Goragg Gashnose |
Goragg steps through the wall and begins moving the larger crates to provide cover behind.
Goragg Gashnose |
Gah! So our choice is either search a swamp for a dozen or more attackers who know the land and can snipe us off one by one while hidden from view, or face the storm again.
Goragg looks at the boat.
Looks back toward the wall.
Looks back at the boat.
Looks back at the wall.
You know, this little dock here is not such a bad place to set up a homestead.
mdt |
I'm assuming since you are all talking to each other, that you all ducked through the wall? We'll take this in 30 second intervals then.
Interval 1
Goragg moves the damp crates around to have something to hide behind.
Grim readies to attack anyone coming through the wall.
???
Kyra Altreas |
Aldrah nods and crouches, strafing with her bow out, prepared to return fire upon reaching the wall.
Cale Pavel |
Cale being the last one through the wall, takes a final look before stepping through it.
"Pack and let us be off! Chance the storm and this time since we know how 'pleasant' the trip is going to be. Strap on! 'Our' Friends might not be so friendly."
Goragg Gashnose |
Goragg looks as if Cale has asked him to saw his own arm off with a dulled practice dagger, but after a few moments relents.
Cale is right. Stronger ones, help me move the crates on the boat. Weaker ones, keep a watch on the natives so we don't get ambushed.
Cale Pavel |
"They have the advantage of knowing the terrain..."
Kalasin Wingfield |
An unconscious growl escaped Kalasin's throat as she watched the natives vanish. With one last sniff at them, she passed through the wall. On guard for anything coming through after Cake, she faced the wall prepared to attack threats. "I doubt they will follow us through the wall, since we are out of their territory again. But since we did come back, they just might. As for the storm, would it be a calmer ride to skirt the hex? Follow the black walls?"
Cale Pavel |
"We have a slight problem with that suggestion. You see Kalasin.....we have no control over the boat......" Cale is run a hand over his shiny and rocky scalp even as he explains the workings of the boat as best as he can. He ignores the growl.
Aldrah Furyblood |
"Whatever we're doing, we need to do it quickly, yeah? Aldrah responds, with her bow still drawn and trained on the last spot she saw the attackers in.
Goragg Gashnose |
Working as fast as I can, Goragg grunts in annoyance as he loads another crate.
Last time we lost some supplies overboard. Does anyone have any experience with rope or as a sailor?
If not, Goragg does the best he can. @GM, Craft (Rope) (untrained), or Knowledge (Dungeoneering), or Escape Artist?
mdt |
Escape Artist, trained or untrained
DC 25
Perception Aldrah: 1d20 + 12 ⇒ (12) + 12 = 24
Perception Cale: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 Loading -2
Perception Goragg: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 Loading -2
Perception Grim: 1d20 + 6 ⇒ (14) + 6 = 20
Perception Kalasin: 1d20 + 4 ⇒ (8) + 4 = 12
Goragg and Cale work for about 5 minutes loading crates, and are half done, when arrows rain down on the dock.
1 = Aldrah, 2 = Cale, 3 = Goragg, 4 = Grim, 5 = Kalasin
Random 1: 1d5 ⇒ 1
Random 2: 1d5 ⇒ 5
Random 3: 1d5 ⇒ 2
Random 4: 1d5 ⇒ 4
Random 5: 1d5 ⇒ 4
Random 6: 1d5 ⇒ 5
Attack Right 1: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13 Miss
Attack Right 2: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 Hit
Attack Right 3: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17 Hit
Attack Left 1: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 Miss
Attack Left 2: 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17 Hit
Attack Left 3: 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15 Hit
Damage (Cale): 1d6 + 2 ⇒ (1) + 2 = 3
Damage (Grim): 1d6 + 2 ⇒ (6) + 2 = 8
Damage (Kalasin): 1d6 + 2 ⇒ (6) + 2 = 8
Damage (Kalasin): 1d6 + 2 ⇒ (4) + 2 = 6
About 55 ft to either side of the dock, 3 archers suddenly 'fall' through the wall, suspended over the water. Ropes trail from their torso back through the wall, allowing them to lean out of the wall to fire arrows. The rain provides some difficulty to the archers, but one manages to get a solid hit in on Cale, the arrow slamming into his side in a chink in his armor. Another arrow slams into Grim's upper thigh, sinking in. Kalasin however, is transfixed from both sides, two arrows slamming into her torso almost simultaneously from different directions.
Goragg Gashnose |
Glad to see the [smaller\] and [bigger\] tags can work subliminally. ;-)
Not so glad to see our local friends haven't forgotten us.
Goragg grabs his bow and runs toward the wall, bellowing
Now they're pissing me off!
@GM, how far is the nearest cover (enough to start stealthing) from the wall on the other side?
