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Re: GREYFORGE: The Owl and the Behir
Posted: Sun Jun 28, 2015 8:41 pm
by Longman
You don't get anywhere near that far.
Turns out you only had about 2 rounds (20 seconds) until they show up, charging out of the darkness from the NE, very quietly. You can just see their shapes in the moonlight.
Cholum is in the ruined outhouse with LE. The bowman and other scout were already in good positions, and stayed there. Chevo has just gotten outside the Inn and was taking his bearings when they arrived. Milly is below, and the four fighters are 2 rounds into their 6 rounds of armoring up. Thann is also just outside the main Inn.

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No one is surprised.
The bugbears charge to their marked locations. There are more behind them, maybe 2 more, hanging back.
Thann shoots - and misses. He also warns those below. Bowman 1 shoots - and misses. Scout shoots - and misses. It's tough in the dark. It will be easier when they get closer and your dark vision kicks in.
Chevo has his axe out (I rolled for this), and can move. Cholum has his mace out and can also move.
I need you to finish round 1. That means, anyone above who hasn't fired can now move, or even double move, if they want. (The 4 fighters below can't act til round 2.)
Re: GREYFORGE: The Owl and the Behir
Posted: Mon Jun 29, 2015 3:07 pm
by Grendelthebrave
Chevo will double move to get into the building with Cholum and LE. He'll take up a position behind the wall so he can strike at a beast coming over the wall.
Cholum will try to usher LE as far away in the room as possible, as in against the far wall. They will then soil themselves in anticipation of the monsters scaling the walls.
Re: GREYFORGE: The Owl and the Behir
Posted: Mon Jun 29, 2015 8:59 pm
by Longman
OK - you have moved. That's the end of round 1.
Can I direct you to the rules about Game Points? You may need them, if not in this battle, then in another one coming up.
viewtopic.php?f=25&t=1168&st=0&sk=t&sd= ... =10#p45607
Round 2
Thann and the archers fire before the bugbears get into melee.
Thann hits B1 (5hp).
The other bowman also hits B1 and does 2hp (7 total).
The Scout hits B3 and does 4hp.
The bugbears run forward and leap into the building. Initiative is a bit irrelevant because they have to move more than a regular move, so it is your attack when they arrive. They cannot attack this round.
Cholum swings with his mace at B1 and misses with a 2.
Chevo attacks B3 with his axe and hits easily, cutting a huge slice into one of the bugbears (9hp). It has now taken 13hp and looks pretty sick.
Now the ugly part. All 3 bugbears attack.
B1 attacks Cholum. It critically fails. (Hooray!). It will be at -2 on its next attack roll. It cannot win initiative.
B2 attacks Chevo, missing (4).
B3 attacks Chevo, missing (5).
They are all unarmed and emaciated, with no armor. They are using their claws.
Still, I
cannot believe how lucky you were just now.
End of round 2 - what do the fighters in the basement do? Run up in their underleathers, or keep putting their armor on? There is a lot of screaming and growling going on upstairs and they can tell the combat is going in earnest.
In round 3 - you'll have to be aware that if the guys with bows keep shooting they'll be going direct into a melee. You can take a -4 penalty and have no risk of hitting your friends. Or you can take no penalty and risk hitting your friends on a 1-4. Or you can go halfway (small penalty -2, small risk 1-2). Make sense?
Or they could change to melee weapons...up to you.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jun 30, 2015 11:33 am
by Grendelthebrave
The fighters in the basement will decide that ol' Gurr will definitely not be impressed if they let Chevo get eaten by bugbears.
They'll rush up the ladder, abandoning getting dressed. They'll move as far as they can toward the makeshift stable where the melee is going down. The axemen will move in close, and the pikes will try to take advantage of their reach, staying behind the other Dwarves if possible.
The archers will take the penalty (-4) to avoid the risk of hitting friendlies and continue firing.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jun 30, 2015 8:16 pm
by Longman
(I have rolled init but am not posting it.)
Chevo - misses.
