| Galdamor Graak |
I don't like being kept in the dark. We need eyes and ears to know more about our ennemies.
Swirl, can you try to scout in bird form the area ? I don't need to warn you about the danger of such a thing.
Said Galdamor
| Swirls Mist |
Swirls mist looks the Galdamor with a hint of regret I am only given the blessing of beasts shape once every day, my lady grants no more. The Rigo offered his aid in scouting. I imagine he will be pleased for an excuse to use the quick feet he is so proud of. I will take bird form tomorrow. If you speak of my ability to assume raven form like I did on the bridge know that it only lasts for a few moments enough to escape a situation legs would be unable to and nothing more."
Fairly sure that Swirls mist spent his wild shape for the day on badger form reinforcing the town defenses and earthen traps. Though the timing for my spells and abilities is a bit weird. pretty sure he still has a full spell list today (haven't gotten around to selecting it yet. )
| DM Greg |
other then spell used in the morning to bring everyone back to full hp everyone has everything exact Swirl's wild shape that was used.
Should you ask to the Captain she will advise against scouting with just two person. If the Red hand is closing in Drelin's ferry their scouting elements will heavily outnumber a lone scout or two. Also tactically she doen't need battle plan info as everyone is withdrawing from this area. It is just a race to see who accomplish their goal first. The red hand marching as fast as possible to secure drelin's ferry and the crossing of the Elsir Or the Villagers who can evacuate taking as much as possible without getting caught into a fight
| Borrum Orcbane |
Borrum inquires about any other resources that may be available for thier use, as long as they are staying to defend Drellin's Ferry.
i.e. stronger composite longbows (better than +2); potions of aid, barkskin, energy resistance, protection from arrows or shield of faith; or any other potions/oils/scrolls;
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| Rigo'Sharva |
Thumb twiddling it is.
| Swirls Mist |
In response to rigo, whos question I seemed to have skipped.
Swirls mist looks across the river in question "I am capable of using that spell at great ranges, more than five hundred paces last I chose to check. It covers a large area, I could use it from the ferry were we to be the last ones to leave."
Plant growth is a long range spell 400+40/CL so 600ft range the the level I am now.
| Borrum Orcbane |
Borrum continues helping people back thier meager belonging as quickly as possible. Bringing boxes or furniture from homes to waiting wagons when assistance is needed. Reminding people of the impending doom if they stay to long, and the horde is able to capture or worse kill and eat them.
"Youse knows, giants do not use flour dat we use. Day grind up the bones ah men an women da make der bread. No need da takes all dis stuff, it will be here when youse return. Better hurry up, or youse miss da last wagons out ah here."
...
"Mys pappy told me he found ah recipe fur cookin' young folk, dat had a stuffin' made wit dates, on an orks warband once. Eyes guess orks got ta eat also. How many youngin's youse say youse have again?"
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| Borrum Orcbane |
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"Eyes herd dat da little gobo's burn da feet ah da people day catch, an den day let'em go an chase dem around, cuz youes not fast any more. Butz youse goin' da bees alright, cuz you will have already left by den. Unless youes still packin'. Youse want me da pack all dis fire wood? Da road is ah good pace from da Wytchwood. Would not want youes ta exert youeself too much."
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| Swirls Mist |
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"And then the three headed flying beasts drop out of the sky and devour them from the feet up. Screaming all the way. Such is the nature of prey that delays in the predators sight." The lizardman says as he give a foul look to the skies.
| Rigo'Sharva |
Rigo snorts, but his own philosophy is, stupid people should die. It's better for the species.
| DM Greg |
Borrum: you already bough all the consumable from Drelin's ferry when you left town to go into the woods
The Evening passes and you eventually all go to bed some worried about an other night attack.
Morning of June 15th comes and it is yet an other bright and sunny day after an uneventful night.
