So, at 25 feet (a typical halfling's movement) divided by 2 for difficult terrain equals 10 feet per round. That means it would take probably 150 rounds to make it to Golem (1500 feet since he's to the left of the main cave), which would be 25 minutes. That's not that too bad for a rescue. Lukian's ready to do his part to get the hostages to safety.
D.O.R.K., Devin and with covering fire from Beedo and Vark and Ebonitus move towards the Orogs. It takes a bit for the shooters to get into position - long range - but they will get 10 rounds of fire - a 3/4 cover - before D.O.R.K. and , Devin and can engage.
Lukian shepherds the halflings off the hill - given they'll moving as fast as they can (i.e. dashing when and where it is safe) it will take 15 minutes for them to get to Golemogote safely).
Gauging the distance between the orogs and the party, Torunn realises there is not much he can do from this distance so he will dash the first 50ft, then slow down and cast Sacred Flame on the orogs.
Once he is within 40 ft he will grab his musket and ready a shot.
This post has potentially manipulated dice roll results.
(@Grant: My apologies, missed my que. Here goes nothing. I'm assuming this will be for all 10 rounds with Vark at least having extra attack availabe. They'll both be focusing on their own targets until they are down)
Vark's Rain of Death(Longbow):
#1 Set: Attack: 13 Damage: 5 of non-magical piercing. Attack: 8 Damage: 8 of non-magical piercing.
#2 Set: Attack: 12 Damage: 10 of non-magical piercing. Attack: 10 Damage: 3 of non-magical piercing.
#3 Set: Attack: 6 Damage: 5 of non-magical piercing. Attack: 6 Damage: 7 of non-magical piercing.
#4 Set: Attack: 13 Damage: 9 of non-magical piercing. Attack: 10 Damage: 4 of non-magical piercing.
#5 Set: Attack: 7 Damage: 9 of non-magical piercing. Attack: 21 Damage: 10 of non-magical piercing.
#6 Set: Attack: 10 Damage: 8 of non-magical piercing. Attack: 18 Damage: 4 of non-magical piercing.
#7 Set: Attack: 10 Damage: 10 of non-magical piercing. Attack: 14 Damage: 3 of non-magical piercing.
#8 Set: Attack: 18 Damage: 9 of non-magical piercing. Attack: 8 Damage: 9 of non-magical piercing.
#9 Set: Attack: 19 Damage: 9 of non-magical piercing. Attack: 10 Damage: 4 of non-magical piercing.
#10 Set: Attack: 6 Damage: 3 of non-magical piercing. Attack: 12 Damage: 6 of non-magical piercing.
Beedo's Rain of Death(Shortbow):
#1 Attack: 10 Damage: 4 of non-magical piercing. #2 Attack: 15 Damage: 4 of non-magical piercing. #3 Attack: 9 Damage: 9 of non-magical piercing. #4 Attack: 22 Damage: 9 of non-magical piercing. #5 Attack: 11 Damage: 6 of non-magical piercing. #6 Attack: 9 Damage: 5 of non-magical piercing. #7 Attack: 14 Damage: 8 of non-magical piercing. #8 Attack: 15 Damage: 7 of non-magical piercing. #9 Attack: 21 Damage: 8 of non-magical piercing. #10 Attack: 11 Damage: 9 of non-magical piercing.
( Beedo's should be a +6 not +5 to hit, though I think only the 1st one to hit anyways)
Vark's Crit Fumble: 20. (Noice. Nothing happens. Though Vark has exhausted all the extra ammunition from D.O.R.K and Beedo is straight up out of ammunition after that series of attacks).
