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
[LE] StoryTeller
my understainding was that amadar was going by himself. Anyone lese besides galdamore going as well ?
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
As I have some diplomatic skills I don't imagine not going with Amadar. Sorry if I wasn't clear about it.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
well if Galdamor is going, I guess Borrum is also. Not gonna leave him undefended in hostile territory, unless he tells me not to come.
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Thanks Galdamor! Better to have someone with me.
As Amador knows the area, he would describe a section of the swamp he may hail from then continue.
"I have come because I do not wish to see my brethren be allied with those who would use our people and discard them which is what this Faristus will do".
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
Erlmander might as well move forward as well, to keep everyone in sight just in case he is also needed. He will have mage armour cast before he heads out with the others.
[LE] StoryTeller
and so we have everyone coming to the Lizard folk
as Galdamore steps out into the view of the lizard men and starts to speka to it in draconing
Pink Fleshies. To Arms
and the speak he is holding in trust toward Amadar's belly
God Traitor he yells!
Init please and provide me with location on map
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
My location as listed seems fine.
Initiative 1d20 + 1 ⇒ (16) + 1 = 17
Round 1
I will Wild Shape with my move action into a Legendary Ape and attack the Lizardman attempting to strike me.
Slam Attack 1d20 + 9 ⇒ (10) + 9 = 19
Damage 1d6 + 6 ⇒ (4) + 6 = 10
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Location cannot be added...I wanted to be at U13, but I cannot add anything.
[LE] StoryTeller
correct Erimander i do all the moving and battle map business
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
That's a shame we couldn't try to do diplomacy...
R18 for Galdamor
Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
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 ⇒ (5) + 1 = 6
Start Borrum at V11, please.
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Damn jumpy xenophobic Lizardmen! :-)
[LE] StoryTeller
Considering these are 11hp Lizardfolk i am going to scrip the rest of this combat in the interest of moving foward
The lizardfolk claws and bite Amadar (take a ramdomn damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7 And enven tough it is a slaughter the 6 lizardfolk warriors do not give up and fight on the the death. Amdar's counter attack kills the lizardfolk who was in front of him and galdamore and Borrum each do the same after moving into melee combat.
Meanwhile Everyone can hear some movement at the back of the hut and some loud "ploof" Like bodies that would jump into the water
With three warriors left the lizardfolk keep on fighting
Erimande i am not sure you can do anything that will change the face of the end. By round two all 3 warriors will be dead and you will hear more ploof sound. And by round three combat is over and you are free do do as you wish there is no one else alive there
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Amadar regrets having to kill the other warriors but it s kill or be killed now.
Slam Attack on Another Lizardman Warrior 1d20 + 9 ⇒ (4) + 9 = 13
Damage 1d6 + 6 ⇒ (6) + 6 = 12
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
Erlmander moves forward at the sounds of battle and will try to make sure none of the lizardmen escape (which it seems they do not!)
[LE] StoryTeller
Amadarfor the sake of simplicity as long as you do not abuse it i'll allow it with shifter's speech
And Amadar is unable to hit the lizardfolk in front of him, but eventually the lizard will meet his doom
How do you plan an acheiving this Erimander, sinc this is still "in combat" please provide me your plan of action for round 1 and 2, because for the moment the remaining lizardmen (who are non combatant) do escape
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
[LE] StoryTeller
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
[LE] StoryTeller
We are talking about 10 ish Lizardfolk. Who are currently leaving by the side of the hut that is close to the water. So on round 1 you have no line of sight to anything / Yes you can stack both feat on your arcane thesis spell
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
[LE] StoryTeller
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
Ok thanks...
Erlmander moves forward, but not quickly enough to stop the remaining Lizard people from slipping off into the surrounding swamp.
Cursing under his breath he turns back to the others.
"Now what? Go after the Hobgoblins?"
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
That's a shame but we can't do anything about that.
To the hobgoblins, I hope the lizardmen will see we are not here for them and they will not side with our true enemies.
[LE] StoryTeller
You are standing on the bank of the lake with the occupied structures at the center of it with a few more lizardfolk huts that you can see. What now heroes?
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
"Perhaps we should move forward to see what those hobgoblins are up to?" the elven wizard suggests.
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Amadar, still in Ape form, shrugs and nods at Erlmander. He then looks to the others and points across the water at the Hobgoblins location. He brings his hands together and wrenches them apart them as if he were breaking a spine in half and smiles.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
"Can weez not leave dis area, find ah place ta observe da center ruins an' den approach at night? Eyes not want ta cross da lake wit dem watchin' us come, now dat some ah dem got away." Borrum asks after the slaughter of the lizardmen.
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Amadar stars at Borrum and nods grunting (Borrum thinks) in agreement.
