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Iren's PbP - Prologue
Moderator: Irenaeus
- Irenaeus
- Posts: 7851
- Joined: Sep 29, '23
Going through the initiative order rolls, based on the players' declared readiness/actions. Resolve your attacks (roll to hit against enemy armor class/defense).*
Rats 2 HP, 1 AC - there are twelve rats that are moving in four groups of three. Low light gives everybody except those with Sharp-eye (Osgar, Stein and Kal) a -1 penalty to hit.
George(9): Acts first. You ready your sword and get ready to attack quickly.
Felix (8): Acts second. You ready your whip from behind the warriors. You can lash out at the closest group of rats, possibly tripping one, dealing damage, or creating an opening.
Initiative 6 Group (Gunthard, Stein, Norman, Wolfgang, Zollo): You act next, possibly simultaneously or in a quick sequence determined by highest DEX first or however you decide.
Wolfgang (AGI 16): You ready your sling despite the low light. You can take a shot at a visible rat, with disadvantage due to poor light.
Zollo (AGI 13): You ready dagger and club with candle in teeth to attack with two hands!. You can move into a melee position, possibly making an attack with one weapon.
Gunthard (AGI 10): You ready your axe and set your dog loose. You can charge forward or swing his axe at the rats, with your dog attacking alongside.
Stein (AGI 9): You ready your sword. You can step up to engage the rats in melee.
Norman (AGI 9): You ready your staff, has spells. You can either make a melee attack with his staff or wait to cast Cure Light Wounds. (Since rats haven't attacked yet, direct combat might be more likely).
Tillomar (5): You ready your axe, keeping your dog near. You can move forward through the ranks to engage rats, possibly directing your dog to attack as well.
Hrod (3): You ready your axe. You can join the melee, likely swinging your axe two-handed at the closest group of rats.
Rat Groups 1 & 2 (3): Act simultaneously with or just after Hrod. They might be swarming forward, attempting to bite the front-line characters (Gunthard, Kal Arion, George and Hrod, maybe Zollo/Norman or others depending on movement and positioning), focusing on hands/legs. I will resolve their attacks.
Rat Group 3 (2): Acts next. This group surge forward to attack front-line characters, possibly flanking if openings exist. I will resolve their attacks.
Initiative 1 Group (Alfwine, Kal Arion, Ostgar + others): Act next.
Ostgar (AGI 14): Nervously positioned on the stairs with his spear, looking for loose stones. Either move forward attempting to poke a rat from relative safety or perhaps trying to dislodge a stone (requiring an AGI and INT skill checks vs DC 8 and vs DC 12, respectively) to drop on the rats below.
Kal Arion (AGI 13): Cleric with club, spells not suited for combat. You can either engage in melee with your club or retreat, maybe preparing to heal those bitten by rats.
Alfwine (AGI 9): Magic user, near the back. Possibly attempting a simple spell, or perhaps just making a cautious dagger attack if a rat gets close, or paralyzed from anxiety.
Other passive characters: Assume they hold position, providing light or shouting encouragement or warnings unless directly threatened.
Rat Group 4 (1): Acts last in the round (or simultaneously with the Initiative 1 PCs). This group attacking the adventurers, possibly targeting those slightly further back or joining the fray against the front-liners. I will resolve their attacks.
* If in doubt of how to roll or in doubt if an alternate action is possible, let's talk in the Out-of-Character general thread.
Rats 2 HP, 1 AC - there are twelve rats that are moving in four groups of three. Low light gives everybody except those with Sharp-eye (Osgar, Stein and Kal) a -1 penalty to hit.
George(9): Acts first. You ready your sword and get ready to attack quickly.
Felix (8): Acts second. You ready your whip from behind the warriors. You can lash out at the closest group of rats, possibly tripping one, dealing damage, or creating an opening.
Initiative 6 Group (Gunthard, Stein, Norman, Wolfgang, Zollo): You act next, possibly simultaneously or in a quick sequence determined by highest DEX first or however you decide.
Wolfgang (AGI 16): You ready your sling despite the low light. You can take a shot at a visible rat, with disadvantage due to poor light.
Zollo (AGI 13): You ready dagger and club with candle in teeth to attack with two hands!. You can move into a melee position, possibly making an attack with one weapon.
Gunthard (AGI 10): You ready your axe and set your dog loose. You can charge forward or swing his axe at the rats, with your dog attacking alongside.
Stein (AGI 9): You ready your sword. You can step up to engage the rats in melee.
Norman (AGI 9): You ready your staff, has spells. You can either make a melee attack with his staff or wait to cast Cure Light Wounds. (Since rats haven't attacked yet, direct combat might be more likely).
