
Marrulurk, Agents of the Hand |

Fi'dho would continue to organize, guide, and assist the common folk out, while finalizing as many hidden traps for enemy boats as possible. In this way, any ships will be caught, and any swimmers are hopefully hurt in the attempt. If Swirls mist is able to make them even more solid, all the better. The key is hiding them under the surface of the water so that they're not visible, and to have a narrow line for smaller retreat barges.

DM Greg |

Marru, the river is rather deep and is crossing is done by using a ferry. Two enormously thick ropes span the Elsir affixed to a huge wooden capstan. A pair of draft horses harnessed to the capstan turns the device drawing the ropes to which the ferry is secured. when drawn by two horses the ferry crosses the elsir in 6 minutes (at a very slow mvt rate). There exist only two ferry.

Rigo'Sharva |

Rigo looks at the ferry's and grins. "Fi'dho, see if you can track down some lamp oil that's going to be left behind. I want a couple of big barrels of it put on the two ferries, and left there at all times. I want people to rub the oil into the wood as they cross over during the evacuation. Then we can set a trap for the first bunch of idiots who try to use them to cross."

Swirls Mist |
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-previous day- feel free to ignore any or all of it but I just wanted to make sure Swirls mist did get a chance to use some of his ability before the day ends.
Swirls mist would assist with the battle plan as directed. Creating choke points, loosely packed mounds of dirt and trenches or tunnels as directed at his more war oriented companions directions.
As a lizardman with a swim speed he offers to help place the desired spikes into the river.
He uses his L2 spells to shape wood a few times, anchoring the key points in the shipwrecker reef in hopes of giving them more chances at causing harm. (cant anchor all of them, as my ability to affect wood is not a great amount. )
If his actions in badger form are noted and more digging is desired (badgers can do quite a lot of digging in 5 hours.) Then he would attempt to speak with the lower level druid on preparing a spell of Rapid Burrow the following day so he might benefit from the spell while in Badger form.
(As he can't cast the spell on himself in humanoid form lacking a burrow speed and he can't cast the spell on himself in badger form lacking the Natural spell feat)
Burning his spell slots for the day on various defenses he would then sleep.
The leather strap on his neck now bears two fangs, A smallish leather bag containing bone fragments, teeth, skin and other materials from the Green beast they had faced on the bridge and now the corpse of the Chimera adorns his belt.
The lizardman is grim and short of patience as the crushing mass of evacuating townsfolk close in on him.
-Following day-
Swirls mist would wake and prepare a new list of spells for the express purpose of providing the city with a more comprehensive defense.
(Plant Growth, Spike growth, Soften earth/stone, Wood shape, with a casting of produce flame and Creeping cold prepared in the chance of combat. Rest of them are funky defense spells.)
Day starts, swirls mist looks at his dwarf companion across the breakfast table.
"Have the townsfolk made haste west of the river to escape? My defense will be most able to cause damage when there is no innocents for them to affect."
The druid growls slightly at the number and sheer presence of a towns worth of people waking up.
"I find my patience with this wearing thin even as the storm approaches us."

DM Greg |

you can pretty much do all that
As an other day finishes and the town goes quiet for the night you are all waken up in the inn:
A commotion in the stree outside wakes you in the middle of the night.
Awake ! Awake! Goblins are attacking the west bank yell a city guard that has come to get our Heroes
From your window, you can see bright flames leaping up from houes and buildings on the other side of the river and hear the faint roar and crackled of distant flames
As you get your weapons and armor (if you are willing to take 4 minutes to done hastily heavy armor it is possible) qui are quickly escorted to the Old toll House.
There captain Soranna is mustering the guards. As she sees you I will take this squad on the other bank. I have sent other squads to different location in case is a multi threat attack. It will take a few minutes to harness horses to work the ferry. Once we bank on the other side my squad will split in two and will cover the Left and right flank. You will take center and drive off the greenskins you encounter she looks at you as the soldiers salut.

Borrum Orcbane |

Borrum dons his armor hastily and receives his instructions from Captain Soranna. While waiting on the horses and the ferry trip across the river, he will adjust his armor to be worn properly. He will also assist others with thier armor.

