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Sagar
26th August 2008, 07:24 AM
The morning dawns cloudy and hazy, with a light fog over the area.

As you finish eating breakfast, Trask notices something out of the corner of his eye. Looking up, he sees a racoon pawing through a pack. The racoon seems to grab something, put it in his mouth and, noticing Trasks stare, turns and runs off to the south (beside the tree trunk).

Trask yells, jumps up, and runs after the racoon. (Please tell me what the rest of you do.)

The racoon scurries down the hole left by the rootball of the fallen tree - the rootball, you'll remember, is at least 15 feet high and 10 feet deep and the hole it left is equally impressive. Of more interest, though, is the small hole at the bottom of the depression. It is a ragged hole of dirt and masonry about 3 feet around. The racoon races through this hole and disappears.

DinbinFanfoom
26th August 2008, 07:40 AM
Brunhilde grabs her gear and, not wanting to miss Trask being schooled by a raccoon, follows closely, stopping at the hole, as she assumes the others will.

Asharad
26th August 2008, 08:12 AM
****ing nature!

EricStratton
26th August 2008, 08:21 AM
Amaril will sit up but sees no reason to go chasing a big rat. If it took something of importance he might stand and laugh but that's all. If someone tells him about this new brick hole, he'll go over and check it out (by which I mean, I guess, he'll attempt a Nature roll (+0) and maybe History check (+11) to remember if there were any towns/cities in this area before?).

Lycos
26th August 2008, 09:17 AM
I figure that Brun and Trask can handle a racoon.

I'll just keep an eye out for anything out of the ordinary while everyone is distracted with the racoon.

Baladir says, "What did it take?"

Shiz
26th August 2008, 09:49 AM
/ooc I don't know but I am guessing from Sagar pulling Trask's puppet strings it was one of the moonstones

Shiz
26th August 2008, 09:51 AM
Trask will make a Nature check (+6) because what you described seems odd. Did the tree fall naturally? How long ago? Are there signs of longer term raccoon habitation?

Lycos
26th August 2008, 10:07 AM
"You might want to check before you spend a ton of time hacking the little guy apart."

EricStratton
26th August 2008, 10:17 AM
/ooc I know I should probably wait to find out exactly what's up w/ the hole before asking this but...let's say the hole is something we want to check out, do we do so or continue back to town?

Lycos
26th August 2008, 10:25 AM
/ooc I know I should probably wait to find out exactly what's up w/ the hole before asking this but...let's say the hole is something we want to check out, do we do so or continue back to town?

I think the first question is the key. Let's find out what he took and go from there.

Sagar
26th August 2008, 06:00 PM
After a quick check, Trask discovers that one of the moonstones is missing. And it was, of course, the prettier of the two.

Amaril ponders a bit and can't remember ever hearing of a town in this area. But (Nature 16, History 21) realizes that the path you followed from the road was unnaturally straight for a nature path. Now that he thinks about it, it could have been the remains of an ancient roadway.

Trask checks the tree (nature 22) and discovers that it was a truly impressive specimen. Several hundred years old, at least. It looks like the roots may have weakened or perhaps the ground was wet and the tree blew over in a big storm - perhaps 3-5 months ago. One odd thing, though, the roots look funny. Many of the primary roots that would have provided support are thinner right where they broke off. It's almost as if a horde of tiny subterranian beavers gnawed partly through them. Well, that or bugs or termites or something.

The root ball hole is fairly deep but gradual - like a big bowl in the ground. It would not be hard to climb down to the bottom or back out again.

If you wish to go into the hole, you could only do so 1 at a time. From the ground level, you can see only a little way into the hole and what you see is basically dirt on the bottom and what could only be worked masonry on the sides and top. You can also see a bit of masonry in the root ball - it seems as though the root grew through the wall and, when the tree fell over, tore a hole in the wall.

EricStratton
26th August 2008, 06:10 PM
Well...someone's gotta go down there.

Asharad
26th August 2008, 07:24 PM
****. Fine.

I'll go all stealthy and creep down to the outside of the hole. ****ing nature.

Can I drop down into the tunnel, or is it just a hole I'm going to have to crawl in?

Do I hear anything once I get to the outside of the hole?

Shiz
26th August 2008, 08:32 PM
I will hang my rope down too so we can pull him up fast. I am willing to go down too Fan.

Sagar
26th August 2008, 09:08 PM
Fandango goes stealthy and creeps silently down to the hole. Trask tosses a rope in despite being told it's easy to climb in and out of this thing. Trask also looks like he is ready to leap to Fan's aid, should that become necessary.

Fandango looks at the hole and sees that it opens into what looks like a corridor. The hole enters the side of the corridor near the floor and the far wall is about 10' away. Dirt from the hole has washed in to cover the ground near hole but elsewhere he can see the floor is worked stone.

http://www.primeaxiom.com/rpgt/scene.asp?ID=g78k31mwogzbckzlt3ixc1qkvekkki4hfcjl6 56qrdsffp8wpn6x6ydbvqmyhcud
The corridor seems to extend to the left and right. He cannot tell more without sticking his head in and, with the sun at his back, he would be highlighted in the hole making stealth impossible.

Looking, you notice the racoon tracks in the dirt head off to the right down the corridor.

Asharad
26th August 2008, 09:11 PM
I'll return to the group and report that we've got a whole system of what looks like corridors (as opposed to tunnels).

I'm all for exploring. Nothing immediately ate the raccoon so unless there is some weird giant ant-raccoon pact I am unaware of it should be safe.

I'll enter the corridor and then drop back into stealth. I should only be visible for a second, assuming anything is down there waiting.

Sagar
26th August 2008, 09:19 PM
You enter the corridor and move out of the direct light. As your eyes adjust to the gloom, you can see that the corridor has collapsed to the east - it looks impossible to go that way.

To the west is a corner. Near the corner, you see the racoon on the floor. It does not appear to be moving.

What is everyone else doing? If you enter the corridor, please give me a marching order. Also, not much light is coming through the hole. What will you use for a light source and who will carry it?

Lycos
26th August 2008, 09:20 PM
How lucky is that?

Well, I'm the last to go in.

I guess I'll take all my stuff with me. :mrgreen:

*says a prayer before going in thanking Pelor for such a find*

Shiz
26th August 2008, 09:30 PM
I am so in that ****ing corridor after grabbing my stuff and stowing the rope.

"in we go guys."

Shiz
26th August 2008, 09:31 PM
Entrance order:

Fan
Trask
Brun
Baladir
Amaril

Do we want to advance and if so, change the order? Dead raccoon!

Shiz
26th August 2008, 09:36 PM
For light, I will break open a sun rod since I can attack without a weapon. However I will leave that with Amaril to hold as I go look at the raccoon.

Since I have the best perception, I will approach to within one square of the dead 'coon and look for traps or whatever might have killed it. My elven ears will be pricked as well. As a ready action, I will ready Sehanine's Sting (+4 vs REF, 1d8+4) to attack ANYTHING that comes around the corner and give the +2 bonus to Fandango. If the 'coon has the moonstone, I will snatch it and scurry back to the group.

Sagar
26th August 2008, 09:37 PM
Fandango hides in the shadows as the party clambers in through the hole.
In all that time, he doesn't see the raccoon move. Nor does he hear anything unusual over the noise of people climbing down over dirt and bricks and clanking through the hole.

Inside, the hallway fades to murk to the east and west. Light anyone or would you prefer to be eaten by a grue?

Ok.. Shiz's post came in while I was typing this.

With the light, you can see several things clearly.

1. The corridor to the east has very clearly collapsed. It is definitely impassable.
2. The raccoon is sitting in the hallway about 15-20 feet to the west. Judging by it immobility and the many bloody bites all over it's body, it is dead.
3. The moonstone is sitting on the floor next the the 'coon corpse.
4. Just past the raccoon is a slow moving mass of rodent zombie like creatures. They seem to see you and start advancing down the corridor towards you.
5. Baladir and Amaril notice that there is a similiar mass of quickly moving rodent skeletons to the east, near the cave in. This mass is also moving towards you.

No surprise round.

Round 1:
Initiative:

Trask (24)
Brunhilde (20)
Skeletal Swarm (16)
Amaril (12)
Fandango (9)
Baladir(4)Zombie Swarm (3)

and time for me to crash. more in the morning...

Shiz
26th August 2008, 09:42 PM
see above.

Asharad
26th August 2008, 09:44 PM
Man...does this smell like a trap or what?

I'm looking for such, just like Shiz is, although my perception is worse.

Most of us have low light or no light sight, do we still need a light source?

Shiz
26th August 2008, 09:48 PM
Brun is human. She needs light.

Anyone object to the following default tunnel marching order?

Brun - Baladir
Trask- Fandango
Amaril

read this as Brun and Bal in the front rank

Sagar
26th August 2008, 09:58 PM
Oh, and one more grisly detail.

The raccoon corpse begins to twitch.. then to shake... then it stands up ... pauses... and moves into the swarm of rodents that is heading your way.

Asharad
26th August 2008, 09:59 PM
****ing nature!

