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If you have a look at the Campaign Info thread, I have a map up of Elsir Vale. You would be heading for the road north to Rhest from Witchcross. There are a few different ways you could go, trying to cut a path through the Witchwood or travelling the Dawn Way east and cutting north from Talar or Four Winds.
You should easily be able to purchase a healing wand from town's head priest. He and one of his acolytes are among the last to evacuate town. Just let me know which type you are purchasing. Keep forgetting to bring campaign notes to work with me, but hoping internet at home will be up and running again after today.

Ambrose Harrowfield |

"I am partial to taking the road east and then north along the Old Rhest trail. I don't think Smoke will fair too well in untracked forest, though perhaps crosscutting the woods will be quicker. I think it is evident that time will never be our ally in our endeavors."
Maybe buying a few scrolls of Lesser Restoration would be better than a wand? Saves us some gold and better fits the situationist nature of restoration. Then again, if we buy a wand, and we won't have to worry about restoration for a long time.

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What? Be a nice GM? Heaven forbid! :) In-game reason is it's just the clerics left to provide the gear - 2,100gp for the two wands and two scrolls.
Any other purchases or preparations? Food? Ambrose mentioned taking the road, let me know which way you want to go, it really boils down to three options:
Option 1: Up the Rhestwash. It's about 50 miles up the Rhestwash to Lake Rhestin, and another 80 miles to the old city and just a bit farther to the Rhest trail which leads north. Several of the boats moored in town are large enough they could accommodate your whole group, including horses. This is the most direct route north, but likely also the most dangerous, as it skirts deep into the Witchwood, where you will be exposed on a riverboat.
Option 2: East to the Rhest Trail. This option is probably a safer route, and towns are such that you can probably find somewhere to rest each night. It's approximately 80 miles to Talar, and from there another 80 miles or so up along the Rhest Trail. It will likely take five or six days on the road on horseback.
Option 3: Cross Country. As the crow flies, the most direct route is to cut cross country through the Witchwood. This route is only about 60 miles, but as you have seen already, it means a slow trek through the trackless center of the forest, and you'll need to find a way across the Elsir River at some point as well. Apart from whatever dangers might be lurking in the woods, blazing a trail for yourselves could prove to take longer than either of the other two options.

Leonar |

Lets buy at least a few days worth of food, to be supplemented by the Druid and ranger. We'll purchase the wands and scrolls as well, DM. I also think option 2 is probably our best best...use what trails and roads we already have.

