Akkramar hits the hand of the closest opponent and watches him scream as he looks to his hand that now has an arrow across the hand.
Lukas hits the 3 humans with his ice storm.
Seamus throws a rock at the closest target
I'm assuming you want to do max damage, at this distance that means that you need a rock that weights +- 5Kg. you need to invest some points in throwing to properly throw, I'll assume you have at least skill = DX for this combat as you have several points available to spend.
Throwing rocks does 2d-1 Thrust damage
Duncan cannot stop looking at the dragon and you freeze in place in fear! You are stunned, You may perform any active defense but your defense rolls are at -4 and you cannot retreat.
Initiatives: Duncan, Enemies, Akkramar, Seamus, Lukas.
It's the Enemies turn to act
Dunca waits on the other 2 men to approach and then implodes into flames!
All men try to dodge the fire!
One of the men falls into the ground getting burned by your blast, another the other men jumps back, falls prone but is able to evade your attack.
The men you were talking to takes your blast and reacts by shouting Men we are under attack! and follows by casting a spell.
Duncan, you see a HUGE dragon-like image leaving his body and opening his mouth and all of those teeth going for your head. You feel a chill running down your spine!
Duncan roll 3d6 for a fright check I'll manage the penalizations and then 3d6 for the effect (just to speed up in case you fail)
The man that is close to the doors casts a spell but you cannot perceive any effect.
The man that was able to evade Duncan's attack stands up!
Initiatives: Duncan, men around Duncan, Akkramar, Seamus, Lukas.
Go Akkramar
Duncan you don't have a breath you can "implode" works like a fireball centered on yourself that doesn't hurt you.
Ducan moves forward towards the man that's talking to him, that man signals some of the others to come close and draws his sword and shield Get out of here unless you want trouble!
The man that was inside the mill moves further back outside of your view and 2 of the men move into the mill with all the branches they were carrying.
Duncan keeps on walking and answers back: F**K I'm so tired of these stupid kobolds. Hey, my hands are getting fu**ing cold. You guys need help with those fires? No one makes a good fire like me.
One of the men advances and says: Not sure of what you are up to but stop there and go back!
One of the other men close to the door talking to the men picking branches and scraps of wood says:That's enough, bring that to the mill!
All the other men move towards the mill.
Duncan follow your post I've marked with a cross where I believe you are headed and with a red circle where you will aim the fireball.
If you agree, (or in a few hours) I'll assume this is correct.
All the other I believe you are waiting for the fireball to be cast or for the NPC to do something.
After Duncan moves a bit he's seen by the other group Hey men look, more guards! All the men are now aware of at least Duncan. Duncan your fireball does not have enough reach for the men the in back.
I've updated the map at https://app.roll20.net/editor/
As you can see in the map, Duncan needs to move 2 rounds to be within firing range of the guys close to the door.
The terrain is open enough that they will probably see you during the 1st round.
How do you want to proceed?
What does that mean exactly? Are there any rolls involved? :D
You can go up and down a few trees until you find the perfect spot (but risking being seen and giving them more time) or let's just use a -2 and you can use the first tree you climb.
Akkramar you can find range penalties in table SIZE AND SPEED/RANGE TABLE pag 550. At 30 yards the penalty is -7.
You can find several trees, the tricky part is finding a good spot in the tree that allows you to properly use your bow without hitting a branch or leaves.
Duncan Don't forget that your fireball range is only 10 hexes.
Now with the passage thru the cellar clear it's easy for our heroes to enter and leave the keep, you make haste and reach the mill with no problems:
The mill is a simple rectangular barn, about 40 feet long and 20 feet wide, with an attached, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows.
All these openings are closed except for the barn doors that are slightly opened.
Outside you see 7 humans, 2 groups of 2 are trying to start a fire with bushes and branches while the remaining 3 are close the barn doors waiting.
You are 60 yards away from the barn doors hidden behind bushes.
You have decent cover until you are within 30 yards from the mill and from that point forward the terrain has less cover.
A sea of flames and multiple weapons hits later the few rats remaining scatter away into the cave...
The group moves forward thru the cave reaching a grated door at the end. Akkramar carefully opens it trying to do as little noise as possible, meanwhile, Lukas uses his magic to scout the space ahead finding a group of hostiles patrolling the area close to the river ... fortunately they were heading the other way, and soon enough the group was able to leave the tunnel unnoticed.
After a quick walk towards the church, the group is able to see that the church is guarded by 3 groups one at the front door trying to ram it open, another one at the back door trying to burn it and the last group of creatures wandering around the church breaking windows and frightening the people inside the church.
The groups decided to divide themselves, 2 of them put up a show of strength close to the main entrance to distract as many hostiles as possible while the other 2 attacked the group in the back.
