Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"I'll rest up once we've been settled in. I won't let someone get hurt on account of me." He winces for a moment, "Though, maybe I'll just give a hand here and there."

While sitting down by the fires, enjoying the bread he looks toward Hamailii, "So tell us a little about yourself. I know you're a follower of the Starsong, but what brought you back to these lands?" Bran realizes he knows very little about the woman who helped save his life so he tries to start some conversation, "Everyone has a reason for a treacherous journey, I feel yours is similar to mine."


Random Encounter?: 1d100 ⇒ 50 No!
The night passes uneventfully, save for conversation.

Trellara offers her input into Bran's conversation with Hamailii. "Our leader, Sellyria Starsinger, took that name in honor of the patron of travelers when the Tiri Kitor went into self-imposed exile from the Westdeep to avert a civil war. This was before I was born, but I know the tales. Some felt that the feylord Count Ranalc would be a better patron - betrayed and banished - but Sellyria sought to present our move in a more positive way. Starsong Hill became the name of our original and greatest encampment. A reminder that we were watched over in our travels from the Westdeep. Desna is not the main goddess of our people, and for the most part we do not travel widely anymore, but there are exceptions."

She then waits for Hamailii to continue the tale.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Earlier to Bran:
I wouldn't call my journey treacherous so far. One day i just heard the song of the spheres a bit louder and differently and i got that wanderlust, so i packed my stuff and followed the path i could see in the stars. I met a lot of interesting people and visited wondrous places, but there were ugly situations and close calls as well, plentifull. Luckily Desna watched over me! And one day i just knew somehow it was time to go home. Turned out i was right, since seemingly i am needed here now. We will see how our fate turns out.

She pauses a bit after Trellaras addition.
If you want to go deeper into that, there are many spiritual and philosophical perspectives. Our people are in exile indeed, this is not our homeland nor our origin. We traveled here, a long way, and even though quite some time has passed, it is not forgotten.
Desna is not only the goddess of travel though. She is also a goddess of goodness, luck and liberation. All really useful things, then and now. Sellyria made a wise choice and i will continue that.


Night passes, and morning follows. It looks to be a hot but cloudy day, possibly with thunderstorms in the afternoon.

From where you are, with Water Walk, you could go over the swamp and get to the shore of the lake in about 10 minutes, and not have to emerge at a navigable channel (which are likely watched). You could even head straight over the water for the flooded city (another 5 minutes or so) on that casting of Water Walk if you don't take time to do any observation. Or, you could take the boats through the navigable channels. Or, bushwack through the swamp the hard way.

What is the plan? Any prep spells in the morning? Like the hour/level ones?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"Lucky for us all indeed. Lucky for us all." He listens to the two elves chatter intently, not wanting to barge in. While he can't follow all of the sayings and elven anecdotes, he appreciates the company nonetheless.

Bushwacking through the swamp is clearly a terrible idea after the last event. I think we should take it slowly and surely, all we have to do is take out the dragon afterall and most of the people will follow... Or at least thats what the elves say.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

As the night passes uneventfully and morning comes, Tal'ariel is seen reviewing her spellbook. "We should head straight into the flooded city shortly before dawn," she suggests, as the next strategic steps are formulated.


Everybody all set on their prepared spells for today? Please update in your profiles if you are making any changes. Mikail, I think you might want to switch things around a bit, some of your prepared spells aren't that useful for this situation. Consider which are good ones to use as swift casting with Fervor, that's an ability you haven't used much.
Also, Mikail and Shiska, I think you both still have a feat to pick. You can leave it open for now, I suppose, but Mikail might like Greater Spell Casting, which would give her a single 3rd-level spell slot. There are some real gems in the 3rd-level cleric spells.
I will move this ahead soon.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Updated Spells.

I agree with you Tal'ariel. Let me do some prayers and my morning rituals, then i will cast a spell on us which will let us walk on the water.

Do we know what kind of dragon that is? Might prepare resist energy or something like that based on that knowledge.


You know it's a black dragon, so acid, but in terms of preparing spells it's not crucial; you don't have to pick the energy type until you cast Resist Energy.