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After some discussion, you decide to re-provision and head north. You purchase food, wands, and other magical items and plan your route. Brother Derny of the temple of Pelor is happy to honor a few requests as he escorts the last of the temple's relics out of town. Likewise, Sertieren the Wise, a wizened halfling reputed to be the most accomplished spellcaster in town, is happy to sell some of his items as his wagon is loaded for him and he leaves.
By the end of the day, the town of Drellin's Ferry is empty. Houses stare vacantly out at silent roads. The sun has just vanished behind the formidable scar on the horizon that is the Wyrmsmoke Mountains. After the raid two nights ago, burning much of the town on the west banks of the Elsir River, those who were remaining in town were quick to evacuate. A pall of smoke still hangs in the air, and many of the homes and shops where you fought goblin raiders are now empty hulks. Perhaps, a vision of what will befall the rest of the town when the enemy horde arrives in force.
With you, taking one last look at the town before joining the evacuees, are Speaker Wiston and Captain Soranna. Wiston takes a deep breath and wipes tears from his eyes with the back of his hand. "It seems we're about out of time," he says. "We'd best be going now if we want to keep ahead of the worg riders."
Captain Soranna nods to you. "You've already done us good. If you hadn't given us warning, we'd have all been asleep in our beds when the horde arrived on our stoops. Know that you've saved many lives, and for that you have my thanks. We'll push our people east, as far as Brindol if we have to. We appreciate everything you've done to help, and we'll certainly make sure Lord Jarmaath of Brindol hears of all that you have done." As she finishes, she lays a hand lightly on Ambrose's arm before turning her horse and riding out of town.
With that, there's nothing for it but to ride on. Over the next few days, you stay with the evacuees for a time, keeping as you go a lookout for any trouble and reassuring the townsfolk by your presence. Yet unencumbered, you move more quickly than most, and soon pull ahead. This end of Elsir Vale is drier and more sparsely settled than the eastern end, and as you travel away from the Elsir River, farmland gives away to range land for livestock.
Would love to elaborate more of the trip north, but to speed up pbp play for you I'll gloss over most of the travel bits for now. However, if you want to go back to focus on any of the locations or characters here, just let me know.
The next community you arrive at is Terrelton, a dusty town that seems to get by on the livestock and leather trades - several large, foul-smelling tanneries sit in the hills east of the town. Here you see the first evidence that your efforts to send word through to the communities between Drellin's Ferry and Brindol have had some success, for the Merchants Council of Terrelton have called up the town's militia in response to the warnings. An unruly lot, you see them being whipped into shape by a young crusading cleric of Pelor, named Leille.
Heading on, you ride on into hill country. You keep a close watch, for this can be bandit country. The next community you come to is the tiny hamlet of Nimon Gap, located at the place where the Dawn Way descends out of the Nimon Hills. It seems to have grown up around a large walled inn known as the Cross-Eyed Beholder. Nimon's Gap is surrounded by apples, pears, and chestnuts in orchards sheltered below the hills, while shepherds and goatherds keep their livestock on the heights. You enjoy a fine night at the Beholder, guessing that you might not have a similar opportunity for a while.
A couple days later, you are still talking about the entertainment at the inn when you spy trouble ahead on the road. In the shade of several tall poplars, a two-horse wagon has been dragged off the road. Small goblins clamber all over the wagon, shouting in wicked glee while a pair of hulking two-headed monsters roar and shout at the goblins. You think you can make out a couple of motionless bodies in surcoats of blue and white lying at the side of the road. The goblins soon see your approach and begin jumping up and down and jabbering, causing the ettins to turn your way.
Needing to rush off, but will put up the battle map tomorrow evening, it's nearly finished. Go ahead and roll initiative. The wagon, goblins, and ettins are about a hundred feet away, and the road here cuts across dusty farm fields, with little cover.
Initiative
26 - goblins
18 - ettins
------
goblin init 1d20 + 6 ⇒ (20) + 6 = 26
ettin init 1d20 + 3 ⇒ (15) + 3 = 18