Tillomar (5): You ready your axe, keeping your dog near. You can move forward through the ranks to engage rats, possibly directing your dog to attack as well.
Hrod (3): You ready your axe. You can join the melee, likely swinging your axe two-handed at the closest group of rats.
Rat Groups 1 & 2 (3): Act simultaneously with or just after Hrod. They might be swarming forward, attempting to bite the front-line characters (Gunthard, Kal Arion, George and Hrod, maybe Zollo/Norman or others depending on movement and positioning), focusing on hands/legs. I will resolve their attacks.
Rat Group 3 (2): Acts next. This group surge forward to attack front-line characters, possibly flanking if openings exist. I will resolve their attacks.
Initiative 1 Group (Alfwine, Kal Arion, Ostgar + others): Act next.
Ostgar (AGI 14): Nervously positioned on the stairs with his spear, looking for loose stones. Either move forward attempting to poke a rat from relative safety or perhaps trying to dislodge a stone (requiring an AGI and INT skill checks vs DC 8 and vs DC 12, respectively) to drop on the rats below.
Kal Arion (AGI 13): Cleric with club, spells not suited for combat. You can either engage in melee with your club or retreat, maybe preparing to heal those bitten by rats.
Alfwine (AGI 9): Magic user, near the back. Possibly attempting a simple spell, or perhaps just making a cautious dagger attack if a rat gets close, or paralyzed from anxiety.
Other passive characters: Assume they hold position, providing light or shouting encouragement or warnings unless directly threatened.
Rat Group 4 (1): Acts last in the round (or simultaneously with the Initiative 1 PCs). This group attacking the adventurers, possibly targeting those slightly further back or joining the fray against the front-liners. I will resolve their attacks.
* If in doubt of how to roll or in doubt if an alternate action is possible, let's talk in the Out-of-Character general thread.
Last edited by Irenaeus on April 1st, 2025, 02:51, edited 4 times in total.
- Val the Moofia Boss
- Turtle
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Adventurer's Guild
Rolling
Rolled 1d20
Result: 1
1
-
- Turtle
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so i roll reaction?
Rolled 2d6
Result: 6
2,4
- maidenhaver
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Roll.
Rolling dmg... George skewers a rat, it's life ends.
Rolling dmg... George skewers a rat, it's life ends.
Last edited by maidenhaver on April 1st, 2025, 00:18, edited 3 times in total.
Rolled 1d20
Result: 18
18
Rolled 1d6+3
Result: 7
4
- Lord of Riva
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Adventurer's Guild
Wolfgang tries to shoot one if the vile pests (Roll)
The stone swooshes past the frontline, nearly hitting one of the advancing men, only to hit the opposing wall ineffectively.
Wolfgang, annoyed by messing up the attack exclaims whispered "shit" under his breath.
The stone swooshes past the frontline, nearly hitting one of the advancing men, only to hit the opposing wall ineffectively.
Wolfgang, annoyed by messing up the attack exclaims whispered "shit" under his breath.
Last edited by Lord of Riva on April 1st, 2025, 02:00, edited 4 times in total.
Rolled 1d20+1
Result: 3
2
- ERYFKRAD
- Posts: 153
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Right, rolling.
► Show Spoiler
Rolled 1d20+2
Result: 11
9
Rolled 1d8+3
Result: 8
5
- Oyster Sauce
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"Shit, shit, shit!"
Ostgar takes his eyes off of the rats and starts banging on the wall with his fist looking for any shaking, loose stones
Agi/int
Ostgar takes his eyes off of the rats and starts banging on the wall with his fist looking for any shaking, loose stones
Agi/int
Rolled 1d20+1
Result: 19
18
Rolled 1d20
Result: 16
16
- Kalarion
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"I wasn't saved from the wreckage of my revenge to die to a bunch of overgrown pests. Time to earn my keep!"
Kal whips his club at the rats charging the front line.
Kal whips his club at the rats charging the front line.
Rolled 1d20
Result: 5
5
- Oyster Sauce
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His sharp eyes finally spot a particularly jagged and mossy stone rattling with each thump. Ostgar takes it, spies a rat unobscured by any of the other fighters, and whips it as hard as he can.Oyster Sauce wrote: ↑ April 1st, 2025, 02:47"Shit, shit, shit!"
Ostgar takes his eyes off of the rats and starts banging on the wall with his fist looking for any shaking, loose stones
Agi/int
Rolled 1d20+1
Result: 16
15
Rolled 1d6
Result: 2
2
- logincrash
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Norman readies his staff to try and brain any disgusting rat that comes close.
