] = 4-2 = 2 (Edit: Actually a 4; still fails.)
Isaril LB [1d20+6] = 10+6 = 16, [1d8+4] = 7+4 = 11
Ogre greatclub [1d20+6] = 8+6 = 14, [2d8+4] = 6+4 = 10
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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

Vic will use Tides for his Firebolt this time.

Fire Bolt(Dis)Adv:[1d20+5] = 2+5 = 7 [1d20+5] = 19+5 = 24 [1d10] = 9

Bonus action to turn his 2 Sorcery Points into a lvl 1 slot.

"Get your guard up guys! He is gonna wallop you!"
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

Val strike at the Ogre: [1d20+5] = 1+5 = 6
"I need some help here."
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Re: Chapter 2A - A Jaunt Into The Country

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Round 3
Val realises he's up against as his halbard whiffs the air, "I need some help here," and circles round ogre to allow Unbar a flanking opportunity.

<<Insert Unbar's turn here>>

Vic shouts out helpfully, "Get your guard up guys! He is gonna wallop you!" There's the faintest smell of newly arrived spring as the arcane caster manipulates the Weave to cause his firebolt to stike true and blacken an area on the ogre's chest. Perhaps using that as a target, Isaril's arrow strikes the centre of the burnt ogre flesh. The creature is now Bloodied.

The large monster howls in pain and introduces Val to the business end of his small tree. [AC20, 14crush]

Unbar's Action (and rolls) for round 3, please.
Actions (and rolls) for round 4 for everyone, please.

======
Initiatives:
Val 21
Unbar 20
Vic 16
Isaril 14
Large creature 10 [bloodied]

Isaril LB [1d20+6] = 17+6 = 23, [1d8+4] = 6+4 = 10
Ogre attacks [1d20+6] = 14+6 = 20, [2d8+4] = 10+4 = 14
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

Val will use second wind as a bonus action to regain [1d10] = 5 + 2 = 7 hp

Attack: the ogre if he is still alive with advantage if Unbar has moved in.
[1d20+5] = 9+5 = 14
[1d20+5] = 3+5 = 8
Damage: [1d10+3] = 5+3 = 8
"Take this beast out".
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Re: Chapter 2A - A Jaunt Into The Country

Post by Squirrellord »

Round 3
Unbar casts Toll the Dead on the ogre as he starts to move toward the ogre.
- Injured from the ice knife in round 1 so the d12 damage
Toll the Dead: [1d12] = 10
Grasping his hammer, Unbar closes in with the rest of his turn - 10' rough terrain and 5' normal for all of Unbars 25' of movement.

Round 4
Positioning himself in a flanking position with Val, Unbar swings at the large foe.
Warhammer To Hit(5)Adv: [1d20+5] = 5+5 = 10 , [1d20+5] = 3+5 = 8 , Damage(3): [1d8+3] = 6+3 = 9
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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

Using the spell slot created last round Vic will cast Chaos Bolt.

CBolt: Hit,Dmg [1d20+5] = 19+5 = 24 [1d8] = 4 [1d8] = 8 [1d6] = 3 - Force Damage
Surge: [1d20] = 17
Recharge Tides Roll: [1d100] = 61

"GOOD JOB GUYS WE GOT THIS!" Vic clears his throat. "THIS OGRE IS NOT THAT TOUGH."
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Re: Chapter 2A - A Jaunt Into The Country

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Round 4
Black blood explodes from the ogre's chest wound as Unbar's belated bell bongs. [10 necrotic] The touch little dwarf brandishes his warhammer and advances to flank the ogre.

Pulling on his reserves Val encourages, "Take this beast out," as he whacks it in the hip. [8 slash] Again manipullating the Weave, Vic responds with a packet of pure chaos that shoots from his gesturing hands to strike the ogre in the side on the head. [15 force] "GOOD JOB GUYS WE GOT THIS!" Vic hollers. The ogre's head collapses inwards, "Splat!", and the dead hulk teeters before collapsing to the ground. "THIS OGRE IS NOT THAT TOUGH," shouts Vic.