Ambrose Harrowfield |

During the final bits of evacuation, Ambrose still strains himself to help anyone and everyone he can, lifting crates, barrels, boxes, and buckets into wagons, carts, or onto mules. He does stop to speak with the local priest, Brother Derny, and passes him some coin in return for a few divine potions and oils. "We have seen firsthand what sort of creatures this Red Hand can muster, brother. I am not counting anything out. Oils to give a weapon holy blessings, and potions to protect the body and mind from evil beasts beyond. See that the gold goes to good use. Pelor light your path, and Heironeous protect it." Ambrose gives the cleric 250 gp, 50 gp above what his purchases are worth, and shakes the priest's hand firmly.
When the Speaker announces the egress, Ambrose nods and stands before the man. "You are a good man, Speaker Wiston. I know what you have done here was nothing but difficult decisions, but at least know that you've made the best ones. I am glad you were able to get your people to see reason and pack up to leave." Turning to the empty streets behind, Ambrose breathes deeply. "Grain silos and inns, blacksmiths and temples, hovels and manses...these things can all be rebuilt. I'm no mage, but I hear lives are much trickier."
To Soranna; "[/b]What was done was simply what honor demanded, Captain. I would have shamed myself and my order if I had not done everything within my power to keep these enemies at bay. My companions are good men, honorable as well. I am gladdened to know that lives were saved - tis my duty as a Lion of Brindol, and as a human of this Vale to see it so."[/b] When the captain touches his arm and turns, he gives her a smile. "Ride safe and swiftly, my lady. May Heironeous strengthen your sword arm. I hope to see you again, in Brindol. Fare well!"
During the countryside ride, Ambrose has a difficult time taking the journey lightly, though he does try to illuminate his foreign friends on what aspects of landmarks, towns, and other such things that he can. During the stay at the Cross-Eyed Beholder, Ambrose is rather reserved and takes a position next to the window, imbibing only of water and goat's milk while staring out of it, as if expecting to see fires or hear warhorns somewhere on the horizon. He cannot bring himself to begrudge any fun had by his companions, however. They had earned it by far.
Upon seeing the enemies on the road, Ambrose's features harden and he presses Smoke into a hard gallop. "Even this far!" he says angrily. Squinting, he sees the bodies lying amidst the wagons and gasps as he recognizes the colors of those of Brindol. "To arms!" he shouts, snatching up his lance and pointing it in the direction of the closest ettin.
Initiative:1d20 ⇒ 20
Round 1
Ambrose kicks smoke into a blitzing run, covering a grand amount of ground in a short time. As he draws near to the enemies, he shouts a challenge to the closest ettin. "Prepare yourself, brute! Let us see how you deal with the rest of the pride!"
Double-move on Smoke 100 feet forward, issue Challenge on the nearest ettin, giving me a +2 to attack rolls, +6 to damage rolls against it. -2 penalty to AC to every enemy except that ettin.

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Here is the map, as promised - Ettins Attack!
A bit basic, but as long as it helps you see what's going on, I hope. :)
The two ettins are horrid, two-headed giants. The closest is a grotesquely hirsute giant apart from its smaller, second head which is bald as a newt. The other ettin looks completely mottled with warts and sores. Its two heads seem to keep arguing with each other. Both wield wicked looking flails in each hand.
Will give Helaku and Shaylar a chance to post initiatives and moves. I'm out of town from today, but should be able to update by the weekend.
@Aleste: You can see the two bodies lying in the road are garbed in the colors of the Lions of Brindol. There are a few other bodies around, they look like the wagon's driver and perhaps some additional guards. It's difficult to tell since it looks like they've been ripped apart. The crosses on the map show where the bodies lie.

Shaylar Kallanereth |

Seeing the fallen bodies and the goblins jumping about in evil glee, my hands move in a blur, retrieving an arrow from my quiver and drawing my bow out as far as I can. Looking at Ambrose's charge at one of the ettins, I take aim at the other and let go.
Initiative: 1d20 + 10 ⇒ (11) + 10 = 21
Attack, Longbow: 1d20 + 11 ⇒ (1) + 11 = 12
Damage, Longbow: 1d8 + 3 ⇒ (6) + 3 = 9
Status: AC 19 - current HP 33/33

Helaku |

Initiative 1d20 + 7 ⇒ (16) + 7 = 23
Helaku moves quickly, but not as quickly as the goblins. The sorcerer slips down off Cayenne's back to the ground and he gives the horse a slight shove backward. Turning in the midst of his allies he calls out, "Hold tight. I'm going to speed you all up."" Then reaching into his pouch for a bit of licorice root, he shreds it quickly between his fingers and spreads his arms wide, chanting in a voice that seems to reach an impossible speed as you feel your own energy surge.
Casts haste. 6 rounds. Leonar, Ambrose & Smoke, Shaylar, Aleste, Helaku

