Qwerty's WOGH TM Gold (Inactive)

Game Master qwerty1971

TM Gold Map
Cavern

Initiative:

Anchard:[dice]1d20+0[/dice]
Tanariel:[dice]1d20+2[/dice]
Thrand:[dice]1d20+1[/dice]
Tzardusk:[dice]1d20+1[/dice]
Ollok:[dice]1d20+3[/dice]
Arendyl:[dice]1d20+5[/dice]

Perception:

Anchard:[dice]1d20+9[/dice]
Tanariel:[dice]1d20+4[/dice]
Thrand:[dice]1d20+0[/dice]
Tzadusk:[dice]1d20+8[/dice]
Ollok:[dice]1d20+7[/dice]
Arendyl:[dice]1d20+8[/dice]
xxxxxx:[dice]1d20+0[/dice]


1,201 to 1,250 of 2,084 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>

Is there an alchemist shop that is readily available? inquires the elf. Thrand, perhaps we need to prepare oil soaked arrows to bring some of these siege structures down. If necessary I can try to prepare what offensive spells I can. Is the mage shop available?


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

"They are not acting like any orc tribes I am familiar with... it's as if someone or something else is driving them... "


GoM//Glass WotW Maps//WOGH Map //

Tanariel is informed the closest thing to a mage shop is the Apothecary that was run by an arcane bauble seller named Virrellimin Mosselweed (building 8 on the map). Virrellimin was taken into the citadel.


She will go to the shop and cast detect magic and then see what might be there.


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

Aren approaches Thrand. "Sir Thrand, might I make a suggestion? The orcs seem to be crafting wheels for some kind of enginine. Perhaps a small crew of villagers could go out with the cover of spotters and archers to begin digging trenches trenches 40 a 50 ft from the wall? Depending on the oil reserves, we could also soak some patches of grass to be lit when the orcs are standing on top of them. I volunteer to be one of those to risk being outside as well.

I'll also warn you that there seems to be angst building between the locals in town and the woods folk who have come in for protection. The orcs outside may galvanize them to work together in their own best interest but I thought you should know. "


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

As the activities buzz around him Ollok finds himself standing on the wall observing the orcs. Climbing down he looks for the others and seeing Thrand and Aerndyl speaking he approaches them.

"Those orcs out there are too organized. I've bloodied my axes with them enough to know this. I'm meaning to head out to get as close to those orcs as possible. I'd likely take any that won't be causing a ruckus when I near the camp otherwise I'll head by myself."


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

"You're on your own as far as I'm concerned. Nothing silent about my presence." Anchard replies to Oillock's plan. "You may want to reconsider your going alone. What is there to gain from shortening your distance to the horde?"


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

"There's a horde of orcs about to charge us and they are acting with purpose and organization. Do you know what makes orcs so strong it is their numbers, but they can't keep any order so it is break them before they've caused any real damage. A horde with order is something we should all be wary of that's why it's important.

Look about you priest these are not seasoned warriors we have standing at our side. If there is something that can be learned out there that can help us than it's a choice we should be taking."

GM if noone is going to go Ollok will head out to see if he can better understanding of how many orcs there might be. The siege weapons they are making and be on the look for anything that might be out of the ordinary


GoM//Glass WotW Maps//WOGH Map //

once again GM advises the members coming Greyhawk to inform the dwarf of the other team that is outside the town walls...

As Thrand is organizing the militia and the others are discussing the orcs outside the gate a guard up on the tower alerts everyone that a group of orcs are coming closer to the town with what appears to be prisoners in tow. It looks as if 9 orcs are moving up with 7 prisoners. They stop a few feet from accurate bow range and one of the orcs dressed in fearsome gear which many of the group who are orc fighters recognize as marks of the Warchief hoots and howls typical orc curses at the town while waving his Great Axe around in the air. Behind him another orc dressed like some sort of shaman or priest begins chanting and takes a serrated knife and cuts the throats of the 7 prisoners being held by 7 orcs, holding them up until they die and bleed out. Orcs elves and dwarves know this to be an old formal declaration of war from the orcs.

The villagers inside the wall cry out and some of the forest folk shout out signifying they knew or were related to some of the victims.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Thrand listens to all that Arendyl has to say. "Well met, sir. And you are? ... Arendyl. Am I saying your name correctly? Trenches were next on my list. We brought forty shovels for just such a purpose. You seem to understand what is needed. I am putting you in charge of this effort. Take some villagers and make it so. We also brought ten sledges that you can use to hammer poles into the ground - slanting toward the enemy is best. Once they are in place, they can be sharpened into stakes. Here are ten flasks of oil. Use them as you see fit. We also have ten bear traps that you may use..."

