
GM Zelligar |

As you move towards the shore, a group of six lizardfolk jump into a reed boat and start paddling towards you. They shriek and bang on drums, though even from where you are the sound is pretty faint - it would be quite difficult to hear them at the Town Hall. At least until they get closer.
The lake is wide open at this point, and your bows have long range (as do some of your spells). So let's say the encounter begins at 500' with no map for now. What do you do?
Initiative!
Round 1
Party
Lizardfolk (500')

Bran O'Dimm |

"We need to charge them and take the fight to them, if they get any closer to the center of this place it may draw attention. We cannot have our flank occupied with a potential dragon and well armed hobgoblins."
Bran waits for the others' advice and pulls out his bow.
Move to draw then hold action.

Tal'ariel Rhuidon |

Tal pops her Shield wand and uses it, before stowing it again.
"Yes, we definitely can't let them get away!"

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Good thing i have just the right spell there...it might blind and hurt them, but could also be seen. We can use that time and get closer to dispose of them.
Hamailii gets ready to cast burst of radiance on them.

Bran O'Dimm |

I unfortunately do not have a spare bow, is there one in the loot horde?
"We'll be up there soon enough, take this, I'll pull."
Bran hands the bow to Gaius, "Let's cover some distance!" Composite Longbow (4), I hope you have the Strength for that ;D
Assuming its a move to pass the bow over, I'll start pulling next round to get us in.

Gaius Trevelyan |

I'm an idiot - Gaius does have his own bow... sorry!
Gaius draws his bow, arches it up into the sky, squints slightly and unleashes as arrow, more as a test shot than anything else.
Arrow, -8 for 4 range increments: 1d20 + 11 - 8 ⇒ (19) + 11 - 8 = 22 Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Tal'ariel Rhuidon |

Didn't want to post more than a round's worth of actions, but my plan is Expeditious Retreat and start running into battle.

GM Zelligar |

You are welcome to advance into melee if you like. At 60' move with Expeditious Retreat, that is 240' per round as a flat-out run (which means you lose Dex) and 2 rounds to close with them; they are moving towards you at 40' per round.
Tal'ariel uses her Shield wand and stows it.
Gaius looses an arrow, wounding one of the lizardfolk badly.
Bran draws a bow and takes a shot (since Gaius found his bow after all).
Attack, 5 range increments: 1d20 + 10 - 8 ⇒ (6) + 10 - 8 = 8
Bran's arrow misses. Trellara considers using Gallant Inspiration but decides to conserve her spells for now. She also draws her bow and fires.
Attack, 5 range increments: 1d20 + 7 - 8 ⇒ (20) + 7 - 8 = 19
Confirm: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Damage: 1d8 ⇒ 5
Same one as Gaius hit on a 1: 1d6 ⇒ 4
The bard's arrow hits, wounding another of the lizardfolk.
Hamailii, do you want to go ahead with that Burst of Radiance?

Gaius Trevelyan |

"Get me closer then Bran!" Gaius calls. "I can't walk on water like the rest of you!"
Longbow, -6 range: 1d20 + 11 - 6 ⇒ (11) + 11 - 6 = 16 Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Longbow, -6 range: 1d20 + 6 - 6 ⇒ (20) + 6 - 6 = 20 Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Confirm?: 1d20 + 6 - 6 ⇒ (11) + 6 - 6 = 11 Damage: 2d8 + 6 ⇒ (3, 6) + 6 = 15
All aimed at the same lizardman as earlier
Assuming that they move 40ft and we move 30 that reduces the range to 430ft, which is inside the fourth increment, so only -6 to the shots.

Tal'ariel Rhuidon |

Tal'ariel uses her magics to walk a bit more quickly, and starts moving forward. Casting expeditious retreat. Move 60 feet.

GM Zelligar |

Gaius's arrow fells a lizardfolk. One of its companions throws it overboard.
Trellara moves up 30' and fires again, hitting the same one she hit before. It has two arrows sticking out of it and isn't looking well.
Longbow: 1d20 + 7 - 6 ⇒ (17) + 7 - 6 = 18
Damage: 1d8 ⇒ 3
Round 2
Tal'ariel (90'; cast and moved)
Gaius (30'; shot arrow - may move more based on Bran's action)
Trellara (60'; moved and shot arrow)
Hamailii (30')
Bran (30'; shoot and move? Double move?)
Lizardfolk (460')
Distances are from the initial 'starting line', so your distance is going up and the lizardfolks' distance is going down.

Bran O'Dimm |

"Onward we go!"
He hears Gauis nock another arrow behind him, "Hope you're a better shot than I!" He feels the wind rush past his head.
Going to doublemove us in, worst case the two melees get into a scrap in melee.

