Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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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 chaos of battle erupts around her, Tal'ariel sees a cluster of worg riders sticking together. She decides to conjure a pit beneath them!

Target denoted by a brown square. Reflex DC16.

She can't quite decide if she should be running for cover or trying to stop the onslaught of riders penetrating the caravan. But the sight of frightened civilians restores her resolve, and she dives into battle to engage a group of three riders. "Turn and face me, scum!"


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Waiting to see whether the monk has lost his dragonchain...


Nope, you are still grappled Gaius - and you are up. Can attack with one sword (3 attacks with Haste at -2) or try to break the grapple as a standard action.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Aided by his magical speed Gaius hacks at the monk trying to bind him.

Attack: 1d20 + 14 + 1 - 2 ⇒ (14) + 14 + 1 - 2 = 27 Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Attack: 1d20 + 14 + 1 - 2 ⇒ (8) + 14 + 1 - 2 = 21 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21 Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Gaius's third swing takes down the monk holding the dragonchain.

Two of Hamailii's arrows strike, felling the wounded worg.

The bugbear takes two solid hits from Bran (29 damage) but keeps fighting.

Worg 1 Reflex save: 1d20 + 6 ⇒ (19) + 6 = 25
Worg 2 Reflex save: 1d20 + 6 ⇒ (14) + 6 = 20
Worg 3 Reflex save: 1d20 + 6 ⇒ (4) + 6 = 10
Worg 4 Reflex save: 1d20 + 6 ⇒ (2) + 6 = 8

Two worgs jump to safety, but two fall into Tal'ariel's pit, taking 2d6 ⇒ (4, 2) = 6 damage.

Flame bites back at the worg that bit him.
Attack on Blue, IC: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Trellara casts Vanish on the fox to spare him from retaliation. She continues her song of valor.

The bugbear berserker swings his greataxe at Bran, but the warrior dodges.
Attack, PA: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23

One worg attacks Gaius, then steps back so its rider can shoot.
Orange: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm?: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Trip: 1d20 + 7 ⇒ (15) + 7 = 22
Orange Archer, DA: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
The worg bites Gaius's leg, but the half-elf keeps his footing. The arrow just barely misses.

Another worg attacks Bran, then steps back so its rider can shoot.
Red: 1d20 + 7 ⇒ (10) + 7 = 17
Archer, DA: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9

The worg wounded by Flame keeps up the attack (Move to use Scent, 5' step, and attack).
01-50 miss: 1d100 ⇒ 26
Its rider tries to shoot the fox.
01-50 miss: 1d100 ⇒ 33
Neither one has any luck.

Another worg moves up to lets its rider shoot at Bran.
Green Archer, DA: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22

The two who dodged the pit move to attack Tal'ariel, joining the two that Tal'ariel intercepted (there had been three, Hamailii took out one). All four riders sling their bows and draw scimitars (and will be able to attack next round). The worgs take the opportunity to try to tear Tal'ariel apart. One manages to hit, but does not trip her.
Yellow, Flank: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Cyan, Flank: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Trip?: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Purple, Flank: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Black, Flank: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Garrick again tries to trip the berserker with his lance, then steps back.
Trip on Grey, IC: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
The bugbear once again falls. It stands and moves forwards. Garrick tries again to trip it, but this time is not successful.
Trip as AOO, IC: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16

The worg nearest Jass attacks her, though at the last second she gets her shield in the way of its jaws.
White: 1d20 + 7 ⇒ (12) + 7 = 19
The rider retaliates, stabbing the worg again.
Attack on White, IC: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Confirm?: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Her horse attacks as well.
Hoof: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage: 1d6 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Hoof: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

The horse delivers a solid kick; the worg is badly hurt, barely standing.

Round 6 - INSPIRE COURAGE +2, HASTE, COMMUNAL PROT EVIL, COMMUNAL PROT ARROWS
Bran (Prot Arrows 50)
Tal'ariel -8 (Prot Arrows 26)
Hamailii (Prot Arrows 50)
Gaius -33 (Prot Arrows 46)
Flame -8 (Vanish)
Trellara (Vanish; Prot Arrows 50)

Enemy (Blue -7, White -26, Brown -29, 2 worgs in pit and -6)


Garrick's horse also attacks as the berserker comes into reach.
Hoof: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Hoof: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage: 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Grey -8


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

Seeing the battle spreading out he hopes to thin some numbers and get back to the convoy. The brawler turns to Gauis, "Handle this fella yeah?"

He moves toward the nearest worg and its rider and pummels the rider down.

Gauntlet (PA): 1d20 + 11 + 1 + 2 + 2 - 2 ⇒ (3) + 11 + 1 + 2 + 2 - 2 = 17
Damage: 1d4 + 5 + 2 + 4 ⇒ (1) + 5 + 2 + 4 = 12

Gauntlet Hasted (PA): 1d20 + 11 + 1 + 2 + 2 - 2 ⇒ (9) + 11 + 1 + 2 + 2 - 2 = 23
Damage: 1d4 + 5 + 2 + 4 ⇒ (2) + 5 + 2 + 4 = 13

Gauntlet (PA): 1d20 + 6 + 1 + 2 + 2 - 2 ⇒ (9) + 6 + 1 + 2 + 2 - 2 = 18
Damage: 1d4 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14

Go for Red's rider first then the red worg after if I can.


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 riders come to surround her, Tal'ariel strikes at them, aiming for the ones she intended to send into the pit. Targeting goblins.

Bane Curve Blade, Haste, Inspire Courage: 1d20 + 8 + 2 + 1 + 2 ⇒ (9) + 8 + 2 + 1 + 2 = 22; Damage: 1d10 + 11 + 2 + 2d6 ⇒ (3) + 11 + 2 + (1, 3) = 20
Bane Curve Blade, Haste, Inspire Courage: 1d20 + 8 + 2 + 1 + 2 ⇒ (12) + 8 + 2 + 1 + 2 = 25; Damage: 1d10 + 11 + 2 + 2d6 ⇒ (3) + 11 + 2 + (2, 3) = 21

If a goblin falls, Tal'ariel strikes at another with Cleaving FInish
Bane Curve Blade, Haste, Inspire Courage: 1d20 + 8 + 2 + 1 + 2 ⇒ (9) + 8 + 2 + 1 + 2 = 22; Damage: 1d10 + 11 + 2 + 2d6 ⇒ (3) + 11 + 2 + (1, 6) = 23

Also, I updated my AC, forgot to add the additional +1 bonus.

Finally, she steps back, trying to keep her back against one of the caravan wagons.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"Sure!" Gaius says, before letting out a whistle that Flame knows means 'return'. Then he lashes out repeatedly at the bugbear.

Flame retreats next to Gaius, no attacks so he stays invis.