(Hit and damage only applies if a rat comes in melee range)
(Nevermind, I only just saw the -1 to hit due to low visibility.)
(Hit and damage only applies if a rat comes in melee range)
(Nevermind, I only just saw the -1 to hit due to low visibility.)
Last edited by logincrash on April 1st, 2025, 05:11, edited 2 times in total.
Rolled 1d20
Result: 11
11
Rolled 1d6
Result: 5
5
- TKVNC
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Adventurer's Guild
Tillomar steps forward to strike at a Rat and orders his Dog to move in for the kill too...
Tillomar swings widely and completely misses the Rat infront of him.
His Dog also fails to find a Rat to attack.
Tillomar swings widely and completely misses the Rat infront of him.
His Dog also fails to find a Rat to attack.
Last edited by TKVNC on April 1st, 2025, 07:07, edited 3 times in total.
Rolled 1d20
Result: 3
1d20
= 3
Rolled 1d20
Result: 9
1d20
= 9
- DemoGraph
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Felix tries to hit the first one in one of the packs to probably dissuade them from attacking all at once... and fails (due to -1 from dim light unaccounted for in a roll). Whip cracks dramatically, but ineffectively.
Last edited by DemoGraph on April 1st, 2025, 07:30, edited 4 times in total.
Rolled Attack: 1d20+2 + Dmg: 1d2+2
Result: 13
Attack:
1d20+2
= 10 (8)
Dmg:
1d2+2
= 3 (1)
- SpellSword
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As the battle lines between man and rat began to form Stein Von Steiner peered into the gloom of the cellar. There were indeed several large, very large, rats menacing the human intruders that had dared to enter their lair... "But where is the 'Big One'..." he wondered aloud.
Instead of charging in he hung back behind the wall of men making up the front-line. While preparing to strike at any of the squeaking vermin that may manage to rush past them, he continued to scan the basement for the as yet unseen monstrous rat that Brenna had warned of.
Instead of charging in he hung back behind the wall of men making up the front-line. While preparing to strike at any of the squeaking vermin that may manage to rush past them, he continued to scan the basement for the as yet unseen monstrous rat that Brenna had warned of.
► Out-of-Character
Last edited by SpellSword on April 1st, 2025, 10:50, edited 2 times in total.
Preemptively 'To Hit' roll vs potential charging rat
Result: 9
To Hit:
1d20
= 6
Rat AC:
-1
= -1
Sharp-Eyed negates the 'low light' penalty:
0
=
Strength 18:
3
= 3
Fighting Style: Single weapon:
1
= 1
Preemptively 'Damage' roll vs potential charging rat
Result: 5
Rusty Bronze Sword (Held two-handed):
1d8
= 1
Fighters default +1 bonus:
1
= 1
Strength 18:
3
= 3
- Humbaba
- Shadow Banned
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Zollo growls and launches himself past the other men and at the nearest rat.
Hit Roll: 1d20+1(STR bonus)+1(dual wielding)+1(two weapon fighting proficiency)-1 (dim light) = 1d20+2
Total Result: 20
Damage Roll: 1d4+1(STR bonus)
Total Result: 5
Flying through the air like a loosened arrow, Zollo drills his dagger straight into the dog-rat's throat. A brutish club blow to the monster's head silences its squeals.
Hit Roll: 1d20+1(STR bonus)+1(dual wielding)+1(two weapon fighting proficiency)-1 (dim light) = 1d20+2
Total Result: 20
Damage Roll: 1d4+1(STR bonus)
Total Result: 5
Flying through the air like a loosened arrow, Zollo drills his dagger straight into the dog-rat's throat. A brutish club blow to the monster's head silences its squeals.
Last edited by Humbaba on April 1st, 2025, 12:23, edited 4 times in total.
Attack Roll
Result: 20
1d20+2
= 20 (18)
Damage Roll
Result: 5
1d4+1
= 5 (4)
- Stack of Turtles
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Perhaps cowering just slightly behind the nearby town guard, Alfwine considers his options. With no particular spells suitable for killing rats, he opts to ready a dagger attack on whatever may happen to come close first.
to-hit
Result: 16
1d20
= 16
- Irenaeus
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The first flurry of attacks and moves by adventurers lead to a confusion of shadows from poorly lighting candles. The brief success of the adventurers is swallowed by a squeaking fury.
The giant rats, enraged by the sudden appearance of intruders and maddened by the flickering candlelights invading their domain, surge forward in waves. It's a tide of matted fur, yellowed teeth, and hate-filled red eyes.
