Note that you can also do a perception check again for the second group to "quickly loot them".
The optionnal lootage if you take Option 1 or 3, is for a ful loot of the 30 goblins (which will result in a +1 to the next step difficulty). The only reason you get that chance is because you massacred the two goblins groups... making the other advance stop buying you some time.
You will manage to find the 15 ears (not simple since there is 30 corpses around you).
You also find a magical short bow (that you will only identify on you next short rest)
Quote:
Point Blank Short bow +1
The wielder of this weapon need not fear wading into melee.
Lvl 3 +1 680 gp
Weapon: Any ranged
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Property: Gain a +2 item bonus to AC against opportunity
attacks provoked by making a ranged attack with
this weapon.
Power (Encounter): Free Action. Use this power when you
make a ranged attack with this weapon; the attack does
not provoke opportunity attacks.
1 - WAit for an other round of battle to come to you (30 artillery, 40 infantry..... so about 70 goblins) .
The monster stats will change for some soldiers stats (since there is more infantry) and the DC will also rise again by this time by 10 becasue of sheer numbers of enemies (for a total of +15 to defenses compared to a monster your level). I realise that this is probably too much... but 70 goblins VS 5 heroes is probably too much anyway (I'll let you be the judge of that) .
Agreed that we aren't up to 5v70 quite yet. I'm guessing Greenbane will start advising tactical withdrawal, or at least stop demanding more goblin slaying.
Quote:
2 - You may try rush at the 3rd guards patroll (15) which is 5 rounds away to slay them before the infantry (40) is ready and the 4th guard group (15) get to them doubling their numbers.
This will require first a group Athletic check (3/5) to run to the enemies.
DC varies with your base speed (5 = DC 12, 6 = DC 10, 7 = DC 8).
Success at this will prevent the enemies to gain an other +3 to their defenses.
Failure means they get an additionnal +3 to their defenses (added to the previous +5 = +8 to all defenses VS the original set of defenses (note that you still can get the -2 if Monique hit with her own roll in the previous attack)
This is a very interesting possibility. If psyclone57 makes her roll, I think we should try this. Both Elven Accuracy and Heroic Effort are unused, so we'd have odds similar to the previous attack contest of pulling this off. We have a couple of good Athletics rollers, so odds are pretty decent we'd be able to hit them without the extra +3 to defenses. Also, how many milestones have we hit today? It'd be handy to know how many APs we have.
Quote:
3 - Flee, as described sooner (for the previous step). Note that if monique doesnt hit, the reduced DCs will get to their regular value (+2).
with my speed (7) I auto succeed that athletics check. I expect Ung would autosucceed that as well. Odds are we would easily get the 3/5 required for the athletics check so we just need to wait on monique.
__________________ Playing: Ashe Natura - Grandpre Academy (Second Group) - D&D 4E Gustavo - The Fires of War - D&D 4E
Actually these combats doesnt count (it is the skill challenge that will count as an encounter).
Still, you are at 2 encounters right now, meaning you have 2 AP :
1 - completing the "warn the fort" skill challenge.
2 - Fighting the orcs
Note that the AP use for this Skill challenge can only happen once (So Ung decided to use his , he cannot use his second for the rest of the skill challenge). And you have to decide before you know the result if you use your AP (Like elven accuracy). I'll allow Heroic effort to be use onnly if needed as that power is worded that way already (you need to miss before you use it)
I'll give Monnique a chance to choose her own action herself (which at will she wants) at least until tommorow morning, at which point, I'll roll the same one she did last time (Vicious mockery)
Shadow : What are will you loose for your failure? Surge or some Daily attack power?
Why are our healing surges so low? Didn't we have only one combat encounter (where we met Ung) between our last extended rest and now? I am probably remembering incorrectly.
__________________
Thanks Gigi Digi for the avatar.
Honestly? We've just seen how luck can screw us in this format quite royally. Even with all our buffs and modifiers, we'd probably need to blow a lot of our resources to succeed in another fight with higher target defenses. I suggest a tactical retreat for now, but will go along with the majority.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
I may have made a mistake somewhere, but I know that the orc combat have been hard on you all (except Ung who idnt receive too much damage).
In your case, the Imp poisonned you and you had trouble saving it... it costed you a lost of surge in the end (you healed yourself once during combat,, spend two surge after combat.
Then you lost a surge at the start of this skill challenge (everyone did because you failed the athletic part of the first step).
And now you just lost an other surge by failing the attack...
All this add up to 5 surge spent.
Note : that you could loose a daily attack (only during combats) instead of the last surge if you find that you are too low.
Honestly? We've just seen how luck can screw us in this format quite royally. Even with all our buffs and modifiers, we'd probably need to blow a lot of our resources to succeed in another fight with higher target defenses. I suggest a tactical retreat for now, but will go along with the majority.
The additional +2 to our target makes hitting the targets harder. We may be able to pull it off by burning our APs. At this point, we've killed nearly half of the enemy artillery (between rockslide and close combat). I'm on the fence, but leaning toward withdrawal as well.
