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

The Red Hand of Doom!!

Kirrg stares at the majestic sight. The gorge in and of itself is a stunning piece of nature, the bridge that gaps it a work of art, but that dragon is something unlike he has ever seen. He continues to stare at it in awe. "I do not know the ways of dragons, except what the legends say. They are very difficult to fight, no? And unless he lays his neck exposed in front of my blade, I do not think we can defeat him. How do we ruin an army when we first fight a dragon?"
 

log in or register to remove this ad



OOC: Ok, so we've got 4 archers, 2 hell hounds, and a large/huge green dragon visible, and certainly reinforcements from beyond the bridge.

Still think the best bet is to web the bridge to slow down/prevent reinforcements from the far side.

We should buff up before we break cover as much as possible. The dragon will be difficult, for it could sit back and pick us off with its breath -- y'all will need to break out your bows, most likely.

@ rhun: darkness will only make things worse for us, as the dragon, hounds, and hobgoblins(?) all have dark vision, while Jonathan and I do not. Unless you mean to launch an espionage/sabotage mission, then you still have to deal with their scent ability.
 
Last edited:

s@squ@tch said:
@ rhun: darkness will only make things worse for us, as the dragon, hounds, and hobgoblins(?) all have dark vision, while Jonathan and I do not. Unless you mean to launch an espionage/sabotage mission, then you still have to deal with their scent ability.

That was kind of my plan. Under invisibility, Duroin may be able to get past the hell hound without being detected and into one of the towers. Of course, that makes it boring for everyone else to wait while he tries to kill everyone in the tower.

For H4H: After looking at the bridge, can Duroin tell if it does indeed have the cunningly hidden dwarven weakness, or does he have any idea where it may be?
 

Rhun said:

For H4H: After looking at the bridge, can Duroin tell if it does indeed have the cunningly hidden dwarven weakness, or does he have any idea where it may be?

Let's see...Spot DC X with a -1 per 10 feet. You are 50+ feet away within the brush.
Duroin's Spot is a +3....

You will definitely have to get closer.

Meanwhile


The group talks about thier plans as Virishal casts her ward against corrosives. Suddenly the Dragon jerks its head up and looks across the bridge. Its yellow eyes scan the brushline and its gaze seems to lock with yours. It shouts something in a heavily lisped Tongue of the Goblins which seems to spur a flurry of activity.

bridgeroundone.jpg


Dragons listen Take Ten minus -1 for every ten feet to hear spellcasting which must be in "a loud and clear voice" So that will be DC 0 (Talking). Dragon easily makes it.
Initiatives and actions please. You guys are *just* off the map in the brush before the 50 foot of barren ground.
 

Sir Jonathan 58/65 hp 0/10 DDP

Manuvers granted: Battle leader's charge, revitalizing strike, mountain hammer.
Init: 14
Rolls

Sir Jonathan pulls his longbow off his shoulder and quickly nocks an arrow, firing at the hobgoblin in the tower above them, unless the hobgoblin seems well covered from his perch with the angle they are at, then he fires at the hellhound in front of him. "Take cover and spread out", he whispers.

Switch to martial sprit stance. I'll draw and shoot my bow at the nearest hobby archer, unless H4H wants to assume I had my bow out already as we were discussing, then it is two shots. If the angle we are at is poor, where I can see little of the hobgoblin above us, I'll shoot the hellhound instead. If the hellhounds close to melee, I instead draw my shortsword and attack. Attack roll(s) if I use my bow: 19 and 17 to hit, 6 and 4 damage Attack w/sword are +10 1d6+4 plus the bonuses from furious counterstrike if applicable. I'll heal if I hit with melee attacks.
 

Virashil, Sorcerer 6, Hp: 25/25

"Damn," Virashil exclaims as the dragons head turns towards them,"It has heard me."

Before the group splinters, she turns to the large half-orc and bestows upon him the same warding against corrosives as she just placed upon herself.

OOC:

Cast Protection from Energy (Acid) on Kirrg. If any enemies are within 10' of her while she casts the spell, they get the effects of her Draconic Presence (doubtful this round)

Move to T31

initiative (1d20+3=21)

Spells left for the day:

6/6/6/2

Spells active:

Mage Armor: ~ 2 hours left
Protection from Energy: ~ 1 hr left and 72 hp of acid damage
 

Duroin breaks to the left, drawing his longbow as he goes. Planting his feet he pivots, knocks arrow to bow, and let's missile fly.





Initiative 9. How do I roll a 9 with a +7 bonues? Invisible Castle truly hates me.

Move 20' to the left (I can't tell if that is Duroin in U or V...so he'll move to either Q or R, remaining just off the map in the shrubs for cover, if possible.)
Attack +9, damage 1d8+2 (crit x3) + possible 2d6 sneak attack if foe is flat-footed
Duroin will target the hobgob in the lefthand tower UNLESS he has cover, in which case Duroin too will fire at the hell hound.
 

AC: 18; HP: 50/50

Kirrg, watching his companions spring into action, realizes that they are still bunched up and what he plans to do would give away position, so he turns and moves back amidst the trees. Duroin stealthy moves to the left, alongside the treeline, while Jonathan and Virashil remain in place 15 feet apart. Kirrg furrows his brow and chants a few soft words, causing a flame to dance into life in his open palm.

Initiative of 9, with a -1 bonus. Kirrg will move 20' back into the trees and cast Produce Flame. Lasts for 6 rounds, or 6 ranged flame-bolts.
 

Into the Woods

Remove ads

Top