
Kirth Gersen |

The bandits trundle the barricades into position: basically, giant wooden tower shields on wheels, with slits through which to aim and fire light crossbows. (While they're doing that, you can all act first.)
.
.
..................|
.........HH.....|T...
.........HH.....|S...
...SS.....X.....|S...
---#----P---#|----
...CSSS......S#S...
..................|...
C = Church
H = Town Hall
S = Shops
T = Tavern
X = Manhole
-| = streets
P = Party
# = Barricade

Caspian Barefoot |

Caspian inspires his friends to help them throw any alchemists fires...
"Throw the fire at the whites of their eyes!"
Everyone needs to throw fire the first round and then once the burning starts I can decide which fires need what pyro....once Kirth gets them burning on the map......

Jaegr "Knock Knock" |

"Let's get this thing started. Watch this trick I learned during my days fighting drow. These hill dwarves won't know what is coming"
Throw Fire Bomb: 1d20 + 4 + 3 + 1 + 2 ⇒ (20) + 4 + 3 + 1 + 2 = 30
Throw Fire Bomb: 1d20 + 4 + 3 + 1 + 2 ⇒ (20) + 4 + 3 + 1 + 2 = 30
I added the second sentence after seeing the double 20's. I know Kirth will come up with something cool after that! The hammer wielding one better watch out!

Wyvurn |

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Wyvurn will follow suit, utterly amazed at Jaegr's ability with the fire bombs, should pay attention to his own throws a little more.
Bomb: 1d20 + 10 ⇒ (3) + 10 = 13
Bomb: 1d20 + 10 ⇒ (2) + 10 = 12

Caspian Barefoot |
1 person marked this as a favorite. |

Town hall and barricades mostly, the plan is to light up the area with different pyrotechnics effects and divide and conquer.
Assuming that Jager heard that instruction the Town hall was likely his target.
I am also assuming that we are closer than 120 away, so Caspian will cast pyrotechnics upon the fire at the town hall first...using the smoke option....
Smoke Cloud:
Caspian sings and plays to cast his spell...
"Smoke there's no water, or fire in the sky....
We'll burn down the gambling house
It'l die with an awful sound
Funky Dwarves running in and out
Putting people into the ground
When it's all was over
We'l hav to find another place
But Fop time is running out
It seems time to decimate this place
Smoke there's no water, fire in the sky"
Inspired by Deep Purple's classic smoke on the water

Kirth Gersen |

As it was afternoon when you descended into the sewer, we can assume it's evening by now. That means:

Kirth Gersen |

You're right in front of the town hall, so we can assume the windows are within 60 ft. of Jaegr. As he sees a crossbow poking out of one of them, he lobs his flask, eliciting a screaming from inside the building; a hill dwarf, on fire, falls out of the window, bounces on the pavement, and rolls into the sewer. The drapes in that room, igited by the blast, soon set fire to the rest of the room, and you're pretty sure it will spread to the building.
Caspian's spell then goes off, filling that floor of the town hall with a thick cloud of smoke. Between the two of them, they've eliminated most of the threat from that direction.
I'm assuming Cricket and Wyvurn were targeting barricades?

Kelgan Cragbelly |

Does Cricket warn us about the dwarves before Wyvern carries Lyssa into the town hall? It's very important to me that we maintain control of her.
"Good smoke, Caspian. Now, our best bet is to fight through the town hall. Those barricades look nasty. Keep close, everyone and lets punch through!"
Kelgan will advance into the smoke, keeping his shield ready and protecting Caspian and Miralda as best he can.

Kirth Gersen |

Kelgan, judging from this:
Wyvurn lays Lyssa's body back down and cracks his knuckles and smiles.
I'm going to assume he put her down right in front of him. After the bombs are thrown, one of you will have to pick her back up.
The smoke hasn't spread to the ground floor of the town hall; it seems confined to the upper (second) floor. The fire will spread quickly, though, so it's best to be in and out of there without too much delay.
Kelgan, bursting in the front doors, you can hear the fire spreading above you and smell faint whiffs of smoke. You're in a large (30-ft.) entry hall with stairs leading to the second floor to the right and left, with small offices underneath them. Past the hall is a short corridor, with more offices and a back door. You do not see anyone in the foyer or corridor.
Perception?

Kelgan Cragbelly |

Don't know how I missed that. A bit of a retcon if you don't mind. Ranged weapons are less useful, so I'll carry the body while some others do the heavy lifting.
Kelgan's mind races, as he prioritizes, considering the group's strengths in the current situation. Decision made, he tucks away his crossbow and shoulders Lyssa's body, beckoning to his companions. He jogs into the fog and slams open the town-hall door. His dwarven sight scans the room and he looks for any threats for the melee masters to deal with.
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
"Those dwarves are slow, and slower still if they are carrying the barricades. Best we keep beating feet until we can fight on more even terms. Keep an eye out for Obmi though. I doubt he'll let us leave as easy as all that, and I'm not keen on leaving him here to spend his vengeance on the townsfolk. Cricket, where did you last see him? Perhaps we can cut the head off the serpent and disperse this rabid band of thugs."