Marrulurk, Agents of the Hand |

Fi'dho quickly grabs his stuff and skulks around towards the attackers, hoping to take a few by surprise.
Hide: 1d20 + 19 ⇒ (20) + 19 = 39
Move Silently: 1d20 + 15 ⇒ (19) + 15 = 34
Spot: 1d20 + 7 ⇒ (16) + 7 = 23
Listen: 1d20 + 11 ⇒ (5) + 11 = 16
Attack (bow): 1d20 + 10 ⇒ (11) + 10 = 21 Damage (bow): 1d6 + 4 ⇒ (3) + 4 = 7
Attack (glaive): 1d20 + 10 ⇒ (12) + 10 = 22 Damage (glaive): 1d8 + 4 ⇒ (5) + 4 = 9
Attack (heavy flail): 1d20 + 9 ⇒ (12) + 9 = 21 Damage (flail): 1d8 + 6 ⇒ (3) + 6 = 9
Sneak Attack Damage: 2d6 ⇒ (5, 3) = 8 If they're caught unawares, and he can get within 30 ft. of them.
Hide: 1d20 + 19 - 10 ⇒ (6) + 19 - 10 = 15 To remain unseen while sniping.
If he comes across them at range, and they don't see him, he generally aims for the leg, if possible, under the following order of operations:
- mages/artillary: called shot to the head to prevent concentration
- mounts: called shot to the knee to prevent them from moving well
- warriors: regular attack

Rigo'Sharva |

Fi'dho? We have to cross the river first, to get to them. Which requires the ferry. Which requires waiting for the horses.
Rigo nods and begins stretching while they wait for the horses to get hooked up. He travels light and is always ready for action, so it's no big deal for him to be ready to go immediately and without warning.

Marrulurk, Agents of the Hand |

Good point, but, actually, unless the current would force otherwise, Fi'dho does not: he is amphibeous and can swim. Also, he knows where all the traps are, and can thus avoid them. If he would deem this wiser - or at least faster - than waiting, he would do so. It depends on the current and length of the swim.
Swim: 1d20 + 12 ⇒ (17) + 12 = 29

DM Greg |

the bank on the other side is for the moment empty of enemy. The current of the Elsir river is rather strong. DM's Free Advice don't do it. Not that you can't swim there but you would end up on the other side of the bank for a few very long minutes all by yourself. Remember it takes the ferry 6 minutes to cross.

Swirls Mist |

Following Borrum's example Swirls mist will use the time available to assist his allies in readying themselves. While on the ferry swirls mist speaks to them.
"I have not prepared spells of combat today, with the exception of a single spell of fire and one spell of cold. However I have several spells today that can slow the advance of these warriors. The trenches and berms I created should aid us. Once we assist the surviving villagers to escape we should do the same. Somehow a horde just snuck up on us without any form of warning, the fact that they could do so to an alerted group of warriors is telling of their skill."

Galdamor Graak |

We will kill these greenskin Captain Sorana.
As Borrum, Galadmor took the time to put his armor on. Using the time to cross the river to adjust it better.
I have some spell ready to improved our fighting capacity. As Rigo as support and with Fid'ho, Borrum and me in the front I think we will be able to do what must be done. You can stay behind and heal those you need it the most Swirl Mist.

DM Greg |

you can pre-buff with any 10 min / level spell if you want just before making landfall
As the first ferry disembark Captain Soranna and her troops she give the order to protect the arrival of the second ferry carrying the brave adventurers and the rest of her strike team
She quickly divides her forces in two
Take the center while my troops will take the other two directions, as we are all in light armor and can / will have to cover more grounds she gives a horn to Galdamore
Blow once for enemy you are engaging, twice for a call for help and three times if you have to retreat to the landing docks.
and with that the takes command of the north team and heads out while the south teams departs as well

Borrum Orcbane |

Borrum downs his potion of barkskin as he steps off the ferry, then heads in the direction instructed by Captain Soranna.
Current ACs 23/11/22
(Armor +8, Shield +2, Dex +1, Nat +2)
------------------------------------
On Going Effects: Barkskin +2, 30min;

DM Greg |

You head out in your designated direction. After a few hundreds of fee from the ferry the party spot a trio of goblin worg riders dashing the streets, whooping and shaking their bow in the air. A powerful Hell hound bounds alongside them.
Round 1.
All heroes go first !
Please choose a starting square in the designated area of the map. For those without darkvision or low light remember that there is currently no light source and we are in the middle of the night. Each of the worg is carrying a goblin archer

Rigo'Sharva |

Rigo has Devil's Sight, unlimited distance dark vision. The map doesn't make much sense, I can't tell what is the designated area, nor what is on the map. EDIT : Oh, you're still putting things on.
Edit 2 : Can't update the table, it's view only.