Okay, since Bran said no bushwacking, and Tal'ariel said avoid the navigable channels, that means Water Walk through the swamp to the edge of the lake. This takes up 10 minutes of the hour-long spell. You carry the boats and leave them on a hillock near the shore.

It is shortly after dawn.

A large, dark lake broods in the marshland here, measuring nearly two miles north to south, and a bit less than a mile east to west. The cloying reek of decaying vegetation and swamp ooze is thick in the air. Trellara doesn't notice, and to Hamailii it smells like home. Countless frogs, insects, and marsh birds chirp and croak and call to each other.

Out near the middle of the lake, dozens of decrepit stone buildings jut 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 eastern (opposite) 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.

You estimate it will take another 5 minutes to cross to the old center of the ruined and flooded city. You can see small huts north and south of you, where the navigable channels enter the lake.

Head straight for the center? Any spells cast before you start running?
Observe for a while? You have 50 minutes left on this casting of Water Walk, though Hamailii has another (in addition to her 1/day bonded item spell).
Change the plan and do something else?
If there are two votes for a plan, with no opposition within 24 hours of the second vote, that's what the party will do.
Map is updated.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Walking over the water is still a strange and exciting experience for the warrior. Once he reaches the shore, he crouches down and whispers to the others, "I think we should wait a little and see the movements of the fort. After we can hop from hut to hut while working our way to the center, I'd assume that's where the center of power would be." He shrugs, "We'll see when we wait. What do you all think?"


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"It's hard to see much of anything from here," responds Tal'ariel. I don't know how true this is. "We can wait a few moments, but I think we can start observing if we see anything as we get closer."

Tal'ariel casts Resist Energy (Acid) on Bran. "This will last 50 minutes--as long as the water walking spell at this point. If we see the dragon, I will try to enlarge you, but that spell takes some time to finish."

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Go from hut to hut? Why not go straight for that large building? We can hide between the ruins on our way there. And should use the remaining dark.

Casting mage armor and longstrider.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"I meant that we can hide in case of any patrols. As long as we have some cover, ruins or huts doesn't matter much." He thinks to himself, "I can't see too well in the dark, but I won't risk lighting a torch. If one of you could lead I can follow closely."


The huts are on the shore of the lake, all of them marked '1' on the map. There are some ruined buildings near the middle of the lake to hide among, but there is also a fair amount of open water to cross before you get there.

It is shortly after dawn, so there is light for Bran to see. Of course, it also means you will likely be seen. Most likely the hobgoblins would shoot arrows at you but perhaps the dragon would try to strafe you.

Watching for a few minutes, you see lizardfolk lurking about the huts on the shore north and south of you, with some reed boats near the huts. You also see a glint of steel and some movement atop the tower in the east-central part of the lake (marked '2' on the map). Most likely you could outrun boats if you were Water Walking, even Mikail in her armor.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Can we arrive shortly before dawn instead of after? My hope at least was to move to the center under cover of darkness, but have enough light by the time we get there to fight a dragon effectively. Whether we manage to time this correctly though seems like a question for our skilled survivalists or the like.


Yes, you can arrive before dawn instead. Let's say it's dim light.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Would be a prime time for invisibility! Would we be seen though? Sight in dim light is limited, longer with low-light vision, but not darkvision. Depending on the distance, i think we might actually not be able to see what's going on on the shores. Except you rule otherwise^^


Yeah, I thought about that, but Trellara's people know that there are lizardfolk in the huts and goblin guards on the tower, so she could have told you that much.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

We can't see them well, but they can't see us well either.

Tal'ariel is sure to cast Message on the party so they can communicate in a whisper, even at a distance.

"Come on, let's move toward the center while there's still darkness. I know it's hard to see, but that means it's hard for them to see us too!" Having some ability to see in dim light, Tal helps guide the party forward as she keeps an eye out for trouble.

Perception: 1d20 + 14 ⇒ (18) + 14 = 32


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Sorry for the delay, been busy the last couple days. Cousin just had a kid!

