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Post by harbin on Jan 27, 2015 2:25:55 GMT
The small band of Orcish misfits had met by chance in the middle of the Anauroch desert. Survival in the harsh landscape had given rise to need to work together, to find a way to gain food and coin. The Orc blood in you all gave only one option - raiding. You are all hunched behind a large sand dune overlooking the trade route that passes into the lands of the Zhentarim and on into the Dalelands, along it slowly winds a human trade caravan, heading east toward the Swordcoast lands and Waterdeep. It is a large Caravan, with four covered wagons - each drawn by 2 horses, and a large wooden wagon in the middle. There are 20 Zhentarim Guards and a Zhentarim mage guarding the Caravan that you can see. Everyone who is up top observing can make a hide check with a +8 bonus. Then you can all plan how you will do this. You have 15 Orc Warriors behind you along with any other followers or cohorts you may possess.
More information can be provided with an Knowledge(Military Tactics) roll. Martial Lore roll can also provide some limited information about the combat abilities of the guards. Spot checks can provide some small details if you want them.
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Post by Thro'qu'ulug on Jan 27, 2015 2:32:38 GMT
Thro'qu'ulug hunkered down behind the sand and surveyed the caravan before him. It would be a hard fight and a huge challenge. The mage troubled him deeply as they lacked much by way of return spellcasting. What do you all think? Should we try to take the caravan? he asked the others beside him. It would be a tough fight. YQU3fmvz1-20+2 Military Tactics check to gain any advantage. 1-20+1 Spot Checks for any specific details on armor and weaponry.
1-20·1-20
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Post by harbin on Jan 27, 2015 2:59:12 GMT
You can tell that the guards are on alert as they traverse the desert, yet they seem very weary and hot already, so their attention span is shortened and they are not quite as alert as they would normally be.
The fighters all look capable (around ECL3) and are equipped with a chain shirt, large steel shield, a heavy crossbow and a longsword each. There is a captain leading up front who is armed the same and looks very capable (ECL5) and the Black Cloak Wizard.
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Post by Tyrelia Vess on Jan 27, 2015 3:10:09 GMT
Tyrelia is among the lower area of the dune, but from the little chatter among the orcs she can somewhat tell whats going on. How did she end up joining a big band of raiding orcs she wasnt quite sure, but it seemed fun enough.
"My my, that does sound like a challenge indeed, i dont think i have anything that can deal with so many at once, i can demoralize them a bit, that should help during the fight."
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Post by Luzkul on Jan 27, 2015 3:30:02 GMT
Due to her size and clumsiness Luzkul had chosen to remain at the base of the dune with the rest of the warriors. She cleaned Unfettered and tightened her hat and armor around her. Standing at just over 9 foot tall she was an imposing figure, dwarfing the other Orcs. She looked over at Tyrelia. "Scared? There are a lot of us as well. I am sure we can take them. Mind you the Zhentarim are often good for work. They might even pay us to help them. I wonder is in that caravan though, must be worth a lot."
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Post by Thro'qu'ulug on Jan 27, 2015 3:38:09 GMT
Thro'qu'ulug nods to the Orc that had accompanied him to the top of the dune and they both quickly and quietly slid down to the bottom. Here is the plan. Thro'qu'ulug spoke with a sense of authority to the group. Without a sound I want all of the warriors to run to the top of the dune, over the top, stop and throw/fire anything you can, and THEN charge the enemy. Hit them hard and fast. Try to work in pairs to focus fire and bring down as many as possible in the initial assault. I am going to go right for the mage. He looks over at Luzkul and Tyrelia. One of you two will come with me and help with the mage. Tyrelia might work the best. Luzkul can take on the Captain. Leaderless and under heavy assault they should hopefully fall quickly and easily then. Move silently roll if needed lU5h84vo1-20+6
1-20
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Post by Luzkul on Jan 27, 2015 3:41:30 GMT
Luzkul nods hefting her large stone axe. "Sounds like a plan to me. I will bring him down hardThroquulug, count on it." Just give the order.
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Post by Tyrelia Vess on Jan 27, 2015 3:56:19 GMT
"Of course we can take them, all im saying is that i dont know any spells that can take them all in one blow."
At the bosses commands, Tyrelia nods and follows along "But i do have a few ideas."
(upon entering combat or if it seems safe to cast it beforehand, Tyrelia will cast Spectral Hand, since most of her good spells are touch attacks.)
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Post by Thro'qu'ulug on Jan 27, 2015 3:59:23 GMT
Thro'qu'ulug nods and draws a heavy pick from his belt and slings his large spiked heavy steel shield onto his left arm.
Let's kill em all then.
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Post by harbin on Jan 27, 2015 4:19:51 GMT
The Orcs follow Thro'qu'ulug's advice and silently charge up over the hill. The Caravan does not spot them until it is too late. The first volley of Javelins brings down only 2 of the Guards and lightly wounds 2 more. The guards react, but are spread out along the line of the caravan, they draw their crossbows to return fire. The Orcs unleash a second - and final volley, bringing down 3 guards (ooc: including a critical hit!). 5 of the guards are now wounded to various levels. 5 are dead. 7 Guards return fire while the Captain rallies the other 8 to form a hasty melee line. The return fire is devastating, killing 4 Orcs outright. None of the leaders are struck at all though. The Black Cloak has gathered his wits and summons a Dretch to join the Melee fighters in the front row. PCs with ranged attacks get 2 rounds to shoot while moving or cast spells. This makes crossbows difficult for more than 1 shot, unless you want to stop halfway up the dune. It also prevents full-round action casting.
