Kobolds: Take the Town

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Log Info

  • Title: Kobolds: Take the Town
  • Emitter: Cryosanthia
  • Characters: Skielstregar, Vaera, Barclaiigh, Venom
  • Place: Uskvuthajdupr
  • Time: Tuesday, May 17, 2022, 6:34 PM
  • Summary:

Uskvuthajdupr. Uskvutha's Deep. Sunken Hope. Bright Hope.

This town has had a lot of names. It has seen better days, much better days. Originally a lakeside town with river access to the sea, it was a small port for agricultural export. Undermined because of a Dragon's whim, overnight it dropped twenty to thirty feet in elevation, submerging in the lake where it remains today. What isn't completely underwater is drenched by an unrelenting downpour. Even the vegetation in the area has been affected. Plants unused to the constant irrigation have yellowed as they drowned. Trees held out longer, but succumbed.

In layout, it was a rough grid, with two wide avenues. At the Centre was a circular Temple to Altheah, emphasizing her motherly nature. A radial pattern of streets led to the temple, while further out the town reverted to a grid-like structure. This can still be seen, from the ways ruined walls peek above the surface, and bleached trees stand like sentinel skeletons.

It is impossible to sneak up an army, discrete as the revolutionary forces are. Once it is close enough to see the forces, they will have seen the army's approach.

There are eight defensive towers, filled with troops and equipped with siege weapons. The ones closest to the temple have catapaults, the towers further out have ballista.

Undoubtedly, there are traps hidden in the murky swamp waters.

A bell starts ringing near the centre of town; the source is unclear. It may be a watch-tower or the Church calling for reinforcements. In any event, the engagement has started.

A veiled figure amongst the liberation forces looks toward the distant sound of tolling bells and it's enshrouding poncho rises and falls in a shrug. Shortly thereafter, with a bit of a lean and rustle, the spiraled length of her thunderbelcher's octagonal alloy and crystalline barrel swings out.

Venom's head swivels some and a hand lifts to sign toward the Sith sharpshooter, "I'll try to focus on commanders until things get close." <handspeech>

GAME: Skielstregar casts Mount. Caster Level: 7 DC: 13

Skielstregar heard of this engagement through the grapevine. And he prepared as a Warrior should.

A sparkling silverscaled makari armed with a small armory over his person atop a war horse who's fur is as black as night,their hoof falls leaving behind an inky maisma as they trot forth.

With one hand, he pulls out a leather wrapped stick, the other a glob of gold paint. "Today we free our scalekin from unruly domination."

He grins, sitting up in his saddle as he smashes gold paint across his face. "Dragonfather's glory!" he shouts."Voarexautha, forward!" The horse whinnies an echo, ready to blaze into the fray.

Skielstregar can move fast, can start on a flank; if only his horse could swim.

Swimming will be a requirement.

It was just another job at the adventurer's guild, and somehow Vaera found herself stuck into a revolutionary war. At least there was very little, if any, doubt that she was on the right side of this conflict. Still, it was a strange feeling to find herself gathered with all of the kobolds who were preparing to invade the ruins of the city. And that it was expected to not kill as many as possible.

The red makari busied herself with her gear, making sure everything was in order. "Lots of siege weapons up around the area. If we want to do anything, those are going to have to go." The makari chuffs.

Vaera says, "I don't know what siege equipment we're dealing with, but we could hit two flanks, yeah, and ideally collapse on the last side"

"... now ain't they dug in but good," Barclaiigh grumbles as he scratches the back of a tattooed hand. His tiny eyes squint across the distance and he glances at Gilla. "How's that boomstick'a yers do in puddles? Reckon we come at them from th'water'n knock out some'a them big ol' rocklobbers."

The auburn-haired Khazad chews his mustache and looks around. "'n remind me 'gain which'a these fellas we're tryin' extra hard not t'turn int' mulch. Th'blue fellas, right?" He opens his wide mouth to say more but swallows the 'they all kind of look alike to me' comment that probably wouldn't have been too well received.

GAME: Venom rolls int+2: (3)+inteligence+2: 7 (human improv, k/mil theory, vs DC20 - Fail)
GAME: Vaera rolls knowledge/military theory: (19)+5: 24 (vs DC20 - Success)

Catapaults have a minimum range, closing with one close enough will mean they are unable to target that location. Catapaults can hit troops. Ballista don't have a minimum range, they can hit troops or individuals.

<OOC> Skielstregar says, "Rekki troup and skiel will be on the NW corner! Skiel on 0,0!"
<OOC> Barclaiigh is good at 22,20 with his squad if that's OK with the team.
<OOC> Venom says, "22, 0i think, if i can"
<OOC> Vaera says, "I guess I'll go to 12,21"

The odds are not good. The defenders outnumber the attackers two to one, and they're dug in with siege weapons. The whole town is a water hazard, advancement will be slow, potentially house to house. The Kobolds are similarly armed, spears and slings with leather armour. The rebel forces are clad in leather armour that's trying to be scale-mail. Clearly a suit was used as a pattern, but assembled from cuirboli.

As the little lizards can be difficult to tell apart, and both sides have similar scale colours, the friendlies have a blue splotch on the front and a blue stripe on the back. It's not useful for targetting them, at all.

Each squad is led by one of the hero kobolds, and accompanying an adventurer. Following their lead.

Generally.

"FORNICATION YEAH GET THEM!" Rekki bellows, answering the bells and charging up her thunderbelcher. She's with Skielstregar and ready to dive right in, taking her squad with her, charging in from the North West. <draconic>

Gilla, with Barclaiigh, is to the south, treading water. "Hold my drink," she passes a glass of Stoutbrew to a nearby soldier, and grins at the dwarf. "It doesn't use powder. It's all artifice." The kobold does... something, and the tubes and chambers on her weapon take on an eerie glow that matches her scales. <draconic>

Venom, attacking from the north-north-east, is paired up with Blubs. He nervously adjusts his dark goggles and fiddles with the dragonspitter on his hip. "I think we should move in a zig zag close to the walls. Right guys?" He checks with his troops and Venom.

Loci is paired up with Vaera. She has actual scale mail, and a bracelet which she's fiddling with. An emergency recall, a rare benefit she's aware none of the others have. "Don't stick your head up and don't rush in." She advises, just as Rekki shouts for her group to run straight into fire. "Um... and do what the sith'makar says." They're between Barclaiigh and Venom, and the closest to a defender emplacement.

<OOC> Cryosanthia says, "6 Ballista & 7 catapault attack Vaera's. Group 6 is in sling range, so they do ranged. 6 Leader will shoot a heavy crossbow at Vaera"
GAME: Cryosanthia rolls 1d20+2: (11)+2: 13 (Ballista 6)
GAME: Cryosanthia rolls 1d20+6: (5)+6: 11 (Catapault 7)
GAME: Cryosanthia rolls 8d6: (20): 20 (Troop Damage - destroys walls)
GAME: Cryosanthia rolls 1d20+6: (17)+6: 23 (Troop 5 leader shooting Vaera, hv crossbow)
GAME: Cryosanthia rolls 1d20+6: (6)+6: 12
GAME: Cryosanthia rolls 1d8: (6): 6
GAME: You damaged Vaera for 6 points. 55 HP remaining.

"There! Attack them!" A kobold on the building nearest to Vaera points in her direction. <draconic>

The rain is a quiet patter on the water. It's joined by the louder rattle of sling stones, volley after volley that arc the short distance and crash into the ruined walls.

Rotting wood, deteriorated stone, can't stand up to the onslaught. The cover her kobolds thought they had is relentlessly worn down.

>>TWUNK<<

A ballista shot goes wild. "Aim you idiots or you know what will happen" Red Leader Six shouts.

It's nothing compared to the splash of a catapault stone landing nearby. The twang of Red Six's heavy crossbow is nearly lost in the fray, but Vaera felt it.

<OOC> Vaera says, "moving up to attack the tower I think, attack The leader in the building"
GAME: Vaera rolls 8d6: (14): 14 (Vaera Troop Damage -  1 1/2 walls down)
GAME: Vaera rolls 1d20+8: (14)+8: 22
GAME: Vaera rolls 1d20+8: (13)+8: 21
GAME: Vaera rolls 1d20+8: (8)+8: 16
GAME: Vaera rolls 1d20+8: (12)+8: 20
GAME: Vaera rolls 3d6+3: (6)+3: 9 (3 hits, nonlethal bludgeoning)
GAME: Cryosanthia rolls 1d20+6: (17)+6: 23 (Loci's sling, on leader)
GAME: Cryosanthia rolls 1d20+6: (6)+6: 12 (Loci's sling, on leader)
GAME: Cryosanthia rolls 1d20+6: (3)+6: 9 (Loci's sling, on leader)
GAME: Cryosanthia rolls 1d20+6: (9)+6: 15 (Loci's sling, on leader)
GAME: Cryosanthia rolls 1d4: (1): 1
<OOC> Cryosanthia says, "okay, make your pose, your kobolds swarm up, surround the tower, start hacking at it, take down a wall and part of a wall. You hit their leader, don't kill him. Loci also hits him with her sling."

With the small contingent of kobolds moving up into the city, Vaera was on guard as they reached the main towers. Then they were spotted, and the wall they were behind was destroyed outright.

"Alright, stick together, move up! We break in there and won't give them another chance to fire." She calls over to the group that moved up to the tower. Many were tearing it apart, and just enough for the leader to be exposed. Vaera clambered over the splintered, rotted wood, swinging at the kobold, and smacking him several times, paying little attention to the pain in their side where the bolt grazed them.

<OOC> Cryosanthia says, "5 catapault shoots troops,"
<OOC> Cryosanthia says, "8 ballista shoots Porter,"
<OOC> Cryosanthia says, "Kobolds spread their damage around 2d6 on you, 2d6 on porter, 2d6 on the troops,"
<OOC> Cryosanthia says, "losing 2d6 for not having range at first. 
<OOC> Cryosanthia says, "Red 5 will shoot porter, 2 hv cross, Red 8 will shoot hv crossbow barc"
GAME: Cryosanthia rolls 1d20+6: (7)+6: 13 (Catapault 5 - Miss)
GAME: Cryosanthia rolls 1d20+2: (20)+2: 22 (Ballista 8 - vs AC22, Hit THREAT)
GAME: Cryosanthia rolls 1d20+2: (10)+2: 12 (not confirmed)
GAME: Cryosanthia rolls 2d10: (9): 9
GAME: You damaged Barclaiigh's companion for 9 points. 36 HP remaining.
GAME: Cryosanthia rolls 2d6: (8): 8 (Troop 5 on Barclaiigh)
GAME: Cryosanthia rolls 2d6: (2): 2 (Troop 5 on Porter)
GAME: Cryosanthia rolls 2d6: (8): 8 (Troop 5 on Troop Barc-Gilla)
GAME: You damaged Barclaiigh for 8 points. 45 HP remaining.
GAME: You damaged Barclaiigh's companion for 2 points. 40 HP remaining.
GAME: Cryosanthia rolls 1d20+6: (13)+6: 19 (R5 on Porter - Miss)
GAME: Cryosanthia rolls 1d20+6: (6)+6: 12 (R5 on Porter - Miss)
GAME: Cryosanthia rolls 1d20+6: (2)+6: 8 (R8 on Barc - Miss)
GAME: Cryosanthia rolls 1d20+6: (4)+6: 10 (R8 on Barc - Miss)

Alerted by the bells, the sharp eyed scouts on tower five and tower eight notice the group led by Barclaiigh and Gilla. The kobold leader of tower five shouts, "Ballista, target that bear! Everyone else, shoot the enemy in the water, and that octopus. That's a druid in wildshape!" <draconic>

"Shoot that unit before it moves" Tower eight's commander commands. <draconic>

>>THWUNK<< --THRRRK--

>>Ker-CHWUK-KLUNK- --ka-splash--

The ballista puts a huge bolt in the bear's side. The catapault goes wild. Sling bullets whistle and impact, Porter, Barclaiigh, all the Kobolds following him. Only Gilla seems spared. She swims along with the others as they approach, holding her glass above the water, her thunderbelcher in the other hand.