As everyone lavish around a bit during the morning you can all hear tell tail signs of yet an other caravan leaving town before the end of the morning
| Swirls Mist |
I'm fairly sure between two days of rest and a days worth of healing spells ought to bring us all back up to full health. Swirls mist's spells for the day would go toward further defenses. healing and getting the birds to go where they need to. Err... can we even add anything else at this point? we have reinforced the town aided the defenses and removed as many problems as possible.
| DM Greg |
The day passes uneventfully and so does the night.
In the morning of June 16th you are woken up just before dawn urgently by one of Sorana's Aid de Camp.
After getting your armor and combat gear ready you are rushed toward the Commander.
Inside her office is the wizard, the head priest and the town speaker.
This meeting will be as short as possible. The Red Hand have taken over the West bank of the Elsir. The traps and defense laid have permitted for my Forward party to retread in good order after sabotaging the Ferry. It will take the Red Hand the better part of the day to lash together some assault barges from pieces of Witchwood and demolished building. Every citizen will have to leave today while we delay them for the day in order to give that last caravan a head start. I have stationed our archers in certain place on our bank in order to take poke shoots at them. I will hold the Center of the Landing bay on this bank side. While my veteran will take the South Side. There is a smaller recess in the bank up north that i want our Heroes to secure.We hold until the Rally Horn blows twice then I suggest all of you run to this point over here. she points to a little off camping side on the road map. It is about 6 miles away.
She looks at everyone
Any questions ?
| Borrum Orcbane |
Borrum looks at the position they have been assigned to on the map and then at the rally point outside of the Ferry.
"Seems purrty straight forward. Eyes see youes at da rally when da horn blows. How long do youes think we have ta hold dem at da river?" finishes as he looks to the Commander?
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| Rigo'Sharva |
Rigo looks over the map, but shakes his head.
How wide is the river?
| Borrum Orcbane |
According to the map of Drellin's Ferry, the river is about 400' wide. I am not really sure where we are being assigned on the map, but the other two maps linked above, give the impression that the river stays about the same width in this area of the world.
| Rigo'Sharva |
"I'll need some cover to fire from. I suggest we withdraw in stages. Some of our people are much slower than others." He nods toward Borrum. "Those who can't move as fast as others need to withdraw first, about 30 minutes to an hour before everyone else. Otherwise, everyone is leaving at their speed, which is a certain way for more people to die." He looks thoughtful. "The spell casters should also withdraw earlier, we'll need them, and they won't be able to add much once they've blown all their spells."
| Galdamor Graak |
Galdamor listen to the commander and to the map and said
It's loud and clear commander. When the horn is blown twice we retreat.
Looking at Rigo Galdamor added
I will stay on the front with Borrum. As for the different people's speed that's usual in a retreat.
Retreat don't mean no fight, it means back in good order to the rendez-vous point.
Let me pray and I will be ready.
| Swirls Mist |
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"If we have a few hours time I could assume badger form and place similar defenses on this side of the river, using the villagers basements as points to regroup at and set up new defenses if needed. For you rigo I would have something different, I could grant you the ability to swim like a river trout and breathe like one as well. If you magic works as well on land as it does on water you could use it to blow holes in the rafts these creatures would use. Borrum might be a better choice to send breaking boats though. The blessing of fins would likely last a small time more than an hour but the blessing of gills would last much of the day."
Swirls mist suggests, leaving the particular placements of such suggested defenses to his allies again.
"Beyond that, if it is your belief the town west of the river is lost I could go out there right now and grow a forest of weeds to ignite into a fire. Otherwise I will prepare blessing from my lady for the coming combat."
Like mentioned earlier Swirls mist had Plant growth prepped yesterday and has yet to reprepare. He could huck it across the river and start a brush fire that could very well consume a fiar chunk of the forest. Damaging the army and making wood for boats harder to find.
Beyond that the Swim spell and Water breathing spell would mean Borrum/rigo can swim about and punch holes in the Red hands boats as they cam across. I could likely get the whole party in on it if you want me to blow most of my spells for the day.
| Rigo'Sharva |
I will stay on the front with Borrum. As for the different people's speed that's usual in a retreat.