Rigo'Sharva |

"Big dog, hell hound? Three big scraggily wolves of some kind with it." Rigo hisses in a whisper to the others. "I can draw them to us, or I can move to the house and shoot the big one. Which you want?"
Smaller seems to no longer work on the forums. I-29

Borrum Orcbane |

Start at location G-29
Round 1
"Got it," Borrum says while nodding.
Borrum moves down the road in the direction of the enemies and stops in the middle of the road. (G-25)
Standard Action, Total Defense
He goes into a defensive stance and yells over his shield, "Hey yous sorry excuses fur gobos an' winter wolves! Come get sum!"
Current ACs 27/15/22
(Armor +8, Shield +2, Dex +1, Nat +2, Dodge+4)
------------------------------------
On Going Effects: Barkskin +2, 30min; Total Defense +4 Dodge, 1 rd;

Rigo'Sharva |

Rigo waits for the enemies, then moves 15 ft NE, and fires at the biggest target once it's near Borrum.
Ranged Touch: 1d20 + 7 ⇒ (1) + 7 = 8 Or not
Damage: 3d6 ⇒ (3, 1, 2) = 6

Galdamor Graak |

Seeing a Hellhound Galdamor casted on him a resist fire before following Borrum. location H-29
He took his shield and began to taunt the goblin with Borrum
He ! Orc s&~* ! Come here ! I want to know if your smell is as bad as the one of an elf !

Swirls Mist |

The worg riders are ranged combatants and likely not stupid enough to come into melee range with us if they can just ride around on their dogs and pelt us with arrows.
Location at K-30, Also are any of these building particularly tall? most of Swirls mist's spells for the day have massive range on them and he could likely aid one or more of the other groups fighting with them.
Swirls mist eyes the ranged warriors and waits to see where they will go. held action, Cast Briar web on the Wrog riders if they all move to a place it will work.

DM Greg |

Swirl: Mostly 2 to 3 floor houses
Round 1
As the party moves, spells are casted and arrow's are fired.
-----
The worg shuffle a bit and the Goblin Riders all fire their short bow
ShortBow: 1d20 + 9 ⇒ (14) + 9 = 231d4 ⇒ 2 vs Rigo
ShortBow: 1d20 + 9 ⇒ (12) + 9 = 211d4 ⇒ 2 vs Rigo
ShortBow: 1d20 + 9 ⇒ (18) + 9 = 271d4 ⇒ 4 vs Rigo
Swirl you may act and then start of round 2. Currently all the enemy are on the paved street. you can have a 10 ft area of grass on the side of it for your spell but not much more then that. The part of town is well traveled so not much vegetation

Rigo'Sharva |

Uhm, unless these are super special goblins with secret sauce, they all miss, as they are all beyond 60 feet of Rigo and can't see him. At the very least, they have to make a non-sight perception roll to try to pinpoint Rigo's position from his blast and then blind fire and take a 50% miss chance.

Rigo'Sharva |

That looks to me like 3 misses then. The only one that would have hit was 3, and with the -6 perception penalty from range, the perception check was a 1. That correct?

Rigo'Sharva |

On round 2, Rigo moves to J23 and fires at the hell hound again, from the cover of the building.
Ranged Touch: 1d20 + 7 ⇒ (1) + 7 = 8 Seriously?
Damage: 1d6 ⇒ 3

Borrum Orcbane |

Round 2
With still no light to reveal our position and still not within range of his darkvision, Borrum will once again move forward 20 feet, and stay in a defensive posture. With a quick whisper over his shoulder to Rigo, "Stay behind meez fur more cover Rigo an' keeps meez goin' in da right direction."
Move to G22, but that still puts Borrum 65' from the Hell Hound, so he still cannot see any enemies.
"Wheres yous at gobos?!? Meez axe want's ta taste some gobo blood!!" Borrum continues to yell taunts over his shield.
Current ACs 27/15/22
(Armor +8, Shield +2, Dex +1, Nat +2, Dodge+4)
------------------------------------
On Going Effects: Barkskin +2, 30min; Total Defense +4 Dodge, 1 rd;

Swirls Mist |

"Rigo, can you tell me the distance to our foes? I am unable to see anything in the murk of night with this form."
Swirls mist asks in the direction of the bolt, unsure what he can do to contribute in this.