(And thanks to the updated Sidekick details, as an 'Attacker' type sidekick, Vark should've been a +7 not 5, though I don't think that it changes much. Here's the right attack rolls)
#1 Set: 24, 25 to hit (5, 3) to damage #2 Set: 20, 11 to hit (9, 9 to damage #3 Set: 9, 8 to hit (3, 5) to damage #4 Set: 17, 14 to hit (10, 4) to damage #5 Set: 19, 8 to hit (7, 9) to damage #6 Set: 13, 13 to hit (7, 10) to damage #7 Set: 24, 15 to hit (8, 5) to damage #8 Set: 15, 10 to hit (5, 4) to damage #9 Set: 14, 14 to hit (9, 8) to damage #10 Set: 16, 12 to hit (4, 7) to damage
This post has potentially manipulated dice roll results.
Blocking the Pass
While Lukian leads the halflings away, the remainder of the party try to gain him some time by engaging with the Orogs. Devin, Vark, Beedo and Torrun quickly move into position to provide covering fire: Devin through bolts of fire that he flings, Toruun through calling down the heat of a forge, and Vark and Beedo through the more traditional arrow storm.
Spotting the incoming fire, the Orogs quickly duck behind a few large rocks (3/4 cover) but Vark still manages to wing one. Devin and Toruun are also successful. Meanwhile Ebonitus balances on a large rock (picture the Australian Aboriginal warrior in the movie ‘Australia’ if you’ve seen it) and pulling out his boomerang yells “I’ll keep their heads down with this!”Unfortunately he is not as skillful as Aboriginal warriors and flings the boomerang off into the forest. “Hmm the bloke who sold me this said they return – must have got a dud!”
The covering fire from Devin, Torrun and the two Goblins causes the Orogs to keep their heads down; less so from Ebonitus. This means that D.O.R.K. is able to reach the base of the tower without being subjected to a javelin storm. However as he reaches the ground two of the Orogs leap out from behind separate rocks swinging their Great Axes: Doc - {Attack: 15 Damage: 12} and {Attack: 25 Damage: 5} Dopey - {Attack: 24 Damage: 12} and {Attack: 24 Damage: 10}
Two of their blows land on the metal construct - it is only the hand of the earth mother protecting D.O.R.K. that means a third does not land.
(OOC: Jono is away bushwalking in the Outback for the long weekend so to keep the campaign moving - I'll bot him)
Toruun rests his musket on a rock in front of him and aims at the Orogs in melee with D.O.R.K. {Attack: 20 Damage: 9} and gently squeezes the trigger. Their is the usual loud bang and cloud of black acrid smoke but the ball flies true and lodges deep in Dopey's shoulder.
A third Orog leaps out from behind another rock and he too swings his Great Axe at D.O.R.K. {Attack: 15 Damage: 5} and {Attack: 22 Damage: 14}. Fortunately for D.O.R.K. Ben was slightly off-balance when he swung and only one blow hit and even then did hardly did any damage.
(@Grant: I'm assuming they're attacking at advantage because flanking?)
In a few series of blows, D.O.R.K is all but immediately brought down to her knees. Even at a distance, the goblins could faintly see as much. But with one out of ammo, and the other down to what little remained of his own personal stock, things look grim. Vark would continue to far down upon the now more fully exposed Orog's, aiming again for the one already wounded by his shot. But as for Beedo...
After some hesitation, he sought to make his way further down using the rocks as much as cover, as they were to hide his rapid approach.
Neither fair all that well, as Beedo nearly trips over several smaller rocks along the way, and Vark almost pulls a muscle in the second shot.
Vark's Action: Attack using Longbow Attack: 13 Damage: 7 of non-magical piercing. Attack: 8 Damage: 10 of non-magical piercing.
(@Grant: I'm assuming they're attacking at advantage because flanking?)
Yes - what is good for the goose (i.e. players) is also good for the gander (i.e. NPCs)
Beedo and Vark had stopped at a distance of 60 feet to provide covering fire - this means despite Beedo leaping nimbly from rock in an effort to get to D.O.R.K. as quickly as possible it will still take him two rounds to close the distance.
The fourth Orog (Grumpy) then attacks D.O.R.K. - who is now effectively surrounded - with his Great Axe {Attack: 20 Damage: 5} and {Attack: 24 Damage: 13}. Again it is only the hand of the Earth Goddess that protects D.O.R.K. from being completely overwhelmed.
