| Illydth-DM |
Apologies for the Cop-Out on this post but I wanted to give you guys a short time to look over the new map in case something else comes to mind. Check out the link above for another map link that gives you the map of the keep and surrounding lands.
The Queen's keep sits in a gourge/valley, about 200 yards across. The slopes to the valley floor are lined with deep woods, very much like everything else in the area. An obviously upkept path winds it's way through the forested area to the keep (in the center of the map). The keep has it's lands COMPLETELY cleared from the walls out a short distance (about 10 yards beyond the wall itself) and it's been cleared of any/all cover for another 20+ yards beyond that.
The sand color tiles show where the path through the forest is (Cleared of debris, as close to a "road" as you'll get in these parts), as well as where the completely cleared land is. The plain green tiles show the grasslands that have been cleared of trees and cover for the remaining distances up to the castle's walls. The trees that approach the cleared area are thick and deep, very little of the area beyond about 100' in any direction from the castle walls, has been touched by the keeps inhabitents. Note also that when I say "no cover" for the grasslands, note that we're not talking about a well manacured lawn here. The grass is likely to be knee or more height and is less "grass" and more "weeds".
The deep brown tiles show the mountain/hill walls of the valley/canyon/gorge that the keep sits in, the walls go up about 70' or so above the top of the trees to a trail leading back down into the wooded area below and the rest of the forest. These walls are "sheer" and it would take climbing skills to properly scale it (you could come DOWN it if needed without too much special skill, though you would be visible against the mountain face above the tree line).
While the forest is deep, it is navigable, so the party can concevably get to any tile in the valley portion of the map without being spotted, so long as it is not one of the plain green or brown tiles within sight of the castle. The road approaching the castle is visible from the castle gates/walls around about tile 3215. I'll let you guys choose about where the party will gather for it's charge to the gate. Once you choose a location to start from, I'll tell you what you see visible as far as defenders.
| Father Armand |
Armand Continues after the 5 of you have had a chance to peer out into the surrounding lands.
"The main challenge we'll face in assaulting the gates are the archers on the walls. We will need to move the resulting distance between here and the gates and will be in range the entire time. I have no good plan on how we do this, but Thantos' idea of some kind of obscurity/cover would not go awry."
Armand smiles at Thantos' self deprecating humor and continues.
"If you can, pay attention to what kinds of protection they have on the gate itself. It won't do to get up there when we try this for real and find that they've managed to bar the gate to our entrance."
Armand takes a deep breath and finishes his speech.
"Good luck to all of us, may Saenrae watch over our cause."
| Illydth-DM |
Sorry if this didn't come across in the large post earlier:
While the forest is deep, it is navigable, so the party can concevably get to any tile in the valley portion of the map without being spotted, so long as it is not one of the plain green or brown tiles within sight of the castle. The road approaching the castle is visible from the castle gates/walls around about tile 3215. I'll let you guys choose about where the party will gather for it's charge to the gate. Once you choose a location to start from, I'll tell you what you see visible as far as defenders.
In other words, someone needs to give me a position you want to start your assault on the castle from and I'll let you know what defense is visible and we'll start the scenario.
| Dirk Deathtalon |
Dirk bends to grab a twig from the forest floor then scraps his foot over the surface of the ground to smooth an area to draw a crude map of the keep and the surrounding area.
"Here's where the road enters the keep. We can stage our attack from the treeline just north of the road... here."
Using his stick as a pointer, Dirk marks a spot on the map.
Map Location: 3115
"If we attack at first light, we may be able to use the natural mist of this valley to obscure our approach. If not, we can do as Thantos suggests and create artificial mist."
Dirk looks over at Thantos, then back to the map.
"We know we'll be using a 'Hit and Fade' approach, but we'll have to see what defenses they have at the gate before we can make our final plans."
| Illydth-DM |
Agreeing to an attack location, the six of you take an extra day to check the surroundings and circumstances of your attack at the time you plan to make your move.
