
![]() |

Your boat weaves between the drowned buildings. Leonar perches expectantly on one the edge of the dugout. The lizardfolk warrior is still following at a distance, but isn't closing.
You draw nearer to the old bell tower. The stone building protrudes from the lake at a slant, reaching a height of thirty feet above the surface of the water. Eroded images of dozens of lions - stalking, sleeping, and pouncing - adorn its sides. A rickety-looking wooden platform has been built around the tower's circumference at water level, with three small skiffs docked alongside. It appears that the tower is three stories tall, but only its upper two floors remain above water. A massive iron bell that looks like it weighs tons hangs within the upper level of the old tower. The highest building in the area, it is a natural choice for a watchtower.
Atop the tower are three hobgoblin warriors, keeping watch for intruders into their domain. The guards you encountered at the roadblock barricade seemed bored and inattentive. These guards in contrast seem to take their task very seriously indeed. Obviously this is an honoured post. One of the guards turns in your direction, his gaze raking the boat and moving on. Lizardfolk on the lake must be a common sight, and the sight of the dugout doesn't raise much concern. Then his gaze comes back to you, and he focuses more intently. Suddenly there is great excitement and he calls out to his comrades. The hobgoblin and one of his allies take up bows and start firing in your direction. the other warrior takes the hilt of his sword and starts banging on the bell, making a ringing clamor that carries across the lake.
Roll initiative!
Your dugout is about 210 feet from the bell tower. No map for this yet, but I'll create one if we need one.
Helaku, no problem with casting the fly and having the invisibility ready to go.
Initiative
4 - Hobgoblins veterans
======
initiative 1d20 + 2 ⇒ (2) + 2 = 4

Shaylar Kallanereth |

Sitting in the dugout, my thoughts wander back to the elven camp, Fang and Dapples. "I'm glad Fang is alright. He really took quite a beating from that Razorfiend. Ehlonna be thanks that he's still alive. Sometimes that wolf is too eager for his own good."
To all appearances I am lost in thought, but even so, I am preparing to meet the hobgoblin guards at the bell tower. My bow in hand, two arrows nocked, but the string not yet drawn.
Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
Attack, Composite Longbow: 1d20 + 16 ⇒ (13) + 16 = 29
Damage, Composite Longbow: 1d8 + 7 ⇒ (7) + 7 = 14
Damage, Composite Longbow: 1d8 + 7 ⇒ (5) + 7 = 12
AC 19 / Current HP 40/40

![]() |

Bell Tower Blitz - Round 1
Shaylar, seemingly lost in thought, suddenly erupts into motion. The elf lets fly two arrows with eagle eyes trained on the distant hobgoblins. One of the arrows falls short, but the other strikes the hobgoblin clanging the bell. 14 points damage to the hobgoblin. In only saw one attack roll, so took the liberty of rolling the other, which didn't quite make it. At 210 feet away to hit the hobgoblins incurs a -4 penalty at the moment for you, two range increments away for composite shortbow.
Trellara starts up a song to inspire the party as she unslings her own bow. It is a wild, keening song, the cry of the Tiri Kitor. Inspire courage, all allies gain +1 on attack and weapon damage rolls, and +1 save bonus vs. charm and fear effects.
Helaku vanishes and while invisible hurtles towards the bell tower. He arrives and spies the activity at the top of the tower. A full round of flight will put you in the sky over the top of the tower. Please can you make a Stealth check? Remember bonuses for being invisible.
At the top of the castle you can see the three hobgoblin warriors readying arrows to use against you. A stairwell leads to lower levels of the tower. You can hear activity below - these hobgoblins have friends.
Leonar takes to the sky in eagle form, summoning the lightning storm. Roiling dark clouds begin to gather over the sunken city.
Ambrose pulls on the oars for all he's worth, trying to close the gap between the dugout and the tower. The bad news is, it looks to me the rowboat has a speed of 15 feet a round. I'd say a successful DC 20 Strength check would have a result that you could up the speed to 30 feet a round for a short burst. There are more paddles, if someone else wants to assist, that would provide a +4 bonus to your roll.
Aleste draws back his own bow and targets one of the hobgoblin lookouts. The powerful pauliel bow sends the arrow searing across, but the arrow bounces of the stone parapet of the tower a few inches away from the hobgoblin.
The hobgoblins respond in kind. Arrows start whistling down around you. Two plonk into the water either side of the dugout, but another arrow hits Trellara in the shoulder. 5 points damage to Trellara.
The lizardfolk warrior is still shadowing your progress. What's more worrying, the bell's ringing seems to have stirred up the various lizardfolk camps on the edge of the lake. Responding to the signal, you see several lizardfolk around the lake's edge taking to the water and making for Rhest.
The bell tower is now 195 feet away. The lizardfolk warrior is still 30 feet behind you. The other lizardfolk are quite a ways behind that.
Initiative
28 - Shaylar
20 - Trellara
18 - Helaku
17 - Leonar
10 - Ambrose
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk
=======
Aleste init 1d20 + 3 ⇒ (2) + 3 = 5
Trellara init 1d20 + 2 ⇒ (18) + 2 = 20
Shaylar attack 1d20 + 12 ⇒ (4) + 12 = 16
lizardfolk init 1d20 ⇒ 2
Aleste attack 1d20 + 8 ⇒ (11) + 8 = 19
damage 1d8 + 3 ⇒ (8) + 3 = 11
hobgoblin 1 attack 1d20 + 5 ⇒ (5) + 5 = 10
hobgoblin 2 attack 1d20 + 5 ⇒ (20) + 5 = 25
damage 1d8 ⇒ 5
1d6 ⇒ 2
hobgoblin 3 attack 1d20 + 5 ⇒ (5) + 5 = 10