Bran nods, trying to keep things as quiet as he can. If he has issues with Acrobatics in the dark, he can always Blind-Fight to negate that penalty; assuming its no longer than a minute at a time.

"How far can these lizardfolk see? I've heard stories of creatures that can see with sound and feel the earth tremble."

Perception: 1d20 + 11 ⇒ (11) + 11 = 22

While staying close he listens as best as he can to the world nearby.


It is the twilight before the dawn. Bran can see a short distance, as can Mikail. Trellara, Tal'ariel, Hamailii, and Shishka can see much further.
The rules on vision and light are really not helpful. They do say "Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day" which should seem to apply to twilight, as there isn't a point-source of light with a given radius. For now, 20% miss chance for those without low-light vision, but that will change as it gets brighter.
Lizardfolk, as far as Trellara knows, can't see in the dark. Hobgoblins can see in total darkness, but not that far. Dragons have exceptional senses...
Arbitrary 10% chance of dragon!: 1d100 ⇒ 67
But no dragon spots you as you walk across the water. And no lizardfolk hear you.

You are coming up on the central buildings. You are 300' away from the closer and larger of the two (the Town Hall), and about 800' away from the taller one (the Bell Tower). Any preference?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"If I were a dragon, I'd stay in a tower, don't you think?" suggests Tal'ariel, as they approach the two main buildings of Rhest.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"I'd stay wherever I can hide my hoard. Greedy things really."
He nods to Tal'ariel and waits for everyone to settle in, "I think you're right about the tower. Most things can't fly and it would be able to keep an easy eye on the comings and goings."


Apologies for the delay - there isn't a map for the Bell Tower so I am working something up. Post tonight or tomorrow.


This stone building, obviously an old bell tower, protrudes from the lake at a slight slant, reaching a height of thirty feet above the surface of the water. Eroded images of dozens of lions - stalking, sleeping, and pouncing - adorn it sides. A rickety-looking wooden platform has been built around the tower's circumference at water level, with three small skiffs docked alongside. It appears that the tower is three stories tall, but only its upper two floors remain above water.

There are three hobgoblin sentries on duty here. Since there is nowhere to hide, once you are within range of their Darkvision (50' across and 30' up), one of them spots you. Initiative! Combat map is updated.

The closest hobgoblin (red)has Improved Cover against your attacks (improvised battlements and angle) while the others have Total Cover. There is a partially-submerged entrance to the tower at the water level.

If I thought it necessary, I'd have given you the opportunity to engage them at the greater range of the elves' low-light vision. But that makes for a bigger map and likely a much longer combat. Leveraging that advantage should not be necessary here. There is no map for this in the AP, only a description, so I am winging it to a degree.

Initiative:

Tal'ariel: 1d20 + 10 ⇒ (14) + 10 = 24
Bran: 1d20 + 3 ⇒ (12) + 3 = 15
Shishka: 1d20 + 7 ⇒ (8) + 7 = 15
Mikail: 1d20 + 1 ⇒ (19) + 1 = 20
Hamailii: 1d20 + 4 ⇒ (14) + 4 = 18
Trellara: 1d20 + 4 ⇒ (3) + 4 = 7
Hobgoblins: 1d20 + 6 ⇒ (3) + 6 = 9

Round 1
Tal'ariel
Mikail
Hamailii
Bran
Shishka

Hobgoblins
Trellara


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Its going to be a tough shot that's for sure... He eyes the size of the building and turns to his allies, "I can make it up there, we need to stop their alarm!"

I'll hold until I hear from the others, else I'll get to the top of the tower by way of jumping and grabbing hold of whatever height I land at.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Hamailii, swift as she is, closes the distance to the tower in one quick stride, positioning herself next to the entrance, ready to strike anyone hostile coming out.

Quick, quick, we have to get up there and silence them!


Okay, I screwed this up. You wanted a stealthy approach but I was too lazy to make a bigger map that had falling-apart buildings for cover. My bad.

You find some buildings as cover.
Trellara covers Bran and Tal'ariel with Vanish.
Mikail hits the top of the tower with Silence as soon as Bran reaches the top and drops the rope.