Retreat don't mean no fight, it means back in good order to the rendez-vous point.Let me pray and I will be ready.
Rigo's whiskers dip as he looks at Graak. "No offense to the people of this town, but they are not regular soldiers, and I expect most of them will not realize that retreat and run away are not the same in the heat of battle. I expect the people who are soldiers will then die when their non-professional allies take off like a scalded dog. I was trying to be more polite about it, but since you decided to opine, I'll lay it out. Make sure the people who don't fight and die for a living understand what withdraw and retreat mean so we don't leave people to get slaughtered."
| DM Greg |
The Red hand, as an army, will not assault Drelin's ferry right now. It will take them the better part on the Morning + afternoon do make all the necessary preparation. The combat line's role is purely to prevent any infiltration. The citizens are all leaving today, but should the main combat start before your orders are to hold your area until the human army can retreat in good order. Swirl Mist: don't waste your wild form you might need it. Rigo the militia and professional soldiers number around 70. Combat will start sunday night. You can RP or not until then.
| Rigo'Sharva |
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Rigo will set up, with some help if anyone does, a series of sniping cover positions. Basically a bunch of these along our withdrawal route, and along the beach next to our spot to cover. The entire army should have been making these for the archers. They give an archer or arcane blaster full cover while allowing them to fire at the river
| Rigo'Sharva |
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"We should also start soaking strategic points of the town in oil starting tonight. Lamp oil, cooking oil, anything we can, and then cover it with wet tarps or blankets. When we withdraw, yank the blankets and fire the oil soaked wood to cover our escape and keep the enemy from having the use of the town."
| DM Greg |
June 16th Early afternoon.
Suddenly you hear a great Roar coming from the other side of the Elsir River: A dull constant rumble of thousands of booted feet and the creaking of heavy wagons. War drums boom in the distance, and the first legions advances. Goblin worg riders running ahead of the main body in their attempt to cross the river. Hulking giants stride alongside the hobgoblin ranks like living siege towers and winged monsters, manticores, wyverns take flight with the forward advance.
The leading ranks mass near the riverbank, clashing sword to shield and shouting defiantly. Yellow banners emblazoned with the image of a clawed Red Hand wave over the rank of Hobgoblin and bugbear warrior. From somewhere within the horde's train, goblin laborers drag hup hundreds of rough-hewn logs to the water's edge.
| DM Greg |
Round 1
As the Red hand advances the defenders starts shooting their hail of arrow. There is even a fireball that explodes in the densely first line of Greenskins that are massed behind the first row of water rafts.
The warriors of the Red Hand Retreat and counter with a flying Raid of monsters.
That despite the masses wall of flying arrows crash into the ranks of Defenders.
you can do 1 round of Buff)
Round 2
All Heroes Go !
You are on the South Side of the map. 3 Manticore each with a Hobgoblin Blade bearer are flying toward you
| Rigo'Sharva |
Rigo looks through the blast slit in his wooden wall and readies an action to fire when Manticore 2 gets within 60 ft. When it does, he points at the middle manticore and green energy leaps from his finger tip out to the manticore.
Ranted Touch: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 ⇒ 5
| Borrum Orcbane |
Round 2
Borrum has no buffing he can do, but he does have 110' range increments with his bow. I am posting a shot info incase he could actually start shooting in round 1.
Standing at the waters edge (H41), Borrum start shooting the center manticore as the formation flies across the river.
Comp. Longbow, Increment +1, rd 1: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
Damage, Comp. Longbow: 1d8 + 2 ⇒ (1) + 2 = 3
Comp. Longbow, rd 2: 1d20 + 7 ⇒ (4) + 7 = 11
Damage, Comp. Longbow: 1d8 + 2 ⇒ (7) + 2 = 9
As we have fought a manticore before, Borrum reminds everyone of the spikes and area that they can land in, 30'.