Helaku |

Helaku swoops silently to the top of the tower, wind barely rustling his cloak and garments. He quickly moves to cast a spell to neutralize the hobgoblins.
Stealth: 1d20 + 3 + 20 ⇒ (18) + 3 + 20 = 41
Casts create pit hoping to target all three or at least two of the three if he can't get all three. DC 18 Reflex save to get out of the way, otherwise fall 30 feet. Lasts 8 rounds.

Ambrose Harrowfield |

Gritting his teeth and thinking of the safety of his land and his people, Ambrose doubles his efforts in propelling the boat. Fiercely he turns the oars, grunting with each beleaguering stroke until his muscles are aflame. His focus is only on getting himself and his allies to the enemy, that they may be dealt with as swiftly as possible. One less threat to Elsir Vale.
His zeal is somewhat outweighed with his inexperience in boating, however, as he soon learns that there is more to nautical propulsion than simply how vigorously one rotates the oars.
He looks to Trellara. You've a lovely voice, high singer, but can you grab those oars and row while you sing? I'm afraid we need an extra pair of arms to get this damnable skiff to the tower."
Strength: 1d20 + 4 ⇒ (11) + 4 = 15

![]() |

Post to follow, hopefully should be up tomorrow. I was expecting to get another post in before the holidays, but got caught up in the festivities. BTW happy holidays to everyone.
Shaylar thanks for the update. From the description I thought it was a Manyshot, but when I checked your character sheet I missed it in your feat list - I do need to get my glasses checked! I will deduct damage from the second arrow accordingly.

![]() |

Bell Tower - Round 2
Shaylar continues to pepper the tower with arrows. The hobgoblin ringing the bell takes one final arrow in the back and collapses. His other two arrows find their targets as well. Each hobgoblin hit, the first for 15 points damage - with previous hits that's enough to drop it to -7hp. The second is hit for 10 points, and the third for 5 points.
Trellara heeds Ambrose's suggestion and takes up another pair of oars. She pulls with all the might she can muster and the boat lurches forward, matching Ambrose's own efforts. Her wild song continues to carry on the wind. Trellara tries with the assist, but while an agile fighter she only has a Strength of 8.
Helaku swoops down, casting a powerful spell under the feet of the hobgoblins. There's a rumbling sound and the top floor of the bell tower tumbles away to reveal a magical pit ten feet across. The two hobgoblins fall in, and the dying lookout rolls in as well. The two warriors look stunned and hurt. Both failed their saves and fell the 30 feet, taking 16 points falling damage.
Over to Leonar and Ambrose, unfortunately with the assist it wasn't enough to increase the boat's speed but you can try again next round.
Initiative
28 - Shaylar
20 - Trellara
18 - Helaku
17 - Leonar
10 - Ambrose
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk
========
Attack, Composite Longbow: 1d20 + 16 ⇒ (19) + 16 = 35
Damage, Composite Longbow: 1d8 + 7 ⇒ (8) + 7 = 15
Damage, Composite Longbow: 1d8 + 7 ⇒ (3) + 7 = 10
Trellara Strength 1d20 - 1 ⇒ (15) - 1 = 14
Shaylar 3rd arrow 1d20 + 8 ⇒ (18) + 8 = 26
damage 1d8 + 4 ⇒ (1) + 4 = 5
hobgoblin 1 Reflex 1d20 + 3 ⇒ (8) + 3 = 11
hobgoblin 2 Reflex 1d20 + 3 ⇒ (3) + 3 = 6
falling 3d6 ⇒ (6, 6, 4) = 16