Bran is at the top, invisible, with a surprise round. He can have flexed into Bushwack if he wants.
Tal'ariel can climb in the surprise round (then next round get up top and take a standard).
Hamailii moves to the tower in the surprise round.

Bran is up!
And Shishka if she is around.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'll Flex into Bushwhack

He tiptoes up to one of the hobgoblins and attempts to silently dispatch it, hoping his natural stealth and the silence aura will keep the other guards from noticing.

Grapple: 1d20 + 13 ⇒ (20) + 13 = 33
Bushwhack: 1d20 + 13 ⇒ (11) + 13 = 24

Pin Damage (Strangle): 2d6 ⇒ (5, 6) = 11
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23


Unfortunately, without cover or concealment, you cannot use Stealth.
Mikail covers the area in Silence.
Bran grabs one of the hobgoblins and instantly has it pinned, wrenching its neck. It still struggles, however.
Tal'ariel climbs halfway up the wall.
Hamailii moves to the base of the tower.
Trellara moves over the top of the water as well.
The hobgoblins notice the warrior appear in their midst, and start to react, but they are fairly slow.

Round 1
Tal'ariel (can reach the top in a single move and then act)
Mikail
Hamailii
Bran
Shishka

Hobgoblins
Trellara

Party is up!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel finishes climbing the rope, and tries to finish off the enemy that Bran has pinned down. Move and attack.
Curve Blade: 1d20 + 7 ⇒ (16) + 7 = 23; Damage, Sneak: 1d10 + 10 + 2d6 ⇒ (2) + 10 + (3, 5) = 20

If that finishes the hobgoblin, Tal'ariel is just as quickly able to attack another hobgoblin. Hoping to use Cleaving Finish on a flat-footed target.
Curve Blade: 1d20 + 7 ⇒ (19) + 7 = 26; Damage, Sneak: 1d10 + 10 + 2d6 ⇒ (7) + 10 + (2, 5) = 24
Crit?: 1d20 + 7 ⇒ (15) + 7 = 22; Crit damage: 1d10 + 10 ⇒ (5) + 10 = 15


Tal'ariel hits the pinned hobgoblin hard, but he does not yet succumb.
Sorry to have that crit go to waste, but you didn't drop the first one. These veterans are pretty tough (Ftr4, 44 hp). Bran, it has 13 hp left, so I assume you will release your hold if you drop it.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Yeah I will, let's see if we maintain. Long weekend here, was busy with family.

Grapple: 1d20 + 18 ⇒ (20) + 18 = 38
Damage Option: 1d4 + 6 + 2d6 ⇒ (4) + 6 + (5, 5) = 20

Bran continues to hold the hobgoblin from behind until it collapses.

He draws his ax and faces the others.


Bran chokes out the hobgoblin.
The two remaining begin shouting to raise an alarm, but no sound comes out.
Blue drops his bow, draws his sword, and begins banging the hilt on the large bell hanging in the center of the tower. However, Mikail's spell prevents this from making any sound either.
Red tries to Bull Rush Tal'ariel off the tower, provoking an AOO (though only from his target).
Tal'ariel AOO: 1d20 + 7 ⇒ (4) + 7 = 11
He dodges her sword, and throws his shoulder into her!
CMB: 1d20 + 7 ⇒ (11) + 7 = 18
The hobgoblin looks shocked as he bounces off the slightly-built elf.

Nobody comes out the bottom of the tower just yet. The entrance is partially submerged; I don't think you can really swim while under the effects of Water Walk, so Hamailii would be crawling if she wanted to go in that way. Of course, she can take the rope that Tal'ariel climbed. It is a 20' climb (DC 5), so a double move for Hamailii (since you climb at 1/4 speed).

Trellara delays. Mikail and Shishka advance.