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Round 1
The goblins climb into the wagon, trying to gain height and get out of the reach of your horses. They hold mean little short swords that look more like meat cleavers, and the shout and goad the two ettins until the giants start lumbering towards you.
Helaku slips off Cayenne's back and uses his arcane power to hasten each of you. Time seems to slow down for you as you dart about.
Ambrose begins to ride towards the closest of the ettins, while Shaylar looses an arrow at the other. The shot misses, but thanks to Helaku's spell his fingers quickly find another arrow. Shaylar thanks to the haste spell you get another attack.
With the haste effect, Ambrose quickly closes the gap between the group and the ettin straddling the road. He halts out of range of the titanic flails, and issues a challenge that calls out the giant to fight. The ettin seems only too happy to oblige. Its larger head shakes back its shaggy mane of hair, while the smaller head shakes its bald pate in imitation.
Ettins up next, but Shaylar gets to roll extra attack.
Initiative
26 - goblins
23 - Helaku
21 - Shaylar & Fang
20 - Ambrose & Smoke
18 - ettins
17 - Aleste
16 - Leonar

Ambrose Harrowfield |

I think I will charge the closest Ettin. Challenge is a swift action, so I can do that + a full-round charge.
After calling out a challenge to the closest Ettin, Ambrose spurs Smoke onward in a final burst of impressive speed, aided by the boost of Helaku's spell. He points his lance straight at the two-headed creature and beseeches Heironeous to guide his strike.
Lance (Charge, Challenge, Cavalier's Charge, Spirited Charge, Haste): 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 3d8 + 21 ⇒ (3, 3, 1) + 21 = 28
Statistics:
Ambrose:
HP - 57/57
AC - 22 (20 vs all opponents except for challenged ettin)
Smoke:
HP - 52/52
AC - 25

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Round 1 continued
Shaylar dances Dapples to the side a bit, aware of the looming giant ahead of him.
Calling his challenge, Ambrose finds that his own momentum and Helaku's hastening spell carry him and Smoke forward and he levels his lance as he charges the ettin before him. The lancehead punches through the giant's stomach like a knife through butter, and dark blood gushes out as Ambrose withdraws the point. Excellent hit, 28 points of damage to the ettin.
The ettin reels back, pained. Its right side brings an arm up high, flinging a flail to come swinging down and smash against Ambrose's lance. The weapon goes flying, while the ettin's other arm comes screaming in from the side to catch Ambrose in the ribs. The impact feels like being hit by a sledgehammer, but the cavalier's armor protects him from some of the shock of the blow. The ettin tries with a follow-up attack, but that goes wide as Ambrose ducks and dodges about. Ettin had a CMB of 28 to disarm you.
The second ettin swoops in, charging towards Shaylar and trying to knock him from the saddle. Drawing close to Dapples and rider, the giant swings at Shaylar with one of two flails, the spiked end thudding into the ground with a tremor. Ettin scored a success with overrun maneuver, but missed on the attack.
Initiative
26 - goblins
23 - Helaku
21 - Shaylar & Fang
20 - Ambrose & Smoke
18 - ettins
17 - Aleste
16 - Leonar
------
ettin 1 R disarm 1d20 + 10 ⇒ (18) + 10 = 28
ettin 1 L attack 1d20 + 12 ⇒ (4) + 12 = 16
ettin 1 L attack 1d20 + 7 ⇒ (6) + 7 = 13
ettin 2 R overrun 1d20 + 14 ⇒ (9) + 14 = 23
ettin 2 L attack 1d20 + 10 ⇒ (4) + 10 = 14

Shaylar Kallanereth |

"Fang, fetch the ball!" Pointing at the ettin, I send Fang against the giant's weak spot. Using my heels, I guide Dapples away from the ettin, while drawing more arrows and shooting the monster.
Attack, Longbow: 1d20 + 11 ⇒ (18) + 11 = 29
Damage, Longbow: 1d8 + 3 ⇒ (5) + 3 = 8
Attack, Longbow: 1d20 + 11 ⇒ (4) + 11 = 15
Damage, Longbow: 1d8 + 3 ⇒ (5) + 3 = 8
Status: AC 19 - current HP 33/33

Aleste |

I ride up behind Ambrose 100ft=hasted horse's single move heading to squares north-west of him and attempt to clear out any threat from the goblins with an explosive bomb.
touch attack: 1d20 + 9 ⇒ (19) + 9 = 28
fire damage: 3d6 + 3 ⇒ (5, 1, 3) + 3 = 12
explosive bomb has ten foot blast so dropping in the centre of the crowd. If I hit then target goblin is on fire. Splash damage is 6.

