Week eighteen quest post: invasion of Black harbor part one
@ecoinstant and Rastael is waiting in the forest. he is hoping the colonists got his message. @happyme,@stever82, @enjoycompany,@creativetruth , big jake, @enjar, @methus,@blockurator, @hhayweaver and @cyber.explorer is arrives. @ecoinstant is informing them he has done some scouting before.
it sems so the snake clan is expecting us the have increase there defense the have build a wood wall but its not as tall as a normal wood wall. around 6 ft. its two gates they are fairly weak we can brake in by using melee weapons. but the have build two guard towers and its archer guarding it.

Rastael is breaks in its a small row bout on the river its only room for a three of is but we can use it.
the harbor village it self is build up by small wood build the snake clan has a strong present here. its seams important to them
The row bout take three people it take one action to row over the River (from your starting location). or max 6 squares a turn
use the shore line as refaranse point
The gates need melee weapons it has 15 hit points auto hit meaning you dont need to roll the dice to hurt it
line of sight rule whit the buildings you cant see over them (squares)
normal sneak attack 1-3
when a colonist have 0 hit points he is unconscious by the colonists need to give him a health potions or and Magic heal so he can continuing the quest. if no heal is given the colonists revising no loot and get - on his next turn. if all colonists in a quest are unconscious the quest is over and no loot is given.
'it take a one action to give a potion and you need to be next to the colonists.
Quest rules
https://steemit.com/rpg/@darklands/how-to-do-darkland-tutorial-wiki-regions-and-quest-rules
Overview over all collonyes
https://docs.google.com/spreadsheets/d/1yVIjhPnBVNHxymHEYQU-8-VolVaiTn8Us9iJWmcHaqU/edit?usp=sharing
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@ecoinstant (cinnamon roll.amulet.ring) 9 (+4 bow gem 3 dam)
4 hit points (+11 armor)
3 health potions
Rastael (cinnamon roll) 7 (+5 wizard staff 2 dam )(+4 armor Iron shield 2 dam knock back)
4 hit points (+8 armor)
3 health potions
Spells:(Dark Heal) and (Roots)
player
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@happyme (ring,amulet) 7 (+5 Long sword gem 3 dam)(+4 iron spear 2 dam)
4 hit points (+6 Armor)
player
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@stever82 5 (+5 Axe)(+4 bow 2 dam)
4 hit points (+4 armor)
1 health potion (from @enjar)
player
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@enjoycompany (cinnamon roll) 7 (+4 stone club 2 dam)(+4 armor large wood shield 2 melee knock back)
4 hit points (+6 armor)
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@creativetruth (-3 wounded) (ale,amulet) 5 (+5 long sword)(+4 bow)
, 4 hit points (+6 Armor)
1 health potion
Big Jake (ale) 5 (+4 "Fang")(+6 hunter's Bow 3 dam)
4 hit points (+1 Armor)
player
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@enjar (cinnamon roll,amulet,ring) 9 (+4 iron spear gem 4 dam)(+4 armor large wood shield 2 dam)
4 hit points (+8 armor)
3 health potions
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@methus (cinnamon roll,rings).9 (+5 dark staff 2 melee damage)(+2 armor wood shield 2 dam knock back)
4 hit points (+9 armor)
1 health potion
spells: (Dark heal)(Dark missile)
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@blockurator(-3 wounded)(amulet) 3 (+5 iron long sword 3 dam/gem)(+3 cross bow "4 dam")
4 hit points (+5 armor)
2 health potions
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@hhayweaver (cinnamon rolls,ring) 8 (+3 war Hammer two hands 5 dam),
4 hit points (+2 Armor)
1 Health Potion,
(the hammer is a two hand wepon means you cant have you bow whit you sins its a "city" map a took the hammer and not the bow) hope its ok.