Shiz
26th August 2008, 10:00 PM
Where is my blessed Moonstone?

I be dancing back from the rodents.

/ooc time for a lesson in Swarms 101. I hope y'all listended to the Penny Arcade podcasts!

Asharad
26th August 2008, 10:20 PM
Since we don't seem to be in an encounter, but since the zombie swarm seems to see us, I'll light a torch and toss it in the general direction of the zombie swarm to the west.

EricStratton
26th August 2008, 10:25 PM
Zombie and skeleton rodents. I LOVE it.

I appreciate the auto-conceal, Sagar. I'd have forgotten.

Amaril will move (or shift to avoid an OA) to K3 cursing Skeletal Swarm has he dances away. Then he'll whip out ye ol' Eldritch Blast and whisper "Bam!" (whisper b/c he saw this play once where a bunch of adventurers were all alone and safe in a dungeon and then one of them made too much noise and attracted a very large group of bad guys).

BTW, anyone have the Dungeoneering Skill?

Eldritch Blast - +3 (CHA) vs Reflex. Dmg: 1d10 + 3 (CHA) + 1d6 (curse)

EricStratton
26th August 2008, 10:26 PM
Since we don't seem to be in an encounter, but since the zombie swarm seems to see us, I'll light a torch and toss it in the general direction of the zombie swarm to the west.
I think we're in an encounter. Or at least Sagar posted Init rolls.

Asharad
26th August 2008, 10:30 PM
I think we're in an encounter. Or at least Sagar posted Init rolls.


Oh yeah. That got posted after I read it (by which I mean Sagar amended his post).

Sagar
27th August 2008, 06:59 AM
You also note that while the swarms are centered in a particular square on the grid, it actually extends somewhat into the surrounding squares - kinda like a wave extends onto the beach... it ebbs and flows.

In real terms, it means that if you want to melee the swarm, you basically have to stand in the edges of it.

Shiz
27th August 2008, 07:53 AM
"Guys, focus on the skeleton pile I will get the zombie pests under control."

Round 1:

Trask grabs his Symbol of Sehanine and starts chanting.

Free Action: Divine Fortune, +1 ATK
Move: G3
Std: Turn Undead (Close Blast 2, +4 vs Will, Hit: 1d10+4 radiant dmg, pushback 3, immobilized until end of my next turn. Miss: 1/2 dmg)

Brunhilde bellows a combat challenge (mark) and moves to N4, swinging a Reaping Strike (+8 vs AC, d12+4, Miss: 4dmg) against the squirming bones.

/ooc I emailed Din an update but I think Brun's actions are pretty clear cut (pun!) in this situation.

Asharad
27th August 2008, 08:34 AM
I assume I can range attack a swarm?

If so I have CA on the zombie swarm, so I will use CA and backstabber to ranged sly flourish it.



Attack: AC vs +4[dex bonus sly flourish]+3 [proficiency] so +7 total.

Damage: 1d6+2d8[backstab]+4[dex from sly flourish]+4[chr due to sly flourish] so +8.

If shiz has killed the zombie swarm I'll just switch targets to the other one and give up the 2d8 on the damage.

Lycos
27th August 2008, 08:48 AM
Round 1:

Baladir puts his shield on his arm and unsheathes his long sword.

I am going to do a piercing smite against the skeletal mass.

Attack: Strength vs. Reflex
Hit: 2[1d8] + (4) Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.

Sagar
27th August 2008, 09:56 AM
Trask murmurs a quick prayer then chants as he moves forward and his holy symbol explodes with radiant light. (This poses a problem as these swarms are immune to will attacks - each rodent possesses no dicernable will, but they are vulnerable to radiant attacks. I will ignore the push and imobilize portions as will related and use radiant vs reflex attack for damage) The holy light bathes the entire swarm (18+1+4 vs ref 10) causing a massive disruption in the swarm (1+4+5 radiant vulnerability +5 burst vulnerability) damage.

Brunhilde strides boldy forth to attack the skeletal swarm. As soon as she nears the edge of the swarm, they immediately begin to scurry up her legs (11+6 vs AC 18) but can't seem to gain a traction and fall off. She swings her axe in a vicious strike (13+8 vs AC 15) and small skeletal creatures are flung to the walls where the disintegrate into bone fragments ((8+4)/2 = 6 damage) but the swarm does not seem appreciably diminished.

The skeletons swarm mindlessly forward and over Brun (18+6 vs AC 18) sinking their little teeth into any gap they can find (5+3) and many of the little skeletons continue to hang on, gnawing (3 ongoing damage) as the rest of the swarm continues forward.

Amaril backs away from advancing skeletons, throws a curse a the swarm and watches it hit a boney squirrel who promptly disappears back into the swarm. The rest of the swarm seems unaffected. Taken somewhat aback, Amaril rallies to fire at the swarm with an eldrich blast (6+3 vs Ref 14) but misses. Amaril shakes his head and mutters (I gotta get me a better rod).

Fandango, hero of The Battle of the Half-Orcs (and almost Wolf-chow), flings a shuriken into the seething mass of zombie rodents with a fantasitc flourish (12+7+2 CA). The shuriken slices through the mass ((6+6+1+8)/2 = 10 damage) but the rodents do not seem impressed.

Baladir bravely assaultes the skeletal squirrels with a piercing smite (11+4 vs ref 14) impaling many of the little corpses ((11+4)/2 = 7 damage but the swarm continues on...)

to be continued.. need to run to a meeting.

EricStratton
27th August 2008, 10:08 AM
Amaril backs away from advancing skeletons, throws a curse a the swarm and watches it hit a boney squirrel who promptly disappears back into the swarm. The rest of the swarm seems unaffected. Taken somewhat aback, Amaril rallies to fire at the swarm with an eldrich blast (6+3 vs Ref 14) but misses. Amaril shakes his head and mutters (I gotta get me a better rod).
No curses on the rats?! Curses!

Shiz
27th August 2008, 10:55 AM
Goddamn that damage roll sucked. That was an encounter power too.

Anyway, I have more radiant up my sleeves!

Round 2 Trask:

I assume the zombie swarm will attack me, so I shift back towards the group and fire a Sehanine's Sting (+4 vs REF, 1d8+4 radiant) at it, drawing and focusing Amaril's attention (+2 ATK).

Then furiously (spend and action point) summon my Guardian of Faith (+4 vs FOR, 1d8+4 radiant dmg to enemies adjacent at the end of their turn) at L4, hoping that the swarms are too dumb to actively avoid it and that it will clean off my allies in the pulse area (i.e. stop the ongoing dmg).

/ooc the GoF dmg is not described as burst/blast but it acts that way. I am not going to complain either way you rule.

Round 2 Brun:

With a howl of fury, she spends an action point to Reaping Strike X2 (+8 vs AC, d12+4, Miss: 4).

Lycos
27th August 2008, 11:11 AM
FYI, my piercing smite marked the skeletal swarm. It'll make a difference in my next attack. Also, Sagar, I think you forgot to put in my damage on this round on the map.

Sagar
27th August 2008, 11:15 AM
(oops, I forgot Brun's OA)

As the main body of the swarm moves passed her, Brunhilde takes and opportunity attack against it (11+8 vs AC 15) spraying still more skeletal fragments against the wall (7+4/2 = 5 damage). The skeletal swarm seems about half the size it was.

Baladir ends his turn at the edge of the skeletal swarm and they take a free action attack against him (13+6 vs AC 18) swarming up his legs and biting ferociously everywhere they can (4+3 damage, ongoing)
The zombiod rodents slowly but inexorably swarm forward and onto Trask (4+6 vs AC 17) but he dodges nimbly away from them. Oh, and the zomboid swarm is also less than half it's original size (bloodied).

Round 1 complete.

Round 2 Initiative
Trask
Brunhilde (8 damage + ongoing)
Skeletal Swarm (18 damage, bloodied)
Amaril
Fandango
Baladir (7 damage, ongoing)
Zombie Swarm (35 damage, bloodied)

Sagar
27th August 2008, 11:17 AM
FYI, my piercing smite marked the skeletal swarm. It'll make a difference in my next attack. Also, Sagar, I think you forgot to put in my damage on this round on the map.

I had to leave for a meeting. Updates had to wait.
Oh, and you marked a few of the individual skeletons in the swarm. I can't which ones, though (essentially no effect).

Sagar
27th August 2008, 11:21 AM
Goddamn that damage roll sucked. That was an encounter power too.

Anyway, I have more radiant up my sleeves!

Round 2 Trask:

I assume the zombie swarm will attack me, so I shift back towards the group and fire a Sehanine's Sting (+4 vs REF, 1d8+4 radiant) at it, drawing and focusing Amaril's attention (+2 ATK).

Then furiously (spend and action point) summon my Guardian of Faith (+4 vs FOR, 1d8+4 radiant dmg to enemies adjacent at the end of their turn) at L4, hoping that the swarms are too dumb to actively avoid it and that it will clean off my allies in the pulse area (i.e. stop the ongoing dmg).