Attack 1: 1d20 + 12 + 2 + 1 ⇒ (1) + 12 + 2 + 1 = 16 Damage: 1d8 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Attack 1b: 1d20 + 12 + 2 + 1 ⇒ (6) + 12 + 2 + 1 = 21 Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Attack H: 1d20 + 12 + 2 + 1 ⇒ (9) + 12 + 2 + 1 = 24 Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Attack 2: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19 Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Attack 2b: 1d20 + 7 + 2 + 1 ⇒ (15) + 7 + 2 + 1 = 25 Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Crit 2b?: 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28 Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

I'm sure Gaius should get way more crits than he actually does... mathematically he should get a threat every time he full attacks... so much for probability!

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 glances at the wargs who broke through and curses.
First things first... she mutters under her breath.
She looks around and decides to help out Gaius first, then Tal.

Elven Longbow: 1d20 + 15 ⇒ (19) + 15 = 341d8 + 8 ⇒ (3) + 8 = 11
Elven Longbow: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 8 ⇒ (6) + 8 = 14
Elven Longbow: 1d20 + 15 ⇒ (10) + 15 = 251d8 + 8 ⇒ (4) + 8 = 12

Same routine as before, starting with the hobgoblin monk who grapples Gaius, then switch to wargs threatening Tal if applicable.


The worg-rider is a skilled warrior, and dodges two of Bran's strikes. One hits. The archer does not fall. Red Rider -13.

With two deadly swings, Tal'ariel finishes one of the worg-riders and wounds another. Purple Rider dead, Black Rider -23.

The bugbear berserker pays little attention to defense, and all of Gaius's strikes land. Was at 29 damage, so it falls after the third hit. I am presuming that Gaius would 5' step and redirect the remaining two attacks onto Orange Worg.
Ride to Negate: 1d20 + 12 ⇒ (4) + 12 = 16
The worg falls under Gaius's attacks.

Hamailii delivers a volley of arrows, taking down another worg (Yellow).
Ride to Negate: 1d20 + 12 ⇒ (9) + 12 = 21

Trellara moves and tries to rally the people. A number of refugees move to attack the worg that broke through, using clubs.
Attack, IC, Flank: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Attack, IC, Flank: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack, IC: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack, IC: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Ride to Negate first hit: 1d20 + 12 ⇒ (5) + 12 = 17
The worg-ride guides his mount to dodge one strike, but two more land hard on the beast. Magenta -14

Garrick tries to withdraw, but the bugbear berserker follows him! No Escape rage power.
This takes it through Jass's threatened area, so she takes the opportunity to stab it with her lance.
Attack, IC: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

The berserker attacks Garrick, but the rider's armor protects him from the monstrous greataxe swing. A less reckless swing would have gravely injured or killed him. Saved by the PA.
Attack, PA: 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18
Thoughts on this - should Garrick also get an AOO? He withdrew, the bugbear's rage power lets him follow as an immediate action. Does that following happen quickly enough that the bugbear is never moving through the lance's threatened area, or is it immediate but after Garrick has taken his turn?

The other worg that was fighting Jass was badly wounded (staggered), and tries to move to safety.
AOO: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Damage: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Ride to Negate: 1d20 + 12 ⇒ (8) + 12 = 20
Another worg falls.

The riderless Purple worg flees.
The Black worg, its rider wounded, also flees.
Teal and its rider have not given up yet, and attack Tal'ariel.
Bite: 1d20 + 7 ⇒ (12) + 7 = 19
Scimitar: 1d20 + 6 ⇒ (2) + 6 = 8

Blue and Green flee, with parting shots at Gaius.
Attack, Deadly Aim, PBS: 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25 Forgot PBS a few times - but Gaius is saved by Haste. Not that it would get through his Prot Arrows.
Attack, Deadly Aim, PBS: 1d20 + 10 - 2 + 1 ⇒ (9) + 10 - 2 + 1 = 18

Red attacks Bran.
Bite: 1d20 + 7 ⇒ (2) + 7 = 9
Its rider uses Total Defense.

Jass, for her turn, has her horse do a double move to come up behind the berserker. She stabs with her lance.
Attack, IC, Flanking: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12 25 damage on Grey.

The enemy numbers are now greatly thinned out... though there are a couple that got through.

Round 7 - INSPIRE COURAGE +2, HASTE (Began Round 3), COMMUNAL PROT EVIL, COMMUNAL PROT ARROWS
Bran (Prot Arrows 50)
Tal'ariel -8 (Prot Arrows 26)
Hamailii (Prot Arrows 50)
Gaius -33 (Prot Arrows 46)
Flame -8 (Vanish)
Trellara (Prot Arrows 50)

Garrick -4
Enemy (Grey -25)
Jass -15


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

I think the whole point of No Escape is that the withdrawer never really opens any space between them - the barbarian is too fast. So I'd say no AOO because the gap between them would never become larger. Thats my interpretation of RAI though, so not necessarily correct. :)

Gaius steps forwards again, his shining blades slicing at Bran's worg foe.

Attack 1a: 1d20 + 12 + 1 + 2 ⇒ (10) + 12 + 1 + 2 = 25 Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Attack 2a: 1d20 + 12 + 1 + 2 ⇒ (7) + 12 + 1 + 2 = 22 Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Attack Haste: 1d20 + 12 + 1 + 2 ⇒ (4) + 12 + 1 + 2 = 19 Damage: 1d8 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Attack 2a: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20 Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Attack 2b: 1d20 + 7 + 1 + 2 ⇒ (19) + 7 + 1 + 2 = 29 Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12

Crit 2b?: 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14 Damage: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9


Ride to negate: 1d20 + 12 ⇒ (19) + 12 = 31
The rider's skill helps the worg dodge the first strike, but Gaius's flashing blades come too fast for it to react to every attack.
The worg falls, as does its rider.

Forgot these attacks before.
Alone in the midst of commoners, the worg and rider lash out.
Bite: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Scimitar: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 ⇒ 2

One refugee falls (and another takes their place). Another is wounded.


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

Hearing a bloodcurdling scream come from the carts Bran throws caution to the wind.

"No!"

If he has sight of the worg he will Charge into Apprehend (with the help of Haste). If it's too blocked due to the carriages he will double move over. If you can move me over that would be great. Thanks!

Apprehend?: 1d20 + 15 + 2 + 2 + 1 ⇒ (9) + 15 + 2 + 2 + 1 = 29


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

"Get the ones behind our ranks!" cries Tal'ariel! She continues to focus on the last goblin that has yet to retreat from battle.

Bane Curve Blade, Haste, Inspire Courage: 1d20 + 8 + 2 + 1 + 2 ⇒ (5) + 8 + 2 + 1 + 2 = 18; Damage: 1d10 + 11 + 2 + 2d6 ⇒ (5) + 11 + 2 + (6, 2) = 26
Bane Curve Blade, Haste, Inspire Courage: 1d20 + 8 + 2 + 1 + 2 ⇒ (19) + 8 + 2 + 1 + 2 = 32; Damage: 1d10 + 11 + 2 + 2d6 ⇒ (10) + 11 + 2 + (4, 5) = 32
Crit?: 1d20 + 8 + 2 + 1 + 2 ⇒ (4) + 8 + 2 + 1 + 2 = 17; Damage: 1d10 + 11 + 2 + 2d6 ⇒ (5) + 11 + 2 + (4, 3) = 25
Cleaving Finish (vs Worg): 1d20 + 8 + 2 + 1 ⇒ (18) + 8 + 2 + 1 = 29; Damage: 1d10 + 11 + 2 ⇒ (5) + 11 + 2 = 18


Bran double moves to get closer to the ones that slipped through.
Tal'ariel finishes off a goblin and its worg.