First light dawns over the black hills on a cool and foggy Thursday morning. The chill night air and the humid conditions of the woods blending to create at least a partially murky condition. (We're calling this "dim" light giving a 20% concealment) However, the Goblins on the walls look alert, and with their darkvision, it's unlikely they'll completely miss your approach. Remembering the suggestions of the orc leader, you wait to see what the change of the watch will bring.
Around seven in the morning the sun still hasn't chased away the shadows lingering over the hills, but the morning mist is starting to burn away leaving still a little obscurity on your route up to the castle walls, but no where near enough cover not to be spotted. You watch as several men and gnolls march up onto the walls and move to replace the goblin sentries, much grumbling and shouting commense as goblins push past their human and gnoll counterparts in a rush to get back to their beds before the light of day breaks. The scene (espically to you military types) looks to be one of chaos and disorder, no where near the clean military like precision of a normal changing of the guards, even in the most backwater of guard posts. While you suspect an attack during the change of the guards would likely bring only double the archers on the walls to shoot at you, there may be something to the chaos and disorder you can exploit.
At the gates, 4 goblins stand up and move out from a small alcove where a fire still burns as four humans (two per gate tower) come out from doors in the sides of the towers on the ground floor and releave the goblins. Commotion in the second floor "window" (More an arrow slit than a real window) identifies at least some movement at the ramparts level of the guard towers and at the top, two more humans replace the two goblin archers on top of the towers, who simply disappear, obviously down some kind of trap door. You do not see anyone exit the towers.
Within 5 minutes of the guard shift, all of the goblins have disappeared, the guards on the walls have assumed their lookout positions and are walking their sections of the castle walls.
The guards on the ground move back into the alcove of the left castle wall around the small fire they are keeping there and begin chatting among themselves, obviously letting the guards on the walls perform the lookout duties.
| Illydth-DM |
Your choice then is whether you attack before 7 or after. The chances are slightly different.
Pre-7 O'Clock:
You get a 20% concealment bonus due to the mist (from ranged attackers, once opponents are within '20 of you this bonus goes away) and an additional 30% concealment due to the low light conditions, (but only up to 60' from the castle (2 tiles), beyond 60' the goblins have darkvision so light becomes irrelivant). So from 100' to 60' you are at a 50% concealment, from 60' (2 tiles) to 20' (half a tile) you are at 20% concealment, and from 20' to the castle wall you have no additional concealment bonus.
If you are attacked during these conditions (consider your retreat and any fight you might want to make in the woods) you will be under these same penalties...if you are fighting Goblins (which prior to 7:00 am you will likely be, at least initially) they will be 50% concealed from you (30% within 20') while you will only be 20% concealed from them (none within 20').
Post 7-O'Clock (but before 9:00 am):
You get 10% concealment bonus due to the mist and 20% bonus due to low light conditions for a 30% concealment from 100' to 20' from the castle wall, and 20% concealment from low light from 20' to the wall. (The Humans don't have darkvision).
Again, any combat you make will put your opponents at the same 30% / 20% concealement before/after 20'.
Note: Once you reach the gatehouse, due to the light of torches and the fire, any combat at the gate house will be under normal light conditions and will not impose penalties.
Note 2: The above all assumes you will NOT be going in with light sources (i.e. No lit torches, no light spells or dancing lights up, etc.) Any light source will do away with the ENTIRE concealment bonus (not just that part due to low light conditions). The mist/fog is NOT thick enough to obscure a source of light moving through it.
Note 3: Please do not rules lawyer me on "what if we attack at 7:32...", "what if we attack at 8:19..." to try to min/max the concealment bonuses. I'm no math professor and i'm not about to create a mathamatical concealment/light function for use in this combat. While it's not exactly realistic, the bonuses above are the "averages" of what you'd get attacking between 5 - 7 AM and 7 - 9 AM. If you want to attack outside of this timeframe (completely dark or completely light) let me know and we'll re-work the information above.
