| Kraz Thadoom |
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Int Check: 1d20 + 1 ⇒ (20) + 1 = 21
Kraz here's the sound of his youth and immediately knows whats going on. His tool proficiency is actually the war drum.. Dunno if that would have made it easier for him to id it.. regardless..
"Thems war drums! Orc bands use em to strike fear and intimidation whiles at the same time pump themselves up for a fight. We have a couple hours at most before they attack! Is there anyway to further fortify the town? Should we send someone to warn the caves?"
| Pik |
Intelligence: 1d20 + 2 ⇒ (16) + 2 = 18
War drums, indeed. He looks around quickly and sizes up the situation. Coronei, what do you think about heading up into one of those towers? I'm guessing even if these soldiers can fight, they haven't suddenly learned to see in the dark. We need some eyes on whatever is coming over those hills.
He shouts over at Dorin, Up and at 'em. Let's get some of those guys over to that northern breach. Make sure they bring plenty of torches and light that area up. We can't afford to have them sneaking through.
Turning back to the guardsmen he smiles, As Silvio says, don't worry. We'll be fine. The drums are meant to scare you. That means they feel they need that advantage. He laughs and pats Kaelen on the back, Just think. They're scared of you! The half-elf nods off towards the drawbridge, Let's head over there and see if we can't make sure they don't break it down.
| Coronei Amasartis |
Coronei nods to Pik as he imeediately sees the wisdom of the plan. Then the elf heads for the tower closest to the war drums taking his bow and arrows to help further.
He scans the horizon for any other sights and sounds of a probable orcish attack.
| Rath Irreson |
Rath storms about the grounds, his agitation growing by the minute. What is it? Why all the sudden is this place so popular? Giants! Goblins! and now Orcs! Something is just not adding up.
The man paces the grounds looking for spots that can be easily defended, and pinch points to fall back to if the attacking squad is too large.
| Monty Haul |
Kraz here's the sound of his youth and immediately knows whats going on. His tool proficiency is actually the war drum.. Dunno if that would have made it easier for him to id it.. regardless..
I think you definitely recognise them without a check, sorry about that. So since you rolled so well on your redundant Intelligence check…
| Monty Haul |
The man paces the grounds looking for spots that can be easily defended, and pinch points to fall back to if the attacking squad is too large.
The town is not set up for defence. If any enemy were to broach the gates, or to force their way in through the opening where the bridge is, they would have free access to anywhere in the village with very little ability for the defenders to stop them. The strength of the town's setup is the nearly complete wall, the towers and the swiftly flowing river.
| Monty Haul |
Grateful for some guidance, the four town guards accompany Pik and those who accompany him as they trek to the watchtowers. Each is fifteen foot square and the fence provides three quarter cover to anyone attacking from the riverbank. With the drawbridge raised, the only clear view over the river is from the top of the towers. They can comfortably hold half a dozen each.
Xolkin soon emerges, together with the remaining Seven Snakes. Seeing your party heading for the drawbridge, he splits his forces, directing four of his band to guard the bridge whilst he and the two remaining warriors head to the watchtowers beside the drawbridge.
“They’d be fools to try and storm our position,” mutters the leader of the Seven Snakes as he joins you at the gate. Climbing one tower and peering out into the darkness, Xolkin hopes to see your gathering enemy. “It'll cost them dearly. But I’ve seen plenty of fools who are more than happy to spend everything they've got..”
You can’t yet see any enemy. However, you can clearly hear drums, chanting and war cries from over the hill. The seven snakes have divided their forces, four to guard the gap in the wall near the keep, three (including Xolkin) are at the gate. The four town guards seem to be looking to you for instruction. Climb the towers? Join the guards at the breach in the wall? Any other preparations.
| Rath Irreson |
"Since I'm pretty mobile, I'll serve as back-up and go where the fighting is heaviest and I'm needed".
Rath positions himself near to the breech in the wall, but ready to move out if needed.
