Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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"NO, Bran, I had believed we could bring the wounded to them. Using the Cathedral as a field hospital. I would not have had them 'stand idly by' as you say."
Lord Jarmaath looks irritated.
"But fine. We'll do as Captain Ulverth and Lady Kaal say."

Tredora Goldenbrow looks around.
"Three in favor, then, and none opposed. I suppose I should bow to the Council's wisdom and side with the plan to spread the clerics around the city. I will let the other clergy do as they see fit, but my clerics of Iomedae will be in the field. And I among them. May the Inheritor protect us."

"One last matter," says Lord Jarmaath. "Immerstal the Red has been researching a ritual spell, with some (expensive) advice from Aragathos of Dennovar. The ritual will allow a Telepathic Bond between four people. One must be Immerstal. You are among the strongest allies we have, so one link should go to one of you. I will have the third link. I would suggest that the fourth link go to Tredora Goldenbrow. Should the clerics be targeted and we need to bring them back to the cathedral, it would be good to have that option."

"No," replies Lady Kaal. "As Lord of the City you should be able to communicate, but stick close to your beloved if you want to talk to her. She's not going to be by many other clerics anyway, they will be spread out. I should have the fourth link, as I have considerable forces of my own that can be of use. Unless you'd rather I just do as I see fit."

"My Lord," says Captain Ulverth, "Although you will direct the overall defense of the city, I know our troops better. I should have the fourth link. And I will send runners to Lady Kaal with messages if needed."

Sellyria Starsinger looks around but is clearly uncomfortable speaking in this situation.

You all can pick a character to receive the fourth link and have one of you make a Diplomacy check. It could be Tredora Goldenbrow, Lady Kaal, Captain Ulverth, Sellyria Starsinger, a second PC, or somebody else entirely.


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 considers her options and confers quietly with her companions. As a consensus grows around an idea, she makes her case.

"My lord, I think in this instance that Sellyria Starsinger should be given the fourth link. She and our elven allies will be fighting from the skies, and will therefore have the best view of the battlefield. She can warn us of enemy maneuvers that we might not otherwise see. And she is also capable of sending fliers with messages--which may be faster than sending runners." She looks toward Sellyria, knowing that the elf was reluctant but hoping she would concur.

Diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19

Aid another might be called for to get us over 20.


Do you just not like Take 10?

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 on---

Hamailii steps forward as the others did, to talk of her accomplishments.
My name is Hamailii Starsinger of the Starsinger tribe. While i was traveling afar to fathom the ways of Desna the divine song called me home, guided by creams of impending doom and her melody i was back just in time to meet these, my brave fellow new companions.
Together we ventured out to slay a dragon and many other beasts, thwarting the efforts of the Red Hand whereever we could.
We saw a ghost druid and negotiated our way with him. With Desnas help i was able to support with my magic and heal the wounded, but also stike down the blackhearted.
On our travels i also found the legacy of my people and learned the way of the bow. In our last battle i was able to take out a giant only with my bow!
Betweem this bow -
she presents her bow Desnas magic wielded through me and the loyal companionship we built, we have a stronghold against the Red Hand!

WHile talking, Hamailii shines in a holy light and you think you can hear a distant sweet melody.
Diplomacy: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

Using blessing of the faithfull on myself für +2

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

Allow me, i also concurr that Lady Stellaria should receive the fourth link. Not only will this provide invaluable scouting from the sky, but in case they attack from the sky or have a dragon, efforts against that could be coordinated a lot better as well!

And good decision on the clerics. From my own experience i can tell we can do so much more than just stand by and heal the wounded. Lots of soldiers might not even get wounded if everything goes well.

Diplomacy aid another: 1d20 + 12 ⇒ (6) + 12 = 18


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

Haha, there's truth to that, I have an aversion to Take 10 for knowledge and diplomacy. Good thing Hamailii is here to make things right!


The extra +1 from Hamailii making her earlier check is enough to hit the DC without me having to judge if Aid Another should apply here.

The humans and aasimar look to the elf matriarch. Lord Jarmaath speaks. "Very well. We are glad to have the aid of the Tiri Kitor. The Speaker will have the fourth link."