<OOC> Barclaiigh says, "Bar will arrive on the scene with his kobold posse as a giant octopus. Gilla can ride if she likes. Bar has a 30' swim in this form and will lead the charge to 21,14 (double move, rd1). Then cast entangle (https://i.imgur.com/Hr1hUqj.png rd2). Then cast Warp Wood on catapult-7 to disable (rd3). Kobolds will swim to 21,16 (5x move, so rd1, rd2, and half of rd3). Then attack the walls there. If they're still up on rd4 Bar will full attack the walls to get them down so the kobolds can join melee at 19,15 and 19,14. Porter will have Air Walk (70mins duration) and 40' move. He'll charge catapult-5 rd1 and then just beat the puss out of it or try to knock it over. Whatever works."
<OOC> Barclaiigh says, "My AC is 16 right now in octopus form, 10 base, -1 size, -1 Dex drops from 14 to 12, +1 prot ring,
<OOC> Barclaiigh says, "+1 amulet, +4 natural AC from beast shape 2."
<OOC> Barclaiigh says, "Would it be possible to Bull Rush it off the ledge and into the drink?"
<OOC> Cryosanthia says, "no it's solidly attached"
GAME: Barclaiigh rolls 1d20+9+2: (2)+9+2: 13 (Porter attacks on Catapault, vs AC3)
GAME: Barclaiigh rolls 1d20+9: (2)+9: 11
GAME: Barclaiigh rolls 1d20+9: (4)+9: 13
GAME: Barclaiigh rolls 1d20+9: (19)+9: 28
GAME: Barclaiigh rolls 1d20+9: (4)+9: 13
GAME: Barclaiigh rolls 1d20+9: (5)+9: 14
GAME: Barclaiigh rolls 1d20+9: (16)+9: 25
GAME: Barclaiigh rolls 1d20+9: (9)+9: 18
GAME: Barclaiigh rolls 1d20+9: (13)+9: 22
GAME: Barclaiigh rolls 1d20+9: (5)+9: 14
GAME: Barclaiigh rolls 1d8+6: (7)+6: 13 (Porter damage on Catapault)
GAME: Barclaiigh rolls 1d8+6: (5)+6: 11
GAME: Barclaiigh rolls 1d6+6: (6)+6: 12
GAME: Barclaiigh rolls 1d6+6: (6)+6: 12
GAME: Barclaiigh rolls 1d8+6: (4)+6: 10
GAME: Barclaiigh rolls 1d6+6: (6)+6: 12
GAME: Barclaiigh rolls 1d6+6: (6)+6: 12
GAME: Barclaiigh rolls 1d8+6: (2)+6: 8
GAME: Barclaiigh rolls 1d6+6: (3)+6: 9
GAME: Barclaiigh rolls 1d6+6: (4)+6: 10
<OOC> Cryosanthia says, "109 total, hardness 5, so 59 damage. Catapault isn't destroyed, it's bearly holding together"
GAME: Barclaiigh spends ONE use of WILDSHAPE.
GAME: Barclaiigh casts Air Walk. Caster Level: 7 DC: 19
GAME: Barclaiigh casts Entangle. Caster Level: 7 DC: 16
GAME: Barclaiigh casts Warp Wood. Caster Level: 7 DC: 17
<OOC> Cryosanthia says, "your kobolds get 4x 2d6 since after their first move they'd be in range to sling the walls"
GAME: Barclaiigh rolls 2d6: (4): 4
GAME: Barclaiigh rolls 2d6: (3): 3
GAME: Barclaiigh rolls 2d6: (8): 8
GAME: Barclaiigh rolls 2d6: (11): 11
<OOC> Cryosanthia says, "they take out walls"
<OOC> Barclaiigh says, "Alright. I'll display my octopus-y might and just batter the walls with a full attack near cat5."
<OOC> Barclaiigh says, "Oh, tentacles have a 20' reach. Splish splash."GAME: Barclaiigh rolls melee+1+2: (14)+8+1+2: 25
GAME: Barclaiigh rolls melee+1+2-5: (5)+8+1+2+-5: 11
GAME: Barclaiigh rolls melee+1+2-5: (9)+8+1+2+-5: 15
GAME: Barclaiigh rolls melee+1+2-5: (9)+8+1+2+-5: 15
GAME: Barclaiigh rolls melee+1+2-5: (19)+8+1+2+-5: 25
GAME: Barclaiigh rolls melee+1+2-5: (19)+8+1+2+-5: 25
GAME: Barclaiigh rolls melee+1+2-5: (6)+8+1+2+-5: 12
GAME: Barclaiigh rolls melee+1+2-5: (17)+8+1+2+-5: 23
GAME: Barclaiigh rolls melee+1+2-5: (18)+8+1+2+-5: 24
GAME: Barclaiigh rolls 1d8+3+2+1: (8)+3+2+1: 14
GAME: Barclaiigh rolls 1d4+1+1+1: (1)+1+1+1: 4
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5
GAME: Barclaiigh rolls 1d4+1+1+1: (4)+1+1+1: 7
GAME: Barclaiigh rolls 1d4+1+1+1: (1)+1+1+1: 4
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5
GAME: Barclaiigh rolls 1d4+1+1+1: (4)+1+1+1: 7
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5
GAME: Cryosanthia rolls 1d20+9: (5)+9: 14 (vs Entangle, DC16 - Fail, troops entangled)
GAME: Cryosanthia rolls 1d20+8: (5)+8: 13 (Gilla shoots her thunderbelcher, vs AC 15 Touch)
GAME: Cryosanthia rolls 1d20+8: (3)+8: 11
GAME: Cryosanthia rolls 1d20+8: (6)+8: 14
GAME: Cryosanthia rolls 1d20+8: (9)+8: 17
GAME: Cryosanthia rolls 1d10: (6): 6
<OOC> Cryosanthia says, "Catapault 7 is ruined"
<OOC> Cryosanthia says, "troops are entangled, make your pose."

It's been a pleasant enough swim looping around towards the southern edge of the ruined town. The Bartapus (Octolaiigh? Either works (but never 'giant' because 'giants' are the enemy)) swims with the top of his domed, red-yellow head pointed towards their destination and his black eyes heavenward just-beneath the surface of the water. Gilla crouches on his face, half-sinking into the soft cephalopod between its eyes. It's wet going.

The kobold militia lags a big behind, flanking the tentacles that splay with and compress in smooth, pushing motions. The plan was set in advance. There's no need to communicate now.

Plus. It'd sound like "wharglebarglblurbleurble'll!" from that submerged beak.

Gilla seems a bit stymied by this latest of the Khazad-aul's forms. Their 'anything you can do I can do better' competition from the hot springs was definitely easier for her when he wasn't an oversized, eight-armed monster from the deep. Still, she's excited for the coming engagement and braces her artifice-weapon at the ready.

Porter is in the air overhead, loping across the sky and sending out little, whispy shockwaves like disturbed clouds as he barrels towards the closest of the siege weapons.

The opening volley meets them on the advance. Porter takes a shot from the oversized spear lobbed by the ballistae. Then comes the bullets, spears, and salvage crockware of the entrenched kobold's ranged attack.

With a defiant roar, Porter slams hard into his target, rocking the frame just the tiniest amount before setting in to chew, bat, claw, bodyslam, and pull at the weapon. It holds but just... bearly.

The Octolaiigh pivots and stays, flipping half of his appendages out of the water threateningly as Gilla takes the higher ground and climbs fully atop his head to open fire. "Y'all ready for this!?" calls the octopus. The militia surges ahead, finding cover and opening with their own volley of missiles. Seaweed, half-dead roots, and rotting, waterlogged vegetation comes to life beneath and around an unsuspecting camp, tangling the kobolds there even as their own siege weapon groans and warps. Bolts pop loose and the whole thing sags, useless.

<OOC>GAME: Venom rolls stealth: (4)+15: 19, "I'd like to get the sneaky-sneaky if possible"
GAME: Venom rolls stealth: (16)+15: 31 (roll for the kobolds, +15 stealth also)
GAME: Cryosanthia rolls 1d20+9: (4)+9: 13 (Tower perception - +1 attack for Venom, Troop VB)
GAME: Cryosanthia rolls 1d20+2: (2)+2: 4 (ballista 2 targets Venom - miss)
GAME: Cryosanthia rolls 1d20+6: (14)+6: 20 (cat 3 targets troops - miss)
<OOC> Venom says, "21, 3 if i can reach it, start the show with a thunderstone and a flash powder on 19, 4"
<OOC> Skielstregar says, "Swim move - full round for half speed, move action for quarter speed"
<OOC> Venom says, "so a move action would be 10 ft, cuz monkliness"
<OOC> Cryosanthia says, "okay, you can get 4 squares, to there, kobolds can get a total of 8"
<OOC> Cryosanthia says, "the flashbang helps with them get into position,"
<OOC> Cryosanthia says, "will subtract a damage roll if tower fails a will save"
<OOC> Cryosanthia says, "the whole action at once is easier to interpret,"
GAME: Cryosanthia rolls 1d20+4: (17)+4: 21 (Tower Will save - Success)
<OOC> Cryosanthia says, "that probably does it"
<OOC> Venom says, "easily"
<OOC> Cryosanthia says, "2d6 on you, 2d6 on your troops"
<OOC> Cryosanthia says, "rrr, 2x 2d6"
GAME: Cryosanthia rolls 4d6: (11): 11 (Troop 1 on Venom)
GAME: Cryosanthia rolls 4d6: (10): 10 (Troop 1 on Troop VB)
GAME: You damaged Venom for 11 points. 46 HP remaining.
<OOC> Cryosanthia says, ", 2, "
GAME: Cryosanthia rolls 1d20+6: (10)+6: 16 (red leader 1 shoots at Venom, +4AC for wall - miss)
GAME: Cryosanthia rolls 1d20+6: (15)+6: 21 (miss)
GAME: Cryosanthia rolls 1d20+6: (15)+6: 21 (red leader 2 shoots Blubs, +4AC for wall - miss)
GAME: Cryosanthia rolls 1d20+6: (5)+6: 11 (miss)

A flashbang starts off the festivities in the upper quadrant. "Target them! I'll get the human scum!" Red Leader one shouts.

>>Ker-clunk, WUNK<<

The catapault misses, causing a large splash. The advancing group is hard to see, able to keep cover enough to spring a surprise attack on Tower 1, the walls hammered.

Red One and Red Two fire heavy crossbows, to little effect. The troops manage some damage, both sides.

GAME: Cryosanthia rolls 1d20+8: (15)+8: 23 (Blubs attack Troop 1)
GAME: Cryosanthia rolls 1d20+8: (11)+8: 19
GAME: Cryosanthia rolls 1d20+8: (8)+8: 16
GAME: Cryosanthia rolls 1d20+8: (5)+8: 13
GAME: Cryosanthia rolls 1d10: (1): 1 (Dragonspitter damage on Troop 1)
GAME: Venom rolls 2d6: (5): 5 (Troop VB Damage)
GAME: Venom rolls 2d6: (8): 8
GAME: Venom rolls 2d6: (6): 6
GAME: Venom rolls 2d6: (11): 11
GAME: Venom rolls 2d6: (8): 8
GAME: Venom rolls weapon3-4: (4)+12+-4: 12 (Venom on Leader, Thunderbelcher, vx AC16)
GAME: Venom rolls weapon3-9: (7)+12+-9: 10
<OOC> Cryosanthia says, "AC 16 with the cover"
GAME: Venom rolls weapon3-4: (14)+12+-4: 22
GAME: Venom rolls weapon3-9: (7)+12+-9: 10
GAME: Venom rolls weapon3-4: (17)+12+-4: 25
GAME: Venom rolls weapon3-9: (19)+12+-9: 22
GAME: Venom rolls weapon3-4: (9)+12+-4: 17
GAME: Venom rolls weapon3-9: (12)+12+-9: 15
GAME: Venom rolls 1d12: (10): 10
GAME: Venom rolls 1d12: (10): 10
GAME: Venom rolls 1d12: (4): 4
GAME: Venom rolls 1d12: (6): 6 (30 total)

The advance isn't her particular forte', but Venom resolves to see the mission through in reaction to how things play. The veiled figure relied on progressively simpler gestures as they closed to the engagement zone, finally finding a baseline for her Kobold cohort to gather... kinda... her meaning.

It helps that Kobolds are inherently sneakful and tricksy.

With the lot skulking through ruins and debris more adroitly than she, herself, she nonetheless steers the unit to a position where they wait just long enough for her to huck a pair of items off toward the garrison within that mini fortification that flash brilliantly and unleash a sharp peal of thunder, though to less disorienting effect than she'd hoped.

Clearly she should do her alchemy with more proper rest.

Regardless, with the show started and fire being traded(with feeling!), the enigma catches sight of the nicked, furious howling commander as she fires the human's way, and with clicks, clacks, splishes, splashes and loud, bassy BZZZZ-THOOOMs, she puts a number of holes in her opposite number despite her cover.

Her troops, meanwhile, manage to bring down several sections of wall and bloody a fair amount of the defenders, though they don't do so, unscathed.