Final note of consideration: This combat is going to be a bit different from others you've partaken in. Because of the various concealing sources and the rather easy ability to invalidate those concealment sources, each round may or may not have it's own modifiers to hit based upon what concealment is up at the time. For instance, casting a fireball or burining hands is going to ignite something, causing a light source which will invalidate concealment for anyone within the radius of the spell. If you want/do not want concealment, make sure the actions for the round include a counter for the effect you do not want. Example: Selena decides to cast a burning hands spell at an attacking human. This will ignite some of the plant life around her and will cause her concealment bonus to be invalidated for a couple rounds. If she wants to be concealed, she'll need to move around 20' from where her burning hands spell was cast to re-gain her concealment bonus.
Rules Implementation: For the entirety of this combat, please roll a d% roll along with your attack / to hit roll, even where you do not feel it's necessary. This is a standard 1d100 (Please don't roll D10 + D10) roll. BELOW the concealment percentage will indicate a miss. I will list concealment percentages next to each combatant as the melee progresses.
Finally: Keep in mind that each tile on the exterior map is 10 yards (30' square). It is assumed, unless you are all splitting up at some point, that everyone is within the same tile.
By Monday Night: Lets get initiative rolls in for the combat and someone will need to let me know pre/post 7:00 AM. If you have an alternate plan and/or want to abuse another method of approach other than "charge", please let me know.
| Dirk Deathtalon |
I'll put down Pre-7am to get us rolling.
"I think it's best if we attack at first light. We'll have the cover of the mist, along with the added benefit of removing a few more Goblins from the Keeps mix."
A slight grimace crosses Dirks face as he realizes he's thinking in terms of their alliance with the Orcs. After a quick glance at Mird, he presses on.
"I'm hesitant to layout a plan for all of us - we all face risk, but Thantos and Selena, your armor makes you particularly vulnerable to the archers onslaught."
"Lash, I have a feeling you'll have no trouble making it to the Gate undetected. Same for you Mird. That leaves Armand and myself."
Looking up at Armand there is a hint of expectation in Dirks eyes.
"What do you say my friend? Those old bones of yours up to it?"
Init: 1d20 + 6 ⇒ (17) + 6 = 23
| Thantos Mortimur |
"Dirk, I am of the same mind. And let those goblins take their shots at me, I have a few tricks up my sleeve."
Init: 1d20 + 2 ⇒ (7) + 2 = 9
| Illydth-DM |
Sorry for the miss last night folks, life is hectic, blah blah blah...(You've heard this song before).
Still missing initiative from Lash and Mird and we're off to the races. I'll describe your opposition.
The day of your attack dawns and the six of you are already in position...first light creeps into the sky around 6 in the morning.
The castle lights work in your favor, burning off the rising mist around the castle entrance and making the figures on the castle walls and at the gates somewhat more visible.
The 4 goblin guards at the gate are present, a small fire crackling just behind the closed gate. They are talking in soft voices with each other and you think two might even have their backs to the gate itself, obviously not paying much attention to what lays beyond the castle walls.
More problematic are two goblin archers on the battlements, one to either side of the gate towers. These goblins (not much more than shadows cloaked in the morning mist of the valley), while not military precise in any way, are marching a general watch walk and, even though you cannot see them clearly, they are obviously paying attention to the castle grounds.
Farther back on the battlements you hear periodic shouts and calls from the archers on the walls, letting the others know their sections of the grounds are clear. You can make out at least 4 additional goblin voices and from your prior observations you know there are at least 4 archers other than the two you see on gate wall that could move to assist, bringing the grand total combatants (assuming no more in the tower or the walls) to be 10 (6 archers, 4 gate guards) that are of immediate concern.
How do you want to approach the movement to the gates? You have 100' (35 yards) to move. I believe "running" will get all of you (including Dirk/Armand who move the slowest) to the gates in one round, but you will give up any possibility of surprise (the clanking of the metal armor as you run is not conducive to stealth).
You could approach in a most stealthy manor as well. Mird and Lash can making stealth checks to move to the castle wall completely undetected. The others of you can rely upon luck (50% concealment, a 50/50 shot) to move up to 60' (20 yards) from the castle walls without being detected.
Lastly, Thantos mentioned using a spell to increase the fog in the area to give you a better chance to move up undetected. This is another idea that's come up that might get you within striking distance of the gatehouse without being fish in a barrel so to speak.
