| Horek Varshot |
Hmm... Only seeing part of the map.
To find us, go to the extreme SE corner of the map.
If nothing can be seen beyond the front door (I'm guessing it's closed?), Horek will motion for the others to begin a slow and careful circuit around the steading - looking for other ways in. Horek will lead the way, watching for dangers and for any other ways into the wooden building.
Perception Check: 1d20 + 11 ⇒ (15) + 11 = 26
My own suggestion is that we circle around the entire building in a counter clockwise circuit, keeping our eyes open for doors, windows and especially hidden doors that might indicate an escape route of some kind. Then we can figure out how we want to infiltrate the place. Any other thoughts or ideas? And GM, how are we hearing the noise from within? Through the cracks in the walls I'm guessing?
| chillblame |
As mentioned above, the steading backs onto cliffs on the west and northern side, though there is a narrow path on the northern side between the steading and the cliff. I have exposed the areas you can see after trying to circle the building. There are several shuttered windows and a door on the east side, and another on the north side.
| Mazrak the Forlorn |
Mazrak will whisper to the party, "With the Message spell, would it make sense for our most stealthy member go ahead and scout the perimeter. If he sees trouble he can Message us and fall back to meet the rest of us.
It is too bad that the party was not able to observe the structure from a distance to see how many ways in and out there were. The front door is seldom the best point of attack.
| Horek Varshot |
Horek reports to the others after circling the place. [b]"There is another door on the north side of the steading, and another on the east side. We should use one of those to enter the place, I think. Once we take a listen to determine if anyone is on the other side."
Yeah, I don't like the idea of barging through the front door either. GM, can we peek through the shuttered windows on the east side to get an idea of what might lay behind the door there? Or on the north? If not, maybe someone should give a listen? Would hate to barge in on their little party in full view of the celebrants!
| Elnaril Ilikas |
"Breaking and entering has never been my strong suit. I have never assaulted a fortification more robust than a goblin stockade either so I will bow to superior knowledge."
| Seltyn Sevenleaf |
Someone's going to come out of there, eventually. We need to know if they have any captives before we just gut the place. If they don't, we can burn it down. If they do, things get more complicated.
Seltyn suggests this: He can cast a Wall of Ice to block one or two of the entrances. Elnaril can summon some monsters to open one of the other doors. That will draw them out to fight the summoned monsters. That will give us a better idea of what we're up against.
We can use some ranged attacks from a distance, and/or charge in. The Wall(s) aren't solid, but they'll slow them down. He'll Haste everybody, too.
Once we've drawn out most of them, Seltyn can cast Dimension Door and bring two others with him inside. If there are prisoners, we can protect them and also be attacking from two fronts. I suggest that he take Jeeves and Eldric to go inside.
That may not even be necessary. It depends on what and how many monsters are inside. Let's hope they're drunk!
| Horek Varshot |
Horek considers Seltyn's plan, then speaks his own thoughts. "Summoning monsters to open one of the doors will invite a fight. The giants may be drunk, but they will be dangerous in numbers. And if we provoke an open battle, they will likely overwhelm us. We might be able to sneak in while they are drunk and clear out the place bit by bit, if it is laid out so that we can do so. If we run into trouble, summoning monsters and these walls of ice could give us the chance to break away if they manage to bring their numbers against us."
I'd actually suggest the opposite strategy. I'm thinking we go ahead and try these other doors with someone sneaky and see if we can move through the steading and thin their numbers room by room. If we are heard and/or exposed to large numbers, those walls of ice and summoned monsters could be a good distraction to allow us an escape. Of course, as of yet we have no idea as to how the interior is laid out. If it's one giant room we could be in BIG trouble! Can anyone fly up invisibly to the roof and see if we can find a way in up there? I'd like to figure out how the steading is laid out if we can.
| Seltyn Sevenleaf |
Horek considers Seltyn's plan, then speaks his own thoughts. "Summoning monsters to open one of the doors will invite a fight. The giants may be drunk, but they will be dangerous in numbers. And if we provoke an open battle, they will likely overwhelm us. We might be able to sneak in while they are drunk and clear out the place bit by bit, if it is laid out so that we can do so. If we run into trouble, summoning monsters and these walls of ice could give us the chance to break away if they manage to bring their numbers against us."
I'd actually suggest the opposite strategy. I'm thinking we go ahead and try these other doors with someone sneaky and see if we can move through the steading and thin their numbers room by room. If we are heard and/or exposed to large numbers, those walls of ice and summoned monsters could be a good distraction to allow us an escape. Of course, as of yet we have no idea as to how the interior is laid out. If it's one giant room we could be in BIG trouble! Can anyone fly up invisibly to the roof and see if we can find a way in up there? I'd like to figure out how the steading is laid out if we can.
