DM Greg's Red Hand of Doom

Game Master Algar Lysandris

ADD 3.5 Red Hand of Doom set in the March of Sterich - Elsir Vale

Map Elsir Vale
Map Drelin's Ferry
Map The Witchwood

Current Party Loot

Current Combat


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Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Swirls mist's gaze turns cold at the catfolks command, the lizardfolk seeming ready to say something before the group decides to aid the townfolk. The druid nods to his companion and both druid and ape approach. The druid cautiously chooses only the heaviest and sturdiest looking of the wounded to direct his ape companion to carry to the wagons. The ape being made to place the rather massive oak tree trunk it had picked up in the last day of hard travel to avoid the chance of it dropping on someone and killing them.

Swirls mist will keep an eye out for wounded that could be targeted with Lesser Vigor (11hp) to bring them to a point where they can help rather than moaning in pain. Doubt many will but might as well bring up the idea.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor moved to help, but his ultimate goal was to find future follower of his God.

People of Talar, Hextor have heard your prayers. We are here to restore Order. Gather your belonging, may the strong taking care of the wounded. There is no place for weakness in time of war.
Be careful on the looters and deserters on the road, we took care of some. But like bad weeds, they still pop up in time of war.

diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rio was yelling at the locals not the party members.

-Posted with Wayfinder


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Yeah I had that to be the case as a player. Swirls mist still dislikes Rigo, from that bit from the Chimera. If there is a way the Lizard can take offense at your words he likely will until he is given significant evidence to the contrary.
Thank you for posting to ensure clarity though.


[LE] StoryTeller

One of the last person loaded onto the wagon is a striking looking female human with her arm is a Sling.

Will you be ok Miha says one of the younger acolyte taking extra time to help just her

Yes, yes of course i may not look like it but i was able to defend myself with my magic after that drunk broke my arm. As soon as it will heal i will be able to fight of the Green skin hord even if i have to do it alone she replied as she is looking in the direction of Galdamore

DM Only:
B: 1d20 - 1 ⇒ (1) - 1 = 0, G: 1d20 + 3 ⇒ (3) + 3 = 6, M: 1d20 + 3 ⇒ (14) + 3 = 17, R: 1d20 + 1 ⇒ (8) + 1 = 9, S: 1d20 + 8 ⇒ (7) + 8 = 15, M: 1d20 + 18 ⇒ (10) + 18 = 28

You all talk about order but whom might you all be ? she says defiantly


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Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo hooks a thumb at the rest. "Them? Nobody. Just the ones who brought the warning in time to evacuate people." He tells the woman, then nods at the rest. "I'll scout ahead, see if I can find our contacts."

Rigo will then take to jogging (a flat out run for most people) around the area looking for their contacts, leaving dealing with people to those better suited to it.

Or maybe he's just trying to get away from his companion religious zealots... who knows what goes on in that furry head.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor looked in the eyes of the woman and said I'm Galdamor Graak, Holy Champion of Hextor, send by my church to establish a strong community.
Hero of Drelyn Ferry, like my comrades here.
We fight three times the Red Hand army, surviving each and bringing doom upon their troops. We've organized the defense of the town and help them to bring their weak and old to safety.
Captain Sorana ask us to go ahead and search for elements of this army not far from here as rumors and news said that the road is not safe anymore.
Yet, we only found looters and deserters but they escape the iron fist of the Law except for one we killed.
You have the spirit of a fighter, and may be you are, so if you want my help, I can healed your arm.


[LE] StoryTeller

I am Miha Serani a sorceress of some power while i don't know of any captain Sorana there was a Lion Guard that came a few days ago with word of warning and advice to evacuate towns all the way to Brimdol. I will gladly take your offer of magical healing and should you need some arcane support in fighting that Red Hand army i can most certainly help she replied with a warm smile

She is probably one of the most stunning woman (CHA: 20) you have ever seen and while she knows it she doesn't abuse of men drooling all over her


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor smiled back at Miha and said I'm suppose you're not a follower of my Lord ? So, I will need this. he draw his wand and began healing her with it.

