| Illydth |
As most of you have probably seen, the holidays have taken their toll (as would be expected) and I've not yet gotten the opportunity to post back in reply. We'll hold over any comments or questions till Monday at the usual post time and we'll pick up again from there. Apologies for the holiday break but I suspect I'm not the only one that appreciates it. :)
| Illydth-DM |
The party in agreement, Armand, Dirk, Thantos and Selena start moving off southward through the woods, trying to cause as little damage as possible to the surrounding woodlands, hoping by doing so to lead their pursuers astray.
Lash and Mird step forward out of the clearing cover of the trees and start firing arrows randomly toward the gate, some of which they can tell find purchase in the wood of the gate, a few of which even manage to slip through the gate slats, finding purchase within the the bodies of the horde of creatures gathered at the gate front.
No sooner than everyone starts moving off than a high pitched scream of many voices and a dull light flares up from inside the castle, the scream of fear turns to one of anguish and pain as the webs are burnt away from the castle gate, severely burning those trapped in the web, and killing several.
However, the number of casualties in that action pale in comparison to the number of creatures pouring from the castle gate. No less than 30 goblins, hobgoblins, humans, and gnolls come pouring out of the gate, the humans obviously better armed and armored than any of the other contingents. Preceding the monsters are 4 huge dog-like creatures you all recognize immediately as dire wolves, noses to the ground, obviously following your scent and running right at your original position.
Not that the horde of creatures needs the dogs to find where the six of you stopped given that Lash and Mird are still standing in the opening firing arrows into the mass exiting the gate.
Soon enough, the two of them turn and sprint off into the woods, the horde of creatures in pursuit.
The four of you continue south, staying at the edge of the woods to allow you to see what's going on at the entrance to the road well behind you now.
As the mass reaches the head of the roadway and forest, they stop, the dogs going in all different directions, one pulling down a path Mird went, one Pulling down a path Lash went, and the other two pulling down the path the other four of you went. The mass of evil creatures and men start to break up down the various paths to follow each sent, and the four of you get the sinking feeling that you won't make it back to the gates when two arrows lance out of the trees somewhere down the path, striking one of the lead dogs in the snout and in the flank. The dogs, as one, all yip and howl and take off like a shot farther into the trees, the goblin and other creatures in the hoard running off howling in triumph as they attempt to track down Lash and Mird, leaving the southernly trail Dirk, Armand, Selena and Thantos took untouched.
5 Minutes later and the 4 of you have looped around the forest to the south eastern corner of the castle wall. Hearing continued shouts coming from the woods, it's obvious that the horde is still giving chase to Lash and Mird,
Looking up, you see creatures along the eastern and southern wall of the castle, despair again creeping up inside you until you recognize the creatures on the wall not as goblins or humans, but as orcs.
Knowing what will happen if the orcs turn against you, but seeing no other option, the 4 of you sprint from hiding in a run the 100 yards or so to the castle walls, no arrows lancing out after you as you approach the wall and then minutes later the gate....which stands wide open and guarded by two Orcs.
As you enter the gate area, weapons drawn and wary, you see the big orc you met in the woods earlier. And, breaking from the cover of the woods a long way up toward the north eastern wall, Mird and Lash come running toward the keep itself, having obviously avoided pursuit and lost them in the woods, at least for a short while.
No more than 15 minutes after your escape from the keep, the six of you stand back inside it's gates, confronted by the orc leader from the woods. Around you, several dead Goblins and a human and gnoll or two lay as charred bodies on the ground, several strands of blackened webbing hang from the walls around the area you now stand, a confirmation of the atrocity committed in the haste to capture those who attacked the keep. Not all of the goblin corpses laying here, however, are charred or burnt.
The orc, a huge gleaming two-handed sword in his hands, resting pommel up in the dirt but obviously ready to be swung into position at a moment's notice nods at the six of you and says:
"Humans, do you stand ready to fulfill your end of our bargain, struck weeks ago in the forest clearing, or do you wish to find your match in the orcs of the Dark Web tribe!" The orc looks directly at Dirk, the largest and obviously heaviest armed of the group.
From out of the two gatehouse towers steps an orc (each) with a heavy crossbow, drawn, cocked and loaded, ready to defend their master.
| Selena Devanholme |
Still slightly injured and breathless from her run, Selena attempts to regain her composure. She faces the orc boldly.