Once Thrand hears what is happening outside the gates, he whistles for his horse. "Valor!"

May Thrand act, or is he still busy organizing the militia?


GoM//Glass WotW Maps//WOGH Map //

Thrand can act


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Thrand says to the blacksmith, "Darvis, please stay with the militia and continue where I left off."

To the adventurers, he says, "I mean to sally forth. Who is with me?" He climbs into the saddle as he listens to their replies.


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

As he hears the cries from the men posted on the wall Ollok turns immediately to them and looks ready to the climb the wall to see what is going on.


Did I find anything in the alchemist shop?


GoM//Glass WotW Maps//WOGH Map //

Tanariel:
It is an Apothecary not a full blown alchemist shop. This squat building sits along the west side fo the town along the Setting Path. Ivy covers much of its walls and partially blocks several diamond-shaped stained glass windows. Near the front entrance, a large iron arm thrusts up from the ground, its palm facing the sky. A black candle nestles in the palm, a bright flame dancing on its wick. As you enter you notice the shop specialize in herbal remedies for common ailments and injuries. There are some simple alchemical devices such as smokesticks and tindertwigs. You also notice there is enough alchemical material to create maybe 50 flasks of alchemical fire if someone puts it all together using some notes found on one of the tables.

Someone brings the cavalier his mount that is kept in the stables by the inn and the cavalier gets in his saddle quickly. He knows looking at the terrain and the cut throats he would never get to the victims in time and crossing outside of bow support to the confront the orcs is not the best idea but may spur the villagers on and be used as a show of force. Actual combat would be foolish since the orcs would reinforce the 9 orcs from their defended positions before the militia could reach Thrand in combat on horseback and the cavalier would be surrounded and killed possibly ruining his day.

GM tip- this is not the fight you seek...the elf wizard has the idea for what to do right now. Take inventory of what assets you have and formulate a defense plan. the battle will come soon enough. And hope Team Black finds the orc camp before the orcs begin their assault.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

I was not planning to save the dead villagers. I was planning to slaughter a few orcs, capture their arms and armor, and give these items to the militia. Perhaps I am thinking that the nine orcs are closer than they actually are. How far is it from Berwyn's walls to the main orcish forces? How close are the arrows blocking walls? How close are the dead villagers?


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardusk watches and grimaces as they kill the hostages. "Typical orc declaration of war... savage and cruel. Sometimes I really hate those who share my blood. I have a feeling it would be hard to convert these folk, especially right now, while their blood is hot for battle."

He observes Thrand and blinks in surprise. "You can't take this fight to them, Sir Thrand. There are too many of them that are close enough to reinforce them. We would simply be killed before we can ready the town militia for the fight of their lives."


[ooc] How long would it take to make these goods?


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

"We need to focus on the towns defenses. We already have another team working to eliminate the head of command outside of the walls. In have faith in them, just as surely they must have faith that we can hold the line long enough to allow them to escape the aftermath. Lend aid to the knight lord and the grey elf. They know what must be done."


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

"I have some training in the ways of moving unnoticed. I think it's risky even with the two of us, but we may be able to put them on enough of a defensive to slow them down. Buy the townfolk some additional time to prepare. If we all agree that it is a worthy idea, I would be willing to go."


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)
Arendyl Gilvanus wrote:
"I have some training in the ways of moving unnoticed. I think it's risky even with the two of us, but we may be able to put the orcs on enough of a defensive to slow them down. Buy the townfolk some additional time to prepare. If we all agree that it is a worthy idea, I would be willing to go."


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

As Arendyl talks Ollok in his fury finds himself hurrying up the steps of the wall. When he gets to the top he looks at the men gathered about him. Some are horrified, others struck with grief. He eyes the orcs and their cruel ritual.

"Don't you turn your eyes away folk of Berwyn! That is what those orcs will do with everyone of us should they find a way into this town. Witness their cruelty to those outside. They had no chance to fight. They will die a lonely death unless you find whatever strength is in you to prove their lives meant more than this. When the orcs attack do not cower nor close your eyes. Remember this moment and what you saw. Do not let your kin have a meaningless death." he shakes his head and returns to the others shaking with fury.


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

You mentioned accurate bow range? How inaccurate are we talking? Enough to take a shot with range increments penalty or no shot at all?