At the main doors, after some back and forth "communication" between both parties, they engaged in combat thus successfully leaving the back door poorly unprotected. The group at the back door managed to kill every enemy in there and successfully allowed the people inside the church to escape unharmed.
The front group eventually fled the scene and everyone met back at the entrance of the tunnel.
It was with great joy that the people were received in the keep!
After a short rest, Nighthill approached the group giving them 200gp each, and asking again for their help this time to rescue the town Mill as a destroyed mill would mean that the town stockpile would also be lost and the town will not be able to farm more for months. The plan is for the group to do what they can as Nighthill is sending word and soldiers should reach the mill soon enough, but Nighthill worries that it may be too late for the stockpile.
After some debate, the team accepted and is now getting ready to reenter the tunnel and head for the mill.
Botting Seamus: Seamus does a double attack killing 2 rats!
Duncan turns to the "North" opens his mouth and a sea of flames almost evaporates all the rats coming from that direction!
You see the groups of rats that were hit to regroup and the entire horde presses the attack!
Now the rats don't limit themselves to attack the feet and lower legs, they are now climbing up your bodies and the damage will be applied to the least protected areas.
This applies to Lucas and Seamus. Duncan burned more than 90% of the rats on his square, this does not apply to Duncan this round.
The Rats keep on biting on everything and anything that moves Duncan, Lucas, and Seamus take 9 points of damage:
- Duncan DR 12 no damage
- Lucas DR 6+2: 1 damage
- Seamus DR 6+2: 1 damage (Assuming DR 2 from armour until you choose one)
The group keeps advancing down the tunnel.
Akkramar keeps advancing and passes unnoticed but the rest of the group does not have the same luck ...
Suddenly you hear a *squeak* followed by dozen of other squeaks that come running from all directions, rats ... dozens of rats coming out of holes and from the water! You are quickly overwhelmed by a horde of rats!
You hear the sound of rats from the entire tunnel that ecoes from all directions ...
The Rats bite on everything and anything that moves Duncan, Lucas, and Seamus take 9 points of damage:
- Duncan DR 12 no damage
- Lucas DR 6: 3 damage (do you have any armor?)
- Seamus DR 6: 3 damage (do you have any armor?)
In the map you can see the rats around you and your hex is also covered by rats (see swarm rules if interested for details).
No rat attacked Akkramar.
You start at -3 vision since you still have the torches from the cellar helping you.
After a few turns in the path, the penalty goes to -7.
Duncan your nightvisionX2 reduces this to -5.
Akkramar you walk a little bit ahead of the party with no trouble.
Through the path, you have to cut through several spider webs and you see multiple spiders, centipedes, and rats moving around.
Here and there you hear water droplets dripping from the ceilling *ping* ... *poing* ... but no sign of humanoids.
The path is pretty straight forward, as you move along the path you start passing through natural cave formations that are quite large (at some point 3 or 4 people can easily fit side by side in each side of the stream)
The torches are promptly provided.
While Escobert guides you towards the cellar: The tunnel’s main function was as a secret means of collecting water from
the stream during a siege, but since the keep has never been besieged, the old tunnel has never been used.
Barrels and crates are piled in front of the door but within a few minutes the path is clear and Escobert opens the door.
As far as we know the invaders still don't know about this tunnel. As long as we can keep it this way we will be able to enter and leave the keep unnoticed, take care to keep it that way.
I thank you for your help!
You can say, ask something before you enter the tunnel.
As you enter the tunnel you notice that the disused tunnel is choked with webs but is otherwise clear.
It seems to be a natural tunnel that in some places has been dug to make it larger.
The tunnel is tighter in some places and wider in others, it's always wide enough for 1 person to pass at ease.
Escobert:The light in the tunnel will be enough to walk, maybe if you are running it can be a problem. As long as the invaders do not know about this entrance we can keep it as a safe way in and out of the keep.
Escobert: The castle ground is elevated in relation to the river, you will be walking thru a small stream that ends in the river.
To answer your question, the tunnel ends in a grate that lets the light in, but in the beginning, the tunnel is almost pitch black and as you approach the grate it will get less dark.
We can light torches in the cellar that will provide some additional light in the beginning, nevertheless, you will always be able to see the walls.
He then calls a dwarf with knotted, tangled, bright red hair that approaches promptly.
Let me present Castellan Escobert the Red. Escobert is the master of the keep, Escobert is in charge of its defense and is the best source of information on the tunnel if you have any further questions.
Escobert, please give them the key to the tunnel's grate.
Escobert promptly removes one key from an enormous ring of iron and brass keys.
Escobert: This key will open the grate you will find at the end of the tunnel. I'll accompany you to the entrance of the cellar when you are ready.