Rigo'Sharva |

"Three worgs, each with a goblin on it. One hell hound." He gives the current distance. "In front of you, half hour arc to the left from straight ahead." He uses sun movement time to describe the offset of the angle to the enemy. since they don't have clocks common enough to say "11:45", I'm assuming they use arcs based on how far the sun moved in that time

DM Greg |

i have no idea either but for the sake of simplicity Swirl will understand its in the 11:45 direction.
Round 2
Rigo moves again and fire his weapon but it seriously miss his target by a wide Margin
Borrum move up behind his shield and is joined by borrum
Will marru also gets closer and fires Longbow: 1d20 + 10 ⇒ (20) + 10 = 301d6 + 4 ⇒ (1) + 4 = 5 at the Hell Hound
----
The enemy moves a bit forward and fires their weapon
Short Bow: 1d20 + 9 ⇒ (6) + 9 = 151d4 ⇒ 4 Vs Rigo
Short Bow: 1d20 + 9 ⇒ (4) + 9 = 131d4 ⇒ 4 Vs Rigo
Short Bow: 1d20 + 9 ⇒ (14) + 9 = 231d4 ⇒ 2 Vs Marru
----
Swirl Mist Go !

Swirls Mist |
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I'm making the guess that the energy bolts you are throwing lets Swirls mist make a fairly educated guess where the enemies are.
Also, GM Greg are you going to confirm the critical Marru just got?
Secondly was the hell hound aware of Fih'do at the time? his race grants him sneak attack and high stealth modifiers.
Unable to see and lacking any viable spells to turn the tide swirls mist moves closer to the battle seeking the voices of his allies.

Swirls Mist |

Nope, all he has is produce flame and creeping cold for combat spells. The rest of his spell slots for the day are taken up with terrain altering druid spells. Soften earth and stone, briar web, Plnt growth and Spike growth as some of them.
Swirls mist prepared spells today under the assumption that the Drellin's ferry troops would be able to give fair warning to us on the advance of an army they knew was coming and had knowledge of which direction it was coming from.
They could be absolutely crippling to the Red hands advance if used deviously but it means he is rather specialized in his tricks today.
Had he known combat was happening Massed resist energy would have been one of his top picks for spells.

Rigo'Sharva |

Is it round 3 or not? I'm confused.

Borrum Orcbane |

We just finished round 2, DM Greg was giving Swirls Mist an opportunity to do any type of action.
I'll post Borrum's round 3 actions when I get back to the house. Most likely gonna be charging in, now that he can see the hell hound.

Borrum Orcbane |

Round 3
I don't believe Hell Hounds are sized large, can this be double checked, please. If it is, then we need some knowledge checks to identify this creature.
Finally able to see the creatures, Borrum lets out a battle cry to Hextor and charges the hell hound.
Charge to G15
Charge, Dwarven Waraxe, PA: 1d20 + 12 + 2 - 1 ⇒ (3) + 12 + 2 - 1 = 16
Damage, Dwarven Waraxe, PA: 1d10 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Current ACs 21/11/20
(Armor +8, Shield +2, Dex +1, Nat +2, Charge -2)
------------------------------------
On Going Effects: Barkskin +2, 30min; Charge, -2 AC, 1 rd;

Swirls Mist |

Normal hellhound don't get that big. But then there are plenty of templates to change that.
*shrug*
Swirls mist R1-double moved (To H-25) R2-started summoning R3-will finish summoning. He is summoning a hippogriff to go murder goblins.
Round 2
After moving for a round swirls mist looks at the darkness and shrugs.
He then channels a spell and begins summoning.
Round 3
Swirls mist finishes summoning his hippogriff, it being summoned about 20ft forward and 10ft in the air. "Slaughter the hounds in front of us."
Giff does a diving charge at the hell hound
Dive/charge: 1d20 + 9 ⇒ (20) + 9 = 292d4 + 8 ⇒ (3, 1) + 8 = 12
EDIT: Confirmation?
confirm/damage if so: 1d20 + 9 ⇒ (6) + 9 = 152d4 + 8 ⇒ (3, 1) + 8 = 12
Griff is in squares H/I 11-12, its AC is currently 13.