| Kjolmar Greyhelm |
Kjolmar's at the gate then. I was thinking he'd be somewhere in between, so wherever I think the best place to engage them at would be. I know there's not going to be any easy bottlenecks in such an open area, but if any location stands out as a better place to engage, I'll be there. Otherwise I'll just be at the gate.
| DM Caleth |
Having a running battle is really hard by RAW, so I am going to run the evacuation as a series of obstacles and maybe a short combat. For each obstacle that I describe think of a creative skill use to overcome it. If that does not seem to be working I have another idea.
The non-combatant inhabitants of the compound are milling around in panic and only slowly making their way across the compound to the sewer.
| Krathok |
Krathok Cha check?: 1d20 + 1 ⇒ (1) + 1 = 2 Sigh, Krathok not really helping
Temporarily remove Orion from the collective.
Krathok curse his Intelligence of 10 and 2 skill points per level... skill challenges not really his thing.
DM Caleth - a modified version of the 'chase' rules from APG would probably be closest to what you're looking for in the Evacuation scene.
| Kjolmar Greyhelm |
Ready an action to attack the first one in melee range.
| Moredrel |
Diplomacy (untrained): 1d20 + 1 ⇒ (6) + 1 = 7
"Move you fools! They'll be through any minute! Flee into the sewers!"
Moredrel is not very diplomatic.
He will start to use the Horn of Fog to lay down a fog bank between us and the gate. It's probably too slow to do any real good, but maybe having a barrier between them and the fighting will calm the crowd a little.
| Quodak Milner |
If only we had a means of communicating telepathically over any distance....
Not only is the Collective Medium Range as per spells (100 ft +10 ft/level), but it also requires line of sight. It's not until level 15 that the collective has no range on any single plane.
| DM Caleth |
With respect to the collective, I was under the impression that adding someone to the collective required line of sight but after that it worked as long as you were in range (which you are not right now, so same difference I guess).
Krathok attempts to psychically impress the importance of hurrying onto the evacuees, but the psychic message only confuses them. Moredrel yells at them to move, but this only produces a small amount of momentum.
The half-dragons emerge from the dust of the shattered gate, spraying flame from their hands to clear out any defenders who might be charging forward. Luckily that is not what you are doing. Behind them you can see the outline of a phalanx of not just guards, but soldiers, marching forward, spears and shields at the ready. The woman who has run up to help you hold the gate waves her hand and a wall of thick black smoke rises between the half-dragons and their backup. The man vanishes from sight before your eyes. Quodak fires an opening salvo, which digs a gouge in the grass by the lead sorcerer.
Map to come
| DM Caleth |
Sorry for the lack of anything going on, but it has been a very busy weekend and things came up. I hope that I did not lose you guys with the delay.
[ooc]Quodak and Orion your turns again
| Orion Snow |
Sorry for the lack of anything going on, but it has been a very busy weekend and things came up. I hope that I did not lose you guys with the delay.
** spoiler omitted **
** spoiler omitted **
Orion places himself between the fleeing people and the guards. Casts Mage armor. Turns to the guards. and hefts his club over his shoulder.
Intimidate 1d20 + 6 ⇒ (3) + 6 = 9
| DM Caleth |
Krathok continues to prod the group towards the sewer entrance, now a few hundred feet away. Suddenly two small children trip and fall and the group slows to a halt, milling about.
| Moredrel |
If the fog is going to block his view of the guards he'll stop blowing. When the guards get within a round of him, he'll change tactics.
| DM Caleth |
Map as soon as Kjolmar resolves his attacks.
Kjolmar, you get both your readied attack and an AoO as the half-dragon heads for Quodak.
| Krathok |
Heal check?: 1d20 + 10 ⇒ (14) + 10 = 24 Also if any of the evacuees get's burned I can transfer wounds to heal them.
| Kjolmar Greyhelm |
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Attack 2: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
For his action, Kjolmar moves to flank any guard, if able. If not, his attack is on the one moving toward Quodak.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
| Saint Caleth |
A second squad of guards descending from the parapets sees the struggle centered on Orion and heads over to help their fellows subdue the raging combatant. (They will arrive at Orion's location in 2 rounds. On the plus side, Orion seems to have distracted the guards from the escaping cilvilians.)
The civilians lead by Krathok continue running, finally reaching the storehouse leading into the cellar, but as you enter, torhes land on the sturcture and the thatched roof ignites.