"And so... we have come. But whether we are an army of liberation or an army of conquest depends on whether you will hold to your agreement. Will you now stand with us against your oppressors?"
Diplomacy (Take 10) 10 + 5 = 15
| Illydth-DM |
After several minutes of meeting your gaze, obviously judging you, during which you can make out the sounds of fighting in the keep itself, he raises his hand and the two archer orcs standing next to him immediately lower their weapons and move past you to close the castle gate and lock it.
The big orc addresses the party at large now.
"So be it. We are agreed. My name is Dyaar-Dakk, clan leader of the Dark Web tribe, what is left of it at least. You will help me rebuild my clan by destroying our mutual enemy and returning this keep to it's rightful owners, me and my tribe!"
"Behind us, in the keep, my men are rounding up what is left of the keep's inhabitants and ridding ourselves of the rest of the scum goblins and their spawn. The leaders of our enemies, however, have barricaded themselves into their respective holes and I do not have the manpower to both hold this keep and rid ourselves of their wretchedness and idiocy."
"I have made a rough map of the buildings in the keep. My clan and I can hold this keep against those outside of it since they do not have the equipment with them to scale walls or break through the defenses. We will remain here, ensuring our enemy does not come into the keep. YOU will flush out and kill the rest of the scum in this hole and then proceed down into the dungeons where the real leaders of this keep reside."
"Kill that b&*+~ Ilyara and bring me her sword so that I may know she is dead. Keep anything else you find then leave me and my clan in peace. You may tell your city leaders when you return to your fortresses and towns that we wish only to rebuild our clan and reclaim what is rightfully ours in the Black hills, we are no threat to your cities. We ask only to be left alone."
"Leave nothing alive in this keep. The way to the dungeons below is locked, one of the leaders has the key though which I do not know. I would suspect it is either Klossarek, the Goblin Chieftain or that Damnable Merkul, Ilyara's play toy soldier, probably the later as he's the only one Ilyara even minorly trusts."
"Do not expect to find your way down into the dungeons without destroying all of those up here, no one from down there ever comes up."
"Now leave me and my clan to take care of the mindless rats you drew out of this keep and liberate us from our oppressors and in the process destroy the ones who organized the attack on your cities weeks ago in the process."
I'll pause here in case you have questions for Dyarr-Dakk. I'll post a labeled map of the interior of the castle at some point in the near future.
| Illydth |
I am SO behind with the holidays and the recent days off. I owe you guys a labeled copy of the map of the external area of the castle. The next segment will be to migrate through the buildings with two goals in mind:
1) Find the leaders of each of: Gnoll, Human, Goblin and Hobgoblin and Kill them.
2) Find the Key to the room that will lead down into the dungeons.
Unfortunately it's probably going to be VERY late tonight when I get the map up, so we'll have to start this part of the adventure Tuesday Night with initial posts. Please take a look at the map as of tomorrow and put an opinion in on how you want to approach your search. There are orcs outside that might be able to give you some clues and the labeled map should also be able to give you some clues as well.
Sorry about the delay and we'll be back on track again on Tuesday for daily posts.
| Illydth-DM |
The orc starts moving past the party to take up a stance at the main gate while growling:
"They should be easy enough to find. My clan should be taking up positions in front of all the major buildings, enough to keep them from breaking out. The leadership tends to move between areas however, so not all of them may be where they usually are. You'll have to search."
| Illydth-DM |
The Player's Map of the Queen's Keep is up with labels. The location marked with a "T" in a Square is where the lead down into the Queen's Dungeons (and to the queen herself) is supposed to be. The door to that room is locked and your objective is to find the key to it. You are currently standing at the front gates in the "south" part of the map.
Note on Direction: I know the Interior of the Queen's Keep map and the exterior map/last battle map I posted earlier disagree on direction (which way is north, which way is south, etc.) Technically, the Queen's keep sits East/West, not North/South (the Main Gates are on the East wall of the keep). However the dungeon map and the castle interior map are designed to have North/South be standard Cardinal Directions (north to the "top" of the page, south to the "bottom" of the page). Instead of trying to turn the entire map 90 degrees, we'll use "relative" north/south as per this map's layout instead of the "actual" north/south. Confused yet? The rule is, if you're moving north inside Illyara's Keep or in Illyara's Dungeon you are moving to the top of the page ("up" based on the picture in this case). And, according to this map, if you wanted to move to the castle gates / the front towers of the keep you would move "south". Hope that doesn't screw anyone up.