/ooc the GoF dmg is not described as burst/blast but it acts that way. I am not going to complain either way you rule.

Round 2 Brun:

With a howl of fury, she spends an action point to Reaping Strike X2 (+8 vs AC, d12+4, Miss: 4).

In one round you guys have bloodied both mobs. Do you REALLY want to use your action point now?

Shiz
27th August 2008, 11:22 AM
If you get this in time, I am NOT going to spend an AP for GoF with both swarms bloodied. Same for Brun.

edit: haha

Lycos
27th August 2008, 11:23 AM
I had to leave for a meeting. Updates had to wait.
Oh, and you marked a few of the individual skeletons in the swarm. I can't which ones, though (essentially no effect).

No problem. I just wanted to remind you.

Asharad
27th August 2008, 11:23 AM
May I suggest moving Brun to N3 so she and baladir are flanking the skelly swarm?

I'll attack the zombie swarm again, same way as before, as i don't have much in the way of area attacks.

Attack: AC vs ++7 total.

Damage: 1d6+8.

If they are dead I'll switch targets.

Lycos
27th August 2008, 11:26 AM
Round 2:

Baladir takes another swing at the Skeletal Swarm using Holy Strike. (STR v AC, 1d8 + (4 STR radiant damage)).

Also as a minor action, I am going to use Divine Mettle as well to give Brun a +4 to her saving throw.

EricStratton
27th August 2008, 11:33 AM
Round 2:

With Trask's Sehanine's Sting urging him on, Amaril will swing around and attempt to Eldritch Blast the zomboid swarm.

EB: +3 (CHA) + 2 (Sehanine's Sting) vs Reflex; dmg: 1d10 + 3 (CHA)

Shiz
27th August 2008, 11:42 AM
May I suggest moving Brun to N3 so she and baladir are flanking the skelly swarm?

I'll attack the zombie swarm again, same way as before, as i don't have much in the way of area attacks.

Attack: AC vs ++7 total.

Damage: 1d6+8.

I may be wrong again but swarms aren't flankable otherwise Brun would do that.

Asharad
27th August 2008, 11:43 AM
Yeah, that probably makes sense. Lotta eyes and whatnot.

Sagar
27th August 2008, 11:48 AM
Trask (wisely) shifts away from the mass and fires into it with his holy sting (15+4 vs ref 10). The sting slices through the mass like a laser (7+4+5 radiant), laying waste to the entire remaining mass.

(I cannot tell you how disappointed I am that the microzombies didn't get to hit anyone. *sigh*)

Brunhilde takes 3 damage from the gnawing beasties as she swings her axe in another mighty arc (8+8 vs AC 15) which sprays still more skeletal fragments - this time down the hall (4+4/2 = 4 damage). She does, however, manage to dislodge the remaining gnawing skeletons (ST 11).
Brun is still standing in the swarm, though, and they take a free action attack against her (16+6 vs AC 18) nibbling her for (5+3 damage, + ongoing).

The main part of the skeletal swarm attacks Baladir (8+6 vs AC 18) but he deftly deflects them with his shield.

Amaril....

Shiz
27th August 2008, 12:29 PM
You can just switch Amaril's target, probably.

Round 3:

Another Sting if there is any skelly swarm left. Go go radiant!

If these weren't undead, and therefore radiant vulnerable, we would be in a pickle.

Sagar
27th August 2008, 12:48 PM
You can just switch Amaril's target, probably.



Doh.. missed his post.

Amaril spins and casts EB at the skeletal swarm. Unfortunately, he slips on the loose dirt (3+3) and misses badly.

Fandango whips a shuriken at the swarm (8+7 vs AC 15). The shuriken slices through the swarm for maximum damage (6+8/2 = 7). The swarm is very much reduced in size, now.

The skeletons clinging to Baladir continue to do damage (3). Baladir charges his weapon with holy fire and swings at the swarm. (7+4 vs AC 15) missing as the rats swarm out of the way. Baladir grants divine mettle to Brun just as the mico-skeletons swarm up to attack him (free attack due to position). The greatly weakened swarm, however, do him no more harm (2+6 vs AC 18). Baladir manages to shake off the last of the skeletons gnawing on him as his turn ends (ST 12)

End of Round 2.

Round 3, Initiative.

Trask
Brunhilde (19 damage + ongoing)
Skeletal Swarm (29 damage, reeling)
Amaril
Fandango
Baladir (10 damage)
Zombie Swarm (35 damage, bloodied)

Asharad
27th August 2008, 12:52 PM
The zombie swarm is dead (again) correct?

If the skelly swarm is still alive on my attack, I'll repeat my previous action.

Lycos
27th August 2008, 12:59 PM
Round 3:

As a minor action I am going to use Divine Strength.

Effect: Apply your Strength modifier as extra damage on your next attack this turn.

I would assume that this would double my strength damage. If not then I will not use it right now.

Baladir takes another swing at the Skeletal Swarm using Holy Strike. (STR v AC (+7 for prof and STR), 1d8 + (4 STR radiant damage x 2 if Divine Strength adds to it)).

Shiz
27th August 2008, 01:03 PM
Trask will finish off the skeleton swarm with a Sting, take a bow and then scurry over to grab the moonstone [and rub it lovingly, whispering "my precious!" - joking!]

Lycos
27th August 2008, 01:05 PM
[and rub it lovingly, whispering "my precious!" - joking!]

*Baladir jokingly chops Trask's hand off*

Hey, it could be evil! :D

EricStratton
27th August 2008, 01:13 PM
Round 3:

Amaril waves his hands around like a conductor. It seems to have as much effect on the rats as his spell casting has had.

Sagar
27th August 2008, 01:40 PM
Trask shoots a sting at the skeletal swarm (12+4 vs AC 15) destroying the last of it (2+4+5).

Brunhilde takes 3 ongoing damage but fails her save (natural 1).

I will assume that you guys will assist her in removing the last of the skeletinis before she takes any more damage, though.

You each get 50xp for this encounter. You also gain 1 action point.

Baladir, you are down 10 hp. How many surges will you use?
I will assume Brun will use 2 surges to get back to 33/37 hp.

Looking through the zombie swarm, Trask finds his moonstone on the floor, covered in zombie goo. Otherwise you can find nothing of value in the swarms.

Lycos
27th August 2008, 01:50 PM
Baladir, you are down 10 hp. How many surges will you use?

I'll use one. (8 hp)

Baladir will help everyone clean up from the nasty undead rodent infestation.

Sagar
27th August 2008, 01:56 PM
Now will you take 5 minutes to recover encounter powers, catch your breath, etc, or just pop your heads around the corner and see what's what?

Lycos
27th August 2008, 01:57 PM
Now will you take 5 minutes to recover encounter powers, catch your breath, etc, or just pop your heads around the corner and see what's what?

I'm all for recovering encounter powers.

Shiz
27th August 2008, 01:58 PM
Trask shoots a sting at the skeletal swarm (12+4 vs AC 15) destroying the last of it (2+4+5).

Sting is always vs REF, just fyi.


I will assume Brun will use 2 surges to get back to 33/37 hp.

Fine.

Let's regroup for 5 minutes. Is everyone ok with the marching order I originally laid out before we proceed arond the corner? That is metal in front, leather next, robes in the back? I will hold the sun rod again.

Asharad
27th August 2008, 02:02 PM
Sounds good.

You want me to scout ahead or should we just move en mass?

Shiz
27th August 2008, 02:17 PM
I figure the swarm measn there is nothing immediately ahead so lets move together to the next decision point. Trask will make a Perception check every 50 feet or so. We are not hurrying.

EricStratton
27th August 2008, 02:25 PM
Let's regroup for 5 minutes. Is everyone ok with the marching order I originally laid out before we proceed arond the corner? That is metal in front, leather next, robes in the back? I will hold the sun rod again.
Sounds good.

I figure the swarm measn there is nothing immediately ahead so lets move together to the next decision point. Trask will make a Perception check every 50 feet or so. We are not hurrying.
Also sounds good.

Trask and Baladir are the only ones that have > +0 to Dungeoneering (+4 and +2 respectively). I suggest you guys make periodic checks on that. Under Dungeoneering there is also:

Also, those trained in the skill can identify creatures of the Far Realm that lair and hunt in dungeons and underground settings.

I'm assuming that means a successful D11g (yes, I'm going to abbreviate it that way) roll will be able to tell us about the baddies we're fighting.

Lycos
27th August 2008, 02:34 PM
Let's regroup for 5 minutes. Is everyone ok with the marching order I originally laid out before we proceed arond the corner? That is metal in front, leather next, robes in the back? I will hold the sun rod again.

Sounds cool to me. Every 50 ft I will do a perception and dungeoneering check too.

Sagar
27th August 2008, 02:55 PM
You turn the corner and see a large room about 30' wide and 40' long.
At the far end of the room there is a collapsed doorway. A long the sides of the room (10' from the east and west walls), debris from the walls and ceiling litters the floor. (Moving in these areas is considered difficult terrain).

You notice a few critters in the room.