Cricket the Sexy Goblin Druid |

Cricket reiterate everything that he saw before:
--There are large numbers of hill dwarves -- you lost count -- pushing barricades ahead of them to seal off the streets around the square. More bandits with crossbows are entering the town hall through a side door, evidently with the intention of sniping at you from the windows and/or roof. Evidently you really stirred up a hornet's nest. There's a gnome among them, and a big, mean-looking hill dwarf holding a throwing hammer is telling everyone what to do.--

Kirth Gersen |

OK, round 1:
(a) Bandits advance with barricades, set up on 2nd floor of town hall.
(b) Jaegr throws firebomb into 2nd floor window, killing one sniper and igniting the building.
(c) Wyvurn throws two firebombs, igniting eastern barricade.
(d) Caspian fills 2nd floor of town hall with smoke.
(e) Cricket rides back and forth, firebomb lit, yelling Tuelvi war cries.
(f) Miralda fires a bolt of force, but with so many bandits, it's hard to tell if it accomplishes anything.
(e) Kelgan grabs Lissa, bursts in front door of town hall.
Round 2:
Cricket initiative: 18
Bandits' initiative: 1d20 ⇒ 11
Wyvurn initiative: 9
Caspian initiative: 8

Jaegr "Knock Knock" |

Sorry my post got lost from yesterday somehow. Heading out of town but the gist of it...
Jaegr Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Jaegr quickly follow Kelgan into the burning building looking to keep the one hill dwarf he likes safe from any of the others. He scans the room with him before proceeding in farther.

Kirth Gersen |

Before Wyvurn, Caspian, and Jaegr can act, and before Cricket and Wolvie return to the town hall, the dwarves behind the western barricade fire their crossbows; with one of the barricades afire, and the snipers in the windows neutralized, damage is greatly reduced to: 2d6 + 6 ⇒ (1, 5) + 6 = 12; DC 11 Reflex half; subtract (flat-footed AC -10) and DR (if applicable) from total damage.

Kirth Gersen |

Kelgan:
Jaegr, once in the building you see the following:
You can hear the fire spreading above you and smell faint whiffs of smoke. You're in a large (30-ft.) entry hall with stairs leading to the second floor to the right and left, with small offices underneath them. Past the hall is a short corridor, with more offices and a back door. You do not see anyone in the foyer or corridor.

Caspian Barefoot |

Reflex save 1d20 + 7 ⇒ (6) + 7 = 13
Takes two points of damage
Caspian heads into the Town Hall as well to avoid any further volleys of arrows from the towers....
"Hit the stairs with more fire and seal those above to their chosen fate."
"We need to make the back-door no way those towers can keep up!"

Wyvurn |

Reflex: 1d20 + 8 ⇒ (4) + 8 = 12 Flat footed AC is 22 so I assume no damage.
Wyvurn will follow Kelgan into the town hall, easily catchin gthe dwarves with his loping gait.
"I heal quickly and am somewhat resistant to fire. Best to let me blaze a trail."
Wyvurn will take a look to make sure Caspian, Cricket, and the wolf will make it before going any further.

Kirth Gersen |

Everyone makes it inside the hall -- none too soon, as it appears that the bandits found a ballista somewhere and are trying to set it up behind the flaming wreckage of one of the barricades -- with Cricket, atop Wolvie, bringing up the rear after deftly setting the remainder of the second floor on fire.

Wyvurn |

Wyvurn will go through the foyer and scout the back door.
Use accelerated movement to move quietly at full speed
Stealth: 1d20 + 13 ⇒ (18) + 13 = 31
Once he reaches the back door, he'll take a quick look around.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11

Kirth Gersen |

1d20 + 8 + 5 + 2 ⇒ (8) + 8 + 5 + 2 = 23
1d20 + 15 + 5 ⇒ (7) + 15 + 5 = 27
Wyvurn, more impatient than his dwarven friends, glides past them into the hall. Kelgan, having stopped and assessed the hall, is aware that something on the stairs is not what it should be, but the others are caught off-guard.
(Passive Perception checks: Cricket--21, Wyvurn--19, Caspian--18, Jaegr--12, Miralda--20)
There comes a brief shout, and four heavy crossbow strings sing:
1d20 + 4 + 20 ⇒ (8) + 4 + 20 = 321d8 + 11 + 2d6 ⇒ (5) + 11 + (2, 3) = 211d20 + 4 + 20 ⇒ (8) + 4 + 20 = 321d8 + 11 + 2d6 ⇒ (8) + 11 + (1, 6) = 261d20 + 4 + 20 ⇒ (3) + 4 + 20 = 271d8 + 4 + 2d6 ⇒ (1) + 4 + (2, 1) = 81d20 + 4 + 20 ⇒ (10) + 4 + 20 = 341d8 + 4 + 2d6 ⇒ (7) + 4 + (4, 2) = 17
Simultaneously, four very nasty-looking bandits become visible on the western stairs; two having just fired at each of the two lead characters (Kelgan and Wyvurn).