So actions for the two charging rounds then we all strike in melee (if you are entering Melee)
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Post by Thro'qu'ulug on Jan 27, 2015 4:21:39 GMT
OOC: No ranged or spells. Charging full tilt into melee, going to focus on the Dretch.
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Post by Luzkul on Jan 27, 2015 4:25:54 GMT
Luzkul charges down the sandy slope, slipping and sliding initially with her heavy frame, but as the sand becomes firmer toward the bottom she rushes forward her axe held high and bellowing out a mighty roar that cloaks the noises of the battlefield. Just before melee, using Roar ability. Will DC 15 or be shaken for 1 round.
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Post by Tyrelia Vess on Jan 27, 2015 4:43:34 GMT
Tyrelia fires a focused volley of spells towards the mage while charging, after reaching melee she will use her breath weapon to hit as many enemies as she can without harming the allies. First) spirit worm: melee touch attack (with spectral hand), makes the target take 1 con damage every round for 4 rounds, fortitude save DC 17 every round which if succeeds negates the damage for the turn and stops the spell: touch attack roll xzkMT1AT1d20+8
Second) heat leech: including this round, and for 4 rounds, the target makes a DC17 fortitude save or takes 1d8 points of cold damage
third or melee) Breath weapon: 30ft cone of shadow that bestows 1 negative level, reflex save (DC 14) negates, this negative level lasts for 24 hours, after which the afflicted creature(s) return to normal, this is quite a big area but i dont know how many would be affected
1d20+8
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Post by harbin on Jan 27, 2015 5:03:57 GMT
The roar from Luzkul is a double edged sword. Almost all of the Guards are affected and step back in fear, but so to do the Orc Warriors all falter (OOC: Yes, Only the Wizard passed the save). Her roar is fearsome indeed. Tyrelia dominates the battlefield. The Wizard is struck by the Spirit worm but still manages to summon the Dretch despite clearly suffering from the effects as his form begins to wither. He seems to remain unaffected by the heat leech for now.
Roll Initiatives: Luzkul: 24 Tyrelia: 20 Guardsmen on: 19
Dretch on: 13 Throquulug: 12 Orcs on: 9
Sorcerer on: 8
Captain on: 7
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Post by Thro'qu'ulug on Jan 27, 2015 5:08:37 GMT
2i5kUi5s1-20+3 Initiative.1-20
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Post by Luzkul on Jan 27, 2015 5:11:24 GMT
NCqki9O31d20+5 Initiative1d20+5
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Post by Drake Darkstar on Jan 27, 2015 5:13:49 GMT
(already stated my action for melee round so ill just roll init)
xZv3|pmI1d20+31d20+3
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Post by Luzkul on Jan 27, 2015 5:19:20 GMT
Luzkul screams leaping into the air, her axe coming down toward the Captain, desperately attempting to rally his troops and hold the Orcs back.
i2SNHE9U1d20+9 to hit. 1d20+9 confirm crit if crit. 3d6+11 damage 1D20+9·1D20+9·3D6+11
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Post by harbin on Jan 27, 2015 5:30:07 GMT
Luzkul strikes the Captain over the head. He is on -2 hp and bleeding badly. Tyrelia breathes her shadow breath. Striking 2 of the melee guards and 1 of the crossbow guards. Both of the melee Guards dodge and avoid the breath, but the Guardsman with the crossbow was too busy reloading to react in time. He suffers a negative level. The Guardsmen roll for morale: zRUR3UUD1d20-2Passing. Two of them attack Luzkul: 1d20+1 1d8+3 1d20+1 1d8+3
1 Hits, Luzkul takes 7hp damage.
Two attack Tyrelia 1d20+1 1d8+3 1d20+1 1d8+3
Both hit. Tyrelia takes 15 points of Damage.
The other four melee guards hold their actions as no one else is in melee yet.
The 7 ranged guards all fire into the Orc warriors: H1d20 1d10 H1d20 1d10 H1d20 1d10 H1d20 1d10 H1d20 1d10 H1d20 1d10 H1d20 1d10
2 more Orc Warriors die, 2 more are wounded.
The Dretch attempts to summon another Dretch and succeeds (rolled on D20.org). The new Dretch also attempts to immediately summon another Dretch 1d100 and it fails.
1d20-2·1d20+1·1d8+3·1d20+1·1d8+3·1d20+1·1d8+3·1d20+1·1d8+3·1d20·1d10·1d20·1d10·1d20·1d10·1d20·1d10·1d20·1d10·1d20·1d10·1d20·1d10·1d100
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Post by Thro'qu'ulug on Jan 27, 2015 5:55:41 GMT
Thro'qu'ulug yells also as he slams into the Dretch .. wait.. TWO Dretches. His curses are drowned out by the battlecry from Luzkul as his pick swings through the air, hoping to connect with the first Dretch. THIcHrJ91d20+8 to hit 1d20+8 in case of crit 1d6+8 damage
1d20+8·1d20+8·1d6+8
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