Casters: Let me know what you're casting to prep yourselves for the move to the castle.
| Father Armand |
Armand glances at dirk with an innocent smile on his face and then grimaces.
"I don't know my friend, I'm not the man I used to be. And I seem to have lost my cane somewhere along the trail...perhaps you'll need to carry me..."
Then to the group at large he says:
"Does anyone happen to have an extra saddle for my new pack horse?"
Drawing his mace and hefting his shield he says "I am ready, let us make short work of these vermin."
Armand Initative Roll: 1d20 + 5 ⇒ (3) + 5 = 8
| Lasciel Silverflame |
Init 1d20 + 5 ⇒ (2) + 5 = 7
Stealth1d20 + 12 ⇒ (7) + 12 = 19
With a quiet nod Lash slips into a crouch, the silent grace of her movements conjuring images of dark nights past on deadly city streets.
It is hard not to shudder at her efficient movements, as sonn as her allies look away from her she seems to vanish.
| Illydth-DM |
Some line of sight issues. While the gate is on the outer edge of the castle to get a shot at the party from the walls, the archers would need to literally be leaning over the crenelations to take the shot. Due to the difficulty of trying to make that shot we'll give you a 30% cover at the gate/against the castle walls (within 5' of the castle wall). Once you step out from the castle walls (at the 10' and beyond out) however that cover goes away so your best bet is to fight up against the castle wall.
The archers can still take shots at you but the line of flight of the arrows would either have to pass through the wall or the archers are going to have to do some interesting contortions to get a valid shot.
Once you get into the "hallway" between the towers inside the gate the archers on the walls are "SOL" but you can't tell from where you're at if there are "murder holes" in the interior tower walls... likely yes.
The archers on the walls are DEFINITELY your main problem in "holding" the castle gates...at least from the outside of the keep.
Let me give you all a bit of "DM'ly" advice/reminder. This is a low level module, go with your gut reactions and don't second guess yourselves.
| Thantos Mortimur |
Thantos knows his fog spell will not cover much of the distance between the group and the castle if cast from the edge of the clearing. He decides to set out toward the castle gate as quietly as possible, but keeps one eye toward the archers, ready to conjure a spell should the archers suddenly detect anyone in the party.
| Dirk Deathtalon |
Grinning at Armands good-natured ribbing, Dirk responds with, "You look a few stones heavier than the last time I acted as your pack horse."
Looking back at the group, Dirk summarizes their plan of action.
"Right. So Lash and Mird will move in first, attempting to make the wall by stealth - all I ask is that you leave me a path to charge the nearest guard. Armand and I will go next, making our usual racket and drawing as much fire as possible from the archers. Closely following will be Selena and Thantos. If you two draw the archers attention, Thantos will create his artificial mist to further obscure their view. Anything else?"
Dirk looks up at his companions to see if anyone has anything else to add.
| Illydth-DM |
We're going to run with that as I think that's what everyone's agreed to. Here we go! :)
Silent agreement all around meets you as Mird and Lash nod at each other and move out from the forest, silent as the mist surrounding them. No later than they exit the forest cover, both of them disappear.
Trusting to Lash and Mird's stealthy techniques, Armand and Dirk move out of the forest next, sounding for all the world like a bag of coins falling off a shelf in an armory.
Even from 35 yards out, you can see the goblins at the gate stop their chatting and start to stand at the sound of the noise, the ones sitting on the ground facing the gate leaning out to the side to get a look around their brethren to see what's coming. None of them seem to be in any hurry and are not grabbing/drawing weapons, no alarm is sounding and the archers on the walls, while they've taken up position, do not seem to be reading to fire.
Looking at each other in amazement, Dirk and Armand slow their pace slightly as they continue to approach the gates, realizing that the stupid goblins on the wall must think your group more ruffians, come to join the Queen's army.
Your walk takes you all the way up to about 40' from the castle gates, by which time one of the goblins has pulled a leaver farther back and unlocked the gate mechanism, allowing the gate to be raised enough to allow admittance.
Two of the goblins at the foot of the gate grab spears from the wall and turn to face the four of you approaching.
One of the goblins with the spear turns to the other and chats in a guttural high pitched squeal of a language.