Round 2
Tal'ariel
Mikail
Hamailii
Bran
Shishka
Trellara

Hobgoblins


Edit: the Bull Rush succeeds! The hobgoblin plows into Tal'ariel, dodging her blade and knocking her out of the bell tower.
While she has Feather Fall prepared, the Silence prevents her from casting it as she starts to fall. Can she cast it at the very last instant, when she's below the Silence effect but right before hitting the ground?
Concentration DC 21: 1d20 + 9 ⇒ (3) + 9 = 12
My ruling is that the DC 21 for casting while falling doesn't apply to Feather Fall if you cast it right when you start to fall, but for this matter of split-second timing it seems appropriate.

Tal'ariel crashes to the wooden platform at the water level, taking falling damage: 2d6 ⇒ (6, 5) = 11 points of damage. She is now out of the Silence but also prone.
Round 2
Tal'ariel (-11, prone)
Mikail
Hamailii
Bran
Shishka
Trellara

Hobgoblins


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Bran sees Tal'ariel fall off the side and tries to scream out to warn his allies below, but to no avail.

He enters a rage and proceeds to strike with the great axe, trying to even the odds up top as much as possible.

Great Axe: 1d20 + 13 ⇒ (3) + 13 = 16
Iterative: 1d20 + 8 ⇒ (19) + 8 = 27

Damage 1: 1d12 + 9 ⇒ (4) + 9 = 13
Damage 2: 1d12 + 9 ⇒ (3) + 9 = 12

5 foot step and full-round OK? If not I can move into a swing. Not sure who is up here at the moment.
1 Round of Rage


Bran hits one of the hobgoblins with his greataxe.
Trellara hears the crash and runs around to Tal'ariel.
"Are you okay? Do you need healing?"

Someone else heard the crash, as you hear from inside the tower,

Goblin:
"What was that?"
"Haggat, anything up there? Haggat? Gana, up. Ranak, out."

Does Hamailii wish to go up the rope or stay by the entrance?
Mikail stays near the entrance, casts Bull's Strength, drops her shield on the platform, and grips her longsword in both hands.

Shishka fires her grappling hook, providing a second rope up. She begins climbing.

Round 2
Tal'ariel (-11, prone)
Mikail
Hamailii
Bran
Shishka
Trellara
Hobgoblins

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Hamailii stays at the door, ready to ambush any foe coming out!
If possible i would trip them, but i'm not sure how that would work in this context.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"Just a scratch, I'm fine," insists Tal'ariel. She gets back onto her feet and then steps off the platform looking for a lower exit from the tower. Maybe she could surprise someone coming out through a door. Stand up, 5 foot step. There are submerged doors, right? Any chance I see a door? I want to snowball with sneak attack at someone trying to exit the tower if possible.


There is some grumbling from within the tower, then sounds of movement and a splash.
The entrance is mostly submerged and on the west side of the tower. I moved Tal'ariel back around that way. You don't see anybody coming out yet, but next round you can move and ready your snowball. Hamailii, you can ready to attack them as they try to climb on to the platform, to knock them back into the water - they will be coming out of the flooded first floor of the tower.
The hobgoblins flank Bran, drop their bows, draw swords, and attack.
Attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Attack: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Even in his rage, he is able to dodge their blows. AC 20 at the moment, I believe.

Trellara follows Tal'ariel around and casts a healing spell on her.
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
Mikail and Shishka start climbing.

Round 2
Tal'ariel (-4)
Hamailii
Bran

Mikail
Shishka
Trellara
Hobgoblins


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel wants to say thanks to Trellara, but she also wants to get the jump on the approaching goblins. So she moves quietly into position gets ready to surprise whoever's coming through the door. It's fine if you don't want to allow this to be a sneak attack . . . I'm aware it's the sort of tactic that could be used against us.

Stealth?: 1d20 + 14 ⇒ (18) + 14 = 32
Snowball vs touch: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 5d6 ⇒ (4, 1, 3, 2, 4) = 14; Sneak?: 2d6 ⇒ (4, 3) = 7


In a silent rage, Bran attacks the hobgoblins up top.
Great Axe: 1d20 + 13 ⇒ (11) + 13 = 24
Iterative: 1d20 + 8 ⇒ (12) + 8 = 20
Both attacks hit; the hobgoblins had been using bows and so were not wearing their heavy shields.
Damage: 1d12 + 9 ⇒ (7) + 9 = 16
Damage: 1d12 + 9 ⇒ (8) + 9 = 17
One hobgoblin falls to the ground in a heap, having taken three mighty blows from a raging Bran's greataxe.