The goblins here will arrive at Fort-du-Col considerably lower in number and exhausted from moving rocks and hauling siege equipment. If we can kill some wolf riders, we might be able to harrass them further before they arrive at the fort. I think they have hours of work left to clear the rocks, for that matter.
The thing is, if we actually kill them, the siege weapons are all done for unless they bring back more goblins to work on it. So, we can't just think of it as "these goblins". Walls are great against goblins; siege weapons are great against walls. If we kill all the workers and guards, or delay them, we're effectively delaying the siege train. That's our real objective here.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
That's true, but we still have the same three options. With Monique's miss, we're looking at what, 27 AC maximum? Beating the Athletics check brings it down to 24.
If I understand the damage rule correctly, damage increases the effective attack result by +2 per 10hp.
Bolerum has a 70% chance of hitting an AC24; this goes up to 90% due to damage and with an AP spent.
Ung has a 60% chance assuming damage works as described.
If other PCs spend APs, that gives Ashe a 70% or so, but I'm probably low-balling it due to damage. Elven Accuracy bumps it up to nearly 90%.
Monique hits a lower defense. Presumably, she has a 60% chance.
I'm guessing Jieung has a 60% chance, assuming AP is spent.
All told, we have a decent shot at option 2 (assuming we beat the athletics test). I suppose, if the downside is that we burn a daily or a surge, we should go for it.
Jieung has effective +16 incl. Damage, +18 with an AP, so I can get a bit more than 60%. The thing is, I had awesome odds last time, but I still rolled a 2. So did psi. I'm just saying that the dice can screw us, even if the odds are good, and this is a pretty high- threat situation.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
To answer Bolerum quesiton, they have about 1,5 more hours of digging left at this point.
Since PBP making these things a little harder to play out I may add up a few options here (Maybe I shouldnt, but these might be interesting for you).
1 : You could decide not to engage after the athletic group result (failure mean you arent quick enough and most of the enemies moved back too close of the other groups of enemies for your taste - that is why the DC go up +3, because you have less actual time to kill them all since they are closer to the other group).
Since I assume you are all gonna roll the athletic and attack roll in the same post, I need to be told before hand if you would decide to withdraw instead of attacking in the case of a falure at athletics. Doing this wont cause you to get a failure, but it will have an effect on the withdrawal (option 3) skill check (rise a few of the DCs by 2 - the physical ones (Atheltic, Endurance).
2 : ((I am playing the tempting devil card here.... lol)) Not everyone have to actually agree and rush forward (some might decide to withdraw and not participate in the dangerous combat). Of course, this might not be perceived as good by the others, but some character might really not agree and take that kind of decision (going against majority). Ideally, I need to now before the roll are done, because it is easy to decide not to go when you know the other already succeeded the combat, but i'll trust you not to cheat and will accept someone telling me as he post IC (just tell me as soon as possible if you do that - you could even PM about it if you want).
The effect of this will be that they dont have chances to loose surges/dailiy power since they dont participate in combat. It also will give them a bonus in the flee part (since they stayed begind and already started to flee). While I wont rise the Dcs, success will be harder to obtain...less people to get 3 hits.
Also note that you still can gain a bonus to the fleeing with a 4 or 5 hit... but also know that a 0 or 1 hit will give you the opposite (it was the case in the other combats... it just never even come close to that lol.)
I've gotten a bit inspired. Since Greenbane can change its form, including decorative detail, Bolerum will ask it to change its appearance to display in gory detail up and down its blade and everywhere else, bas-relief graphic images of every goblin it has ever killed. Make the most recent ones especially large. Let's give our enemy something to really worry about.
We'll see if we can break their morale. A third of them are dead at this point, and we've barely broken a sweat.
Edit: A net +1 to all our rolls? Sweet! Okay, I'm for going for it. Yes, low die rolls can screw us, but we still have a fairly reasonable chance to score another success in saving Fort-du-Col. I also have something up my sleeve if PCs are in danger of getting overwhelmed.
Ok, so looking at your replies, I think this is the actual ideas/opinions are thus:
Bolerum is for going to fight.
Ung is for going to fight.
Jieung have some doubts and prefer retreat, but will go with majority if fight arise.
Ashe think you guys can make it to the combat quickly enough so it is possible (not get the +3 to enemies defenses), so I guess he is considering doing it, but it is still unclear of his preference.
Monique didnt give her opinion on the next step options.
In anyway case, what will decide what you guys do is you (when someone actually post IC to start the next step lol).
Ummm Timlaff, you kinda roll a lot of rolls for nothing...
From your action, the only valid ones are the Athletic (to rush forward) and the attack roll/with damage.
The rest would have been needed if you would had retreated :) and wont be used.
Maybe your goal was to roll the other options in case the rest of the group decide to withdraw... but in anyway, I'll have you roll these again if that situation arise.