Aren climbs up to wall and watches the screen with horror. Shaking his head he tries to gauge the distance. Maybe he could at least give the orcss a taste of arrow point. Some sort of answer to their cruelty.


GoM//Glass WotW Maps//WOGH Map //

Tanariel:
Whoever decides to try and craft the alchemist fire would need to roll Craft Alchemy checks to see if they are successful, a failed roll would result in ruining a portion of the materials. Failing by more than 5 would result in an explosion due to carelessness. It would take one roll per 5 flasks with a +2 due to masterwork tools and another +2 due to the alchemical guidebook. The DC to create is DC 20. If you take 20 then that is all you do for that day and you make 5 flasks.

Info on the orcs outside:
The orcs are roughly 400 yards away from the town walls. They are roughly 200 yards from their own lines. They would make it back to their lines faster than Valor can reach them

Perception DC15:

Behind some of the wooden structures and off in the woods you detect the hint of orcs on worgs poised to sprint should the town gate be opened.

Arendyl:
400 yards puts them at 4th range increment for a longbow.


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

perception: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Aren knows that the shot has only a small chance of striking true but unshoulders his bow anyway. He nocks an arrow and draws the string back to his cheek. Exhaling slowing, he releases the taut cord hoping his aim is true.

Aiming for the orc shaman: 1d20 + 5 + 2 - 8 ⇒ (7) + 5 + 2 - 8 = 6

Damage if aim is true: 1d8 + 2 ⇒ (7) + 2 = 9

disappointing but with -8 what do you expect. :P

With the shot going wide, he marks the shaman's attire. He will find him when the battle begins. He then calls down to Thrand. Sir Thrand! Worg riders are hidden on the forest edge and behind the arrow walls waiting for the gate to open!"


I can make alchemists fire, at about 5 per day, however, I think that I might be able to do more, perhaps if the cleric were to help, unless he has any other pressing things to do. About how many days do you think before they attack? she states/


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Thrand is eager to ride out and slaughter some orcs, but the total lack of support from his fellow adventurers combined with news of worg riders hidden in the treeline ready to spring is enough to deter him. "If only I had a wheelbarrow!" He slumps his shoulders and dismounts.

"Arendyl, where are the worg riders? Are they waiting in the woods to the right or to the left of the town, or are they waiting at the other end of the field? Will you still be able to dig those trenches? Would you like me to position my archers on the ramparts to cover you? Let me know what you need."

"We have four sets of block and tackle, quite a bit of rope, my slingers are equipped with grappling hooks, and we have ten pack horses that we brought with us. We can set all of that up to pull any siege towers down or tip any battering rams over. All we have to do is hook the tower or ram and have the horses pull the line. Master dwarf, would you care to set this up?"

"By my reckoning, the first thirty-five feet through the gates and into the town runs between two buildings. We should continue the walls of these buildings so that they run all the way to the gate towers, then cover this area with a flat roof to make a ten-foot wide covered gallery. We should build a second gate at the other end of the gallery, and put plenty of murder holes in the roof. Carpenters (and masons?) should start working on this right away. We may be able to lure some of the worg riders into this trap."

"We also brought forty sets of clothing. The children should stuff these to make scarecrows and set them on the ramparts to confuse the enemy as to our number. They should also bring water around to the rest of the townsfolk while they work."

Perception: 1d20 + 0 ⇒ (4) + 0 = 4


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

"I can do my best. I get the general idea of what you are intending. Probably need to team one tackle to 3 horses. The rams will be hard to snag from the wall.

I would set up barricades in between the houses to stop the orc riders and any chargers from being able to run down that pass should the gates fall.

Also we need to think about strategy if the orcs get inside the walls. We need to have fall back points so that your men can safely retreat and rally. Up there on top of these building we should have a wooden walkway created with planks so that your archers can find safety from the hordes on the ground and still help to support the infantry too."


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

"Those are all excellent points. If we have time, we should implement them all. For the block and tackle, these would be attached to Berwyn's gate towers. You are correct that the range of the grappling hooks is awfully close. What if we attached rope to harpoons and shot these from ballistae? We would need to make the ballistae, but I would feel better about this scheme if we used them. What do you think? We brought tools. How do you feel about making a couple of ballistae and some ammunition for them?"


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

"If you can find an engineer for that I can help but creating a ballistae would be better served with another. The elf has it right we need simple weapons for these people. Work on the oil and creating missile weapons that can be used by any. Alright there is a lot to do get every able bodied hand. Your elders, your woman and your children. They can all help with some part of the preparations."