He looks to Tredora Goldenbrow, then to all of you. "I hope you know what you are doing. Our High Priestess will not be in the protection of the Cathedral, and she will not be in easy communication with us. I have tried to put my personal feelings aside for the good of Brindol and our odds of victory. I cannot help but feel uneasy."

Tredora Goldenbrow looks to Lord Jarmaath. "It will be as the gods will it to be. Not that I will ignore tactics and strategy, but we cannot expect complete safety while our people face all the risks."

Lord Jarmaath dismisses you. "Thank you for your advice. You may go. We may send for you again as the Red Hand draws closer."

There is some time before the next event, so I will figure out some things for you to do. Mostly just preparing in town.


Over the next few days, you get to work strengthening Brindol's defenses. Repairing wall sections, digging trenches, drilling with the archers, and so on.

The druid Thom Oaktall provides regular reports on the Red Hand's progress. You have about a week. Thom confirms that he and Adranna the Younger, in Wildshape as birds, used Call Lightning to force the Red Hand to commit to the attack on the caravan well before nightfall. "Oh yes, they thought the caravan was honey for the taking. Didn't see all the bees around, did they?"

Morlin Coalhewer finds Bran. "Brother Derny was happy to help. Here is a fine bow, blessed by Erastil. He says it is beyond what he would normally be able to do, but he prayed on it and was granted a boon. I don't know all about it, but he says it will make the most of those dragon-bane arrows."

Bran's new bow is a +1 Adaptive Conserving Composite Longbow This means if he misses with a ranged attack, the arrow is teleported back into his quiver - very useful for special arrows against a high-AC target.


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 to Tredora Goldenbrow and nods, "We don't know what the result will be, we only know that if we don't act the result will be dire." He gives the others a bow and marches out.

---

Bran looks to the bow and blinks at it, he can feel some enchantment on it, but whether or not it was his imagination was a different story. "Bless you for doing this. I pray I won't have to use it and that my weapons strike true but... Life is never that easy." He takes the bow in his hand and almost feels the composite arm of it bending, almost like the living wood he had seen the druids wield.

"If you need anything at all, don't hesitate to ask. I will be at service."


Sertieren and Zelligar offer to 'make some improvements' to Tal'ariel's cloak.

After four days, the halfling wizard and cleric bring it back. Zelligar tells Tal'ariel, "We have managed to strengthen the protection it provides. And a little something extra, to take advantage of your other skills. Just whip the cloak around you when you are casting a spell, like so..."

Tal'ariel's cloak is now a Cloak of Resistance +2, with the ability to once per day apply the Silent Spell metamagic feat to any spell she casts - like a Metamagic Rod but only 1/day.

Seemed useful for a rogue. You might or might not get the chance for a stealth-spell, and you might or might not be caught in a Silence effect, but it's a capability that could come in useful.


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 swishes her new cloak around admiringly. "Fascinating, that will be an astonishing advantage while I'm sneaking around the enemy. They won't know what hit them!"

I love it! That's really useful! Thanks!


After about a week of further preparation, the Red Hand reaches Brindol.

The army stops a few miles west of town. The hobgoblins camp on several large farms, and raze orchards that have stood for centuries. Traps set by the druids claim some, but there is too much ground to ward every square foot.

Small groups of the diminished worg-rider contingent scout the land between the camp and Brindol, trying to pick off spies and scouts, without much luck. They shoot at every bird, thinking it could be a wildshaped druid.

A mighty red dragon makes his presence known. He circles above the camp, then flies high above the city - well out of bow-shot or spell range. His roars echo, and he flies back to the camp.

The next afternoon, groups of the hobgoblin army begin marching closer. They remain out of bow-shot from the walls, but their shouts cover the distance. The Lion Guard holds firm; the militia's resolve seems in doubt, but Captain Ulverth rallies the men. "We are the people of Brindol! This is OUR city, and these goblins will not take it from us! Stories of our stand here will last a thousand years - WE HELD THE WALLS!"

Lord Jarmaath and the Defense Council expect that the Red Hand will attack at night. It appears that there will be a clear sky and a full moon - better than nothing.

Any last-minute preparations? Spells prepped?


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

Don't have much in the way of spells prepared, but...