Devin, D.O.R.K. & Ebonitus you're up in that order.
This post has potentially manipulated dice roll results.
(@Grant: Okay, just making sure. Can't remember ruling on death saves being visible as well or not, but I'll toss her's in a spoiler as well, just in case)
D.O.R.K is able to ward off the one blow, but can't get the shield up in time, catching the final axe in the mid-drift. The visibly light in her eyes dying, leaving only empty black sockets...
Death Save #1(for when her turn officially comes up):
11.
(@Grant: Also, weren't the gobbos and most everybody else waaaay further than just 60ft? Which is why they had like 10 rounds of shoot?)
To quote the famous peasant in Monty Python and the Holy Grail "I ain't dead yet." I've got D.O.R.K. on 1 Hp. Started with 43 and then lost 9, 14, 6 & 13 leaving her on 1 HP.
DM, what is the circumference of the big rock? Would it be foolhardy to take the halflings the other way around it to get to Golem?
Circumference of the karst tower is about 2000 feet
DM - Stopping a god in his tracks
So, at 25 feet (a typical halfling's movement) divided by 2 for difficult terrain equals 10 feet per round. That means it would take probably 150 rounds to make it to Golem (1500 feet since he's to the left of the main cave), which would be 25 minutes. That's not that too bad for a rescue. Lukian's ready to do his part to get the hostages to safety.
Getting off the Tower
D.O.R.K., Devin and with covering fire from Beedo and Vark and Ebonitus move towards the Orogs. It takes a bit for the shooters to get into position - long range - but they will get 10 rounds of fire - a 3/4 cover - before D.O.R.K. and , Devin and can engage.
Lukian shepherds the halflings off the hill - given they'll moving as fast as they can (i.e. dashing when and where it is safe) it will take 15 minutes for them to get to Golemogote safely).
Toruun is doing what?
DM - Stopping a god in his tracks
Once Devin gets within 120 feet he will start throwing bolts of fire at the Orogs, and then switch to another spell when he gets within 60 feet.
Devin will get four fire bolts away (3/4 Cover) as he closes the distance from 120 feet to 60 feet
DM - Stopping a god in his tracks
Ebonitus will use his boomerang, to keep the Orogs ducking, not so much trying to hit as to get the Orogs to keep their heads down.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
Devin concentrates his fire on the closest Orog as he moves down the hill
Attack: 27 Damage: 17
Attack: 12 Damage: 9
Attack: 19 Damage: 10
Attack: 19 Damage: 11
Torunn will stay with D.O.RK
Gauging the distance between the orogs and the party, Torunn realises there is not much he can do from this distance so he will dash the first 50ft, then slow down and cast Sacred Flame on the orogs.
Once he is within 40 ft he will grab his musket and ready a shot.
Wating on Vark and Beedo to take their shots.
DM - Stopping a god in his tracks
(@Grant: My apologies, missed my que. Here goes nothing. I'm assuming this will be for all 10 rounds with Vark at least having extra attack availabe. They'll both be focusing on their own targets until they are down)
Vark's Rain of Death(Longbow):
#1 Set:
Attack: 13 Damage: 5 of non-magical piercing.
Attack: 8 Damage: 8 of non-magical piercing.
#2 Set:
Attack: 12 Damage: 10 of non-magical piercing.
Attack: 10 Damage: 3 of non-magical piercing.
#3 Set:
Attack: 6 Damage: 5 of non-magical piercing.
Attack: 6 Damage: 7 of non-magical piercing.
#4 Set:
Attack: 13 Damage: 9 of non-magical piercing.
Attack: 10 Damage: 4 of non-magical piercing.
#5 Set:
Attack: 7 Damage: 9 of non-magical piercing.
Attack: 21 Damage: 10 of non-magical piercing.
#6 Set:
Attack: 10 Damage: 8 of non-magical piercing.
Attack: 18 Damage: 4 of non-magical piercing.