Goragg Gashnose |
I'm still gonna keep trying it. :-)
If not stopped, Goragg will dash for cover on the far side of the wall, engage Stealth mode at full walking speed due to Fast Stealth, and make his way toward the right-hand group of natives.
Take 10 on Stealth (+14) for convenience.
mdt |
Perception (Goragg): 1d20 + 7 ⇒ (9) + 7 = 16
Goragg bursts through the wall, and then realizes he's stepped into a trap. There are 6 more archers aligned 60 ft ahead, all aiming at the wall he just stepped through.
Attack 1: 1d20 + 4 ⇒ (4) + 4 = 8
Attack 2: 1d20 + 4 ⇒ (13) + 4 = 17
Attack 3: 1d20 + 4 ⇒ (4) + 4 = 8
Attack 4: 1d20 + 4 ⇒ (20) + 4 = 24
Attack 5: 1d20 + 4 ⇒ (11) + 4 = 15
Attack 6: 1d20 + 4 ⇒ (1) + 4 = 5
Attack 4 Confirm: 1d20 + 4 ⇒ (11) + 4 = 15 Not confirmed
Damage 2: 1d6 + 2 ⇒ (6) + 2 = 8
Damage 4: 1d6 + 2 ⇒ (6) + 2 = 8
Most of the arrows miss, but two slam in deep, driving their points into Goragg's insides with a fierce burning sensation.
Goragg only managed 1 move action before being hit, if he wants, he can use the other half of is action to retreat back through the wall.
Goragg Gashnose |
Ouch.
Goragg curses the idiot running him himself for his carelessness, but plunges on into the brush and finds a hiding place nearby.
Stealth: 1d20 + 14 ⇒ (12) + 14 = 26
Grim The Wanderer |
And we gave them more time to prepare a better ambush. That is it i have had enough !
Round 1
I am going to Follow Gorrag. Cole, Kalasin with me. Aldrath kill those three in our back. Cole from a line with me we don't let them surround us. Kalasin Snap out of it and use your channel if you Please.
Move Action: Drink Shield Extract, Standard Action: drink mutagen +5ft in the direction Goragg left. will draw his weapon with the other as he moves
Current AC 25
mdt |
Six at your back, not 3, 3 'north' and 3 'south'. Grim, have to wait till next round to pull weapon, 5ft step is not a move action, so no free drawing weapon. Doesn't matter much, you can draw it next round when you move.
Still to go round 1 : Kalasin, Cale, Aldrath
Cale Pavel |
"Fall back and hold our position. They know the land. We don't. Take out those archers and force them to come to us....That idiot is going to get himself killed. Pull him back. Here we have the advantage no matter how small it is."
Cale moves to form up a line with Grim even though he had misgivings about the whole thing, bringing up his weapons.
Total Defence AC, Acrobatics 3 ranks, +6 Dodge bonus AC 23
Cale Pavel |
"We don't know how many of them are there behind the wall?" Cale points out even as he moves forward.
Goragg Gashnose |
Well, Goragg old dog, you're in the latrine now. Wounded, alone, and stupid. What do you do now, Master Scout?
Goragg searches for a smallish rock to use as a distracting device. If he detects anyone coming withing earshot, he will toss the rock to distract attention, then dash full speed back through the wall.
If not, he will continue hiding.
Kyra Altreas |
"They do indeed know this land better than we do, but knowledge isn't a guarantee that an arrow won't pierce your heart, now is it?" she replies, ready to fire.
"And they're not idiots. Do you really expect a group that outnumbers us to get closer, when they have a distinct advantage at a range? They might want us dead, but they're not so stupid to risk losing an advantage."
Readied action to fire on command or fire once I see an arrow come from the wall, since they'd be more open to being hit at that point.
mdt |
Goragg Gashnose |
Gorum, I do not pray to you often. I have not the tongue for it. But I feel you are trying to tell me that this is not my battlefield to die on. That a valiant death is good, but living to exact my revenge is better. That a grunt runs headlong into senseless death, but a soldier knows the value of a tactical retreat. So be it. And if I die anyway, to Hells with you!
Goragg shouts in Common (real-world Common, not local Common),
We can't win! I will hold them off. Prepare what you can, then send a volley of arrows high overhead. I will take that moment to join you in the boat.
And be quick about it!
Goragg Gashnose |
Hearing no answer, Goragg assumes his words were not heard.