Bran stands knowing that everything had led to this. Coming from the pits, the man became a warrior, eventually turned into a self-made martyr and to now some sort of hero. To him, each point of his life was a link in the chain he had in his hands. Offering prayers to both Desna and Kurgess, Bran looked out into the field and at all of those who stood against them.

Did we make the right choices? Did we do everything we could? Ther was no time for doubt and he went to find Hamailii.

"That trick you did with the light on the arrows... How much of it can you do exactly? I feel like they are waiting for nightfall. If we were able to light up the ground with arrows it might give us a little edge."

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 don't have access to my usual means while still traveling, so i can't really check spell selection right now. Taking suggestions, but i think good hope will stay and resist energy fire! Also i didn't manage to update the feat selection away from desperate battler.

I can only do one arrow at a time sadly Bran. Once i do a new one, the one from before goes dark. That i can do as often as i want though. It is a pretty common and easy spell, so i guess most people able to cast can do it. Maybe we could instruct casters and archers to work together on that? I did pray to Desna for a mighter spell of light, so i can turn the night into day, if only for a short time.

Hamailii looks deep into Brans eyes.
Don't worry my rebirthed son, Desna will shine her light on us and we will do what we can. When the gods and fate will it, we will stand and succeed. Untill then i will fell as many of those beasts as i can.
She looks strangely distant and stoic, but decided.

It just came to me, we could have prepared some tar pits or something in the vicinity to roast some hobgoblins while storming. Too late for that probably.


There are pit traps by the gates, and some barrels of pitch. But not enough to cover the entire circumference of the walls with a flaming moat.

All of the clerics have Light prepared, and can illuminate arrows or even just rocks thrown some distance from the walls. It does not provide a great radius of light, but it is something.

The sun sets. The red dragon ceases his passes over the city. Dusk is unnervingly quiet. Night falls.

About two hours after sunset, a massive horn blast echoes across Brindol, as the Red Hand begins to march.

The Battle of Brindol has begun.

With your low-light vision, you can see clearly in the night. At first there is a shadow and a dust cloud on the horizon.

Then, as the army draws closer, you can pick out shapes - the worg-riders, giants, and flying beasts, as well as the huge mass of infantry.

The army stops about 1,000 feet from the city walls, out of bowshot.

Within a few minutes, there are shouts of alarm as boulders begin to rain down on the city walls. The rocks slam into the walls over and over, and chips of stone begin to fly.

Hamailii (is she the one who got the bond?) receives a telepathic message from Lord Jarmaath.
GIANTS! One group is bombarding the western wall, and one the southern. I am organizing a sortie to the west, and I need you to deal with the giants to the south!

The guards on the southern wall are trying to dodge the boulders coming their way, but in the dim light cannot see the giants to retaliate - but you see them clearly, about 500' away. The guards' crossbows would be quite inaccurate at this range anyway, but you would have better chances.

Engage them at range from the city walls?
Advance over the ground to them?
Fly the owls to them?
Do something else?


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

Oh this is so intense! I'm already so excited! I think we chose Hamailii for the bond as she's the most clear headed among us all, and usually is in the middle of everyone.

Bran sees the situation unfold and he hates himself for not considering that they might have siege weapons. Though he thinks it might be fate that he was to die and come back, his eyes are able to see the shapes in the darkness and starts to formulate a plan.

P: Soldier: 1d20 + 6 ⇒ (8) + 6 = 14 Are the giants the only ones capable of using the siege weapons?

He considers the owls but knows that the dragon has massive strength in the sky and they will need them to deal with it eventually.

If the giants are the only ones with the ability to fire the weapons we might be able to take them out from here. If we can light an arrow up the ones on the walls will be able to pepper them down.


The giants are the siege engines, just throwing boulders. The archers on the walls would have a significant range penalty and hill giant AC is fairly tough for low-level NPCs even without 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 peers into the distance, trying to gauge how well protected the hill giants are. She wants to understand if there was an opening to attack, or if they would be overwhelmed if they tried.
Perception: 1d20 + 14 ⇒ (16) + 14 = 30

"I'm not sure how many of them are out there, but I think we should consider a quick attack with our elven allies on owlback. Take out as many as we can, fall back if the enemy sends dragons or other fliers at us. We'll slow down or stop their giants, and maybe lure the enemy air force within range of our archers."