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| Rigo'Sharva |
Since the map cannot be edited, I can't put in my defensive positions or myself, so you'll have to do that (or make it editable). How many defensive positions did I get up? The walls would have been easy to make (existing fences or walls) taken and moved into position.
| Swirls Mist |
Round 1
Swirls mist begins chanting on seeing combatants threaten calling for aid.
griffs divvy 2: 1d6 ⇒ 6
The druid is well recived as three fully grown hippogriffs come streaming from the summoned cloud thirty five feet in the air.
Round 2
Swirls mist points to the hobgoblins on the backs of the manticores "Make them fall! the lizard spellcaster cries as the winged beasts rocket through the skies on his command. Each of them skimming above the manticores as they strike at their riders.
crunch: swirls mist has commanded the hippogriff to bullrush the hobgoblin bladebearers far as I can tell if they are pushed even five feet they will be out of their saddles and plummet into the river below where they will be made to make swim checks in fast moving water with significant armor penalties.
What im hoping to do is have the hippogriffs level out ten feet above the manticores using their five foot reach to stirke the riders. Manticores also having five foot reach so they ought to be out of range.
the blade bearers are likely going to be restricted to single hand weapons as I cant imagine taking both hands off their mount in the middle of a bullrush is wise. They have a chance of killing the hippogriffs but this feels like a good opening gambit to me .
bullrush strength check. Griff 1Hobgoblin rider opposes.: 1d20 + 4 + 2 + 4 ⇒ (20) + 4 + 2 + 4 = 30
bullrush strength check.griff 2 Hobgoblin rider opposes.: 1d20 + 4 + 2 + 4 ⇒ (5) + 4 + 2 + 4 = 15
bullrush strength check. Griff 3 Hobgoblin rider opposes.: 1d20 + 4 + 2 + 4 ⇒ (4) + 4 + 2 + 4 = 14
arguably they would also get a +1 for being five feet higher than the hobgoblins least I think that is how that bonus works.
Round 2 swirls mists action
on sending the hippogriffs to fight the swirls mist waits carefully muttering more powerful words channeling heartfelt rage as he glares at the army standard across the water.
held action. Surviving hobgoblin/manticore pair passes within 150feet. Cast druid spell Spirit Jaws which is basically spiritual weapon with the grab monster ability.
when needed
Swirls mist snaps an utterance of anger and a ethereal set of alligator jaws appears in the air near the maticore lunging with a bite.
spirit jaws: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
spirit jaws grapple test: 1d20 ⇒ 2
| Galdamor Graak |
before For his own sake, Galdamor casted on himself a spell of resist energy electricity.
Round 1
Before the group split Galdamor casted interfaith blessing* on everyone around him.
Round 2
Seeing their ennemies comming he casted a shield of faith on himself then draw his heavy flail.
Hextor await you ! Skum !
When you cast interfaith blessing, every creature within range (20ft. radius) is individually blessed by its own deity for the duration of the spell. The specific blessing gained depends on the particular deity worshiped, as given on the table below. A subject that venerates more than one deity must roll randomly to determine which blessing is received.
- Bahamut, St. Cuthbert, or Yondalla : +1 on attack rolls and saves
- Boccob, Corellon, Larethian, Vecna, or Wee Jas : +1 on attack rolls and skill checks
- Ehlonna, Obad-Hai, or the general worship of nature : +1 on attack rolls and to AC
- Erythnul, Gruumsh, or Lolth : +2 on damage rolls
- Fharlanghn, Moradin, or Pelor : +2 to AC
- Garl Glittergold, Olidammara, or no deity : Roll ld8 to determine blessing, a result of 6 is player's choice
- Heironeous, Hextor, or Nerull : +2 on attack rolls
- Kord, Kurtulmak, or Tiamat : +1 on attack rolls and damage rolls
| Rigo'Sharva |
No Bast on that list. :) I'm going to assume, being a cat, that it would be +1 on saves and +1 AC (that whole 9 lives thing)
| DM Greg |
Round 1
Swirl Mist is starting his summoning incantation.