My bad. I couldn't tell how big the place was. Yeah, We're going to have to go room to room, it looks like, assuming there are rooms. Seltyn can cast Fly on someone, due to his ring, but that will be it for that slot. Eldric is probably still invisible.
| Horek Varshot |
If nobody is able to determine anything more than what is already known, Horek will lead the others to the door on the north side (opposite the 'front door') and try to open it quietly. If that doesn't work, try the door on the east side, and failing that, the main entrance door.
I get the feeling the DM is asking us to move things along a bit, so I'm thinking those doors will be the order in which we'll try to sneak through, if it's possible to do so. That is, if they are unlocked and don't require picking a lock or bashing down in a noisy manner.
| Horek Varshot |
Horek makes his way back around the steading toward the door on the north wall, hoping that there might not be a watch there - as he suspects there will be on the front entrance.
With Whisper at his side, the plainsman gently tries to open the door, keeping to one side so as to make himself less noticeable...
Horek's Stealth Check (Favored Terrain): 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Horek's Perception Check (Favored Terrain): 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Whisper's Stealth Check: 1d20 + 10 ⇒ (14) + 10 = 24
Horek's Perception Check: 1d20 + 6 ⇒ (15) + 6 = 21
Put myself close to where I think the northern door is. As mentioned, looks like the fog of war area got shifted a bit somehow. If Favored Terrain (Mountains) still applies, I added those bonuses in already. If they don't, subtract 2 from both of Horek's rolls, please.
| Elnaril Ilikas |
Elnaril Stealth: 1d20 + 3 ⇒ (19) + 3 = 22
Elnaril Perception: 1d20 + 19 ⇒ (17) + 19 = 36
Parvo Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Parvo Perception: 1d20 + 6 ⇒ (9) + 6 = 15
| Seltyn Sevenleaf |
Seltyn whispers through the Message spell, borrowing Elnaril's Extend rod. We've been noticed. Something's growling at us.
He casts Haste (+30 move, +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. 14 rounds,) on everyone but himself. That includes Parvo and Whisper.
Fighters to the door. Casters form the second line. Time to go in!
He returns the rod, staying back until he can see inside, ready to cast again.
| Horek Varshot |
Horek's Perception Check (Favored Terrain): 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Whisper's Perception Check: 1d20 + 6 ⇒ (7) + 6 = 13
Horek nods in agreement with the whispered plan, having heard the growling himself and he reaches out absently to calm Whisper, though perhaps his companion didn't hear the growling for she only gazes at the plainsman curiously. Horek sends a quick prayer to Beory that whatever wards this door could be dispatched quickly without alerting its masters. The ranger glances around at the others to make certain they are all ready, and then whips open the door with one hand before quickly bringing his enormous axe to bear as he prepares to charge in...
Horek's Initiative (Favored Terrain): 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Whisper's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Sounds good! Who wants to live forever anyway? :)
Current Buffs:
Horek- Haste (+30' movement, +1 to attack rolls & AC/Reflex Saves, extra attack with full attack action)
Whisper - Haste (+30' movement, +1 to attack rolls & AC/Reflex Saves, extra attack with full attack action), Bull's Strength (+4 STR), Mage Armor (+4 AC)
| Seltyn Sevenleaf |
Seltyn is confident that his friends can make quick work of the dire wolves, and decides to save his more powerful spells for later in the fight.
Still, he wants to do a little something. He casts a cantrip at the closest one to his right.
Ranged touch: 1d20 + 6 ⇒ (8) + 6 = 14
Ray of Frost: 1d3 + 3 ⇒ (1) + 3 = 4
| Mazrak the Forlorn |
GM - Could you show us the encounter on the map? Thanks.
If there is still an alive Dire Wolf when it is Mazrak's initiative, he will look to the most wounded Dire Wold and fire his bow.
+2 Bow, +5 Base, +1 Dex, +1PBS, -2 DA, +1 Haste: 1d20 + 8 ⇒ (19) + 8 = 27
Dmg +2 Bow, +3 Str, +1 PBS, +4 DA: 1d8 + 10 ⇒ (8) + 10 = 18
| Elnaril Ilikas |
Enaril steps back and levels his crossbow, waiting to see if Parvo is able to remove the wolf in front before he looses.
Parvo steps forwards and unleashes a storm of tooth and nail.