During his healing he added I'm happy to see that here, you don't have wait to see this army at your door to begin evacuate as in Drelyn Ferry !
As for your proposition we will gladly accept it. We lost our arcanist to a blind spell during one of the fight against the army. So any help you could provide will be gladly appreciated Lady Serani.

GM tell me how many charge I will use on Miha

May I ask how you break your arm my Lady ?


[LE] StoryTeller

just use two regular CLW Galdamor and you will be fine instead of the Wand you might one day need those two charges :)

As the healing takes effect the broken arm is slowly mended and functional again.

she kind of blushes a tiny bit as she answer a drunk thinking he was kind of Knight in shiny armor, wanted to "protect" me on the way to Brimdol. As i politely declined he got violent and "insisted" on me coming with him. His grip on my arm got very strong and he tried to twist it so that he wanted my under his control. As i refused even more and warned him that i would use magic on him she got even more angry and stronger and in the end he broke my arm. At that moment Arcane Magic was my only option. she looks at you and then at the rest of the party

So i take it that you mean to continue fighting that Red Hand. Are you going to Brimdol ? I am not war sorceress mind you but i do know one or two words of power that can hurt people. she replied

People get scared of magical powers that they don't understand she says in a hush tone not really directed at galdamore, but more like to herself than anyone else


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Such a use of brute force is for the weak and the lawbreaker. I hope this "man" got what he deserve. said a disgusted Galdamor.

Yes, we will continue to Brimdol, in hopes to stop the Red Hand operation as much as we could or at least crippled them the best we can to gain time.
As you can see, Lady Serani, our group is not afraid of magic or what make us "different", We care only for efficiency and abilities to fight against the Red Hand. You will be more than welcome.


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Are we going to Brimdol? I thought we were looking for the road blockade?

Oh... does this Lady Serani have a beard? Not seeing the 20 Charisma yet.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

We were requested to travel north to scout and possibly deal with the apparent blockade up the Rhest road.

Swirls mist glances toward the rest of the caravan looking for the five passengers most heavily wounded. "Healer, I will expend a blessing I know to grant five of your wounded health." The lizardman glances to Galdamor and the new traveler. "While I am healing the others I can include her as well if you Desire Galdamor. The magic of our wands will ebb where as my power will return with the rising sun."

Swirls mist glances to his ape companion at the Mage's words "Yes many fear those different, I do not know you but it is as Galdamor says. I am Swirls mist, I follow She-In-The-Reeds. my companion bears no name as of yet." The lizardman interjects gesturing to his companion who aid the caravan best as he can.


[LE] StoryTeller

Borrum: Nope you are to head over to Talar than take the Road north toward Rhest and investigate there (and also removing The Red Hand blockade that is somewhere on that road.

Well like i said i have only one power that directly hurt those who would do me harm the others are less of a fighting nature but i will use them in your service she says flexing her healed arm


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

"I would be glad for your company nonetheless. Any who would serve the Throne and its people." says Fi'dho. "I am Fi'dho. A... Halfling."

Bluff: 1d20 + 4 ⇒ (6) + 4 = 10

Heh. I'm totally a Halfling, you guys!


[LE] StoryTeller

Perception / Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22

Of Course you are she says smiling back

She hopes off the transport

Right then that settles that she says as she is summoning a horse

I am ready to follow you


[LE] StoryTeller

You have spent the rest of the day in hard ridding across the Vale. It takes the party a total of four days to reach Talar. From there they can take the Old Rhest Road going North or continue East to Brimdol

So where to ?


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Which is closer to our goal/what we were hired to do? Is there any evidence of problems one way or the other?


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

I believe we should head north on the Old Rhest Road.


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

The overland speed for a horse is 40miles/day. Had to look up a copy of the map with actual marker on it but from dellin's ferry to Talar is a little over 80 miles. Is there a reason we took two extra days?