Ambrose Harrowfield |

Ambrose continues to work the oars, attempting to propel the boat with greater speed, but the labor is beginning to get to him. His muscles burn, and he is unable to close the gap any faster.
Strength: 1d20 + 4 ⇒ (4) + 4 = 8

Helaku |

Helaku swoops past Leonar's eagle form and calls out, "I'm going to save my spells in the hope you can get them with your lightning bolts before they get out. Hopefully that will buy enough time for the others to get to shore." Helaku flies below the level of the pit and looks for other other warriors besides the approaching lizadfolk.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7

Shaylar Kallanereth |

"More arrows for those accursed monsters!"
Drawing another series of arrows from my quiver, I take aim and target another one of the hobgoblins. Three arrows thud into the monster's chest, and while the distance is too great still to actually hear it, I can almost hear the sound it makes when the razor sharp arrowheads tear into flesh.
Attack, Composite Longbow: 1d20 + 16 ⇒ (15) + 16 = 31
Damage, Composite Longbow: 1d8 + 7 ⇒ (1) + 7 = 8
Damage, Composite Longbow: 1d8 + 7 ⇒ (8) + 7 = 15
Attack, Composite Longbow: 1d20 + 11 ⇒ (19) + 11 = 30
Damage, Composite Longbow: 1d8 + 7 ⇒ (3) + 7 = 10
AC 19 / Current HP 40/40

![]() |

Sorry guys, I dropped the ball a bit with this game, though I've only just realized that I've lost a post that I put up last week. I must have hit preview button instead of submit post. Let's see if we can catch up and see what there is to see in Rhest.
Bell Tower - Round 2 continued
Leonar gestures towards one of the hobgoblins trapped in the pit. A bolt of lightning hurtles down and blasts one of the hapless lookouts, leaving only a charred mess behind. 14 points electricity damage to the hobgoblin, leaving only one left in the pit.
Ambrose continues to pull at the oars, trying to close the gap so as not to just sit in the open. Trellara works away as well, until Ambrose grasps one of the oars from her. "You have a bow? Use it. I'll have a shot here." The rangy alchemist takes up the oars and bends to the work with a will, helping to drive the dugout forward. Ambrose between your roll and Aleste's you are able to increase the speed to 30ft for the next six rounds.
The remaining hobgoblin in the pit tries to back away from its fallen comrade and climb out. The stone sides are too steep and slick though, and it languishes in frustration. You can hear the sounds of orders being barked coming from the stone staircase at the top of the tower.
Lizardfolk are still closing in, but are a good distance away yet.
Round 3
Shaylar readies two arrows, nocking both to his bowstring. He prepares to attack any foe that dares to show themselves. Great rolls, but no enemies in sight from your perspective so why not hold your attack for the moment.
Helaku swoops lower around the bell tower. It looks like there should have been an entrance to the tower at ground level, but that has since been submerged by the waters of the lake. As he does so he swoops around Leonar and gives him an update, a disembodied voice directed at the eagle. Looking across at the other edifice that looked like a town hall you can see figures milling about, and starting to take an interest in the goings on here. The figures look bigger than the hobgoblins - ogres!
Okay we can get Leonar and Ambose's (rowing) actions, I'll get up NPC actions. The dugout is currently 165 feet from the bell tower, and about 800 feet from the town hall.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara (delayed action to be in step with Ambrose)
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk
======
hobgoblin 1 Reflex 1d20 + 3 ⇒ (7) + 3 = 10
Aleste Strength 1d20 + 1 ⇒ (17) + 1 = 18
hobgoblin 2 Strength 1d20 + 3 ⇒ (12) + 3 = 15

Leonar |

DM, I'll call another bolt down at the hobbie in the pit, hopefully finishing it off. While casting, Leonar just plans on circling in the sky, keeping an eye out for new targets.
Damage from Lightning 3d6 ⇒ (3, 3, 4) = 10
Reflex 18 for half.

