The Red Hand of Doom!!

Sir Jonathan 55/55 DDP 0/10

Manuver's granted: crusader's strike, leading the attack, WRT



Sir Jonathan steps towards the massive lupine, thrusting his short sword towards it's throat. His thrust urges his ally's on, as they all wish to end this battle quickly. As his invisibility fades, he calls, "Strike at them, before they call the alarm!"



Init: 5, attack 29, 7 damage Leading attack against the lead lupine, all allies gain a +4 on attack vs the creature for one round. WRT on someone nearby, preferably in the following order: Duroin then Kirrg. If the squares near me are not difficult terrain, I can reach them where they are now. Otherwise I move towards them and ready an attack.
 

log in or register to remove this ad

Still invisible, Duroin moves toward the closest of the wolves, his deadly axe aimed to fell the savage beast in a single strike.



Initiative +3
Move to K6
Attack +9 (+7 waraxe, +2 invisibility) or +13 (w/the +4 from Jonathon), Damage 1d10+2/x3 + 2d6 sneak)
 

AC: 17; HP: 42/42

Kirrg will try as quickly as he can to move to the beasts that sense his invisible friends and with a wicked overhand chop attempt to sever its head from its body.

Initiative of 10
Move to K7
Attack on the closest beast with Jonathan's +4 bonus (and no invisibility bonus because I don't know it off the top of my head) is 14, so let's hope the flat-footedness of my attack gets them. Damage is 10.
 

OOC:
Invisibility gives a +2 bonus to hit

Since Kirrg is delaying until after Jonathan, then hopefully Duroin can go before him (without +4 bonus to lead the charge) then get WRT and go again after -- seems the most logical course of action.
 
Last edited:

OOC: Remember you only get the bonus to hit if you go after me in combat. Also H4H, just a reminder, that when I WRT a character, they get another turn only if they have already acted.
 


OOC: I have no problem waiting until Jonathan's turn in the initiative, especially for the +4. So it looks like my attack would be at 16 with 10 damage.
 


Vraath Keep Round One Recap

21 Duroin Move to K6 Attack with war axe, Natural One! No fumble
17 Bad-guys1 wolf thing1 attacks Duroin and hits for 10 damage, possible trip resisted. Then moves to L/M-11/12
AoO from Duroin blocked by Ride check. Goblin1 shoots Duroin Hit for 2 damage
13 Bad-guys2 Goblin2 shoots Duroin CRIT for 6 damage wolfie2 moves and attacks MISS!
10 Kirrg moves to K7 Miss!
7 Virishal move to H9 Casts Dancing Lights
5 Sir Jonathan moves to I7 and readies an attack action
Uses WRT on Duroin
4 Duroin Full attack 1st attack negated by a ride check second attack miss


Summary
No delay for Kirrg. He had no idea what maneuvers Jonathan would use this round.
Jonathan’s readied action never is triggered
Jonathan's Invisibility 18 rounds left
Virishal's Invisibility 21 rounds left
Duroin 18 damage



Lightning quick and still invisible, Duroin moves toward the closest of the wolves, his deadly axe aimed to fell the savage beast in a single strike. Unfortunately disengaging from his allies who where also still invisible was problematic, not knowing exactly where Virishal was and she him, they momentarily jostle each other spoiling his shot.

The wolf-thing did not skip a beat. It latched its jaws onto Duroin's arm and tried to drag him down. However due to the Dwarf’s low center of gravity this was no easy task and the bigger creature failed to bring him down. The rider barked a sharp command and rode the thing away from the melee easily having his mount leap over Duroin’s ax blade. He then brought his mount around and shot a dart sized arrow into Duroin’s shoulder. With drilled precision the other rider immediately fired his bow as well this small arrow hitting the dwarf in the neck. The second wolf thing then sprang at Duroin growling and snapping its powerful jaws. Not seeing the Dwarf fall both Goblins start shouting in their native tongue for help.

Kirrg tried as quickly as he could to move to the beasts that sense his invisible friends and launched a wicked overhand chop attempt to sever its head from its body. However the arcing blow went wide and he missed the ferocious beast.

Virashil whispers to her comrades,"I think those wolves can smell us, or more likely, the three of you... I'm going to try and confuse them a bit more..."

She looks at the wolves for a moment, trying to figure out if these are normal wolves, or perhaps something more, then moves south and back, along with west wall of the building in the courtyard.

She murmurs a few syllables and causes a faint, glowing outline of a humanoid to appear besides the wolves. Causing the Goblin cries to increase in fervor.

From the glint of malevolent intelligence in the wolves' eyes Virishal can tell they are indeed Worgs and the Goblins infamous Worgriders.

Sir Jonathan tries to make it towards the massive lupine but has trouble easily circumnavigating the giant ‘s remains and debris in his way, once clear he readies his shortsword if the enemy come near then he calls, "Strike at them, before they call the alarm!"

With those few short orders, he cajoles Duroin to attack again however the canny rider rears his mount up and avoids a lethal ax blow.


vraathkeep2.jpg


Actions for round 2?
 
Last edited:

AC: 17; HP: 42/42

Kirrg curses under his breath as his blow misses his target, and feels foolish for having the ability to strike unseen ruined by his haughtiness. His balance regained quickly after the miss and he nimbly side-steps around the wolf and its rider, aiming another blow to the beast below.

5-Foot Step to L8 (if that's not feasible, I'll remain where I am). Attack on the worg for an 18 with 8 damage if that hits.

OOC: To make you all so jealous, my facetoface group is going to playtest for 4E and I'm very excited. I'll tell you guys as much as I can until I sign my NDA.
 

Pets & Sidekicks

Remove ads

Top