Delve #1 - The Adventure Begins
Re: Delve #1 - The Adventure Begins
Thargus
The man stands at the ready!
The man stands at the ready!
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- Guide
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Re: Delve #1 - The Adventure Begins
The roll for sleep is a 7.
[2d8]=7
And the roll for spell retention if I've understood the rule correctly.
<a href=https://www.unseenservant.com/index.php ... 43&macid=0>[4d6+1]=16+1=17</a>
That's equal to intelligence so I should still have the spell prepared.
[Edit to add spell retention roll]
[2d8]=7
And the roll for spell retention if I've understood the rule correctly.
<a href=https://www.unseenservant.com/index.php ... 43&macid=0>[4d6+1]=16+1=17</a>
That's equal to intelligence so I should still have the spell prepared.
[Edit to add spell retention roll]
Re: Delve #1 - The Adventure Begins
'Fez' PheasantPlucker
'Fez' PheasantPlucker: spell save vs 12+ [1d20]=16
The shady goblin stalks the shadows, parallel to the chain-gang, yawning profusely but managing to fight off the compulsion to fall asleep. He unslings his hammock/Entangling Net, from his torso, wrapping one corded end around a wrist to hurl towards any guard drawn to his presence.
Figuring that others may trigger AoE spells, he doesn't close further into melee range, but stalks the perimeter to waylay any guards who might stumble free of any sleep/entangle spells.
'Fez' PheasantPlucker: spell save vs 12+ [1d20]=16
The shady goblin stalks the shadows, parallel to the chain-gang, yawning profusely but managing to fight off the compulsion to fall asleep. He unslings his hammock/Entangling Net, from his torso, wrapping one corded end around a wrist to hurl towards any guard drawn to his presence.
Figuring that others may trigger AoE spells, he doesn't close further into melee range, but stalks the perimeter to waylay any guards who might stumble free of any sleep/entangle spells.
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- Ranger Knight
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Re: Delve #1 - The Adventure Begins
Niphos retains the Sleep spell in his memory and Fez avoids the effects
Horasday the 6th of Molivios 2993 AEP 7:50 PM
The party watches as the first pair of armed men closest to the caravan and three of the smaller “prisoners” begin to be unsteady on their feet and a few steps on they fall over dragging the fourth “prisoner” down to the ground. The pair of armed men behind the “prisoners” rush forward to check on their comrades and their “goods” to see why they have fallen.
Horasday the 6th of Molivios 2993 AEP 7:50 PM
The party watches as the first pair of armed men closest to the caravan and three of the smaller “prisoners” begin to be unsteady on their feet and a few steps on they fall over dragging the fourth “prisoner” down to the ground. The pair of armed men behind the “prisoners” rush forward to check on their comrades and their “goods” to see why they have fallen.
Re: Delve #1 - The Adventure Begins
'Fez' PheasantPlucker
will take the opportunity to sneak attack one unsuspecting guard, by throwing his Entangling Net upon him. My hope is to envelope him with the weighted net and drag him to the ground or at least bind him from drawing a blade.
'Fez' PheasantPlucker: hurls Entangling Net [1d20+2]=16+2=18
will take the opportunity to sneak attack one unsuspecting guard, by throwing his Entangling Net upon him. My hope is to envelope him with the weighted net and drag him to the ground or at least bind him from drawing a blade.
'Fez' PheasantPlucker: hurls Entangling Net [1d20+2]=16+2=18
Re: Delve #1 - The Adventure Begins
Athena
Athena throws her spear at the closest enemy still up.
Thrown Spear [1d20-1]=20-1=19 to hit [1d6]=2 damage
Natural 20.
Athena throws her spear at the closest enemy still up.
Thrown Spear [1d20-1]=20-1=19 to hit [1d6]=2 damage
Natural 20.
Re: Delve #1 - The Adventure Begins
Thargus
If there are any enemies still standing, Thargus will lob an hand axe at one of them.
Thrown hand axe: [1d20]=15
Damage: [1d6]=4
If there are any enemies still standing, Thargus will lob an hand axe at one of them.
Thrown hand axe: [1d20]=15
Damage: [1d6]=4
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- Rider of Rohan
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Re: Delve #1 - The Adventure Begins
Octaivous readies his entangle spell should any of the group break away from melee.
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Re: Delve #1 - The Adventure Begins
Alishar please roll a d10 to make sure your missed javelin does not hit one of the "prisoners". 1 or 2 is a opps!
Re: Delve #1 - The Adventure Begins
Gelli
Gelli will fire his bow at one of the guards.
