• 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!!

Since Duroin can't charge due to the terrain, he will simply draw his weapons and ready an action to attack the first enemy to come into range.
 

log in or register to remove this ad

s@squ@tch said:


The remainder of her turn will be spent trying to size up the enemy -- can she determine what they are - can all 6 be seen?

How high are the sides of the trough that we are walking in? How much of a movement penalty will it be to reach the humanoids if they do not move from their positions?

Virashil also has her bow in her hand, as that is her preferred weapon.

Sweet map, btw! 1 square is 10', correct?

All the "R" counters can be seen the "H" counter cannot. This map is 5' squares. So it is d20 friendly.
 

Initiatives
Durion 23 Ready attack action
Virishal 17 Cast Mage Armor
Sir Jonathan Williams 15 Ready Mountain Hammer
Hellhounds 9 Move to M 14 & N 13
Hobgoblins 7 Attack with Bows, Kirgg takes 8hp, Jonathan takes 7hp
Kirgg 7 Casts Prayer I believe this effects 3 of the hobgoblins?


Durion is first to react, but thinks better of scrambling up the ravine into the forest and decides to wait for his enemy to come to him.

Virishal casts her spell in a weird mix of arcane elvish and draconic. Unseen mystic wards come into place to protect her person from harm.

Sir Jonathan also readies his weapon preparing for melee. His posture with his weapon almost one of reverence as his thoughts and moves are filled with divine inspiration.

Suddenly 2 large mastiffs, as black as night, burst onto the road. One from the treeline the other comes bounding out around the corner. The pause side by side some distance from the heroes. However even at the distance one can see that their eyes appear to be like smoldering coals of an old fire in the wind. The beasts are massive. Taller then a dwarf at the shoulder and powerfully barrel chested. The both growl in unison a low bass tone. Steam escapes from between their bared fangs.

As the heroes wait for the Humanoids to come crashing down around them the Bandits raise themselves to their full height. All begin shouting in Goblin. It is clear now from their ropey limbs and their wide features that they are Hobgoblins and they seem to have no intentions on charging down. Instead they raise crude Longbows. The straining twine is easily heard as the Hobbies flex their powerful muscles and pull the nasty looking black shafts back and begin to strafe the group. One arrow hits Kirgg solid in-between the gaps in his armpit, Jonathan is also the victim of a gutshot. (Durion knows they are shouting attack death to all blasphemers)

Gritting his fangs from the wound Kirgg raises his voice in prayer to the spirits of his ancestors to aid in his allies plight and to hinder his foes success.

OOC: No readied actions go off. No initiatives changed due to no readied actions triggered. New round! Actions? Durion is first.

MARAUDERATTACKROUNDTWO.jpg
 
Last edited:


ethandrew said:
Is it possible for Kirrg to charge the Hobo in C-10?

OOC: No the ground leading up to the treeline slopes upward and is considered difficult terrain.

SRD said:
Difficult Terrain: Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain.

So it would take 30 feet of movement for Kirgg to move to D9
 

Duly noted, thank you. I will have his action up tomorrow, and good luck with your ftf, especially with your baby! Congratulations!
 

Virashil, Sorcerer 5, Hp: 21/21

Gritting her teeth as she realizes that the hobgoblins plan to slay them at range, Virashil barks a command that causes her gloves to glow with a warm purple glow, then intones several magical syllables. Once she completes her incantation, she raises her left hand towards the direction of one of the hobgoblin archers, and four glowing silver darts emerge and hurl towards it.


------------------------------------------------------------------------------
Activating arcanists gloves (1 usage left for the day), casting Magic Missile (CL7 due to gloves).

Spells left for the day: 6/5/5

4 missiles @ C10 for a total of 18 damage

Magic Missile damage (1d4+1=4, 1d4+1=5, 1d4+1=4, 1d4+1=5)

Would it be possible to take a 5' step to E8 to complete the turn - or is that difficult terrain?

 

"Die you filthy hobbies," shouts Duroin in the goblin language as he steps up beside Sir Jonathon. He readies himself to strike as soon as the first beast closes in.

5' step to H8, ready action to attack the first hound that comes into range. Waraxe +7 (1d10+2/19-20)
 
Last edited:

Sir Jonathan, HP 55/55, DDP 6/10, DR remaining: 9

Sir Jonathan grits his teeth and shakes off the physical pain of the arrow sticking from his belly. When the giant dogs emerge from the brush he says, "By the hells, where did they come from! Somebody stop those hobgoblins!" Jonathan still stands ready to strike the four-legged beasts when they close.

A Mountain hammer is still readied to hit when they get close enough, I can still five foot step as part of the readied action if they don't close to melee. Attack +10, damage 1d8+5+2d6, overcomes DR automatically, 19-20 crit. This includes prayer and furious counterstrike. Did you subtract the 1 pt of damage from the arrow that my least adamant armor crystal prevents? You can't ready a full round action, only a standard, move, or free. If they breathe on me, I will use my action before thought in place of a normal reflex save; 1d20+11(I think). If they don't then I will use my immediate action to use the chronocharm of the grand master(+5 AC vs one ranged attack) vs the next arrow towards me.
 
Last edited:

AC: 17; HP: 34/42

Grunting at the initial penetration of the arrow under his arm, Kirrg lets out a feral scream as blood flows freely down his side. Still holding onto his symbol, he utters a few gutteral noises and feels his sinews grow tense with power. He rushes as quick as he can toward the closest enemy, growling as he pushes through the terrain.

Kirrg will move E8 to E9, ending his 20' of movement. He will also cast Bull's Strength on himself.
 

Into the Woods

Remove ads

Top