#7 Set:
Attack: 10 Damage: 10 of non-magical piercing.
Attack: 14 Damage: 3 of non-magical piercing.
#8 Set:
Attack: 18 Damage: 9 of non-magical piercing.
Attack: 8 Damage: 9 of non-magical piercing.
#9 Set:
Attack: 19 Damage: 9 of non-magical piercing.
Attack: 10 Damage: 4 of non-magical piercing.
#10 Set:
Attack: 6 Damage: 3 of non-magical piercing.
Attack: 12 Damage: 6 of non-magical piercing.
Beedo's Rain of Death(Shortbow):
#1 Attack: 10 Damage: 4 of non-magical piercing.
#2 Attack: 15 Damage: 4 of non-magical piercing.
#3 Attack: 9 Damage: 9 of non-magical piercing.
#4 Attack: 22 Damage: 9 of non-magical piercing.
#5 Attack: 11 Damage: 6 of non-magical piercing.
#6 Attack: 9 Damage: 5 of non-magical piercing.
#7 Attack: 14 Damage: 8 of non-magical piercing.
#8 Attack: 15 Damage: 7 of non-magical piercing.
#9 Attack: 21 Damage: 8 of non-magical piercing.
#10 Attack: 11 Damage: 9 of non-magical piercing.
( Beedo's should be a +6 not +5 to hit, though I think only the 1st one to hit anyways)
Vark's Crit Fumble: 20.
(Noice. Nothing happens. Though Vark has exhausted all the extra ammunition from D.O.R.K and Beedo is straight up out of ammunition after that series of attacks).
(And thanks to the updated Sidekick details, as an 'Attacker' type sidekick, Vark should've been a +7 not 5, though I don't think that it changes much. Here's the right attack rolls)
#1 Set: 24, 25 to hit (5, 3) to damage
#2 Set: 20, 11 to hit (9, 9 to damage
#3 Set: 9, 8 to hit (3, 5) to damage
#4 Set: 17, 14 to hit (10, 4) to damage
#5 Set: 19, 8 to hit (7, 9) to damage
#6 Set: 13, 13 to hit (7, 10) to damage
#7 Set: 24, 15 to hit (8, 5) to damage
#8 Set: 15, 10 to hit (5, 4) to damage
#9 Set: 14, 14 to hit (9, 8) to damage
#10 Set: 16, 12 to hit (4, 7) to damage
When you realize you're doing too much: Signature.
Ebonitus roll 5 d20's lets see if the Boomerang comes back. GIven its a martial weapon you need a 15 for it to return and for you to grab it.
DM - Stopping a god in his tracks
To catch my boomerang( no plusses included, as I don't know if there are any or what they would be based on): 11 5 11 11 15 .
Well I guess, I no longer have a boomerang to use for the moment.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
You didn't have a boomerang to catch after the first throw.
DM - Stopping a god in his tracks
Blocking the Pass
While Lukian leads the halflings away, the remainder of the party try to gain him some time by engaging with the Orogs. Devin, Vark, Beedo and Torrun quickly move into position to provide covering fire: Devin through bolts of fire that he flings, Toruun through calling down the heat of a forge, and Vark and Beedo through the more traditional arrow storm.
Spotting the incoming fire, the Orogs quickly duck behind a few large rocks (3/4 cover) but Vark still manages to wing one. Devin and Toruun are also successful. Meanwhile Ebonitus balances on a large rock (picture the Australian Aboriginal warrior in the movie ‘Australia’ if you’ve seen it) and pulling out his boomerang yells “I’ll keep their heads down with this!” Unfortunately he is not as skillful as Aboriginal warriors and flings the boomerang off into the forest. “Hmm the bloke who sold me this said they return – must have got a dud!”