Bow: [1d20]=8 Dmg:[1d6]=5
Bow: [1d20]=9 Dmg:[1d6]=1
Gelli will fire his bow at one of the guards.
Bow: [1d20]=8 Dmg:[1d6]=5
Bow: [1d20]=9 Dmg:[1d6]=1
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Re: Delve #1 - The Adventure Begins
Gelli. Please roll _2d10 to see if you hit one of the “prisoners”. 1 or 2 is bad.
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Re: Delve #1 - The Adventure Begins
Horasday the 6th of Molivios 2993 AEP 7:50 PM
Niphos’ sleep spell knocks out two of the guardsmen and three of the prisoners.
Fez’s net entangles one of the guardsman not asleep and he is down for the time being (per the weapon quality the opponent is able to save vs. paralysis (14 in this case) and escape each round).
Athena’s spear finds it mark on the fourth guardsmen who is bewildered by the sudden ambush and now having a spear stuck in the back of his left shoulder. As he turns to try and see who his attacker is, he catches Thargus’ ax in the front of his left shoulder further wounding him but he remains standing.
Unfortunately, Alishar’s javelin misses the target and pierces one of the “prisoners” who was under Niphos’ sleep spell.
Gelli’s arrows also miss their target and fly off into the darkness… (I rolled [_2d10]=(9+8)=17)
Surprise round is done. Thargus please roll initiative for the party (I am going to ask each player to roll initiative for the group; if they win, they keep rolling, if they lose, I will move on to the next player, Thargus got the random pick).
My roll for the guardsmen is: [1d6]=6
If you roll a “6” we tie and roll again.
Once we determine who won initiative, Spellcasters please declare your spell intentions (if Thargus wins initiative, you can cast). Then non spellcasters can declare their actions. If the guardsmen win, I will take my actions. If we tie and then the guardsmen lose, I will declare the guardsmen intentions but you all will get to act before they can take those actions.
Niphos’ sleep spell knocks out two of the guardsmen and three of the prisoners.
Fez’s net entangles one of the guardsman not asleep and he is down for the time being (per the weapon quality the opponent is able to save vs. paralysis (14 in this case) and escape each round).
Athena’s spear finds it mark on the fourth guardsmen who is bewildered by the sudden ambush and now having a spear stuck in the back of his left shoulder. As he turns to try and see who his attacker is, he catches Thargus’ ax in the front of his left shoulder further wounding him but he remains standing.
Unfortunately, Alishar’s javelin misses the target and pierces one of the “prisoners” who was under Niphos’ sleep spell.
Gelli’s arrows also miss their target and fly off into the darkness… (I rolled [_2d10]=(9+8)=17)
Surprise round is done. Thargus please roll initiative for the party (I am going to ask each player to roll initiative for the group; if they win, they keep rolling, if they lose, I will move on to the next player, Thargus got the random pick).
My roll for the guardsmen is: [1d6]=6
If you roll a “6” we tie and roll again.
Once we determine who won initiative, Spellcasters please declare your spell intentions (if Thargus wins initiative, you can cast). Then non spellcasters can declare their actions. If the guardsmen win, I will take my actions. If we tie and then the guardsmen lose, I will declare the guardsmen intentions but you all will get to act before they can take those actions.
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Re: Delve #1 - The Adventure Begins
Am I right that there are two sleeping guards, one in a net, one up and wounded?
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Re: Delve #1 - The Adventure Begins
Doctor Crunch wrote: ↑Mon Oct 21, 2024 8:35 pm
Am I right that there are two sleeping guards, one in a net, one up and wounded?
That is correct.
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Re: Delve #1 - The Adventure Begins
[Niphos]
Niphos is not casting.
Niphos is not casting.
Re: Delve #1 - The Adventure Begins
'Fez' PheasantPlucker
'Fez' PheasantPlucker: Garrotte attack [1d20]=15 strangulation damage [1d6]=1
Will try to jump upon the entangled guard, using any rear advantage to leap upon his back and then slip his Cheese-wire Garrote around the man's neck to silence any screams.
'Fez' PheasantPlucker: Garrotte attack [1d20]=15 strangulation damage [1d6]=1
Will try to jump upon the entangled guard, using any rear advantage to leap upon his back and then slip his Cheese-wire Garrote around the man's neck to silence any screams.
Re: Delve #1 - The Adventure Begins
Alishar
Realizing his poor aim is hurting more than helping, he switches to sword for his next attack.
Realizing his poor aim is hurting more than helping, he switches to sword for his next attack.