Chapter 2.1 - A Request for Aid

Started by pringerbeam, December 17, 2020, 08:47:26 PM

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frogman210

Glad to hear it! Jo'Davan claps Spira on the shoulder.

I would imaging if these are what we find this far out what we are looking for could be much larger...

Roll perception (see if I can gather any more information about what may be lurking deeper into these woods)

Rolled 1d20+6 : 15 + 6, total 21

(if this isn't the right thing to roll let me know)

pringerbeam

Perception: 21
     There does not appear to be any other threats around at the moment. However, you do notice that the thralls appear to have come from the same direction as the camp.

frogman210

well, I am ready to continue on if the rest of you are?

pringerbeam

     You continue on your way towards the logging camp. The sun slowly begins to creep its way down towards the horizon and quite soon you are in the twilight hours. You figure you must be quite close to the camp as you begin to come across stumps of trees that appear to have been cut down and not long after you come to an area that has been more thoroughly cleared.

     Ahead in the dim light you can see a lodge lit from within by lamplight. Crowded around the front of the lodge are more thralls trying to claw their way through a makeshift barricade erected in from of the entrance which appears to have had its from doors either battered down or torn off. Several loggers stand behind the barricade armed with wood axes and other improvised weapons, trying to keep the thralls at bay. In their stalemate neither side has noticed your arrival.

Initiative (Perception)

As you are unnoticed, you may also attempt Initiative (Stealth)

Light level is Dim Light, lanterns at the entrance to the lodge shed Light within 30 ft

frogman210

Initiative Roll

Rolled 1d20+6 : 9 + 6, total 15

Throndir






Initiative
Perception 1d20+7 : 12 + 7, total 19

Asta

Initiative (Stealth):
Rolled 1d20+6 : 17 + 6, total 23

Oath


Initiative (Stealth)
Rolled 1d20+8 : 5 + 8, total 13

Mysticsage

Initiative (Stealth)
Rolled 1d20+4 : 2 + 4, total 6

pringerbeam

#84
Those that used Initiative (Stealth) gain Flat-footed vs any targets that have yet to act

Spira to take turn

Encounter Info
Spoiler
Roll20 Link

Initiative Order: Spira, Melody, Thrall 8, Thrall 1, Helba, Thrall 3, Jo'Davan, Thrall 4, Belsarus, Thrall 2, Riven, Thrall 6, Thrall 7, Thrall 5

Log
[close]

Asta

Moving swiftly to action, Spira closes the distance to the thralls so they are within range of a thrown object. Pulling a small flask of red liquid from her belt she hurls it into the group of thralls.

Move x2, Draw and Throw Alchemist's Fire at Thrall 4
Rolled 1d20+6 : 10 + 6, total 16
Damage:
Rolled 1d8 : 3, total 3
1 persistent fire damage to Thrall 4, 1 splash fire damage to Thralls 3, 4, and 5

pringerbeam

     The bomb arcs through the air and explodes on contact with the thral, sending gobbets of alchemists fire in all directions. The fire takes to the thralls quite well and the ones set aflame let out a rattling screech.

Spira hits and damages Thrall 4. Thrall 4 gains persistent fire damage.

Splash damage hits Thrall 2, Thrall 3, Thrall 5

Thrall 4 gains Limb Extension

Melody to take turn



Encounter Info
Spoiler
Roll20 Link

Initiative Order: Spira, Melody, Thrall 8, Thrall 1, Helba, Thrall 3, Jo'Davan, Thrall 4, Belsarus, Thrall 2, Riven, Thrall 6, Thrall 7, Thrall 5

Log
Spira damages Thrall 4, splashes Thralls 2,3,5
[close]

Throndir






"Miss Dawnflower, bless mister Bel's weapon!" Melody prayed as she reached out for Bel's weapon.

Action 1-2: Cast a Spell, Magic Weapon on Bel's weapon.
Action 3: Seek, to find any other creatures that might be hiding. Perception at +7.

Magic Weapon reference
MAGIC WEAPON
SPELL 1
TRANSMUTATION
Traditions arcane, divine, occult
Cast � somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded
by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
[close]

pringerbeam

     The Thralls, now alerted to your presence, begin to turn and shamble towards your party. One of them lurches and begins to shuffle towards the party but barely makes it in reach of Spira. The next is close enough to approach Spira and flails at her with grasping hands but it fails to connect.

Thrall 1 misses Spira

     Helba rides out from the rear of the party on her goblin dog, aiming and firing at one of the damaged thralls while her mount tries to bite at the nearest Thrall.

Helba Commands her mount and Hunts Thrall 2

Helba attacks and slays Thrall 2
Scruff attacks and misses Thrall 8
Scruff attacks and damages Thrall 8

     Another Thrall peels off from the barricade to shamble towards the closest party member and claws at Helba. It snags the goblin with a sweeping swing trailing yellow puffs of pollen. Helba appears dazed from the blow as her head seems to tilt aimlessly despite the immediate peril she is in.

Thrall 3 critically hits Helba for 10 damage and Grabs Helba

Helba fails her Will save and is Fascinated

Jo'Davan to take turn



Encounter Info
Spoiler
Roll20 Link

Initiative Order: Spira, Melody, Thrall 8, Thrall 1, Helba, Thrall 3, Jo'Davan, Thrall 4, Belsarus, Thrall 2, Riven, Thrall 6, Thrall 7, Thrall 5

Log
Thrall 3 crits Helba, Helba Fascinated
Helba slays Thrall 2, Scruff damages Thrall 8
Thrall 1 misses Spira
Thrall 8 moves
Melody casts Magic Weapon on Belsarus
Spira damages Thrall 4, splashes Thralls 2,3,5
[/quote]
[close]

frogman210

Seeing what's going on Jo'Davan takes his first action going three squares to the right, and two squares up. Then he readies (holds? Not sure what the right verbage is) A flurry of blows attack for the next enemy creature to come within range.