Rath is not a combat monster at this time but Produce Flame, and Shileigh keep him a good support member. He'll lob Flame at the Orcs until needed.
| Kraz Thadoom |
"Kraz remembers something else.. I thought the drums sounded familiar and now I'm sure its the Earseeker Tribe. I would estimate they have a score or more warriors and are likely lead by Warchief Gurrash and Norgra One Eye, priest of Gorum.. They will likely seek to engauge in melee, so anyone thats not really good with a ranged weapon should be on the ground to split up the numbers.."
| Pik |
Pik nods as Kraz speaks, Sounds like we're in for a heck of a night. Think you can cover that gap with Dorin? You two will at least be able to see them coming. Give those other soldiers a fighting chance and make sure nothing slips through. He turns to Rath, Perfect. The half-elf points to two of the guards. You two, stay with him. Go where he goes and fill in where needed. You two, he points to the other two guards, I need you to find torches. Coronei and I will be able to spot them from the towers, but once its truly dark, you'll have no way to see them coming. We need some way to keep this area lit without you having to highlight yourselves to be shot by enemy archers. Kraz says they like close up fights. That's good. Maybe we can use that to our advantage. Man the walls, keep things below lit, and fight them as they come. Alright, so torches, or anything we can light up, right? He nods again and sends the men off.
Pik climbs the watchtower after Xolkin, I've never known orcs to be especially wise. Cunning, sure. But not wise. I expect they care less about losses than we do. And have more to throw away. Coronei and I can spot them. He nods back over his shoulder, I sent the guards to get something to light up the area around the towers. Cor and I will keep an eye out for any that want to sneak in, but we'll need to set up your men to get some shots on those that get close.
| Monty Haul |
Dorin, Sylvio and Kraz head for the bridge to join the four Seven Snakes guards in warding off any orcs coming from upriver. Following Pik’s orders, Sydiri and Torem accompany Rath, preparing to reinforce wherever they are needed. Alara and Kaelen dash back to the village homes, gathering up torches, lanterns and anything they can find to create light for the defenders. Meanwhile, Coronei and Pik join Xolkin with his two remaining guards atop the towers on either side of the gate.
There is no sign of Kella and no immediate activity from the enemy. Night falls as the drumming and savage chanting continues from over the ridge. The town guards deliver a generous store of light sources to both groups of defenders, attaching lanterns and torches to the tops of the towers providing pools of light at the weak spots in the wall.
The drumming continues, the cries from the darkness becoming more insistent and savage as whoever is out there prepares for the coming fight.
Any further preparation? You have plenty of time before they work themselves into a frenzy. I’ve adjusted the icons on Kraz’s map. Feel free to reallocate yourselves as necessary.
Rath – I’ve put you kind of midway between the two camps. If you want to be able to fire as the enemy approach, you could instead start atop the gate-tower or near the breach. Where you are currently, the wall prevents you seeing them coming.
| Pik |
When Alara and Kaelen come back and Kella still hasn't joined the group, Pik addresses Kaelen, You should go find Kella. She's at least a halfway decent shot with a crossbow, according to a goblin that tried to make her acquaintance. And we could use all the help we can get.
Xolkin, who are your best shots? We should get them up here. He peers out into the darkness. Speaking of, are there any bows or crossbows left in that trading post? Arrows and bolts? We might want to get as many supplies up here as we can. We can pay the tradesmaster back if we live through the night. He chuckles, No sense in saving it for a rainy day!
| Rath Irreson |
"Perhaps if there is a quantity of oil here, we could saturate the ground outside the breech, cover it with straw, and give them an unwelcome surprise in the middle of their ranks".
| Pik |
Pik shrugs and calls down, If you can find some, that sounds like a plan. Though it also sounds dangerous for us if it gets out of hand. Fire is...less than controllable. At least by those of us that can't throw it! He laughs good-naturedly down at the shaman.
He pauses for a moment and his face scrunches in thought, This all seems very odd. What are they looking for here? As far as they should know, this town is barely holding together with a handful of survivors, at best. If they're looking for a fight, why here? Do they not know about the recent attack? That seems unlikely. Do they know that we came here? I suppose that's possible. He frowns and his brow furrows. Suddenly he chuckles, No...that's not... He shrugs and chuckles again, You know, if it's a ruse, it's a good one. But that does give me an idea. He calls down again, Don't be alarmed by what you are about to hear!