Felix's whip cracks harmlessly over their heads. Wolfgang's sling stone ricochets off the wall. Those on the front line brace for impact.
Rolling nine rat attacks!
Results: 6,1,9,5,18,17,10,11
Rats hit AC 0 on a 10, so the hits will depend on their targets, which will be determined by me based on position (front/back line, other position, etc.), luck, conspicuousness and other myriad things that might make enemies attack a particular adventurer instead of other for reasons only known to the One True God.
Quick reminder to the players of some relevant character info:
The giant rats, enraged by the sudden appearance of intruders and maddened by the flickering candlelights invading their domain, surge forward in waves. It's a tide of matted fur, yellowed teeth, and hate-filled red eyes.
Felix's whip cracks harmlessly over their heads. Wolfgang's sling stone ricochets off the wall. Those on the front line brace for impact.
Rolling nine rat attacks!
Results: 6,1,9,5,18,17,10,11
Rats hit AC 0 on a 10, so the hits will depend on their targets, which will be determined by me based on position (front/back line, other position, etc.), luck, conspicuousness and other myriad things that might make enemies attack a particular adventurer instead of other for reasons only known to the One True God.
Quick reminder to the players of some relevant character info:
► Show Spoiler
Last edited by Irenaeus on April 2nd, 2025, 05:32, edited 3 times in total.
Nine rat attacks
Result: 83
9d20
= 83 (6,1,9,5,18,17,10,11,6)
- Irenaeus
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The fight in the cellar starts!
Felix's whip cracked loudly in the confined space, from behind the front lines and aiming for an oncoming rat, but ultimately missed its target, perhaps due to the dim light or the rats' quick movement.
George acts early and effectively! He struck decisively, killing one large rat outright and badly injuring (crippling) another.
Gunthard's initial charge has faltered; his attack was strong but very misguided, indicating a miss with his axe. His dog also fails to catch a rat with his bite.
Instead of attacking, Stein holds his position behind the front line, his paranoia perhaps kicking in as he scanned the gloomy cellar specifically looking for the "Big One" Brenna mentioned, rather than engaging the immediate swarm. He sees a larger pair of red eyes on the back of the cellar - could it be the Big One?
Norman attempts to strike defensively with his staff at a nearby rat but fails to connect.
Wolfgang's sling stone went wide in the poor light, missing the rats entirely and thudding against the far cellar wall.
Demonstrating fierce combat prowess, Zollo launches himself forward, dispatching one rat with brutal efficiency using his dagger and club. Flying through the air like a loosened arrow, Zollo drills his dagger straight into the dog-rat's throat. A brutish club blow to the monster's head silences its squeals. His club blow also grazed an adjacent rat, wounding it slightly.
Tillomar stepped forward to engage but his axe swing went wide, missing the rat he targeted. His dog also seems unable to engage effectively with a rat.
Hrod's berserker strength proved effective; his axe connected solidly twice, killing two large rats in quick succession.
Despite his determined cry, Kal Arion's club swing missed the rats charging the front line.
After frantically searching the wall near his position on the stairs, Ostgar's sharp eyes spotted a loose stone. He manages to pry it free and hurls it effectively, hitting and wounding one of the rats below.
Staying back cautiously, likely near Ostgar, Alfwine readied his dagger defensively but didn't make an attack this round, waiting to see if any rats broke through the front line, which didn't happen.
Despite his imposing presence, Gunthard's wild swing goes astray, leaving him momentarily off balance. Seizing the opening, a large rat darts under his guard, clamping its jaws onto his leather boot (attack roll 18). The bite isn't deep, but sharp pain shoots up his leg (1 damage). His dog barks furiously, trying to drive the creature off.
Nearby, Tillomar, equally frustrated by his own missed swing, finds his attention split. As he recovers his axe, another rat lunges, not for his legs, but for the hand gripping his weapon (attack roll 17). Its teeth sink into his glove, drawing blood and pressing hard, eliciting a surprised curse (1 damage).
Norman, trying to use his staff defensively, manages to push one rat back, but another skitters low, avoiding the clumsy shove. It latches onto his ankle (attack roll 11), its teeth momentarily piercing the worn fabric of his trousers (1 damage). He stumbles back a step, shaking it off.
The other rats swarm forward, but meet with less success. Hrod's aggressive stance and Zollo's deadly efficiency perhaps make the rats wary. Other bites glance off stout leather armor, are deflected by frantic parries (even from those like Kal Arion who missed their own attacks), or simply miss in the churning chaos of the cellar floor. Stein and Alfwine, holding further back, remain untouched for now, though the pressing swarm limits their sightlines and options.