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@cyber.explorer (ale,amulet,wolf pelt) 9 (+5 long sword w/gem 3dam)(+4 armor iron shield 2 dam knock back)(+1 dam Blaze)
4 hit points (+14 Armor)
1 healing potion
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Snake clan Warrior (ale) 7 (+5 iron sword 2 dam)(+4 armor iron shield 2 dam knock back)
4 hit points (+6 armor)
Snake clan archer (ale) 7 (+5 bow 3 dam)
4 hit points (+4 armor)
Snake clan chief (ale.amulet,ring) 9 (+5 iron war hammer 5 dam)
4 hit points (+12 armor)
wood gate: north west
hit points 15
wood gate south east
hit points 15













The time has come! Already plans are being developed, and the main group will stage an attack on the gate. This first two rounds we will use sneak and hide to the best of our ability as we take down the archer towers first. The time for a mass charge will come.
Update: Rastael encants for an entire turn and manages to hold the northern most warrior in place with roots.
I hit one archer in the northern tower twice for six damage - he looks like a regular arrow could take him down! I fail to hide at the edge of the woods, and when the enemies look carefully, they can see Rastael and I staring intensely back at them!
Rastael will attempt to sneak as he prepares his new speall, roots for the warriors guarding the gate! @rollthedice
Shake shake shake, you roll the 6-sided die.
You rolled a 5.
Not very sneaky, the northern warriors begin to hear the incantation as suddenly a branch reaches out from the ground and tries to hold one of them in place! (7+5=12)
@rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 20.
Don't be nervous now Rastael...
The first try at rooting an enemy in place was almost comical, as the warrior, looking intrigued, simply side stepped the spell all together. But as Rastael takes up a new, wider stance, he looks even more determined than ever! (12)
@rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 15.
Hold them down!
@rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 10.
I take aim in the northern archer tower. Knowing how dangerous these archers can be, I hope to hide at the end of my turn, even though I see that Rastael was unable. @rollthedice for sneak.
Shake shake shake, you roll the 6-sided die.
You rolled a 1.
Hidden at the woodline, I take aim and fire at the north tower, noticing that these archers seem better armored than we are used to.
(9+4+5=18)
@rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 16.
The unexpected arrow slams into the first archer, now they are scanning the woodline! I fire again hoping this time to penetrate armor!
@rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 5.
I send another one home, and now the first archer cries out in pain - the battle has started!
I will attempt to hide at the wooded edge to avoid repercussions. @rollthedice
Shake shake shake, you roll the 6-sided die.
You rolled a 6.
I'm good with the small force infiltrating via rowboat. Sucks to not attack this turn, but I think this makes more sense than a full on frontal assault. Have I understood the discussion correctly that at the end of our turn we would secretly make landfall by where the chief is? Do we need to do a stealth check?
Terrific! yes, I plan landfall where the chief is in line of sight, and charge attack range.
(I don't know if the stealth check should be now, or at the start of next turn. )
....also, the chief might change position next turn. but we will already be on the inside for the new turn. if we can't get to the clan chief for some reason, just take out anybody in range, and head for the gates. we have the cover of the buildings to protect us a little.
Sounds good to me. With @enjar we have our 3, so let's move to the boat then row row row the boat as described.
Looks like I can just barely make it to the boat in one turn. Since I can do 4 damage, have 8 armor and no bow I choose to board the boat with the other two.
that's great!
Action 1-3: sneak attack on the SnW next to the rooted one.
@rollthedice@rolld20Sneak succeeds and I damage its armor for 3 points.
I run back into the woods but fail to hide.
Shake shake shake, you roll the 6-sided die.
You rolled a 2.
Shake shake shake, you roll the 20-sided die.
You rolled a 4.
3 points knocked off its armor.
I run back into the woods and try to hide. @rollthedice
Shake shake shake, you roll the 6-sided die.
You rolled a 6.
As we are getting close I see that my bow is going to be handy here so I drop the shield and take aim with my +4 Bow at the Injured archer. My ax is still on my belt if needed. @rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 15.
My aim is off today as the arrow falls short into the wood of the tower. I try to adjust and let fly again @rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 10.