He turns back to looking out into the darkness and then whispers a few words, pulling a bit of what looks to be fur, or perhaps wool, out of his pocket. Slowly, the sounds of a war drum comes from the tower, very similar to the sounds coming from out in the darkness. I may not know the rhythm well, but I can at least try to match the style! Not my usual tune, but it'll do.
Might as well antagonize the antagonists, eh?
| Monty Haul |
Rath and his two accompanying guards join those at the breach, laying out straw and soaking it with oil in preparation for any intruders who might try and breach the walls that way. If you light it, it should cover a good six to ten ‘clumped’ enemies just outside the wall. It will almost certainly damage the bridge that you jury-rigged repairs to earlier, but that is likely to need rebuilding anyway.
In response to Pik’s provocation, there is a noted change in the rhythm and volume coming from the darkness. As the drums and muted warcries continue, a powerful orc warchief, dressed in chain and wielding a greataxe strides to the top of the hill. His face is scarred and his chest decorated with several grotesque necklaces made of humanoid ears. Standing in full view he shouts down at the town defenders.
“You sit huddled behind your walls sneaking out to dig in the dirt!” he sneers. “While the Earseekers have stirred you up like ants to crush! And yesterday we saw the castles in the sky. We saw them destroy your town as you cowered. Tonight every last one of you will die and our tribe will feast!
Looking back over the ridge he issues a final war cry to his unseen warriors who then come boiling up over the hill and begin their charge down towards Elbar’s Bluff.
It looks like a dozen orcish warriors have been deployed to attack the front gate. Those upstream at the gate can see that a second group has crept around to try to infiltrate your defended position. This has eight warriors, led by a priest of Gorum, his body is heavily scarred and he has lost one eye, leaving an ugly hole covering nearly a quarter of his face. Most of them wear hide armor and carry axes and javelins, however the priest is armed with an enormous great sword.
That was essentially round zero. The ridge is two hundred feet away from Coronei and Pik’s position. Either of you can act during his speech if you have something that can affect that far away. Xolkin and the seven snakes with him can’t see that far into the night.
At the bridge, only Dorin and Kraz can see the approach, although they are making no effort to conceal their approach.
Those at the gate:
Coronei, Pik, Xolkin, Two soldiers, Alara and Kaelen.
Gurrash, Twelve orc warriors.
An undamaged gate.
The main force of orcs are one hundred and eighty feet from the river and will need to cross twenty feet of river to reach the small landing on this side.
Those at the bridge:
Sylvio, Rath, Dorin, Kraz, four soldiers, Lydiri and Torem.
Norgra, eight orc warriors.
An oil soaked pile of staw, ready to go up at a moment’s notice.
The second force of orcs is closer, but they will have further to swim. They are one hundred feet from the river and will need to cross forty feet of water to reach the island where you wait.
- Dorin: 1d20 + 2 ⇒ (10) + 2 = 12
- Advantage: 1d20 + 2 ⇒ (3) + 2 = 5
- Pik: 1d20 + 4 ⇒ (3) + 4 = 7
- Coronei: 1d20 + 4 ⇒ (9) + 4 = 13
- Silvio: 1d20 + 3 ⇒ (20) + 3 = 23
- Kraz: 1d20 + 2 ⇒ (19) + 2 = 21
- Rath: 1d20 + 1 ⇒ (14) + 1 = 15
NPCs:
- Town Guards: 1d20 ⇒ 1
- Xolkin: 1d20 + 3 ⇒ (17) + 3 = 20
- Seven Snakes: 1d20 + 1 ⇒ (16) + 1 = 17
Monsters:
- Gurrash: 1d20 + 1 ⇒ (4) + 1 = 5
- Norgra: 1d20 + 1 ⇒ (2) + 1 = 3
- Orc Horde: 1d20 + 1 ⇒ (10) + 1 = 11
Turn order:
Silvio, Kraz
Xolkin, Seven Snakes
Rath, Coronei, Dorin
Orcs
Pik
Gurrash, Norgra, Town Guards
Round Zero:
If Coronei or Pik wish to act during Gurrash’s threat.