The air fills with the stench of rodent blood, the sound of squealing, barking dogs, grunts and cries of the adventurers. Three of them bear fresh, stinging wounds, and the cellar floor is a mess of dead, injured, and furiously attacking rats.
The fight is not from over.
Summary:
[*]Rats Down: 4 rats were killed outright (1 by George, 2 by Hrod, 1 by Zollo). This matches your assessment that a quarter of the initial 12 visible rats are dead.
[*]Rats Injured: 1 rat is crippled (by George), 1 is wounded (by Ostgar's rock), and 1 is grazed (by Zollo's club).
[*]Remaining Rats: This leaves 5 of the initial 12 visible rats unharmed, though likely agitated and possibly losing morale due to the sudden, violent resistance.
[*]Player Positions: A front line of sorts has formed (Gunthard, George, Norman, Zollo, Tillomar, Hrod, Kal) on the big cellar. Support is behind (Stein-holding position, Felix-missed with his whip, Wolfgang-missed with his sling, Alfwine-ready, Ostgar-supporting from stairs).
The rat bites have hindered Gunthard and Norman's movement, and Tillomar with his hand hurt may attack (or use his hand) with an additional -1 penalty.
You can proceed to Round 2, starting with Felix's action on Initiative 8 and so on.
Some candles went out and the even darker fight now has penalty -2 for all attacks, except those with Sharp-sight (Osgar, Stein and Kal) who take only -1 penalty this round, the dogs and the rats.
Any doubts and comments, please post on General Discussion.
Felix's whip cracked loudly in the confined space, from behind the front lines and aiming for an oncoming rat, but ultimately missed its target, perhaps due to the dim light or the rats' quick movement.
George acts early and effectively! He struck decisively, killing one large rat outright and badly injuring (crippling) another.
Gunthard's initial charge has faltered; his attack was strong but very misguided, indicating a miss with his axe. His dog also fails to catch a rat with his bite.
Instead of attacking, Stein holds his position behind the front line, his paranoia perhaps kicking in as he scanned the gloomy cellar specifically looking for the "Big One" Brenna mentioned, rather than engaging the immediate swarm. He sees a larger pair of red eyes on the back of the cellar - could it be the Big One?
Norman attempts to strike defensively with his staff at a nearby rat but fails to connect.
Wolfgang's sling stone went wide in the poor light, missing the rats entirely and thudding against the far cellar wall.
Demonstrating fierce combat prowess, Zollo launches himself forward, dispatching one rat with brutal efficiency using his dagger and club. Flying through the air like a loosened arrow, Zollo drills his dagger straight into the dog-rat's throat. A brutish club blow to the monster's head silences its squeals. His club blow also grazed an adjacent rat, wounding it slightly.
Tillomar stepped forward to engage but his axe swing went wide, missing the rat he targeted. His dog also seems unable to engage effectively with a rat.
Hrod's berserker strength proved effective; his axe connected solidly twice, killing two large rats in quick succession.
Despite his determined cry, Kal Arion's club swing missed the rats charging the front line.
After frantically searching the wall near his position on the stairs, Ostgar's sharp eyes spotted a loose stone. He manages to pry it free and hurls it effectively, hitting and wounding one of the rats below.
Staying back cautiously, likely near Ostgar, Alfwine readied his dagger defensively but didn't make an attack this round, waiting to see if any rats broke through the front line, which didn't happen.
Despite his imposing presence, Gunthard's wild swing goes astray, leaving him momentarily off balance. Seizing the opening, a large rat darts under his guard, clamping its jaws onto his leather boot (attack roll 18). The bite isn't deep, but sharp pain shoots up his leg (1 damage). His dog barks furiously, trying to drive the creature off.
Nearby, Tillomar, equally frustrated by his own missed swing, finds his attention split. As he recovers his axe, another rat lunges, not for his legs, but for the hand gripping his weapon (attack roll 17). Its teeth sink into his glove, drawing blood and pressing hard, eliciting a surprised curse (1 damage).
Norman, trying to use his staff defensively, manages to push one rat back, but another skitters low, avoiding the clumsy shove. It latches onto his ankle (attack roll 11), its teeth momentarily piercing the worn fabric of his trousers (1 damage). He stumbles back a step, shaking it off.
The other rats swarm forward, but meet with less success. Hrod's aggressive stance and Zollo's deadly efficiency perhaps make the rats wary. Other bites glance off stout leather armor, are deflected by frantic parries (even from those like Kal Arion who missed their own attacks), or simply miss in the churning chaos of the cellar floor. Stein and Alfwine, holding further back, remain untouched for now, though the pressing swarm limits their sightlines and options.