Borrum shoots an arrow from his bow but is far of his mark
Galdamor Cast a spell while Rigo readies an action
Round 2
Top of the Round
3 Hippogriph apear from the middle on no where and launch themselves into the skies with order to bull rush the riders.
Griff like manticors like characters also have a 5ft reach. First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) You do not get a +1 from being above the target as it is purely a Str Check and not a To hit.
Aoo Short Sword: 1d20 + 9 ⇒ (1) + 9 = 101d6 + 6 ⇒ (5) + 6 = 11 Vs Griff 1
Aoo Short Sword: 1d20 + 9 ⇒ (17) + 9 = 261d6 + 6 ⇒ (6) + 6 = 12 Vs Griff 2
Aoo Short Sword: 1d20 + 9 ⇒ (16) + 9 = 251d6 + 6 ⇒ (2) + 6 = 8 Vs Griff 3
Aoo Bite: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 2 ⇒ (7) + 2 = 91d100 ⇒ 87 Vs Griff 1
Aoo Bite: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 2 ⇒ (7) + 2 = 91d100 ⇒ 97 Vs Griff 2
Aoo Bite: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 2 ⇒ (7) + 2 = 91d100 ⇒ 5 Vs Griff 3 => wounds the rider
Bull rush Str Check: 1d20 + 3 + 4 ⇒ (10) + 3 + 4 = 17 Vs Griff 1
Bull rush Str Check: 1d20 + 3 + 4 ⇒ (16) + 3 + 4 = 23 Vs Griff 2
Bull rush Str Check: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25 Vs Griff 3
Ride Check: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8 to stay in sadle => Sucess
Swirl Mist then cast an other spell and great spirit Jaws appear from thin air but miss the Manticore
The creature are not in range for rigo's action And borrum lets loose an other arrow that also misses.
| DM Greg |
Round 2
Bottom of the Round.
All three Manticore go into Hover Mode and along with their rider will retaliate against he Griff
Short Sword: 1d20 + 9 ⇒ (18) + 9 = 271d6 + 6 ⇒ (2) + 6 = 8 Vs Griff 1
Short Sword: 1d20 + 9 ⇒ (7) + 9 = 161d6 + 6 ⇒ (5) + 6 = 11 Vs Griff 2
Short Sword: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 6 ⇒ (1) + 6 = 7 Vs Griff 3
Bite: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 2 ⇒ (3) + 2 = 5 Vs Griff 1
Claw: 1d20 + 10 ⇒ (6) + 10 = 162d4 + 5 ⇒ (2, 2) + 5 = 9 Vs Griff 1
Claw: 1d20 + 10 ⇒ (11) + 10 = 212d4 + 5 ⇒ (1, 4) + 5 = 10 Vs Griff 1
Bite: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 5 ⇒ (5) + 5 = 10 Vs Griff 2
Claw: 1d20 + 10 ⇒ (3) + 10 = 132d4 + 5 ⇒ (3, 3) + 5 = 11 Vs Griff 2
Claw: 1d20 + 10 ⇒ (20) + 10 = 302d4 + 5 ⇒ (4, 2) + 5 = 11 Vs Griff 2
Crit Claw: 1d20 + 10 ⇒ (12) + 10 = 222d4 + 5 ⇒ (3, 4) + 5 = 12 Vs Griff 2
Bite: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 5 ⇒ (7) + 5 = 12 Vs Griff 3
Claw: 1d20 + 10 ⇒ (6) + 10 = 162d4 + 5 ⇒ (2, 4) + 5 = 11 Vs Griff 3
Claw: 1d20 + 10 ⇒ (1) + 10 = 112d4 + 5 ⇒ (2, 2) + 5 = 9 Vs Griff 3
Round 3
All Heroes Go!