Round One:
Silvio and Kraz can act – they can’t see the main force, the secondary force is one hundred and forty feet away and in darkness.
| Pik |
Was Kaelen ever able to find Kella? And I'm guessing there were no spare crossbows or bows in the trading post. ;)
Oh, and Pik's Initiative is currently a +5, not that it makes a difference here!
Pik drops his magical drumming and ducks back down behind the wall of the tower. Don't worry Xolkin, there are only a dozen headed this way. He chuckles, And even less headed to the bridge! His laugh only sounds a little nervous.
| Kraz Thadoom |
Kraz positions himself to toss a javelin as soon as they get within 120' of his position..
Before attacking he lets loose a war cry of his own and begins to froth at the mouth.. "COME AND MEET YOUR DOOM!!!! RAAAARRRR!!!!"
Activate rage and reckless attack to negate the disadvantage from range..
Readied Javelin Throw: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Rage 9/10
| Monty Haul |
Was Kaelen ever able to find Kella? And I'm guessing there were no spare crossbows or bows in the trading post. ;)
Oh, and Pik's Initiative is currently a +5, not that it makes a difference here!
*sigh* My bad...twice. Thanks for the reminder, Pik. I accidentally went back to the first level initiative macro..
Kaelen spent some time calling out for Kella but no, there's no sign of her. There wasn't time to do a thorough search of the village.
There is plenty of ammunition in the trading post, so you can all effectively not track ammunition throughout this battle.
| Monty Haul |
Xolkin calmly directs his soldiers to keep their crossbows trained on the darkness, waiting until the orcs come into view. The four waiting in the break in the wall follow Kraz's lead, also preparing to shoot any orc they see.
All of them have readied attacks, if the orcs come within range of your light they will release a volley.
Rath, Coronei and Dorin can act. (Coronei possibly twice if there's anything you wish to do in 'round zero'.
| Coronei Amasartis |
As the orc begins his rant, Coronei takes a long look at the distance and then aims high. The woodbow stretches back with creak as he grunts a little then in one fluid motion the elven warrior lets fly.
As if by magic another arrow appears on the bow.
long range arrow: 1d20 + 6 ⇒ (17) + 6 = 23, long range arrow: 1d20 + 6 ⇒ (1) + 6 = 7,
| Coronei Amasartis |
As the orc chief turns to call the charge, the arrow whistles past him - gone.
But then Coronei takes a bead on one of the approaching orcs and waits to gauge the bounce of his run before firing again.
longbow: 1d20 + 4 ⇒ (19) + 4 = 23, damage: 1d8 + 4 ⇒ (1) + 4 = 5
| Rath Irreson |
Great crow spirit, help shield your warriors in this battle against the greater evil. Guide my hand and my thoughts it the coming contest.
Rath quickly takes one of the spare crossbows found in the keep, and a handful of quarrels.
I have never shot one of these contraptions, but it looks simple enough. Just point and pull this lever.
If there were no spare crossbows or bolts, then he'll just talk and try to serve as a soothing influence until the enemy closes to within fire range.
1d20 + 3 ⇒ (18) + 3 = 21 Crossbow
1d20 + 3 ⇒ (20) + 3 = 23 Disadvantage (I figure darkness, distance etc.)
1d8 + 1 ⇒ (3) + 1 = 4 bolt
| Monty Haul |
As your party braces for the orc’s assault, they begin to charge down the hill, sprinting towards the gates. Those of you without darkvision can hear the cries and the sound of the stampede as a score of orc warriors scream and curse from the darkness. As they come into range, Coronei releases a second arrow, hitting one but hardly slowing its advance. Rath also fires a crossbow looted from the trading post, barely able to see the orcs as they charge up to the riverbank. Beside him at the gate, Dorin stands ready to set fire to the waiting fire trap.