At the far end, you see a group of zombies mindlessly pounding on the doorway as if they are trying to get through. Arrayed around them are skeletal archers and fighters who seem to be moving aimlessly at the moment.

The room looks like
http://www.primeaxiom.com/rpgt/scene.asp?ID=7l1d2sb2o6q8umpl7mvzlu6dv4ansiy16q9mj s5yiu7d2fzrlozpc7lp3qjicib9

Lycos
27th August 2008, 02:57 PM
Grrrrr...

****ing undead! :mad:

Lycos
27th August 2008, 03:01 PM
Baladir prepares for battle...

Brun, how about we go to the end of this corridor and hold ground there? That way we can protect our flanks. If Brun agrees, I move to E6.

Amaril, Fandango and Trask, see if you can take out the archers.

Asharad
27th August 2008, 06:33 PM
I'd need to get up to F8 to hit the archer.

I could take a -2 to hit them and shoot from E or D6 but in any event I need to move up.

EricStratton
27th August 2008, 06:35 PM
For Sagar: Brun is not listed at 33 HP and still says ongoing dmg.

For the rest of ya's: Amaril will have to move to at least D4 to get in range of the archers but will probably have to move to D6 to see them (I don't have a straight edge to see if D4 or D5 can see B14).

Also I'm all for attacking these abominations of nature.

Sagar
27th August 2008, 06:41 PM
For Sagar: Brun is not listed at 33 HP and still says ongoing dmg. Fixed

For the rest of ya's: Amaril will have to move to at least D4 to get in range of the archers but will probably have to move to D6 to see them (I don't have a straight edge to see if D4 or D5 can see B14).

Also I'm all for attacking these abominations of nature.
You need to get to 6 for a clear shot. -2 to hit from 4 or 5.

Shiz
27th August 2008, 08:11 PM
My Lance of Faith is only range 5. Baladir and Brun need to move the front line up for me to use it. I can use my bow from anywhere but it isn't as effective, although a bunch of those are minions so one shot should kill them.

I can also move over difficult terrain without penalty so the melees form a line and I will try and run around the edges to get the archers. Once I close to melee range, they cannot use archery without provoking an OA.

I say send in Fandango stealthed to make sure there are not mobs around the corners we cannot see. If the undead notice him, then we charge.

Sagar
27th August 2008, 08:15 PM
The undead do not seem to notice you yet. Someone will need to let me know what the group is going to do.

EricStratton
27th August 2008, 08:15 PM
I say send in Fandango stealthed to make sure there are not mobs around the corners we cannot see.
Daaaamn, I totally didn't think of that.

Asharad
27th August 2008, 08:16 PM
Good thinking.

I will stealth and advance to F8.

EricStratton
27th August 2008, 08:19 PM
The undead do not seem to notice you yet. Someone will need to let me know what the group is going to do.
We're still in a group huddle.

I'm cool w/ Fandango stealthing to look around the corners. Then I guess we move up as a group until we're either seen or the ranged ppl are able to get clean shots off.

Lycos
27th August 2008, 08:34 PM
We had that wolf right at the entrance (F7). If we hit one, they'll all come. And if they can't hit us at this distance, it works the same way for us too. I say we start back here and hit who we can, that will get the ball rolling.

Lycos
27th August 2008, 09:54 PM
Good thinking.

I will stealth and advance to F8.

Don't undead see around stealth? They usually aren't using real eyes anyway.

Shiz
27th August 2008, 10:00 PM
Amaril could fire a blast to get there attention and then I could place the Guardian to funnel them.

EricStratton
27th August 2008, 10:10 PM
Don't undead see around stealth? They usually aren't using real eyes anyway.
I'm guessing they can do whatever the DM wants them to. :lowlol:

Amaril could fire a blast to get there attention and then I could place the Guardian to funnel them.
That's an idea. In fact we probably do want to fight them in the hallway. Only two of them would be able to get to us at a time (minus their archers).

Shiz
28th August 2008, 07:47 AM
Not even clear that the archers can hit us without moving. I think we are agreed. Fandandgo doesn't need to scout. We want to fight int he hallway here, so lets draw them to us. Move up one square with Brun and Baladir in front and Amaril can start the fireworks by taking down one of the minions.

Sagar
28th August 2008, 07:59 AM
So is this your action? Everyone moves up one step?

Oh, and I expanded the map a bit in case you wanted more room.

EricStratton
28th August 2008, 08:08 AM
So is this your action? Everyone moves up one step?
Hold on.

Who do we want me to shoot first? I can hit that first Decrepit Skelly right now. If we move up one I can hit the regular (I'm assuming non-minion) Skeleton.

Shiz
28th August 2008, 08:21 AM
Shoot the decrepit. It is probably a minion so it will drop. The minions might have ranged attacks.

Shiz
28th August 2008, 08:21 AM
So is this your action? Everyone moves up one step?

Oh, and I expanded the map a bit in case you wanted more room.

Yes. Good to go.

Lycos
28th August 2008, 08:30 AM
Sounds good. One block forward.

Shiz
28th August 2008, 08:33 AM
And then Amaril fires a blast (+3 vs REF, d10+3) at Decrepit Skel 2 (E11) and Trasks casts his pet at E7 (+4 vs FOR, 1d8+4 radiant)

EricStratton
28th August 2008, 08:54 AM
And then Amaril fires a blast (+3 vs REF, d10+3) at Decrepit Skel 2 (E11) and Trasks casts his pet at E7 (+4 vs FOR, 1d8+4 radiant)
I curse and then blast. Dmg = 1d10 + 3 + 1d6.

Sagar
28th August 2008, 09:01 AM
You all move up one block and the various undead don't seem to notice.
Amaril, miffed at being ignored, launches a Eldritch Blast at DS #2 (12+3 vs REF 14) catching it squarely and perfectly (13 damage). The skeleton literally explodes into a cloud of bone and dust.

Brunhilde turns around and says approvingly "Dude!"

Oh, and you have their attention now.

Trask casts his GoF and it appears at the directed spot.

Sagar
28th August 2008, 09:03 AM
Round 1
Initiative and status:

Baladir (24) 2 damage
Trask (23)
Zombie Wolf (21)
Skeletal Archers (19)
Skeleton (18)
Skeletal Fighter (16)
Fandango (14)
Brunhilde (12) 4 damage
Amaril (8)
Zombie Rotter (8)
Zombie (7)

Lycos
28th August 2008, 09:13 AM
Baladir (24)Ahhhh, the gods have bestowed their favor upon me.

Yells at the skeletal wolf. "Come here POOCHIE!" Casts Divine Challenge on it. and prepares a Holy Strike (STR v AC (+7 for prof and STR), 1d8 + (4 STR radiant damage) against it.

EricStratton
28th August 2008, 09:36 AM
At the bottom of the init order *again*. Damn my low Dex!

EricStratton
28th August 2008, 09:37 AM
Ahhhh, the gods have bestowed their favor upon me.

Yells at the skeletal wolf. "Come here POOCHIE!" Casts Divine Challenge on it. and prepares a Holy Strike (STR v AC (+7 for prof and STR), 1d8 + (4 STR radiant damage) against it.
Skeletal wolf? Am I looking at the wrong map?

Lycos
28th August 2008, 09:46 AM
Skeletal wolf? Am I looking at the wrong map?

My bad, Zombie Wolf, at F7.

Sagar
28th August 2008, 09:52 AM
At the bottom of the init order *again*. Damn my low Dex!
And lousy rolls. Don't forget the lousy rolls.

If you would prefer, I can let you roll your own initiatives from now on :)

EricStratton
28th August 2008, 09:54 AM
My bad, Zombie Wolf, at F7.
Ooooh. He totally blended in w/ the background and I didn't see him.

EricStratton
28th August 2008, 09:55 AM
And lousy rolls. Don't forget the lousy rolls.

If you would prefer, I can let you roll your own initiatives from now on :)
I would if I thought it wouldn't add an unneeded delay to things. :lowlol:

Lycos
28th August 2008, 09:55 AM
If you would prefer, I can let you roll your own initiatives from now on :)

Nah, no need for that, at least for me. Your rolls are as good as mine.

Shiz
28th August 2008, 10:21 AM
Round 1:

Trask prepares to Sting the first undead beastie (and thereby give up his initiative position) that comes in range (+4 vs REF, 1d8+4 radiant, Hit: +2 ATK to Amaril). As a minor action he put his mace on his belt and ready his longbow.

Brunhilde will Reaping Strike (+8 vs AC, d12+4, Miss: 4) if only one mob is in melee or Cleaving Strike (+8 vs AC, d12+4, Hit: 4 dmg to adjacent enemy) if there are two.

As far as I can tell, Brun and Baladir have at least partial conceament from the skel archers given current positions.

Sagar
28th August 2008, 11:18 AM
The zombie wolf rounds the corner and suffers what could only be called a bad day.