The link to the map is as follows:
Let me know where/what the party wants to tackle first.
| Dirk Deathtalon |
"Thantos, you did so well navigating in the Mage's basement, why don't you take the map and call out our course. Sounds like we're going to need to clear the place."
"Lash, if you'll take the lead, I'll follow behind you with Armand. Mird, if you'd watch our rear, we'll keep Thantos and Selena safely in the middle of the party."
Putting this out there for a starting point. Feel free to modify. Dirk stands ready to enter the keep.
| Illydth-DM |
Sorry folks, as of Saturday we had a plethora of servers drop off network in one of our server co-locations. To say that my time to post got yanked away from me is an understatement, none of us are working off of too much sleep at this point. Back to it however.
The seven of you move toward the nearest sound of noise, up the hallway between the towers from the main gate a short distances to the open courtyard that extends at least 100 feet left to right and a good twenty back from where you stand to the large double doors leading to what looks to be about a 40 x 60 warehouse like building, but which your map shows as three separate "rooms" under one roof.
The trek to the doors is unpleasant at best, remnants of blackened webbing lay scattered here and there on the ground along with a few charred corpses of goblins and a human or two. The corpses of several goblins, your party's most recent handy work, still lay mostly trampled on the ground, a few of them still emptying the contents of the body into the dirt at your feet, one body is still twitching...though whether killed by you or in the haste to exit the castle to get after you is unknown.
The stench of a castle with tens of monsters all living in close proximity, along with the unholy stink of the latrine somewhere to the north of you, along with the metallic tang of blood and charred bodies creates possibly the worst smell any of you have ever faced, and it's obvious that no one will be cleaning up the mess any time soon.
The courtyard here is awash in the newly dead and you each carefully pick your way through the fallen corpses, mud, and other more unnameable substances on the ground till you come up to the double doors of the area marked for the Hobgoblins.
Out front of the double doors are two worried looking orcs, each of which is armed with a spear and both of whom are pointing them at the doors, as if at any moment an army of creatures will break through the doors and come charging out into the very sparsely guarded courtyard.
The doors, wooden, and about 10' tall by 5' wide each seem to be more "stable" like than others you've seen in the keep, indicating that at some point this building might have been used to house animals. The doors look to swing inward.
At your approach the two orcs swing their spears out toward you, obviously terrified now, but slowly lower their weapons when they recognize your descriptions from their leader. Neither orc, however, lowers their weapons from guard position. Obviously caught between a rock and a hard place (the doors to the hobgoblin area and the six of you) the orcs look miserable, frightened, and ready to bolt at the slightest hit of danger.
One of the two orcs looks at you as you approach and says in a VERY broken and badly formed version of common, "Hobgoblins, you kill."
The orc's step back from the doors, obviously intent on letting you break into the building and take on whatever happens to be in there.
Direct approach? Kick the doors in and charge? You want to do something else? Let me know.
| Selena Devanholme |
Selena lifts the hem of her wool dress as she walks past the gristle and gore of the recent deaths, her clothing still gleaming with a lightly glowing forcefield of heavenly fire. (Mage armor still active)
Hearing about the hobgoblins directly, Selena urges the fighters forward. "Keep a leader alive for questioning, if you can. And if they surrender, be merciful."
| Illydth-DM |
Welcome back from the holidays everyone, hope it was enjoyable. :)
Lash: You do not see any signs of a trap on the door, it also looks like it's been beaten on pretty good, and shows other signs of combat, so it's likely if there was anything on the doors that would have gone off, it'd probably have gone off a while ago.
Nodding to each other, Dirk steps up and plants a well placed kick on the middle of the doors, both of which go flying open. Dirk and Mird leading the charge into the keep.
In the few seconds you have to look, the barracks style building has some 20 dirty and very disheveled bunks and a few sets of tables and chairs strung around the room haphazardly, military style decorations and more crude decorative objects rest in various places around the room and on the walls.
All of the furnature is in a state of decay. Many of the beds are missing legs and are held up with stone blocks, the tables are all scarred badly with dents and cuts and some obvious sword strikes. Even more out of place, many of the chairs are laying over backwards or laying haphazardly around the floor, as if their occupants had stood up quickly and kicked the chairs out of their way.