The other, unwounded, tries to shove Bran off the tower as it did Tal'ariel. How else to get this human out of the way quickly?
Great Axe AOO: 1d20 + 13 ⇒ (5) + 13 = 18
He dodges the axe, lowers his shoulder, and hits Bran as hard as he hit the elf. Unfortunately for the hobgoblin, Bran isn't as easy to move.
Bull Rush: 1d20 + 7 ⇒ (11) + 7 = 18

Another hobgoblin comes up from the flooded lower floor and starts to climb onto the dock. Tal'ariel's snowball hits him hard (21 damage). Hamailii tries to use her spear to knock him back into the water. A trip attempt, basically.
Trip: 1d20 + 5 ⇒ (5) + 5 = 10 Even with the penalties he is taking for being in the water, that's not enough.
He is half up on the platform (considered prone) and begins shouting.

Goblin:

"Elves! Elves!"

Mikail drops down from the rope and attempts to impale him with her sword.
Vital Strike, vs prone: 1d20 + 9 + 4 ⇒ (9) + 9 + 4 = 22
Damage: 2d8 + 4 ⇒ (7, 2) + 4 = 13
Shiska reaches the top and pulls out a grenade.
Trellara doesn't do anything at this time, trying to stay out of the way of melee.

From below, around the gap in the floor where the bell hangs, an arrows flies at Bran!
Attack vs flat-footed, with cover: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
It misses, bouncing off the bell soundlessly, but now he can tell there is an enemy on the floor beneath.

Round 3
Tal'ariel (-4)
Hamailii
Bran

Mikail
Shishka
Trellara
Hobgoblins (Green -34, Blue -0)


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"Quiet, you!" chides Tal'ariel as the hobgoblin emerges, calling out a warning. She steps up and swings her long thin sword at the head that has poked out of the water.

Curve Blade: 1d20 + 7 ⇒ (10) + 7 = 17; Damage: 1d10 + 10 ⇒ (7) + 10 = 17


Since he is considered prone, that hits.
Tal'ariel finishes off the hobgoblin.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I assume there is now a hobgoblin somehow next to Tal'ariel who somehow moved there and might have triggered an AoO? Anyway by moving there he would trigger the first round attack, then comes the second round attack and a possible AoO.

Hamailii sees the hobgoblin coming out of the tower and uses her chance to skewer him.
Take this evil pest!
Elven Spear 1: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 1 ⇒ (7) + 1 = 8
Elven Spear 2: 1d20 + 5 ⇒ (19) + 5 = 241d8 + 1 ⇒ (4) + 1 = 5
Elven Spear AoO: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 181d8 + 1 ⇒ (1) + 1 = 2

AoO's get +2 with this spear and another +2 should there be some flanking from Tal'ariel.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I think that hobgoblin is already dead before you act, Hamilii, just not taken off the map yet.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Well, then he's really dead now^^ Guess i could climb up the tower then and help Bran out perhaps. Not much else to do it seems.


Correct. He is off the map now. He came out from the doorway which is on the mostly-flooded first level and tried to climb onto the platform (a dock, basically ringing the second level). Tal'ariel hit him with Snowball and I already resolved Hamailii's readied trip attempt. But now Tal'ariel has finished him off.

This fight, like the one at the roadblock, the party has the advantage of surprise. The enemy don't know how many PCs there are or where they are, and are basically fighting blind. The only question is how many others heard this hobgoblin's shouted warning before he died.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

"You want to push me off the side as you did my friend? Hardly!"

He proceeds to size up the hobgoblin but the arrow that flies ruins his spirit. Shaking his head and looking at the dirty ambush before him, he continues his assault.

Axe: 1d20 + 13 ⇒ (3) + 13 = 16
Axe 2: 1d20 + 8 ⇒ (9) + 8 = 17

With little success he prepares for the worst.

Rage Rounds 3

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