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
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Magic could be usefull here. Erlmander have a sleep spell ready for this. With the distance, the ogres could not hear the spell casting.
If magic is too random and Amadar feels he could do it I suggest he goes alone and try to take the sentry by himself.
Borum and I are too less stealthy to do that.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
Sorry been havin' computer problems the last couple of days.
"Can weez climb da walls ah dis buildin'? Is dare anutter way in, or jus' da stairs? Or even can ya silence me axe, not likes eyes need ta hear it cave in ah ogres head."
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On Going Effects: Water breathing;
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
"Just the stairs from what I have seen. If Erlmander's sleep spell can work from afar then that is certainly one way to neutralize the sentry. If we have a grappling hook, I can scale the wall so that we may climb it right here Borrum else I think its sheerness may prevent such an idea from being successful".
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
I also could use my only silent spell to help us going near the sentry.
But I would prefer to try Ermander's magic first.
[LE] StoryTeller
assume erimander will do as asked by amadar
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
"Yep, try da sleep first an' save da silent fur da ones inside. Dat sounds like ah plan."
[LE] StoryTeller
Erimander has a 160ft range with his sleep spell. he is way to far from the guard tower (about 250 ft)
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 considers the dilemma, "Perhaps I can approach and call up to the sentry distracting him for long enough for Erlmander to get close enough to cast his spell?"
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Good call, may be could you pass Erlmander for a prisonner and ask the sentry to approach ?
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 confused, is there a sentry at the building are currently at or are we talking about a sentry at the guard tower?
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
the sentry is at the guard tower
[LE] StoryTeller
the building you are currently at is the old Town Hall (with ogre on top). About 250 ft away there is the Bell Tower now used as lookout has at least one sentry. The only way to go from one building to the other is by boat
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 idea was to distract the Sentry so that Erlmander could get close enough to cast the Sleep spell. If someone finds him asleep on the job that may not necessarily raise an alarm amongst the defenders. The elf needs to get close to but not on the tower to cast the spell.
Do you like Galdamor's suggestion Borrum or should I just wave my hands and hope that the elf following behind me succeeds on his Hide check?
[LE] StoryTeller
your idea is fine but how do you plan on getting him across the water when the sentry has seen only 1 Lizardfolk come accross ?
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
So from where I was heading up the stairs I was before I headed back down and around Erlmander was still not within range with the Sleep spell? I was under the impression that the stairs near where the Ogres are working on their renovations would have been close enough to se t off that spell. If not, perhaps we need a plan B...
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
With the two building being within 250' of each other, and weather not being in our favor, it will make most any action we take allowing the other building to notice us. With the water breathing still active, it may be beneficial to swim under water to the Guard Tower and eliminate that threat/concern, but we want to conserve our resources to deal with the ogres.
The other option I can see atm, is to get the silence on an item, and let Amadar (as a lizardfolk to get close to the ogres and then we rush up. This may minimize the number of others that can hear the alarm of the guard tower, but may hinder our spell casting and perception of approaching danger.
I believe I am in favor of option 1. I really don't like the idea of fight on two sides.
@ Dm Greg: is there a roof where the ogres are at? Would he have cover from arrows from the guard tower?
[LE] StoryTeller
amadar: you are in one building: the old town house and its it surrounded by lots of water. on top of the building are 4 Ogre working on repairs. 250' and somwhat is an other building: the Bell tower with the sentry. [you have to remember this is a sunken city/town
Nope no roof (think of the structure like a flat rooftop (think casablanca for example). The orgre are on the roof and working to repair the larges holes that are leading inside the building. Also you have to remember the the sentry is posted at the Bell tower (it has a rather large bell)
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 like the idea Borrum. Erlmander can simply rise up out of the water while I am waving to the sentry to try and get his attention. I am on board with this idea. Damn sunken cities...
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
So are we all ok with that plan(s)? Erlmander to swim underwater to within range of the Bell Tower and casting sleep on the guard. We then move up on the ogres with a silenced item (so we can stow it away if need be).
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
[LE] StoryTeller
and with a working plan our heroes start their attack on the sunken city of Rhest
It takes a few minutes for Erimander to swim closer to the Bell tower.
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
Agreed!
Amadar will head back around the building after determining how long Erlmander thought it would take him to make the swim.
Amadar heads up the stairs at the appropriate time, looking quite lost. He then motions to the Sentry waving his hands to get the creatures attention.
[LE] StoryTeller
at the same type Erimander's upper body rise up from the water and cast his sleep spell
Will DC 15: 1d20 + 1 ⇒ (17) + 1 = 18 but the sentry doesn't seem affected by the spell
Please roll some initiative
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...