The keep is in constant motion you see soldiers barricading the main gate, wounded being taken care of, provisions and supplies being protected, the garrison on the lookout around the keep.
As you talk Nighthill is interrupted from time to time by soldiers binging news and updates.
Nighthill reads the letters.
Nighthill Let me start by thank you for showing me these letters.
So whoever is doing this is interested in money. This probably means that they are only interested in looting Greenest.
Nevertheless, while they plunder people are dying!
This "S" signature, doesn't ring a bell, but I'll ask around to see if anyone can remember something.
I’d love to know what we’re up against, and why. For that, we need prisoners! A commander, even a low-ranking one, is best.
If you are able to capture some of the bandits that would be great.
Maybe I was not clear.
The tunnel is a passage from the keep to the river it does not reach the church.
Nighthill is suggesting you take the tunnel to pass unnoticed thru the enemies that are around the keep (not the ones that are around the church).
But you will have to walk from the river to the church.
The suggestion was to check the back door once you get close to the church.
Talking to Lukas:I see your mind is a very pragmatic one.
Indeed the city will honor the bounty, but you are right, we do need to have a city for that. Information? I’d give anything to know what we’re up against, and why. Can your information help in that regard?
Talking to Akkramar: The tunnel only goes to the stream, which may or may not be guarded. It's a good alternative for a small group to path unnoticed, but if we try to move everyone we would get caught for sure.
And even if they don't see us right away, we would have to walk to the next town and they would probably catch us in the road.
About equipment, if you require any weapon or arrows to replace yours, or any other common equipment that you need to the mission I will see what we have in the keep.
About magic, we have already used some potions and are saving most of our magic resources for the combat with the dragon. He hasn't attacked the keep yet but we believe it's only a matter of time.
So I assume you are willing to help?
I'm glad you ask that, the keep has a secret tunnel. The tunnel’s main function was as a secret means of collecting water from the stream during a siege but it can double as a sally port. Since the keep has never been besieged, the old tunnel has never been used.
Regarding the temple, it has a back entrance, they are focused on the main entrance and maybe you can help the people exiting the temple unnoticed.
Governor Nighthill: Nice to meet you Akkramar and ...? assuming you introduce yourselves. Indeed this is a brutal attack! This is the first time Greenest is attacked and we are still at a loss as to why we are being victims of this brutal attack!
Right now, the raiders have isolated the keep from the town with encircling groups of guards, the circle is not perfect and they haven’t organized an attack to the keep.
I think the raiders don’t intend to attack the keep; they seem interested only in loot. The real danger is to the town and to those people who didn’t make it into the keep before it was cut off.
As you can imagine the forces that we have in the keep are either organizing defenses in the keep or keeping guard and defending the walls.
You seem to be an able group and if you are interested I could use a stealthy group that can help the people that have been cut off.
If you look this way, you can see the temple, as far as I know, dozens of townsfolk have barricaded themselves inside, but raiders have it surrounded.
Would you consider going to them and help them escape?
Linan and Cuth are exhausted and more than welcome any help they can get.
As you inquire about who's in charge you easily discover that it's Governor Nighthill.
You are directed to Tarbaw Nighthill, he is pacing atop the parapet of the keep. He's a human male with more or less sixty years.
As you reach the parapet and approach Nighthill, he welcomes you Wellcome, you are the mercenaries that were after the bounty and also helped Linan and Cuth reach the keep are you not?!
Let me start by welcoming you to the city although the timing is not the best one.
Let me take the opportunity to present to you Greenest! From here we have the best view of Greenest!
You notice that the right side of Nighthill’s face and head are bandaged, his right arm hangs in a sling, and his light blue tunic is stained with his own blood.
You move along between skirmishes and manage to reach the entrance of the keep with no more incidents, with Linan (the woman), and her husband Cuth by your side the guards open the doors and let you pass quickly. You are the last group in after you the guard's lock and barred the gates.
Inside the keep you see soldiers manning the walls as well as commoners that, like you, have sought refuge in the keep.
Linan and Cuth thank you deeply: Thank you, without you for sure my family would either be dead or captured. We are forever in your debt.
Unless you have something specific to say or ask they then devote themselves to taking care of their wounds and comfort their kids.
Akkramar you hear the sounds of fire as multiple buildings are burning around you. You also hear shouts all around you some closer, some further away.
Lukas as you rise above ground you see multiple fires and columns of smoke rising from the fires. The city is being raised and for sure there's no lack of places you can go if you are looking for skirmishes.
The man talks with Duncan and whoever is close by can easily hear.
I sure am glad you were here, we would never have made it past them!
We should hurry to the Keep we are close.
Lukas hits one of the flying creatures opening a wound in its flesh and making it scream!
Akkramar fires an arrow that strikes thru the creature to the North, puncturing his belly!
