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(OOC) Scourge of Daggerford (Full)


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FitzTheRuke

Legend
How would the Orcs have gained ground on us?
Because they generally rolled higher Athletics than you did while doing overland (and not combat-grid) movement. (They are in a hurry to get into position before the assault begins on the other side). In addition, Tommi was eventually spotted, and they gave chase. It's true that both Tommi and Escella can move as quickly as an Orc, (who also has a bonus action move while chasing/charging enemies). Escella can move even faster with expeditous retreat, but I didn't think she'd want to leave Tommi in the dust, at least until they were closer to the manor house.
 

FitzTheRuke

Legend
I take their proximity a consequence of Tommi's bad scouting rolls.
Yes, that's it exactly. Nothing fatal, it just effected how the story moved forward. Higher rolls and you would have gotten back with more time to plan. It's just a simple (and fun for me at least) way of moving the story forward unpredictably and (relatively) quickly here in PBP.
 

FitzTheRuke

Legend
I added a post for Vairar, Dandin, and Lionel to have bows if they wish. I'm going to roll the round soon so if @Prickly Pear has a move for Lionel, you should take it, otherwise I'll assume that he just gets ready (still pretty far to fire a shortbow anyway). @Neurotic can roll some attacks for the elves, too.
 



jmucchiello

Adventurer
Do we want to do a few rounds of attacks like this before the raiders reach the walls? It will take forever to do it round by round. Especially when all we are doing round to round is attack actions and no movement actions. Just declare what you are aiming for and do a list of attacks. Fitz can them narrate the rounds and we don't waste weeks on these first rounds of the fight.

Escella will be concentrating on hitting the ogres first.

Eldritch Blast 2/r: 1D20+8 = [16]+8 = 24
1D10+3 = [8]+3 = 11
1D20+8 = [18]+8 = 26
1D10+3 = [2]+3 = 5

2 hits, 16 dmg

1D20+8 = [12]+8 = 20
1D10+3 = [8]+3 = 11
1D20+8 = [10]+8 = 18
1D10+3 = [3]+3 = 6

2 hits, 17 dmg

1D20+8 = [1]+8 = 9
1D10+3 = [5]+3 = 8
1D20+8 = [6]+8 = 14
1D10+3 = [7]+3 = 10

1 hit, 10 dmg


Total dmg 43, softened him up at least.

(If you don't like this idea, ignore these rolls. :) )
 



MetaVoid

Adventurer
I would like additional info about the gateway

Namely, is there a chance to stab through some iron grate from reach? Or once they break through the gate we are in melee?

On that depends my setup (shield + melee vs reach wpn)
 

FitzTheRuke

Legend
I would like additional info about the gateway

Namely, is there a chance to stab through some iron grate from reach? Or once they break through the gate we are in melee?

On that depends my setup (shield + melee vs reach wpn)

If it looks like they will make it through the door, which they probably will, you can move back behind the portcullis.

As far as rolling ahead goes, I don't like it much. I mean, I get the idea, and I'm fine with it if you want to do it but remember two things: 1) Orcs have a bonus action dash; 2) D&D combat is extremely unpredictable. (Or in other words, I have no idea how many attacks will be appropriate). We shall see.
 


jmucchiello

Adventurer
Crap, I forgot about the bless:

Bless: 1D4 = [1] = 1
1D4 = [2] = 2
1D4 = [4] = 4
1D4 = [3] = 3
1D4 = [2] = 2
1D4 = [3] = 3



Eldritch Blast 2/r: 1D20+8 = [16]+8 = 24+1
1D10+3 = [8]+3 = 11
1D20+8 = [18]+8 = 26+2
1D10+3 = [2]+3 = 5

2 hits, 16 dmg

1D20+8 = [12]+8 = 20+4
1D10+3 = [8]+3 = 11
1D20+8 = [10]+8 = 18+3
1D10+3 = [3]+3 = 6

2 hits, 17 dmg

1D20+8 = [1]+8 = 9+2
1D10+3 = [5]+3 = 8
1D20+8 = [6]+8 = 14+3
1D10+3 = [7]+3 = 10

2 hits, 18 dmg

Total dmg 51, softened him up at least.
 

FitzTheRuke

Legend
Seeing as the rules tend to indicate that you have to find a new location to hide after you've been seen, I'll assume that if you don't reveal yourself, then the same hide roll can stand. I guess we can think of the roll as how good the hiding spot is (based on your skill at finding the best place to hide, and doing the best job of tucking yourself in there).

In this case the orcs should theoretically know that someone went over there somewhere, but not exactly where, without making a successful search check (which takes an action) to roll perception against your stealth check (dc20 for Tommi, dc14 to spot ORB5). Only the one orc archer seems to be bothering to look. The rest are rather fixed on getting to the manor house.
 


FitzTheRuke

Legend
S'Okay. I'm only barely holding it together myself. We're at a point where everything is going to be slow. I'm fine with that, as long as it doesn't stop totally. I'd really like to bring this game all the way to its end (which is still quite a ways away, but we are, I think, at about the three-quarter mark, depending on how it goes.)
 


Prickly Pear

Explorer
@FitzTheRuke, yes, I will have a go again.
I am really sorry that I dropped off for a while. I have come back at times to read though the new developments but I did never have enough time to put some posts together. But now I will.
Btw, Lionel has his own light crossbow, so he will switch over to that one.
 

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