More sure of his aim, Kraz waits until the charging warriors come into range and then releases a javelin, striking one of the running orcs square in the chest, causing him to stumble and fall!
The Orcs dash down the hill, traversing sixty feet and then use a bonus action to cross a further thirty feet.
Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Gurrash, twelve orcs (damage tally: 5)
Undamaged gate.
These orcs are ninety feet from the river (one hundred and ten feet from you). Coronei and Pik are the only two at the gate who can see them – the rest will need to wait until they reach the riverbank.
Those at the bridge:
Sylvio, Rath, Dorin, Kraz, four soldiers, Lydiri and Torem.
Norgra, seven orcs (damage tally: 4)
An oil soaked pile of straw.
The second force of orcs are now fifty feet from your position, ten feet from the bank. They will have to swim forty feet to reach your position.
Pik is up next
| Pik |
Pik peers out into the darkness, watching the approaching orcs. Wait for it... he says, whispering to himself. Get ready boys!
Pik is readying an action to cast faerie fire once the orcs get within 60 feet. He's going to try to get as many as he can within the 20-foot cube. (And will wait if the leader will 'catch up' and get caught in the area as well.) He's also fine with lighting up rocks in the area of effect as that should at least give the others some light to see by.
| Monty Haul |
Pik prepares a spell as the orcs surge down the hill. Meanwhile, Gurrash and Norgra, follow up behind their forces.
"Gorum hungers!" cries Norgra, preparing to drive his orc band into the river towards the destroyed bridge. “Let us feed him with the blood of these cowards!”
"The first through the wall can have the elf's ears!" shouts the chief. "We'll all eat well tonight!"
Swallowing nervously, Alara and Kaelen acknowledge Pik's instruction, holding their crossbows tightly as they wait to see the enemy. They've also readied an attack each.
Back at the bridge, Lydiri and Torem fire indiscrimately into the group of orcs on the riverbank, however their shots go wide of the mark.
1d20 + 2 ⇒ (9) + 2 = 11;Damage: 1d8 ⇒ 2
1d20 + 2 ⇒ (6) + 2 = 8;Damage: 1d8 ⇒ 4
| Monty Haul |
Round Two:
Turn order:
Silvio, Kraz
Xolkin, Seven Snakes
Rath, Coronei, Dorin
Orcs
Pik
Gurrash, Norgra, Town Guards
Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Gurrash, twelve orcs (damage tally: 5)
Undamaged gate.
The main force is one hundred and ten feet from you. Coronei and Pik are the only two at the gate who can see them.
Those at the bridge:
Sylvio, Rath, Dorin, Kraz, four soldiers, Lydiri and Torem.
Norgra, seven orcs (damage tally: 4)
An oil soaked pile of straw.
The second force of orcs are now fifty feet away from you. They are in dim light, however those without darkvision can at least see them this round.
Finally catching sight of the charging orcs as they prepare to plunge headlong into the river, the four members of the Seven Snakes gang release their crossbow bolts. Clearly used to working together, they pair up to focus their fire first on the orc Rath wounded and on an unwounded enemy, near the edge of the group.
1d20 + 3 ⇒ (2) + 3 = 5;Damage: 1d8 + 1 ⇒ (7) + 1 = 8
1d20 + 3 ⇒ (1) + 3 = 4;Damage: 1d8 + 1 ⇒ (4) + 1 = 5
1d20 + 3 ⇒ (2) + 3 = 5;Damage: 1d8 + 1 ⇒ (6) + 1 = 7
1d20 + 3 ⇒ (13) + 3 = 16;Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Still unable to see clearly, the volley does little to trouble the massed orcs, although one suffers minor damage.
Updated list of enemies at the bridge:
Norgra, seven orcs (damage tally 4, 4)
Sylvio, Kraz, Rath, Coronei and Dorin can all act. Pik has a readied action to cast faerie fire. Dorin is currently prepared to light the straw, once the orcs reach the breach in the wall. If you wish to bottle them up, you could limit them to four abreast, but only four of you would also be able to engage them.
| Rath Irreson |
Rath struggles a bit with reloading the strange weapon, but is able to figure it out in time to fire at the approaching Orcs.