Garrick's horse attacks, then it moves back so the rider can use his lance to try and drop the bugbear.
Hoof, IC, Flanking: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16 Miss
Hoof, IC, Flanking: 1d20 + 5 + 2 + 2 ⇒ (9) + 5 + 2 + 2 = 18
Damage: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13

Lance, IC, Flanking: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
Damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
With two solid hits, the berserker is badly wounded but does not fall. Grey at -50.

The bugbear berserker strikes back at him. Tired of missing, it does not use Power Attack.
Attack: 1d20 + 13 ⇒ (1) + 13 = 14
It still misses.

The surrounded worg and rider lash out.
Bite: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Scimitar: 1d20 + 6 ⇒ (18) + 6 = 24
Confirm: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d4 ⇒ 4
Crit Damage: 1d4 ⇒ 2

Two more refugees fall.

The remaining two attack with their cudgels.
Attack, IC: 1d20 + 2 ⇒ (8) + 2 = 10
Attack, IC: 1d20 + 2 ⇒ (8) + 2 = 10

Jass attacks the berserker with her lance.
Attack, IC, Flanking: 1d20 + 7 + 2 + 2 ⇒ (11) + 7 + 2 + 2 = 22
Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11

The berserker finally falls.

At this point, reinforcements arrive. A volley of arrows takes down the last worg.

COMBAT OVER

Lady Cerila Nesten appears with her rangers, and begins moving about the grievously wounded refugees. She and Hamailii are able to save them. Level-1 commoners have 4 HP base, and a -10 buffer. None of them took 14 damage or even 10, I think.

"Sorry, we were tied up. Just got free."

Elsewhere, the battle has raged. The other secret allies brought along have lit up the main body of the enemy forces with Fireballs and more Call Lightning. Thom Oaktall, most likely, along with some of Delora Zann's old adventuring companions.

Near the command tent, a hill giant berserker has finally fallen after an intense melee. The clerics and paladins, including Mikail, are working feverishly to save the wounded. Two who fell to the monster's greatsword are beyond help.

The battle turning against them, the worg-riders try to flee. Volleys of arrows cut them down.

The refugees are in shock, but they gradually come to realize that the danger has passed. Teyani Sura walks among the troops congratulating them. While a few fell to arrows (on critical hits or focused fire), the Company of Last Resort is largely intact.

"Nice work," she says as she walks by.

Your two cavalry riders are less calm. Having taken down a berserker together, they congratulate each other. Both are talking quickly, their jittery nerves evident.
"Thought I was done for," says Garrick. "That big beastie in front of me... I was tryin' to stall 'til you could get there. Nice goin', girl. You got him."

Jass looks at the veteran. "I needed you to spell me when you did," she says. "That arrow to the leg I took, it threw me off. Smart thinking with tripping him."

They both look to you. "You cut through these things like a scythe through wheat," Jass says. "Glad to have you on our side. I know we must not impress you, but... well, I've fought bandits before, mostly just scared them off. Never been in a pitched battle like this."

"You did good," says Garrick. "Kept your head. These ones, they got magical gear, they got more training, and they got... the favor of the gods, I think. But right you are, we are lucky to have them."

Just an observation, but a combat like this really shows that there are vast gaps between the level-1 commoners (who would have lost 6-on-1 to a worg even with IC going) and the level-3 warriors (who with some lucky rolls and IC took down a 5-HD bugbear Brb2) and you guys.


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 looks upset that some of the refugees fell and helps out however he can, lifting up carts and moving any toppled goods. "I'm sorry some of your own fell in battle, they fought valorously and with honour." He doesn't know what else to say, every time death like this occurs it pains him a little that he doesn't have the right words to say. He listens to the banter between the Last Resort and smiles, wondering if they sounded like that when they spoke after a battle well fought.

"You impress me as much as anyone who is wiling to put their lives on the line for people they may not know, never sell yourself short. These folks here are living and breathing due to all of your efforts and in my eyes and in the eyes of many above us, that is no small task."


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

"The clerics are rightly busy tending to the civilians, Gaius. We can take care of ourselves."

As the battle ends, it's a quick tap of a wand and some waiting for Tal'ariel to heal herself and flame. Gaius's wounds take a fair bit longer to close. How easy it felt to tap into these questionable magics. Infernal Healing wand - 3 charges for Gaius and one for Flame and Tal'ariel.

As everyone regroups, she applauds the defense. "That went about as well as we could've hoped. We were lucky that they chose to attack where we were strongest."

She looks down at her weapon that struck the hobgoblins so well. "It's a bit frightening--I feel like this sword wants to bathe in goblin blood. The enchantments the dwarves added are powerful."


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"They are master-smiths." Gaius agrees, shivering each time Tal'ariel applies the wand. He flexes appreciatively as the wounds are closed and takes Flame in his arms to pet her before casting his professional eye over Tal's blade.

"May I try your blade one day?" He asks, "The way you fight, it is very similar to how I have seen others fight with two weapons as I do. I was fortunate that my blades are so well balanced. Yours seems just as well done, but its length must be difficult?" He seems quite happy to have a discussion in some depth on the matter, petting his familiar all the while.

No weapon finesse here. :) Odd for a TWF build I know!

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

TWF is quite often better off without weapon finesse.

Hamailii joins you after healing the commoners together with lady Cerila Nesten.
We did it! We fended them off! When i saw that giant and the berserkers and wargs charging at us, i was really afraid and thought we would all die! But with Desnas help we made it. I could even contribute something good.
Her body still shaking from the shock of the battle, she is enthusiastic, but at the same time some tears stroll down her face.
Such evil though, they tried to go straight at the common folk and villagers, just to slay them! I'm glad we could save them and the army came to save us! You all fought valiantly!

There were several situations where i wasn't sure what to do, like help Gaius, help Tal'ariel, go after the ones who broke through, so confusing.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"There are no right answers in combat." Gaius says, surprisingly gently. "You do what seems best and fight as hard as you can - that's all anyone can do. I don't have your magic or Tal'ariel's speed. All I can do is kill things, so I head straight to the biggest threat and destroy it. We all have our own strengths - yours is versatility. Never apologise for that."


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 hesitates as Gaius asks to try her blade. It seems she's uncomfortable with the request, but she takes a deep breath and then unsheathes it, offering the slender, curved blade before Gaius to take.

"My father made this blade. He was a smith himself, which unfortunately means a lot less among elves than dwarves. It was his gift to me when I was denied admission to the academy to learn magic. Ironically, the sword is now a conduit for my magic. I'm sure you could use it well enough with practice. But I really couldn't use any other weapon nearly as effectively. It's an extension of me, now."