Duncan fails to dodge his opponent's attack but his armor absorbed the attack.
Seamus dodges his attacker and responds with a mighty blow slicing him in half, killing him on the spot!
Z'orto charges towards the remaining human.
The creatures keep attacking:
Lukas is attacked by one of the flying creatures and it's a possible hit.
Akkramar is attacked by the flying creature he has hit and it's a possible hit.
Duncan is attacked by the human and it's a possible hit.
Seamus is attacked by the flying creature he has hit and it's a possible hit.
Lukas attacks one of the robbed creatures but he dodges Lukas's attack.
Duncan dodges one attack but is unable to block the second attack, a powerful attack that deals 15 points of damage (-12 from DR) you take 3 damage
Duncan immolates himself and burns everything around him killing two kobolds, injuring the human, and setting on fire the nearest house.
Z'orto attacks his enemy hitting him in the stomach.
His enemy answers his attack and also strikes true!
Z'orto is also attacked by a flying Kobold but the arrow misses.
Lukas is attacked by a flying kobold that misses.
Akkramar is attacked by a flying kobold and is a possible hit.
Defend from 1 possible hit.
Seamus is attacked by a human and is a possible hit.
Defend from 1 possible hit.
Duncan is attacked by a human and is a possible hit.
Defend from 1 possible hit.
Lukas sword cuts the kobold in half.
Lukas you can change your attack/move action.
Seamus, you cannot cast a spell while you are dodging. You can cast the spell on the next/this round.
Nevertheless, the dodge would fail.
Let me know if you still want to cast improved dodge.
The kobold tries to parry Seamus attack, but Seamus strike hits his target and kills the kobold.
An arrow hits Lukas in the back dealing 13 points of damage.
Assuming DR 2 from armor until you buy/choose an armor. Total DR 8; 5 points of damage go thru your DR
Akkramar evades the attack, picks up the bow and stands up.
picking the bow is your main action
Lukas evades his attackers and fights back by killing one with his mana bolt, the sword attack is parried by the Kobold.
Akkramar observes the flying creatures and realizes that they look like flying kobolds. As Akkramar draws an arrow to fire, the blow slips and falls on the floor near you.
Akkramar, it's easy to hide from the creature that is firing at you by moving next to the building he's standing on. The roof extends a little outwards and is enough to give you cover.
Seamus manages to dodge 2 attacks but is hit by the human.
Seamus you take 11 damage, you have DR 6 and I'm assuming +2 DR form your armor (using this value until you select/buy an armor).
You take 3 points of damage.
Duncan Parries the attack.
Duncan is your turn to act
Duncan attacks one of his enemies and with a clean swipe he eviscerates the creature!
Z'orto: Hay, Lukas spells are blocking the way for the family, we'll have ta kill some of them ta pass!
And then Z'orto proceeds to deliver a mighty blow in one of the kobolds.
The enemies move to reposition themselves closer to the party and to avoid Lukas area spells...
Duncan is attacked by three enemies but only one strike his a possible hit.
Defend from 1 possible hit
Lukas is attacked by one kobold that misses and two flying creatures fire arrows that are possible hits.
Defend from 2 possible hits
Seamus is attacked by one kobold and two humanoids and all attacks are possible hits.
Defend from 3 possible hits
Akkramar is attacked by one flying creature that fires an arrow at him but fails.
The two kobolds facing Z'orto try to reply to his attack but both fail!
Lukas cast another ice storm that hits 5 enemies.
Ice storm 1 3/10 rounds; Ice storm 2 1/10 rounds
Akkramar kills another kobold with a single arrow!
Duncan, you have a fireball (you can throw it and it explodes upon contact with the first obstacle) and you are able to "explode yourself" is like a fireball but centered on you and it does not harm you.
Both are fire spells.
Seamus attacks the nearest kobold but with a swift move, he manages to evade the attack.
From the buildings, you hear someone shouting in a strange language, and on each side of the street, a few hooded creatures appear, as they appear they seem to cast some spells.
Two of them cas a spell that cactes several of the kobods and the other only moves.
Additionally from the 2nd floor of the same buildings, a few flying kobolds show up.
2 kobolds advance and attack Seamus.
One of them scores a hit and the other misses and drops his weapon.
Seamus to defend from 1 attack
4 Kobolds attack Seamus 3 of the attacks are possible hits and one of the kobolds slips while attacking and is actually unable to attack.
Duncan to defend from 3 attack
Duncan waits for Z'orto to get out of the way and then moves to face the kobolds and attacks and slices 1 kobold in 2.
Z'orto moves back and calls the family.
Duncan, your fireball radios is too big and would always catch a building.
I've just checked you have fireball and implosion you do not have breath ... but you have the points to gain a breath attack similar to the others.