Ambrose Harrowfield |

Ambrose continues his attempts to propel the canoe at a quicker pace. "Heironeous...give me..strength.." he says through clenched teeth at every rotation of the oars.
Strength Check: 1d20 + 4 ⇒ (16) + 4 = 20

![]() |

Rhest - Round 3 continued
As Leonar circles, another bolt of lightning falls from the heavens, striking the hobgoblin lookout trapped in the pit. He's been well cooked, and is just hanging on to life. Hobbie failed save, taking 10 points electricity damage.
Ambrose heaves at the oars with mighty strokes, willing the dugout to bring him within melee range of everything. It speeds along. It's moving apace, you're 135 feet away.
Trellara kneels in the canoe with bow drawn, ready to shoot at anyone else trying to aim at the dugout. Readied action to shoot at anyone trying to shoot at you.
Aleste works away at the oars too, but his earlier exertions seem to be tiring him out. He tries to summon the energy to keep going.
The hobgoblin in the pit cowers in one corner, afraid at being trapped and by being struck by lightning. For now it makes no attempt to escape.
You hear a commotion from within the tower and see emerge another three hobgoblin warriors. They look as if their armor has been hastily donned, and they are looking for targets as they take stock of the situation. Spying the dugout, the concentrate their fire your way.
Arrows start raining down on those of you still in the boat, two coming very close to hitting Ambrose and Aleste at the oars, falling just short of their targets. Trellara responds with an arrow of her own, but it bounces harmlessly off the top of the tower.
Another hobgoblin leaps up the stairs, wearing lighter armor than his comrades. An empty flask lies in his hands as he casts it away and takes to the skies! The hobgoblin, with the bearing of a true blademaster, whisks over the water towards the town hall.
The lizardfolk are still coming, but the one following your dugout is falling behind as you row faster.
Round 4
With the appearance of four more hobgoblins along the tower, Shaylar draws three arrows and takes aim. Quick as Leonar's lightning the arrows hit home, the three arrows puncturing the archer's chest only a finger's width between each of them. Good hits even at this distance; 33 points damage total.
Okay, Helaku and company up next. Dugout is about 135 feet away from the tower, with the flying hobgoblin about 120feet away.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblin veterans
2 - Lizardfolk
=======
hobgoblin 3 Reflex 1d20 + 3 ⇒ (7) + 3 = 10
Trellara attack 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d8 ⇒ 6
Aleste Str 1d20 + 1 ⇒ (6) + 1 = 7
hobgoblin 4 1d20 + 6 ⇒ (1) + 6 = 7
hobgoblin 5 1d20 + 6 ⇒ (14) + 6 = 20
damage 1d8 ⇒ 5
hobgoblin 6 1d20 + 6 ⇒ (11) + 6 = 17
damage 1d8 ⇒ 7
3d4 ⇒ (3, 2, 1) = 6

Helaku |

I think I'm closer to the flying hobgoblin, so...
Helaku raises a hand and two bolts of fire fly from his hand toward the flying hobgoblin.
Ranged Touch 1: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 4d6 ⇒ (2, 4, 1, 1) = 8
Confirm: 1d20 + 6 ⇒ (11) + 6 = 17
Extra Damage if Confirmed: 4d6 ⇒ (4, 3, 1, 2) = 10
Ranged Touch 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 4d6 ⇒ (3, 2, 1, 4) = 10
If the hobgoblin is out of Helaku's range, he will cast create pit DC 18 on the latest group of hobgoblins to appear.

![]() |

Rhest - Round 4 continued
The hobgoblin warrior fleeing by air to warn his fellows at the town hall raises concern. Helaku swoops in. The sorcerer appears to eyes as he blasts it with scorching rays of fire. The hobgoblin is nearly blasted from the sky, burned, blackened, but the hobgoblin myrmidon recovers and continues speeding towards the other building. The hobgoblin takes a blistering 28 points damage from the critical hit and the other ray.
Leonar spies the fleeing hobgoblin as well, and targets him with lightning. A bolt from above strikes down, and the hobgoblin is singed from the near miss. Will it reach the tower? Hobbie made its Reflex save, but still takes 4 points electricity damage.
Ambrose and Aleste keep hauling on the oars. The bell tower grows closer. Trellara dabbles her fingers towards the tower; one of the hobgoblin archers suddenly staggers and nearly collapses but recovers, shaking its head. Trellara turns to you with a worried look. "Sleep spell. Usually works a bit better than that though. These guys must be tough."
Those archers up on the tower continue to be a threat# Arrows continue to fall around you; one pings off the side of the dugout beside Ambrose, and another pierces Shaylar's thigh# Trellara takes another hit as well# #ooc# Shaylar takes 6 points of damage from arrow, Trellara takes 5 points of damage as well# #/ooc#
#ooc# Back up to top of next round, you're 120 feet from the bell tower #nearly there!# and the flying hobgoblin is 340 feet away from you but still has quite a ways to go to reach the town hall tower# And the lizardfolk are gathering apace# #/ooc#
#b# Initiative #/b#
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
=======
Kolkuzan Fly 1d20 + 6 ⇒ (16) + 6 = 22
Kolkuzan Reflex 1d20 + 4 ⇒ (20) + 4 = 24
hobgoblin 6 Will 1d20 + 2 ⇒ (20) + 2 = 22
hobgoblin 2 Climb 1d20 + 3 ⇒ (2) + 3 = 5
hobgoblin 4 attack 1d20 + 6 ⇒ (20) + 6 = 26
1d4 ⇒ 3
damage 1d8 ⇒ 5
hobgoblin 5 attack 1d20 + 6 ⇒ (16) + 6 = 22
1d4 ⇒ 1
damage 1d8 ⇒ 6
hobgoblin 6 attack 1d20 + 6 ⇒ (8) + 6 = 14
1d4 ⇒ 2
damage 1d8 ⇒ 5
hobgoblin 4 crit confirm 1d20 + 6 ⇒ (4) + 6 = 10
crit damage 2d8 ⇒ (5, 3) = 8

