Chapter 01 - The Call for Heroes

Started by pringerbeam, April 15, 2020, 08:01:21 AM

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pringerbeam

     It is not long after the crowd has all had a chance to be seated that the murmuring chatter was cut through by the harsh banging of a gavel held by Greta.  "Alright, since this looks like everyone we'll be calling things to order. Welcome everyone to the monthly call for heroes. All petitions will be heard no matter how trivial they may sound for as the town charter says 'there is no existence without community.'"  She folded her hands and gestured to the peculiarly dressed goblin from outside. "That said, we only have one petition on the docket today. Miss Warbal, ambassador to the Bumblebrashers up on Hellknight Hill, I belive you said your request was quite urgent. You have the floor."

     The goblin who had been anxiously sitting on one of the front row benches leapt to her feet to stand in the middle of the central aisle. "Ah yes, uh most esteemed council. It has been more than a month since I have last heard any word from my tribe. What's more their distress signal has-" The goblin's words were cut off as one of the back doors leading into the hall burst open and a clerk in a singed robe ran in screaming "Fire! Fire! Run for your lives!" as smoke bellowed in through the door. Behind him flits a small bat-winged creature, wreathed in flame and cackling as it spews a gout of flame that the clerk only just outruns. The townsfolk in attendance shriek and cower as the creature's laughter cracks through the hall like the snapping flames starting to spread in the corner.

[info]Initiative (Perception)[/info]

Mysticsage

[info]Initiative (Perception)
[blockquote]Rolled 1d20+4 : 12 + 4, total 16[/blockquote][/info]

Throndir






[info][blockquote]Perception 1d20+7 : 3 + 7, total 10[/blockquote][/info]

Oath

[info]Initiative
[blockquote]Rolled 1d20+6 : 14 + 6, total 20[/blockquote]
[/info]

Asta

[info]Initiative (Perception):
[blockquote]Rolled 1d20+3 : 11 + 3, total 14[/blockquote][/info]

[info]Prepared Alchemy items:
Acid Flask x1
Bottled Lightning x1
Frost Vial x1
Remaining Infused Reagents x2[/info]

pringerbeam

#35
     The creature shrieks with glee at the fear of the townsfolk and belches forth another gout of flame as it flies over the stage, igniting another patch of the hall.

[error]Creature moves and breathes fire[/error]

[info]Belsarus to take turn[/info]

[info]The Fire

The fire will spread at the end of the round.

Dousing the fire: water can douse the fire of you have a water source and conduct an Interact action (Manipulate, 1 action). 1 gallon or  magically summoned water (e.g. create water, hydraulic push) can extinguish a single 5 ft square area. 5 gallons or more (e.g. a full bucket) can extinguish a 10 ft square area or more depending on the amount. Less than a gallon of water (e.g. the contents of a single water skin) is incapable of dousing a single square.

Cold damage: cold damage is less effective at extinguishing the fire than water but aoe cold effects (e.g. a frost vial or rime slick) can still extinguish a single 5 ft square. Single target frost damage is too focused on a single point to be effective.[/info]

[info]Townsfolk

     The attending townsfolk (as noted with an icon on their token) are stunned either from fear or minor injury. Each must be located (1 action), calmed (1 action), and directed out of the hall (1 action) to see them to safety. You can assist any townsfolk within 30 ft and a single party member can assist 2 people at a time on their own or two of you can work together to assist up to 6 townsfolk (you don't need to delay your turn to synch up your initiatives but you both will need to expend the same actions to do this and must both be in range of the targeted townsfolk). [/info]

Combat Info[spoiler]Roll20

Initiative: Creature, Belsarus, RIven, Spira, Councilors, Melody, Townsfolk

Log
Creature moves and ignites more fire[/spoiler]

Oath

While a hero would be eager to engage the monster in combat and come away with glory, a hero Belsaurus was not. "Oy, someone help me get the townfolk out!" Perhaps if the creature was still alive after he had done his share of saving people, he could end its life. For now, he would try his best to help the little guy.

[info]Belsaurus is going to use all 3 actions to help townfolk escape.(Locate, Calm, direct them out of the hall) Assuming someone wants to help me, will do the 6 closest to me, if nobody else would like to help then I will evacuate the two closest to me. At least that is how my understanding of the rules work.