Far away, across the compound, you hear a crash ans see a cloud of dust rise from the vicinity of the gateway as a tremor goes through the earth.
As this all transpires, the sounds of the battle between the two dragons beyond the wall continues untill the green dragon gets thrown through the gate by Urrax, knocking down one side of the arch on its way though and bringing down an entire section of wall on top of itself with a roar and a blast of dust and debris as it lands with an earthshaking crash. The soldiers still standing in the phalanx waver as they see the gate collapse.
Grapple:1d20 + 6 ⇒ (12) + 6 = 18
Assist:1d20 + 4 ⇒ (9) + 4 = 13
Disarm:1d20 + 4 ⇒ (4) + 4 = 8
1d4 ⇒ 2
1d100 ⇒ 33
| Orion Snow |
Orion attempts to forcibly mule kick one of his attacker off of him
Bull rush CMB 1d20 + 9 ⇒ (7) + 9 = 16
If successful vs single target target takes 5 damage and is pushed back 5 feet (plus an additional 5 feet per 5 points that my CMB exceeds their CMD)
You can make a bull rush as a standard action or as part of a charge, in place of the melee attack. You can only bull rush an opponent who is no more than on size category larger than you. A bull rush attempts to push an opponent straight back without doing any harm. If you do not have the Improved Bull Rush feat, or a similar ability, initiating a bull rush provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target.
An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. If there is another creature in the way of your bull rush, you must immediately make a combat maneuver check to bull rush that creature. You take a –4 penalty on this check for each creature being pushed beyond the first. If you are successful, you can continue to push the creatures a distance equal to the lesser result. For example, if a fighter bull rushes a goblin for a total of 15 feet, but there is another goblin 5 feet behind the first, he must make another combat maneuver check against the second goblin after having pushed the first 5 feet. If his check reveals that he can push the second goblin a total of 20 feet, he can continue to push both goblins another 10 feet (since the first goblin will have moved a total of 15 feet).
| Kjolmar Greyhelm |
Moving to L10 as part of a charge attack on the soldier out in front.
Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
| Krathok |
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
Basically trying to stop the roof from catching fire, fully aware that I'll take damage - but should be able to heal it as I go.
| DM Caleth |
The soldiers rise laboriously and desperately try to reform their combat line. Urrax appears again, climbing slowly over the rubble which is left of his front gate. He is in nearly as bad shape as the green dragon he just killed. He is bleeding from multiple wounds and along his flank a swath of his golden scales are badly pitted and corroded. He seems unsteady on his feet.
Orion, does your Bull-rush count the -2 from being grappled? That will make the difference between success and failure in this situation.
Krathok hauls himself onto the roof and begins frantically flinging the burning straw from the thatched roof, significantly slowing, but not stopping the fire threatening to engulf the building, but buying enough time for the civilians at least to get into the cellar. It will be much more difficult to keep the fire at bay long enough for Orion and Quodak and Kjolmar to reach the sewer as well. From handing the burning roof for the amount of time it takes to get the civilians into the cellar, I am going to say you take 2d6 fire damage. It will take morethan one person working on the roof to keep the fire from spreading long enough for the people at the gate to get out, however.
| Orion Snow |
Orion, does your Bull-rush count the -2 from being grappled? That will make the difference between success and failure in this situation.
Evacuation
I don't think so. The CMB I rolled is not trying to break the grapple vs multiple creatures, which would incur the +2 DC per assisting creature. The cmd I rolled is a bull rush vs one creature and the only reason I can even do that is because of my rage power. In the end it's your call, but I'm using a rage power not trying to make a regular CMB check like some schmoe. ;-)
| DM Caleth |
According to the Grappled condition, you take -2 on any attack or combat maneuver which is not a counter-grapple to break free. This time I will let it slide though because Rule of Cool. You are still grappled by one guard though.
You can see the storehouse over the sewer go up in flames. Many of the buildings lining the walls of the compound are likewise aflame.
| DM Caleth |
Orion tears himself free from the grip of the guard grabbing him as Krathok arrives and sends another of the guards slumping to the ground gasping and choking for the breath that had been torn from his lungs by Krathok's power.
As the other guards close in, one of them raises his hand and fires a beam of energy to subdue Orion. -4 Penalty to Strength.
Ranged Touch:1d20 + 2 ⇒ (19) + 2 = 21
Damage:1d6 + 1 ⇒ (3) + 1 = 4