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Chapter 2A - A Jaunt Into The Country
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- Nocturno
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Re: Chapter 2A - A Jaunt Into The Country
Vic trails behind the more armoured folks.
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Squirrellord
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Re: Chapter 2A - A Jaunt Into The Country
Unbar gives a short whistle to catch Val's attention and calls out "Wrong way!" and heads East with the intent to take the circuitous route to the stables.
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counterkid
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Re: Chapter 2A - A Jaunt Into The Country
Val changes direction and follows Unbar.
Re: Chapter 2A - A Jaunt Into The Country
Keen to engage the enemy Val sets off and follows Kella westwards without really listening. On hearing Unbar's, "Wrong way!" the big man does an about turn and follows after the cleric who heads east. Isaril's speed shows as he zooms ahead of Unbar. Vic trots contentedly along behind all of them.
A couple of quick dashes and Israil zooms round the corner (northwards) out of view, and then Val catches up, now neck and neck with Unbar, Vic still following after..
Isaril is nowhere to be seen but rather obvious are half a dozen orcs heading south. They've seen the brave adventurers. Key: 10' squares. A=Val, I= isaril (not visible), U=Vic, V=Vic, 1-6 are orcs
Initiatives & actions (plus any related rolls) for round 1, please!
======
Orcs initiative, disadvantaged [1d20+1] = 5+1 = 6, [1d20+1] = 2+1 = 3
A couple of quick dashes and Israil zooms round the corner (northwards) out of view, and then Val catches up, now neck and neck with Unbar, Vic still following after..
Isaril is nowhere to be seen but rather obvious are half a dozen orcs heading south. They've seen the brave adventurers. Key: 10' squares. A=Val, I= isaril (not visible), U=Vic, V=Vic, 1-6 are orcs
Initiatives & actions (plus any related rolls) for round 1, please!
======
Orcs initiative, disadvantaged [1d20+1] = 5+1 = 6, [1d20+1] = 2+1 = 3
Re: Chapter 2A - A Jaunt Into The Country
Initiative: [1d20] = 19
Vic moves up 15' and goes at #1 with Ray of Frost.
Ray of Frost: To Hit: [1d20+5] = 2+5 = 7 Dmg: [1d8] = 7
If that hits(Unlikely) he is slowed by 10'
Vic moves up 15' and goes at #1 with Ray of Frost.
Ray of Frost: To Hit: [1d20+5] = 2+5 = 7 Dmg: [1d8] = 7
If that hits(Unlikely) he is slowed by 10'
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counterkid
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Re: Chapter 2A - A Jaunt Into The Country
Initiative: [1d20+1] = 18+1 = 19
Val will move up 20 feet and fire a crossbow bolt at Orc 1 attack: [1d20+3] = 11+3 = 14
Damage: [1d8+1] = 3+1 = 4
He will use the rest of his movement to hide behind building 4D on the corner.
"Vic and Unbar hide behind the building on the right. I'm taking the left."
Val will move up 20 feet and fire a crossbow bolt at Orc 1 attack: [1d20+3] = 11+3 = 14
Damage: [1d8+1] = 3+1 = 4
He will use the rest of his movement to hide behind building 4D on the corner.
"Vic and Unbar hide behind the building on the right. I'm taking the left."
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Squirrellord
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Re: Chapter 2A - A Jaunt Into The Country
Initiative(0): [1d20] = 15
Unbar moves up to stay in front of Vic and casts Toll the Dead on the front rank of Orcs
Toll the Dead: Uninjured [1d8] = 4 , Injured [1d12] = 10
Unbar moves up to stay in front of Vic and casts Toll the Dead on the front rank of Orcs
Toll the Dead: Uninjured [1d8] = 4 , Injured [1d12] = 10
Re: Chapter 2A - A Jaunt Into The Country
Surprise Round
Before anyone acts Isaril appears out of the crater on the left. He places an arrow in the lead orc’s chest [#1, AC26, 9 pierce] and then gate vaults effortlessly into the forty foot square turnip and potato field. The previously healthy orc [#1] looks down at the red stain spreading around the arrow in his chest.
======
Six Orcs 3 [2 bloodied, 2 wounded, 2 healthy]
Round 1
Val moves up twenty foot and fires a crossbow bolt at the lead orc. The orc [#1] looks up from the red stain to see its chest sprout an iron crossbow bolt. With a strangled shout, “Yagrami!” it dies. The goliath puts his crossbow away and then stands on the path, hands on hips, as if mocking the orcs. He calls, "Vic and Unbar hide behind the building on the right."