Helaku |

Helaku maintains his distance from the fleeing hobgoblin, but like Leonar, is determined to bring him down. The sorcerer unleashes two more bolts of flame at the warrior.
Ranged Touch 1: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 4d6 ⇒ (2, 3, 3, 3) = 11
Ranged Touch 2: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 4d6 ⇒ (1, 5, 5, 2) = 13

![]() |

Round 5
Shaylar keeps throwing arrows at the archers on the tower, trying to keep them pinned down. His first arrow pings off the shoulder guard of one warrior, but his second arrow strikes it full in the chest, sure to be a grievous wound. Full attack, second arrow a critical hit for 20 points damage.
Helaku chases down the fleeing hobgoblin, shooting fiery bolts at it. The first zings past it, but the second hits it dead on. The burned hobgoblin is blasted out of the sky, plowing into the lake below and sinking without even having drawn its sword. The four ogres on the roof of the town hall watch the proceedings intently, excited at the prospect of a fight. Second bolt hits for 13 points fire damage, enough to put the hobgoblin bladebearer out of commission.
Turning on the wing, Leonar sees the hobgoblin go down and turns his attention back to the bell tower. Another lightning bolt hurtles down from above, striking the center archer. The blast lifts it off its feet and it's thrown over the tower's edge. It's dead before it touches the waters below. With your target down Leonar I hope it's alright that I moved your attack to another hobbie, it was either that or the ogres and they are still some distance away. I didn't bother rolling save, as it had been hit before and was going down even with a successful save.
Ambrose and Aleste continue to pull on the oars, keeping up a brisk pace as the boat nears the tower. There must be less than one hundred feet ow, and that's a good thing with the hobgoblins raining arrows down on you.
Trellara is still singing her martial song, buoying up your resolve. She summons the magical energy to hurl a surge of power back at the tower. It explodes with a thunderous clap that rocks the top of the tower. The hobgoblins are shaken, but don't seem too troubled as they draw more arrows to attack. Inspire courage still in effect. Casts sound burst, both of the two archers take one point of sonic damage each but are not stunned.
The two hobgoblin archers to continue fire at you. One splashes the water near to Shaylar, while another arrow hits Trellara. Second arrow hits Trellara for 3 points damage.
The hobgoblin in the pit continues to try to climb out, to no avail.
Back up to top of next round.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
======
Shaylar attack 1d20 + 13 ⇒ (5) + 13 = 18
damage 1d8 + 3 ⇒ (6) + 3 = 9
Shaylar attack 1d20 + 8 ⇒ (20) + 8 = 28
damage 1d8 + 3 ⇒ (6) + 3 = 9
confirm crit 1d20 + 8 ⇒ (18) + 8 = 26
crit damage 2d8 + 6 ⇒ (3, 2) + 6 = 11
2d6 ⇒ (3, 3) = 6
Aleste Str 1d20 + 1 ⇒ (15) + 1 = 16
Aleste Str 1d20 + 1 ⇒ (20) + 1 = 21
hobgoblin 2 Climb 1d20 + 2 ⇒ (9) + 2 = 11
Trellara sound burst 1d8 ⇒ 1
hobgoblin 4 Fort 1d20 + 7 ⇒ (19) + 7 = 26
hobgoblin 5 Fort 1d20 + 7 ⇒ (12) + 7 = 19
hobgoblin 4 attack 1d20 + 7 ⇒ (19) + 7 = 26
1d4 ⇒ 3
1d8 ⇒ 3
hobgoblin 5 attack 1d20 + 7 ⇒ (5) + 7 = 12
1d4 ⇒ 1

Leonar |

The druid directs yet another bolt of lightning, this time at one of the archers harrowing the rowboat. He continues to circle in lazy loops over the tower.
Damage 3d6 ⇒ (6, 6, 6) = 18
DC 18 Reflex save for half.