Then in severely broken common (again with the same guttural and high pitched voice) the same spear wielder addresses you, in an almost bored voice.
"Halt and be counted. Present your weapons and explain your business with the rightful Queen of the region!"
Thanking the Gods for your luck, Armand and Dirk (and Selena and Thantos behind them) proceed forward another 20 feet (20' out from the gate), with weapons lowered, all of you thinking that maybe you'll make the relative safety of the gates unhindered. No quicker than that thought crosses your mind when a sharp intake of breath and a hastily squealed "Who the hell are you!" greet you.
The sound of metal sliding on metal as swords are drawn and shouts from the goblins on the ground and the walls identify that the game is up.
| Illydth-DM |
Surprise Round!
Each player and enemy will get a half round (movement or simple actions only) to situate before we get into round one.
Refer to the Castle Gate Battle Map for starting positions.
4 Goblins on the ground, 2 Goblin Archers on the walls (Marked "GA" but it might be hard to see). From this point you can also see that the towers have doors to the "hallway" between the towers, and that there are several arrow slits/windows running up the full height (30' tall) of the towers.
Each hex on the map is 5 feet, not 10, so 1 creature per square, the map should be drawn to scale. The wall is 20' tall with the towers going up to 30'. The "thatched" area to the north and south are stairs that run from the ground up to the wall. Note also that the hexes are FEET not YARDS.
Note: The wall battle map is shifted 90 degrees from the players map of the queen's keep. On the Queen's castle map, the castle is shown north/south with the gate on the "south" wall of that map. On the exterior map and the gate battle map, the castle is East/West facing with the Gate on the "east" wall of the map.
The "East/West" orientation is correct.
Please indicate what you want to do with your half round. You can move up to half your normal move distance (or a full move with a run) or perform any other actions that take less than a full round.
| Illydth-DM |
Map updated for current positions.
The spear wielding goblins step forward (2715, 2716) and set their spears for charges, dropping into kneeling positions.
The other two goblins drop back a square to 2315 and 2316, drawing bows and knocking arrows.
The archers on the walls do not move but shout an alarm to the keep that you hear carried along the walls and knock arrows to attack what little they can.
Round 1:
---------------------
Goblin(2715) Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Goblin(2716) Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Goblin(2315) Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Goblin(2316) Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Goblin Archer(2709) Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Goblin Archer(2722) Initiative: 1d20 + 6 ⇒ (1) + 6 = 7
Goblin(2715) - Hold Action
Goblin(2716) - Hold Action
Goblin(2315) Short Bow (Dirk - 0% Concealment): 1d20 + 4 ⇒ (3) + 4 = 7 Damage:1d4 ⇒ 4
Goblin(2316) Short Bow (Armand - 0% Concealment):1d20 + 4 ⇒ (11) + 4 = 15 Damage:1d4 ⇒ 1
Goblin Archer(2709) Short Bow (Armand - 0% Cover) 1d20 + 4 ⇒ (7) + 4 = 11 Damage:1d4 ⇒ 2
Goblin Archer(2722) Short Bow (Dirk - 0% Cover) 1d20 + 4 ⇒ (10) + 4 = 14 Damage:1d4 ⇒ 3
| Dirk Deathtalon |
I'm not quite sure how to interpret "set their spears for charges". I'll assume that charging them is a bad idea, unless you tell me otherwise. Dirk will move to 2815 and attack the Goblin at 2715.
Dirk continues to walk toward the Goblins at an unnervingly calm pace. The look of death in his eyes foretells the pitiful Goblin's fate.
"You first...", he growls as his blade moves into action.
Over-hand Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 15
| Thantos Mortimur |
Thantos moves to the center of the group (hex 3015), where Dirk had been standing before moving to deliver a gruesome blow to a Goblin guard. With a deep, calming intake of breath, Thantos conjures a delicate mist that swirls around his feet, then his legs, and up to his shoulders as it thickens and expands out in every direction. He turns his eyes up towards the goblin archers, but he can no longer discern their shapes along the wall.
| Selena Devanholme |
Selena calls upon the divine power that flows through her, and the sound of heavenly singing fills the air, inspiring her companions. Casting Bless, provides +1 morale bonus to hits and saving throws against fear, but won't be effective until next round since Selena goes last this round.
| Illydth-DM |
Goblin Archer(#5 @ 2709 w/ 30% Concealment) immediately responds to the pair of warriors marching straight up to the castle.