Seemingly keen to oblige Vic moves fifteen foot closer, snaps off a frosty ray that hits the already downed orc. The spell hurler obediently trots south of the farm building [#4F] and is out of sight from the orcs.
Unbar studies the foes for a few seconds and notes that the closest remaining orc [#2] has a bandaged neck. A doleful bell sounds as the cleric points at the bandaged orc. Its neck explodes with gushing dark blood. It collapses like a deflated balloon. The dwarf follows Vic and takes up position in front of him, just out of sight from the orcs.
Israil stand up straight, snaps off a shot with another arrow that breaks on the farm house [#4F] near the orcs. The elf moves diagonally across the field and then ducks from view into a clump of potato plants that would hide a halfling standing on tiptoe.
Overcoming their shock, the four remaining orcs spring into action! A healthy orc [#3] climbs the fence and moves round in the field searching for the elusive druid. It raises its enormous axe as if ready to strike. The bloodied orc [#4] followed by the remaining pair [#5, #6] charge aggressively at Val. They pass perilously close to the unnoticed (or ignored) dwarf. Unbar swishes with his warhammer catching the orc just under the nose. [#4: AC25 crit! 16HP crush] After a loud crunch of breaking bone the creature collaspses. The remaining pair of orcs [#5, #6] strike at the goliath, one shouting, "Ograck nar rodrak yagrami!" [Val: AC22, 9 crush; AC17, 9 crush]
A badger dashes from the south through the field’s fence to disappear into the potato and turnip foliage. Key: 10' squares. A=Val, I= isaril (not visible), U=Vic, V=Vic, 3-6 are orcs
Note: Orcs' location etc plus the map have been updated after Unbar's attack of opportunity.
Initiatives & actions (plus any related rolls) for round 2, please!
======
Initiatives:
Val 19
Vic 19
Unbar 15
Isaril 13
Six Orcs 3 [3 dead, 1 wounded, 2 healthy]
Badger 1
Isaril LB for real advantaged [2d20c1+6] = 20+6 = 26, [1d8+4] = 1+4 = 5 Crit!
Isaril LB crit [1d8] = 4
Isaril Acrobatics [1d20+4] = 18+4 = 22
Isaril LB, orc has cover, [1d20+6] = 3+6 = 9, [1d8+4] = 5+4 = 9 Miss
Dandy Initiative [1d20+1] = 12+1 = 13
Orc #3 Athletics [1d20+3] = 8+3 = 11
two orcs attack Val [1d20+5] = 20+5 = 25, [1d20+5] = 17+5 = 22 orc #4 was killed by Unbar and so cannot deliver hits potential crit! Orc #5 hits Val
Orc #6 on Val [1d20+5] = 12+5 = 17
Before anyone acts Isaril appears out of the crater on the left. He places an arrow in the lead orc’s chest [#1, AC26, 9 pierce] and then gate vaults effortlessly into the forty foot square turnip and potato field. The previously healthy orc [#1] looks down at the red stain spreading around the arrow in his chest.
======
Six Orcs 3 [2 bloodied, 2 wounded, 2 healthy]
Round 1
Val moves up twenty foot and fires a crossbow bolt at the lead orc. The orc [#1] looks up from the red stain to see its chest sprout an iron crossbow bolt. With a strangled shout, “Yagrami!” it dies. The goliath puts his crossbow away and then stands on the path, hands on hips, as if mocking the orcs. He calls, "Vic and Unbar hide behind the building on the right."
Seemingly keen to oblige Vic moves fifteen foot closer, snaps off a frosty ray that hits the already downed orc. The spell hurler obediently trots south of the farm building [#4F] and is out of sight from the orcs.
Unbar studies the foes for a few seconds and notes that the closest remaining orc [#2] has a bandaged neck. A doleful bell sounds as the cleric points at the bandaged orc. Its neck explodes with gushing dark blood. It collapses like a deflated balloon. The dwarf follows Vic and takes up position in front of him, just out of sight from the orcs.
Israil stand up straight, snaps off a shot with another arrow that breaks on the farm house [#4F] near the orcs. The elf moves diagonally across the field and then ducks from view into a clump of potato plants that would hide a halfling standing on tiptoe.