The air fills with the stench of rodent blood, the sound of squealing, barking dogs, grunts and cries of the adventurers. Three of them bear fresh, stinging wounds, and the cellar floor is a mess of dead, injured, and furiously attacking rats.
The fight is not from over.
Summary:
[*]Rats Down: 4 rats were killed outright (1 by George, 2 by Hrod, 1 by Zollo). This matches your assessment that a quarter of the initial 12 visible rats are dead.
[*]Rats Injured: 1 rat is crippled (by George), 1 is wounded (by Ostgar's rock), and 1 is grazed (by Zollo's club).
[*]Remaining Rats: This leaves 5 of the initial 12 visible rats unharmed, though likely agitated and possibly losing morale due to the sudden, violent resistance.
[*]Player Positions: A front line of sorts has formed (Gunthard, George, Norman, Zollo, Tillomar, Hrod, Kal) on the big cellar. Support is behind (Stein-holding position, Felix-missed with his whip, Wolfgang-missed with his sling, Alfwine-ready, Ostgar-supporting from stairs).
The rat bites have hindered Gunthard and Norman's movement, and Tillomar with his hand hurt may attack (or use his hand) with an additional -1 penalty.
You can proceed to Round 2, starting with Felix's action on Initiative 8 and so on.
Some candles went out and the even darker fight now has penalty -2 for all attacks, except those with Sharp-sight (Osgar, Stein and Kal) who take only -1 penalty this round, the dogs and the rats.
Any doubts and comments, please post on General Discussion.
Last edited by Irenaeus on April 2nd, 2025, 05:39, edited 7 times in total.
- Oyster Sauce
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Adventurer's Guild
Ostgar stammers something about coming right back and darts right up the stairs, shouting for the innkeepstress to gather all of the candles she can.
- Stack of Turtles
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Deeply alarmed by the sudden exit of his nearest meat shield, Alfwine stands for a moment suspended between following him back up the stairs or finding someone else to hide behind. He decides to compromise by taking a few cautious steps up the stairs and flattening himself against the wall, hoping the rats won't notice him.
Last edited by Stack of Turtles on April 1st, 2025, 23:55, edited 1 time in total.
- Kalarion
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Adventurer's Guild
Kal, unfazed by his whiff, swings his club viciously at the rat closest to him. "If the rats are all around us... that just means I can't miss!"
Attack Roll+DMG
Result: 22
Attack roll:
1d20-1
= 16 (17)
DMG if hit:
1d6
= 6
- ERYFKRAD
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Hrod keeps his axe swinging.
To hit
Result: 17
1d29 plus str bonus 3 and fighter bonus 1 less darkness mails 2:
1d20+3+1-2
= 17 (15)
Damage
Result: 7
1d8 and 4(str bonus and two handed):
1d8+4
= 7 (3)
- Val the Moofia Boss
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Adventurer's Guild
Gunthard flinches. "Ack!". He resteadies himself for another swing, taking care not to hit his dog or his comrades.
Attack roll calcs
Result: 3
Attack roll:
1d20
= 1
+1 STR ability score bonus (Gunthard's STR is 15):
1
= 1
+1 fighting experience:
1
= 1
- maidenhaver
- Posts: 8290
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George turns from the crippled rat, and readies to strike a third...
As the cellar dims, George takes careful aim, and stabs a third rat clean through the ears. The vermin gives in to death.
As the cellar dims, George takes careful aim, and stabs a third rat clean through the ears. The vermin gives in to death.
Last edited by maidenhaver on April 2nd, 2025, 03:46, edited 1 time in total.
Rolled 1d20-2
Result: 11
1d20-2
= 11 (13)
Rolled 1d6+4
Result: 6
1d6+4
= 6 (2)
- logincrash
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Norman grits his teeth and strikes again.
Rolled Roll to hit: 1d20 + Low visibility: -2
Result: 12
Roll to hit:
1d20
= 14
Low visibility:
-2
= -2
Rolled Damage: 1d6
Result: 4
Damage:
1d6
= 4
- Lord of Riva
- Posts: 1086
- Joined: Feb 22, '24
-
Adventurer's Guild
Wolfgang takes a step back, weary of the dog-shaped rats scuttling through, then uses his sling to hurl another Stone.
*Thud*
This time the stone hits it's target, right between the eyes, the rat collapses.
(messing up the roll I Rolled manually: 14+2-2 = 14 *hit* EDIT: I missed that it has become darker, still a hit though )
*Thud*
This time the stone hits it's target, right between the eyes, the rat collapses.