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 slips back into the low waters and reeds, attempting to leave as little track as possible until he can find a place to observe and hide for the remainder of the day.
Hide: 1d20 - 3 ⇒ (4) - 3 = 1
Spot: 1d20 - 1 ⇒ (17) - 1 = 16
Survival (tracks): 1d20 - 1 ⇒ (12) - 1 = 11
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
Erlmander follows the dwarf as he moves off into the water and reeds.
[LE] StoryTeller
Adamdar Spot: 1d20 + 10 ⇒ (16) + 10 = 26
[LE] StoryTeller
After 1h of continuous observation:
You now clearly see 3 Hobgoblin archers up on what used to be the Old Bell tower.
You also see on this side of the lake 6 others Lizarmen hut. (most of them have some sort of makshift paddle boat)
(you have about 1h of daylight left)
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 suggest to the group, "Maybe dare were some ah doe paddle boats back were we ezslaughtered da lizardmen. Maybe weez could use dem ta sneak across da lake in da night?
If no one objects, Borrum will attempt to sneak back to the location to check on paddle boats form the last location of lizardmen huts.
Hide: 1d20 - 3 ⇒ (7) - 3 = 4
Spot: 1d20 - 1 ⇒ (19) - 1 = 18
Well I sux at hiding, but I am doing well on the spots. :)
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Amadar nods to Borrum, still in his Ape form.
He signals 1 finger then 3 fingers pointing at the guard tower hoping the others can make out his sign language as communication in his current form is difficult at best.
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
How far are the 3 Hobgoblins from where we are now DM?
Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;
Erlmander will cast a sleep spell on the 3 hobgoblins, attempting to put them down quietly.
Sleep: 5d8 ⇒ (5, 4, 1, 2, 5) = 17 HD effected
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 am thinking the guard tower is a few hundred feet away. but I could be wrong.
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
I think so as well but I may have a spell that can reach them anyway.
[LE] StoryTeller
you have no problem finding 3 paddle boats (3/4 seats each). As for the distance to the "guard" tower in the middle of the lake i'll have to go check the module once i get home
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Galdamor followed his comrades, ready to help them take down the guard.
[LE] StoryTeller
i would like you to go read back the desciption of the lake with the buildings at it center. they are roughly about 2000 ft from the bank

Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
DM Greg - Posted July 2nd wrote: June 23rd
It takes the rest of the day for the party to make it close to the shores of the make.
It is a large dark lake that broods in the marshland, measuring nearly two miles wide. The cloying reek of decaying vegetation and swamp ooze is thick in the air, and countless frogs and insects and marsh birds chirps and corak and call to each other.
Out near the middle of the lake, dozens of decrepit stone buildings just from the black waters. In most cases, these buildings sag and lean treacherously, the windows of their upper stories now even with the still lake's surface. Two buildings that seem to have survived relatively intact draw your attention.
One a large stone tower, about a quarter mile from the southern shore, and the other a large stone building near the lake's center. Both structures have rickety wooden walkways ringing them at water level. These look like recent additions. It would seem that someone has made an attempt to settle down here
1 mile = 5280', 2 miles = 10560', 1/4 mile = 1320', 1/2 mile = 2640'
In any case, we will probably have to go out in the paddle boats. I would also recommend going out at night as most creatures darkvision is 60'. Should get us pretty close.
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
I agree. Galdamor has dark and low-light vision
[LE] StoryTeller
Spot Check for everyone please/ nothing comes and trouble you until you all decide to paddle boat in the middle of the night
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Thanks Borrum! My spell range is not as far as I first thought it was so no dice there. Even from the water it will not work, we need to be within 150' for my spell to have effect.
As we are in the middle of the night I would think that my time to shapeshift has lapsed so I will be in my elven form again. I will need to rest before I can wild shape again.
Spot 1d20 + 10 ⇒ (6) + 10 = 16
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Spot: 1d20 + 5 ⇒ (15) + 5 = 20
Galdamor was aware of his surroundings, ready to put the night of Hextor upon his enemies.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
Spot: 1d20 - 1 ⇒ (4) - 1 = 3
[LE] StoryTeller
you can go out on that mission anytime you guys want, so it is up to is if it is early, middle or late night
You paddle quietly on the raft the lizardfolk left.
You are now about 350 ft from the Bell Tower and so far so good
No alarm has been sounded for the moment
Male Male Elf / AC17 / HP -3/42 / Fort:+10. Ref: +6, Will: +9 / Init. +1 ? Lis +10 / Spot +10 Druid 5/Master of Many Forms 1
Amadar whispers to the group, "When we are in range shall I strike at the sentries or shall I wait until we make landfall? You have fought these villains before, which would be our best option based on their tactics?"
At 150' away DM, please let me know as I may wish to cast a spell.
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