[LE] StoryTeller

first: you are travelling at 32 Miles per day (Light Horse 151-450 lb) + Pony also at 32 miles per day. Second: I guess estimated a little above 90 miles from the map from the book (and it provides only the most basic of info). You all left after the briefing and left Mid morning. Third: The road is heavily pack with refugees and moving caravans reducing your travel speed.


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Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum turns his mount north on the Old Rhest Road, after he sees the refugees heading off to Brimdol.

"Let's getz movin', weez gotz some time da make up."

With that he sets his mount off on a gallop up the road.

Ride: 1d20 + 1 ⇒ (17) + 1 = 18


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho follows suit.

EDIT: for below Initiative: 1d20 + 4 ⇒ (2) + 4 = 6


[LE] StoryTeller

it is an other 90 miles or so of hard traveling. The party leaves the end of the Witchwood forest en their left and the area slowly starts to turn swampy in the 5-10 miles surrounding the Lake Rhestin an other 20-25 miles and the party will have reached then northern end of the lake and will be able to head West to the crosswalk with the Old North Road.

On the morning of the 4th day June the 22th after ridding for two hours the party can see up ahead a crude, Ten foot High palisade of logs that has been erected across the road, extending forty feet to either side and completely blocking all passage. A squat, twenty foot tall watchtower looms in the middle of the palisade. You catch a glimpse of movement up in the tower and see a Hobgoblin sentry.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20 who sees the party and sounds the alarm

Init please . I have placed your in what i think would be the appropriate order. Please tell me if you wanted any changes. Also don't forget you are mounted on horses. I will not bother with them during combat when you set food down. The large Gate made of wood looks to be rather thick and probably reinforced inside


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Seeing the palissade, Galdamor dismount but before he could act, the alarm was called.

Initiative: 1d20 + 0 ⇒ (10) + 0 = 10


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Listen: 1d20 - 1 ⇒ (7) - 1 = 6
Spot: 1d20 - 1 ⇒ (15) - 1 = 14

Is it open ground on the sides of the palisade? Can it be rode around? Do we see any smoke or sounds from the far side of the palisade? And last question is the gate positioned on the edge of the watchtower facing us or someplace else?

Current AC 20/11/19, as Borrum would not have been riding with his shield equiped.


1 person marked this as a favorite.
Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Next time, can we have Rigo have a chance to scout ahead? The whole point of his skill set is to scout ahead of the group and warn them about stuff like the wall so we can prepare before stumbling over it.

Init: 1d20 + 5 ⇒ (1) + 5 = 6


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

init: 1d20 + 1 ⇒ (3) + 1 = 4

for each day of travel swirls mist expends a 1st level spell slot and once charge of his lesser rod of extend to give his ape companion a 40ft move speed to keep pace with everyone else.

Swirls mist growls as he looks to the sentry. "This looks familiar. I wonder what is behind this barrier." the Lizardman says with undertones of concern in his voice. Ever since heading north and the forest turning to swamp the druid had been agitated, perhaps though he just needed an outlet.


[LE] StoryTeller

Borrum: yes the ground outside of the path is grassy/swampy. No penalty of anykind. The gate is in the center of the central building and is 4 square large (i have boxed it on the map).

Group 1 : 1d20 + 2 ⇒ (1) + 2 = 3
Group 2: 1d20 + 3 ⇒ (8) + 3 = 11
Group 3: 1d20 - 1 ⇒ (19) - 1 = 18

As the alarm is sounded our heroes engage the small wooden blockade.

Round 1 !

Stuff happens

All Heroes go !


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 1

Hearing the alarm sound, Borrum quickly glances if the situation has changed on the palisade or watchtower.
Spot: 1d20 - 1 ⇒ (3) - 1 = 2

"Quick, beez fur utters getz up dare ta help dem," he says, as he rides forward. Ride to O19 (move)

Not sure if we are technically in battle, as far as our mounts are concerned, as all that has occurred is alarms going off.

Once at the gate, he quickly tries to dismount, before swatting his horse away.