Helaku |

Nice! Max damage on that one Leonar!
Seeing that the ogres don't seem to have ranged weapons out yet, Helaku assesses the hobgoblins as the greatest threat to the boat. He flies within range and casts another spell to create a pit under the hobgoblins.
Casts create pit. Range is 170 feet so I can cast a good ways from them. DC 18 Reflex save or fall 30 feet into pit. Climb DC 25.

![]() |

Rhest - Round 6
Shaylar keeps the hobgoblins pinned down with well-placed arrows. One of the archer ducks down as his shots clatter against the railing of the tower roof.
Choosing to focus his powers on the hobgoblins, Helaku swoops around and summons a spell. A second pit opens up under the feet of one of the archers and the body of his comrade who had been struck by lightning. The hobgoblin leaps and just manages to cling onto the railing as the stones beneath him fall away into the extraplanar space of the pit. Jammy hobgoblin just made his Reflex save.
Leonar circles in lazy loops over the tower. Calling down another lightning strike, it fries the remaining archer still on his feet. The burned corpse, crumples over the side of the tower, tumbling down to the water with a splash. Failed save, 18 points electricity damage does the trick and finishes it off. Only the two hobgoblins stuck by the pits remain. The one clinging to the railing makes his way along to the edge of the pit, while the other tries in vain to climb out.
Ambrose and Aleste pull at the oars, while Trellara attempts another sleep spell. The hobgoblin that had just avoided Helaku's pit spell staggers, yawns, and pitches over. Standing in the narrow space between the two pits, he hasn't escaped it for long as he rolls down to the bowels of the pit.
The bell tower draws near, now only sixty feet away. All of the hobgoblin lookouts have been killed or incapacitated. The ogres over by the town hall are very excited now, roaring challenges at you.
Back up to top of the round - what do you do next?
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
Sorry folks, got really swamped this past week, and the evenings when I did claw back some free time our broadband connection seemed to be on the blink.
========
Shaylar attack 1d20 + 13 ⇒ (4) + 13 = 17
damage 1d8 + 3 ⇒ (5) + 3 = 8
Shaylar attack 1d20 + 8 ⇒ (4) + 8 = 12
damage 1d8 + 3 ⇒ (7) + 3 = 10
hobgoblin 6 Reflex 1d20 + 3 ⇒ (15) + 3 = 18
hobgoblin 4 Reflex 1d20 + 3 ⇒ (3) + 3 = 6
hobgoblin 2 Climb 1d20 + 3 ⇒ (6) + 3 = 9
hobgoblin 6 Will 1d20 + 2 ⇒ (3) + 2 = 5
3d6 ⇒ (1, 3, 3) = 7
Ambrose Strength 1d20 + 4 ⇒ (11) + 4 = 15
Aleste Strength 1d20 + 1 ⇒ (8) + 1 = 9

Leonar |

Ive got a few bolts left. Might as well crisp up an ogre or two.
Leonar caws in victory as the hobbies continue to fall. He sees the angry ogres and sees no reason to allow them to stand there all grumpy looking. A lightning blast takes care of a smiling ogre.
Damage 3d6 ⇒ (2, 6, 1) = 9
Reflex DC 18 for half

Helaku |

Helaku flies over to have a closer look at the ogres. If he sees them brandishing metal weapons, he casts a spell. If not, he flies back to the boat to join Ambrose, Aleste, Shaylar, and Trellara.
Casts burning disarm on one of the ogres if any of them have metal weapons. DC 17 Reflex save to drop it and take no damage. Otherwise, take 5d4 ⇒ (1, 1, 2, 1, 4) = 9 fire damage