It gets divinely challenged by Baladir and then attacked by Baladir (2+7 vs AC 14). At least he missed.
Then it gets lanced by Trask (14+4 vs Ref 12) right on the nose (6+4+5 damage).
It responds by attacking Baladir (12+7 vs AC 18) and bites him soundly (5+3 damage) and knocks him prone. Baladir begins to feel the bite burn (5 necrotic ongoing damage). Before it can celebrate it's victory, though, it gets burned (19+4 vs Fort 14) by the GoF's radiant aura (3+4+5 damage). The wolf is bloodied.

The skeletal archers fire at the party. The first (9+6 -2 cover vs AC 18) misses Baladir. The second (2+6-2 vs AC 18) misses Brun.

The skeleton moves up, but hesitates to get too close to the GoF.
The decrepit skeleton is not so intelligent and it rushes up to attack Baladir (4+6 vs AC 18). It does managed to avoid the GoF aura (3+4 vs F 13),though.

Fandango....

EricStratton
28th August 2008, 11:25 AM
Amaril will curse and Eldritch Blast whichever mob is closest to him when his turn comes up.

EB - +3 vs Reflex; 1d10 + 3 + 1d6

Asharad
28th August 2008, 11:25 AM
Fandango will shuriken sly flourish the wolf to finish it off (and so my fellow party members don't have to deal with it next round). I don't have combat advantage on it but I can't reach anything that I do have combat advantage on anyway.

Attack: AC vs +7 total.

Damage: 1d6+8.

Sagar
28th August 2008, 12:42 PM
With a flourish, Fandango flips a shuriken between the B's and strikes the zomboid canine (10+7 vs AC 16) soundly (3+8 damage).

Brunhilde swings her axe in a short, powerful arc but (5+8 vs AC 16) misses the wolf.

Amaril tries to sneak a blast at the wolf (9+3 vs R 14) through all the party members in front of him, but misses.

The zombie rotters shamble slowly towards the party as does the zombie.

End of Round 1

Round 2:

Initiative & Status:

Baladir (10 damage + 5 ongoing)
Trask
Zombie Wolf (38 damage, bloodied)
Skeletal Archers
Skeleton
Decrepit Skeleton
Fandango
Brunhilde (4 damage)
Amaril
Zombie Rotters
Zombie

Shiz
28th August 2008, 12:58 PM
You forgot Amaril's +2 buff from my Sting. He hit, barely. I rolled a 6 dmg (+3 = 9) to save you a step.

Round 2:

Trask Stings the oncoming skeleton (+4 vs REF, 1d8+4 radiant, Hit: +2 ATK to Amaril).

Brunhilde will Reaping Strike the wolf (+8 vs AC, d12+4, Miss: 4) if only one mob is in melee or use Cleaving Strike (+8 vs AC, d12+4, Hit: 4 dmg to adjacent enemy) if there are two.

Lycos
28th August 2008, 01:15 PM
Round 2:

"BAD POOCHIE!"

Depending on the change to Round 1 if the wolf is still there with a friend I will get up and proceed to do a Cleave against the wolf.

Attack: Strength vs. AC
Hit: 1[W] + (4) Strength modifier damage, and an enemy adjacent to you takes damage equal to your Strength modifier.

If the wolf and friend is gone, I will use Divine Challenge on the closest target, and use Holy Strike against that target.

Asharad
28th August 2008, 01:55 PM
If the wolf is still alive I will sly flourish it again.

If it isn't, I will sly flourish the skeleton.


Attack: AC vs +7 total.
Damage: 1d6+8.

EricStratton
28th August 2008, 02:12 PM
Also note that the Wolf is cursed from last round.

Amaril will curse and Eldritch Blast the closest enemy to him.

If it turns out that both the Wolf and Decrepit Skelly 1 are dead and the nearest enemy to me is the Skeleton, Amaril will cast Witchfire (his encounter power) on it instead of EB.

EB: +3 +2 (if Trask's Sting hits) vs Reflex; dmg: 1d10 + 3 + 1d6 (curse)

Witchfire: +3 + 2 (if Trask's Sting hits) vs Reflex; dmg: 2d6 + 3 + 1d6 (curse) fire dmg and the target has -6 to attack rolls until the end of my next turn.

Sagar
28th August 2008, 04:05 PM
Instant replay shows that the judges erred and Amaril actually hit the wolf zombie. One would have thought they couldn't miss the burning fur (6+3+2) but *shrug*. :lowrazz: (Thanks Shiz.) The wolf is staggering and reeling (and quite clearly wishing it had stayed dead the first time around).

Round 2

Baladir takes 5 necro damage from the wolf bite, stands back up and attempts to cleave the wolf (9+4 vc AC 14) but he doesn't get good swing in the confined space and misses. The wounds continues to burn (ST 6). Baladir is bloodied.

Trask lances a sting at the wolf (12+4 vs Ref 12) hitting (4+4+5) the wolf zombie solidly. With a relieved sigh, the wolf zombie sinks to the ground and falls apart.

The western archer shoots at Baladir (19+6-2 vs AC 18) and hits for 4 damage.

The eastern archer shoots at Brunhilde (natural 1) and shoots the living bejezus out of the stone wall by the GoF.

The skeleton surges forward and attacks Brunhilde - who, you notice, looks alot like the skeleton. The Skelly swings a longsword (17+10 vs AC 18) and hits soundly (6+2 damage), marking Brunhilde. The skeleton is hit by the GoF aura (16+4 vs fort 15) and begins to smoke (6+4+5rad damage).

DS 1 attacks Baladir (15+6 vs AC 18), hitting for 4 more damage. Baladir is reeling from the attacks. The puny DS resists the GoF aura yet again, though (6+4 vs F 13).

Fandango flips another shuriken at the skeleton (with his trademark flourish) (18+8 vs 18 AC) hitting it and knocking off it's hand (3+8 damage).

Brunhilde swings a cleaving strike at the skeleton who marked her (natural 20.. DM says "wench!") Her blow cleaves completely through the skeleton (12+5+10) and continues on through the decripit skeleton (4+4). Both crumble to dust.
(Note: Brun gets +5 damage due to the +1 axe. Also, great axe is a high crit weapon which, if I remember correctly, does max + bonus + W damage or, in this case, 12 + 5 + d12)

Amaril quickly re-aims, curses the nearest zombie and then casts EB at it. The skeleton dust in the air apparently interfers with his aim, though (3+3 vs R 9) and he misses.

The zombies continue to amble forward. Rotter attacks Brun (16+5 vs AC 18) and hits for 5 damage. Rotter 2 swipes at Baladir (18+5 vs AC 18) hitting for 5 damage. Rotter avoids the GoF aura (4+4 vs F14). Rotter 2, however (15+4) bursts into flames (9 damage) and falls to dust.

Sagar
28th August 2008, 04:08 PM
Round 3:

Initiative and status
Baladir (28 damage + 5 ongoing, bloodied, reeling)
Trask
Skeletal Archers
Fandango
Brunhilde (17 damage)
Amaril
Zombie Rotter
Zombie

As soon as Round 3 starts, Baladir festering wound overcomes him and he falls to the ground, unconcious. He makes his save vs ongoing damage, though (15).

Lycos
28th August 2008, 04:16 PM
Round 3:

I proceed to fall down with flair. :mrgreen:

Asharad
28th August 2008, 04:22 PM
Fandango will use his encounter power, Dazing Strike against the zombie

Attack:+7 vs AC
Damage:1d6+4 and the zombie will be dazed (and thus everyone will have combat advantage) until the end of my next turn.

Shiz
28th August 2008, 05:08 PM
Round 3:

Time for Trask to save the day!

Minor action: Healing Word on Baladir (surge value +1d6+4). Sorry man, should have done this earlier. Does he lose his turn?

Move: As I whisper healing to Baladir and urge him to stay put, I stride towards the undead, hugging the wall to end at F8 (yes this opens me to an OA from the rotter). Elves suffer no penalty from difficult terrain, as you know.

Standard: Turn Undead on the zombie and 2 rotters (close burst 2 with D6 and D10 as two corners, +4 vs Will, 1d10+4 radiant, Hit: push back 5 and immobilized until end of my next turn, Miss: 1/2 dmg). Trask will use Elven accuracy to re-roll a miss on the Zombie.


Brunhilde: move and attack any zombie she can reach with Reaping Strike (X2 thanks to her action point if it is not dead after the first swing) (+8, d12+5, Miss: 5). Immobilized give CA.

Asharad
28th August 2008, 05:33 PM
I know it's a pain, but please hold my attack until I see what the results of Shiz's attack are.

EricStratton
28th August 2008, 06:58 PM
Standard affair for Amaril:

Curse nearest baddie and cast X on it. Where X = EB if it's a Rotter, Witchfire if it's the Zombie proper.

EB: +3 vs Reflex; 1d10 + 3 + 1d6 (curse)

Witchfire: +3 vs Reflex; 2d6 + 3 + 1d6 (curse) fire dmg and the target has -6 to attack rolls until the end of my next turn.

Sagar
28th August 2008, 09:32 PM
Trask quickly but, perhaps, belated sends a healing word to Baladir, bringing him back to consciousness and restoring 16 hp. Baladir is still prone, though.