Tal'ariel can tell there are four hill giants on a low hill, fairly spread out (about 20' apart).

It is possible there could be more enemies on the far side of the hill, but you can't see them from here.

They don't seem to have any air cover.


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

Ah! Misunderstood.

"As long as they don't pull us out too far, we need to put an end to this siege quick or else our defensive plan will be meaningless!"

Bran nods to Tal'ariel.


Sounds like that's the plan. With all 4 of your available Tiri Kitor hunters, as Tal'ariel suggests? (She may have been hoping for more, but the AP does give you four to use.)


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:

This definitely seems like an 'overwhelming force' kinda time so yeah, bring all the elves.


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

Sure, let's bring them. But we should be in front to draw fire once they start chucking boulders at us.

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

It seems like a wise idea to fly out and shoot them down, but I think this is a trap. We don't know what is behind the hills, perhaps they have archers waiting there. I would say we ride or run out and strike, best with archers.


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 agree. We must move and fast, I say we go with them and support on horseback, we don't risk the owls just yet. I cannot let them fly into a suicide mission without our support."

He realizes how key this moment is, the first strike changes the whole battle.


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 am no good with horses." Gaius responds. "But with a potion I can do what needs doing."

Expeditious Retreat would make him fast enough probably.


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 we want to hold the owls back, then I think we are better off holding the owl-riders back also. What if we just ride on our own to engage the giants? Or run as desired, with magical enhancements."


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

He considers riding in alone, "I've learned there is a difference between foolishness and valour. Let us fight from the air with the owls and the elves, but focus our protective magic on them. I think that compromise and the additional air support will be enough to harry the giants away."

He feels a thud and the panic building, "What do you all say?"


Boulders continue to smash against the wall.
You hear shouts from the guards.
"Get them! Fire!"
"Can't see!"
"That shadow there!"
"Got it! Did I hit?"
"Can't tell, I think --"
"INCOMING!"

How many rounds do you wish to spend casting protective spells?

Do you wish to fly with single, double, or triple moves? Affects your ranged accuracy. The owls fly at 60'; it is very unclear if creatures can Run while flying so I'll split the difference and say triple move.


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

Fly out with the Tiri Kitor and light the place up with magic and torches while we engage the giants. That's my vote. We can cast as we approach.


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

"Sounds good, Bran. Let's get ready."

Tal'ariel has previously cast Mage Armor on Flame and all Owls, assuming it helps the Owls. (She has 37 charges, so it should be doable.)

She casts Shield on herself with her wand right before setting off into battle. If the party wants it, she will cast Haste as they travel to combat.


The Giant Owls are normally AC 18, so 22 with Mage Armor.
Tal'ariel wards the party's five owls, and the four owls of the accompanying hunters. 9 charges off the wand.
Note that running would deny the Giant Owls their Dex bonus, so I would say double moves are best. But you can risk it (and I'll correct my post below) if you wish.

Most of your rounds of preparation will matter for damage done to the wall - the clock started ticking when you got the telepathic signal, so Tal'ariel casting Shield would add another round. However, the Mage Armor on the owls lasts long enough that it could have been done before the bombardment began.

Trellara begins shouting an ancient elven war-chant as the party approaches - not a chant the Tiri Kitor commonly use, subtle hunters that they are, but a chant from their ancestors in mighty elven armies. It rises and crashes like ocean waves. Riding out of the city and its meager auras of light, you do not have a real chance of stealth on owl-back. But the giants do not attack you yet, focusing on the walls.

The hunters wait to get closer before loosing arrows, so as to not draw enemy fire too soon.

Theater of the mind for this unless we really need a map later.

Round 1 - Party starts 480' from the giants.
Tal'ariel - casts Shield and owl double moves (120') I think she auto-passes a DC 11 Concentration
Trellara - begins INSPIRE COURAGE +2! and double moves (120')
4 Hunters - total defense and double move (120')
Gaius
Bran
Hamailii

Giants

You take a -4 to ranged attacks if your mount makes a double move, and it happens at the midpoint of the move (so 420' from the giants). Spellcasting requires a Concentration check of DC 10+spell level and it also happens at the midpoint of the move.