(messing up the roll I Rolled manually: 14+2-2 = 14 *hit* EDIT: I missed that it has become darker, still a hit though )
Last edited by Lord of Riva on April 2nd, 2025, 21:36, edited 6 times in total.
atk
Result: 14
d20
= 14
Damage
Result: 2
Sling:
1d6
= 2
- Humbaba
- Shadow Banned
- Posts: 2866
- Joined: Jun 2, '23
- Location: Chattanooga, TN
Zollo notices that his candle has gone out during his leap. He bites down, quickly devouring the tallow stick, wick and all.
He faces the next rat and attacks!
Having grown wary from the grazing blow from earlier, the rat cautiously evades the swing from Zollo's club arm. However, accustomed to the dark as he is, Zollo reverses the grip on his dagger and with a short lunge forward manages to jam it into the rat's skull.
He faces the next rat and attacks!
Having grown wary from the grazing blow from earlier, the rat cautiously evades the swing from Zollo's club arm. However, accustomed to the dark as he is, Zollo reverses the grip on his dagger and with a short lunge forward manages to jam it into the rat's skull.
Last edited by Humbaba on April 2nd, 2025, 09:39, edited 3 times in total.
Hit Roll
Result: 11
Attack:
1d20
= 10
STR Bonus:
1
= 1
Dual Wielding:
1
= 1
Two Weapon Fighting:
1
= 1
Darkness:
-2
= -2
Damage Roll
Result: 4
Dagger/Club:
1d4
= 3
STR Bonus:
1
= 1
- SpellSword
- Posts: 789
- Joined: Jun 15, '23
-
Adventurer's Guild
Stein Von Steiner's eyes remain locked with those of something in the back of the cellar. It seems bigger then the rest, but in the dimming candle light, it is hard to make out. Dimming light? "The light!" he exclaims.
Being careful not to lose track of the large figure, Stein turns his head slightly and calls out to the warrior (Hrod Lastson @ERYFKRAD) that was speaking of taking torches from the inn's hall. "If you gathered a torch, light it on what candles we have still burning before darkness takes us!"
His free hand bumps into the flint in his own pocket as he rummages through it and snatches out a stone. He quickly throws the near fist sized rock at the owner of those glinting red eyes.
Stein curses as the rock crashes into the cellar wall missing its target.
Being careful not to lose track of the large figure, Stein turns his head slightly and calls out to the warrior (Hrod Lastson @ERYFKRAD) that was speaking of taking torches from the inn's hall. "If you gathered a torch, light it on what candles we have still burning before darkness takes us!"
His free hand bumps into the flint in his own pocket as he rummages through it and snatches out a stone. He quickly throws the near fist sized rock at the owner of those glinting red eyes.

Stein curses as the rock crashes into the cellar wall missing its target.
Last edited by SpellSword on April 2nd, 2025, 21:18, edited 1 time in total.
Throwing a rock
Result: -6
To Hit:
1d20
= 1
Agility 9:
0
=
Low Light:
-1
= -1
Improvised projectile:
-4
= -4
Rat AC (Increased vs Rock):
-2
= -2
- TKVNC
- Posts: 1941
- Joined: Feb 25, '24
-
Adventurer's Guild
Tillomar cries out in pain, with his hand injured and unable to grip his axe properly, he decides to try and kick a rat, and directs his dog to lunge at another...
"My hand! I can't hold an axe like this!"
His dog barks as it leaps toward a rat...
Tillomar partly confused by the pain, and the darkness kicks at something, but realises it is just the floor, completely missing any real target. His dog lunges foward, but fails to catch anything, equally lost in the darkness...
"My hand! I can't hold an axe like this!"
His dog barks as it leaps toward a rat...
Tillomar partly confused by the pain, and the darkness kicks at something, but realises it is just the floor, completely missing any real target. His dog lunges foward, but fails to catch anything, equally lost in the darkness...
Last edited by TKVNC on April 2nd, 2025, 21:21, edited 2 times in total.
Kick
Result: 2
Hit roll:
1d20
= 6
Strength debuff:
-1
= -1
Injury:
-1
= -1
Darkness:
-2
= -2
Dog attack
Result: 4
Hit roll:
1d20
= 6
Darkness:
-2
= -2
- Irenaeus
- Posts: 7851
- Joined: Sep 29, '23
Second round and end of the fight
Felix continued his flashy but ineffective whip cracking, failing to connect with any rats. Perhaps he is just conducting the chaos?
George remained highly effective, turning from the rat he crippled last round to cleanly kill another rat with his sword.