Then Trask tries to sidle past the rotter but it moves fast for a dead thing and it slams him (19+6 hit, 5 damage). Trask bounces off the wall, moves into the debris, and calls forth his holy powers. The incredible of death otherwise known as Zombie Rotter easily evades the attack (natural 1). Rotter 3 (11+4 vs 10) and the Zombie (14+4 vs will 10) are both hit and light up like candles (8+4+5 damage). The zombie rotter falls to dust. The zombie is slowly pushed backwards by the force of Trask's faith.

The skeletal archers let arrows fly at this new, easier targer known as Trask.
(10+6, 13+6 vs AC 17). One nicks the elf (3 damage), the other is dodged by the narrowest of margins.

Fandango's turn.

Lycos
28th August 2008, 09:49 PM
Am I done for Round 3? Or do I get a chance to do something?

Shiz
28th August 2008, 10:39 PM
Assuming Fandango kills the rotter, Brunhilde will just move south 5 to D10.

Asharad
28th August 2008, 11:07 PM
Okay, I'll kill the rotter then.

Sly flourish, same as before.

Attack: AC vs +7 total.
Damage: 1d6+8.

sorry for the delay, but I needed to see what happened before my turn.

Sagar
29th August 2008, 07:02 AM
Fandango, feeling slightly silly showing off in front of an undead audience, once again flings a shuriken with a dramatic flourish. The zombie rotter seems impressed, or maybe its the shuriken flashing through its head (9+7 vs AC 13, damage 11). Either way, it finally crumples to the ground.

Brunhilde, lacking any local enemies, moves south.

Amaril slides forward to get the zombie in range, then casts witchfire on it (11+3 vs ref 9). The zombies begins to smolder, then bursts into flames (3+2+3+5 damage). The zombie is looking pretty rough. Not bloodied so much at barbequed (and reeling).

Fandango hears a sound behind him (perc 13 vs DC 10) and turns to see another wolf zombie coming through the hole in the wall behind you. It races down the corridor and attacks (17+7 vs AC 16) biting Fandango (6+3 damage) and the wound begins to fester and burn (5 ongoing damage).

End of round 3

Round 4
Initiative and Status

Baladir (17 damage, bloodied)
Trask (8 damage)
Skeletal Archers
Fandango (9 damage)
Brunhilde (17 damage)
Amaril
Zombie (30 damage, immobilized, bloodied, reeling, -6 to attack)
Zombie wolf 2 (fresh and fiesty)

Baladir
You realize (insight 21) that these wolf zombies are the same wolves you killed last night. Now that you think about it, the party never did anything with them after the fight and the corpses were not there this morning.

Shiz
29th August 2008, 08:09 AM
Round 4:

Despite his surprise at Fandango's yelp of pain, Trask decides that the three of them can handle whatever it is that has flanked us.

He moves to bring the zombie and archers into range (F10) and once again summons his Sting to try and finish off the zombie (+4+2 vs REF, d8+4 radiant, Hit: +2 ATK Brunhilde).

Confident that Trask will finish off the obviously reeling zombie, Brunhilde moves to engage one of the archers (C14) with a Sure Strike (+10 vs AC, d12+5).

Asharad
29th August 2008, 08:29 AM
Fandango will stand up (move), pull a dagger (minor) and Dazing Strike the wolf.


Attack: +7 vs. AC
Hit: 1d4+ 5 and the target is
dazed until the end of my next turn, setting it up for CAs.

Shiz
29th August 2008, 08:54 AM
Fandango will stand up (move), pull a dagger (minor) and Dazing Strike the wolf.


Attack: +7 vs. AC
Hit: 1d4+ 5 and the target is
dazed until the end of my next turn, setting it up for CAs.

Someone is getting the hang of this D&D thing...

Lycos
29th August 2008, 09:00 AM
I yell, "I believe that these wolf zombies are the same wolves that we killed last night. There must be some 'undead' power source in here."

Round 4:

I perform "Lay on Hands" on myself for 8 hp.

And I move to engage Zombie Wolf 2.

I perform a holy strike Holy Strike (STR v AC (+7 for prof and STR), 1d8 + (4 STR radiant damage) on him.

Asharad
29th August 2008, 09:05 AM
Someone is getting the hang of this D&D thing...

Could be. Or it could simply be an example of that old half-elven proverb "The sun even shines on an orc's ass sometimes."

Asharad
29th August 2008, 09:07 AM
I say, "I believe that these wolf zombies are the same wolves that we killed last night. There must be some 'undead' power source in here."

"When I kill something I prefer it to stay dead. Again. ****ing undead!"

That's rather clever, Lycos. I bet you are right.

Lycos
29th August 2008, 09:12 AM
"When I kill something I prefer it to stay dead. Again. ****ing undead!"

"I can't agree enough."

*swing*

" ****ing undead!" :D *laughs*

Lycos
29th August 2008, 09:43 AM
Someone is getting the hang of this D&D thing...

Your geekness has improved (11).

Sagar
29th August 2008, 10:38 AM
Baladir uses LoH on himself and again gets the distinct impression that that is NOT how the power is be used. He also gets the impression that there will be repurcussions to this use... but he is healed 8 and is no longer bloodied.
He then moves to intercept the wolf and attacks with a holy strike (17+7 vs AC 13) hitting (5+4+5) and burning the wolf in holy fire.

Trask inches through the rubble and shoots the zombie with holy power (8+4+2 vs ref 9) burning it to the ground (6+4+5 damage).

The archers shoot at Trask (1+6, 10+6 vs AC 17) and both miss.

Meanwhile, Fandango thrusts a dagger at the wolf's eyes (6+7 vs AC 14) but misses by a whisker.

Brunhilde stalks toward one of the archers but stumbles on some debris as she swings (natural 1) and misses badly.

Amaril...(will probably do something nasty to the wolf, but he gets to say what and to whom.)

EricStratton
29th August 2008, 11:22 AM
Sorry, busy busy morning.

Amaril will move to E6 (put a bit of distance between himself and the wolf and, I think, put Trask and GoF between him and Archer 2). Then curse the wolf and fling EB at it.

EB - +3 vs reflex; dmg = 1d10 + 3 + 1d6 (curse)

Sagar
29th August 2008, 11:35 AM
Amaril shifts to better cover, curses the wolf and sends a magical bolt at it. He hits (10+3 vs Ref 12) it soundly (8+3+5) and his curse bites deeply into the zombiod animal. The wolf zombie is bloodied.

Oh.. and I missed....

Fandango took 5 damage at the beginning of his turn from the ongoing wolf bite and is now bloodied. He also managed to clean the wound (ST 10) enough to stop ongoing damage.

End of round 4

Round 5:
Initiative:
Baladir (9 damage)
Trask (8 damage)
Skeletal Archers
Fandango (14 damage)
Brunhilde (17 damage)
Amaril
Zombie wolf 2 (30 damage, bloodied)

Lycos
29th August 2008, 11:44 AM
Round 5:

Perform "Lay On Hands" on Fandango. "By Pelor's strength, feel your wounds heal."

I perform a Holy Strike (STR v AC (+7 for prof and STR), 1d8 + (4 STR radiant damage) on Zombie Wolf 2.

Shiz
29th August 2008, 12:10 PM
Round 5:

Trask Sting's the archer that is trying to makeout with Brunhilde (+4 vs REF, d8+4 radiant, Hit: +2 ATK Brun) and then throws her a Healing Word (surge+1d6+4) since it will heal her more than spending surges after battle. Trask is out of Healing Words for this encounter.

Brunhilde says "I am not that kind of girl" and makes a Reaping Strike (+8+2 vs AC, d12+5, MIss: 5).

EricStratton
29th August 2008, 12:27 PM
Amaril shifts to better cover, curses the wolf and sends a magical bolt at it. He hits (10+3 vs Ref 12) it soundly (8+3+5) and his curse bites deeply into the zombiod animal. The wolf zombie is bloodied.
"Bam! Yeah!"

If Baladir doesn't kill the wolf (again), Amaril will hit it w/ EB.

If he does kill the wolf, Amaril will curse and EB whichever of the Archers is "alive" and closest.

EB: +3 vs Reflex; 1d10 + 3 + 1d6 (curse)

Sagar
29th August 2008, 12:34 PM
Baladir uses LoH on Fandango and heals him for 6 damage (I think that uses Baladir's surge, correct me if I am wrong).
The paladin then swings at the wolf (2+7 vs AC 14) and misses.

Trask attacks the skeletal archer (5+4 vs Ref 14) and misses.
He then heals Brun (9+5+4) and Brun is fully restored.

Another zombie wolf crawls through the hole, pauses a moment, and then shoots straight at Baladir. It attacks (9+7 vs AC 18) and it's teeth scrape off Baladir's armor.

An archer shoots at Trask (natural 20) and hits for 6 damage. Trask is bloodied.

The other archer pulls out a longsword and attacks Brunhilde (19+6 vs AC 18) and hits for 4 damage.

While Fandango does something to the wolves, Brunhilde attacks the archer and (11+8 vs AC 16) and crushes it (5+5 damage)...