Fast Dismount, DC20: 1d20 + 1 ⇒ (17) + 1 = 18

But bumbles, as his skill is not on par with other well trained horsemen. Failed Fast Dismount (move), resulting in O18

"Bah!! Awayz wit youz, youz crazy horse!!

Current AC 20/11/19, shield still not equipped


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

I think I'll see what my feat choice for my ape does for me here. Go go gadget big squishy stick. Also think I'll actually burn some power on this one. Should be fun

"Attempt to reach the gate quickly, I will use a spell that should open a path."
Swirls mist points to the creatures ahead of the party ensuring that his companion sees the space that he points.
"Kill." the druid commands in draconic, words of power following the druids command. His first spell affecting the Ape's weapon of choice, an uprooted oak sapling the beast had taken to carrying around.
The druid then mutters another set of words and melts into the form of a raven. The bird then hops onto the ape and holds on.
The Ape in turn advances while beating its chest. Curious at the creature that its master had told it to kill.
Ape double moves (Move speed 40) to 17-18 R/S. right up next to the wall.

Cast Shillelagh on Apes oversized club and Winged watcher on myself. Am now sharing space with my Large ape as a tiny bird. Horse is highly likely to be exceptionally confused.


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Galdamor looked at the sorceress and asked My Lady, do you know a spell to bypass this obstacle ? A fly spell or something like that ?


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo moves to Q27, and flings eldritch energy at the guard in the little gate house.

RTA: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 ⇒ 5


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho
Rigo'Sharva wrote:
Next time, can we have Rigo have a chance to scout ahead? The whole point of his skill set is to scout ahead of the group and warn them about stuff like the wall so we can prepare before stumbling over it.

My own characters' natural talents are... also minimized by this particular set-up as well. Alas.

Fi'dho rides up next to Mia, just within bow distance. He notches and looses in a smooth, fluid motion.

Attack: 1d20 + 11 ⇒ (5) + 11 = 16, Damage: 1d6 + 4 ⇒ (1) + 4 = 5


[LE] StoryTeller

Round 1

Listening to his courage Borrum dismount and then moves forward drawing his weapon while he moved like i said as long as you don't ride in combat with an untrained mount i will simply ignore it during combat.

As the ape order to march forward Swirl mist rapidly transform into a flying creature and takes to flight

I am no lady but that was charming she replied as she cast an invisibility spell on Galdamor Now go fight bravely Sir Knight. Return Victorious and i shall grant you a small token of my sympathy she smile obviously having fun

Rigo move forward and unleash his Green matter Energy but it failed to hit the guard as he is protected by the cover of the Rampart and so does Marru's arrow

Galdamor any action ? delay ?


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Thanks my Lady said Galdamor after Miha casted her spell.

He then moved towards the walls.

double move


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

I'll just revert it to a second casting of produce flame. Action is different.

On reaching the wall with his companion the now raven former lizardman begins crowing something, the tiny avian then pecks the wall it is next to at the join of the gate.
Cast Wood shape, I want shrink the supporting post holding up the gate and make an effective doorway. Hopefully also collapse the gate but just having a hole big enough for our party members is what I'm looking for.


[LE] StoryTeller

Swirl M: the fort looks something like this: http://www.gamersplatoon.com/forums/showthread.php?10140-Thoughts-about-the -upcomming-Fort-Knox-Clan-Tribe-Fortress . So you might shrink one of the log. i am no construction expert but considering the reinforced bars behind it won't acheive the effect you are intending. Do you want to do something else ?


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Yeah, wasn't sure if that could work. Would it be enough to turn one log into a set of stairs leading up onto the battlement that the Hob closest to me/ape is standing on work? I'm more interested in ensuring everyone is able to get around the gate with little effort on their part. It would be incredibly satisfying to just punch a hole in the front door but the primitive building materials are actually preventing that amusingly enough."


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Borrum is looking at this axe and thinking about those new sundering abilities he has....


1 person marked this as a favorite.
Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Heh. Borrum the Hextorian Kool-Aid Man. OH YEAH!


