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]


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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)

If this counts as my action for the day rather than working on defenses I will stay on defenses and let Thrand go solo.


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

Arendyl and others- the three shifts are 8 hour blocks so you can do minor tasks like search a building and still work your main task like defense improvement

Current Evening activities:
Thrand: Drilling militia; searching the buildings in town starting with the temple and finding a locked door.
Ollok: working on the trench with villagers.
Arendyl: searching with Thrand and laying planks for catwalks with villagers.
Tzardusk: Playing with the kids and seeing they relate to the farming stories.
Anchard: Taking 20 to create 5 flasks of Alchemist Fire.
Tanariel: Taking 20 to create 5 flasks of Alchemist Fire or creating scrolls. choose one to do

do i have everything correct before i move on?

After finding a key in the temple office to open the bedroom door the group does a quick search of the room. The holy man lived a rather spartan life, confirmed by the villagers and forest folk that are watching the group. Underneath the bed is a trunk and after opening it the group finds a large seedling bulb and two potions- if checked the items radiate magic.


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

the seedling radiates magic too? if so,

Tzardusk seems entranced by the magical seedling bulb. "Bounty of the harvest, this is a wonderful find... it could sprout anything, a magical tree, a whole field of crops, beautiful flowers! The potential is just incredible!"

know nature to identify the type of plant: 1d20 + 5 ⇒ (14) + 5 = 19


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

Magic Seedling:

A greensurge bomb is a small magically and alchemically treated plant bulb with a root growing out of that forms a handle.

The bomb can be thrown like a splash weapon with a range increment of 10 feet. When the bomb strikes the ground, it bursts open, scattering weeds in a 10-foot radius. At the beginning of the thrower's next turn, the weeds rapidly grow into thick undergrowth, creating an area of difficult terrain. The weeds flourish regardless of the surrounding natural terrain (even in urban settings or on hard rock floors) but don't grow on damaging surfaces, such as pools of lava or acid. The new vegetation lasts for 5 minutes before it turns brown and crumbles to dust.

the potions are Cure Light Wounds and Remove Disease.


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 examines the seedling bulb carefully and looks a bit crestfallen. "It IS a magical plant, but it is a weed-bomb essentially, creating an area of difficult terrain in a 10 foot radius when thrown. the weeds will grown anywhere except on damaging areas like pools of molten rock or acid. It lasts for only 5 minutes ... It might be good to reserve for throwing right in front of a charge... if the ones in front fall, perhaps the ones behind them will fall like dominoes."


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 are correct for my part. Qwerty.


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

sounds right, but I also want to see if I can find any sort of thieves' guild


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

the town is too small for an official thieves guild. there are some miscreants but nothing formalized.


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

miscreants work. I'm trying to look for any who might be rumored in getting goods past the gate


Alchemist fire


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 greets the refugees warmly saying, "We are going to see you through these troubles. Some of you may sleep in the priest's bedroom, but be respectful with his property. I want everyone on their best behavior. That will make our job of defending you much easier."

To Tzardüsk he says, "Take the potions and the bulb and use or distribute them as you see fit. We can definitely use such magic on the wall."

"Let's move on Darvis. Is there a carpentry shop or woodworkers' guild in town? Let's go there next."


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

It is getting late in the evening and you all have been up for quite some time. You can push on providing you make the necessary Fortitude rolls, or you can grab some sleep until the morning session.

Updates:
Defensive works added- catwalks along the NE buildings, pit in front of the gate. 10 alchemist fire flasks made.

Ollok:
You find a few young townsfolk (3) that are rather less than scrupulous as others. You do know that this town is surrounded by farmland and forests. the nearest towns are days away. You can use the three as you see fit as long as it is not suicidal


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

"A good night's rest sounds like a great idea as long as we have enough lookouts, because IF the orcs do attack, they are likely to do so when they have the advantage of darkness."


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

GM:
I'd like to ask these three individuals what they know about the citadel. If they have any exits to and from the citadel or even the town that are unknown by others. diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17 sense motive: 1d20 + 5 ⇒ (19) + 5 = 24


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

How long did it take to search the temple? How long will it take to search the next location? If this is a time consuming activity, I might as well craft or train the militia. Will any PCs be taking the night watch?

