Rollohi-ep07-script

7.1 Tail of the Manticore

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Ajiwe can either march south to Fort Stoutheart and use his landmarks, or strike out for the plateau east and navigate south once he gets there

More info. Is the west face of the plateau forbidding (6) or unnoticeable(1). It's a 1. Is Ajiwe aware of that? Yes and would not attempt it.

So it's south? Yes and... intends to try to recruit a driver using that station.

Weather; high winds, dry and clear. The moon is two days from new. Barely visible.

Chance of getting lost 1 in 6, they stay on course.

Chance of forage no

Encounter 3 in 6 watch 1 Yes 4_7, manticore 1d4=1 distance 100yds

Surprise neither

Initiative party 3 monster 6

Manticore reaction 5 hostile. Flyspeed 60yds/rnd, ie it moves swiftly so that it can swoop next round. It fires six d6 tail spikes, disadvantage. Who is hit: there are 24 targets counting CiedPod as 1. They run

1st d12

Ajiwe CiedPod Eryn Ingle Jack Kylie Umbert Xantu Ygyourn mule#1-3

2nd d12

Mule#4,5 horse#1-9 warhorse.

The manticore's strikes fall 2 on the character 4 on beasts

The spikes land:

Xantu, mule 3

Warhorse, horse 3(twice) and horse 4

Xantu is AC4 but has a shield. The spike maxes off.

Mule 3 is maxed off.

The warhorse is AC6 for barding, again the spike maxes off.

horses are also AC6 owing to baggage. Horse #3 is maxed off once and take 2 dmg and falls. Horse 4 the spike maxes off.

With the manticore at the 40yd mark the characters will leap for cover, cast MM, or use bows or slings. Eryn and Xantu will try to set up a front.

Range is OK for MM but long for bows and slings.

Kylie's MM takes 6 from the manticore

Jack and CiedPod: Jack maxes off and with long range Pod does 1 and Cied does 2.

Long range: disadvantage _and_ reduce any dmg by 1 if it is effective.

The manticore had 20hp, those are 12

 

Round 2 characters 4 manticore 1

Slingers and Kylie use missiles now but disadvantage is so bad that none have any effect. Eryn sets her polearm.

ML for the manticore: using a minus d6 plus the 8 dmg taken to modify the original 5 reaction. Sadly anger of 6 only moves reaction to 7. The manticore moves higher, to about 60yds, and fires again. This time four spike target group 1 and two group 2.

The first four land on Kylie, Umbert, Ygyourn, and mule 2

The final two land on horses 1, 2 killing horse 1 but horse 2 escapes harm

 

First group: Kylie loses 1hp, Umbert loses 3hp, Ygyourn escapes harm, and the mule takes 1 dmg.

 

Round 3: characters 1, manticore 3

The manticore sends a 3rd vlley of six down. Im splitting party vs beasts now.

It's even. Three on each.

YgyournXantu, eryn and 3 horses

Ygyourn is hit for 1, Xantu and Kylie armor saves them.

Of the horses, one takes 1 and a second takes 2. It falls.

Return fire is more effective though Kylie and Umbert maxes off.

The mnticore takes 5 dmg, hp are down to 7. It cannot afford another exchange of fire

 

Round4

Characters 4 manticore 2

The missile users repeat their efforts... but only the slingers get past armor-like hide dripping it's hp to 5

ML now adding the 15 dmg minus an anger d6 getting 12+ on the ML chart - the creature flees.

Cheers go up! They have lost 3 of 7 horses but it could have been much worse

 

Watch 2 also yes 3_1

A chimera. Its attitude is 9, faintly indifferent. It simply circles until it is sure the horsflesh had been abandoned

 

Wstch 3, no encounter

Do they manage to make stoutheart? No.

If they push through 4th watch will they make it? No but close.

On the whole they all agree (2d6 gets 5 and 6) that it is worth pushing onto the night.

 

Watch 4

Weather stays windy and dry

No encounter

 

Watch 1 of Night

No encounter

 

Kylie and Xantu make use of Infravision

Fort stoutheart at last!


7.2 Liberation of Fort Stoutheart 

Is all well at Stoutheart? No and... it's brigands again

Is this obvious? No

Is it the two riders that got away? Yes

Do they have confederates yes but... just 5 lowly foot

Are they allowing wayfarer, then robbing yes

 

As the weary, overburdened mules and horses walk into the stockade the characters with knowledge get a WIS check while others get a HEAR NOISE d6 check.

Eryn, Ingle, Kylie: 15 11 10 meaning Ingle sees that the other beasts may well be outlaw mounts, and Kylie is close.

Jack, CiedPod, Kylie: Jack overhears whispered cant from the ragged outlaws.

 

"Shall we pull out?"

"They would realize we know and surround us"

"Attack?"

Yes and... Ajiwe will help too

Roll for brigand surprise no

Inits characters 5 bigands 6

The two riders: 1HD hp 1 and 7

The five foot 1hd-1

1, 5, 3, 1, 3

 

The foot brigands rush to gain the distance for missiles and use bows at disadvantage.

Three land arrows. Using the same order as before, Eryn blocks w shield, Kylie blocks w shield, Pod is hit for 2

One of the waiting riders makes a nat1 against Charm Person.

Xantu smashes a footman dead, Eryn and Kylie kill a second, CiedPod kills a 3rd.

Ajiwe maxes out his club but Ingle knocks a 4th brigand down.

 

Round 2

Characters 6, brigands 2

Before the brigands can get set the armored fighters are past the arrow fodder and onto them. Xantu slaughters the unwounded brigand, Eryn murders the wounded  one, Kylie helps them both while the halflings and Jack ruthlessly take out the last footman.

Victory!

 

Now, are the women safe no

But not murdered right no

The two hoteliers have been abused, and Ingle will need to minister to them

Ingle makes a CON check and fails badly.

 

The survivors make sure the stockade is locked, and throw themselveinto sleep

 

 Kylie recovers what she took from a spike

Umbert recovers 2 of the three.

 

Loot 160 gold in various coin or jewelry.

 

Do we stay today

Yes and probably tomorrow  lets make sure the fortalice is secure

 

They leave the day after with everyone as fit as possible.

It is the new moon's 1st day

 

 

 

 

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