Enemies! Enemies approaching the gate!
The archer knocks and draws an arrow and lets it loose, but the arrow glances off of Armand's tilted metal shield with a screech as the sharp tip cuts a gouge in the metal as the arrow glances off and spins off into the dawn.
Seeing his friend is Ok, Dirk continues to move forward (2815) till he comes right up to one of the spear wielding goblins. The goblin manages to stand as Dirk approaches and, fear glittering in his eyes, makes a clumsy thrust at Dirk before his sword cleaves cleanly through both the spear and the goblin, cutting him down where he stands.
Goblin Spearman (#2 @ 2716 w/ 0% Concealment) also hops up from his brace and stabs ahead at Dirk with his spear, but only manages to catch dirk on the shoulder with the wooden part of the spear, a blow Dirk doesn't even feel.
Goblin Ground Bowman (#4 @ 2316 w/ 0% Concealment) draws his bow and fires an arrow over Dirk's head at the incomming Armand, but the arrow again glaces off his upraised shield, doing no damage.
Goblin Ground Bowman (#3 @ 2315 w/ 0% Concealment) fires at Dirk with no more effect than his partner, the arrow missing Dirk widely as he sidesteps from the blow of the second spearman.
Mird(2913, barely within mist range) takes aim at one of the goblins on the wall but his shot goes astray.
Thantos(3015) ends his cast and the natural mists of the valley seem to gather around him and spread out from his person, totally enclosing the group and the creatures you're fighting. The spell's range affects a 20' square area around 3015 (2613-2617, 2617-3417, 2613-3413, 3413-3417). If you are within this area you have 20% miss from creatures 5' from you and 50% miss from creatures farther than 5', this effect overrides any previous effects of darkness and the natural valley mists (you can't get better cover than this).
Armand(3014) sees that Dirk probably has the gate covered for the moment and stays where he is, calling down the firey wrath of his goddess as he stretches out his hand toward the First Goblin Archer (#5) and throws a bolt of fire at it. The bolt sails through the mist true and strikes the goblin square in the chest, burning a hole in it's clothing and searing it's skin. (3 Damage).
The other archer on the wall, seeing it's inital target (Dirk) move into an area it can't shoot into decides to try to take down the mage who cast the mist spell. He knocks and fires his arrow through the mist at the mage, knowing about where he was when he finished his spell. The arrow flies in low, but on target enough to cut a bloody gash across Thatos's left outer thigh. (Thantos takes 3 damage).
Lash fires her crossbow at the archer across from her position, but the crennalations on the wall block the shot, the arrow cracking against the stone and skittering off into the early morning half-light.
Selena starts chanting and cresendos as a soft glow briefly surrounds the party, who feel more alert, more confident and less worried. (Bless +1 to attack and Save vs. Fear, please make sure to add this to your rolls).
Round 2 Folks! Actions in please.
| Dirk Deathtalon |
Moving with the ease and grace of a man many years younger than himself, Dirk spins over the fallen Goblin while raising his sword to devastate yet another foe.
Over-hand Attack on 2716: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 2d6 + 8 ⇒ (4, 1) + 8 = 13
Not sure if you need this from me: 1d100 ⇒ 100
| Illydth-DM |
Will update the map tonight if I can.