Fort: 1d20 + 5 ⇒ (14) + 5 = 19 (if needed - I have not decided to stay up yet)


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)

Requiring less sleep allows me to easily take a shift at watch.


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

@Thrand- you can search additional buildings during this time. It wont take that long to search a building.

Ollok:
none of your street rats know about the citadel. no one of their station ever went in there. The old Baron would keep people out. But he was kind and would come out and mingle with the townsfolk and would even buy a few rounds in the tavern for people. He was a common sight at the market since he liked to cook some of his own meals and would buy fresh. His elder son had a manor outside of the citadel and spent his time there with the royal huntsman as bachelors. the elder son was always seen in the citadel but not a lot of people ever saw him go through the gates all the time.


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

In the morning, Thrand will ask Tzardüsk and Darvis to join him in searching the Carpenter's shop and the Kerryks Estate. He stays up long enough to walk around the perimeter and check on the sentries.


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

GM:
What number on the map is the manor? Ollok will give his contacts 2 sp each and tell them to contact him when they have any useful information.


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

I have placed everyone but Arendyl and Thrand in the inn for sleeping quarters unless you desire to sleep somewhere else, just let me know. Thrand how many militia are manning the walls?

Arendyl decides to stay awake for a shift and watch with the guards in one of the towers by the main gate. Thrand walks the perimeter and then stops by the main gate.

GM:

Guards: 1d20 + 1 ⇒ (11) + 1 = 12
Arendyl: 1d20 + 8 ⇒ (10) + 8 = 18
Thrand: 1d20 + 0 ⇒ (18) + 0 = 18

orcs: 1d20 + 1 ⇒ (20) + 1 = 21


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

Is that pink rectangle a pit trap? What seems reasonable? A third or a quarter of the militia on duty at any given time? If a quarter: 40 scarecrows, 5 archers, 2-3 slingers, 2-3 axemen, 2-3 spearmen. If a third: 40 scarecrows, 6-7 archers, 3-4 slingers, 3-4 axemen, 3-4 spearmen.


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)

yes the rectangle is a pit trap that we havnt dug yet unless that is the trench that olloks men where digging. This recent day we worked on the cat walks across the buildings. The pink square was my plan for tomorrow.


She will do what she can to make alchemists fire


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

that is the pit Ollok helped dig in between searching the temple.


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

Under the dead of night Thrand, Arendyl and the guards in the tower are suddenly surprised by a multitude of orcs suddenly charging out of the darkness towards the town main gate...there appear to be hundreds of them making a mad dash to the front gate some carrying crude ladders and a large contingent of the ones in the middle of their formation carrying great axes...

Mass initiative
orcs:1d20 ⇒ 2
town:1d20 + 2 ⇒ (20) + 2 = 22

Town and Party are up and the town has 1/4th of the militia on guard since no one decided. Party members not on watch are asleep at the Inn, off guard militia members are scattered across the town in various homes, alchemist fire is kept at the alchemist house (bldg 8) and orcs are at the wall


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 yells out "Alarm! Orcs at the gate!" As he watches the Orc horde rush the gate, his hopes for the defense of this town begin to fade quickly. "Ill buy them what time I can, but I will not die here." He thinks to himself. He draws a shaft and takes aim.


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 blows his signal horn to complement Arendyl's shouting. "To arms! Archers, fire! Slingers, burn those ladders!"

The question about if it seemed reasonable to have a third of the militia on the wall was for you, DM. Why wouldn't completed alchemist's fire be with Tanariel? What kind of action is blowing a horn? Are the orcs trying to chop through the gates?

Number of Slingers: 1d2 + 1 ⇒ (2) + 1 = 3
Number of Axemen: 1d2 + 1 ⇒ (1) + 1 = 2
Number of Spearmen: 1d2 + 1 ⇒ (2) + 1 = 3

Militia:

40 scarecrows: Total Defense
5 archers: Shoot arrows at orcs
3 slingers: Throw burning oil at ladders
2 axemen: Ready to push ladders from wall.
3 spearmen: Ready to push ladders from wall.


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 sleeps in his bed.


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

perception: 1d20 + 8 ⇒ (10) + 8 = 18 is that enough to hear the horn?


1d20 + 4 ⇒ (5) + 4 = 9


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

@Thrand- apologies about the militia. I thought you were polling the rest of the team. Are all of the militia on guard at the front gate? The alchemist fire was made in the alchemist shop and no one moved it so i put it there.