Overcoming their shock, the four remaining orcs spring into action! A healthy orc [#3] climbs the fence and moves round in the field searching for the elusive druid. It raises its enormous axe as if ready to strike. The bloodied orc [#4] followed by the remaining pair [#5, #6] charge aggressively at Val. They pass perilously close to the unnoticed (or ignored) dwarf. Unbar swishes with his warhammer catching the orc just under the nose. [#4: AC25 crit! 16HP crush] After a loud crunch of breaking bone the creature collaspses. The remaining pair of orcs [#5, #6] strike at the goliath, one shouting, "Ograck nar rodrak yagrami!" [Val: AC22, 9 crush; AC17, 9 crush]
A badger dashes from the south through the field’s fence to disappear into the potato and turnip foliage. Key: 10' squares. A=Val, I= isaril (not visible), U=Vic, V=Vic, 3-6 are orcs
Note: Orcs' location etc plus the map have been updated after Unbar's attack of opportunity.
Initiatives & actions (plus any related rolls) for round 2, please!
======
Initiatives:
Val 19
Vic 19
Unbar 15
Isaril 13
Six Orcs 3 [3 dead, 1 wounded, 2 healthy]
Badger 1
Isaril LB for real advantaged [2d20c1+6] = 20+6 = 26, [1d8+4] = 1+4 = 5 Crit!
Isaril LB crit [1d8] = 4
Isaril Acrobatics [1d20+4] = 18+4 = 22
Isaril LB, orc has cover, [1d20+6] = 3+6 = 9, [1d8+4] = 5+4 = 9 Miss
Dandy Initiative [1d20+1] = 12+1 = 13
Orc #3 Athletics [1d20+3] = 8+3 = 11
two orcs attack Val [1d20+5] = 20+5 = 25, [1d20+5] = 17+5 = 22 orc #4 was killed by Unbar and so cannot deliver hits potential crit! Orc #5 hits Val
Orc #6 on Val [1d20+5] = 12+5 = 17
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counterkid
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Re: Chapter 2A - A Jaunt Into The Country
Val will attack #6.
[1d20+5] = 1+5 = 6
[1d20+5] = 1+5 = 6
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Squirrellord
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Re: Chapter 2A - A Jaunt Into The Country
Presuming orc 4 is down from Unbars attack of opportunity, Unbar will move forward to the spot #4 is on the map and take a swing at #5
Warhammer To Hit(5): [1d20+5] = 3+5 = 8 , Damage(3): [1d8+3] = 8+3 = 11
Warhammer To Hit(5): [1d20+5] = 3+5 = 8 , Damage(3): [1d8+3] = 8+3 = 11
Re: Chapter 2A - A Jaunt Into The Country
======
Previous GM post (including map) has been updated with Unbar's reaction attack.
If Vic puts one of the orc pair down then I'll assume Unbar goes for the other one.
Previous GM post (including map) has been updated with Unbar's reaction attack.
If Vic puts one of the orc pair down then I'll assume Unbar goes for the other one.
Re: Chapter 2A - A Jaunt Into The Country
Are these both uninjured? If one is injured I will shoot them. If not #6 is first choice.
Fire Bolt: Hit, DMG [1d20+5] = 20+5 = 25 [1d10] = 7
Crit Roll: [1d10] = 10
Someone must have put USS in a good mood.
Fire Bolt: Hit, DMG [1d20+5] = 20+5 = 25 [1d10] = 7
Crit Roll: [1d10] = 10
Someone must have put USS in a good mood.
Re: Chapter 2A - A Jaunt Into The Country
Round 2
Having been stunningly successful in drawing the orc band to him Val’s efforts nearly end in calamity when he catches the butt of his pole arm on the ground and only whiffs the air.