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

Take 2

"Lets not risk rushing in, I'm sure our owls are best to maneuver instead of flying at maximum speed." Double moves

Bran thinks of some trick riding strategies, hoping to become one with the owl, at least for the moment.

Mounted Combat with Martial Flexibility.

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

You have my agreement, rebirthed son.

Hamailii smiles at Bran, who seem to start showing signs of wisdom now. Perhaps a trait of his rebirth?

She casts moment of greatness while everyone is still in range and then double moves with her owl towards the giants as well, following the others.


Gaius moves forward and uses Total Defense.

The giants see you, but continue throwing rocks at the wall. The boulders streak past you and slam into the wall with a resounding crash. It isn't on the verge of collapsing, but some damage is showing.

Trellara switches up her song.
I see storms on the horizon
I see the tempest at the gates
I see storms on the horizon
And a citadel alone
Clinging brave defying fate
And I will stand here at the gates to face the onslaught fighting
Without surrender or defeat

She readies to loose an arrow if another ally does. The hunters do likewise.

Round 2 - Party starts 360' from the giants
Trellara - maintains INSPIRE COURAGE +2, readies, and double moves (120')
4 Hunters - ready and double move (120')
Tal'ariel
Gaius
Bran
Hamailii

Giants

You take a -4 to ranged attacks if your mount makes a double move, and it happens at the midpoint of the move (so 300' from the giants). Spellcasting requires a Concentration check of DC 10+spell level and it also happens at the midpoint of the move.


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:

Sorry, life has been manic.

Gaius simply closes with the giants as fast as he can, forgoing defense in the hope that his small size will mean he simply doesn't look like a threat!

In the bag he wears Flame stirs, sensing the rising song in Gaius' blood.


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 just waits for now, maintaining a defensive position.


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

Following the other mounted archers, Bran readies an arrow and double moves with them as well.

"In tandem!"


Hamailii also double moves and readies an arrow. Hamailii, you can change that if you want, that is my botting of your action.

The giants once again attack the wall with four more boulders. Trellara and the hunters do the same as before. They are clearly waiting for one of you to take the lead.

Round 3 - Party starts 240' from the giants
Trellara - maintains INSPIRE COURAGE +2, readies, and double moves (120')
4 Hunters - ready and double move (120')
Tal'ariel
Gaius
Bran
Hamailii

Giants

You take a -4 to ranged attacks if your mount makes a double move, and it happens at the midpoint of the move (so 180' from the giants). Spellcasting requires a Concentration check of DC 10+spell level and it also happens at the midpoint of the move.


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 considers the movement and the gambit and turns back to the wall shortly, "Lets fire! Focus on one at a time!"

He moves the owl as best he can and takes a shot outside of his range, hoping the new bow works well.

Ranged Attack (2nd Increment): 1d20 + 11 - 4 - 2 + 2 ⇒ (6) + 11 - 4 - 2 + 2 = 13 Inspire

Damage: 1d8 + 5 + 2 ⇒ (6) + 5 + 2 = 13

"Don't let them fire anything else at those walls!"


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 and Frost continue towards the nearest giant. He clearly intends to get into close combat as soon as he possibly 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

Tal'ariel continues to wait, maintaining a defensive position.

Next turn, can I make a singe move action on the mount and cast a spell without requiring a concentration check?


Sure thing, Tal'ariel. But your Concentration is probably good enough to make the check even with a double move, as the DC is only 10+spell level and your bonus is... +10?

Trellara and the hunters follow suit with Bran.
Trellara, IC, Range, Double Move: 1d20 + 7 + 2 - 2 - 4 ⇒ (8) + 7 + 2 - 2 - 4 = 11

Hunter, IC, Range, Mounted Archery: 1d20 + 6 + 2 - 2 - 2 ⇒ (20) + 6 + 2 - 2 - 2 = 24
Confirm: 1d20 + 6 + 2 - 2 - 2 ⇒ (8) + 6 + 2 - 2 - 2 = 12
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Hunter, IC, Range, Mounted Archery: 1d20 + 6 + 2 - 2 - 2 ⇒ (20) + 6 + 2 - 2 - 2 = 24
Confirm: 1d20 + 6 + 2 - 2 - 2 ⇒ (20) + 6 + 2 - 2 - 2 = 24
Damage: 3d8 + 9 ⇒ (1, 6, 3) + 9 = 19