Please do remember to provide me with your location on the map
| Swirls Mist |
if that is what they do for their turn then they will not be in range to for Swirls mist to strike this round so his turn is wasted but I get to tray again when they get closer. we have another round to buff/attack at range. However. Griff 1 beat hobgoblin 1 by 13 points in that check. that is enough to push him 15 feet. Could I ask the reason he he is still in his saddle and not in the river?
Secondly, Manticores have a Clumsy flight type. They are unable to hover and lack the feat for it as well. The feat still requires a move action to start hovering. So they each only get one attack at most unless they choose to spray the hippogriffs with spikes.
| Rigo'Sharva |
5 ft off the river in column A, then every 3rd column after that (A, D, G, etc). Then 10 ft off the river in Column B, then every 3rd column after that (B, E, H, etc). Then 15 ft off the river in Column C, and every 3rd column after that (C, F, I, etc). The repeat the pattern until we get back to the buildings. That way our people have lots of cover to move behind if one get's blasted or burned or destroyed. Rigo's behind the wall at G42, and still holding action. Borrum should probably get behind cover as well. We are in range of short or long bows out here.
| DM Greg |
Swirl Mist: Correct on the manticore. I was viewing the Pathfinder monster (who does have the feat) instead of the 3.5. So they are going to do 1 Claw attack. Just take the first line. As for the Rider he is using and Exotic Military Saddle with Fly straps (he is basicaly attached to the saddle). He does get a ride skill check with penalty to stay upright in saddle
| Borrum Orcbane |
Round 3
Sensing the emergence of cover about to appear behind him, Borrum shoots his longbow at the middle manticore once more before stepping back behind the cover. J42
Comp. Longbow, Interfaith Blessing: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Damage, Comp. Longbow: 1d8 + 2 ⇒ (5) + 2 = 7
Over his shoulder he calls out, "Focus your attacks ahn da middle 'core."
Not sure if the Griffons are providing softcover or not, hoping they and the manticores are in the air high enough that we are shooting under their combat.
Arrows 37/40
Current AC w/cover 25/11(15)/20
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Current On-Going Effects: Interfaith Blessing;
| Swirls Mist |
I still don't see how a 15foot movement gets converted into a penalty that doesn't drop him when he rolls a 3 on his check. But fine I will go with your decision if that is how you feel the events in question should work. Griff 1 is alive with 8 damage, Griff 2 and 3 are both dead from the paired claws and sword attacks. As the Manticores absolutely need to move in order to stay in the air this round Griff 1 should be entitled to an attack of opportunity itself against either the rider 1 or manticore1.
| Galdamor Graak |
Round 3
Against the Manticore I've prepared an Obscuring Mist but only one. So If you think we need it, tell me !
Galdamor followed Borrum behind the cover, casting a second spell to aid his allies
Hextor, bless the warriors who will spill blood !
bless : +1 moral bonus to attack and against fear effect
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Current On-Going Effects: Resist Energy (electricity 10), 40min; Shield of Faith (+2 Def AC), 38 rd; Interfaith blessing (+2att), 39rd; Bless (+1 attack), 40rd;
| Marrulurk, Agents of the Hand |
Nnnnnnnot entirely sure if the Captain would be available. Is so, she would be there.
The hirsute halfling would call the lizarfolk, catfolk, and human over to him, looking grim behind his kerchief.
"I must make a special request of the lot of you. All may be well tomorrow, but what we do will be exceptionally dangerous." he pulls out a book.
"This book must make it back to the capital in the event of my demise or capture. I will seek to avoid that scenario, but, if I am in any way compromised, my... family... must receive this." He looks at each of those he's called over. "I make this request of each of you. I may be a mercenary who has not known you long, but I must place my life, my trust, and my alliance with each of you. I know you will not break an oath Galdamor, once given in the name of your god, 'else his wrath come upon you far worse than my own patron. Swirls mist, you seem a fair an honorable... person... for a... scaled... person... guy. I trust your sense of duty - this will assist you. Rigo, though you have no particular love of me, I say this to you as I suspect that you have enough brains between those ears to understand the significance of me personally asking several individuals I don't know on the off chance that tomorrow fails badly. This is important, to you as well as I. If this is done for me, your chances of survival - and wealth-acquisition - in the coming days will only increase." He nods at each of them. "While I don't expect you to handle this personally, I am mentioning this to the three of you, because I am planning on heading into the thick of things, and I need you to watch my stuff for me." he grins behind his scarf.