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Hamailiis speed is 50 feet^^
Burst of Radiance
Blinded, Ref Save DC 16 dazzled only for rounds: 1d4 ⇒ 2
if evil: 5d4 ⇒ (3, 4, 3, 3, 3) = 16 damage.
Hamailii moves 50 feet up and then casts her spell, causing something like an reflection of the sun to appear on the lake.

GM Zelligar |

Lizardfolk 1: 1d20 ⇒ 7
Lizardfolk 2: 1d20 ⇒ 15
Lizardfolk 3: 1d20 ⇒ 15
Lizardfolk 4: 1d20 ⇒ 6
Lizardfolk 5: 1d20 ⇒ 15
All the lizardfolk are blinded. They jump out of their raft and dive into the water. None of them seem injured by the spell.
The water is murky, the lizardfolk know how to navigate it, and they can hold their breath a long time. By the time the party catches up to the empty reed boat, the lizardfolk could be anywhere.
Combat over!
You make it to the coast without much trouble.
This slightly crooked hut leans on rickety wooden stilts out over the black waters of the lake. About twenty feet in diameter, the hut has wooden walls and a roof of sticks and branches, all covered over with copious amounts of dark grey, rancid-smelling mud. The hut's floor is about three feet above the surface of the water, and its single entrance can be reached by a crude ladder made of broken branches lashed together with reeds.
The walls are lined with crude nests, and a large mound of bones and refuse is stacked in the center. Poorly preserved trophies (mostly giant owl tail feathers) hang on the walls inside. Also around the hut you find loot: 3d6 ⇒ (3, 2, 6) = 11 110 gp worth of old Rhest coins and small gems.

Gaius Trevelyan |

"Well that was exciting." Gaius says dryly once the search is completed. "What now? Are we going to try and hunt the dragon down now, or retreat and rest?"

Tal'ariel Rhuidon |

"Retreat and rest. I say we give ourselves a day, and then try again with an underwater approach toward the city hall. I'm starting to think now that the dragon lives somewhere in those depths, and maybe we will discover some clues as we explore."

Bran O'Dimm |

"We know what we're up against now, or at least have an idea. I think resting here is very dangerous though; if one of those harrow-blades attacks, or one of those swamp things, who knows what will happen to us."
Bran shakes his head, "I say we just reassess and press on."

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Rest sounds good. I'm a bit worried that under water we will have a disadvantage though. Those lizards might see better and be faster than we do and who knows what else lurks in the depths!
She looks at Bran:
If you want to press on, where do you suggest we go? Attack that main building? That might become a bloody battle. We also should hurry then, the water walking won't last all day.

Gaius Trevelyan |

"I'm fine to keep going, but I don't want to make life difficult for the rest of you." Gaius offers. "Bran and I could scout for the rest of you if need be?"
I'll follow group consensus, Gaius isn't in a place to insist on a plan right now.

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I would be fine with going on, after all it is only a bit past dawn, early in the day, but we do need a plan. Best a good one. I don't really have one at the moment.
Hamailii scratches her head in an irritated fashion as she looks around for answers.

GM Zelligar |

Trellara speaks up. "I am glad to hear you say that, Hamailii. If the escaping enemy saw us elves as he was fleeing, or if they have ways to pick up our scent from the tower, the dragon might well attack Starsong Hill for revenge. That's the biggest risk I see. Though I don't know if the escaping hobgoblin got a good look at any of us."

Bran O'Dimm |

"So what do we know? We know that these hobgoblins are well equipped, we know that they are housed in the center building, and we know there is some form of dragon moving about." He puts his large hand over his chin, "A full on attack is going to be bloody and dangerous, can we try to hit and run? That might anger the dragon enough for it to leave its lair, then we can strike it when its pride is showing."

GM Zelligar |

You have about half an hour left on the Water Walk that Hamailii cast earlier. Then she has another one prepared, plus possibly the 1/day flex-spell from the bonded holy symbol (although there are many potential uses for that). She also has one Fly spell prepared, and you have a potion of Fly from the bell tower. Going underwater is possible, if she uses her flex-spell for Water Breathing, but the visibility is not very good, so you would need Survival checks to make sure you stay headed in the right direction. The water is just a DC 10 Swim check, but a DC 20 Survival for navigation.

Gaius Trevelyan |

"If the dragon lives underwater then that is the worst place to fight it." Gaius offers. "Drawing it out is a good idea, or we destroy its companions so that when it does show it had no allies. I say we use speed and press on for this center building. Get close and then we can ambush them before they are ready."
Flame gives a little 'yip' of approval.

Tal'ariel Rhuidon |

"Okay, we can go for the Town Hall. Do we have some clever way to do so without being spotted from afar? Like some sort of illusion to cloak us?"

Tal'ariel Rhuidon |

"Okay, let's see what happens. Let's strike at the lake once more!"

Tal'ariel Rhuidon |

"Okay, let's see what happens. Let's strike at the lake once more!"