<OOC> Cryosanthia says, "balista 4 and catapault 1 shoot at your group"
<OOC> Vaera says, "We just need to find red leader and shoot them down with our space ship"
GAME: Cryosanthia rolls 1d20+2: (13)+2: 15 (ballista 4 vs Troop SR)
GAME: Cryosanthia rolls 1d20+6: (4)+6: 10 (Catapault 1 vs Troop SR)
GAME: Cryosanthia rolls 2d6: (5): 5 (Troop 4 on Rekki)
GAME: Cryosanthia rolls 2d6: (7): 7 (Troop 4 on Skielstregar)
GAME: Cryosanthia rolls 4d6: (16): 16 (Troop 4 on Troop SR)
GAME: You damaged Skielstregar for 21 points. 68 HP remaining.
GAME: You damaged Skielstregar for -1 points. 69 HP remaining.
<OOC> Cryosanthia says, "hv crossbow attacks, 2 you, 2 Rekki"
GAME: Cryosanthia rolls 1d20+6: (19)+6: 25 (Red 4 on Skiels)
GAME: Cryosanthia rolls 1d20+6: (5)+6: 11 (Red 4 on Skiels)
GAME: Cryosanthia rolls 1d20+6: (6)+6: 12 (Red 2 on Rekki)
GAME: Cryosanthia rolls 1d20+6: (14)+6: 20 (Red 2 on Rekki)
GAME: Cryosanthia rolls 1d8: (6): 6
GAME: Cryosanthia rolls 1d8: (4): 4
GAME: You damaged Skielstregar for 5 points. 64 HP remaining.

"Attack the Sith'makar" Red Leader Four orders, and the ballista swings in Skielstregar's direction.

"Don't you Dare! Attack Me Instead!" Rekki bellows, "I'm going to stick this thunderbelcher up your ass and blow your better brain off with your tail!"

A startling threat. Ballista bolt and catapault ball splash harmlessly into the marsh.

"Like this! Do you want to be worm food?x" Red Four plunks away with her crossbow, the bolt scratching along skielstregar's cheek. "They can bleed!"

"I SAID! Shoot at me you jerk!" Rekki demands. Red Two obliges, the belligerent red-scale roaring a battle cry as she's hit by slings and bolts.

The entire group is.

<OOC> Skielstregar says, "Skiel is going to cast Spider climb on himself (Lasts 70 minutes)"
<OOC> Skielstregar says, "tell the troop move to (6,3), (6,4), (6,5), (7,5) and attack the walls/engage the troop."
<OOC> Skielstregar says, "Skiel will draw attention and will do a combination of swimming/wall running to get to (7,3)."
<OOC> Skielstregar says, "He'll smash the leader then troop (if there's spillover) with his sap with all the feats (Power attack, Aracne strike). Also I wonder if he could try and intimidate them to shake them up some."
GAME: Skielstregar casts Spider Climb. Caster Level: 7 DC: 14
GAME: Skielstregar rolls intimidate: (2)+12: 14
<OOC> Skielstregar says, "nah im gonna use my reroll for this tactic im doing"
GAME: Skielstregar rolls intimidate: (17)+12: 29 (Success)
GAME: Skielstregar rolls melee-2: (13)+12+-2: 23
GAME: Skielstregar rolls melee-2-5: (17)+12+-2+-5: 22
GAME: Skielstregar rolls melee-2: (18)+12+-2: 28
GAME: Skielstregar rolls melee-2-5: (6)+12+-2+-5: 11
GAME: Skielstregar rolls melee-2: (1)+12+-2: 11 (EPIC FAIL)
GAME: Skielstregar rolls melee-2-5: (17)+12+-2+-5: 22
GAME: Skielstregar rolls melee-2: (4)+12+-2: 14
GAME: Skielstregar rolls melee-2-5: (5)+12+-2+-5: 10
GAME: Skielstregar rolls 2d6: (5): 5 (Troop SR on Walls)
GAME: Skielstregar rolls 2d6: (3): 3 (Troop SR on Walls)
GAME: Skielstregar rolls 2d6: (5): 5 (Troop SR on Walls)
GAME: Skielstregar rolls 2d6: (8): 8 (Troop SR on Walls)
<OOC> Cryosanthia says, "Kobolds destroy half the walls"
GAME: Skielstregar rolls 1d6+5+2+4: (1)+5+2+4: 12
GAME: Skielstregar rolls 1d6+5+2+4: (2)+5+2+4: 13
GAME: Skielstregar rolls 1d6+5+2+4: (4)+5+2+4: 15
GAME: Skielstregar rolls 1d6+5+2+4: (3)+5+2+4: 14
<OOC> Cryosanthia says, "do the dams, okay, the first 3 take out red 4, then 14 goes to Troop 4"
<OOC> Cryosanthia says, "troops seem a little shaken"
<OOC> Barclaiigh says, "SHE COMES IN LIKE A REKKI BALL"
<OOC> Cryosanthia says, "heee. she shoots the thunderblecher 4 times at the walls"
GAME: Cryosanthia rolls 1d20+8: (5)+8: 13
GAME: Cryosanthia rolls 1d20+8: (13)+8: 21
GAME: Cryosanthia rolls 1d20+8: (6)+8: 14
GAME: Cryosanthia rolls 1d20+8: (1)+8: 9 (EPIC FAIL)
GAME: Cryosanthia rolls 3d10: (10): 10
<OOC> Cryosanthia says, "destroys a wall. I'll pose specially for her."

It wasn't until they got right up to the town that he realized his folly. Skiel looks down to his mount. "... sorry. You're uh..."

The night-mare huffs and looks away. "You just sit right here, alright?"

He turns to the 'bolds, hearing the fighting taking place across the other side of town. "Alright! You lot flank around the right side, this one will climb into their fortifaction and wreck havoc! Tear down the walls and hit who you can! Remember, we're taking them alive!"

The gold painted silverscale turns towards the wall next to him, inhales deeply, then snarls, "We rise!" Black miasma pools out from him betwixt his scales and rush to his back. And coaleasce into black boney wings. They jab into the building, and he lifts himself up. "Now!"

Tearing through the streets and avoiding most of the waters by clinging to the walls light nightmare fuel, Skieltregar crests over the walls of the defensive position with the leather wrapped weapon held high, it dripping black ichor. "SCURRY AND SCATTER!" he roars, bringing down his weapon againt the one calling the shots with barely bridled blows. The leader goes down with a massive whallop, and he starts clubbing more fodder around him. "THIS ONE CAN BLEED, BUT IT ONLY MAKES THIS ONE STRONGER!"

He's just a hair away from letting loose.

Rekki's troop brings up the flank, tearing at the old, crumbling walls and harrying those that are outside with peppered shots. The plan was to strike hard and fast, and to burn the enemy's resolve. And the troop was able to tear down most of the defenses, leaving the defenders exposed to a rough opening.

There's an angry yelp from Rekki as Red Leader Four is dropped by the sith'makar's blitz attack.

"I said he was mine. Well. Fine! Take that wall!" She roars, shooting her thunderbelcher. It hits a wall and goes plink. "Egg-Snatchers! What's wrong with you! Scales Rot!x" She works the weapon with blinding speed, the chambers bursting bright with a red illumination. She fires again. <draconic>

'Plink'

"That's not the sound you make!" Another rapid reload, another aim, shoot, and fizzling shot. "Corocaranth's Cloaca! Is this set on stun? Blow the skezzy rotting wall down!" She wrenches the weapon, this time it goes 'ping' and something important splashes off it. "BLUBS! What did you do to my GUN?!."

GAME: Vaera rolls perception: (12)+12: 24 (vs DC20, +2 favoured terrain, Success)
GAME: Vaera rolls perception+2: (10)+12+2: 24 (vs DC20, +2 favoured terrain, Success)
GAME: Vaera rolls perception+2: (6)+12+2: 20 (vs DC20, +2 favoured terrain, Success)
<OOC> Cryosanthia says, "oh yeah there's a lot of spike and spring traps around"
<OOC> Cryosanthia says, "You manage to avoid them and stop the kobolds getting on them."
<OOC> Cryosanthia says, "catapault 7 is gone, ballista 6 and Red Leader 6 shoot at you,"
<OOC> Cryosanthia says, "Troop 6 spills out of the tower to try and overwhelm your squad, so they do more damage"
<OOC> Cryosanthia says, "your squad goes for 1 set of grappling, so does no damage but gets 4 CMB attempts."
GAME: Cryosanthia rolls 1d20+2: (19)+2: 21 (Ballista 6 at Vaera, hit)
GAME: Cryosanthia rolls 1d20+6: (2)+6: 8 (Red 6 at Venom, miss)
GAME: Cryosanthia rolls 1d20+6: (18)+6: 24 (Red 6 at Venom, hit)
GAME: Cryosanthia rolls 2d10: (14): 14
GAME: Cryosanthia rolls 1d8: (1): 1
GAME: You damaged Vaera for 15 points. 40 HP remaining.
GAME: Cryosanthia rolls 15d6: (46): 46 (Troop 6 on Troop VB)
<OOC> Cryosanthia says, "Troop 6 will take out your troop this round unless there are two successful grapples by them."
GAME: Vaera rolls 1d20+5: (19)+5: 24 (Troop VL CMB vs CMD19, success!)
GAME: Vaera rolls 1d20+5: (18)+5: 23 (Troop VL CMB vs CMD19, success!)
GAME: Vaera rolls 1d20+5: (3)+5: 8 (Troop VL CMB vs CMD19, fail)
GAME: Vaera rolls 1d20+5: (11)+5: 16 (Troop VL CMB vs CMD19, fail)
<OOC> Cryosanthia says, "Your squad is badly injured but has captured this squad.

"Target the sith'makar with the thunderbelcher" Red Leader Six orders. <draconic>

"Which one Sir?" <draconic>

"The one with the working weapong that I'm shooting." >>THWANG<<. In case there was still uncertainty, it's resolved as Red Six pegs Vaera with his heavy crossbow.

It's just a flesh wound.

The ballista bolt that follows nearly pins her to the ground.

With the walls down, the defending troops spill out and attack Vaera's squad. It's kobold on kobold madness, a swirling splashing mess or murky water, nearly impossible to tell friend from foe. The kobolds in the scrum can, the rebels are attempting non-lethal takedowns and getting stabbed and sliced in the process. The black water turns an opaque brown from all the blood.

<OOC> Vaera says, "going to duck and dodge around the leader and try to take them out with arrows"
<OOC> Cryosanthia says, "Loci shoots what you shoot"
GAME: Cryosanthia rolls 1d20+6: (16)+6: 22 (Loci sling attack Red 6)
GAME: Cryosanthia rolls 1d20+6: (18)+6: 24 (Loci sling attack Red 6)
GAME: Cryosanthia rolls 1d20+6: (12)+6: 18 (Loci sling attack Red 6)
GAME: Cryosanthia rolls 1d20+6: (2)+6: 8 (Loci sling attack Red 6)
GAME: Cryosanthia rolls 2d4: (7): 7
GAME: Vaera rolls 1d20+12-4-2: (10)+12+-4-2: 16 (vs AC16, hit)
GAME: Vaera rolls 1d20+12-4-2: (14)+12+-4-2: 20
GAME: Vaera rolls 1d20+12-4-2: (9)+12+-4-2: 15
GAME: Vaera rolls 1d20+12-4-2: (15)+12+-4-2: 21
GAME: Vaera rolls 1d20+12-4-2: (7)+12+-4-2: 13
GAME: Vaera rolls 1d20+12-4-2: (18)+12+-4-2: 24
GAME: Vaera rolls 1d20+12-4-2: (19)+12+-4-2: 25
GAME: Vaera rolls 1d20+12-4-2: (9)+12+-4-2: 15
GAME: Vaera rolls 1d20+12-6: (12)+12+-6: 18 (Red 6 damage, leader down)
GAME: Vaera rolls 1d20+12-6: (2)+12+-6: 8 (vs Tower 3 walls)
GAME: Vaera rolls 1d20+12-6: (18)+12+-6: 24  (vs Tower 3 walls)
GAME: Vaera rolls 1d20+12-6: (6)+12+-6: 12  (vs Tower 3 walls)

Vaera stops her assault with the sap after a moment. The red makari drops the weapon, which hangs loosely on a leather strap, taking her bow out in the same movement. "We know where your traps are, they won't work on us." The red makari growls at the leader. "Stand down now while you can.

The leader shoots another set of bolts at her, and the red makari grunts as they find their mark. She answers in kind, one Arrow thunking into the Kobold's chest, sending them sprawling. "Hold fast, get them restrained. I'll open up a path to their catapult." She calls back, while the others are in the midst of their melee.

"Take cover, tend to the captured and wounded. I've got a few healing potions in my pack for the worst of them. We'll get through this."