1d20 + 3 ⇒ (18) + 3 = 21 Crossbow
1d8 + 1 ⇒ (7) + 1 = 8 Bolt
Hmmm. I could get used to using one of these. Maybe I'll keep it after we defeat these invaders.
| Silvio Callgari Pazzi |
Silvio looks out at the battlefield with a serious expression, although his finite night vision limits his knowing stance to a mere pose. "Be sure to tell Silvio should the orcs begin to breach the gate or climb the walls", he says and starts looking for a rope and a hook to tie it to in order to make a expedient swing.
Silvio wants to prepare something that he can use to swing down (and hopefully past) the orcs and get a quick stab should they breach the door and come into the village.
| Coronei Amasartis |
Round 2
The elf draws another bead on an orc, hopefully a wounded one and aims for its thigh. He draws back and gives an extra pull just to be sure then shoots.
arrow: 1d20 + 6 ⇒ (18) + 6 = 24, damage: 1d8 + 4 ⇒ (8) + 4 = 12
| Monty Haul |
Coronei singles out the wounded orc he shot last time and a second arrow sinks deep into its flesh. Clutching his upper thigh painfully, the brute staggers but continues on, heavily wounded but so far undaunted.
Meanwhile, at the breach in the wall, the defenders make more progress. Rath fires his crossbow once more, bringing the orc he struck last round to the ground. Kraz also picks off another of the attackers, skewering one of the smaller orc warriors and thinning their numbers as they surge towards the river.
The orc charge continues, the main force coming within range of Pik’s spell. Eight of the orcs are within the area of effect.
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (14) + 1 = 15
1d20 + 1 ⇒ (8) + 1 = 9
Six of them begin glowing and Xolkin, the Seven Snakes soldiers, Alara and Kaelen release their attacks.
Advantage: 1d20 + 5 ⇒ (13) + 5 = 18
Soldier: 1d20 + 3 ⇒ (13) + 3 = 16;Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Advantage: 1d20 + 3 ⇒ (19) + 3 = 22
Soldier: 1d20 + 3 ⇒ (15) + 3 = 18;Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Advantage: 1d20 + 3 ⇒ (12) + 3 = 15
Alara: 1d20 + 2 ⇒ (20) + 2 = 22;Damage: 2d8 ⇒ (2, 1) = 3
Advantage: 1d20 + 2 ⇒ (12) + 2 = 14
Kaelen: 1d20 + 2 ⇒ (16) + 2 = 18;Damage: 1d8 ⇒ 8
Advantage: 1d20 + 2 ⇒ (9) + 2 = 11
The Seven Snakes combine, bringing one of the orcs down. Alara and Kaelen each hit an orc also.
Meanwhile, the smaller force of orcs plunge into the swiftly flowing river, forging their way across towards the waiting defenders. This takes them both a dash action and a bonus action, at the end of which they have closed the fifty feet between you and are now in melee range.
As the invaders reach the shore, Dorin casts his torch into the oil-soaked straw and the area before the breach goes up in flames!
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (20) + 1 = 21
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (12) + 1 = 13
Four of them jump clear, suffering only minor burns. However one is caught fully and remains on fire.
Fire Damage: 2d6 ⇒ (3, 4) = 7
| Monty Haul |
Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Gurrash, six orcs, five orcs afflicted by faerie fire (damage tally: 17, 3, 8)
Undamaged gate.
The main force is grouped just over the river, twenty feet away. Gurrash is following behind, currently one hundred and ten feet from you. .
Those at the bridge:
Sylvio, Rath, Dorin, Kraz, four soldiers, Lydiri and Torem.
Norgra, four orcs (damage tally: 7, 3, 3, 3), one orc on fire (damage tally: 7)
A flaming pile of straw. The orcs will have to choose next round whether to stand back and let it burn out or press on and risk more fire damage.