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Gaius treats the blade with due reverence, handing Flame over in exchange. "I know how you feel." He says, moving slowly through a series of forms. "My bond with Flame is part of me, I would be less of a person without it. You hold a small piece of my soul at the moment." He shoots a grin at the elf. "Don't worry, she doesn't bite much..."


While a few of the worg-riders that had hung back from the assault are able to escape, they are too few to bother the caravan during the night.

You find that Thom Oaktall was indeed striking the goblins with lightning in the form of a hawk. The burly druid joins you for a meal. "Warklegnaw has gone to his next life," Thom tells you. "He lured the enemy so that his grand-daughters and their friends could escape, then slew many before he fell. He hadn't felt well in years, but still a fearsome old lion. Maybe he will be a lion next. Or a bear. He bought us time, though his own time had grown short."

Thom goes off to consult with his fellows about other possible allies of the wild.

The refugees manage to sleep. Although the battle was terrifying, the casualties were mercifully low due to the presence of the many heroes among the caravan.

After three more days of travel, the caravan approaches Marthton. The Marth forest lies to the northeast. In the half-wooded hills around the town, the party spots circles of standing stones, and ancient barrow-mounds.

In the distance, you hear the echoes of axes striking trees. Other than that, it is eerily quiet. The people of Marthton do not come to welcome you. The gates of the town remain shut.

You keep walking past the small town, until you see marching up the road an army of about a hundred. They are in finely-made breastplates, mostly with glaives, and led by a half-elf woman on a horse. She appears annoyed and impatient.

"I am Blade Captain Yelsharra, leader of Dennovar's army. I am to escort these persons to Dennovar." She pulls out a scroll and reads from it. "In keeping with the role of Dennovar as the pre-eminent city of the Elsir Vale, the Merchants' Council extends the protection of Dennovar to all the non-combatants of the Vale, in order that Brindol may concentrate its full efforts upon defeating the goblin rabble known as the Red Hand."

Several of the other heroes present try to speak up, protesting about the strength of the Red Hand and shouting "Send troops!".

Blade Captain Yelsharra responds stiffly, "I have my orders." She doesn't seem all that happy about it, but appears resolute.

Teyani Sura silences the protests with a wave of her hand. She turns back to the half-elf. "Thank you."

The refugees continue filing down the road, now in the care of the Dennovar Blades, while the Army of Last Resort forms up to march back to Brindol.

After about an hour of marching with them, you see a familiar sight - giant owls flying out of the sky, with Killiar Arrowswift at the lead!

"We have come to aid Brindol," says the elven hunter. "And they sent us to find you. I have brought your owls. They said you have cared for them well. Tal'ariel, it is good to see you again."
He nods. "Trellara, Hamailii, Gaius, Bran."

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

Killiar. Hamailii nods back.
It is good to see you and the elves again. We just had a very strange encounter with a half-elf and humans from Dennovar. Muddled blood i guess, hard to understand their motives. They don't make sense to me. Instead of really aiding and sending an army to help us fight the red hand they burrow in themselves and take the refugees from us, even threatening us when i understood that right.

Was there anything special or news from Brindol?


Nobody threatened you. The Merchant's Council of Dennovar has refused to send aid to Brindol, and Blade Captain Yelsharra is not happy with people blaming her for that or making demands of her to send troops. It isn't her decision to make. Her personal opinion, if she has one, is kept to herself.
Escorting the refugees the rest of the way to Dennovar is still a pretty significant step, and it is useful to have the civilians not be in the city where the battle is happening. Dennovar really can't empty out its own defenses, on the chance that the Red Hand is actually going for them - they are the largest city in the Elsir Vale, after all.
Teyani Sura (who is from Brindol) silenced the arguments because emissaries from Brindol and Dennovar have been over all this already. And she knows it won't help because the decision is above Yelsharra's pay grade.

"The elves of Dennovar are not our people," replies Killiar. "City elves. I don't know their ways either. I do know that a half-elf commands the Dennovar army. There is no urgent news from Brindol, save that Sellyria Starsinger is now consulting with the human leaders."

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

Oh wow then i completely misunderstood^^ Also didn't know it's an elven city.

City elves mh. Maybe i need to go visit that town someday, i haven't been there yet. They indeed have a half-elven commander, she met us and seemed friendly enough personaly. It's good to hear nothing bad from Brindol though.

Shall we return with the owls and the rest follows on foot?


There are 'city elves' who live in Dennovar - somewhat over 100, so about 1% of that city's population. About the same ratio as in Brindol or Drellin's Ferry. Like those places, Dennovar's population and leadership are mostly human.

"I would recommend that," replies Killiar. "The enemy is still several days away from Brindol, but it would be good to have you back as soon as possible."


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"Then let's go then!" Gaius declares, greeting Frost with patting and feather ruffling.


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

"Killiar, it is a pleasure to see you again." He looks off into the distance where the refugees are going, "I hope we did the right thing bringing them here, that they'll follow through on their attack on Brindol and not change things too much." Bran has his doubts but gets ready to move onto the owls, "Lets make some haste."


The owls seem pleased to see you again. You mount up and take to the air. What was three days of marching is less than a day of flight. The Company of Last Resort is riding behind you and should arrive in perhaps two days.

You return to a half-empty city. Patrols of soldiers march down some roads, but the shops and homes have been boarded up.

Killiar Arrowswift tells you, "I was told to send you to the Great Hall of Brindol Keep as soon as you arrived."

You head to a squat four-towered keep situated on Brindol's central hill. There, you land, and head to the entrance.

The low murmur of a dozen muted conversations falls silent as the great double doors at the southern end of this great hall are opened by a pair of guards for your passage. The room beyond is a large chamber, the floors polished smooth and the walls set with many alcoves, each containing a trophy or work of art. The ceiling rises to a cavernous height of nearly forty feet, and deep-set narrow windows reach nearly to that height along the northern wall.

A single long table dominates the middle of the room, its surface covered with books, maps, ledgers, parchments, sketches, drinks, and plates of half-eaten food.

Lord Kerden Jarmaath is the ruler of Brindol. He is a lean man with a short, well-trimmed beard, graying hair, and wrinkles that don’t quite belie his thirty-five years. He looks rather tired. He wears a breastplate and a purple cloak, and carries a sword.
Lady Verrasa Kaal is the leader of a wealthy merchant family. She is about Lord Jarmaath's age, but seems younger and more vibrant. Her bright red hair is extravagantly styled and she wears an elegant blue dress.
Captain Lars Ulverth you have met before. He is an imposing man, taller than any of the other humans present, and has a pronounced limp.
High Priestess Tredora Goldenbrow is a stunningly beautiful aasimar, with a golden tint to her skin. The sword-and-sunburst symbol of Iomedae hangs around her neck and also adorns the crossguard of her sword.
Captain Soranna Anitah, from Drellin's Ferry, is a tall strong-boned woman with simple good looks and a serious manner. Like Captain Ulverth, she is armed for battle, even though reports are that the Red Hand is some distance away.
Town Speaker Norro Wiston, from Drellin's Ferry, is a tall balding man of about fifty with a salt-and-pepper beard. He wears a red tunic.
Speaker Sellyria Starsinger is the leader of the Tiri Kitor. A wise-looking and ancient elf, she wears flowing golden and green robes, and her hair is braided around a complex headdress made of wicker and wood.