GAME: Barclaiigh rolls Perception: (1)+15: 16 (EPIC FAIL) (vs DC20, fail)
GAME: Barclaiigh rolls Perception: (16)+15: 31 (vs DC20, success)
GAME: Barclaiigh rolls Perception: (11)+15: 26 (vs DC20, success)
GAME: Cryosanthia rolls 1d3: (1): 1 (1 Barc, 2 porter, 3 troop BG)
GAME: Cryosanthia rolls 1d20+10: (2)+10: 12 (CR2, Crusader blade trap attack, miss)
GAME: Cryosanthia rolls 1d20+10: (17)+10: 27 (CR2, Crusader blade trap attack, hit)
GAME: Cryosanthia rolls 1d8+1: (8)+1: 9
GAME: You damaged Barclaiigh for 9 points. 36 HP remaining.
<OOC> Cryosanthia says, "Troop 5 abandons their tower going after your squad."
<OOC> Cryosanthia says, "they are doing deadly, your guys are trying to grapple."
<OOC> Cryosanthia says, "Red 5 shoots at Porter hvy crossbow. Catapault 5 is abandonned."
<OOC> Cryosanthia says, "Troop 7 tries to abandon their tower to do overwhem damage to you."
<OOC> Cryosanthia says, "If they fail the reflex, they're stuck and they'll just ranged on you."
<OOC> Cryosanthia says, "Red leader 7 shoots at Porter, because bear scary."
GAME: Cryosanthia rolls 1d20: (19): 19 (Troop 7 Str to break free of entangle)
GAME: Cryosanthia rolls 15d6: (65): 65 (Troop 7 vs Troop BG)
GAME: Cryosanthia rolls 1d20+6: (19)+6: 25 (Red 5 attacks Porter, hits)
GAME: Cryosanthia rolls 1d20+6: (3)+6: 9 (Red 5 attacks Porter, miss)
GAME: Cryosanthia rolls 1d20+6: (13)+6: 19 (Red 7 attacks Porter, miss)
GAME: Cryosanthia rolls 1d20+6: (20)+6: 26 (Red 7 attacks Porter, THREAT, hit)
GAME: Cryosanthia rolls 1d20+6: (11)+6: 17
GAME: Cryosanthia rolls 2d8: (7): 7
GAME: You damaged Barclaiigh's companion for 7 points. 33 HP remaining.
<OOC> Cryosanthia says, "they move into your square and do round 1 of overrun damage"
GAME: Cryosanthia rolls 3d6: (11): 11 (Troop 7 vs Barc)

There's a snap, and a sudden splash as some underwater trip-line is activated by the octopus. It felt much like a dead root, or an underwater weed, barely a touch was enough. Blades attached to a wound spring slice through the water, drawing blood.

"Our weapon is ruined, abandon tower and scrum that advancing unit. Get that octopus!" Tower Commander Five orders, shouting across the water at Tower Seven, "Support us! Target the bear! Target the bear." <draconic>

"Yes'sir! Attack the safer opponent!" Some kobold calls, as they all bail out of the tower, splashing into the water and surfacing amidst Barclaiigh's troops. It becomes a mess of a melee, water and scales everywhere, as the defenders go for the kill and the rebels are trying their best to immobilize them without injury, and taking heavy casualties themselves.

Spears stab at Barctopus, adding inky blood to the already dark waters.

The tower commanders aim their heavy crossbows. To them, Porter is as big as a barn, and they can hit those sometimes. More bolts penetrate his thick hide, sinking in to their feather shafts.

And as the octopus attempts to evade the melee, some switch to their sling bullets and keep up offensive.

GAME: Barclaiigh rolls 1d20+9-2: (3)+9+-2: 10
GAME: Barclaiigh rolls 1d20+9-2: (17)+9+-2: 24
GAME: Barclaiigh rolls 1d20+9-2: (18)+9+-2: 25
GAME: Barclaiigh rolls 1d20+9-2: (11)+9+-2: 18
GAME: Barclaiigh rolls 1d20+9-2: (12)+9+-2: 19
GAME: Barclaiigh rolls 1d20+9-2: (20)+9+-2: 27
GAME: Barclaiigh rolls 1d20+9-2: (13)+9+-2: 20
GAME: Barclaiigh rolls 1d20+9-2: (19)+9+-2: 26
GAME: Barclaiigh rolls 1d20+9-2: (8)+9+-2: 15
GAME: Barclaiigh rolls 1d20+9-2: (11)+9+-2: 18
GAME: Barclaiigh rolls 1d20+9-2: (11)+9+-2: 18
GAME: Barclaiigh rolls 1d20+9-2: (7)+9+-2: 14
GAME: Barclaiigh rolls 1d20+9-2: (15)+9+-2: 22
GAME: Barclaiigh rolls 1d20+9-2: (15)+9+-2: 22
GAME: Barclaiigh rolls 1d20+9-2: (13)+9+-2: 20
GAME: Barclaiigh rolls 1d8+6+4: (7)+6+4: 17
GAME: Barclaiigh rolls 1d6+6+4: (4)+6+4: 14
GAME: Barclaiigh rolls 1d6+6+4: (6)+6+4: 16
GAME: Barclaiigh rolls 1d8+6+4: (5)+6+4: 15
GAME: Barclaiigh rolls 1d6+6+4: (6)+6+4: 16
GAME: Barclaiigh rolls 1d6+6+4: (4)+6+4: 14
GAME: Barclaiigh rolls 1d8+6+4: (2)+6+4: 12
GAME: Barclaiigh rolls 1d6+6+4: (6)+6+4: 16
GAME: Barclaiigh rolls 1d6+6+4: (2)+6+4: 12
GAME: Barclaiigh rolls 1d8+6+4: (2)+6+4: 12
GAME: Barclaiigh rolls 1d6+6+4: (3)+6+4: 13
GAME: Barclaiigh rolls 1d6+6+4: (3)+6+4: 13
<OOC> Barclaiigh says, "Move to 24,13 and CLW myself."
<OOC> Barclaiigh says, "Move to 27,13 and cast Stone Shape on the platform beneath ballista-8, breaking the anchor points and turning it into a slope to drop the ballistae if I can. 
<OOC> Barclaiigh says, "Charge back to the horde (but stay 10' away and take advantage of reach) with subdual beak. Then full attack subdual."
<OOC> Cryosanthia nods, "Okay, do the CLW, at 24,13 (R1). You are still in range and they can hit you with the ranged 2d6 when you caste Stone shape. That spell works and destroys the ballistae. (R2). You move back, (R3) there will be another 2d6 volley and also on R4
GAME: Barclaiigh casts Cure Light Wounds. Caster Level: 7 DC: 16
GAME: Barclaiigh casts Stone Shape. Caster Level: 7 DC: 18
GAME: Barclaiigh rolls melee-1+1+2-4: (7)+8+-1+1+2+-4: 13
GAME: Barclaiigh rolls melee-1+1+2-4-5: (15)+8+-1+1+2+-4+-5: 16
GAME: Barclaiigh rolls melee-1+1+2-4-5: (10)+8+-1+1+2+-4+-5: 11
GAME: Barclaiigh rolls melee-1+1+2-4-5: (16)+8+-1+1+2+-4+-5: 17
GAME: Barclaiigh rolls melee-1+1+2-4-5: (3)+8+-1+1+2+-4+-5: 4
GAME: Barclaiigh rolls melee-1+1+2-4-5: (2)+8+-1+1+2+-4+-5: 3
GAME: Barclaiigh rolls melee-1+1+2-4-5: (4)+8+-1+1+2+-4+-5: 5
GAME: Barclaiigh rolls melee-1+1+2-4-5: (19)+8+-1+1+2+-4+-5: 20
GAME: Barclaiigh rolls melee-1+1+2-4-5: (10)+8+-1+1+2+-4+-5: 11
GAME: Barclaiigh rolls melee-1+1+2-4: (12)+8+-1+1+2+-4: 18
GAME: Barclaiigh rolls melee-1+1+2-4-5: (4)+8+-1+1+2+-4+-5: 5
GAME: Barclaiigh rolls melee-1+1+2-4-5: (19)+8+-1+1+2+-4+-5: 20
GAME: Barclaiigh rolls melee-1+1+2-4-5: (18)+8+-1+1+2+-4+-5: 19
GAME: Barclaiigh rolls melee-1+1+2-4-5: (6)+8+-1+1+2+-4+-5: 7
GAME: Barclaiigh rolls melee-1+1+2-4-5: (14)+8+-1+1+2+-4+-5: 15
GAME: Barclaiigh rolls melee-1+1+2-4-5: (15)+8+-1+1+2+-4+-5: 16
GAME: Barclaiigh rolls melee-1+1+2-4-5: (14)+8+-1+1+2+-4+-5: 15
GAME: Barclaiigh rolls melee-1+1+2-4-5: (6)+8+-1+1+2+-4+-5: 7
GAME: Barclaiigh rolls 1d8+5: (5)+5: 10 (CLW)
GAME: You damaged Barclaiigh for -10 points. 35 HP remaining.
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5
GAME: Barclaiigh rolls 1d4+1+1+1: (4)+1+1+1: 7
<OOC> Cryosanthia says, "hurts the troop some"
<OOC> Cryosanthia says, "Gilla shoots them non-lethally"
GAME: Cryosanthia rolls 1d20+8: (16)+8: 24 (Gilla shoots Troop 7)
GAME: Cryosanthia rolls 1d20+8: (9)+8: 17 (Gilla shoots Troop 7)
GAME: Cryosanthia rolls 1d20+8: (4)+8: 12 (Gilla shoots Troop 7)
GAME: Cryosanthia rolls 1d20+8: (7)+8: 15 (Gilla shoots Troop 7)
GAME: Cryosanthia rolls 3d10: (18): 18
GAME: Barclaiigh rolls 1d20+5: (11)+5: 16 (Troop BG CMB vs CMD 19)
GAME: Barclaiigh rolls 1d20+5: (8)+5: 13 (Troop BG CMB vs CMD 19)
GAME: Barclaiigh rolls 1d20+5: (17)+5: 22 (Troop BG CMB vs CMD 19, Success!)
GAME: Barclaiigh rolls 1d20+5: (3)+5: 8  (Troop BG CMB vs CMD 19)

The catapult wasn't long for this world after its initial savaging and Porter continues to batter and break the thing until it's a scattered pile of driftwood and splinters. The arm and bucket come away in the largest piece, tumbling the short distance to *ploonk* into the swampy waters.

The kobolds, meanwhile, wrestle with their cousins, trying to do their best to subdue the angry horde even as they're cut, stabbed, and bludgeoned. Tempers are running high and the Draconic barked back and forth grows increasingly terse and threatening.

Barclaiigh sputters a complaint from his kobold-head-sized beak as he's swarmed, limbs splashing and flailing as the little attackers fall all over him. With one mighty shove, the Octolaiigh disengages, pushing through the murky waters to gain some distance. The druidic cant burbles up from below unintelligibly but the green-glowing vines that knit some of his wounds make it obvious what spell was cast.

The swinning continues under a hail of missiles, one of eight tentacles lashing out to slap at the stone platform the closest ballista is mounted to. The stone changes consistency, sloughing down and out like mud. Without its anchorpoints the weapon tumbles away, complaining and losing its missile before coming to rest half-submerged and slowly sinking further.

Then: to the attack! The Barctopus comes close once more, sending up a splashing deluge as he does a bit to soften up the pressing attackers.

<OOC> Cryosanthia says, "k/mil theory gives you an extra attack action, also roll the stealth for yourself and the kobolds"
GAME: Venom rolls intelligence+2: (14)+2+2: 18 (Human improve, k/mil theory)
GAME: Venom rolls stealth: (2)+15: 17
GAME: Venom rolls stealth: (20)+15: 35
GAME: Cryosanthia rolls 1d20+9: (8)+9: 17 (Defender Kobolds perceptoin)
<OOC> Cryosanthia says, "so you don't get an extra attack, but they do from stealth, and another from mil theory"
GAME: Venom rolls 2d6: (3): 3 (Troop VB, Non Lethal on Troop 1)
GAME: Venom rolls 2d6: (7): 7
GAME: Venom rolls 2d6: (10): 10
GAME: Venom rolls 2d6: (6): 6
GAME: Venom rolls 2d6: (6): 6
GAME: Venom rolls 2d6: (8): 8 40 Total
GAME: Cryosanthia rolls 8d6: (37): 37 (Troop 1 on Troop VB)
<OOC> Venom says, "ouch"
<OOC> Cryosanthia says, "ballista 2 and catapault 3 attack you, leader 1 & 2 shoot hv crossbows at you"
GAME: Cryosanthia rolls 1d20+2: (10)+2: 12 (Ballista 2 vs Venom, Miss)
GAME: Cryosanthia rolls 1d20+6: (6)+6: 12 (Catapault 3 vs Venom, miss)
GAME: Cryosanthia rolls 1d20+6: (20)+6: 26 (Red 1 vs Venom, THREAT)
GAME: Cryosanthia rolls 1d20+6: (8)+6: 14 (Red 1 vs Venom, miss)
GAME: Cryosanthia rolls 1d20+6: (16)+6: 22 (Red 2 vs Venom, hit)
GAME: Cryosanthia rolls 1d20+6: (3)+6: 9 (Red 2 vs Venom, miss)
GAME: Cryosanthia rolls 1d8: (4): 4 (Venom Deflect)
GAME: Cryosanthia rolls 1d8: (6): 6
GAME: You damaged Venom for 6 points. 40 HP remaining.

