Rollohi-ch409-script
Welcome back to what promises to be the death grip between the vengeful party bent on retrieving their loot and mounts and retaliating for the theft; and the remnant of the Buccaneers, under Kopje, who is currently stationed aboard the ferry, and Caxton, who has stationed himself up high, so that he can get a good line of sight.
The characters have lost a round, save for the three scouts, Jack, Cied, and Pod, who have continued to thread their way right to the verge of the reeds, and they can now see the ferry, where, still firmly lashed around by keelboats, it is lodged right next to a low, simple fortification.
A gangplank has been thrown down from the ferry, across the keelboats and into the compound. And amidst the compound there is a log bunkhouse, and they can also see the mounts. Presumably any prisoners must be safe inside the log bunkhouse.
They can also see Caxton. Caxton's position in a relatively fortified lookout point atop the bunkhouse, from where he unleashed a would-be deadly lightning bolt, but managed only to score a nasty wound on Jack, has brought him within range of the short bows plied by the three scouts.
Those three scouts, Jack, Cied, and Pod, are well ahead of their party. On their side, the Buccaneers are now well aware that the party has not paused or repositioned using the many paths available within the reeds. They are all coming from the expected direction, the south. And that means that, during the round, all nine of the available buccaneers will be available to launch arrows or crossbow bolts down at the oncoming characters.
In terms of who is visible to those buccaneers, Kylie, Eren, and Xantu shields up, are a mobile armoured screen in front of Ingle and Umbert.
Initiative. [Caxton wins, and has a fall-back plan, check for whether he can see Kopje]
Yes, but he cannot currently see Kopje. He pulls out a second scroll, looking over at the ferry.
The nine Buccaneers all unleash a stream of arrows at the visible targets. One arrow strikes Eryn. Technically, she could use a hit dice to try and parry it, but she has enough hit points. But she will need Ingle to heal her. Perhaps more importantly, the three scouts, well briefed by Ingle about the dangers of the spellcaster, and having just witnessed how deadly it can be, all direct their arrows at Caxton, who is a difficult target given his extra cover.
Cied's arrow sinks into the woodwork, but Jack and Pod score true. Caxton's hit points drop from 12 to 5.
Will Umbert deploy his last spell? No, and he's busy keeping in cover.
Ingle uses his staff of healing on Eryn and she returns to 18 hit points.
I can't quite visualize how the ferry itself is defended. And I don't believe the characters would necessarily need to vault the wall, but I imagine the Buccaneers have set up some kind of trap or defence. Has Kopje deployed traps to prevent the fairy being approached directly? Yes, but they're minimal.
The range between the Buccaneers' fortification and the oncoming Swordswoman and Warhammer-Dwarf drops to short.
Initiative. Characters three, Buccaneers two.
Those first two arrows of Jack and Pod are already enough to kill, but I'll roll Cied's as well. And she also drills home a third arrow into Caxton before he can get fully undercover. Caxton is dead, and the scroll, unused, drops beside him.
The Buccaneers once more unleash their hail of arrows, and I believe it is exactly the same Buccaneer, number three, who again tags Eryn. She drops from 18 to 16 hit points.
For the melee fighters, it's a simple strength check. It is a low fortification. Eryn rolls a 12, 3 under her strength. Kylie rolls a 2 miles under her good strength, and Xantu rolls a 3, also miles under his very good strength. That therefore allows them a normal melee hack against buccaneers that do not have shields ready. Xantu has spare hit dice and he can use those to improve his hacking if he needs to. He kills a buccaneer. Eryn kills a buccaneer. Kylie crits, killing two buccaneers. Five Buccaneers remain at the end of that round. Aboard the ferry, Kopje begins lighting a fire. It will take three combat rounds for it to be fully set alike.
Initiative. Characters five, Buccaneers six.
Even within the nine that are there, they've lost more than 50%. Let's take a morale. 7. Seeing no place that they could possibly get away now, the Buccaneers drop their bows and draw scimitars. They do not have time to equip shields. I'll make an initial five d6 rolls, and anything that looks as though it might possibly succeed, I'll set aside and make a re-roll for the disadvantage of facing characters with shields ready. There are three that might succeed. The lowest score turns into a three, which is not enough to penetrate. The second lowest score also turns into a three, fails, and the other score turns into a six, which of course misses.
I got those out of the way, but I'm also going to make a [WIS] check for Kopje, who, as noted, has begun to light a fire. With a six, he's aware of how the battle is going, even though he's slightly unsighted. On the character side, Ingle is available to heal, and it doesn't look like he's needed, so he might cast detect traps. Will Ingle cast Find traps? Yes, but on the ferry. Ingle cuts right, towards the water. He's decided to use Find traps. There must be a clear path up the gangplank or else it's trapped. The Find trap spell has a range of 30 feet that, with Ingle's arm extended, covers roughly from the end of the fortification next to the water and its crude barricade and up to the deck of the ferry. He has a nasty suspicion that the gangplank is too obvious an entry point. He calls out across the marsh, "Jack! CiedPod, don't try and use the gangplank. Use stealth."
This presents Jack and CiedPod with something of a dilemma. As long as they use an extra turn, they should be able to slither over the wall and to the ferry, which is only 40 feet away in a straight line from Pod, further for Jack. Do they slither? I'll make two rolls since Cied and Pod will work together. Yes and, and yes and.
Jack cuts across behind the magic user and he and CiedPod work their way quietly up the fortification but then hurdle all inside the fortification over into the water. With that manoeuvre, they're outside the melee. Umbert simply cowers close to Ingle, who in magic leather armor is better armored than he.
Since she's the one always getting wounded, let's start with Eryn. Crit! Two buccaneers fall dead. Next, Kylie. [her d8 misses] She's going to use her last hit die. And she misses clean. And we move on to Xantu. It's a kill. Three of the five Melee-ing Buccaneers fall dead.
During the round, the fire begins really taking hold aboard the ferry, and Kopje is satisfied that in one more round he can leave it. After that, it's a quick run to the mounts and away. Or, he might plunge into the lake, it's very shallow here, and he ought to be able to hold his breath. He's heard stories, of course, about the ferocious lake life that will tear a bleeding man to shreds, but he's not wounded. He should be alright.
Both of those plans revolve in his head as he listens to the ebb and flow of melee. As an experienced fighter himself, he can tell that his side is losing badly.
Two remaining Buccaneers. Their swords bounce harmlessly off the shields of the attackers.
Initiative. Characters 4, Buccaneers 1. Jack and the Halflings cover the entire loop from the platform, it really is a low fortification, around to the ferry and creep quietly over the keelboats next to the landing. Let's make some agility checks. The worst of those is nine, well under Pod's dexterity. They make it silently across to the ferry boat and begin clambering. But to preserve the tension, I won't reveal their strength checks. Back to the malay. Erin kills a buccaneer. Kylie crits. It's not needed, since there was only the one left, and she shakes the blood off her long sword. Xantu glances around.
"I don't see a captain. Ought to be one more heavily armoured type, don't you think?"
"Xantu, there's smoke coming from the ferry."
"Don't tell me they're burning our gear" comes from Humbert, and Ingle too yells: "run to the ferry! It looks like there might be smoke, but watch out for traps.
"If there are traps," he corrects himself, "the parts that are trapped ought to be glowing."
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