The rough and crude bedding is also out of sorts, many beds having covers thrown onto the floor, again denoting the occupants haste to exit the building. Remnants of a cold breakfast, or maybe supper given the nocturnal habits of this room's occupants, lay strewn around whatever tables haven't been overturned, and on the dirt floor otherwise.
The room itself is large, some 40' by 40' square, and behind several overturned wooden tables, two leveled crossbows go "click" and their contents come rushing out toward you.
Surprise Round:
Crossbow Strike against Dirk: 1d20 + 2 ⇒ (1) + 2 = 3, Damage: 1d8 ⇒ 3
Crossbow Strike against Mird: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d8 ⇒ 7
Round 1: Please roll initiative and give me actions, also include a perception check along with the initiative. It'll take each of you a full round (at least) to reach the two Hobgoblins on the other side of the overturned tables...all of you can reach it with a full round move action, but they'll get one more shot in at you before that happens. One Hobgoblin is in the north west corner, one in the north east, as far back from the doors as possible.
The tables are providing partial hard cover for the Hobgoblins (20% miss rate to missile fire). So if you decide to engage in ranged combat here you'll be at a bit of a disadvantage.
Lets get through this one quickly.
| Lasciel Silverflame |
Init1d20 + 5 ⇒ (15) + 5 = 20
Perception1d20 + 5 ⇒ (7) + 5 = 12
Striding into the room Lash pulls a flask from her pouch, arm whipping forward to send it hurtling towards one of the shooters, the ceramic flask shattering to erupt into flame against his cover
1d20 + 5 ⇒ (17) + 5 = 22
1d6 ⇒ 5
1d100 ⇒ 16
Dammit! well at least his cover's on fire. plus splash damage
| Selena Devanholme |
Initiative 1d20 + 2 ⇒ (19) + 2 = 21
Perception 1d20 + 2 ⇒ (5) + 2 = 7
Calling her heavenly powers to her once again, a mist of swirling glorious light surrounds Selena and her allies. Casting Bless. All allies within 50 ft gain +1 morale bonus on attack rolls and saving throws against fear effects.
She moves into the building and draws her sword at the same time, shouting to the hobgoblins. "Surrender, now, and mercy may yet be demonstrated!".
| Dirk Deathtalon |
Dirk steps through the door, muscles tense. Sword at the ready, his eyes scan the room for danger as his ears pick up the telltale sounds of two crossbows being fired. A moment later he hears the sounds of a bolt flying close to his head. Following the direction of the shot. Dirk finds his assailant, crouched behind a piece of furniture.
Knowing he'll never get to the evil creature before it gets another shot off at him, Dirk throws caution to the wind and moves at top speed toward the unfortunate creature.
Perception: 1d20 ⇒ 17
Init: 1d20 + 6 ⇒ (16) + 6 = 22
| Father Armand |
Armand starts across the floor toward the north east corner of the room, moving Opposite Dirk. Raising his shield in front of him he's going to move slower but try to absorb the next bolt shot (using the shield as partial cover for next round).
Taking a normal move action to 20' and using a "full defense" move using the shield for partial cover (20% cover).
Getting only about 10 feet into the room Armand stops his advance dead.
Armand: Initiative Roll: 1d20 + 6 ⇒ (10) + 6 = 16, Perception Roll 1d20 + 4 ⇒ (20) + 4 = 24
| Illydth-DM |
North East Hobgoblin Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
North West Hobgoblin Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Thantos Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Thantos Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Round 1 Attacks:
North East Hob: Crossbow Dirk: 1d20 + 2 ⇒ (4) + 2 = 6 Damage: 1d8 ⇒ 8
North West Hob: Crossbow Dirk: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d8 ⇒ 4
Good lord folks those init rolls are nuts! :)
| Illydth |
Round 1 Initiative:
-----------------------
Dirk: 22
Selena: 21
Lash: 20
Mird: 20
Armand: 16
Thantos: 15
NW Hob: 10
NE Hob: 4
All glory to the Queen! We die in her name, and so do you!