Gaius Trevelyan |

"How do you propose to wake it?" Gaius asks. "I agree we have a good chance if Bran and I can fly at it, but how do we get it up there? Anyone good an annoying large dragons?"

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I have no experience at annoying dragons so far, nor illusions sadly. Guess we just have to go there and make some noise. I could make someone fly and try to shoot the dragon from the ground...water i mean.

Bran O'Dimm |

Sorry been busy with the film festival and work.
"What could it be defending here? Guess we can cause some chaos then, maybe rush the hall." He sighs, "Shishka probably had some trinket with her that could make noise, but it seems fate has left it to us."
"We won't accomplish anything by standing around though, I'm willing to go up and try to challenge this thing, draw it out, and then Gauis can move in for the backstab once it's entrenched. Can you handle the hobgoblin army? Being pelted by arrows and that flying one isn't a great way to set the stage."

GM Zelligar |

Well, if you start getting pelted with arrows, Hamailii can use her bonded holy symbol to cast Wind Wall - that 1/day any-spell is a very potent option.
You approach the Town Hall the same way you left the Bell Tower, with most of you Water Walking and Bran towing a boat with Gaius.
Several groups of lizardfolk in their reed boats have converged on the bell tower and the Town Hall. The lizardfolk don't have bows, though they do have javelins (so maximum range 150'; can't reach one building from the other).
Let's say you are 180' south of the Town Hall and 600' west of the Bell Tower. You can be temporarily in the shelter of some ruins - although you had to cross open water to get here, so they know you're in the ruins somewhere. While crossing open water, there was no dragon attack, no razorfiend attack, and no hobgoblins sniping at you with longbows.
The Town Hall:
What must have been an impressive stone structure now lies half-submerged in the lake. Its facade still displays majestic heroes bearing heraldic lion devices and armed with swords, spears, and bows, their countenances carved into marble pillars. The building's ground floor is now completely submerged, and its second floor sits just above the water level, its marble heroes caked with moss and mud. The third floor is partially collapsed, exposing its rooms to the sky above. A wooden walkway has been lashed together around the building's perimeter, and a floating bridge leads to a nearby low ruin surrounded by a wooden fence. Two flights of wooden stairs lead up along the facade to the ruined roof above.
You can see on ogre on the wooden walkway just above the water level, along with three lizardfolk. All of them seem to have javelins.
Do you wish to engage at range or approach closer?
I'll put a map up when you are close enough for it to matter.

Bran O'Dimm |

"Think you can deal with that ogre? We can easily get the lizardfolk but that burly monster might be able to escape and get help. Even if they're high alert we may still be able to salvage our initial plan of doing this quietly."

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What i can say is that the walkway must be pretty sturdy. Can ogres swim though? I have 2 spells i could cast on him, one to make him laugh for a while and one to forbid him something. If that works.

Gaius Trevelyan |

"Forbid him to throw the javelin?" Gaius suggests. "That might give us enough time to close. Or we can shoot them - our bows have a better range."

Tal'ariel Rhuidon |

"We should get as close as we can until it's obvious they see us, then start attacking. Forcing the ogre into a fit of laughter might buy us enough time to deal with the lizardfolk first."
As usual, she turns to her Shield wand for added protection in combat. 42 charges remain.

Bran O'Dimm |

"I'm not great with a bow, I think we can get in when it's laughing and strike. The lizardfolk may even be confused as to what's happening."

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Well the thing is, for both spells i should be within 40 feet range for them to work. I do have this nice wand of starbeams which shoots rays of fire quite far though. It's kinda obvious and not a stealthy weapon i guess.

GM Zelligar |

Okay, let's move this along. I've put up a combat map. The light grey dashed lines are old ruins that give you enough cover to hide behind. You're a bit closer than 150' just because of the difficulty of doing large maps and being able to see your icons. But still more than the short range of Hamailii's spells.
Surprise Round
Bran
Tal'ariel
Hamailii
Gaius
Trellara
You will keep on having surprise rounds until the lizardfolk have a chance to perceive you, at which point we will roll their Perception and then roll initiative. I'm just putting things into rounds to get you all to take actions.

Tal'ariel Rhuidon |

After shielding herself, Tal'ariel prepares a grappling hook and rope. At the appointed time, she advances.
Moved myself 30 feet.

GM Zelligar |

Just do it as surprise rounds. And if they don't notice you after this surprise round, you get another surprise round after that. The gamist distinction between "not in combat" and "in combat" is one of my least favorite parts of RPGs, but I don't really have a solution. From your character's point of view, it's just one moment after another. I'm 'starting round-time' now so you can ready actions, use style feats, and do other things that require being in combat.

Tal'ariel Rhuidon |

Since others may want more time, I'll change plans and move myself into a corner with cover.

Bran O'Dimm |

"I can't cover that distance in a spurt. I'll follow Hamaili and then try to get behind cover further up."
Bran moves toward Hamaili and takes cover behind the ruins.