"Venom," Blubbers says, sheltering behind a wall and tugging on the woman's robes. "The east wall of the tower is gone, and the ballista can't delevate to a positions right behind it. They are going to rush us, and they're distracted by the bear. I'll tell them to be ready." <draconic>

He isn't sure if the mute understands him, and adds a few helpful gestures as he charges up his dragonspitter. "Prepare to repell charge!" <draconic>

His warning comes right on time as tower four's defenders leap into the water, and another thrashing of scales and weapons ensues. The rebels are at the disadvantage of trying to capture an enemy that isn't holding back, from fear and one reason or another.

>>THUNK<< >>Ker-CHUNK-KLUNK<< Ballista and catapault miss.

"There! Their leader is hiding there!" Tower one's commander singles out Venom, pointing a heavy crossbow and firing. Tower two's commander joins in.

<OOC> Cryosanthia says, "blubs aids you on the k/mil theory, and shoots the squad the others were"
GAME: Cryosanthia rolls 1d20+8: (14)+8: 22 (Blubs vs Troop 1, hit)
GAME: Cryosanthia rolls 1d20+8: (6)+8: 14 (Blubs vs Troop 2, miss)
GAME: Cryosanthia rolls 1d20+8: (19)+8: 27 (Blubs vs Troop 1, hit)
GAME: Cryosanthia rolls 1d20+8: (6)+8: 14 (Blubs vs Troop 2, miss)
GAME: Cryosanthia rolls 2d10: (17): 17 (okay, Troop 1 is gone, knocked out)
GAME: Venom rolls weapon3-4: (3)+12+-4: 11
GAME: Venom rolls weapon3-9: (3)+12+-9: 6
GAME: Venom rolls weapon3-4: (8)+12+-4: 16
GAME: Venom rolls weapon3-9: (5)+12+-9: 8
GAME: Venom rolls weapon3-4: (2)+12+-4: 10
GAME: Venom rolls weapon3-9: (18)+12+-9: 21
GAME: Venom rolls weapon3-4: (17)+12+-4: 25
GAME: Venom rolls weapon3-9: (19)+12+-9: 22
GAME: Venom rolls 1d12: (6): 6
GAME: Venom rolls 1d12: (1): 1
GAME: Venom rolls 1d12: (6): 6
GAME: Venom rolls 1d12: (12): 12 (Red 1 has 1 HP left, he's surrendering like crazy)

Well, the surprise attack hasn't gone according to plan...

With the continuing exchange of fire occupying the kobolds, well, and she herself, Venom nearly misses the perilous precipitation sent their way by the hostile engines, before being awash in the splash and wave of their impacts.

While her allied draconids struggle down their misaligned kinfolk, the bassy Twangs of even a pair small, reinforced crossbow engages her defensive response, and her hand flicks up and out as if her elbow were a swivel to bat aside a quarrel that surely intended to cash in a promise on the enigma's life. Meanwhile, the twin bolt, less truly aimed, bypasses her instinctual aegis by virtue of it's timing to thunk somewhere in the middle of her silhouette.

Even as the hostile nestmates of her unit are being subdued for a price in blood and pain, Venom's hands alternate in a rapid cycle of twist-breaking open her Thunderbelcher, slipping the particular steel cyllinders it feeds on into the chamber, locking it closed again, and firing over and over at the foeman's leader.

Honoring the parameters given to her by one with the right access, she hamstrings herself with trying to aim at the less juicy parts of such a small combatant, nicking thighs, ribs, shoulders when she hits at all.

By the look of her target in the aftermath of her barrage, the assault was damning, though to his credit, the little bastard was still on his feet.

Though the poor dear was suddenly all alone.

<OOC> Cryosanthia says, "catapault 1 is abandonned, Ballita 4 can still shoot you, yes"
GAME: Cryosanthia rolls 1d20+2: (7)+2: 9 (Ballista 4 Shooting Skielstregar)
GAME: Cryosanthia rolls 1d20+10: (11)+10: 21 (Rekki Intimidate - aid another Skielstregar)
<OOC> Cryosanthia says, "Leaders 1 & 4 hv crossbow at.. Rekki, because she's being so loud.
<OOC> Cryosanthia says, "Troop 4 splits damage, 2d6 you, 2d6 your troop, 4d6 Rekki"
GAME: Cryosanthia rolls 2d6: (6): 6 (Troop 4 damage on Skielstregar)
GAME: You damaged Skielstregar for 6 points. 58 HP remaining.
GAME: Cryosanthia rolls 2d6: (7): 7 (Troop 4 damage on Troop SR)
GAME: Cryosanthia rolls 2d6: (6): 6 (Troop 4 damage on Rekki)
GAME: Cryosanthia rolls 2d6: (7): 7 (Troop 4 Damage on Rekki)
GAME: Cryosanthia rolls 1d20+6: (15)+6: 21 (Red 1 on Rekki, miss)
GAME: Cryosanthia rolls 1d20+6: (3)+6: 9 (Red 1 on Rekki, miss)
GAME: Cryosanthia rolls 1d20+6: (3)+6: 9 (Red 4 on Rekki, miss)
GAME: Cryosanthia rolls 1d20+6: (12)+6: 18 (Red 4 on Rekki, miss)
GAME: Cryosanthia rolls 1d20+8: (7)+8: 15 (Rekki on Troop 1, miss)
GAME: Cryosanthia rolls 1d20+8: (8)+8: 16 (Rekki on Troop 1, miss)
GAME: Cryosanthia rolls 1d20+8: (11)+8: 19 (Rekki on Troop 1, miss)
GAME: Cryosanthia rolls 1d20+8: (15)+8: 23 (Rekki on Troop 1, hit)
GAME: Cryosanthia rolls 2d10: (9): 9

"Shoot everything! Shoot all the things! As fast as you can." Tower Four's commander panics. The balista swings around and the crew fires at Skielstregar much too early. The spear sized bolt flys wide. Red one and Red four are little more disciplined, targeting the red-scale, Rekki. Disciplined in the sense of concentrating fire, not in the sense of hitting. <draconic>

Their troops are more effective, as sling bullets rain down. Rekki takes a beating, angrily snarling at each hit. Skielstregar's troops are holding up as well as he is.

"Oh yeah? You want some of this? Have some of this!" Rekki bellows, her thunderbelcher blasting as she shoots at Tower One's troops. "You like that? You'll like this. Why don't you have another. Stupid idiots we're here to help." <draconic>

As her gun barks and her enemies feel it. A little bit. Her aim is off, the shots are going over their heads.

<OOC> Skielstregar says, "this troop will beat down the current troop"
<OOC> Skielstregar says, "skiel will try and make an example out of them to get troop 2 to scatter (who's probably watching)"
GAME: Skielstregar rolls 2d6: (10): 10 (Troop SR on Troop 1)
GAME: Skielstregar rolls 2d6: (8): 8 (Troop SR on Troop 1)
GAME: Skielstregar rolls 2d6: (7): 7 (Troop SR on Troop 1)
GAME: Skielstregar rolls 2d6: (5): 5 (Troop SR on Troop 1 - Troop 1 taken out)
<OOC> Skielstregar says, "skiel and troop will move towards 3"
<OOC> Skielstregar says, "and skiel will crawl up the wall and beat the leader senseless"
<OOC> Skielstregar says, "will have to forgo an attack to get there for skiel"
<OOC> Skielstregar says, "grabbing ominious weapon but not using it for the bonus to intimidate and spooky factor,"
<OOC> Skielstregar says, "rolling attacks, you can put me at like... 4,11"
GAME: Skielstregar rolls intimidate+1+2: (17)+12+1+2: 32 (+2 Rekki's aid another - 1 Moral damage)
GAME: Skielstregar rolls melee-2: (13)+12+-2: 23
GAME: Skielstregar rolls melee-2-5: (9)+12+-2+-5: 14
GAME: Skielstregar rolls melee-2: (3)+12+-2: 13
GAME: Skielstregar rolls melee-2-5: (5)+12+-2+-5: 10
GAME: Skielstregar rolls melee-2: (9)+12+-2: 19
GAME: Skielstregar rolls melee-2-5: (15)+12+-2+-5: 20
GAME: Skielstregar rolls 3d6+5+5+5+2+2+2+4+4+4: (10)+5+5+5+2+2+2+4+4+4: 43 (Red 3 Leader is down)
<OOC> Cryosanthia says, "Troop 3 will split their attacks the way Troop 4 did, 2 you, 2 troop, 4 rekki"
GAME: Cryosanthia rolls 2d6: (7): 7 (Troop 3 on Skiel)
GAME: Cryosanthia rolls 2d6: (10): 10 (Troop 3 on Troop SR)
GAME: Cryosanthia rolls 4d6: (22): 22 (Troop 3 on Rekki, 45 HP current damage on Rekki)
GAME: You damaged Skielstregar for 7 points. 51 HP remaining.
GAME: Cryosanthia rolls 8d6: (21): 21 (Troop Numberless, or 9, shoots at Skiel)
GAME: You damaged Skielstregar for 13 points. 38 HP remaining.
<OOC> Cryosanthia says, "with the leader down you get another intimidate roll
<OOC> Cryosanthia says, "however numberless, nine, leader is going to.. Bluff, yeah, to take control of them"
GAME: Skielstregar rolls intimidate+1: (12)+12+1: 25
GAME: Cryosanthia rolls 1d20+6: (11)+6: 17 (Red 9 vs DC25, fail to convince Troop 3)
<OOC> Cryosanthia says, "okay, Troop 3 surrenders"

Rekki's forces manage to subdue one squad on their initial assault as Skielstregar is swinging his ichor infused weapon from side to side. The friendly troop harries them with rushed tactics, spurred on by their leader and the outsider's aid; hit hard, hit fast, hit the ground running. Such ferocity in little beings.

Skiel clambers his way up to the top of what is left in the building, rotten wood and crumbling stone falling as the bone spikes hold him aloft. He points his weapon at the redscales across the way. "FLEE OR KNOW PAIN!"

He looks down to the allied forces below him, and he jabs a finger towards the catapult in down the road. "CHARGE!" Skiel snarls, him pulling off an eerie looking weapon that leave trails of black in its wake. With his friendly kobolds under him, they take to walls and water to rush down in a wedge with the gold smattered silverscale at the front. Bolts, arrows and ballistae fly past, pelting the group, but they press on.

Skielstregar's boney wings pierce through the wall as he rips open a hole just for him. "DRAGONFATHER'S LIGHT HAS SHADOWS TOO YOU KNOW!" he snaps at the foes as he leaps down right into the thick of it. Singling out the one calling the shots, the small body of the kobold can't handle the blunt force trauma he crashes into them.

The leader is smashed through an inner wall, and he grabs them by the scruff, rising up to the ceiling from his bone wings like a demented spider. "DROP YOUR WEAPONS OR YOU WILL SUFFER A FATE WORSE THAN THIS MERCY!"

Line fancy02.png

Switching to PBEM mode

The bell-ringing intensifies, loud peals echoing across the town as the observation tower commander grows frantic. "Keep Fighting! You know what the Witch-Queen does to traitors. Reinforcements are coming! If you're about to be captured, ruin your engine so it can't be turned against us."

"Troops, with me to Tower Four. Squads Seven and Eight, re-take Tower One and the struture between Towers One and Four. Move! Move! Move!"

"Any commanders that have lost their command, head to Two and Four and assist with aiming the ballista!"

"Fight like your lives and souls depend on it, because they do!"

Orders given, there's a single splash from the observation tower, followed by row after row of kobold soldiers diving in after and swimming to a new location. "Remember! Reinforcements are Coming!"

At the edge of town and the waterline, Reinforcements are coming - for the rebels. Quality more than quantity, in the form of Endril, Najusha and Ace. As soon as they get over seeing so many kobolds and actual warfare, fighting street to street. Mass combat is not the bailywick of most adventurers, who are used to exploring dungeons and strange, large monsters. The clash of weapons, the screams of the injured, the splashing, the water turning red with blood.

And so many kobolds.

"Ace, Ace. We have to go in." Endril pleads. The words 'it's just kobolds' will never leave his mouth again after his experience, and he's aware his companions suffered... if not worse things, then a longer than he did. "Qio needs us. The kobolds need us."

"We'll hang back, but our troops need healing. You're the only one, Ace. You'll save lives." Nanjusha encourages in her own way.

The mul'niessa shudders. "I... I can't..." She's been saying this since the battle commenced, as the seconds turned into minutes, and the minutes accumulated. Cold water, koblds, dark. "I... I have to get over this. I can."

"Okay, together! Follow. Behind Nanj and I." Endril orders, they move out. As they draw closer he shouts, "Vaera! Loci! We'll heal your squad and secure the prisoners! Dig in and hold tight."

Malleable Holy Symbols are amazing.