Vic takes aim at an orc as it ducks under Val’s polearm. The bolt of fire opens an unusually strong channel to the elemental plane of fire and the orc is immolated, incinerated and dead before realisation hits. [#6: AC25 crit! 17 fire, dead]
While the unobserved fight continues in the potato field, Unbar flanks the remaining orc that threatens Val. The cleric misses on the forward swing but his warhammer catches the wounded orc’s body on the backswing. [#5: 11 slash, dead]
With the brief but bloody combat over, anyone looking across the field sees Isaril, bloodied but alive, give the thumbs up and then points northwards in the direction of the stable. [Building #7]
End of combat – each PC gains +143xp
======
Initiatives:
Val 19
Vic 19
Unbar 15
Isaril 13
Badger 12
Six Orcs 3 [6 dead]
Badger init [1d20] = 12
Unbar warhammer advantaged [1d20] = 16
Isaril scimitar advantaged [2d20c1+6] = 10+6 = 16, [1d8+4] = 7+4 = 11
Badger advantaged [2d20c1+2] = 12+2 = 14
Orc #3 on Isaril [1d20+5] = 20+5 = 25 Crit! 15 slash
Isaril conentration check [1d20+2] = 17+2 = 19 Pass! Pass Without Trace is still in effect
Isaril advantage on fleeing orc [2d20c1+6] = 11+6 = 17 Orc #3 dies
***
If they dash the group can advance north gaining line of sight of events at the stable [Building #7] in 1 round. [Only initiative rolls are needed here, please]
Alternatively, bloodied as some are, a more cautious approach could be adopted, for example healing whilst moving, but taking two rounds to reach a similar vantage point. The latter approach would also allow a stealthy approach. [Both initiative and stealth rolls are needed here, please. Amazingly Pass Without Trace is still in effect.]
Having been stunningly successful in drawing the orc band to him Val’s efforts nearly end in calamity when he catches the butt of his pole arm on the ground and only whiffs the air.
Vic takes aim at an orc as it ducks under Val’s polearm. The bolt of fire opens an unusually strong channel to the elemental plane of fire and the orc is immolated, incinerated and dead before realisation hits. [#6: AC25 crit! 17 fire, dead]
While the unobserved fight continues in the potato field, Unbar flanks the remaining orc that threatens Val. The cleric misses on the forward swing but his warhammer catches the wounded orc’s body on the backswing. [#5: 11 slash, dead]
With the brief but bloody combat over, anyone looking across the field sees Isaril, bloodied but alive, give the thumbs up and then points northwards in the direction of the stable. [Building #7]
End of combat – each PC gains +143xp
======
Initiatives:
Val 19
Vic 19
Unbar 15
Isaril 13
Badger 12
Six Orcs 3 [6 dead]
Badger init [1d20] = 12
Unbar warhammer advantaged [1d20] = 16
Isaril scimitar advantaged [2d20c1+6] = 10+6 = 16, [1d8+4] = 7+4 = 11
Badger advantaged [2d20c1+2] = 12+2 = 14
Orc #3 on Isaril [1d20+5] = 20+5 = 25 Crit! 15 slash
Isaril conentration check [1d20+2] = 17+2 = 19 Pass! Pass Without Trace is still in effect
Isaril advantage on fleeing orc [2d20c1+6] = 11+6 = 17 Orc #3 dies
***
If they dash the group can advance north gaining line of sight of events at the stable [Building #7] in 1 round. [Only initiative rolls are needed here, please]
Alternatively, bloodied as some are, a more cautious approach could be adopted, for example healing whilst moving, but taking two rounds to reach a similar vantage point. The latter approach would also allow a stealthy approach. [Both initiative and stealth rolls are needed here, please. Amazingly Pass Without Trace is still in effect.]
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counterkid
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Re: Chapter 2A - A Jaunt Into The Country
"Let's continue to move to the barn. How is hurt? I'm hurt a bit but I can manage a little longer."
Val will bonus action on the last round to regain hit points. Posted in character thread.
Stealth with disadvantage" [1d20+3] = 17+3 = 20 + 10 = 30
[1d20+3] = 10+3 = 13 + 10 =23
Initiative: [1d20+1] = 14+1 = 15
Val will bonus action on the last round to regain hit points. Posted in character thread.
Stealth with disadvantage" [1d20+3] = 17+3 = 20 + 10 = 30
[1d20+3] = 10+3 = 13 + 10 =23
Initiative: [1d20+1] = 14+1 = 15
Re: Chapter 2A - A Jaunt Into The Country
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Taking an action for a a Stralthy approach makes it impossible to gain sight on things happening at the stable in one round.
However it does mean that anyone that wishes has one action (in addition to Stealth) en route.
This will be a group Stealth chech, i.e. three successes.
Val's 23 is a success!
Taking an action for a a Stralthy approach makes it impossible to gain sight on things happening at the stable in one round.
However it does mean that anyone that wishes has one action (in addition to Stealth) en route.
This will be a group Stealth chech, i.e. three successes.
Val's 23 is a success!