I will try to get pictures up of some of these.

Lord Jarmaath begins. "Greetings. I am Kelden Jarmaath, Lord of Brindol. With me today are Lady Verrasa Kaal, Captain Lars Ulverth, and High Priestess Tredora Goldenbrow. From Drellin's Ferry we have Captain Soranna Anitah and Town Speaker Norro Wiston. And from Starsong Hill, we have Speaker Sellyria Starsinger."
He bows to the elf matriarch. "We are grateful you have come."

Lord Jarmaath approaches each of you. "Bran O'Dimm and Tal'ariel Rhuidon. Speaker Wiston has told me much about what you did for Drellin's Ferry."

"Gaius Trevelyan and Hamailii D´Arquetai. The Speaker of the Tiri Kitor has told me a bit about you as well."

"Trellara Nightshadow. Speaker Sellyria Starsinger has told me much about you. I am sorry for your loss."

"So. I ask you to tell me what you have learned about the enemy facing us."

Of course they know much of what you have reported, but this is a chance for you to introduce yourselves, put into your own words what you consider to be your accomplishments, and try to impress them a bit with your demeanor. So speak as you will, then make a Diplomacy check - each of you individually.


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

Sorry for the delay--I definitely missed an interesting moment! Time to justify that.

Tal'ariel's heart skips a beat as Killar arrives with the owls. She stares at him stupidly, not knowing what to say. Seeing him actually here, ready for battle, seems to have gotten her confused. It was exactly what she had asked for, but Tal'ariel hadn't really prepared herself to see him again.

I can't get too attached she thinks to herself. Who knows what will happen to him or me during the battle?

Tal'ariel starts to act as if Killiar isn't even there. Only, he is right there, and Tal'ariel just has to keep looking away. Not to mention he has Blackthorn. "Thanks for finding us" she mumbles while looking downward, before hopping on. As they fly back to Brindol, Tal'ariel tries to just look straight ahead. But she can't help glancing occasionally at Killiar, wondering what he might be thinking, whether he hated her now for what she was doing.

* * *

Arriving in Brindol, Tal'ariel hurries quickly to the meeting. Quite a collection of powerful and influential individuals stood before her. She approaches and curtsies as best she can manage, though she perhaps lacked training in such human customs. "Lord Kerden, it is an honor to meet you. Thank you for inviting us into this great keep." . She looks to the assembled folk. "There is much we've learned about the Red Hand, and I would be glad for us to all share what we know in detail. We've encountered many forces including masses of hobgoblins, dragonkin, barghests, wyverns, and even dragons. The enemy is varied, that is certain. But they are not zealots, by and large. Their will can break, as we saw in fighting off their attack against the civilians. When things get difficult, we've seen the enemy turn invisible, flee, or even teleport away. I'm no expert at siege defense, but I know that a hobgoblin army is hard to feed. While we wait for the Red Hand arrives, we would do well finding ways to disrupt their supply lines and make their long march feel miserable."

Diplomacy: 1d20 + 14 ⇒ (13) + 14 = 27


Killiar Sense Motive: 1d20 + 1 ⇒ (4) + 1 = 5
Killiar does seem to be getting annoyed at Tal'ariel's aloofness.
"Have I done something to offend you?"

Trellara Sense Motive: 1d20 + 12 ⇒ (16) + 12 = 28
Fortunately, Trellara is far more perceptive. The bard flies next to the hunter and signals him to come with her. They fly off ahead and speak for a bit.

Killiar returns, gives Tal'ariel a subtle smile, and flies next to her in silence.

----

Captain Ulverth leans forward.
"Tell me more. Which ones flee? We haven't seen the hobgoblins rout, in our limited skirmishes with them. The chain-fighters seem to fight to the death no matter the odds, while the regular infantry will make an orderly retreat if possible." The goblin worg-riders are less disciplined and devoted than the rest - and the barghests regard themselves as too valuable to sacrifice.
"And which of their forces can turn invisible and teleport?"

Tredora Goldenbrow speaks up. "Those are the wolf-demons that Mikail mentioned. Barghests. We are working on countermeasures."

"We are most grateful for your efforts thus far, honored guests," says Lord Jarmaath. He sends a basket of bread and cheese across the table to where you are seated. Captain Ulverth passes some flagons of ale to you.

Lady Kaal looks at Tal'ariel with some curiosity, but says nothing at this time.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Gaius feels more ill at ease than ever here. The council of notables is far, far away from somewhere he feels comfortable. He withdraws into his shell, standings tall and silent at the back of the room preferring to observe than contribute.

Perception: 1d20 + 12 ⇒ (20) + 12 = 32


Sorry Gaius, going to need a Diplomacy check from everybody individually. So talk about your experiences a bit.


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 strides into the Great Hall of Brindol Keep; his posture and his own being has changed since he first came to the Ferry all those weeks ago. For the pit fighter, he feels that every time he arrives in a place he becomes more complete and more... heroic. The word still feels alien to him but it is something he needs to get used to.

"It is a pleasure meeting you as well. I thank the skies that there are still people who take this threat seriously."

Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

"What Tal'ariel says is true to an extent, though if they break it is only to muster up again somewhere else. Hobgoblins are smart, and hobgoblins that follow the accursed dragon goddess are even smarter." He lets the words hang in the air, "They have a hierarchy and we have been fortunate enough to have slain a number of their highest ranks, though the army still marches on and it still continues." He grabs some bread, "There is still a confirmed Red Dragon and I fear it may be bigger and more cunning than any of the others that we have seen so far." He takes a chomp and chews for a moment considering the best way to put it, "That dragon if is not arrogant can destroy all of the walls we have here. It can strafe and attack and burn from great heights, and its scales might not be harmed by the average weapons." He puts his face in his hands and lets out a breath, taking his time to think and consider his words, "I don't mean to trouble you with the truth but the burden is what it is."

He stands up and confidently offers a solution, hoping to bolster some of the morale, "The rumours about us and our dragon-slaying are true and I can personally speak from experience, these creatures are not to be trifled with." He begins to move an empty cup around the table, moving it behind the bread basket into a hidden position, "If you have siege engines, ballistae, anything, you must not make it known. You cannot use them against such fodder as giants and hobgoblins; once they know the positions of such weapons they will take them out with impunity---" A smack as the cup flies out of hiding and onto the floor, "---and then the challenge increases significantly."

Letting the cup ring in the hall he breaks the silence after a moment, "We can do our best to deal with that threat in advance, but it should be known how dangerous that foe is."


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"Barghests and Dragons are the worst foes." Gaius states, adding to Bran's analysis. "They move quickly and are hard to pin down. Keep the walls firm however and the barghests will have to use their magic to get in which means they will be less able to get out if they lose. No hobgoblin can match a well trained man in single combat, I have fought their best blade to blade. It is the monsters that should be feared. We have allies though. They will help. All the goblins have are numbers, and numbers are no good against a wall."