At Start of Battle Turn 3

<OOC> Troop 1, 4, disabled at 0 HP, Troop 3 surrendered, Troop 6 - Grappled fully, Troop 5 grappled 1/2. 
<OOC> Troop 2, 8, 9 active and full strength.
<OOC> Red Leader 1, demoralized, Red 3 & Red 4 saped, Red 5, 8, injured. Red 2, 7, 8, 9 full strength.
<OOC> Catapaul 1 ok, unmanned, Cat 3, ok, unmanned, Cat 5 destroeyd, Cat 7 Destroyed
<OOC> Ballisa 2 ok, active, Ballista 4 - ok, reactivating, Ballista 6 0k, unmanned, Ballista 8 destroyed.
<OOC> Loci, Gilla, Blubs, full strength, Rekki - very injured
<OOC> Troop VearaLoci, at -4 hp, being healed, 2 dead
<OOC> Troop BarcGila, at -19 hp, 5 dead
<OOC> Troop VenomBlubs, at 5 hp
<OOC> Troop SkielRekki, at 28 hp
<OOC> NPC moves, will resolve with PC actions.
<OOC> Kobolds: Troop 9 relocates to Tower 4, 1 ballista shot, 4 Troop attacks, 2 leader attacks
<OOC> Kobolds: Troop 8 relocates to Tower 1, extra movement, cat is brok, 2 Troop attacks, 1 leader attacks
<OOC> Kobolds: Troop 7 relocates to Tower between 1&4, extra movement, no siege weapon, 2 Troop attacks, 1 Leader, ambushed
<OOC> Kobolds: Troop 6 captured. Leader breaks Ballista 6, Catapault 5, then surrenders
<OOC> Kobolds: Troop 5 Holes up in tower 5, 4 Troop Attacks, 2 leader attacks
<OOC> Kobolds: Troop 4, 3, 1 Captured
<OOC> Kobolds: Troop 2, 1 ballista shot, 4 troop attacks, 2 leader attacks
<OOC> Endril, Nanjusha, Ace join field, with troop to take prisoners, Ace channels heals. No attacks

It's a chaotic battlefield. The catapaults that aren't destroyed are unmanned. The ballistae are in slightly better shape, one has remained active and the other being readied, leaving one destroyed, and one in rebel claw-hands. The perimenter defense of the temple has fallen. The remaining troop squads are swimming like crazy between the submerged buildings, to get to the towers on the north side so they'll be able to reinforce each other, as ordered.

Some lucky town kobolds are captured, a few surrender. The rest are determined to fight to the end, at least that seems so.

Ace finally takes the field and gets close enough to Vaera's troops to channel healing energy. It takes two attempts to get them restored enough they can reassemble. She moves towards Barclaiigh's broken group, to bestow more blessings. They will not be cohesive.

<OOC> Vaera will be having her troops fall back due to their injuries, until they are healed up. 
<OOC> She will be giving what healing potions she has to them. 
<OOC> Vaera herself will keep where she is, and fire at the leaders she can see while in cover, which is likely either 5 or 7. <OOC> If her troops are attacked while taking cover and healing, then she will fire back on whoever was. rapid shot with either blunt arrows or thunderbelcher, if she needs to break through any walls or damage any of the siege engines. 
<OOC> Results: Troop VL was broken from damage, is healed by channels and sharing a healing pot, reforms, has 2 attacks
<OOC> Results: Vaera gets 4 full attacks on visible leaders, Red Leader 5 closest
GAME: Cryosanthia rolls 1d8+1: (4)+1: 5 (Vaera's healing potion 1, shared around)
GAME: Cryosanthia rolls 1d8+1: (5)+1: 6 (Vaera's healing potion 2, shared around)
GAME: Cryosanthia rolls 5d6: (13): 13 (Ace Channel 1 of 6, on Troop VL)
GAME: Cryosanthia rolls 5d6: (10): 10 (Ace Channel 2 of 6, on Troop VL, Troop HP 30)
GAME: Red Leader 5 rolls 1d20+6: (1)+6: 7 (EPIC FAIL) (vs AC 19 - miss)
GAME: Red Leader 5 rolls 1d20+6: (7)+6: 13 (vs AC 19 - miss)
GAME: Cryosanthia rolls 6d6: (20): 20 (Troop 5 on Vaera, current HP 35)
GAME: Cryosanthia rolls 2d6: (10): 10 (Troop 5 on Loci, current HP 18
GAME: Vaera rolls 1d20+12-4-2: (15)+12+-4+-2: 21 (Cryo rolling as Vaera)
GAME: Vaera rolls 1d20+12-4-2: (16)+12+-4+-2: 22
GAME: Vaera rolls 1d20+12-4-2: (14)+12+-4+-2: 20
GAME: Vaera rolls 1d20+12-4-2: (12)+12+-4+-2: 18
GAME: Vaera rolls 1d20+12-4-2: (19)+12+-4+-2: 25
GAME: Vaera rolls 1d20+12-4-2: (3)+12+-4+-2: 9
GAME: Vaera rolls 1d20+12-4-2: (8)+12+-4+-2: 14
GAME: Vaera rolls 1d20+12-4-2: (5)+12+-4+-2: 11
GAME: Vaera rolls 1d20+12-4-2: (17)+12+-4+-2: 23
GAME: Vaera rolls 1d20+12-4-2: (17)+12+-4+-2: 23
GAME: Vaera rolls 1d20+12-4-2: (10)+12+-4+-2: 16
GAME: Vaera rolls 1d20+12-4-2: (18)+12+-4+-2: 24
GAME: Vaera rolls 1d6+3: (4)+3: 7
GAME: Vaera rolls 1d6+3: (2)+3: 5 (One defensive wall down)
GAME: Vaera rolls 1d6+3: (4)+3: 7
GAME: Vaera rolls 1d6+3: (3)+3: 6 (Two defensive walls down)
GAME: Vaera rolls 1d6+3: (6)+3: 9 (Three defensive walls down, leader exposed)
GAME: Vaera rolls 1d6+3: (1)+3: 4
GAME: Vaera rolls 1d6+3: (5)+3: 8
GAME: Vaera rolls 1d6+3: (4)+3: 7
GAME: Vaera rolls 1d6+3: (2)+3: 5 (Red Leader 5 taken down)
GAME: Loci rolls 1d20+6: (17)+6: 23 (vs Troop 5, AC 19 - hit)
GAME: Loci rolls 1d20+6: (1)+6: 7 (EPIC FAIL) (vs Troop 5, AC 19 - miss) (Bonks Vaera)
GAME: Loci rolls 1d20+6: (10)+6: 16 (vs Troop 5, AC 19 - miss)
GAME: Loci rolls 1d20+6: (7)+6: 13 (vs Troop 5, AC 19 - miss)
GAME: Loci rolls 1d4: (3): 3 (Non-Lethal)
GAME: Troop VR rolls 4d6: (15): 15 (vs Troop 5, HP 34

Things could have been going better. The fight seemed to be moving in their favor, but that did not stop the fact that there had been more than a few injuries and fallen in the process of capturing the enemy combatants, and sustaining fire from other nearby groups. Things wouldn't last at this rate, and those captured may seize the opportunity to escape.

"Take the vials from the large pocket on the back of my jacket." The red makari barks back to the kobolds that were with her. "Fall back and regroup, pass them around if you don't need all of it. Make sure those wounded the worst are taken care of, and find some cover."

Vaera herself wasn't budging. She had a decent enough spot, and it was a good idea to keep giving the kobolds someone else to shoot at other than those retreating. The red makari reaches for their thunderbelcher, and takes aim at the closest group. Even with the din of combat ongoing, the loud crack of the firearm was unmistakable. Each shot hitting the structure, shattering stone and splintering wood, until the entirety of the wall came crashing down. Leaving what was unmistakably the leader of that group.

She reached for her bow then, and returned fire as they continued their attack against her and Loci, singling out the leader again. The makari lets loose a barrage of arrows, enough thudding backwards into the group, unconscious.

"Thanks. Thanks commander." The little lizards hiss, passing around the potions and each taking a small sip. It's enough, with Ace's efforts, to make them ready again. <draconic>

"Fire on Tower Five!" Loci orders, readying her sling and accidentally bonking Vaera in the process, "Sorry." <draconic>

Her sling bullets fire on tower five, and are joined by the squad's. The bullets rattle and rain down on the entrenched troops. Enough to cause some injuries. The loss of their leader hurts more.

<OOC> Barclaiigh: kobold militia attempting to grapple their melee targets in troupe 5. 
<OOC> Barclaiigh: Bar will swim in and out as needed to heal (he has another CLW prepped for 1d8+5). But will divert his melee attacks to killing the Group 7 leader. Each full attack is 1d20+8-1+2+1 x1 for bite and 1d20+8-1+2+1-5 for 8x tentacles. Tentacles have grab at CMB +14. Damage is 1d8+3+2+1 for beak and 1d4+1+1+1 for tentacles.
<OOC> Barclaiigh:Porter will switch to killing Group 8 leader. Porter's full attack is 1d20+9-2+1 for bite w/PA and 2x claws at 1d20+9-2+1 w/PA. Damage is 1d8+6+4 for bite and 1d6+6+4 for claws. Bite has a grapple at CMB +15. Porter will stay above (Air Walk) for the high ground bonus to hit and avoiding the swarms. 
<OOC> Results: Troop BG was broken from damage from Troop 5, and had to wait for healing and re-group, available next Turn
<OOC> Results: Porter follows Red 8, 4 full attacks, no protective walls
<OOC> Results: Barc Follows Red 7, up to 4 full attacks, will have to bust 2 walls to get to leader.
<OOC> Results: Gilla follows Barc, 4 ranged attacks on Leader Barc attacks
<OOC> Results: Leaders are in Troops, melee-ing them will allow troops do to their Overwhelm attack.
GAME: Cryosanthia rolls 5d6: (21): 21  (Ace Channel 3 of 6, on Troop BG)
GAME: Cryosanthia rolls 5d6: (25): 25 (Ace Channel 3 of 6, on Troop BG, Troop HP 27)
GAME: Red Leader 8 rolls 1d20+6: (8)+6: 14 (vs Porter AC, miss)
GAME: Cryosanthia rolls 4d6: (17): 17 (Troop 8 ranged damage on Porter)
GAME: Porter rolls 1d20+9+2: (7)+9+2: 18 (vs AC 19 - Miss)
GAME: Porter rolls 1d20+9: (6)+9: 15 (vs AC 19 - Miss)
GAME: Porter rolls 1d20+9: (20)+9: 29 (THREAT) (vs AC 19 - Hit)
GAME: Porter rolls 1d20+9: (1)+9: 10 (EPIC FAIL) (Not Confirmed)
GAME: Porter rolls 1d20+9: (12)+9: 21 (vs AC 19 - Hit)
GAME: Porter rolls 1d20+9: (13)+9: 22 (vs AC 19 - Hit)
GAME: Porter rolls 1d20+9: (14)+9: 23 (vs AC 19 - Hit)
GAME: Porter rolls 1d20+9: (7)+9: 16 (vs AC 19 - Miss)
GAME: Porter rolls 1d20+9: (20)+9: 29 (THREAT) (vs AC 19 - Hit)
GAME: Porter rolls 1d20+9: (9)+9: 18 (Not Confirmed)
GAME: Porter rolls 1d20+9: (16)+9: 25 (vs AC 19 - Hit)
GAME: Porter rolls 1d20+9: (5)+9: 14 (vs AC 19 - Miss)
GAME: Porter rolls 1d8+6: (3)+6: 9 (Damage to Red Leader 8)
GAME: Porter rolls 7d6+42: (32)+42: 74 (Damage to Red Leader 8, Troop 8, both taken out)
GAME: Barclaiigh rolls 1d20+8-1+2+1: (17)+8+-1+2+1: 27 (Attack on protective wall - hits)
GAME: Barclaiigh rolls 1d8+3+2+1: (3)+3+2+1: 9 (beak bite damage, wall 1 still up)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (2)+8+-1+2+1+-5: 7 (Attack on protective wall - Miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (9)+8+-1+2+1+-5: 14 (Attack on protective wall - Miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (2)+8+-1+2+1+-5: 7 (Attack on protective wall - Miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (5)+8+-1+2+1+-5: 10 (Attack on protective wall - Miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (11)+8+-1+2+1+-5: 16 (Attack on protective wall - hits)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (8)+8+-1+2+1+-5: 13 (Attack on protective wall - Miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (7)+8+-1+2+1+-5: 12 (Attack on protective wall - Miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (19)+8+-1+2+1+-5: 24 (Attack on protective wall - hits)
GAME: Barclaiigh rolls 1d4+1+1+1: (1)+1+1+1: 4 (tentacle damage, wall 1 down)
GAME: Barclaiigh rolls 1d4+1+1+1: (4)+1+1+1: 7 (Tentacle damage, wall 2 still up)
GAME: Cryosanthia rolls 2d6: (7): 7 (Troop 2 ranged damage)
GAME: Cryosanthia rolls 1d20+6: (2)+6: 8 (Ballista 2 - Miss)
GAME: Cryosanthia rolls 1d20+8: (13)+8: 21 (Red Leader 2 hv crossbow - hit)
GAME: Cryosanthia rolls 1d8: (5): 5
GAME: Cryosanthia rolls 1d8+5: (3)+5: 8 (Pull out, use CLW)
GAME: Cryosanthia rolls 2d6: (10): 10 (Troop 2 ranged damage)
<OOC> Cryo says, "attack grouping 3 & 4"
GAME: Cryosanthia rolls 4d6: (23): 23 (Troop 2 ranged damage)
GAME: Cryosanthia rolls 1d20+8: (7)+8: 15 (Red Leader 2 hv crossbow - miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1: (17)+8+-1+2+1: 27 (attack on Protective wall - hits)
GAME: Barclaiigh rolls 1d8+3+2+1: (6)+3+2+1: 12 (beat bite damage, wall 2 down, Red Leader 7 exposed)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (15)+8+-1+2+1+-5: 20 (vs AC 19 - Hits)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (7)+8+-1+2+1+-5: 12 (vs AC 19 - miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (7)+8+-1+2+1+-5: 12 (vs AC 19 - miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (3)+8+-1+2+1+-5: 8 (vs AC 19 - miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (20)+8+-1+2+1+-5: 25 (vs AC 19 - Hits) (THREAT)
GAME: Cryosanthia rolls 1d20+8-1+2+1-5: (1)+8+-1+2+1+-5: 6 (EPIC FAIL) (Not Confirmed)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (10)+8+-1+2+1+-5: 15 (vs AC 19 - miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (4)+8+-1+2+1+-5: 9 (vs AC 19 - miss)
GAME: Barclaiigh rolls 1d20+8-1+2+1-5: (18)+8+-1+2+1+-5: 23 (vs AC 19 - Hits)
GAME: Barclaiigh rolls 1d20+14: (11)+14: 25 (vs CMD 15 - success grab)
GAME: Barclaiigh rolls 1d20+14: (12)+14: 26 (vs CMD 15 - success grab)
GAME: Barclaiigh rolls 1d20+14: (10)+14: 24 (vs CMD 15 - success grab)
GAME: Barclaiigh rolls 1d4+1+1+1: (1)+1+1+1: 4 (tent damage)
GAME: Barclaiigh rolls 1d4+1+1+1: (2)+1+1+1: 5 (tent damage)
GAME: Barclaiigh rolls 1d4+1+1+1: (4)+1+1+1: 7 (tent damage Red Leader 7 HP 10)
GAME: Cryosanthia rolls 6d6: (26): 26 (Troop 7 Overwhelm damage on Barc, total 63, at -10)
GAME: Gillagoon rolls 1d20+3: (10)+3: 13 (CMB vs CMD 15 - Fail)
GAME: Gillagoon rolls 1d20+3: (4)+3: 7 (CMB vs CMD 15 - Fail)
GAME: Gillagoon rolls 1d20+3: (17)+3: 20 (CMB vs CMD 15 - Success)
GAME: Gillagoon rolls 1d20+3: (4)+3: 7 (CMB vs CMD 15 - Fail)
<OOC> Cryo says, "Gilla takes over controlling grapple of Red Leader 7 and restrains him"