Thrand and Arendyl shout and blow a horn to alert others of the orc attack...Thrand then directs the militia near him to task as Arendyl takes aim...go ahead and roll your attacks Arendyl

The rest of the group wakes up to the sound of alarm and even Anchard is awaken by the others...

Orcs
The orcs run up to the gate and those with axes begin to chop at the wooden gate...the ones on the side begin to put the crude ladders up against the walls to begin climbing... behind the main force of orcs are three sets of orcs that have a main orc directing actions and a troop of body guard orcs protecting them with shields...

Party and Militia


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 rises and throws on his armor as quickly as he can before grabbing weapons and heading to the walls.


The elf awakens and grabs her bow and her sword while casting mage armor on herself.


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)
GM Qwerty wrote:

Thrand and Arendyl shout and blow a horn to alert others of the orc attack...Thrand then directs the militia near him to task as Arendyl takes aim...go ahead and roll your attacks Arendyl

You mentioned attacks (plural) so Ill roll a couple rounds of attacks but I only have one attack per regular turn. Not rapid shot for me yet. :P

Bow Rnd1: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

If I do not take damage and the orcs are not on the wall or through the gate Ill will shoot again on the 2nd round.

Bow: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


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

Round One

Thrand slings a bullet at one of the orcish axemen at the gates. He shouts, "Archers, kill those axemen! Protect the gates!"

Sling: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 4 ⇒ (3) + 4 = 7

It would be foolish to leave the other towers unmanned. Let's say that two archers and two spearmen are deployed as watchmen on those towers, one man per tower plus a bunch of scarecrows. As the rest of the militia wakes up, I can give them more orders. Let me know when. You know the militia's bonuses, so I will leave the rolling to you, DM.

Militia on Left Gate Tower:

1 archers: Shoot arrows at orc axemen to protect the gates.
2 slingers: Throw burning oil at ladders/laddermen.
1 axemen: Ready to push ladders from wall.
0 spearmen: Ready to push ladders from wall.

Militia on Right Gate Tower:

2 archers: Shoot arrows at orc axemen to protect the gates.
1 slingers: Throw burning oil at ladders/laddermen.
1 axemen: Ready to push ladders from wall.
1 spearmen: Ready to push ladders from wall.


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

Hearing the alarm raised Ollok rises cursing that he should have slept in his armor. At that he begins to put on his armor hoping the others can hold off until he gets there.


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

Thrand barks orders at the militia standing nearby as Arendyl sends an arrow at one of the orcs and downs him.... Thrand then sends a rock missile at an orc and staggers him...the rest of the party struggles to grab their gear and can leave the inn next turn... the blacksmith and his sons run up towards the gate hastily donning their leather armors and shields and call up to Thrand for orders...other townsfolk and woodfolk begin to muster about...

party actions supporting militias in contact determine if the militia fights or flights

Orcs
The orcs that made it to the gate begin using the great axes to attack the wooden structure chopping at it. Each individual does a little bit of damage but tens of them at once show initial signs of damage to the gate. Some of the orcs in the back of the attackers seem to be chanting as if spurring and encouraging the attackers on...Bless while the main orc raid leaders strides around with his shield bearers barking orders...

Some noise erupts from the main enemy camp as other orc forces stir but do not deploy to assist this raid yet...

Party and Militia


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

Round Two

Thrand hurls another bullet at his wounded target.

He shouts down to the militia as they scramble in the yard, "Archers and slingers to the ramparts! Arendyl, I leave you in command up here."

"Darvis, form a shield wall near the gates!" He runs down the stairs to join them and stands at the center of the shield wall with Darvis to his left and axemen and spearmen to either side and behind them.

Sling: 1d20 + 3 ⇒ (18) + 3 = 211d4 + 4 ⇒ (2) + 4 = 6

Everybody else, go where you think best. We may need a couple more PCs up top to bolster the archers.


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 rushes from the inn, still strapping on his studded leather one handed while he runs, crossbow in his other hand. He heads straight to the walls.


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:

If I do not take damage and the orcs are not on the wall or through the gate Ill will shoot again on the 2nd round.