I can't believe it he moved just at the right time I try again having a better idea of the force needed. @rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 15.
I start to rethink my plan as a gust of wind blows my arrow off target. I feel like maybe I should have just kept my Shield. I can also hear a few snickers in the group. Yet I keep my eyes open for what I can try to do next.
remember you have the snike attack on your first arrow. using the @ rollthedice then 1-3 to hit then you have a +10 on your attack..u can do it if you want. just update your comment if its a hit. :)
I think it might be best to leave the gates closed this round and try to kill as many of the SNW's as possible on this side. Next round if I'm close enough to get three hits I should be able to take down the gate with my hammer. Right now those gates are working against the Snake Clan as they can't get reinforcements here very quickly.
What do you all think? I'll hold off till we get a clear plan together.
I'm going to take my chances and move out to the northeast 2 squares close enough to the Snw to get a charge attack on him.
Update: Hit the Snw that @happyme hit, he is dead. Tried to take cover by the wall - failed.
Action 1: Move into charge range.
Action 2: charge attack Snw. 8 (+3 hammer) (+2 charge) =13 @rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 7.
Hit. My hammer comes down smashing his lifeless corpse to the ground, he is dead. At this point I will move tight to the wall and hunker down and try to use the wall as coverage from the archers to hide. @rollthedice
Shake shake shake, you roll the 6-sided die.
You rolled a 5.
Damn, I am completely exposed. I could use some help here.
SnW has 4+6=10 damage points. I did 3 damage and you did 5; that's only 8 damage. It has 2 life remaining. Maybe use the last action to strike again rather than hide?
So I miss the first shot. I aim again. The wounded archer @rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 9.
So that should be a hit, for 4 damage. Dead. I go for the other one. @rolld20
Shake shake shake, you roll the 20-sided die.
You rolled a 11.
I shake my fist at the sky as the arrow flies overhead.
@blockurator its was a miss sadly your hit is only 6 (you has a -3 form the last quest) but we can see it the snike attack made it @rollthedice
Shake shake shake, you roll the 6-sided die.
You rolled a 5.
Shake shake shake, you roll the 6-sided die.
You rolled a 5.
to bad..
OOC: I didn't realize I had a -3 until this post. The first thing I did was take a health potion. How long does it take to go into effect?
I guess, right away, I need to take a health potion. lol
I recommend the four of us with bows perch in the tree line and engage the towers while the others try to break down the gate.
@creativetruth and Big Jake can take the left tower, by the river, while @ecoinstant and myself take the right tower. Whoever wants the boat can have the boat. The rest attack the gate.
Archers first - hide as much as you can this early round.
I would suggest the archers attack one enemy archer at a time, try and kill as many as possible, rather than having multiple wounded archers.
I suggest @methus and I, (and one other person with good armor/health) take the boat around and try to sneak up on the clan chief from behind, while the others try to take down the front gates. yes or no? and who would be the third to go with us?
For all we know there could be more stuff hiding behind the buildings waiting to ambush once the rowboat gets line of sight to see-- right?
Are the building tall enough to block line of sight of sniper towers or will that also be a possible issues?
Also wont be me, looks like 2 moves to get to the boat. 2 moves along the shore. Then the attack move.
Killing the chief is not an instant victory condition is it? We still need clear out everything else?
yes the building are blocking the towers. the towers are almost the same height as the wall and houses.
aa yes good point a made a smal update on the boat so on your first turn it only take one move to get to the island. but to get the the boss its going to be 4. yes. Killing the chief not a instant victory condition this is correkt
ok, does it take one move to get to the boat?
I trust the map, that nothing else is hidden.
This plan would take two moves on the boat to get there, but we have 1 turn each after landing to sneak attack and charge attack the clan chief and weaken him a bit before the next round. It is not an instant victory to take him out first, but it could bring down the morale of the rest of the snake clan when we clear them out afterwards.
am approving the plan.
You two take a third and go around, we will harry them at the gates as a distraction. Be careful!