![]() |

Rhest - Round 7
There is a lull in the fighting as Ambrose and Aleste continue to pull the dugout forward, though at Ambrose's suggestion the boat starts turning towards the town hall and surrounding buildings. Shaylar checks the arrows remaining in his quiver. Trellara ceases her inspiring song for the moment, resting her voice.
Zipping here and there Helaku focuses his attention now on the ogres gathered on top of the town hall. A couple of the ogres are hefting javelins, looking for an opportunity to use them. Helaku flies close and energizes a spell; suddenly one of the ogres finds the javelin in his hands glowing white hot. It quickly drops the javelin to the rooftop, and it rolls away. Failed its save, 9 points fire damage. The spell description says the range is close, so maximum 40 foot distance from the hobgoblins.
As Helaku's spell heats things up for one of the ogres, the others watch the spellcaster hungrily. One of them hurls a javelin at Helaku. The distance is long but it wings him. 8 points damage to Helaku. The ogre smiles at its success but a moment later grimaces in pain as a bolt of lightning pummels it from the sky. 9 points electricity damage.
Ambrose keeps pulling at the oars, Aleste helping. The boat inches closer all the time. Still quite a distance to the town hall building - 800 feet. I'm proposing to jump ahead with to place the dugout at only 200 feet out rather than play out each round. Let me know if your characters are taking advantage of the time to prepare anything. Helaku and Leonar of course can keep acting during the intervening rounds.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
======
ogre 4 Reflex 1d20 ⇒ 6
ogre 2 attack 1d20 - 1 ⇒ (16) - 1 = 15
damage 1d8 + 5 ⇒ (3) + 5 = 8
ogre 2 Reflex 1d20 ⇒ 5

Helaku |

Well, I'm happy to keep picking things off, but I'm also starting to worry about running out of spells.
1st level spells: 7/8 remain. Used 1 x burning disarm
2nd level spells: 3/8 remain. Used 2 x scorching ray, 2 x create pit, 1 x invisibility
3rd level spells: 4/5 remain. Used 1 x fly
Helaku flies up to Leonar. "I think I need to save most of my remaining spells for the coming battle. I'm going to see if Ambrose wants to fly up and take care of those ogres."

Ambrose Harrowfield |

Sounds good, DM. I'll drink a potion of Protection from Evil when I get closer to the enemies...or, if Helaku is going to use Fly on me, the round before he does that. I certainly won't complain about charging the enemies from the air ;).

Shaylar Kallanereth |

Realizing I can't bridge over 800 feet with my arrows, let alone kill any of the hobgoblins from this distance, I contend myself with checking my supply of arrows, muttering under my breath as I count them. Opening up my Handy Haversack, I draw forth another bundle of arrows to replace the ones I have used so far, putting them in my quiver.
"Ambrose, let me take over for a while. Not much I can do right now and you'll need your strength once we get to the town hall."

![]() |

Ok, to put you within 200 feet of the town hall looks like it will take an average of 27 rounds, so we'll pick up the action at Round 34. Ambrose for one will be glad to have a break from rowing. If you have any spells in effect check to make sure they have not expired.
Rhest - Round 34
You row and row, trying to close the distance to the town hall with the ogre guards. More ogres have joined the ones you saw earlier, so that there are six ogres hurling challenges and curses at you. They brandish javelins, and just seem to be waiting for you to come within range before striking. One of them below on a wooden walkway is pounding on the wall of the building with its club, likely alerting someone inside of your approach.
This time rowing at least gives you time to plan a strategy. Comparing magical strength and available spells, Aleste offers as he grunts over the oar. "I can cast fly on a couple of us, as well as invisibility. I also know a few tricks that could either allow someone to increase the range of their arrows or increase their speed. We've got a bit of time, I can cast if someone takes over the blasted rowing."
Shaylar spends the time restocking his arrows and taking a turn at the oars. The dugout speeds along as Shaylar lends his strength to the work.
Saving his remaining spells for now, Helaku swoops down to offer a flying spell to Ambrose. Meanwhile, Leonar calls down one more lightning bolt, striking the same ogre again. It looks completely fried, but is still on its feet, just. Failed save, took 13 points electricity damage.
Something is happening on the roof of the town hall as two figures emerge. One is a hobgoblin clad in a chain shirt and holding a warhorn, the other shorter, a goblin with a dark-feathered eagle at its shoulder. The hobgoblin turns to the ogres and shouts a rallying cry that seems to ignite the fire in their veins, driving them on to a terrible rage as it then raises the warhorn to its lip and sounds a note that cries for battle.
The goblin in contrast moves slowly, methodically. At a command the eagle springs into the air. Swiftly it circles up, seeking out Leonar. As it sweeps past it briefly tussles with the druid and plucks away some feathers with its beak before breaking away. The eagle hits with a bite attack for 3 points damage. At the same time, the goblin takes a bow off its shoulder, draws an arrow, and tests the wind. It sights at the group of you in and around the boat and lets fly. At a range of 200 feet the goblin easily hits Helaku. An arrow in your side, for 4 points damage.
The ogres seem so full of rage now and eager for the upcoming fight that they are slavering and their eyes look wild and untamed.
Trellara starts up her inspiring song again. Aleste responds to the attack on Helaku by casting cat's grace on the sorcerer. Ambrose prepares for battle and swigs a potion of protection from evil that he had been saving for just such a time as this.
The surviving hobgoblins are still contained on the bell tower roof. The lizardfolk are still converging on the city but are hanging back.
Okay, we'll start at the top of the next round. Helaku if you still want to cast fly on Ambrose then it can be this round.
Initiative
28 - Shaylar
18 - Helaku
17 - Leonar
14 - Saarvith
14 - Nurklenak
14 - ogres
10 - Ambrose
10 - Trellara
5 - Aleste
4 - Hobgoblins
2 - Lizardfolk
========
enemies init 1d20 + 3 ⇒ (11) + 3 = 14
ogre 2 Reflex 1d20 ⇒ 15
eagle bite 1d20 + 6 ⇒ (19) + 6 = 25
damage 1d4 + 2 ⇒ (1) + 2 = 3
Saarvith 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26
damage 1d6 + 3 ⇒ (1) + 3 = 4
1d6 ⇒ 2