Parvo bite + PA: 1d20 + 12 ⇒ (12) + 12 = 241d6 + 12 ⇒ (6) + 12 = 18
Parvo claw 1 + PA: 1d20 + 12 ⇒ (11) + 12 = 231d4 + 12 ⇒ (3) + 12 = 15
Parvo claw 2 + PA: 1d20 + 12 ⇒ (3) + 12 = 151d4 + 12 ⇒ (2) + 12 = 14
Parvo tail slap + PA: 1d20 + 7 ⇒ (18) + 7 = 251d6 + 6 ⇒ (5) + 6 = 11
| Elnaril Ilikas |
Elnaril looses his crossbow bolt at the second wolf through the door after the first crumples to the ground.
Elnaril Crossbow: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 1 ⇒ (6) + 1 = 7
| Mazrak the Forlorn |
I have put the encounter on the map. I did that last night.
Sorry about that. It was a refresh issue on my end. Once I refreshed the Roll20, the image updated with the encounter. It looks like a great location to have a massive battle. :(
| Horek Varshot |
Horek turns to meet the wolf that lunges out at him, Whisper rushing to defend her two-legged companion from the first one that burst out of the building. The plainsman's enormous axe flashes as he sweeps it down upon the huge animal guardian of the giants as Whisper goes for the other wolf's throat, trying to bring the flanking creature down.
Horek's Greataxe Attack (Power Attack): 1d20 + 14 ⇒ (14) + 14 = 28 vs Wolf #2
Greataxe Damage: 1d12 + 13 ⇒ (11) + 13 = 24
Whisper's Bite Attack (Power Attack): 1d20 + 12 ⇒ (18) + 12 = 30 vs Wolf #1
Bite Damage: 1d8 + 13 ⇒ (7) + 13 = 20
CM Attack (Trip): 1d20 + 14 ⇒ (5) + 14 = 19
This is still surprise round correct, so no full attacks just yet?
I rolled standard attacks only for Horek and Whisper. Looks like those dire wolves are Large animals as well (so is Whisper), so I think Whisper can take a 5' step to make a standard attack in this surprise round against the one next to Horek. I moved her accordingly on the map, but everyone should note that she takes up a 10' square being Large size - so I put her in the center of the grid intersection. Horek also took a 5' step to make room for Whisper to get next to him. Power Attack for both attacks, no penalty for Horek due to Furious Focus. Whisper will try to 'trip' the dire wolf as well.
Current Buffs:
Horek - Haste (+30' movement, +1 to attack rolls & AC/Reflex Saves, extra attack with full attack action)
Whisper - Haste (+30' movement, +1 to attack rolls & AC/Reflex Saves, extra attack with full attack action), Bull's Strength (+4 STR), Mage Armor (+4 AC)
| Eldric Lightbringer |
Hit Wolf vs flat footed: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d6 + 11 ⇒ (5) + 11 = 16
Fire Damage: 2d6 ⇒ (5, 5) = 10
.Confirm: 1d20 + 11 ⇒ (3) + 11 = 14
Crit: 1d20 + 11 ⇒ (13) + 11 = 24
Ending the invisibility, Eldric appeared with fists aflame. The punch was a good one, impacting solidly. It did, however, fail to hit any vital points. The Paladin was trained in hitting vital points, and had never trained in fighting animals.
| Jeeves the Inimitable |
Sorry for the delay.
Jeeves would have drunk extracts of Long Arm, Shield, Blur, and False Life: False Life: 1d10 + 5 ⇒ (1) + 5 = 6. I'm not sure which square the front wolf is located, but with all the movement, I'm sure I can reach a square where I can attack it so that it doesn't get cover. GM, if I am not in THAT square, please move me to it.
Guisarme attack: 1d20 + 7 ⇒ (16) + 7 = 23, Damage: 2d4 + 7 ⇒ (1, 1) + 7 = 9
Buffs: Haste, Long Arm, Shield, False Life
| chillblame |
Enaril steps back and levels his crossbow, waiting to see if Parvo is able to remove the wolf in front before he looses.
Parvo steps forwards and unleashes a storm of tooth and nail.
[dice=Parvo bite + PA]1d20+12; 1d6+12
[dice=Parvo claw 1 + PA]1d20+12; 1d4+12
[dice=Parvo claw 2 + PA]1d20+12; 1d4+12
[dice=Parvo tail slap + PA]1d20+7; 1d6+6
surprise round, Elnaril, also your target is deceased, you can change action
| chillblame |
In a flurry of violence, the party demolishes the two forward wolves with a combination of claw, crossbow, blade and flaming fist. Mazrak and Seltyb finish with an arrow and spell into a third wolf further inside.
perception: 1d20 + 8 ⇒ (1) + 8 = 9
Elnaril has the option to redo parvo's round, so I will wait a little while for him to update, then do the wolves turn