Goragg throws his rock in a low arc (so as not to be silhouetted against the sky) and as far away from the wall as he can. When it hits the ground, he breaks out running full speed back to the dock, diving through the last few feet.
mdt |
1 = Aldrah, 2 = Cale, 3 = Grim, 4 = Kalasin
Random R1: 1d4 ⇒ 2
Random R2: 1d4 ⇒ 3
Random R3: 1d4 ⇒ 1
Random L1: 1d4 ⇒ 1
Random L2: 1d4 ⇒ 3
Random L3: 1d4 ⇒ 1
Assuming Goragg is moving after using the Total Defense action for his standard action to get the +4 AC
Attack Right 1: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Attack Right 2: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Attack Right 3: 1d20 + 4 - 2 ⇒ (4) + 4 - 2 = 6
Attack Left 1: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Attack Left 2: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Attack Left 3: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8
Attack Goragg 1: 1d20 + 4 ⇒ (4) + 4 = 8
Attack Goragg 2: 1d20 + 4 ⇒ (3) + 4 = 7
Attack Goragg 3: 1d20 + 4 ⇒ (19) + 4 = 23
Attack Goragg 4: 1d20 + 4 ⇒ (3) + 4 = 7
Attack Goragg 5: 1d20 + 4 ⇒ (5) + 4 = 9
Attack Goragg 6: 1d20 + 4 ⇒ (1) + 4 = 5
Damage (Goragg): 1d6 + 2 ⇒ (1) + 2 = 3
Those who had readied actions to attack anything coming through the wall need to make a Perception DC (15) check to avoid attacking an ally as Goragg comes diving through the wall in front of them.
None of the arrows that were fired at Goragg and missed seem to have come through the wall.
Round 2 - Party other than Goragg
Goragg Gashnose |
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
...on't shoot me!, Goragg bellows as he slams face-first through the wall and onto the dock, punctured with multiple arrows and bleeding.
We need to get the Hells out of here. Now.
Cale Pavel |
"Can you take out those hanging around? I'll load as fast as I can then." Cale loooking at the bleeding Goragg moves back to grab as many supplies as he can.
Goragg Gashnose |
We only need to worry about the archers to the sides - the wall blocks arrows as well as sounds, says Goragg as he begins to get up.
Not attempting another action this round, just flavoring the text.
Goragg Gashnose |
Grim, are you passing through the wall? If so, Goragg will attempt to stop you.
Kalasin Wingfield |
Kalasin let out a loud yelp as the arrows pierced her flesh. Moving to hide behind boxes for cover. She took inventory of her injuries and the injuries of her companions. As Goragg lands in her 30 ft range, she releases one of her channels to heal, trying to negate as much damage as possible.
Channel: 2d6 ⇒ (5, 2) = 7
Goragg Gashnose |
It's a trap through the wall, Grim. Six archers wait ready to fire. Don't go!
Cale Pavel |
"I'll load, the rest of you able to return fire, please do so." Cale starts as he begins grabbing more crates to load back into the boat.
Actually how much stuff did we unload when we first got here?
mdt |
You unloaded everything, so it would not be on the boat in case it moved after you left it. It will take another 5 or 10 minutes to finish loading the boat. That's 50 to 100 rounds of combat.
Cale Pavel |
Crap
Goragg Gashnose |
Most of this crap we can live without. Take the best and leave the rest.
Goragg's next action(s) depend on a couple things:
1) Did Grim make it through the wall yet?, and
2) Is it possible to poke my head through the wall to provoke arrows, knowing that I can immediately poke back before the arrows have time to travel far enough to hit? Seems like the wall provides 100% cover if we use it right.
mdt |
1) Up to grim
2) There is a bit of a ripple effect right before someone exits the wall, you've seen that. So it's a bit dicier than just sticking your nose and eyes out. Also, if you remember, you have trouble with senses inside the wall, so knowing when you are about to exit it is a little hard from inside. Backing into it from the swamp side would make that easier, but also easier to be hit.
3) Cale can move one crate every other round. The boat itself can provide some cover, if you remember, there's a canvas bit at the back that covers the back 1/3rd, plus the crates already on the boat provide cover if you lay down between them.
mdt |
Grim runs into the wall a foot or two, and then turns hard right, and runs blindly forward.
Acrobatics DC 15 Blind Running: 1d20 + 7 ⇒ (19) + 7 = 26
He runs to the edge of the dock, and finds out the hard way that the first 5 ft of the 'black wall' contains the same environment as the hectate it contains. There is no splash sound as he hits the cold water, not even to him.
Normally, figuring out where you are would require a Survival check or get disoriented from the lack of perception. However, you are within 5ft of two walls (the edge of the 'solid' ground in the middle of the wall, and the edge of the dock which is solid stone). And your sense of touch is the only sense that works inside the walls. You can feel the two solid surfaces. DC (10) Str check to pull yourself up with two hands, DC (15) to pull yourself up with 1 hand. Or a DC (15) Swim check to swim out of the wall.