Lycos
29th August 2008, 12:57 PM
Round 6:

I am looking around the best I can for something out of the ordinary. Something that is making these dead things come back to life.

Perform Divine Challenge on Wolf 2.

I perform a Holy Strike (STR v AC (+7 for prof and STR), 1d8 + (4 STR radiant damage (+2) WIS) on Zombie Wolf 2.

And I use an action point to strike again on the same wolf if it's alive or I will do the same (DC and HS) to the fresh wolf (3) if wolf 2 is dead again.

Asharad
29th August 2008, 01:47 PM
I'll sly flourish wolf 2 with a dagger.

Attack:+8 vs ac
damage:1d4+8

Sagar
29th August 2008, 02:03 PM
Fandango's flourish is getting a bit stale in this fight (3+8 vs AC 14) and it misses.

Amaril curses the remaining archer and then blasts it (11+3 vs Ref 14) to smithereens (5+3+3 damage).

Wolf 2 attacks Baladir (2+7 vs AC 18) and misses by a mile.

End of Round:

Round 6
Initiative & Status:

Baladir (9 damage)
Trask (14 damage, bloodied)
Fandango (8 damage)
Brunhilde (4 damage)
Amaril
Zombie wolf 2 (30 damage, bloodied)
Zombie wolf 3 (fresh and focuses on Baladir)

EricStratton
29th August 2008, 02:07 PM
Amaril curses the remaining archer and then blasts it (11+3 vs Ref 14) to smithereens (5+3+3 damage).

Technically I couldn't do this if either of the wolves are alive. I can only curse the baddie nearest to me. I don't know if the additional 3 matters.

Asharad
29th August 2008, 02:07 PM
Grrr...same thing again.

More flourishy! more sly!

Sagar
29th August 2008, 02:09 PM
Technically I couldn't do this if either of the wolves are alive. I can only curse the baddie nearest to me. I don't know if the additional 3 matters.

Good to know. But it didn't matter. Well, you only blew it partly to smithereens.

Shiz
29th August 2008, 02:14 PM
Round 6:

Trask uses an action point to Sting the last archer twice (+4 vs REF, d8+4 radiant, hit: +2 ATK Brunhilde) and then move the GoF to E5. If either attack misses, he will trigger Elven Accuracy. He wants to burn this one down and go help the others.

Brunhilde comes after the archer to F13 (I count 4 move units) and Sure Strikes (+8+2[sure strike]+2[buff] vs AC, d12+5) it.

Lycos
29th August 2008, 02:16 PM
Round 6:

Trask uses an action point to Sting the last archer twice (+4 vs REF, d8+4 radiant, hit: +2 ATK Brunhilde) and then move the GoF to E5. If either attack misses, he will trigger Elven Accuracy.

No archers are left.

FYI everyone, I'm out of Lay on Hands for the day.

Sagar
29th August 2008, 02:19 PM
Round 6:

Trask uses an action point to Sting the last archer twice (+4 vs REF, d8+4 radiant, hit: +2 ATK Brunhilde) and then move the GoF to E5. If either attack misses, he will trigger Elven Accuracy. He wants to burn this one down and go help the others.

Brunhilde comes after the archer to F13 (I count 4 move units) and Sure Strikes (+8+2[sure strike]+2[buff] vs AC, d12+5) it.

The archers are gone (I was still updating the map, apparently. See initiative summary.)

Your lance is R5. You need to get closer to the wolves.

Shiz
29th August 2008, 02:21 PM
If the archers are gone, the Trask moves to E8 and double Stings, wolf 2 first until it is dead and then wolf 3 of one shot was enough. GoF stays put. Sting buff to Baladir.

Brunhilde will then run (+2 speed, -? AC) to D7.

Use you APs now people.

Sagar
29th August 2008, 02:21 PM
Baladir unleashes a thunderous holy strike against zombie wolf 2 (natural 20. Crits against zombies are insta-kill) and slices it completely in half. It struggles for a moment or 3 then the pieces go still.

Baladir then moves smoothly into a strike against the new, fresh zombie wolf but misses (3+7 vs AC 14).

Trask moves forward and casts a sting against the last zombie wolf, hitting (17+4 vs ref 12) it with holy flames (8+4+5). He quickly fires again (15+4 vs R12) and continues the confligration (4+4+5). The zombie is smoking.

The wolf attacks Baladir (9+7 vs AC 18) and again, gets only a mouthful of armor.

Fandango comes up with his best flourish yet (16+8 vs AC 14) and hits (2+8).

Brunhilde scurries quickly toward the party...

Sagar
29th August 2008, 02:23 PM
Round 5 had one left:
.

Brun killed one, Amaril got the other.

Shiz
29th August 2008, 02:24 PM
Sting buff ain't gonna matter now, but give it to Amaril if Fandango fails to dance it to death.

Asharad
29th August 2008, 02:31 PM
No reason to use AP in this fight, is there? I mean, its almost over.

EricStratton
29th August 2008, 02:34 PM
I'll curse and then EB it twice if need be, using an AP.

EB: +3 +2 (from Sting) vs Reflex; 1d10 + 3 + 1d6

Sagar
29th August 2008, 02:51 PM
Amaril curses the last wolf then casts Eldritch Blast at it but missing narrowly (2+2+2 vs R12). Yelling "MULLIGAN", he casts again (12+2+2 vs R12) catching it solidly in the side (3+3+6 damage). The wolf zombie is reeling now and pieces of it begin to fall off.

Sagar
29th August 2008, 02:54 PM
Round 7 -

Baladir feels as though he has been punished enough and, renewed, lashes out at the zombie wolf (18+ vs AC 14) hitting and destroying the last of the mobs (5+4+5).

Silence echoes in the now vacant room.

EricStratton
29th August 2008, 02:55 PM
"Bam! High fives!"

Shiz
29th August 2008, 02:57 PM
No reason to use AP in this fight, is there? I mean, its almost over.

We are in a room with locked doors and controlled access. We have had 2 encounters, one of which was quite long. This might be a good place for a 6 hour rest.

That said, you cannot bank action points so there is no reason to not use them.

Lycos
29th August 2008, 03:05 PM
Two things I want to know.

1. Are any of these things trying to come back together?
2. I would like to take a serious look around. Things don't usually become undead on their own. They are usually created by other undead or by necromancers, or some sort of evil power source (item, altar, etc.)

Sagar
29th August 2008, 03:13 PM
Two things I want to know.

1. Are any of these things trying to come back together?
2. I would like to take a serious look around. Things don't usually become undead on their own. They are usually created by other undead or by necromancers, or some sort of evil power source (item, altar, etc.)

None of the remnants scattered around the room appear to be moving at all. A quick glance around the room reveals no other creatures or any discernable source of evil power.

The only things you see are the remnants, debris along the sides of the room (mostly masonry and dirt from the walls and ceiling) and the partially collapsed doorway at the south end.

Oh, and a somewhat used but completely servicable hand-and-a-half sword on the eastern skeletal archer.

Asharad
29th August 2008, 03:14 PM
Let's make sure there isn't anything else valuable/dangerous sitting around.

Otherwise, I am fine with a short rest.

Sagar
29th August 2008, 03:18 PM
Each of you gets 175 exp for the battle.

Amaril gets a 25 exp avoidance bonus for not getting hit yet in his adventuring career.

Sagar
29th August 2008, 03:20 PM
The weapons worn by the skeletons aren't in TOO bad shape. Only the sword mentioned above is worth anything really. The rest of the stuff is pretty much junk.

The good stuff must be farther in...

Lycos
29th August 2008, 03:22 PM
... a somewhat used but completely servicable hand-and-a-half sword on the eastern skeletal archer.

What is a hand-and-a-half sword?

And I'm up for a rest too.

Sagar
29th August 2008, 03:24 PM
What is a hand-and-a-half sword?

And I'm up for a rest too.

It's another name for a bastard sword.
I couldn't remember how to spell illegitimate.:lowrazz:

Lycos
29th August 2008, 03:25 PM
It's another name for a bastard sword.
I couldn't remember how to spell illegitimate.:lowrazz:

SWEET! I was hoping that was the case.

Thank you Pelor! :goodie!:

Does anyone mind if I grab this??

Shiz
29th August 2008, 03:40 PM
Trask spends 2 surges to heal 12 points. Then he is going to spend a good 15 minutes examining the rubble and the doors at the "south" end of the room (Perception +11).

Lycos
29th August 2008, 03:43 PM
If no objections, I will grab the bastard sword. This is my new primary weapon.

Do we have any opening doors in the room or the corridor? If not, then I will look for secret doors.

Also, I will burn a surge to get to 32 hp. Right?

Who still has their Second Winds left?

Asharad
29th August 2008, 03:44 PM
I'm also going to look around in the rubble for stuff and traps and doors and such.

Shiz
29th August 2008, 03:46 PM
Each of you gets 175 exp for the battle.

Amaril gets a 25 exp avoidance bonus for not getting hit yet in his adventuring career.

