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Re: GREYFORGE: The Owl and the Behir
Posted: Mon Jul 13, 2015 7:22 pm
by Longman
You don't get lucky.
Except that Thann makes his hear noise roll, the only way you could have heard the beast approach, with surprising stealth, from the side of the ridge. He can hear it now about 200' away. It is definitely coming in your direction.
You can run, but it will be faster than you and may catch you eventually if it hears you moving. Or you can hold in your current location. (There's little point moving to a new location).
There's a long break in the trees about 120' away where you think you will be able to see it and fire a round of arrows. After that, we'll go into initiative.
(Should you stay or should you go???)
Re: GREYFORGE: The Owl and the Behir
Posted: Mon Jul 13, 2015 9:09 pm
by Grendelthebrave
Okay!
The missile shooters and the pikes will make a dash for the spot they can see, then unleash an angry volley of arrows. The plan is to attract the Behir's attention, turning it's big face towards the archers. The pikes will hold the line in case the beast gets too close. The remaining melee strikers (Chevo, Mangerin, and Manning) will then charge in, trying to catch the beast's flank. If the beast gets too close, Cholum will switch to melee and try to flank the beast with his mace.
If, on the other hand, the spot you describe is actually just a bit closer to the beast, making the above plan nonsensical, the archers will still open fire, the pikes will hold the front corners of the beast, and the axes and Chevo will flank around the sides.
*If I can be a cheater and declare now what I'd like Chevo's combat skill to be, I'll just take the brute specialization with the battle axe. It was between that and the weapon spec, but I figure if his Good craftsmanship axe already helps him with to-hit rolls...
Thann will utter one last prayer to the Very True God, and Milly will hide, trying to keep herself away from the upcoming mayhem.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 14, 2015 1:54 am
by Longman
You've indicated a willingness to go into combat so I'm starting it.
Moving closer to the tree-break would not have helped - you were better off staying where you were and firing on it as it came through.
It appears on the ridge and charges you. Thann fires (120 range). Miss.
The scout Welsley fires. Miss. The bowman Toby fires and hits the creature, but it shows no signs of slowing down. Cholum fires. Miss.
Round 1 -
You win initiative. The bowmen all fire again as it moves 80' along the ridge towards you. It is 40' away! Thann misses. Welsley misses. Toby misses.
Panic is setting in. Now it is getting close, you can see it is not that big overall, but looks pretty well armored and has an evil glint in its eye. It knows exactly where you are.
I need to know the end of round 1.
It will end up 40' away at the end of the round and is rearing up on its hind legs. You are behind cover right now. Does Cholum shoot again, or change to his mace? And do the melee fighters charge at it, or hold firm and wait for it to run at you?
You have arranged yourselves with pikes at centre and axes + Cholum at the edges, and the pikes can set against the charge...but only if you hold in your position. If the pike-men move, they will lose their set.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 14, 2015 11:54 am
by Grendelthebrave
Bad start archers!
Cholum will shoot again. Chevo and the Axes will wait for the beast to crash into the pikes.
"Take cover everyone! Raddus and Arnsty, hold fast and be ready with those pikes of yours!" Chevo will call out, his voice becoming more panicked as he sees the beast rearing.
We'll receive the charge (if it does so) on the pikes, the archers will take cover as best they can. The melee fighters will charge the beast's flanks once it comes in closer.
Next round if the melee is on, Cholum will switch and help with the smashing.
Re: GREYFORGE: The Owl and the Behir
Posted: Tue Jul 14, 2015 8:34 pm
by Longman
End of round 1 -
Cholum shoots and misses badly. Panic is contagious. It reaches 40'.
Round 2.
You still have initiative.
The archers run back and get better cover, instead of taking a final round of shots (your instructions). Everyone else sets against the charge.
It moves forward to 35' and then breathes lightning at you.
The pikemen are front and centre and the bolt is aimed at them. They both save vs. spells with a bonus for partial cover. Raddus succeeds easily and takes only 4 hit points. Unfortunately Arnsty does not, and takes the full 14 hit points damage, leaving him on -6. He succeeds in his death ray save and does not die. But he will be dead from shock in 3 rounds unless someone can make a DC 20 Int roll to save him. Only one person can minister to him at any one time. At the moment it is his comrade, Raddus, who is standing over him with tears of horror in his eyes.
The axemen run forward to get their attacks to end the round. The results are spectacular. Manning rolls a 19 and delivers 7 hit points on the beast and Mangerin scores the maximum (20), delivering 10 hp. It has now taken 21, and looks rather badly injured.