Norgra is fifty feet from you, the orcs are across the river and now threatening to break through the breach in the wall!
Pik can act.
| Pik |
Pik calls down from the tower, Well aren't you all pretty! Especially you there, the pincushion! You know who you are. The one with the nose!
Casting vicious mockery on the lead orc. Wisdom Save DC 14.
Damage: 1d4 ⇒ 4 psychic damage and disadvantage on next attack roll.
| Monty Haul |
Wisdom Save: 1d20 ⇒ 7
Already damaged by Coronei’s arrows and flinching under Pik’s magical assault, the lead orc stumbles slightly. As it sinks to one knee, the onrushing warriors behind continue their charge, trampling it to death as they push on towards the river and gate. Gurrash follows up, joining his warriors and sneering at the fallen.
“You do me a favour, half breed,” he calls up at Pik with an evil grin. “You weed out my weak warriors and make the tribe stronger!”
Alara and Kaelen continue shooting into the force of orcs, focussing on those lit up by Pik’s spell.
Alara: 1d20 + 2 ⇒ (12) + 2 = 14;Damage: 1d8 ⇒ 5
Advantage: 1d20 + 2 ⇒ (17) + 2 = 19
Kaelen: 1d20 + 2 ⇒ (15) + 2 = 17;Damage: 1d8 ⇒ 7
Advantage: 1d20 + 2 ⇒ (4) + 2 = 6
All of the orcs afflicted with faerie fire have now suffered minor wounds.
Meanwhile, back at the breach, Sydiri and Torem continue doing their best, moving back slightly from the breach as they release another volley.
Sydiri: 1d20 + 2 ⇒ (12) + 2 = 14;Damage: 1d8 ⇒ 2
Torem: 1d20 + 2 ⇒ (5) + 2 = 7;Damage: 1d8 ⇒ 3
Torem's bolt misses the mark, but Sydiri manages to wound another.
Slowing his advance, Norgra remains on the far bank, casting a spell to bolster the attacking force. A glowing, ethereal great sword materialises in your ranks and begins attacking Kraz!
Spiritual Weapon: 1d20 + 3 ⇒ (10) + 3 = 13;Damage: 1d8 + 1 ⇒ (3) + 1 = 4
The half-orc avoids the attack relatively easily.
| Monty Haul |
Round Three:
Turn order:
Silvio, Kraz
Xolkin, Seven Snakes
Rath, Coronei, Dorin
Orcs
Pik
Gurrash, Norgra, Town Guards
Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Gurrash, six orcs, four orcs afflicted by faerie fire (damage tally: 3, 8, 5, 7)
Undamaged gate.
Gurrash and the main force is grouped just over the river, twenty feet away..
Those at the bridge:
Sylvio, Rath, Dorin, Kraz, four soldiers, Sydiri and Torem.
Norgra, four orcs (damage tally: 7, 3, 3, 5), one orc on fire (damage tally: 7)
A flaming pile of straw. The orcs will have to choose this round whether to stand back and let it burn out or press on and risk more fire damage.
Norgra is forty feet from you, the surviving four orcs are at the breach.
Silvio and Kraz are up. There is a flaming pile of straw between you and the orcs. If you want to leap through it to engage them, you'll need to make a DC12 Dex save to avoid 1d6 fire damage. Otherwise, you'll need to delay and wait for them (or use missile weapons).
| Kraz Thadoom |
Kraz delays as well and will attack when one comes close enough to him to do so.. Enraged he uses Reckless Attack again..
Readied Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Readied Attack ADV: 1d20 + 6 ⇒ (19) + 6 = 25
Dam: 1d12 + 6 ⇒ (10) + 6 = 16 He roars as his axe finds flesh.. "FOR BATTLE!! FOR GLORY!!! RRRAAAWWWRRR!!!"
On their next round the orcs will have advantage on attacks vs Kraz..
Rage 7/10
| Monty Haul |
Unable to reach the enemy due to the still burning straw, Silvio and Kraz prepare themselves to meet the orcs. Three members of the seven snakes band continue shooting whilst the fourth steps forward to hold the line and prevent entry. He has also prepared an attack should the orcs jump through the flames.