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Round 1 continued
Riding forward with magical speed, Aleste halts just short of Ambrose and Smoke. He throws a bomb at the knot of goblins huddled in the wagon. They see the bomb coming and chaos ensues, as they push and bite trying to get out of the way, but it's not nearly enough. One of the goblins manages to catch the bomb and it instantly explodes into a roiling fire, taking with it six goblins. And the wagon. Three stout chests littered on the ground around the wagon seem to be on fire as well. The goblins, or pieces of goblins, fly through the air to land, with the wagon coming down on top of them. Direct hit! Decided not to roll Reflex saves for the splash damage, as even half damage was enough to finish them off.
Leonar begins casting a spell. As he does so, dark clouds begin gathering overhead, as if from nowhere. A rumble of lightning is heard in the distance, but rapidly drawing nearer.
Helaku up next.
Initiative
23 - Helaku
21 - Shaylar & Fang
20 - Ambrose & Smoke
18 - ettins
17 - Aleste
16 - Leonar
------

Helaku |

Helaku takes a step back into the woods, making sure to stay out of the ettin's reach, then raises his hand and with an angry word unleashes a fiery bolt that flies into the brute.
Casts scorching ray
Ranged Touch Attack 1d20 + 7 ⇒ (18) + 7 = 25
Damage 4d6 ⇒ (6, 6, 6, 5) = 23

Ambrose Harrowfield |

Ambrose watches the lance drop from his hand, somewhat taken aback by the sudden tactic. Grimacing in resolve, he reaches for his sword and brings it forth forcefully as Smoke eases a step forward to close in on the ettin. Ambrose brings his blade down on the two-headed giant while urging Smoke into a flurry of attacks.
Move action to draw sword, Smoke 5 ft. steps, both attack.
Bastard Sword: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d10 + 11 ⇒ (7) + 11 = 18 plus 1d6 ⇒ 6 cold
Smoke Bite: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d4 + 5 ⇒ (2) + 5 = 7
Hoof 1: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Hoof 2: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Statistics:
Ambrose:
HP - 57/57
AC - 22 (20 vs all opponents except for challenged ettin)
Smoke:
HP - 52/52
AC - 25