Chevo and Cholum also wade up to attack the creature at the end of round 2 but it is now begging for its life.
'Stop! I'm sorry. I was hunting! I thought you were animals! My eyesight isn't good! I can help you! Tell me what you are looking for!'
Your two fighters can attack it, or negotiate. If you attack, we will then go into round 3 and roll initiative again for the close melee,
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 15, 2015 3:30 pm
by Grendelthebrave
"LIES!" Chevo yells. "You've already helped us, beast! We came looking for your head!"
Cholum screams in rage after seeing Arntsy apparently get fried in the lightning bolt.
We shall attack. Let the dice fall as they may.
Archers will help out, taking penalties to avoid hitting comrades if necessary. Though hopefully they'll have a clear shooting lane toward the front of the beast now that the pikemen are low behind cover.
Is Raddus helping his friend? I got that impression from your post. It would probably be safest, as he's in the line of fire of the Behir's mouth.
Milly will look on in horror at the brutal melee in front of her. She knows that she's likely Raddus' best bet for survival, but she'll wait, in case the Behir turns away from the pikemen, she won't run out into the direct line of fire -- yet, at least.
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 15, 2015 7:29 pm
by Longman
End of round 2 -
Cholum and Chevo both miss. It's well armored. Suddenly those two axe hits are looking pretty good.
Round 3+
Thann - 8
Manning - 7
Mangerin - 6
Cholum - 6
Behir - 5
Toby - 5
Chevo - 3
Welsley - 3
Thann fires. I assume you mean the full -4 safety penalty, with no risk. He hits, and takes it to 24. Manning and Mangerin both miss. Cholum hits it well, and takes it to 32.
It keeps fighting, although it is close to death, and attacks Mangerin, rearing forward suddenly and biting him. It does the axeman 10 hit points of damage and then coils up around him, preparing to rake him with its claws.
'Let me go! Or I'll rip him to pieces. Let me go! Retreat! I promise I will leave him without further harm. And I will go from your lands. But if you raise weapons against me again, I will kill him!'
Toby, Chevo and Welsley are all still yet to act. You think you might be able to kill it before it makes good on its threat this round. If you fail, it will automatically attack Mangerin at the very start of next round regardless of initiative because it has him firmly in his grasp.
Incidentally, Mangerin is unconscious, or dead. You do not know which.
Meanwhile, Raddus attempts to revive his friend and stop him from dying of shock. This is not successful, and Arnsty moves to -7. The seer has the best intelligence and is his best bet, by far.
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 15, 2015 10:02 pm
by Grendelthebrave
"One thing's for sure about us Greyforge Dwarves... we don't negotiate with Behir!" Chevo screams as he dives in for his attack.
**Can I use one of those 4 game points at this point to give Chevo a nat 20 on his attack roll? I will if possible. Final answer.**
The remaining archers will also attack with the greatest fury they can muster. well, maybe at a -2 this time...
Milly will bravely dash in to Arntsy, and attempt to stabilize him.
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 15, 2015 10:14 pm
by Longman
Toby fires, taking the full safety penalty, and narrowly misses.
Chevo can indeed makes sure the beast dies with one of the party's 4 game points.
He 'rolls' a natural 20 and it is surely dead, having just taken an additional 11 hit points, taking it well into death.
Meanwhile, Milly rushes over to where Raddus is frantically trying to resurrect his friend, and making things worse with his panic. She moves the dwarf out of the way, rolls a 21, and somehow reaches out to the soul of the young dwarf pikeman as it is starting to slip toward they grey beyond. The lad is now stable on -7. (He was dead in another 20 seconds.) He will take a long time to recover from such a serious injury.
The wind roars along the hillside as the beast uncoils, and reveals the body of Mangerin Ironshield. Luckily, he is not dead either...but he is bleeding out.
(You killed the young behir with no casualties! I'm calculating your exp soon, but I'm certain Thann is up a level, and probably Chevo too.)
Re: GREYFORGE: The Owl and the Behir
Posted: Wed Jul 15, 2015 10:18 pm
by Grendelthebrave
Milly will also make sure Mangerin isn't dead, that was a dicey one.
Chevo has some bandages if that helps. She'll also bandage up poor Arntsy, to help his recovery, or just for narrative flair
Whew! Chevo now has the happy task of hacking the head off of the beast for hauling back to Greyforge. If that doesn't work, a bunch of teeth and its horns.
I just realized I totally forgot about Lord Elkminster, hopefully he's just happily grazing somewhere to the south...
EDIT:
You said Mangerin isn't dead, but Milly will try to stabilize him to stop the bleeding.