Soldier: 1d20 + 3 ⇒ (6) + 3 = 9;Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Soldier: 1d20 + 3 ⇒ (13) + 3 = 16;Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Soldier: 1d20 + 3 ⇒ (3) + 3 = 6;Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Only one manages a hit, wounding one of the orcs as they prepare a final charge through the fire and into the village.
Meanwhile, at the gate, Xolkin and his two companions continue to focus their attacks on the orcs Pik has afflicted with faerie fire.
Xolkin: 1d20 + 5 ⇒ (19) + 5 = 24;Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Advantage: 1d20 + 5 ⇒ (6) + 5 = 11
Soldier: 1d20 + 3 ⇒ (1) + 3 = 4;Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Advantage: 1d20 + 3 ⇒ (19) + 3 = 22
Soldier: 1d20 + 3 ⇒ (15) + 3 = 18;Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Advantage: 1d20 + 3 ⇒ (17) + 3 = 20
Another of the orcs falls as your allies all aim true.
Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Gurrash, six orcs, three orcs afflicted by faerie fire (damage tally: 8, 5, 7)
Undamaged gate.
Gurrash and the main force is grouped just over the river, twenty feet away..
Those at the bridge:
Silvio, Rath, Dorin, Kraz, four soldiers, Sydiri and Torem.
Norgra, four orcs (damage tally: 7, 3, 11, 5), one orc on fire (damage tally: 7)
A spiritual greatsword hovering amongst your ranks.
A flaming pile of straw. The orcs will have to choose this round whether to stand back and let it burn out or press on and risk more fire damage.
Norgra is forty feet from you, the surviving four orcs are at the breach.
Kraz and one of the seven snakes have readied an attack, should the orcs come through the fire. Silvio has taken the dodge action.
Rath, Coronei and Dorin are up.
| Dorin Stonehammer |
Round 3, Favored Enemy
Dorin steps forward and readies his warhammer to attack the first enemy exiting the fire.
WH Att: 1d20 + 6 ⇒ (20) + 6 = 26
WH Crit Dam: 2d10 + 4 + 4 + 4 ⇒ (4, 10) + 4 + 4 + 4 = 26
| Monty Haul |
Dorin joins Silvio, Kraz and one of the members of the Seven Snakes gang, blocking the path into the village as the orcs prepare their final charge.
Staying back with the other archers, Rath lifts the crossbow once more and fires a shot across the river, striking the Orc priest in the chest!
Concentration: 1d20 + 3 ⇒ (20) + 3 = 23
Although wounded, the cleric of Gorum merely sneers at the pain. His spiritual weapon continues to menace your group.
| Monty Haul |
Those at the gate:
Coronei, Pik, Xolkin, two soldiers, Alara and Kaelen
Gurrash, six orcs, another three orcs afflicted by faerie fire (damage tally: 8, 5, 7)
Undamaged gate.
Gurrash and the main force is grouped just over the river, twenty feet away..
Those at the bridge:
Silvio, Rath, Dorin, Kraz, four soldiers, Sydiri and Torem.
Norgra (damage tally: 3), four orcs (damage tally: 7, 3, 11, 5), a further orc on fire (damage tally: 7)
A spiritual greatsword hovering amongst your ranks.
A flaming pile of straw. The orcs will have to choose this round whether to stand back and let it burn out or press on and risk more fire damage.
Norgra is forty feet from you, the surviving four orcs are at the breach.
Kraz, Dorin and one of the seven snakes have readied an attack, should the orcs come through the fire. Silvio has taken the dodge action.
Coronei is up.
| Coronei Amasartis |
Round Three
Coronei takes a bead on the talkative chief and waits for a gap in the line then fires at his neck.
longbow: 1d20 + 6 ⇒ (8) + 6 = 14, damage: 1d8 + 4 ⇒ (2) + 4 = 6
I nearly posted yesterday evening but it would have been out of order a little so I decided to wait.