GoM//Glass WotW Maps//WOGH Map //

feel free to lay out your defensive plans on the town map. that will assist me in adjudicating actions when the orcs attack. Also the colored circles on the map represent yourselves by color code. please move the circle to where you will be in town as you continue preparations.

each day will be broken up into three parts, morning, afternoon and night. You can do defensive preparations during those periods or other activities, resting is also an option. There may be events in between those periods to play out as well. As each period commences please let me know what your character is doing and where. Current strategies include making alchemist fire, making dummy soldiers, engineering a ballistae, anti siege tower device.. did i miss any?

Currently evening time frame:
Current activities:
Thrand:
Ollok:
Arendyl:
Tzardusk:
Anchard:
Tanariel:


She will be making as many flasks as she can with whatever time they have left


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardusk, not having any other applicable skills, will help with the making of the dummy soldiers, trying to get to know the children a little bit and let them know he's not an orc, and not allied with them, so they become more familiar with him. He'll try to reassure them that Sir Thrand knows what he's doing, if anyone can bring us through this, it's him.

diplo: 1d20 + 9 ⇒ (20) + 9 = 29


GoM//Glass WotW Maps//WOGH Map //

It appears the children love this new small fanged playmate...


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

I was still wondering what the chances of getting out of the gates to work on some trenches to defend against any siege engines. Did we decide that that was not feasible with the worgs so close? We never did determine JUST how close that was. Perhaps we follow up on Thrand's plan to set some sort of trap to lure them into a kill box. I had a previous perception of 23 to spot the worgs. Is there any way to guage how long it would take them to clear the distance from the hidden locations to the gate?

During the evening Aren will take an extra watch on the wall since he has better night vision than most of the people here and requires less sleep. He will come into the inn for dinner however and hopefully get to know his fellow adventurers better.

During the day, Aren can assist craftsman making weapons. He is a bowyer so if we have the material he may be able to make an extra bow or two along with fletching more arrows.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Thrand finally wakes to the fact that Tanariel had been speaking. His thoughts must have been consumed with the aborted sortie. "Alchmist's fire... that is good... There may be a lull before battle commences. We should search every building that is not a private home and take inventory of all of the supplies in Berwyn before the rest of us decide what to make. Militia, keep practicing. Darvis, would you mind showing me around so I can take inventory? The rest of you may come and see for yourselves if anything can be used in defense of the town."

Are the militia Commoners or Warriors as far as class is concerned? If Thrand spends time training them, can their class change from Commoner to Warrior or from Warrior to Fighter? If training them is irrelevant, I guess I'm free to craft.


GoM//Glass WotW Maps//WOGH Map //

Thrand leaves Shortnose to drill the militia in simple combat techniques which after a period of time make some into warriors and eventually some into fighters if they have the time- the best you can hope for is getting a chosen few upgraded to lvl 1 fighter, as far as their battle worth i will calculate their ability as a mass against their foes with bonuses for whatever magic or aid given or whoever is fighting with them at the moment.

Darvis and his sons listen intently and are amazed at how helpful these newcomers are, especially the normally reclusive elves. "Where would you like to go first Lord?"

Arendyl concludes that going outside the gate would be futile since the worg riders would descend rapidly and the town archers are not yeah that skilled in bringing accurate fire to bear. It would drain more resources from the town and sap strength then deter the invaders.


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Thrand says, "Is there a temple in this town? Let us go there first."

I just noticed that one square equals 20 m x 20 m, so the covered gallery that I had proposed would actually be 70 m x 20 m.

Arendyl, you can still lead the townsfolk in digging up the town - put ditches and mounds at strategic locations, add palisades, stakes, and pits where you see fit, or whatever you think to do.


N Male human Cleric 4 Pic | HP: 37/37| AC: 18 (12 Tch, 18 Ff) | CMB: +3, CMD: 13| F: +7, R: +2, W: +7 | Init: +0 | Perc: +12 | Speed 20ft | Active conditions: none

Anchard will Tanariel assist wherever he is needed and will provide spiritual guidance to those seeking to prepare themselves mentally for the battle.


Will we be able to make 10 alchemist fire per day?


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

That evening in the inn when everyone is there Aren will produce his bottle of wine, and offer a cup to all of the group. If there is enough he will include some of the townies as well, but I think the bottle would have just enough for a glass for the PC's. "A toast to Berwyn. Everyone deserves life and the right to choose their own place in the world. Those that oppose these rights must be defeated, so I choose my place to be here and now. To stop these Orcs. To defend this town. Drink with me friends."