Leonar |

Alright DM, we skipped a ton of rounds there. Leonar was going to cast Flaming Sphere and try to fry ogres for seven rounds. I'll roll the damage, and you can roll the Reflex saves. Hopefully, I'll eliminate at least a couple of them.
Damage 3d6 ⇒ (5, 4, 5) = 14
Damage 3d6 ⇒ (5, 2, 3) = 10
Damage 3d6 ⇒ (1, 4, 2) = 7
Damage 3d6 ⇒ (5, 3, 6) = 14
Damage 3d6 ⇒ (5, 6, 3) = 14
Damage 3d6 ⇒ (5, 2, 1) = 8
Damage 3d6 ⇒ (6, 2, 5) = 13
DC 17 Reflex save to avoid damage.
That takes us up to Round 15 or so. Round 16, Leonar casts Barkskin, giving him a +3 Natural Armor bonus to AC for 70 minutes. The next round he will cast Magic Vestment for another +1 to AC for 7 hours. Finally the round before the eagle engages, Leonar casts Divine Favor, granting himself a +2 to hit and to weapon damage for one minute.
If all that is okay, Leonar's current AC is 20. Not sure if the eagle would have still hit or not.
Finally, the Druid casts Produce Flame and one of his talons glows with fiery illumination. "Scree," he calls out a challenge to what he hopes is the mage's familiar.

![]() |

Yeah that does skip a lot of rounds. I didn't see much objection when I threw the idea out there, and I thought you all might find endless rounds of rowing and prepping frustrating and boring. I also had the assumption that even with Ambrose flying into a fight with your new foes, he might choose to wait until the rest of you were a bit closer to provide support. Still, it's reasonable to me that your characters will be making as many preparations as they can as they near the town hall so I've no problem resolving any combat rounds if you're all flinging spells at the ogres.
For now, let's play out Leonar's flaming sphere attacks, and you can put your other spells into effect too. If anyone else was wanting to cast spells/attack during the skipped rounds, post now. Also bear in mind if you have any spell effects from before that might have expired, as it is nearly three minutes lapsed.
Dipping a wing, Leonar stoops over the crumpled stone of the town hall. As he does so he conjures a flaming sphere and sends it whizzing down amongst the ogre guards. The first ogre to be hit doesn't is immolated immediately, to the horror of its comrades. Once the ogre has been reduced to a pile of ash and seared flesh the rolling ball of fire jumps at a new target. The ogre leaps out of the way, but that does nothing to save the ogre standing just behind him, as he is burnt alive before the spehere rolls out of existence.. Six of the seven strikes hit, first three hits dealing 31 points of fire damage to the first ogre (lovingly named ogre #3) and the last three strikes dealing 35 points fire damage {to Ogre #1].
[ooc] BTW, Leonar the eagle still hits you. I'll wait a bit to see if anyone else wants to take any actions as you near the foe, then post now. Otherwise I'll update in a couple days' time.
========
ogre 3 Reflex 1d20 ⇒ 6
ogre 3 Reflex 1d20 ⇒ 2
ogre 3 Reflex 1d20 ⇒ 7
ogre 2 Reflex 1d20 ⇒ 19
ogre 1 Reflex 1d20 ⇒ 3
ogre 1 Reflex 1d20 ⇒ 13
ogre 1 Reflex 1d20 ⇒ 3