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JA's - The Borderland Keep

You are approaching from the east....the
barns run east west and the farm house north south

The din of the fight and the noise of the cattle and the battle around the farmhouse...makes it almost certain that they do not hear you..
you get to 200 yards of the battle when you first feel your being noticed

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His horse coming to a stop, Sage Tetke whispers words of arcane power as thin wisps of fire flow into his outstretched hand and begin to whirl around, creating a ball of eldritch fire. The elf then flicks his wrist and the fiery orb is hurled toward the group of large figures, exploding in their midst and enveloping them with deadly flames.
 

Edoryan begins firing arrows at the nearest large foemen.


OOC: 200 yards = 600 feet = 5 range increments (-10 to attacks)

Does Edoryan recognize the large creatures? If they are of the giant subclass, he gets bonuses.
 


ooc: So are you guys stopping at this distance?

Heinz charges on ahead, Peeko sweating as the warhorse gallops towards the enemy, as he needs to get within 50 yards to use his spell.

ooc: Unless something changes, he will continue for 2 rounds, then stop the horse and cast stone call. If the enemy closes the distance, he'll slow down next round to a double horse move and cast the spell next round if he's within range, and assuming the targets are still close enough together.
 
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Edoryan fires an arrow from the back of his mount, all the while using his knees to guide the horse forward, following after Heinz.


Edoryan gets +4 to attacks and damage vrs giants, so that helps. So, at 200 yards he will begin firing at +6 attack.

Also, there would normally be a Ride check needed to "guide with knees" so that Edoryan can use his bow and ride at the same time, but the DC is 5, and Edoryan has +10 ride, making it an automatic success.
 

ooc: Heinz is glad that Edoryan isn't leaving him to approach on his own :)

That said, don't forget the penalties for shooting from a moving mount: no penalty for a single move, -4 for a double move, -8 for a run (which it is, if you're pacing Heinz).
 

The party lands it's attacks with great effect, fully every attack is a hit as if by great chance. The fireball has more than a desired effect taking out a full .20 percent of the lesser foes. The arrows stike their foe causing them to turn which allows a blister of arrows from the farmstead to hit them hard. The attackers begin to rally and form a solid core of resistance showing them to be poor tacticians

Actions
 

Having unfortunately expended his only artillery range spell, Tetke conjures protection in the form of arcane armour and then urges his horse forward.
 

Into the Woods

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