There's nothing original in his speech but it is at least delivered with a air of confident certainty.

Can I keep the 20 I rolled last time? Result would be 19. If not, then feel free to roll for me :)


The lords nod in appreciation of Bran's insights.
Lord Jarmaath turns to Tredora Goldenbrow. "Immerstal tells us that the range of a dragon's fire is not as great as the range of a longbow. And we have the Nesten girl and her friends. They are skilled archers, as are some of the Lions of Brindol. Can you enchant arrows to pierce dragonhide?"
The aasimar cleric looks back at the Lord of Brindol. There is no mistaking the clear affection between them. "We have been working on it, Lord Kerden. We should have a few dozen dragon-bane arrows, to share between Lady Cerila's rangers -"

Lord Kerden Jarmaath blushes. "Yes, Lady Cerila. Not 'the Nesten girl' anymore, is she?"

Tredora Goldenbrow gives the Lord of Brindol a smile. "No. And also Evekarr of the Golden Drakes, our best archers, and any of this band that wish to try their hand at archery. We will make as many as we have the components for. And we will give the dragon-bane archers as much protection against fire as we can."

He continues. "We do not have ballistae or catapults. We could try to build them, but we do not have any who are skilled at the construction or operation. I will check with Captain Ervath Helmbreaker - perhaps the dwarves know something of this. There is also Morlin Coalhewer, the dwarven smith from Drellin's Ferry, I think he is in town."
----
Gaius Diplomacy: 1d20 - 1 ⇒ (8) - 1 = 7
Don't worry. Not a big impact from this check.

Lord Jarmaath looks a bit uncomfortable at Gaius's remarks. "We have found the hobgoblins to be formidable in skirmishes. Many have scars indicating that they have been fighting for years in the Wyrmsmoke Mountains, bringing the various tribes under the banner of the Red Hand. My soldiers are well-trained, but most do not have near that sort of experience in actual battle."

The hobgoblin "regulars" are Ftr2, so they are a fairly elite army and outclass Brindol's rank-and-file 1-on-1.

Lady Kaal shoots him a disparaging look. "Well then it is fortunate you have my help, isn't it? If you paid better, you might be able to keep swordsmen of talent. Like Gareth."

Lord Jarmaath's response is swift and scornful. "Yes, Verrasa, if only I had your resourcefulness at acquiring gold!" She simply gives a satisfied smirk in reply. Lord Jarmaath takes a breath, and speaks through clenched teeth. "Gareth... would be an asset in the battle. I thank you for making your personal guard available for the defense of Brindol. The Shining Axe Company should also help even the odds."

The aasimar cleric looks around, looking vaguely disappointed at something, but turns first to Bran. "A follower of Kurgess, I have heard. Strength and Courage to you." She glances past Gaius and Tal'ariel, then looks at Hamailii. "Pleasant dreams and open roads, wanderer. What have you to say of the Red Hand and your experiences?"

Hamailii is up!


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 had a really busy week, had some personal matters to attend to.

Bran smiles at the aasimar, "Thank you. I hope you have some of your own in the following days as well." He tries to read the tension of the room, noting the way that they all looked at each other, and how they waited on Hamailii with baited breath.

Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22

What can I say? What can I do to make this easier on them knowing that even we hardly know what the Hand is capable of? Kurgess give me strength of mind and strength of tongue to say the right things, this war may fall on it.


@Hamailii, please make your contribution and Diplomacy check when you can. That will influence future party checks.

Bran:
Tredora Goldenbrow's comments on your faith and Hamailii's were tinged not exactly with disapproval but more like "It'll have to do." She was probably hoping for an Iomedae follower among the party, naturally considering such to be the most capable leaders and warriors.

---

"Well," says Lord Jarmaath, "While you have been escorting the Company of Last Resort, we have spent the days outlining possible plans to defend Brindol. We do not expect a prolonged siege, but rather a forceful assault. We have debated on how best to meet the initial assault, and have narrowed our options down.
I think it best to meet the horde in the fields outside the city, with cavalry and infantry. Taking the fight to them will break their morale and, if successful, keep much damage from being done to the structure of the city. My Captain of the Guard, Lars Ulverth, respectfully disagrees."

The tall soldier does not really show Lord Jarmaath the deference that might be expected, instead addressing him as an old friend and companion with whom he is frustrated.

"Yes, respectfully, it is a bad plan, Kerden. The Red Hand outnumber us better than 3-to-1. To meet them on equal ground would be foolish. The walls are our greatest asset. And even should the walls be breached, the buildings of the city provide cover, chokepoints, and archery positions."

Lord Jarmaath does not seem to take offense at the lack of respect for his status, but takes issue with the content of his friend's remarks.
"They'd smash down the city, then! Lars, you know that in the past we faced greater odds than that head-on, and triumphed!"

"Kerden, your army - our army - is not the Knights of the Vale or the Six Blades or the Golden Drakes! They are brave and well trained, but they are not... not what we were in those days. Attacking stone walls and even wooden shops and homes would take them time - time our archers could put to good use."
The Knights of the Vale was the adventuring company that included Lord Jarmaath and Captain Lars Ulverth. The other names mentioned are also famous adventuring bands.

The other council members look on with concern.

"My lord Men," says Sellyria Starsinger, "My people are not familiar with the ways of fighting in stone walls, but neither do we charge in when outnumbered." She seems undecided about the best course of action.

"Kerden," says Tredora Goldenbrow kindly, "I hope you are right, but do you not have faith in your Captain? Or perhaps we should fall back to Dennovar?"

"I don't what you see in him," sneers Lady Verrasa Kaal, "It doesn't seem that Lord Jarmaath is acting much the part of a commander. I don't think I should risk my forces in the field with him and I don't even know about manning the walls now."

The party can advocate for one position or the other: meet the Red Hand in open battle in the field, or use the city walls and buildings as fortifications. You can try to persuade each one of the 3 undecided NPCs with a single Diplomacy check; at the moment these all get a +2 from the earlier checks. There are different DCs to persuade them to "commit to a field battle" or "commit to a defensive battle." The two who have firm positions do not need Diplomacy checks if you want them to keep the position they have. I will say no Aid Another on these Diplomacy checks (it would make it trivially easy, and the active +2 is pretty much that), but you can Take 10. Feel free to offer opinions without making a check either to RP or to influence other PCs. Otherwise the first person to make a check for a given NPC is the one that counts.
Falling back to Dennovar is not really an option.
I do not think you need to have the PC with the best modifier make all the checks... switch it up and take turns, and if things are getting dire I will let you know so you can all defer to Tal'ariel. Gaius is maybe out of his depth but everybody else can hit the DCs I think.

Lord Jarmaath: Favors open battle. No Diplomacy check attempted.
Captain Ulverth: Favors city defense. No Diplomacy check attempted.
Tredora Goldenbrow: Undecided. No Diplomacy check attempted.
Verrasa Kaal: Undecided. No Diplomacy check attempted.
Sellyria Starsinger: Undecided. No Diplomacy check attempted.