Kirth Gersen |

Damage: Kelgan: 21 + 26 -4 -4 = 39
Wyvurn: 8 + 17 = 25
Initiative: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Luckily, the bandits are slow to recover from what they thought would be an instant victory.

Kirth Gersen |

DC 14: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (17) + 5 = 221d20 + 4 ⇒ (17) + 4 = 21
Two of the four snipers fall prone, forcing them to save again to avoid falling down the stairs: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (5) + 5 = 10
One of them takes a nasty spill down the steps! damage: 1d6 ⇒ 2

Cricket the Sexy Goblin Druid |

Cricket tries to take cover against the wall the dwarves are shooting from. If anyone charges up the stairs, he will accompany them. If not, he awaits further instruction.
Attack rolls if needed:
Cricket 1d20 + 10 ⇒ (13) + 10 = 23 (includes charge) 1d8 + 3 ⇒ (8) + 3 = 11
Wolvie 1d20 + 10 ⇒ (17) + 10 = 27 (includes charge) 1d6 + 4 ⇒ (4) + 4 = 8 plus trip
Oh, man, I hope somebody charges up the stairs!
No peeking!, other players.

Kirth Gersen |

Cricket and Wolvie are all primed to go. They're on a hair-trigger to charge up the steps, and can do so at any time this round as an immediate action. Wolvie will need to make an Actobatics check to continue his charge up the stairs, however; otherwise it's broken when he reaches the bottom.

Kelgan Cragbelly |

Ouch! They got just what they needed to strike FF AC vs missiles. What a nice reason for Kelgan to take alertness next level.
Kelgan's defensive posture covers him from effectively all ground-level assaults. Unfortunately, the bandits strike from above, and exploit a tiny opening in his otherwise unassailable posture. The bolts puncture his armor and inflict grievous wounds. Still, he stands. Forcing the pain from his mind, or at least doing his best to, he shoulders his way forward a few steps.
Take a breather, 5' step. HP 3+16=19/42. Back to Lightly Wounded.

Wyvurn |

Wyvurn grimaces in pain and then scowls. His loping gait takes the stairs two at a time where he hopes this charge prevents the dwarves from having a chance to reload.
He will attempt to pull one down the stairs so the dwarf lands at Jaegr's feet so he can split his head like a melon.
Pull: 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27

Kirth Gersen |

Wyvurn's burst of speed occurs before Caspian can finish his spell, so the firece hobgoblin has no grease to worry about. With a yank, he jerks one of the snipers down the stairs.
His victim weakly attempts to defend himself with the butt of his crossbow:
Attack of Oppoertunity: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 1 ⇒ (5) + 1 = 6
Wyvurn, even wounded, is too agile to be caught by such a weak attack. He twists to the side, avoiding the blow and adding impetus to his throw, and the hapless bandit lands at the base of the stairs, where Jaegr can easily step forward 10 feet and kill him.

Kirth Gersen |

Wolvie, tongue lolling and anxious to play, takes Wyvurn's rush as a signal to charge. Having been raised outdoors, he still has trouble with stairs (Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8), and stumbles at the base of the steps.
Making a virtue of necessity, Wolvie settles for savaging the crossbowman that Wyvurn pulled down, and Cricket gives the ruffian a solid whack on the head for good measure, knocking him unconscious.
Stopping at the base of the stairs has the unexpected benefit of keeping Wolvie out of the way of Caspian's spell. With the steps greased, two of the snipers (as noted above) slip down, one falling prone and the other tumbling to the base of the stairs, to lie next to Cricket's victim.
That leaves one unconscious bandit, one prone at the base of the stairs, one prone on the stairs, and one still standing, and reloading his crossbow.

Kirth Gersen |

Any way Cricket can quickly dismount and charge up alongside his goblinoid brethren?
Yes -- you can do that with a Handle Animal check and an Acrobatics check if you really want to. But it will leave Wolvie's bandit conscious, and will put you directly in the radius of Caspian's grease spell. With your high Int and superior Wis (and only average bravery judging by Cha) it's clear to your subconscious that this is a sub-optimal plan, and your own common sense tries to talk you out of it. Still, you can choose to override your rebellious brain if you want!

Kirth Gersen |

The prone sniper on the stairs stays prone, and starts reloading his crossbow. The non-prone sniper on the stairs does likewise.
The guy at the base of the stairs tries to get up, provoking an attack of opportunity from both Cricket and Wolvie.
The unconscious guy tries to stabilize: 1d20 ⇒ 14
Finally, a captivating stream of colors cascades among those still near the entrance: Jaegr, Kelgan, Caspian, and Miralda. 2d4 + 5 ⇒ (1, 2) + 5 = 8 1d4 ⇒ 21d4 ⇒ 3 Kelgan and Caspian must succeed at Will saves (DC 14) or be fascinated by the hypnotic pattern; Jaegr and Miralda are apparently outside of the main effect. Simultaneously, you notice a small gnome in a conical hat standing behind the guys on the stairs; he's holding a small mirror.

Jaegr "Knock Knock" |

Jaegr moves up to one of the tumbled dwarves, trying to take him out of the fight.
Power Attack with Crushing Blow: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 16 ⇒ (7) + 16 = 23