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Round 2
Keeping out of reach of the giant's flails, Helaku sends an angry red blast at the nearest ettin. The scorching bolt hits it square in the chest, burning flesh with a loud sizzle. Both heads moan in shock and agony, until one head raises an arm and bashes the other. "Stop crying, you baby! Just squish 'em good!" 23 points of fire damage to the ettin.
Shaylar edges Dapples a step further away from the ettin, and tries peppering it with arrows. One arrow hits, digging in to that niggling area between the giant's two heads. Meanwhile, Shaylar sends Fang round the giant to strike from its other side. The wolf nips at the ettin's heels and calves, leaving bloody bite marks. 8 points of damage to the closer ettin from Shaylar's first arrow, and 5 points of damage from Fang (nearly critical hit).
Seizing an opportunity, Ambrose moves past his opponent's guard, spurring Smoke in close to strike. Having drawn his bastard sword, he lays into the giant, leaving deep red gashes rimed with frost. The giant howls in protest, but its other, smaller head only manages an odd squeal. The head looks half-frozen, lips and malformed nose and grubby ears tinged with blue. Smoke stretches up to attack as well, teeth biting down hard and legs flailing. 18 points of damage plus 6 points cold damage from Ambrose, and 7 points of damage from Smoke's bite. The giant is barely able to stay on its feet at this point.
Thunder rumbles overhead amidst rapidly darkening skies. The ettin hit by Helaku's scorching ray turns with ill intent towards the sorcerer, twitching a leg in an attempt to shake off Fang's bites. The ettin rumbles forward and both heads focus on Helaku as arms come up and slam down together, sending him flying. The ground shakes with the impact. 26 points of damage to Helaku!
The other ettin takes a step back from Ambrose and his horse, so that it can bring its flails to bear. Not being terribly clever, it continues with the same tactics. Its attack with its right arm targets not the cavalier, but his bastard sword, sending it away just as with his lance. The other arm follows after, sailing in to batter into Ambrose's heavy armor with a telling blow. 18 points of damage to Ambrose, and disarmed again with a combat maneuver attack of 25.
Back to Aleste and Leonar.
Updated Map - Red square in corner is the radius of the exploding bomb, with the wagon, goblins, and some of the iron-bound chests nearby on fire.
Initiative
23 - Helaku
21 - Shaylar & Fang
20 - Ambrose & Smoke
18 - ettins
17 - Aleste
16 - Leonar
------
Fang attack 1d20 + 3 ⇒ (20) + 3 = 23
damage 1d6 + 1 ⇒ (4) + 1 = 5
Fang confirm crit 1d20 + 3 ⇒ (4) + 3 = 7
damage 1d6 + 1 ⇒ (2) + 1 = 3
ettin 2 R attack 1d20 + 12 ⇒ (14) + 12 = 26
damage 2d6 + 6 ⇒ (4, 4) + 6 = 14
ettin 2 L attack 1d20 + 12 ⇒ (11) + 12 = 23
damage 2d6 + 6 ⇒ (2, 4) + 6 = 12
ettin 1 R disarm 1d20 + 14 ⇒ (11) + 14 = 25
ettin 1 L attack 1d20 + 12 ⇒ (11) + 12 = 23
damage 2d6 + 6 ⇒ (6, 6) + 6 = 18

Aleste |

I nudge my horse south 5ft step and utilise my enhanced speed to fling more acid bombs at the ettin.
touch attack: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 3d6 + 4 ⇒ (6, 1, 2) + 4 = 13
touch attack: 1d20 + 10 ⇒ (6) + 10 = 16
acid damage: 3d6 + 4 ⇒ (2, 3, 3) + 4 = 12

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Round 2 continued
Aleste nudges his horse, getting a clear aim at the ettin pounding on Ambrose. Magically speeded up, he tosses two acid bombs at the giant. Both bombs burst against the ettin's chest, covering it in glowing, steaming acid. The giant's big head and small head look down in shock, both heads stunned to realize that they can look down and through the gaping hole in their belly, where the acid has eaten a hole through their soft internal organs. "Unghnh.." the dominant head grunts and the other head whimpers as body sprawls on the ground in a spreading pool of acid, the ground thundering with the impact. Well, the ettin was down to 6hp, with a critical hit and a total of 36 points acid damage, the ettin is well and truly dead, just a hollowed out hulk. Score another one for the alchemist!
Leonar calls down the forces of nature on the second ettin. A bolt of lightning courses down from the clouds above, striking the giant just as it raises a flail to attack Helaku. For an instant it is outlined in a flash of white light, and it stands stunned as it tries to understand what's just happened. 4 points electricity damage to the remaining ettin, rotten luck with the damage rolls.
Back up to the top of the round, with Helaku, Shaylar and Ambrose.
Initiative
23 - Helaku
21 - Shaylar & Fang
20 - Ambrose & Smoke
18 - ettins
17 - Aleste
16 - Leonar
------
Reflex 1d20 + 2 ⇒ (9) + 2 = 11