Amadar - Initiative 1d20 + 1 ⇒ (15) + 1 = 16
Erlmander - Initiative 1d20 + 2 ⇒ (10) + 2 = 12
[LE] StoryTeller
also i need a location for everyone. You can be anywhere on the green squares
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Do we roll initiative too ?
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 ⇒ (8) + 1 = 9
Borrum will be at F22
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
Where is the Sentry? I would think I would be the closest one to him.
[LE] StoryTeller
sentry is in the bell tower about 250 ft from the town hall (where the group is Amadar, and it is the structure on the battle map). Yes Galdamor everyone needs to roll some init. The staircase in order to go up the rooftop to the town hall are in L24-25 and L29-30
H-V: 1d20 + 1 ⇒ (14) + 1 = 15
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
F24 for Galdamor
Initiative Galdamor: 1d20 + 0 ⇒ (4) + 0 = 4
[LE] StoryTeller
Miha init: 1d20 + 2 ⇒ (18) + 2 = 20
Surprise round
Erimander cast his spell but the sentry risist it's effect
Amadar goes first with miha then the sentry then the rest of the group
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
Round 1
Amadar will Wild Shape into a Dire Hawk and fly straight for the sentry.
In the meantime he will also direct his animal companion to attack the Sentry as well.
I assume we are both too far for an actual attack this round but if not let me know and I will take the actions.
[LE] StoryTeller
wilde shape is a standard action, so you will have to wait next round to fly off as we are still in surprise round
Surprise round
Miha will cast an invisibility spell on Galdarmore
The sentry will ring the Bell
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*)
Borrum hustles towards the base of the stairs.
"Guess da sleepin' spell didn't work."
Suprise Round
Move to J21
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On Going Effects: Water breathing;
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 have the feat Fast Wild Shape so Wild Shape is a move action for Amadar so I should be able to fly off now, still don't think I would be close enough to attack until next turn though.
Male Dwarf, Hill Dwarf Fighter Hp 66/66 AC 20/11/19 Init +1 (Spot -1, Listen -1; Fort +9*, Ref +3*, Will +1*)
Amadar, I beleive what DM Greg is sayin' is that we are in a suprise round, so only single action. It doesn't matter if the Wildshape is a move or standard action, you only get one action.
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
@DM Did the sentry acted during the suprise round ?
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
Borrum Orcbane wrote: Amadar, I beleive what DM Greg is sayin' is that we are in a suprise round, so only single action. It doesn't matter if the Wildshape is a move or standard action, you only get one action. Hmm. Could be. Either way is fine, just making my case :-).
[LE] StoryTeller
It is exaclt that Borrum / amadar. Surprise round so only 1 standard action (so for you a move action to wild shape) and that is all.
Galdamore the sentry used its only action to ring the Bell so he hasn't moved
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
If it's a surprise round, and everybody act. Why bother being in a surprise round ?
How could the surprise sentry act in the surprise round ?
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, I've been running that wrong in my table top 3.5 game for a while now. :-{
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Galdamor now invisible thanks to Miha's spell moves behind Borrum.
[LE] StoryTeller
Round 1
Erimander, Amadar, Miha go !
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
Round 1
Amadar flies at the Hobgoblin foe.
80' movement. I will double move to be right on top of him for an attack next round. Yamil my animal companion will close as well.
Erlmander
Cursing that his Sleep spell has failed, Erlmander sends magic missiles at the target.
Magic Missile 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13
[LE] StoryTeller
Round 1
Miha will move and make Borrum invisible
The sentry wounded by the magic missile rings the bell
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All heroes go !
Hp 31/51 AC24 (FF22/T12); (+6 Spot, +4 Listen; +0 Init; Fort +10, Ref +2, Will +12)
Round 1
Is ringing the bell provoke ?
Galdamar continues to moves.
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
Will the world unable to see Borrum, he makes a couple of rude gestures at the bell ringing sentry. Then keeps on moving to the ogres.
Double Move to L25, I counted it as 40' with diagonals and stairs
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On Going Effects: Water breathing; Invisible;
[LE] StoryTeller
Galdamore: Amadar and his bird are still 90 ft away from him currently
Maru moves also protecting Miha
Round 2
Erimander, Amadar, Miha go !
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
Round 2
Amadar and his companion streak towards the sentry behind the barrage f missiles launched by Erlmader.
At a speed of 80' I am still not there to make an attack this round...
Erlmander - Magic Missile 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12
[LE] StoryTeller
Round 2
and with the new barrage of magic missile the Hogoblin sentry dies
Miha will delay for borrum and galdalore
Two more hoboblin with longbow appear in the bell tower
Rest of party go !
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