Isaril calls on the Balm of the Summer Court and a faint etherial tinkling can be heard carried on a spring breeze along with the smell of fresh grass and damp earthiness. [Val regains 6HP and 1 temporary hit point] He moves back fifteen foot and reaches down for something. It's a badger. He scratches the animal gently behind its ear and under the chin. The druid looks back to Vic and asks, "Help those in the fort? Or not?"

End of combat. [Each PC gains +193xp]
What next?

======
Initiatives:
Val 21
Unbar 20
Vic 16
Isaril 14
Large creature 10 [dead]

***
Anyone reaching L3 gets the usual right now, i.e. increased HP current and max, spell slots etc, but will need
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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

Vic sticks his fingers in his ears and wiggles them about a bit. Then tries to talk again.

"YES. WE SHOULD GO SEE HOW THEY ARE DOING." He clears his throat.

He looks around. "MAYBE I SHOULDN'T TALK AS WE APPROACH?"
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Re: Chapter 2A - A Jaunt Into The Country

Post by Chris1234 »

Isaril nods, then dashes off in the direction of the breach in the palisade.

======
Pass Without Trace is still in effect.
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

Before the druid is finishing speaking Val is already in movement towards the fort. If he can target anyone with his short bow he will in normal range.
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Re: Chapter 2A - A Jaunt Into The Country

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The group set off at a dash towards the breach in the palisade. Val has the furthest to travel but his longer legs soon catch up and overtake Unbar. Both trail behind Vic, Val keeping pace and Unbar falling behind. Isaril outpaces all of them. The badger trundles behind the druid but its little legs manage to make Unbar look fast! He soon overtakes the badger.

Thirty heartbeats later Isaril reaches the bank, jams something into the ground, turns into an otter leaps into the river. Vic closes some distance on the druid and sees a grappling hook wedged into the bank. Isaril, the otter, is swimming strongly holding the other end of the attached line! He's headed towards the stationary bank of fog that obscures the palisade breach and damaged bridge.

Vic jumps in after the otter. Val dashes along some forty or fifty foot behind. He's trailed by Unbar and the badger.

Val reaches the bank as the fog breaks up to reveal Vic smimming and Isaril, the sylvan, tightening and tieing off the rope to the bridge support. It's just above water level and dips into the water in the middle of its length. The goliath dives in and swims towards the bridge, avoiding drowning by dint of strong lungs and one hand following the safety line.

Unbar reaches the bank and, after a pause, dives in. The dives from both Val and Unbar are maybe double the length of Vic's. While Vic climbs up the side of the bridge, Isaril cuts a rope that they'd linked across to the keep and throws it down for Val to help pull himself up.

With the advantage of the rope, Val is able to climb arm-over-arm surprisingly quickly. It's poor old Unbar that seems to be struggling as he goes under for the second time. The rope that Val climbed may see further use - to go fishing for a dwarven cleric!

======
We have a skill challenge to see if Unbar can be power linfted onto the bridge.
There is no immediate threat from foes.
In each case succeeding by 5 or more grants a benfit but unpleasntness is offered if failing by more than 5.
  • Unbar, starting to take on water, can make his choice of an easy Acrobatics or Athletics skill check to hold on to the rope.
    Val, who controls the rope from above, will need to make a medium difficuly Athlethics skill check to pull Unbar out of the water.
    Vic can choose how (or whether) he wants to get involved, either simply the Help Action (for Val) or something more creative. (Might garner some xp). Or he can do soomething completely different.
    Isaril will offer Guidance (+1d4) to Val.
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Re: Chapter 2A - A Jaunt Into The Country

Post by Squirrellord »

Athletics(3): [1d20+3] = 5+3 = 8
-----------------
How easy was that check?? 8O
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

Athletics check: [1d20+5] = 15+5 = 20
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