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 sees the uncertainty and doubt evident in everyone's expressions as the council sees the obvious divide between Brindol's lord and his Captain. She decides that the first and best way to resolve the issue was to persuade the Lord himself.

"My lords and ladies, it is worthy and noble to speak of the courage and deeds of the Knights of the Vale. That will be needed in raising the morale of our troops and keep them in fighting spirit. But while the enemy is still far away, our duty is to plan, and to do so with the facts at hand." She looks to one of the servants attending Lord Jarmaath. "Would you be so kind as to fetch a few chess sets for me?"

Tal'ariel was never the most fiery or charismatic speaker, but she was always eager to engage the facts. She pushes aside some space on the table and clears off food crumbs with a flick of magic, before pulling out a map of Brindol and its environs, which she unfurls. As the servant returns with the chess sets, she takes black and white pieces and start to array them on the map, in the field in front of Brindol. The mass of black pieces on the board seems much larger than the white pieces.

"As Captain Ulverth has said, the Red Hand outnumber us by a great deal, better than 3 to 1. Moreover, the main enemy force consists of worg riders, which I've depicted here with these horse pieces. They are essentially the Red Hand's cavalry, and thrive in the open field. Our forces, on the other hand, are mainly infantry and conscripted men on foot. It would be quite easy for the enemy to outflank our forces." Tal'ariel moves the black horses forcefully to each side, demonstrating how they could pincer the white forces. The elf hoped that actually seeing what a much more massive army looked like would knock some sense into the Lord.

"Move this battle to the walls of Brindol and things change." Tal'ariel moves the pieces back, placing the white pieces along the front walls in a line. "If the enemy is foolish, it will try to throw itself straight at our main gate. Their advantage in numbers will have no benefit, as they get in each others way to assault the wall."

Tal'ariel starts moving the black pieces around the city. "Even if they try to encircle the city, we are still better off within the walls than outside of them." Tal'ariel has the white pieces move out, so they too create a circle. "In the city, unlike the field, you do not need columns and columns of soldiers. Instead, a single strong line of defense can face off against the enemy's column and still hold." The black pieces seem to radiate out from the city, but a halo of white is left to guard it. "Indeed, I would trust a soldier to fight his hardest right here, along the wall, when the enemy stands in front of him, and his home stands right behind him." She looks to Lord Jarmaath to see if her display was having its intended effect.

Diplomacy: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"A pit or sharpened stakes behind the gate would be a very effective second defense." Gaius adds. "Even if riders breached the gates, the crush would kill many of them."

Anyone ever play Medieval Total War as the English and have to defend cities from the Mongols?


The Red Hand actually has a lot of infantry, but the skirmishers who attacked the convoy were mostly cavalry, along with some 40'-move giants, monks, and berserkers. They were an aggregation of fast-moving raiding parties assembled for that attack. The main body was too far away from Brindol, and moving too slowly, to be of use there.
In rough numbers, based on various information sources including Thom's scouting, the enemy has 3000+ infantry, over 100 ogres, about 20 hill giants, about 30 flying monsters, and about 50 of those black dragon-men (poor AC, tons of HP, ambushed you at the farm). They had about 200 worg-riders but lost nearly half in the caravan ambush. An unknown number of the infantry are actually spellcasters - probably not a large percentage, but they do have some clerics and a few draconic-bloodline sorcerers.
Drellin's Ferry has supplied about 120 troops, 90 being militia.
Brindol has slightly over 1,000 troops with Lady Kaal's 'house guard' included. Of that, 800 are militia.
Lady Cerila's band from Talar is small but well-trained, 24 including her.
The Shining Axes represent another 200, also well-trained.
I will guess that the other villages and outlying settlements supply 150 troops (Witchcross is not quite as big as Drellin's Ferry, while Terrelton and Nimon Gap are all quite small), mostly militia.
That puts your total at about 1,500. And the Red Hand at about 3,300. So while the Red Hand does outnumber Brindol's own forces better than 3-to-1, it is closer to 2-to-1 once you consider the reinforcements that Brindol has received.

Lord Jarmaath frowns as Tal'ariel arranges the pieces and makes them glow. Either her magic does not particularly impress him, or he is just in a bit of a mood.
"Enough with the parlor tricks. I see what you are getting at."

He looks at the map some more, and listens to her observations.

"I don't know, I still think..."

He contemplates the map some more and looks to Bran and Tal'ariel again.

"Okay. We will defend the walls."

Just barely made it to convince him - the +2 from the earlier Diplomacy checks pushed you over the top.

Lady Kaal still looks skeptical, giving Lord Jarmaath a scornful look. "Really? Do you honestly think this is going to work? With him in charge?" Need to work on her.

Lord Jarmaath bristles at the comment, while Captain Ulverth looks at the ground uncomfortably.

High Priestess Tredora Goldenbrow is still unpersuaded. "Her rude manner aside, Lady Kaal raises a fair point - not about Lord Jarmaath's abilities, but about our chances. Do you believe that this battle is winnable, given the forces the Red Hand has? Iomedae teaches valor, not pointless suicide." Her too. Well, really, just one of them.

Sellyria Starsinger is quiet and looks more relieved that the humans are coming to an agreement. She will automatically go along with the 'defend the walls' plan if you get one more to your side. That will be enough for the decision even if you fail with either Lady Kaal or Tredora Goldenbrow.


If it matters for your RP, Lord Kerden Jarmaath is widely liked and respected in Brindol. He is just and fair and more devoted to the city than previous lords have been. But, while he has extensive experience in small-scale battles from his adventuring days, that doesn't always translate into knowledge of mass combat tactics.
Lady Verrasa Kaal is jockeying with him for influence in Brindol. She heads the wealthiest family and, as Lord Jarmaath has implied, that wealth may not all be honestly acquired. Her house guards are fairly elite and it is likely that a few have a very particular set of skills. Lord Jarmaath does not want to alienate her.


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 is impressed with Tal'ariels' speech and even finds himself gripped by the sweeping gestures and flowery words. Seeing that the leaders are still in need of convincing, Bran thinks for a moment. He chooses his words as carefully as he can hoping to dissuade them from active combat outside the safety of the walls.

He turns to the High Priestess of Iomadae. "You're right, she does teach valour over suicide. I know something about valour and suicide myself, and I can say that I lived through it; all of it." He looks her in the eyes, his dead greys swirling out. "Sometimes you cannot just charge into your problems headfirst. I may not be the crusader that you want, but right now I and the others here are the ones you need." He proudly holds up the chain, still pristine from ritual cleaning, despite all the battles and skirmishes it has seen. "Even The Strongman would know when to back down, it is a lesson that took me too long to learn; a lesson that without the help of Desna and Hamailii here, the dwarves, and many others... Would mean I would not be here right now." His hands fall to his sides and he looks at everyone seated, "We only succeeded due to our united front, due to our united plan and due to united teamwork. We cannot let this plan falter, we must be united in what we do if we are to defeat the Hand; in strategy and in heart."