Ive marked some places on the map that I wish to start working. The square in the middle of the road is a covered pit that I would like to construct. The lines on the rooftops are walkways so the archers in the tower can fall back to more defensive positions should the gate fail. I will add more if we finish construction of these items.


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

During the day will work on the anti siege device as instructed by Thrand. He will also have any lumberjacks that he can find start to create stakes to be used as a barricade.

Finding Arendyl, "Heard you intend on digging trenches. Hmmm might be better to dig a pit just inside the gate. Cover it with some tarp then some dirt to hide it once it is done. We can create a makeshift bridge to allow us to cross then once the battle begins we hide the bridge away from gate. Should slow the orcs down. Also it allows the archers to attack the orcs if the gate is breached. What do you think?"


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)
Arendyl Gilvanus wrote:

There is a location designated for a pit already. Did you think it needed to be closer to the gate?

"We've begun construction on a pit this very day master dwarf. Great minds think alike I'd say. "


GoM//Glass WotW Maps//WOGH Map //

@Tanariel- if you spend 1/3rd of the day taking 20 to create alchemist fire then you can make 5 per session, or 10 per 2 sessions and then rest the last session of the day

Current Evening activities:
Thrand: Searching the buildings in town starting with the temple.
Ollok: working on the trench
Arendyl: Supervise digging the ditch or laying planks for catwalks (choose one for this period)
Tzardusk: Playing with the kids
Anchard: Taking 20 to create 5 flasks of Alchemist Fire
Tanariel: Taking 20 to create 5 flasks of Alchemist Fire

Thrand and anyone else who goes to the Temple:

The Temple of Berwyn is a neutral site dedicated to any Good aligned worshiper with iconography of the more care free deities including Trithereon, Kord, Ehlonna and oddly enough an image of Phyton. Inside the temple it appears the refugees from outside of the town have taken up residence inside of the building. About 50 or so of elderly men and women and little children are holed up inside the structure. The caretaker of the building was summoned inside the citadel before the currents unfolded and his personal room is locked.


Male Dwarf Ftr 1 / Unch Rogue 2 | HP 26/26 | AC: 17 / (20 with shield) T:13 FF:14 | F:4 R:6 W:1 | CMB+4 CMD 17 | Init. +3 | Perception: +7 (+8 vs traps/+10 vs stonework traps) | Conditions 7

That pit looks like a good spot. Should allow archers to fire on trapped orcs. In the evening Ollok will walk around the town wall to check for any deficiencies. He's also going to look around town for the shadiest individuals (i.e., thieves guild)


Male Human (Oeridian/Suloise) Cavalier 3; Init +1; hp 30/30; AC 19, T 11, FF 18, CMD 17; F +5, R +2, W +3;
Mount:
Palomino Warhorse; Init +1; hp 19; AC 23, T 12, FF 21, CMD 17; F +5, R +5, W +1

Who will be Thrand's eyes and ears? He is extremely unobservant. One or more people with detect magic, lock picking (optional), and perception are needed.


Eladrin (variant) Cleric 1; Init +1; PP: 15; hp 9/9; AC 17 w Shield S:+3, D:+1, C:+1, I:+2, W:+5, C:+4 (adv vs charmed, immune to magical sleep)

lets start with the catwalks

Catching up to walk with Sir Thrand "I've heard the temple has a shrine dedicated to Trithereon. I was raised a follower of Correllon but the dogma of "The Summoner" has come easily to me while traveling in human lands. Who do you put your faith in Sir Thrand?

Aren has an excellent perception and can cast Comprehend Languages, Detect Poison, Detect Magic, and Read Magic each once per day. He cannot pick locks however.


Would she have time and materials to craft scrolls?


hp 33/33 ac 14/t11/ff13, F 4, R 3, W 10 (+1 ench), bab 2, melee 3, ranged 3, cmb 3, cmd 13, init +1, spd 30, perc 9 half-orc shaman(speaker for the past)/3
skills:
bluff 2, diplo 9, disable 7, intim 13, k. nature 5, k hist 5, k local 5, ling 5, perc 9, sm 3, splcrft 6, surv 7, umd 7

Tzardusk continues to keep the kids busy building scarecrows and erecting them on the battlements of the walls, leaving room in between of course for the real defenders with crossbows and such. He keeps regaling them with tales, not of orc depredations of course, but more like human fairytales his mother told him when he was young before she died, and teaching them some of the songs she taught him, and a little bit about Raurvir as well, but not with the aims of conversion, just teaching them about love of the land and farming and peace and harmony, a little idyllic fantasy for them to ponder.

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