Mysticsage

Riven saw the fire creature but figured that if they didn't work to get the townsfolk out now then a good portion of the town may end up in serious trouble, "I got your back Bel." Riven said as he did his best to push the throng of people to move to the exit.

[info]Taking all three of my actions so we can help six people.[/info]

Asta

"Move the people to safety if you can. I will see to this fiend!" Spira shouted over the panicking crowd, then pushed her way through the bodies to the open aisle. She whipped a vial from her belt and took her time to pick the perfect moment to strike.

[info]Moving 25 ft. Readying to throw Frost Vial at the creature if it moves within 20 feet.[/info]

pringerbeam

     The town council and the two guards that were standing guard at the entrance finally themselves jumped to action. One of the guards dashes across the hall towards the creature, drawing his mace on the way.  The other guard, shoves open the door and yells "Everyone out! C'mon!"  The town councilors, after ducking as the creature flew over their heads, hurdled over their desks and off the stage to each grab one of the stunned townsfolk and make a line for the exit.

[okay]Council Members begin escorting stunned townsfolk.[/okay]
[okay]Guard 1 Opens door[/okay]
[okay]Guard 2 moves across the room[/okay]
[info]Melody to take turn[/info]

Combat Info[spoiler]Roll20

Initiative: Creature, Belsarus, RIven, Spira, Councilors, Melody, Townsfolk

Log
Guard 2 engages creature
Council members assist townsfolk
Spira readies
Belsarus and Riven assist townsfolk
Creature moves and ignites more fire[/spoiler]

Throndir






"No need to panic!" Melody called out to the townsfolk in an attempt to calm them. "The light of Sarenrae is with you! Be calm and walk quickly! No shoving!"

[info]3 actions: Locate, Calm, and Direct for 2 townsfolk. Will work with someone for 6 if it can still work for the round after.[/info]

pringerbeam

     The townsfolk you have been able to help run for the doors, stopping for nothing on the way as the flames in the back of the hall creep out and spread unimpeded from the door and across the stage.  The creature continues to cackle and simply flies around the guard before he has a chance to even swing at it with his mace, making a halfhearted swipe at the guard and missing as it swoops around the guard in a circle.

[okay]8 Townsfolk escape the hall.[/okay]
[error]Fire Spreads[/error]
[error]Creature attacks guard and misses.[/error]
[info]Belsarus to take turn[/info]

Combat Info[spoiler]Roll20

Initiative: Creature, Belsarus, RIven, Spira, Councilors, Melody, Townsfolk

Log
Creature attacks guard 2, misses
Townsfolk escape
Melody assists townsfolk
Guard 2 engages creature
Council members assist townsfolk
Spira readies
Belsarus and Riven assist townsfolk
Creature moves and ignites more fire[/spoiler]

Oath

"Oy look lively people we gotta get movin!" Belsarus moves towards the council members and continues to shout instructions, trying to calm people down and get them out of harms way.

[info] Belsarus moves 25 feet and uses 2 actions towards helping townsfolk.[/info]

Mysticsage

Riven will fully leapfrog over Melody in one solid leap and bound his way towards the front covering Bel, "Move your asses! Don't show fear over some stupid fires. Walk with confidence and you won't have time to be burned!" Riven roared hoping that he could figuratively light a fire under the asses. He didn't care what got them moving, be it the flames or being frightened of the half-orc to their side, so long as they survived another day he had done his job.

[info]Moving 25 feet to the square marked with an R above Bel, and then using two actions to help get more of the crowd out.[/info]

Asta

Spira took a few steps closer to the creature, stopping at the foot of the stairs to the stage, flipped the light blue vial into a better hold for throwing and then tossed it at the creature. As the bottle flew through the air, she drew her rapier to defend against a counterattack.

[info]Frost Vial on the Creature
[blockquote]Rolled 1d20+6 : 9 + 6, total 15[/blockquote]
[blockquote]Rolled 1d6 : 2, total 2[/blockquote] cold damage, +1 cold splash damage to the target and 5 feet in every direction around it EXCEPT for the guard.
-5 foot penalty to target movement on hit.[/info]