Author Topic: The Swampwyrm  (Read 6492 times)

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #15 on: January 21, 2017, 10:43:25 AM »
How bad is the terrain?

Currently a shallow bog, so:

It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2.

Both shallow and deep bogs increase the DC of Move Silently checks by 2.

The hand that rolls the Dice rules the world.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #16 on: January 22, 2017, 02:06:45 PM »
Note that we pick up just as you and the creature have reached within about 50 feet of each other.  The area is lit by a couple of enchanted arrow in the area.

The hand that rolls the Dice rules the world.

Offline Zunder

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1644
  • no one is youer then you
    • View Profile
Re: The Swampwyrm
« Reply #17 on: January 22, 2017, 11:13:04 PM »
It wouldn't be to helpful to a mounted warrior if he is fearless and his horse isn't, especially when fearless comes from a mounted prestige class.  I will add that to the official write up of the class.  However, it would not be a standard rule that the horse would get all class features (since you could take other classes).


Maybe it should be a ride check?  but it would be a problem for a cavalier not to be able to apply fearless to his mount in some way.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #18 on: January 24, 2017, 02:27:48 PM »
If anyone has any questions for the soldiers of Outpost 8, you can post them and I will assume you asked in the days before the battle.
The hand that rolls the Dice rules the world.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #19 on: January 24, 2017, 06:55:59 PM »
A correction on the description of the Lord Commander, he has a long sword not short sword (although it is halfling sized).

Before the battle, he puts on a lather helm which fits tight to his head and has a nose guard.  He has a spiked buckler strapped to his arm with the crossed feat of Tommimao in the center.  He also has leather armor.

Most of the halfling soldiers are armed with slings, short swords, and long spears.  The taller folk have long swords and bows.
The hand that rolls the Dice rules the world.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #20 on: January 24, 2017, 06:56:29 PM »
Vor'Ruk, who is in command of the orcs inside the Outpost while you and Rom'Pei are outside?
The hand that rolls the Dice rules the world.

Offline Zunder

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1644
  • no one is youer then you
    • View Profile
Re: The Swampwyrm
« Reply #21 on: January 24, 2017, 09:29:04 PM »
Vor'Ruk, who is in command of the orcs inside the Outpost while you and Rom'Pei are outside?


There is a well defined command structure inside the group, the next highest in rank is the Cleric of Han-Sui.  He has orders to help defined the camp.  However Vor'Ruk allows some heroism to override orders where needed.  I can get you his name and stats if you need it.

Only the ranger has ranged weapons, everyone else has a mixture of melee weapons that are usable from horse.  Most are master weapon trained.
« Last Edit: January 24, 2017, 09:30:50 PM by Zunder »

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #22 on: January 24, 2017, 10:15:50 PM »

There is a well defined command structure inside the group, the next highest in rank is the Cleric of Han-Sui.  He has orders to help defined the camp.  However Vor'Ruk allows some heroism to override orders where needed.  I can get you his name and stats if you need it.

Only the ranger has ranged weapons, everyone else has a mixture of melee weapons that are usable from horse.  Most are master weapon trained.

The clerics asks, "Is there any point at which we should ride out to aid you?"
The hand that rolls the Dice rules the world.

Offline Hero

  • Hero Member
  • *****
  • Posts: 2403
    • View Profile
Re: The Swampwyrm
« Reply #23 on: January 25, 2017, 10:58:01 PM »
Posting spells cast in preparation for next week.
Haas' spells:
  • Summon VIII - 1d3 huge earth element spiders erupt from the ground in between us and the wyrm - as mindless vermin, I think they are not subject to mind-affecting effects (like fear).
  • Extended Footsteps of the Divine to get fly speed 60

Just in case I'm late getting there tomorrow here's some Haas actions.
If multiple spiders appear I leave 5 ft of clearance between them for our meleers to engage. Spiders fire off webs each round to entangle and move about by burrowing. Haas flies up 30 ft and casts righteous wrath(allies), dispel magic(wyrm), spiritual hammer(wyrm), in that order; he will chase down and engage the warm if it gets past the line. 

Offline Zunder

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1644
  • no one is youer then you
    • View Profile
Re: The Swampwyrm
« Reply #24 on: January 26, 2017, 01:29:28 PM »
The clerics asks, "Is there any point at which we should ride out to aid you?"


Don't leave the protection of the Fort until I slay the beast and the vile frogmen show themselves, then, and only then ride out and break their resolve.  Collect as many "pass without trace" as you can before doing so. 

Offline Zunder

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1644
  • no one is youer then you
    • View Profile
Re: The Swampwyrm
« Reply #25 on: January 26, 2017, 01:42:46 PM »
Vor'Ruk actives his ring of true-strike ( +20 to attack - 3x a day) and Charges

+ 12 to power attack
- ride by attack
- leap attack
- devastating charge
- lance of baleful charge

(D10 + a bunch) x 5 (x 7 on critical)

for good measure.. Sunder Quattro will kick him as i pass (he gets all my feats (ride by, leap, leap attack, power attack :))

« Last Edit: January 26, 2017, 01:44:21 PM by Zunder »

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #26 on: January 26, 2017, 01:54:26 PM »

Don't leave the protection of the Fort until I slay the beast and the vile frogmen show themselves, then, and only then ride out and break their resolve.  Collect as many "pass without trace" as you can before doing so.

Rompei can effect 5 with each casting, and its a 1st level spell that lasts for 5 hours.  Does he cast before leaving?
The hand that rolls the Dice rules the world.

Offline Asinjin

  • DM
  • Administrator
  • Hero Member
  • *****
  • Posts: 9390
    • View Profile
    • Habololy
Re: The Swampwyrm
« Reply #27 on: January 26, 2017, 01:55:08 PM »
Vor'Ruk actives his ring of true-strike ( +20 to attack - 3x a day) and Charges

+ 12 to power attack
- ride by attack
- leap attack
- devastating charge
- lance of baleful charge

(D10 + a bunch) x 5 (x 7 on critical)

for good measure.. Sunder Quattro will kick him as i pass (he gets all my feats (ride by, leap, leap attack, power attack :))

We will role initiative to start tonight.
The hand that rolls the Dice rules the world.