Bugbear 2 - JUST misses Chevo
Cholum - hits B1 and does 13 hit points of damage with his mace. It had already taken 7, and is now exceptionally dead. He literally pounds its head off.
Bugbear 3 - attacks Chevo and misses, narrowly.
The archers have all moved slightly to get a better angle on what is happening in the building.
Thann hits B3 in the back for 3 (16 total). It dies.
The other two concentrate on B2, which is uninjured. Scout attacks and hits (4). The bowman misses.
Meanwhile the fighters all charge up stairs and towards the melee, which they will enter next round. The fighters can see 2 smaller (female) bugbears that were hanging back, fleeing into the woods. Obviously they have realised this fight is not going their way.
B2 is still in the fight, and is surrounded. The attack has failed.
(Man, you are lucky on this one.)
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jun 30, 2015 10:32 pm
by Grendelthebrave
Stab away everyone! The fighters will do their best to end this battle with the last bugbear without any Dwarves dying.
The scouts and Thann will keep an eye on the fleeing females, in case they try something cute. Perhaps the scouts will loose an arrow if they have a shot.
I'll start to consider what to do with the Bugbear corpses. Part of me is thinking Behir bait... but they might be a little heavy to haul three hexes in the morning.
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 01, 2015 12:27 am
by Longman
New round -
Chevo attacks - he rolls a natural 20. He does 10 hit points. The creature is on death's door.
However, it gets one final attack at Chevo...this time it hits the fighter and does him 2 hit points.
Cholum misses the dying beast with a wild mace swing.
The archers all miss, trying to avoid hitting you in the back.
Then, the 2 axemen wade into the scene and Mangerin cuts the beast to pieces.
The Pikemen stand around trying to look useful and involved.
"Well, we scared off the other ones!" they claim.
Fight over. Elk defended.
Let me know your plans for the morning. (The night passes uneventfully once the adrenaline dies away). The bugbears probably weigh about 250 pounds. You could get the pikemen to carry one as bait. That's not a bad idea, really.
Re: GREYFORGE: The Owl and the Behir
Posted: Sun Jul 05, 2015 10:47 pm
by Grendelthebrave
Chevo will explain the plan to Raddus and Arntsy. "You lot will carry the stinkin' carcass because you took so long to help us in that fight. Why, Cholum almost got his beard cut trying to help the Elk!" Before they can voice objections, he'll continue: "Let's go. I've a mind to get this Behir dealt with."
Thann will respond "Yarr!, Let's have him dealt with" but his voice will crack slightly, betraying some fear under the surface.
The group will head East down the trail one hex in their standard formation to O04, then cut in north to O03. There they will stop to armour up, and finalize a plan.
Re: GREYFORGE: The Owl and the Behir
Posted: Mon Jul 06, 2015 11:53 pm
by Longman
Thur May 22nd.
The group moves into 004 with the disgruntled pikeman carrying the bugbear. The weather is decent is a bit windy. Nothing happens.
The next hex is a full EP to move into 003, a forest hex which contains a variety of behir tracks although none that seem very recent. There are not too many animal tracks around here, either. Maybe the animals know better.
You can see the hills that you think contain the behir lair to the north above you. You armor up as specified. Only 1.5 exp down so far. You have not explored 003 very thoroughly at this point (I can't find any trace of you having been in it previously).
Do you want a close up tactical map of the behir territory (a map of the hex 002?) Or do you want to approach the hills from this direction and have a small-scale map of the lair area? It depends on whether you want to ambush it while out hunting, or simply move in. It seems to be active during the day.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 07, 2015 2:18 pm
by Grendelthebrave
All right. So we'll head into the hex at large, paying close attention to wind direction. I'll take the map of the hex, and decide based on what the scouts might see, and wind direction as to where might be a good location to set up an ambush and minimize casualties.
Hopefully find a way to get the Behir interested in the easy carcass meal, and not a bunch of lively Dwarves. Milly will keep trying to focus in case she happens to catch a vision of impending doom.