[dice=Bow]1d20+7
[dice=Damage]1d8+2

the rolls were 5 for the attack and 4 for the damage so 12 attack for 6 damage if it hits on of the casters.

Aren lets loose another arrow and yells out to the new militia joining at the wall. "Slingers, concentrate on the orcs at the gate. Archers focus on the casters behind them!"


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

Don't forget that there are orcs climbing ladders to get into town. The slingers have slings and lamp oil. Their original orders were to throw burning oil at the ladders. Are you certain that you want to allow orcs to climb up and chop your head off? Targeting the ladder climbers and the spellcasters would be a great idea.


How long will it take those who were sleeping to get ready to aid the rest of the party?


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)
Thrand Prymlea wrote:

Don't forget that there are orcs climbing ladders to get into town. The slingers have slings and lamp oil. Their original orders were to throw burning oil at the ladders. Are you certain that you want to allow orcs to climb up and chop your head off? Targeting the ladder climbers and the spellcasters would be a great idea.

I missed the ladders in the original description. Yes I would like change my order. I'll order the slingers to do as Thrand had originally instructed.


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

Arendyl shoots at another orc but rushes his shot and misses while Thrand leaves the elf in charge of the ranged troops and sends one more stone at the staggered orc downing him. The other members of the party begin to exit the inn and decide where to go to support the defense with Tzardusk moving to the walls...Ollok comes out of the inn hoping on one leg as he finishes putting on his last boot and looks around deciding where to go as the female elf moves past him with bow in hand as she also decides where to go...those just coming out of the inn hear Arendyl instruct men in the towers to target the ladders and the orcs climbing as they see Thrand move to help Darvis form a shield wall in front of the gate in front of or behind the pit? Ollok and Tanariel just let me know where you will go and what you do. The archers and slingers begin attacking the orcs on the ladders and a few of the men use their pitch forks to push a ladder or two backwards to the ground. The defense is holding but the defenders are severely outnumbered.


The elf will go to Arendyl, bow ready.


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

Will head to the main gate and assess the situation. He'll try to boost support along the wall wherever the ladders are being placed either to help push the ladders off the wall or to chop down the first orc that climbs the wall


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 scans the Orcish numbers to see if he spots the shaman that cut the throats of their prisoners.

if Aren sees the shaman he will launch an arrow at him. If not he will continue firing at the casters in the middle of the attackers.

Perception: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

the perception check is actually 3 higher.


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

Arendyl looks at the orcs and realizes this group attacking is of the Red Tusk orc tribe by their banner, not the same group of orcs that cut the prisoners throats...and the elf hits another orc at the gate but does not down him...

Ollok moves to and climbs up to the left gate tower after seeing Arendyl on the right gate tower. The dwarf sees townsfolk struggling to keep the orcs off the ladders and he pitches in to crack a few orcs nearing the top.

Tanariel climbs up on the right gate tower and joins the woodland elf as she sees the number of orcs they are facing and the orc leaders behind the main force...

Sense motive or Perception DC 12:

During the initial stages of the battle you notice this is the only apparent attack. At the front of the town at the front gate. You know there are hundreds and hundreds of orcs just outside of town but only around a hundred are attacking. The others you can hear and dimly see in the distance are just watching. Other orcs are not letting them advance to support this assault.

Orcs
The orcs are still trying to get up top on the gates but have meet some fierce resistance although not without cost to the defenders. The main orc leader seems upset over the lack of progress and keeps barking orders at his men. The orcs with the great axes are still hacking away at the wooden gate and will do significant damage if left undisturbed.

Party and Militia are up


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 gets to the wall and climbs up on the left gate tower with Ollok... "Ollok, I'll let you work on the ladders, I'm gonna try to pick off some of these axe-wielders at the gate."

to hit: 1d20 + 2 ⇒ (10) + 2 = 12
dmg if hits: 1d8 ⇒ 8


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

"Shortnose, prepare my horse!"

We'll form two thin blue lines in an arc between the gates and the pit, with bear traps between us and the gates. We brought ten bear traps. An arc will allow us to wrap around any orcish incursion and have multiple defenders fight each orc. The spearmen have reach, so with them in the second line, at least two defenders can fight each orc in the front line.

Feel free to have the archers and slingers divide their attention between the ladders, the axemen, and the casters. Killing laddermen and axemen is probably a priority.

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