Effects:
Obscuring Mist (2/30)
Current Initiative:
Goblin Archer(2709)(5) - 30% Concealment from Ground - 26
Dirk - 23
Goblin(2716)(2) - 19
Goblin(2316)(4) - 18
Goblin(2315)(3) - 14
Mird - 11
Thantos - 9
Armand - 8
Lash - 7
Goblin Archer(2722)(6) - 30% Concealment from Ground - 7
Selena - 3
ADD: Goblin Archer
ADD: Goblin Archer
ADD: Goblin Swordsman
ADD: Goblin Swordsman
Goblin(#2 @ 2716) - Spear (Dirk - 20% Miss): 1d20 + 2 ⇒ (20) + 2 = 22, Concealment: 1d100 ⇒ 41, Damage: 1d6 ⇒ 6
Goblin(#3 @ 2315) Short Bow (Dirk - 50% Miss): 1d20 + 4 ⇒ (13) + 4 = 17, Concealment: 1d100 ⇒ 28, Damage: 1d4 ⇒ 2
Goblin(#4 @ 2316) Short Bow (Armand - 50% Miss): 1d20 + 4 ⇒ (17) + 4 = 21, Concealment: 1d100 ⇒ 8, Damage: 1d4 ⇒ 1
Goblin Archer(#5 @ 2709) Short Bow (Armand - 50% Miss): 1d20 + 4 ⇒ (14) + 4 = 18, Concealment: 1d100 ⇒ 73, Damage: 1d4 ⇒ 3
Goblin Archer(#6 @ 2722) Short Bow (Thantos - 50% Miss): 1d20 + 4 ⇒ (17) + 4 = 21, Concealment: 1d100 ⇒ 47, Damage: 1d4 ⇒ 1
Goblin Archer(#7 @ 2822): Initiative 1d20 + 6 ⇒ (10) + 6 = 16
Goblin Archer(#8 @ 2808): Initiative 1d20 + 6 ⇒ (8) + 6 = 14
Goblin (#9 @ 2614): Initiative 1d20 + 6 ⇒ (3) + 6 = 9
Goblin (#10 @ 2615): Initiative 1d20 + 6 ⇒ (6) + 6 = 12
| Illydth-DM |
The hurt archer (#5 @ 2709) on the wall decides to fire again at the strange warrior shooting bolts of fire at him. His arrow flies true but only manages to ricochet off the shoulder plates of Armand's breastplate as it comes in just a bit too high.
Dirk: You're at a 20% miss rate on pretty much all opponents at 5' from you, 50% miss on all other opponents. So yes, make sure each attack comes in with a percentile.
Dirk sweeps his sword back up above his head and brings it down, again, on top of the other spear man, cutting a grievous wound through that Goblin's chest as it too falls next to it's partner, bleeding out on the ground. (Good, lucky shot, he had a crit which would have landed on you! :)
Another arrow whistles over Dirk's head, obviously angling toward where Armand was when the mists rose up but cuts in way high over Armand's head, thudding into the ground well behind his position.
Along with the arrow that whistles over Dirks head, another shot comes flying in out of the mists, low and to the left, missing wide.
Mird knocks his bow and fires into the mists that obscure his vision of the archer on the wall opposite him, but a "clank" of metal on stone tell him his arrow hits the crenelation near his target but not his target itself.
Mird: Please include a d% (1d100) roll with your attacks for the rest of this combat.
Thantos stops chanting and all of a sudden a scream of glee followed by loud, high pitched, uncontrolled laughter comes from the battlements south of the gate. (Round 1 of 3).
Armand calls to his Goddess again and from out of the mists beyond the gate and wall comes another fiery bolt, striking true, hitting the goblin in the chest and tossing him back off the wall...a dull thud echoes that archer's demise.
Lash's shot at the archer above her (#5 @ 2709 is Dead so I'm giving you a different target for this round.) misses as well.
Selena holds her attack to ready herself for the next exchange.
Sounds from around you hail the entry of new voices to the fray. Up above you two new voices (one from the left, one from the right) scream that they have position while those of you at the gate see two more goblin swordsmen rush between the goblins with the shortbows on the ground to take up position at 2515 and 2516.
(4 more Goblins have added to the fight).
Sorry that took so long to get up folks, if we can't do another round tonight that's fine, but lets try. Round 3 actions folks, let me know what you're doing.
| Selena Devanholme |
Selena makes her way to the other side of the stone corner, her longsword drawn and holy light blossoming from her free hand. She conjures a flare of brilliant light directly in front of the goblin that Dirk is fighting. Move to 2915. Casting Flare on goblin. Fort DC 14 to resist becoming dazzled.