Barclaiigh's not a battiefleid leader in any form. That is to say... that he's a poor leader generally and not that he's a poor leader whether he's a hefty dwarf or a gigantic cephalopod-- though the two aren't mutually exclusive. The proof is in the pudding with the 'friendly' troupe of kobolds battered, broken, and in a stumbling and bloodied retreat.

The Khazadi wildman comes to the grim realization that whatever their internal politics, the well-drilled soldiery of the witch cultist kobolds present too much of a threat to pull punches. Giving the desperate word of shouted Khazdul, he sends Porter diving over the mass of combatants roaring, fanged bared and claws extended as he begins to wreak a bloody vengeance.

The Barctopus withdraws with a coordinated push of his many limbs, warding off the pressing troops as he brings his meager healing magics to bear and knits the worst of his wounds with glowing green vines of Ea's boon.

Things are looking rather desperate until the adventurer reinforcements arrive and the piece-meal cleric bestows the healing warmth of his deity on the savaged reptilian militia.

The reinvigorated renegades join the battle with the giant octopus and begin to tear down the walls. Porter bellows challenge again as broken and torn bodies of slain soldier kobolds fly this way and that. Gilla is behind the aquatic monster firing through at the soldiers as the opportunity presents itself.

The exchange is brutal and prolonged. When the blood and water settle and the sounds of immediate battle slowly fade, Porter is standing atop piled corpses and grunts through a mouthful before bitting down hard and reducing the group leader's head to a pulp. The bear's barding is torn and bloodied and decorate with the occasional broken arrow or hanging spear. The bear's muzzle is covered in scales, blood, and splintered bone.

The druid is floating, still in the form of a massive octopus as he bleeds out. Gilla stands among the limp tentacles with her rifle pointed at the temple of a surrendered group leader. His soldiers, ready to celebrate downing the beast that so recently tore about their emplacement walls look on, stunned, and slowly begin to drop their arms.

"Human healer! We got badly injured over here!" Gillagoon stands on the remains of a wall, shouting across the battlefield at the cleric and her guard. She points at the drifting octopus, "He needs help!" <draconic>

<OOC> Venom: Troop to hole up at the temple structure and tuck in and ready an ambush.
<OOC> Venom: She'll spend a round applying acid flasks to portions of the catapult to disable it (human improv if need be)
<OOC> Venom: That done, she'll grab the enemy officer and scoot to join them, stealthy as possible. She has fast stealth, so she moves at normal speed for that. She'll stay underwater, she's got Ki Metabolism that lets her hold her breath for 14 hrs. Just moving to get with her guys, since she doesn't swim as fast I think it'll take at least 3 rnds for her to get there.
<OOC> Results: Troops get to Temple
<OOC> Results: Red Leader 1 Captured
<OOC> Results: Catapault 1 Broken
GAME: Venom rolls stealth: (11)+15: 26
GAME: Kobolds rolls stealth: (14)+15: 29
GAME: Troop 7 rolls 1d20+9-1: (4)+9+-1: 12 (percep vs DC 26 - Fail)
GAME: Red Leader 7 rolls 1d20+9-1: (1)+9+-1: 9 (EPIC FAIL) (percep vs DC 26 - Fail)
GAME: Troop 9 rolls 1d20+9-8: (9)+9+-8: 10 (Troop 9 percep vs DC 26 - Fail)
GAME: Red Leader 9 rolls 1d20+9-8: (6)+9+-8: 7 (Red Leader 7 percep vs DC 26 - Fail, Troop VB extra attack
<OOC> Results: Troop VB, 5 Attacks on -Troop 7-, behind protective walls
<OOC> Results: Venom, 2 Full attack on -Red Leader 2-, behind protective walls
<OOC> Results: Blubs, 5 Full attacks on -Troop 7, Troop 2-, behind protective walls
<OOC> Cryosanthia rules, "You're hard to see and there are more pressing things, you aren't attacked"
GAME: Troop VB rolls 2d6: (9): 9 (on Troop 7's walls, wall still up)
GAME: Troop VB rolls 2d6: (3): 3 (on Troop 7's walls, wall down)
GAME: Troop VB rolls 2d6: (7): 7 (on Troop 7, 10 HP remaining)
GAME: Troop VB rolls 2d6: (10): 10 (on Troop 7, Troop 7 broken, 0 HP)
GAME: Troop VB rolls 2d6: (8): 8 (on Red Leader 7, 2 HP remaining - grappled and surreneder)
GAME: Blubs rolls 1d20+11: (4)+11: 15 (vs AC 19, Troop 9 - miss)
GAME: Blubs rolls 1d20+11: (8)+11: 19 (vs AC 19, Troop 9 - hit)
GAME: Blubs rolls 1d20+11: (18)+11: 29 (vs AC 19, Troop 9 - hit)
GAME: Blubs rolls 1d20+11: (9)+11: 20 (vs AC 19, Troop 9 - hit)
GAME: Blubs rolls 1d20+11: (1)+11: 12 (EPIC FAIL) (vs AC 19, Troop 9 - miss, dragonspitter jammed)
GAME: Blubs rolls 1d8: (5): 5 (on Troop 9)
GAME: Blubs rolls 1d8: (7): 7 (on Troop 9)
GAME: Blubs rolls 1d8: (4): 4 (on Troop 9, HP 38 remaining)

Seeing her allies in roughish shape, and lacking, by far, the means to give them any meaningful immediate treatment, Venom surveys their holdings in silence.

In the distance, calls to action amongst the enemy reach her ears, and her outward scans reveal a potential pincer action set to their position. A short huff from her nostrils casts a bit of mist from the enigma's soggy veils, and she turns to Blubs. She points out toward the kobolds diving into the water, making a scooping motion with her hands that culminates in her pointing both index fingers at the ground between them, then smashing a fist into the cup of the opposing palm.

With a point her lieutenant(?)'s way, then a sweep of the rest of their skirmishing force, she makes a swimmy motion before gesturing toward the circular structure at the center of town, not far from their position. More signs, costing precious seconds are exchanged between the two commanders before the concept is solidly passed:

Sneak to the central structure and ready an ambush. I will follow.

As the dragonlings slip ripplelessly into the water to their new holding point, the veiled figure draws a couple of flasks from beneath her poncho, while the other hand slips her longarm back into it's home.

Leaning tither and yon, the enigma considers the engineering of the siege weapon, then applies the caustic contents of her apuoules to certain structural bindings, then some of the smaller mechanisms, knowing all the while the pincer is closing on her.

Another huff, and she moves toward their captured foe, scooping him up before disappearing into the water with a little ripple.

Blame the captive.

She is.

In time, the human manages to arrive at the rendezvous with the enemy kobold in tow though her aquatic movement is a pale shadow of theirs, where her fellows have set up an admirable firing position with sufficient cover.

It's well that they have, for the pincer has closed. Fire and invective are traded between neighbors, bringing down cover and trooper with equal fervor. Sensing their chance as the enemy's strength wanes, her squad surge out to encompass and batter the enemy sergeant and force her to yield, even as Blubs' unit continues to hammer the other half of the assault.

The thunderbelcher emerges anew, and she moves to angle toward putting more heat in the crucible....

Her weapon is joined by the smaller, higher pitched bark of Blubs' dragonspitter. The coils of the weapon glowing a bright blue as he fires into the enemy troops. His bullets are joined by their less effective cousins, the sling shot of his fellow kobolds. A loud report, followed by a rattle like rain, drowning out the actual patter of raindrops on water as the defenses are worn down.

Three times the blue 'bold's weapon speaks, and then he swears. It's jammed. "Keep slinging! Get ready to move in when the walls fall." <draconic>

They fall, the little lizards swim forward over the shattered walls and scatter the defenders. Their leader is surrounded and held down.

