• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Constables of the 14th Ward Part 2

OOC: A note on movement. Keep in mind that you remain in an area of shallow bog so movement costs double. If you take cover to either side the dense undergrowth on the right and deeper water to the left will force you to move even slower.
 

log in or register to remove this ad

OOC: Here's a map of the mill complex. Note that the Constables are way at the south end of the map. I started with the area of trees where you just fought the trolls. You can tell me where your characters have moved and I'll place them. Spot checks and initiative for everyone please. Note the information on terrain from this post http://www.enworld.org/forum/playing-game/222793-constables-14th-ward-part-2-a-19.html#post4471315. I'll get some more details of the mill up a little later today based on the results of your spot checks.
 

Attachments



Darius (AC:17 HP:58/58) can normally run at 120 ft/round. So, running through the bog at 60 ft/round will allow him to take cover south of the barn after 6 and a half rounds of running. Even as Darius starts running, he's too busy marveling at the marksmanship of the unseen archer to notice much (spot (1d20 2=5)).
 



Thea spun quickly to see where the arrow had come from- though the range was long, she was able to make out at least a few likely spots. But between the distance and the trees she couldn't be sure- and the only way to see better would be to get closer. Still, it seemed like the other constables were ready to continue their assault, so she decided to back them up. She began to move closer, using the trees for cover as best she could, and watching out to make sure they didn't get surprised by a flank attack.

OOC: [sblock] Spot 14, initiative 18; rolls Roll Lookup ; Thea will move forward as best she can, using whatever degree of cover she can without going into deep bog or water- most of her attention is on watching the area around them, so she'll sacrifice some ground speed for observation time. [/sblock]
 


Brae pauses to peer keenly about at his surroundings; after taking several long seconds, the cleric begins moving, jogging behind a nearby tree. He then begins a prayer to Meda, asking for her blessing and the power of flight.


Initiative: 1
Spot Check: 20

Move to T136 for cover, cast Flight.

[sblock=SPELLS PREPPED]
-- Spells Per Day
---- Level 0 (DC14): 5
---- Level 1 (DC15): 4 + 1 domain
---- Level 2 (DC16): 4 + 1 domain
---- Level 3 (DC17): 3 + 1 domain

-- Level 0: detect magic, create water, resistance, light, guidance
-- Level 1: shield of faith, lesser vigor, divine favor, bless + (d) charm person
-- Level 2: animalistic power, silence, spiritual weapon, sound burst + (d) lesser restoration
-- Level 3: dispel magic, summon monster III, searing light + (d) fly
[/sblock]
 

Ederaul Mamier AC 19 HP 31/35 (41) 10/12 CON

Seeing the remarkable accuracy of the bowman, Raul will quicken his pace to a full run until he reaches a more reasonable range for his crossbow. At that point, Raul starts looking for the bowman to return fire. If I can't hit him, at least the bolts may slow him down.

[sblock=OOC and rolls]
Init 10
Spot 25
Roll Lookup

With a range increment of 90, Raul wants to be less than 450 ft from the window when he fires.

Move 50, run at 200, gives me 100 in the muck? Are you allowing running in this crap?

[/sblock]
 

Into the Woods

Remove ads

Top