Hunter, IC, Range, Mounted Archery: 1d20 + 6 + 2 - 2 - 2 ⇒ (20) + 6 + 2 - 2 - 2 = 24
Confirm: 1d20 + 6 + 2 - 2 - 2 ⇒ (19) + 6 + 2 - 2 - 2 = 23
Damage: 3d8 + 9 ⇒ (6, 8, 2) + 9 = 25

Hunter, IC, Range, Mounted Archery: 1d20 + 6 + 2 - 2 - 2 ⇒ (6) + 6 + 2 - 2 - 2 = 10

The Tiri Kitor hunters land 3 out of 4 shots on one of the hill giants, with 2 arrows sinking deep into the giant's neck.

Hamailii-bot also looses a pair of arrows, one finding its mark.
Hamailii: 1d20 + 8 + 2 - 2 - 4 ⇒ (11) + 8 + 2 - 2 - 4 = 15
Hamailii: 1d20 + 8 + 2 - 2 - 4 ⇒ (20) + 8 + 2 - 2 - 4 = 24
Confirm: 1d20 + 8 + 2 - 2 - 4 ⇒ (8) + 8 + 2 - 2 - 4 = 12
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
64 damage to the giant. Don't know if I've ever seen a sequence of rolls like that.

Badly wounded, the giant roars and throws a boulder at one of the Tiri Kitor hunters.
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
The boulder hits the hunter hard, but he stays in the saddle.

The other giants continue bombarding the walls.

You are now much closer to the giants, only 120' away. What's the plan?
The giants are spread out, with about 20' between each.

Round 4 - Party starts 120' from the giants - INSPIRE COURAGE +2 is lingering 2 rounds
Tal'ariel
Gaius
Bran
Hamailii

Trellara
4 Hunters (1 at -13)
Giants (1 at -64)


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

Those rolls. Wow.

Bran gets the owl to move in just enough that he can try to fire an accurate series of shots.

Longbow: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Damage: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Iterative: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9

I cannot hit anything on owlback it seems.

"Focus it down, pull back if you feel you have to!"

He tries to move in to draw fire from the giants, hoping he can maneuver the owl well enough; and hoping its talons can rake the giant and finish it off soon.


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

That is one determined set of elves!

Soaring into battle, Tal'ariel can't help but feel exhilarated as the elves launch a devastating volley!

Concentration DC12: 1d20 + 9 ⇒ (6) + 9 = 15
Moving the owl into range, Tal'ariel tries to blind two of the giants with a burst of glitter to slow their assault on the wall!
Hoping that's possible, the radius of Glitterdust is 20 feet.

Meanwhile, Blackthorn tries to charge a hopefully blinded giant!
Charge, Inspire Courage: 1d20 + 9 + 2 + 2 ⇒ (15) + 9 + 2 + 2 = 28; Damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8


Tal'ariel, the diameter of Glitterdust is 20 feet, the radius is only 10. So you can get one giant. Still want to do that?


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:

Frost swoops onwards, low to the ground as Gaius and Flame leap off and prepare to charge!

Frost can get them within 40 feet I assume, then Gaius will dismount and Flame can hop off and grow to battle form. :D


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

Whoops, I mistyped, I did mean 20 feet diameter. Different plan.

Blackthorn moves with Frost, as Tal'ariel starts casting a spell to enlarge the valiant Gaius! Takes 1 round to cast.


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

Actually, screw it, different plan.

As the party enters into close quarters, Tal'ariel uses the familiar tactic of speeding up everyone's movements. Haste!


Bran takes two shots but misses. Single move, so he's 60' from the giants.

Tal'ariel casts Haste. That can catch the 4 PCs and Trellara, but not the owls.

Do you still want Blackthorn to charge?

Gaius can try a fast dismount (Ride DC 20) and then still be able to charge. Worst that happens is that it takes him a move action to dismount. His Ride is +5, and Trellara can try Gallant Inspiration if he doesn't fail by much.

Hamailii?

The four Tiri Kitor hunters will probably single move and focus fire on the giant, following Bran's lead. Will wait for your actions to be resolved first.

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