[LE] StoryTeller

1 wooden log into a set of stairs ? Nope sorry. What you can do is reshape the log so that it can have enough excroissance to make a climb easier


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

*shrug* if thats how you feel it works alright. I will hold the charge on the spell until Me/ape get over the wall so as to let me mess with the crossbar or whatever other locking mechanism the gate has. As making the rest of our group make climb checks is just going to be sad to watch. I just want a means to open the gate quickly and if I can't do it on this side then the other side would do.


[LE] StoryTeller

Round 1

Galdamore now invisible moves forward with his mount and then dismount

The sentry moves to get a better angle on the party and one of them is able to shoot Longbow: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 231d8 + 1 ⇒ (2) + 1 = 3 at the large Ape

Round 2

Stuff happens

All Heroes go !


male marrulurk monstrous humanoid (marru, aquatic) 3, fighter 2, LA +1; Hp 24/24 AC 23/15/19 Init +4 (Listen +11, Spot +7; Fort +8, Ref +7, Will +6); Currently: Fi'dho

Fi'dho, still next to Mia, aims at the sentry who just loosed, and looses an arrow of his own.

Attack: 1d20 + 11 ⇒ (15) + 11 = 26, Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)

Round 2

Borrum adjusts his stance infront of the watchtower's door and brings his axe swinging down on it.

Sunder, Waraxe, PA6, two-handed: 1d20 + 13 - 6 ⇒ (1) + 13 - 6 = 8
Waraxe, PA: 1d10 + 9 + 12 ⇒ (1) + 9 + 12 = 22

Sunder, Waraxe, PA6, two-handed: 1d20 + 8 - 6 ⇒ (16) + 8 - 6 = 18
Waraxe, PA: 1d10 + 9 + 12 ⇒ (9) + 9 + 12 = 30

Smashing an Object, d20srd.org wrote:

Armor Class

Objects are easier to hit than creatures because they usually don’t move, but many are tough enough to shrug off some damage from each blow. An object’s Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (-5 penalty to AC), but also an additional -2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.

Tower Door AC: 10 - 1 - 5 - 2 = 2

Object Hardness and Hit Points, d20srd.org wrote:
Strong Wooden Door - Hardness 5 - Hit Points 20

"Doors can beez replaced." Borrum says with a grunt, as he finish with follow through with the second swing.

Current AC 20/11/19, shield still not equipped


Male
Consumables:
Wand: lesser vigor- 33/50 Rod: lesser extend spell 3/3 (daily) Wild shape: Medium animal 0/2 Potion: 1 Ïnvisibility,1 Cat's Grace, 3 CLW Scrolls: 1 CSW CL5
Lesser Lizardfolk
Ape stats:
Ape Hp 41/41 AC:20/12/17 Scent Low light Init+3, spot+6 Listen+6 F+7R+8W+4
Druid 6 HP:44/52 AC:17-11-16 Init:+1 Spot:+12 Listen:+11 Fort:+8 Ref:+3 Will:+9

Waiting to see if Borrum punches through the door before posting my actions.


Male Tabixi HP (10)
Stats:
AC/Touch/Flat 15/14/11 | Fort/Ref/Will +2/+6/+2 | Init +6
Skills:
Climb 14, Heal 6, Linguistics 2, Perception 3, Survival 6
Tabaxi 1

Rigo moves forward 10 ft, and flings eldritch energy at the guard in the little gate house.

RTA: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 3d6 ⇒ (2, 2, 3) = 7


Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)

Still under Miha invisibility spell, Galdamor moved to the gate, casting a defensive spell on himself Shield of Faith and waiting for Borrum destructive action.


[LE] StoryTeller

Round 2

Marru's arrow finds his mark and the sentry screams in pain insult at the archers

Borrum two attacks give out a big dent into the front door. Destroyer it would take little effort to squezze trough it to get inside

Rigo's dark energy hits the same sentry who cries it's pain even louder as Galdamor cast a spell on himself

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