If the Captain is there. "Captain, can I also rely on you to find a way to deliver this book rapidly and securely to my family, should I perish? This letter -" he hands her a letter with a name and address on it, "- should get this to those who need it."
He nods again, half to himself, half to the others. "And... thank you." he says.
Quietly, he slips into the water, standing with bow in hand, and loosing a shaft at each of the targets in turn, hopefully diverting their attention, harming them, and confusing them all at once.
First: my underwater spears should have a huge delterious effect on anyone trying to cross the river.
Second: I'm an aquatic creature with a +12 swim and a +19 hide - I'd only get ever-better bonuses from the dark waters, reeds, spears, dust, and similar of the river.
Third: I have three rounds of actions, yeah? Could I have identified any spellcasters in the enemy during this time?
Regardless, Marrulurk would have asked Swirls mist to create a special watery tunnel just for him - a tunnel that leads from further inland to the river, that he, with his 20 ft. swim speed, ability to move through the water without making checks, and such, would be able to take advantage of by way of slipping out and among the river defenses to assault any casters on specific boats or similar.
Presuming there are no casters in particular quite noticeable yet, Fi'dho does the following:
By stepping into I-40, Fi'dho has clear shot at Mant 1 and Mant 3, both of which are within 100 ft. He should be able to do this because of his aquatic abilities - 10 ft. within his range. He would do this only along the shore - where the current takes a temporary dip in power - in order to ensure his submersion in the water without being subject to the power of the river.
Round 1: Attack Mant 1 Attack!: 1d20 + 10 ⇒ (11) + 10 = 21, Damage: 1d6 + 4 ⇒ (6) + 4 = 10; Hide by ducking into the water, and move to L-40! Hide: 1d20 + 19 ⇒ (15) + 19 = 34
Round 2: Attack Mant 2 Attack!: 1d20 + 10 ⇒ (17) + 10 = 27, Damage: 1d6 + 4 ⇒ (2) + 4 = 6; Hide by ducking into the water, and move to K-40! Hide: 1d20 + 19 ⇒ (18) + 19 = 37
Round 3: Attack Mant 3 Attack!: 1d20 + 10 ⇒ (16) + 10 = 26, Damage: 1d6 + 4 ⇒ (1) + 4 = 5; Hide by ducking into the water, and move to G-40! Hide: 1d20 + 19 ⇒ (12) + 19 = 31
I believe being in the water grants cover, which allows me to stealth, but also give me a +8 AC and +4 Reflex to saves v. AoE; hence the actions posted above. If that is not possible, please inform me of the reasons and such and I will revise my actions.
| DM Greg |
| 1 person marked this as a favorite. |
Marru; there are hundreds of raft that are going to be deployed on the elsir. Just focus on defeating this wave of combatant, i honesty don't want to deal with lots of green skins having readied action to shoot you to death after the first round of your surprised action...)The first round isn't possible as the manticore aren't on the board yet. I'll take and apply round 2 and round 3)
| DM Greg |
Round 3 Top
With the divine power reinforcing him Borrum's arrow fly true and wounds his target before hiding behind the small barricade
Galdamor further reinforce his companions while Marru's who is using the river bank, despite the very strong current of the Elsir, as a natural hiding place is able to wound twice the middle manticore
missing Swirl and Rigo (i believe he is still readying), and yes the last griff will have an Aoo as the manticore will fly past him
| Swirls Mist |
Would I correct in assuming that the hobgoblin/manticores are somewhere else than where you have them? If they stay in one spot they fall. and I'm pretty sure that clumsy flight speed is unable to make a quick enough turn to get back into the same spot with 50ft to move.