"You're overwhelmed!" Blubs shouts, throwing the leaders helmet into the air. "The Witch-Queen has lost, the time has come for you to surrender!" <draconic>

<OOC> Skielstregar is going for leaders, he has 20 climb speed, so he's going from wall to wall to get to places.
<OOC> He'll go first to soften them up/take them out to shake them, then the troops will move in after him to subdue/clean up.
<OOC> As he's getting worn down, he's going to rage. He can rage for 4 siege battle rounds.
<OOC> He'll end rage after a fight to recover then rage again to reup his temp hp.
<OOC> First round: Skiel moves west to the unmarked group while raging and tries to stomp the leader in with a sap. 
<OOC> Troops will clean up. Will intimidate to demoralize.
<OOC> Basic tactic: hit really hard, scare them senseless, knock them senseless. 
<OOC> If casualties become too much, fall back to merge with another group.
<OOC> Results: Leader 5, 7, & 8 are taken out. Red 9 is available.
<OOC> Results: Skiel can get there, will take an extra move, so only 3 full attacks, will have to bust walls
<OOC> Results: Troop SR can get there, extra move and make 3 full attacks, will have to bust walls
<OOC> Results: Leaders are in Troops, melee-ing them will allow troops do to their Overwhelm attack.
GAME: Ballista 4 rolls 1d20+6: (16)+6: 22 (vs AC 20 - hits)
GAME: Cryosanthia rolls 3d8: (10): 10 (Ballista Damage, Curr Skiel HP 54)
GAME: Troop 9 rolls 1d6: (1): 1 (ranged damage on Rekki, takes her out)
GAME: Troop 9 rolls 1d6: (5): 5 (ranged damage on Skielstregar, curr HP 49)
GAME: Red Leader 9 rolls 1d20+6: (17)+6: 23 (vs AC 20 - hits)
GAME: Red Leader 9 rolls 1d20+6: (16)+6: 22 (vs AC 20 - hits)
GAME: Cryosanthia rolls 1d8: (8): 8 (R9 hv crossbow damage, Curr Skiel HP 41)
GAME: Cryosanthia rolls 1d8: (6): 6 (R9 hv crossbow damage, Curr Skiel HP 35)
GAME: Troop 9 rolls 9d6: (29): 29 (3 attacks overwhelm melee, Curr Skiel HP 6)
GAME: Skielstregar rolls 1d20+12-2+2: (13)+12+-2+2: 25 (vs AC 19, hit)
GAME: Skielstregar rolls 1d20+12-2+2-5: (16)+12+-2+2+-5: 23 (vs AC 19, hit)
GAME: Skielstregar rolls 1d20+12-2+2: (8)+12+-2+2: 20 (vs AC 19, hit)
GAME: Skielstregar rolls 1d20+12-2+2-5: (1)+12+-2+2+-5: 8 (EPIC FAIL) (vs AC 19, miss)
GAME: Skielstregar rolls 1d20+12-2+2: (19)+12+-2+2: 31 (vs AC 19, hit)
GAME: Skielstregar rolls 1d20+12-2+2-5: (8)+12+-2+2+-5: 15 (vs AC 19, miss)
GAME: Skielstregar rolls 1d6+13: (4)+13: 17 (wall gone, Red 9 exposed)
GAME: Skielstregar rolls 1d6+13: (5)+13: 18 (Red 9, 8 HP)
GAME: Skielstregar rolls 1d6+13: (4)+13: 17 (Red 9, -9 HP, Non Lethal, disabled)
GAME: Skielstregar rolls 1d6+13: (4)+13: 17 (Troop 9, HP 21 remaining)
GAME: Troop SR rolls 6d6: (20): 20 (on Troop 9, HP 1 remaining, surrenders)

After having sapping another kobold squad leader into unconsciousness, and the rest of his crew shoring up the group, Skielstregar turns to the rest of the surrendering kobolds. He's dripping ichor black and red blood, it mixing with the sunken town waters as he has himself perched upon the inside wall. "Good, you will be shown mercy," he growls. "And you will not be subject TO THIS!"

A surge of power reinvigorates him as he crawls to the top of the building, and points his weapon across the way as more Forgotten aspects creep into his features. "FALL IN AFTER THIS ONE! THIS ONE WILL BEAR THE BRUNT!" he bellows before leaping across the street and crashing through the sodden walls. He spills into reinforcement building, rolling before popping up into a half crouch.

Snarling, he charges through the throng of kobolds, seeking their leader and uncaring as he's pelted and stuck with slings and bolts. In fact, this only seems to set him off further. With one wide stroke upwards, he sends the leader up into the air, only to whip around and bat them on the downfall. Sending them flying into a pile of rubble with a loud crash. He pivots to the redscales just as his squad gets in. "SURRENDER! YOUR WITCH QUEEN CAN'T EVEN PROTECT YOU FROM ASSAULT FROM MEASLY NUMBERS" Skiel snarls, swinging his sap wide to clobber others just as the Reikki squad rolls in to aid. Clashing against each other like a pile of lizards dumped from a bucket.

With this enemy squad battered and bruised, they abscond northwards to take on one of the last remaining forces. Skiel takes a moment untransformed to catch his breath. And along the way, he mentions to Reikki: him above, jabbing his boney dragon wings into the walls with Reikki below, swimming fast. "Warrior Reikki!" he rumbles. "This one thinks you should fall back. This one spies reinforcements. We need you to survive this. We need as many to survive. Your kin will be without leadership should you fall. This one will take over! You have fought with honor and valiantly, and this one commends your tenacity!"

"I'm not falling back! I've been waiting for this fight for months!" Rekki shouts, as much at Skielstregar as the enemy, whom she then goes on to taunt, "Hey! I'm coming for you! You better get ready you don't know what's about to hit you!"

Neither does she, as a volley of sling bullets take down the Red-scale, forcing several of her squad to pull her to safety and Ace's aid, leaving the remainder to reinforce the silvered sith'makar. The entrenched defenders open up, concentrating on Skielstregar. Their leader, the town's commander counter's with his own propaganda, "The Witch-Queen will come! She will show no mercy to those that fail! Fight! Better to die here than be turned undead as a punishment."

"Look at what attacks us! Would you be one of those?" Two well placed crossbow shots strike Skielstregar, and as he moves to engage the leader the defensive squad surround him, poking and stabbing, inflicting terrible injuries but unable to halt the sith'makar's attack. They become overhwlemed themselves.

Soon, Skiel and his group draw upon the last squad they subdued, him getting ferocious once more in his Forgotten self as the rest of Reikki's squad take cover along the wall below. He yells across the aquatic street, "YOUR ALLIES HAVE SURRENDERED AND THEIR FEAR IS SATISFYING! YOUR WITCH-QUEEN HAS FORSAKEN SAFETY! SURRENDER NOW AND YOU WILL BE SHOWN MERCY! DON'T, AND YOU'LL BE BEATEN INTO SUBMISSION LIKE THE REST OF THEM! oR wOrSe!"

"You're outnumbered" Blubs adds in the growing silence. "We're not your enemy! You no longer have to be thralls to her desire. You can forge your own destiny." <draconic>

"Yes," Rekki adds, "she's broken. She's not coming. She would be here. No one is coming. This fight is pointless. We are on your side, she is the tyrant that must be deposed. You know it!" <draconic>

The remaining defenders ponder this. They've put up a good fight, their preparations, their traps, their emplacements have all been over come. There are losses among the revolutionairies, but not enough. The defenders will fall, with a fight, without a fight, the only difference will be the number of dead.

And they don't like to kill their kin.

A white flag goes up, another. That's the remainder of the towers. The kobolds drop weapons and swim out. Intermingled, it's almost impossible to tell them apart. Blue mark, lack of a blue mark, they look the same. They are brothers and sisters, siblings and cousins, driven to this by an intractible leader.

Who will be no more, soon enough.

Ghoulish cp line.png

OOC & Combatty

Inspirational Images for map
https://tinyurl.com/ymtfjvsx
https://tinyurl.com/2p88pmtb

MAP!
https://www.mipui.net/app/index.html?mid=mz44m1n9vxc"

Inspirational music
https://www.youtube.com/watch?v=c9yZtsZzBkY - HEAVY METAL-Black Sabbath-The Mob Rules
https://www.youtube.com/watch?v=2wVV77G6a7Y - Transformers - The Movie(1986) - Nothin's Gonna Stand In Our Way
https://www.youtube.com/watch?v=AsLyG6A13f4 - HEAVY METAL-B17 Scene- Taking a Ride
https://www.youtube.com/watch?v=jUwh-C5w7II - Blue Oyster Cult - Veteran of the Psychic Wars

Siege Rules, Seige Combat Rounds
<OOC> Cryosanthia says, "pose your reactions to the set and then I'll timestop and explain some more rules/concepts. This is a bit experimental."
<OOC> Cryosanthia says, "your position on the map is just holding, you can select which edge and square you want to be in. You also get one of the blue Kobold troops."
<OOC> Vaera says, "Loci will have been given a stone with refuge cast on it just in case"
<OOC> Cryosanthia says, "Skiel gets Rekki, Venom - Blubs, Vaera with Loci, leaving Gilla with Barc, seems like."
<OOC> Cryosanthia says, "okay, 3 useful things. Catapaults have a minimum range, if you get close enough they can't aim at your square. Catapaults can hit troops. Ballista don't have a minimum range, they can hit troops at 1/2 damage, or individuals for full. A successful k/mil theory each Battle Round will get you another damage roll."
<OOC> Cryosanthia says, "these are going to be 'big rounds' imagine 10-15 minutes when writing your pose, at least 5 minutes, of moving and sneaking. The squares on the map are 10' each. You and your troops will have effectively, 4 full attacks, and 4 movements. You can trade an attack for movement. There are ways of getting extra damage, a successful stealth vs their percep; enemy troops also get this. The catapaults and ballista will fire once a 'big round'. Troops can grapple troops, and you, but individuals can't grapple troops. The blues have to get up adjacent to the reds to start grappling, and will need 2 successes. There is a demoralize mechanic, which I won't explain you'll have to figure it out. Wall are 'underwater' or a built up platform, so troops pressed up against them can shelter, you too. Individuals, it's +4 AC, troops too, and the walls are 10HP to destroy and a Hardness 5 to knock out a square."
<OOC> Cryosanthia says, "now that you know the rules in play, pick your starting square on the edge and I'll place you. Writing the pose."
<OOC> Cryosanthia says, "also. if you have message cantrip and want it up, you can. If you don't have, and you're too far from each other, 10 squares, you might be 'overheard' yelling back and forth, should you decide to communicate"

<OOC> Cryosanthia says, "okay, about to timestop. For the first battle round, 2 defender groups, 1 catapault and 1 ballista, will pair up with you. Blue kobolds move on your turn. I'll do one init for the red kobolds. If you beat them, you can move then we'll do damage rolls, if they beat you, they do damage rolls, then you can move and do your damage rolls. Ok?"
<OOC> Cryosanthia says, "Since these are long Battle rounds, 5-15 minutes long, spells just last the one cycle unless they have lengthly durations, like Mage Armour."
<OOC> Cryosanthia says, "bardic inspires will cost 4 uses to cover the period, etc."


 ===================== Current Initiative Order - Round 1 =====================
 ---Init--Name------------AOO-Notes--------------------------------------------
     25   Red Kobolds         
 ------------------------------------------------------------------------------
     24   Vaera            1  Flat-footed (0 rnds active)                  
 ------------------------------------------------------------------------------
     18   Barclaiigh       1  Flat-footed (0 rnds active)                  
 ------------------------------------------------------------------------------
     8    Venom            1  
 ------------------------------------------------------------------------------
     6    Skielstregar     1  Flat-footed (0 rnds active)                  
 ------------------------------------------------------------------------------
 ============================================================================== 
 ===================== Current Initiative Order - Round 2 =====================
 ---Init--Name------------AOO-Notes--------------------------------------------
     25   Red Kobolds      1  
 ------------------------------------------------------------------------------
     24   Vaera            1  
 ------------------------------------------------------------------------------
     18   Barclaiigh       1  
 ------------------------------------------------------------------------------
     8    Venom            1  
 ------------------------------------------------------------------------------
  >> 6    Skielstregar     1   <<
 ------------------------------------------------------------------------------
 ==============================================================================
------------------------------------------------------------------------------
|   Name   |   Race   |   Class   | CHP | HP  | AC/FF/T |CMD |For |Ref |Wil |
------------------------------------------------------------------------------
|Barclaiigh|MOUNTAIN_D|Dru        | 53  | 53  |20/18/13 | 21 | 9  | 5  | 11 |
|Skielstreg|SITH-MAKAR|Brg        | 58  | 75  |20/18/12 | 24 | 10 | 6  | 5  |
|Vaera     |SITH-MAKAR|Rgr        | 61  | 61  |19/15/14 | 22 | 8  | 9  | 4  |
|Venom     |HUMAN     |Mnk/Rog    | 57  | 57  |19/15/18 | 27 | 7  | 12 | 5  |
------------------------------------------------------------------------------
------------------------------------------------------------------------------
|   Name   |   Race   |   Class   | CHP | HP  | AC/FF/T |CMD |For |Ref |Wil |
------------------------------------------------------------------------------
|Barclaiigh|MOUNTAIN_D|Dru        | 45  | 53  |20/18/13 | 21 | 9  | 5  | 11 |
|Skielstreg|SITH-MAKAR|Brg        | 64  | 75  |20/18/12 | 24 | 10 | 6  | 5  |
|Vaera     |SITH-MAKAR|Rgr        | 55  | 61  |19/15/14 | 22 | 8  | 9  | 4  |
|Venom     |HUMAN     |Mnk/Rog    | 46  | 57  |19/15/18 | 27 | 7  | 12 | 5  |
------------------------------------------------------------------------------

Kobold Troop CR 5 XP 1,600
LE Small humanoid (reptilian, troop)
Init +7; Senses darkvision 60 ft.; Perception +8

DEFENSE
AC 19, touch 17, flat-footed 15 (+2 armor, +2 Nat armour, +3 Dex, +1 dodge, +1 size)
hp 52 (8d8+16)
Fort +6, Ref +9, Will +4
Defensive Abilities troop traits

OFFENSE
Speed 30 ft, Swim 20'
Melee troop (2d6) -or-
Ranged troop (2d6) 50' volley
Space 20 ft.; Reach 5 ft.
Special Attacks overwhelm(EX) (3d6 to foes with whom it shares a space)

STATISTICS
Str 10, Dex 17, Con 14, Int 10, Wis 10, Cha 6
Base Atk +6; CMB +5; CMD 19 (cant be tripped)
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will
Skills Perception +8, Stealth +15, Craft/Traps +15, Craft/Mining +15
Languages Draconic