Ambrose Harrowfield |

Ambrose grunts defiantly as the blow from the ettin wrenches his sword from his grasp, and watches it fall to the ground, motes of blue light spiraling around its blade. His second grunt is of pain when the creature's weapon collides into his body and he reels. His fist clenches and he begins to draw back his arm, but jolts when the acid bomb obliterates the giant. Looking over his shoulder, he sees Aleste and gives the alchemist a nod of approval. "Good work! I don't think he'll be getting up any time soon!" Kicking Smoke into a pivot, he inclines his head towards the remaining ettin. Turning, he notices a bashed Helaku retreating and vanishing. "On, Smoke!" he calls, pushing the mare into a hard gallop, despite his lack of weaponry. He raises his gauntlet-clad fist and yells out a wordless roar to the ettin in attempts to draw its attention as he closes in, aiming to throw a mailed punch into the brute.
Can't charge I suppose since Aleste is behind me, but with a hasted single move, Smoke can still make it to the ettin. Might take an attack of opportunity, but just a reminder that both Smoke and I have Mobility, so +4 AC to that. Also, now that challenge has expired, I no longer have the AC penalty. I attack once with a gauntlet and Smoke will bite.
Gauntlet: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d3 + 4 ⇒ (1) + 4 = 5
Confirm: 1d20 + 11 ⇒ (2) + 11 = 13
Critical Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Smoke Bite: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d4 + 5 ⇒ (4) + 5 = 9
Statistics:
Ambrose:
HP - 39/57
AC - 22
Smoke:
HP - 52/52
AC - 25

Shaylar Kallanereth |

Again my hands move in a blur of speed as arrows appear on the string of my bow before racing towards the remaining ettin, while Fang keeps biting at the giant's tender parts.
Attack, Longbow: 1d20 + 11 ⇒ (9) + 11 = 20
Damage, Longbow: 1d8 + 3 ⇒ (7) + 3 = 10
Attack, Longbow: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, Longbow: 1d8 + 3 ⇒ (4) + 3 = 7
Status: AC 19 - current HP 33/33
Fang, attack 1d20 + 3 ⇒ (7) + 3 = 10
Fang, damage 1d6 + 1 ⇒ (4) + 1 = 5

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Sorry folks, ended up with a lot of RL stuff on past week or so, meant that by the time I was sitting down to update my games, I've been falling asleep in front of the laptop - it wasn't a pretty sight. This post has been half done most of this week, so glad to finally get it on the thread.
Round 3 continued
Shaylar nocks two successive arrows in a blur of energy. Both thud hard into the ettin's chest, and it reels. Meanwhile Fang tries to slip under the giant's guard and nip at its tender regions, but the ettin brushes off the attacks. 17 points of damage from the two arrows, one looked like it was just shy of a critical hit!
Defiance glints in Ambrose's eyes as the first ettin goes down in an explosion of acid. He turns Smoke around, and urges the horse forwards as he sees the other trying to clobber Helaku. The Lion of Brindol rides up and slaps the giant with his metal gauntlet. At the same time Smoke bites at the giant's shins, the horse's teeth connecting but not breaking the skin. The giant responds in kind by walloping Ambrose in the back with the business end of the flail. 5 points of damage to the ettin from gauntlet attack, unfortunately not a critical hit. Smoke misses, just. 9 points of damage to Ambrose from attack of opportunity, even with Mobility the ettin's been throwing some amazing to-hit rolls.
The ettin takes a step back as it tries to clear its heads, shaking them in unison. It looks pretty unsteady on its feet now but it gives a brutish chuckle as it swings both flails in to pound Ambrose. The knight dodges a sweep from the left but grunts as the other flail snakes in from the right, wrapping around him and raking at his armor. It certainly has a few more holes in it now than it did before. 16 points of damage to Ambrose from ettin.
Updated Map! - Helaku, invisible, is highlighted in blue.
Initiative
23 - Helaku
21 - Shaylar & Fang
20 - Ambrose & Smoke
18 - ettin
17 - Aleste
16 - Leonar
-----
ettin 2 aoo 1d20 + 12 ⇒ (16) + 12 = 28
damage 2d6 + 6 ⇒ (2, 1) + 6 = 9
ettin 2 R 1d20 + 12 ⇒ (17) + 12 = 29
damage 2d6 + 6 ⇒ (6, 4) + 6 = 16
ettin 2 L 1d20 + 12 ⇒ (2) + 12 = 14
damage 2d6 + 6 ⇒ (2, 3) + 6 = 11