He counts on his fingers, "They have more troops than us, they have more training than us, they have more magic, more power, more force." He shuffles around through the bag for the invasion plans that feel like they stumbled across by accident years ago, "What they don't have is time. The hourglass's sands drop for them every day, this plan is very specific. If we can hold Brindol, maybe their entire plan might be for naught."

Diplomacy: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

"And if it comes down to it, I will crack every neck of that Dragon Goddess myself."


Sorry Tal'ariel, I misread your post earlier - read it quickly and thought 'radiate' and 'halo' were Prestidigitation effects. So she was not actually making the pieces glow. Moving on.

The High Priestess listens to Bran's words and seems to consider them seriously.

She looks at the map as he brings it out. "Yes, Teyani Sura gave us a copy from when you met her before... it does say that the hobgoblins expect heavy resistance here, and that was before we got all of the reinforcements... very well. I will pray on it, but I believe I can support the defense of the walls."

Sellyria Starsinger nods her assent quietly. "We will help defend the walls. With our archers."

Lady Verrasa Kaal looks over Bran as he makes his speech and holds up his chain. She seems to be considering something, and looks impressed. Of course, her expression changes when the High Priestess mentions prayer, and she rolls her eyes at the aasimar. But when the elven matriarch speaks up, Lady Kaal decides to get on the winning side.

"So, Tredora, we should wait for the gods to come down and tell you what to do? I think not. This Bran seems to have a good head on his shoulders and doesn't lack for confidence. I'll back his plan."

She glances at Captain Ulverth. "You're not too bad either, Lars. Just keep Kerden from doing anything too stupid."

First decision made! Next one is tactically a bit trickier.

Lord Kerden Jarmaath resumes speaking. "I hope they will not breach the walls. But Gaius, you note that they might, and suggest a pit or sharpened stakes. What else would you suggest should the enemy breach the walls?"

This part is open-ended, just brainstorming - no Diplomacy checks just yet. You might want to check the map of Brindol here. Note that the central part of the city is a hill.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

"All gates should be trapped. Bridges broken." Gaius says, examining the map intently. "Concentrate non-fighters in Cathedral or Keep. Mobile forces stationed near walls for reinforcements."

One of his swords becomes an improvised pointer to move the chess men. "Gates are obvious place to attack. Then they will try walls. River is difficult, they would cross then cross again - but might be tried. Is it deep enough to dissaude giants?"

He looks up at Lady Kaal. "You must destroy the bridges. Fortifying them is not enough. A thirty to forty foot break is needed. Else we have to devote forces to them and split our reserves."

For all his confidence the idea of defending a city like this, with so few trees and cover is somewhat alien to Gaius. "What do you think Bran. You defend - I shall attack." With that he moves around the table and begins to gather the black pieces.


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 like that you added prestidigitation effects, let's just pretend that happened.

"Before we talk about what happens if they breach the wall, let's think about what we can do on the wall. Perhaps tar or hot oil to spill on any who try to climb the walls. Alchemist's fire or flame arrows to attack catapults or battering rams. Also, putting spikes into the river might be of use, just under the water line so that they are dangerous but not easily seen."


"Excellent suggestions," says Captain Ulverth. "The river is deep enough here that even hill giants cannot walk through it. We will do what we can on your other suggestions."

"Gaius raises a good point," says Lord Jarmaath. "The non-fighters should be concentrated in the Cathedral. In particular, our healers. The Cathedral of Iomedae is a fortress in its own right, and now warded against dragonfire. We do not have many clerics, and they should be gathered together in a safe place. We can bring wounded there, making it our battlefield hospital. While, yes, clerics of Iomedae and the other gods can fight, they can do so much more and are so valuable."

As might be expected, Lady Verrasa Kaal objects. "You want to protect Tredora. But you forget that she is a formidable warrior in her own right. I would rather the clerics were spread out about the town at key points so their healing skills and magic are more accessible."

Tredora Goldenbrow looks between the two. "It is true that I wish to protect the clerics. My own, the followers of Iomedae. Many of whom are just novices in the faith and, I must confess, are no more skilled at arms than our militia. But also those of the other faiths who look to me for support - those of Shelyn, Erastil, and Abadar. I would open the Cathedral's doors to them as well. But I do not wish to leave the soldiers abandoned to their fate - from the southern wall to the Cathedral is no easy journey to carry a wounded man. I would place them where they can do the most good."

Captain Ulverth sides with Lady Kaal, and references Tredora's comment. "As the High Priestess points out, many of our soldiers will not reach the Cathedral in time to be saved. Kerden, we need healers near every position."

Lord Jarmaath holds his ground. "Then those soldiers may die, Lars! It happens in battles. I am sorry, but the clerics would be the highest priority targets if they were all spread out. Targeting the healers! It's how Talsana --" He catches himself and looks ashamed.

The room gets so quiet you could hear a pin drop.

Captain Ulverth's face grows red with rage and sorrow. His hand grips his sword hilt tightly.

Lord Jarmaath speaks quietly. "I am sorry, Lars. It was not my intent to... I mean... I miss her too."

Captain Ulverth nods, and after a few breaths he manages to speak, his voice catching. "I... I understand the risk, Kerden. More clerics would die if they were spread out. But... I think they could save more lives of the soldiers."

Sellyria Starsinger remains quiet.

This is perhaps not as clear-cut as the other tactical decision. As before, you can try a Diplomacy check to change any of their minds. 1 check per NPC, with a +2 bonus, and you can Take 10.
Lord Jarmaath: Clerics in the Cathedral. No check attempted.
Captain Ulverth: Clerics around the city. No check attempted.
Lady Kaal: Clerics around the city. No check attempted.
Tredora Goldenbrow: Undecided. No check attempted.
Sellyria Starsinger: Undecided. No check attempted.


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 breathes a sign of relief. They managed to get them to not leave the safety of the walls. He never considered how exhausting strategy could be, he had always been one for small scale tactics but adapting them to a long term plan was daunting.

The warrior considers the debate, the old wound that had opened up and looks towards his allies, they seem to have similar views, he could feel it. "I believe we should have our clerics on the field as well. If people get cut off, if anything should happen that makes access to the main keep impossible we are leaving good folks to die and suffer." He shakes his head with a wistful look on his face, "Besides, if the clerics can provide support in the field we never have to give up ground until we absolutely have to." Looking at the Lord Jarmaath he continues, "Have you ever been fixed from the light of one of them? I can assure you it is a feeling like no other and it will do wonders for morale of those who witness it. Seeing your friends fall and get carted away is horrible for morale; we cannot afford to break." He hears Tredora and nods in agreement, "I feel you understand what I mean."

He turns out a window, "People will die. I have made peace with it, but those who are in service to their gods, Iomedae, Erastil, Sheyln... Their tenants preach honour, family and protection." Feeling the back of his neck where the scars used to be, he turns back around, "Lord Jarmaath, do you truly believe they will stand idly by as soldiers die?"

Diplomacy: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

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