As you start to move across the floor a glinting of light off of metal strikes your eyes, no matter how you turn, a glint comes glancing off a metal shard at you. You realize that the floor is littered with spikes, likely buried caltrops, the flat of the spike carefully turned toward the door as to be semi-invisible in the dim light of the room buried in the dirt floor. The Hobgoblins have been busy preparing the room for an assault.
Shouting a warning would be advised.
Holding processing of actions.
| Illydth-DM |
Mird: Dropping a weapon is a free round action, drawing your bow is the equivalent of your move action. You do still have a fire action for this round if you'd like. Go ahead and give me rolls.
Dirk: There's a way through them, it'd have taken hundreds of Caltrops to trap the entire floor, and the keep doesn't have THAT many resources...or at least the hobgoblins didn't have the time to get them. They're spread out farther than they should otherwise be and this allows you to pick your way through them at half speed (full move action for your normal move rate of 20', half move rate to be able to do something else in the round). In essence it'll take you two rounds (including this one, you'll be attacking at round 3) to get to your target. I am assuming you're continuing toward your target unless you tell me otherwise.
Thantos, Selena and Lash, your actions are clear. For those attacking, let me know which you're firing at (NE or NW).
Armand will continue forward with shield up at half move rate (10' a round) using a "full defense" method to maintain cover till he clears the spikes (10'), in essence it will take him 3 rounds to get to target.
Difficulty of seeing the spikes has been reduced from 15 to 10 due to the fact you all know they're there, since everyone has the option to "take 10" at this point in the combat, anyone who wants to see them can now recognize them.
Now that you know they're there, each of you can see them, you recognize the tell tail glints from the exposed blades. The caltrops have been strung out in a random line across the entire 40' width of the room (somewhat staggered to dodge furniture that might allow easier passage) at a depth of just around 10' and spread out so that there's anywhere from a foot to two feet of space between the spikes, making for treacherous, but passable, footing. Further back into the room you can barely make out a spike here and a spike there, enough that even once you're past the 10' of really trapped area, you'll have to watch your footing to ensure you don't step on one randomly tossed.
Many of the front caltrops have been hastily driven into the soft dirt/mud of the floor to hide them better, while the dimness of the room hides much of the ones farther back. Surprisingly well executed for as obviously hastily as it was laid out.
Mird Bow attack: NE Goblin 1d20 + 6 ⇒ (4) + 6 = 10 Damage 1d6 + 2 ⇒ (1) + 2 = 3 Cover: 1d100 ⇒ 10
| Illydth-DM |
Growling a curse, Dirk slows his charge and starts picking his way through the caltrops, showing his contempt for the archer behind the barrier by simply not paying attention to him as he makes his way through the trapped floor.
Selena finishes her chant and the room briefly glows with light as her bless spell sends it's usual wave of confidence and energy through each of you.
With a wicked grin, Lash hurls her ceramic bottle and it's contents of highly volatile liquid over Dirk's head to come crashing against the top of the north west table. A shriek denotes that at least a bit of the liquid landed on her target, even if the throw wasn't precisely accurate. (1d4 ⇒ 2)
With a clunk, Mird's hammer falls to the ground and his bow comes whipping off of his shoulder, almost by magic an arrow finds it's way onto the string and the hum of the shot echos in your ears, almost faster than you can follow. However, the Hobgoblins picked a solid barrier to work with, and the arrow thunks solidly into the table just below the head of the peaking hobgoblin. Don't little more than scaring the creature.
Armand slowly progresses forward through the caltrops, keeping his shield up and trying to do his best to play "wall".
Thantos hastily snaps off a shot that flies past Dirk but also ends up cracking against the table face, coming in too low to do any real damage to either the barrier or it's occupant.
The hobgoblin in the north west corner, clothing still smoldering from the effects of the Alchemist's fire, snaps off a shot that comes no where close to anyone in the room before he ducks back down to try to stamp out more of the little flames on his leathers.
The North West barrier, made entirely of wood, will become both more unstable and more inhospitable as a hiding place the longer this goes on. The hobgoblin in the NW corner will start taking penalties after this next round due to the heat, fire, and smoke he'll have to deal with as his cover starts to collapse.
The hobgoblin in the north east corner, tries to snap a shot off at Armand's exposed legs, but only manages to bury the bolt in the dirt of the floor well ahead of Armand.
| Illydth-DM |
Excellent Question by Selena:
The furniture naturally rests against the walls. The beds are (or were) out in the middle of the room, but those, too, have been pushed back toward the wall and sort of piled together. Anywhere where the furniture of the room looks to have been left in place, the caltrops have been spread around them, creating the same effect.