The covering fire from Devin, Torrun and the two Goblins causes the Orogs to keep their heads down; less so from Ebonitus. This means that D.O.R.K. is able to reach the base of the tower without being subjected to a javelin storm. However as he reaches the ground two of the Orogs leap out from behind separate rocks swinging their Great Axes:
Doc - {Attack: 15 Damage: 12} and {Attack: 25 Damage: 5}
Dopey - {Attack: 24 Damage: 12} and {Attack: 24 Damage: 10}
Two of their blows land on the metal construct - it is only the hand of the earth mother protecting D.O.R.K. that means a third does not land.
Initiative: Doc (Orog #1), Dopey (Orog #2), Torrun, Ben (Orog #3), Beedo, Vark, Grumpy (Orog #4), Devin, D.O.R.K., Ebonitus
(OOC: Jono is away bushwalking in the Outback for the long weekend so to keep the campaign moving - I'll bot him)
Toruun rests his musket on a rock in front of him and aims at the Orogs in melee with D.O.R.K. {Attack: 20 Damage: 9} and gently squeezes the trigger. Their is the usual loud bang and cloud of black acrid smoke but the ball flies true and lodges deep in Dopey's shoulder.
A third Orog leaps out from behind another rock and he too swings his Great Axe at D.O.R.K. {Attack: 15 Damage: 5} and {Attack: 22 Damage: 14}. Fortunately for D.O.R.K. Ben was slightly off-balance when he swung and only one blow hit and even then did hardly did any damage.
Beedo and Vark you're up next.
DM - Stopping a god in his tracks
(@Grant: I'm assuming they're attacking at advantage because flanking?)
In a few series of blows, D.O.R.K is all but immediately brought down to her knees. Even at a distance, the goblins could faintly see as much. But with one out of ammo, and the other down to what little remained of his own personal stock, things look grim. Vark would continue to far down upon the now more fully exposed Orog's, aiming again for the one already wounded by his shot. But as for Beedo...
After some hesitation, he sought to make his way further down using the rocks as much as cover, as they were to hide his rapid approach.
Neither fair all that well, as Beedo nearly trips over several smaller rocks along the way, and Vark almost pulls a muscle in the second shot.
Vark's Action: Attack using Longbow
Attack: 13 Damage: 7 of non-magical piercing.
Attack: 8 Damage: 10 of non-magical piercing.
Beedo's Action: Rush It.
Beedo's Bonus Action: Cunning Action - Hide for 10.
Vark's Fumble Roll: 19.
Vark's Con Save(DC 15): 18.
When you realize you're doing too much: Signature.
Yes - what is good for the goose (i.e. players) is also good for the gander (i.e. NPCs)
Beedo and Vark had stopped at a distance of 60 feet to provide covering fire - this means despite Beedo leaping nimbly from rock in an effort to get to D.O.R.K. as quickly as possible it will still take him two rounds to close the distance.
The fourth Orog (Grumpy) then attacks D.O.R.K. - who is now effectively surrounded - with his Great Axe {Attack: 20 Damage: 5} and {Attack: 24 Damage: 13}. Again it is only the hand of the Earth Goddess that protects D.O.R.K. from being completely overwhelmed.
Devin, D.O.R.K. & Ebonitus you're up in that order.
DM - Stopping a god in his tracks
(@Grant: Okay, just making sure. Can't remember ruling on death saves being visible as well or not, but I'll toss her's in a spoiler as well, just in case)
D.O.R.K is able to ward off the one blow, but can't get the shield up in time, catching the final axe in the mid-drift. The visibly light in her eyes dying, leaving only empty black sockets...
Death Save #1(for when her turn officially comes up):
11.
(@Grant: Also, weren't the gobbos and most everybody else waaaay further than just 60ft? Which is why they had like 10 rounds of shoot?)
When you realize you're doing too much: Signature.
To quote the famous peasant in Monty Python and the Holy Grail "I ain't dead yet." I've got D.O.R.K. on 1 Hp. Started with 43 and then lost 9, 14, 6 & 13 leaving her on 1 HP.
DM - Stopping a god in his tracks
(@Grant: You forget the 4 she took from the kid in the tunnel. :P)
When you realize you're doing too much: Signature.