Swirls mist begins muttering another long spell summon dire hawk
The hippogriff slashes at the manticore with its talons as the beast moves
Griff AOO: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 171d4 + 4 ⇒ (1) + 4 = 5 As the griff would be above it. pretty sure it gets the higher ground bonus. that is the +1
Then its action for this round. I am assuming that the Manticore/hobgoblin is not immediately next to me. If so The hippogriffs action would be to withdraw.
Seeing the already struck center manticore the Hippogriff senses a weakness and changes targets diving for the beast.
dive charge: 1d20 + 9 ⇒ (13) + 9 = 222d4 + 8 ⇒ (3, 4) + 8 = 15
| DM Greg |
Round 3 Bottom
Swirl mist starts an other long summoning incantation.
While the last surviving Griff readies a diving charge striking the manticore after making it bleed with its Aoo.
And rigo's readied attack goes off wounding the middle one
In Unison all three unleash their deadly spikes.
(don't forget your AC Bonus for Cover)
Manticore Spike: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 291d8 + 2 ⇒ (1) + 2 = 3 vs Swirl Mist
Manticore Spike: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 121d8 + 2 ⇒ (7) + 2 = 9 vs Swirl Mist
Manticore Spike: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 181d8 + 2 ⇒ (5) + 2 = 7 vs Swirl Mist
Manticore Spike: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 151d8 + 2 ⇒ (8) + 2 = 10 vs Swirl Mist
Manticore Spike: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 111d8 + 2 ⇒ (2) + 2 = 4 vs Swirl Mist
Manticore Spike: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 121d8 + 2 ⇒ (1) + 2 = 3 vs Swirl Mist
Crit Conf Manticore Spike: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 161d8 + 2 ⇒ (7) + 2 = 9 vs Swirl Mist
Manticore Spike: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 101d8 + 2 ⇒ (5) + 2 = 7 vs Borrum
Manticore Spike: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 191d8 + 2 ⇒ (3) + 2 = 5 vs Borrum
Manticore Spike: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 271d8 + 2 ⇒ (3) + 2 = 5 vs Borrum
Manticore Spike: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 111d8 + 2 ⇒ (2) + 2 = 4 vs Borrum
Manticore Spike: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 201d8 + 2 ⇒ (3) + 2 = 5 vs Borrum
Manticore Spike: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 261d8 + 2 ⇒ (5) + 2 = 7 vs Borrum
Manticore Spike: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 231d8 + 2 ⇒ (1) + 2 = 3 vs Rigo
Manticore Spike: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 191d8 + 2 ⇒ (5) + 2 = 7 vs Rigo
Manticore Spike: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 211d8 + 2 ⇒ (7) + 2 = 9 vs Rigo
Manticore Spike: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 141d8 + 2 ⇒ (5) + 2 = 7 vs Rigo
Manticore Spike: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 291d8 + 2 ⇒ (5) + 2 = 7 vs Rigo
Manticore Spike: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 211d8 + 2 ⇒ (7) + 2 = 9 vs Rigo
Crit Conf Manticore Spike: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 181d8 + 2 ⇒ (6) + 2 = 8 vs Rigo
Hobgoblin Short Blade: 1d20 + 9 ⇒ (14) + 9 = 231d6 + 6 ⇒ (1) + 6 = 7 vs Griff
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Round 4 Top
All Heroes Go !
DM point of Note: You can choose to withdraw from this fight at anytime. It will have little long term game consequence other than stained Honor. If you make a show of fleeing the Manticore assault squad will pursue other target. This is really a Climatic Tough Fight meant to show you the Str and dedication of the Red Hand. For this Fight i will introduce the following Home Game Rule. As long as you are healed back under -9 hp in the round you are still alive. You can also Play dead and so long as you do not act the mobs will ignore you