Gunthard is still struggling to land a blow despite the chaos, his axe swing missed again.
Stein shifts his focus entirely. His eyes locked onto a larger shape in the dimness at the back of the cellar. Realizing the candles were fading, he called out to Hrod about lighting a torch and throws a rock towards the shape, but misses badly. He's identified the new potential threat.
Norman found his rhythm this round, successfully striking down a rat with his staff.
Wolfgang adjusted his position and aim, successfully killing a rat with his sling.
Zollo, in a very characteristic move, noted his candle went out and ate it. Even without light (relying on his own senses), he expertly dispatched another rat with his dagger. He hears Stein asking him about torches? Did he really bring any?
Tillomar's hand injury took him out of effective combat. Unable to wield his axe, his attempt to kick a rat failed, as did his dog's leap in vain, hampered by the poor light and chaos.
Hrod finishes the active threats with his brutal efficiency, cutting down another three rats with his axe.
Kal Arion mops up the remaining wounded rats, swinging his club effectively and killing any rodents left.
Ostgar, perhaps executing a cunning plan for more light, fled up the stairs shouting for Brenna to bring more candles.
Alfwine, seeing his nearest "meat shield" (Ostgar) flee, Alfwine retreated further up the stairs himself, trying to remain unseen against the wall.
A dramatic end of the fight, with significant successes for the party!
The tension and difficulty had increased with lower light, especially for characters relying on sight. Stein's call to Hrod for a torch is tactically important. Zollo is now operating without personal light. Ostgar has gone seeking more light.
In any case, the fight is over. What a devastating success! The party collectively wiped out a huge number of rats this round.
With the last rats from the initial swarm falling dead and perhaps one or two lone survivors fleeing into deeper shadows, there is a sudden quiet after the frenetic squeaking and fighting, with potent stench of blood.
Stein has spotted something larger and more menacing ("The Big One"?) lurking at the back of the cellar. His attention, and likely soon the party's, will shift to this new target. The dimming light is making details or even forms hard to discern, but presence of a larger silhouette can be confirmed, with unsettling glinting red eyes clearly visible now.
Still, there's the issue with some adventurers displaced or impaired from wounds.
You can proceed with your next actions.
Felix continued his flashy but ineffective whip cracking, failing to connect with any rats. Perhaps he is just conducting the chaos?
George remained highly effective, turning from the rat he crippled last round to cleanly kill another rat with his sword.
Gunthard is still struggling to land a blow despite the chaos, his axe swing missed again.
Stein shifts his focus entirely. His eyes locked onto a larger shape in the dimness at the back of the cellar. Realizing the candles were fading, he called out to Hrod about lighting a torch and throws a rock towards the shape, but misses badly. He's identified the new potential threat.
Norman found his rhythm this round, successfully striking down a rat with his staff.
Wolfgang adjusted his position and aim, successfully killing a rat with his sling.
Zollo, in a very characteristic move, noted his candle went out and ate it. Even without light (relying on his own senses), he expertly dispatched another rat with his dagger. He hears Stein asking him about torches? Did he really bring any?
Tillomar's hand injury took him out of effective combat. Unable to wield his axe, his attempt to kick a rat failed, as did his dog's leap in vain, hampered by the poor light and chaos.
Hrod finishes the active threats with his brutal efficiency, cutting down another three rats with his axe.
Kal Arion mops up the remaining wounded rats, swinging his club effectively and killing any rodents left.
Ostgar, perhaps executing a cunning plan for more light, fled up the stairs shouting for Brenna to bring more candles.
Alfwine, seeing his nearest "meat shield" (Ostgar) flee, Alfwine retreated further up the stairs himself, trying to remain unseen against the wall.
A dramatic end of the fight, with significant successes for the party!
The tension and difficulty had increased with lower light, especially for characters relying on sight. Stein's call to Hrod for a torch is tactically important. Zollo is now operating without personal light. Ostgar has gone seeking more light.
In any case, the fight is over. What a devastating success! The party collectively wiped out a huge number of rats this round.
With the last rats from the initial swarm falling dead and perhaps one or two lone survivors fleeing into deeper shadows, there is a sudden quiet after the frenetic squeaking and fighting, with potent stench of blood.
Stein has spotted something larger and more menacing ("The Big One"?) lurking at the back of the cellar. His attention, and likely soon the party's, will shift to this new target. The dimming light is making details or even forms hard to discern, but presence of a larger silhouette can be confirmed, with unsettling glinting red eyes clearly visible now.
Still, there's the issue with some adventurers displaced or impaired from wounds.
You can proceed with your next actions.