Toran Silvercloak |
Just a heads up, I'll be out of town till Monday, so feel free to bot me as needed. Toran will just continue to attack the cultists, leaving the leader for the more capable Mallichatti. If he's having trouble hitting, he'd use Spear of Purity for touch attacks.
Mallichatti Cervagio |
Mallichatti Cervagio, Chelaxian, former order of the pyre, ruler of an outhouse jail, ruthless m~!*&@$*%@+$.
TarkXT |
I did tell you about the readied action. It was to attack. What form that attack would take was entirely on based on what she did next. Whether I tripped, sundered, or slapped her with armor spikes they all would have been an attack.
And sadly entropic shield only helps her against ranged attacks.
Either way though that felt really really satisfying.
Powergaming DM |
Maybe I should have been more clear on that. They do not seem to be intelgent undead. Bloody Skeleton trolls. Something about their natural regeneration makes it easier to make them bloody. Only +1 hd instead of double HD.
IF you want to make a stat block for them I appreciate it. Yes I have become very spoiled
Riva Sarjenka |
This will be our first adventure in which we get to travel along our newly built roads. That should cut travel times down a bit, allowing us more time for downtime activities once we return.
( If we return. *wink* :D )
I estimate a one-way trip will take us 2 hours 45 minutes, by horse, if we hustle (or twice that if we don't want to risk injuring the horses). If we're lucky, we'll have the whole thing done in a day and still be back in time for dinner.
Powergaming DM |
Here's the troll bloody skeleton stats you requested, GM.
Thank you! I'll the link the campaign notes in case this battle goes on awhile.
TarkXT |
Well, for one we're way too spread out. It would be all too easy for them to overwhelm one of us and rip us to pieces. A full attack from one of these things just sounds nasty.
So we should probably group near where Riva is.
Also how good can the spellcasters screen? Can we slow down there advance? I'd also consider throwing a fogcloud or something in front of us so we don't give line of sight to whoever is in the giant hut.
Basically what will happen is the mindless undead will charge forward and full attack things to death. There's a lot of them. We can assume at least two attacks a piece with reach given they're big and have claws. So yeah, we need to mitigate that so they're not attack as much . If we group up a bit we can keep them from cutting us off from one another at least.
I'm also worried about what they're guarding.
Ravingdork |
Yeah, I'm worried there may be additional creatures in the hut. Six bloody skeleton trolls are going to be quite tough on their own.
That's kind of why I'm hoping to turn some of them to our side.
We can use the brush and trees to keep them off of us.
Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn't otherwise affect a creature's fighting space, because it's assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.
Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren't mutually exclusive; it's common for a 5-foot square to have both a tree and undergrowth.
Forest Canopy: It's common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees' branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.
Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams average 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests have occasional game trails.
Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.
Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.
If nothing else, they will have to deal with difficult terrain and/or partial cover should they move past the tree line. GM has final say.
If you want your token in a specific position, let me know.