Technically, you may be able to find a way to use the furniture to your advantage, but it would take you pretty much just as long (for this limited area) to make your way to that furniture and try to use it as it will to get through the area.
You can kind of envision how this worked.
While hasty, the room has been "prepared" for an assault, the two hobs in this room have been busy between the time you left the castle gates and the orcs started taking over. At the initial sign of trouble they likely barred the doors, and started clearing the floor by simply tossing over various pieces of furniture along the walls. They spread caltrops mostly in a line across the width of the middle of the room, only to find as they made a couple passes that they were running out faster than they wanted (it's likely they were trying to cover the entire back half of the room and simply ran out of their limited resource).
They finally grabbed a couple crossbows, and overturned several tables at the back of the room to create their barrier.
EXCELLENT thought on using the furniture to overcome the barrier, just because it didn't work in this situation doesn't mean that kind of thinking won't come in handy in the future. These two were just a little more "prepared".
From a "layout" of the room perspective lets see if I can do this:
___ ___ ___ ___
|__| |__|
| - - - - - - |
| ------------ |
|__ _== ==__ __|
(NOTE: the spacing isn't going to work here, so you'll have to expand this out in your minds to be like a square.)
The == are the front doors.
The ----- Line is where the mass of caltrops is, those are about 1 - 2 feet spred.
The - - - line is where they were obviously running out, normal move rate through this area but no charges or running without the possibility of stepping on something.
The __| and |__ areas are the barriers where the HobGobs have tried to wall themselves away and are firing crossbows at you.
Any furniture is up against the west and east walls.
Hopefully that answers the question?
| Thantos Mortimur |
Unperturbed by his wide shot, Thantos hastily loads another bolt, then levels his crossbow at the north east corner. He clenches his jaw as he works the action of the bow and the bolt is released toward the hiding hobgoblin. Although he is obviously more comfortable casting spells than working with his hands, his wizard's training helps him calmly apply his full powers of concentration.
Crossbow at NE hobgog: 1d20 + 1 ⇒ (1) + 1 = 2 Damage:1d8 ⇒ 5 Cover: 1d100 ⇒ 42
| Illydth-DM |
Hobgoblin Save from Dazzle: 1d20 + 2 ⇒ (14) + 2 = 16
Dirk continues to stride forward, slipping unharmed out of the trapped floor and moving purposefully toward the North West corner, the burning barrier, and his intended target.
Dirk you have the ability to attack next round.
Selena finishes chanting a spell and a burst of light flashes from behind the barrier, the lack of a shriek of dismay however, seems to indicate that the hobgoblin wasn't looking where he should have been.
Lash hangs back after her throw, searching the room for other signs of danger.
Mird takes aim at the North East Barrier and holds his draw, waiting for the hobgoblin to pop up.
His waiting pays off, as the Hob pops his head up over the barrier, loaded crossbow in hand, Mird's arrow flies in low, skips off the top of the barrier, and cuts a solid line across the hob's right cheek and neck, slicing a deep gouge. (NE Hob takes 6 Damage).
Armand maintains his barrier as he moves forward, just clearing the worst of the spikes and starting to move forward for an attack (Armand will also be clear to attack next round).
Thantos aims the crossbow, but as he triggers it the twined string snaps, sending the bolt haphazard through the air to strike at absolutely nothing. (Thantos: Your crossbow will need to be re-strung, taking one full turn (10 minutes)...simply meaning, it's useless for the rest of this fight...crit failures suck. :) )
As the North west Hobgoblin pops up over his barrier to make his last shot at Dirk, a jet of flame rises up to obscure his vision as another part of the wooden table catches fire, whether from the grease from previous food or just dry wood, the table literally bursts into flame for a second before subsiding. At exactly the wrong time for the hob as well: just as he's taking aim for his shot. The shot goes wide of Dirk and embeds itself in the south wall by the door.
The North East Hob doesn't have any luck either. Due to Mird's expert archery, Mird's attack completely breaks the hob's concentration and his aim goes wide, the bolt actually embedding itself in the ceiling of the building as he tries to futilely duck back behind his barrier.
Round 3 folks. Engage at will!