EXP totals:

Trask, 745
Everyone else, 695

Shiz
29th August 2008, 03:47 PM
When everyone is ready, come to the doors and let's figure out how to open them.

Lycos
29th August 2008, 03:56 PM
When everyone is ready, come to the doors and let's figure out how to open them.

You know. Now that I think about it. Going on might not be a good idea. It depends on how many daily powers we have gone through and how many Second Winds we have gone through. We might be better on an extended rest.

Shiz
29th August 2008, 04:02 PM
It has only been about an hour since we broke camp to chase the raccoon.

This is my recollection of what our reserves look like:

Trask: Second Wind
Brunhilde: Second Wind, AP, Daily Power
Fandango: Second Wind, AP, Daily Power
Baladir: Daily Power
Amaril: Second Wind, Daily Power

I think we are good. sagar hinted at us getting another AP at some point so those with none might have one and those with one might have 2.

Lycos
29th August 2008, 04:24 PM
ok

EricStratton
29th August 2008, 04:27 PM
Amaril: Second Wind, Daily Power
Correct for me.

Don't forget to make your Dungeoneering rolls, ppl. I'll make one but don't expect much out of it (+0). And I'd be remiss if I didn't make a History check on this place (+11), just in case things changed since when I made the check on the surface.

Lycos
29th August 2008, 04:31 PM
Right, I will use my dungeoneering and perception rolls.

FYI, Bastard Sword stats:

+7 vs AC [+4 strength] [+3 proficiency]; damage 1[W]=1d10+4 [strength] 6 lb (Heavy blade)

Sagar
29th August 2008, 09:33 PM
My understanding is that second winds reset after a brief rest. Total surge count available per day does reset until an extended rest.

Sagar
29th August 2008, 09:38 PM
You spend 15 minutes or so searching the room. No one finds any traps or secret doors or treasure or anything else of interest.

The door way at the end is partially collapsed. Apparently whatever caused the masonry in the ceiling and walls to come loose and fall seems to have done a number on the doorway.

Brunhilde suggests that perhaps there was a mild earthquake. Amaril notes that this damage is several years older than the treefall that tore open the wall out in the corridor.

Anyway, after examining it for a bit, Brunhilde says that, with Baladir's help, the two of them should be able to clear the debris in 10-20 minutes without risk of further cave-ins.

Do you want them to proceed?

Oh, and Trask thinks he might have heard something past the doorway, but if so, it was small and somewhat distant.

EricStratton
29th August 2008, 09:42 PM
You bet your ass I wish to proceed.

Sagar
29th August 2008, 10:32 PM
You bet your ass I wish to proceed.

I'll take that as a yes for the party.

As I understand it, the party used surges to heal back close to full and spent 5 minutes or so resting (reset encounter powers). They they searched for 15 minutes or so. Then started clearing out the doorway.

Let me know if that is not right.

When the debris is cleared away, you see a short hallway extend south. The masonry is in pretty good repair and the floor is not particularly dusty.
It extends about 20' and stops at a T-intersection. (for the sake of simplicity, I will move you down the corridor a bit).

Moving cautiously to the intersection, you see:
http://www.primeaxiom.com/rpgt/scene.asp?ID=kv54hezjg8i23quryomur6mn8fdhytkxqh1ft rpxt9z3ksdbax5d4om8r4e1itt9

To the west is a stout wooden door that looks a bit worse for wear.
To the east, where the grey tiles are, are two columns. The corridor continues between them but is only 5' wide.

Which way do you want to go?

Lycos
29th August 2008, 11:31 PM
West? Sounds good to me. stop at the door, and try to listen for anything on the other side.

Asharad
30th August 2008, 08:19 AM
If we go east I am checking the columns like a mad man for traps and throwing a piece of silver done the hall.

But I'l fine heading west first.

Shiz
30th August 2008, 09:53 AM
I have no reason to disagree. West.

EricStratton
30th August 2008, 10:24 AM
West.

Sagar
30th August 2008, 10:30 AM
The door to the west is basically a normal wooden door - thick but old.
There are gaps and cracks at the bottom, some as big as 6-8".

The door, when you press against it, does not move. Fandango checks and figures it is not locked. Whatever caused the other doorway to collapse must have warped this one, pinning the door.

The doorway looks solid, though. You don't think it would collapse if the door were forced open.

Listening at the door, Trask hears nothing coming from the other side.

Asharad
30th August 2008, 10:56 AM
I assume that looking under the door through the cracks only reveals darkness?

let's have brun knock it down, I guess.

Sagar
30th August 2008, 01:49 PM
Breaking the door loose will be a str vs DC 20 action. One other person can help which will add +2 to the check.

You peek under the door and see small beady eyes looking back at you. In a flash, they disappear and a scalely tail flashes past before all you see is darkness. (natural 20 rolled on your perception check.. lucky bastage :p)

Asharad
30th August 2008, 02:11 PM
"Guys! Beady eyes! Scaly tails! I dunno what that means, but it sounds ominous!"

EricStratton
30th August 2008, 02:28 PM
"I am not the physical type. Someone else help with the door. I'll supervise."

Shiz
30th August 2008, 02:56 PM
Brunhilde tells everyone to step aside and attacks the door with her axe.

"We ain't gonna surprise anyone now. No point in being quiet."

Trask draws an arrow and takes a bead on the door. He will let fly at the first creature he sees (+6 vs AC, d10+4).

Shiz
30th August 2008, 03:00 PM
----Brun---
Fandango - Baladir
Amaril----Trask

is our position

Lycos
30th August 2008, 03:38 PM
I will help with the door.

Asharad
30th August 2008, 03:45 PM
Should we ready spells and weapons?

I mean, we know something is behind this door, I saw it.

EricStratton
30th August 2008, 04:20 PM
Should we ready spells and weapons?

I mean, we know something is behind this door, I saw it.
We should definitely all get ready to take out that scaley rat. ;)

Sagar
30th August 2008, 05:11 PM
Brunhilde slams into the door (10+4 vs DC 20) and the door shakes, but doesn't budge.
She pauses, then nods to Baladir and the two slam into the door.
This time (18+4+2) it crashes inward revealing a 20'x30' room.
In ages past, this room was probably a store room. But where originally there may have been neat piles, now there are only mounds of debris. (the darker floor sections are debris. Treat these as difficult terrain)

There are also rats.

Lots of rats.

Their beady eyes glare at you from the piles of debris as if daring you to invade their lair.

Sagar
30th August 2008, 05:15 PM
Surprise:

No one was particularly surprised.

Round 1:

Initiative and status:
Brunhilde (26) 4 damage
Rat Swarm (23)
Fandango (22) 2 damage
Baladir (18) 1 damage
Giant Rats (18)
Trask (7)
Amaril (6)

Shiz
30th August 2008, 05:41 PM
Oh man...no pet.

Trask rolls a nature check to see if he knows anything special (+6) and then share it with the group. He remembers from the undead swarm that area attacks hurt swarms more than direct attacks and says so. Too bad he doesn't have any.

Round 1:

Brundhilde will ready a Reaping Strike against the first thing that comes into melee range (+8 vs AC, d12+4, Miss: 4).

Trask will shoot an arrow at a rat (not the swarm) +6 vs AC, d10+4.

Sagar
30th August 2008, 05:55 PM
Shiz remembers that rats are aggressive in large numbers but can flee if their numbers dwindle too rapidly. Some extremely nasty ones can carry disease.

Asharad
30th August 2008, 06:24 PM
I will move to G6.

I've got combat advantage vs the giant rats so...

Sly Flourish with backstabber action
Attack: +9 (dex/ca/prof) vs. AC
Damage: 1d6+2d8+8

against giant rat 1

EricStratton
30th August 2008, 07:15 PM
I'm pretty sure Amaril doesn't have a clear shot at any mob from where he is (I6) so he'll move to H5 and curse...something. I'm guessing that curse hits the nearest mob I can see. I don't know if having cover effects that (I don't have my PHB handy. If no one looks it up before I get to it, I'll post if I find anything). So for now, Sagar, curse whatever you think I should curse.

Then he'll fire EB at Giant Rat 3 (I think that's a clear shot, or at least only -2).

EB: +3 vs Reflex; dmg: 1d10 + 3 + 1d6 (if it's cursed)

Lycos
30th August 2008, 11:01 PM
I'm assuming that we have their attention and I don't have to go after anything. They're coming to us!

I ready the 1.5 Hand Sword and my shield. And I will Divine Challenge the first thing that comes after me. And I will then Holy Strike it (STR v AC (+7 for prof and STR), 1d10 + (4 STR radiant damage) +2 WIS Mod.).

Sagar
31st August 2008, 12:08 AM
Brunhildes readies her weapon to strike at anything that comes in range.

An absolutely enormous rat swarm scurries forward from the SE corner of the room and attacks Brunhilde. Before they get near, though, Brun swings (10+8 vs AC 16) and reaps aside 6 rats.

Dozens of rats swarm up Brun's legs (18+7 vs AC 18) and begin to gnaw on her (4+4 damage + 4 ongoing) and several of the rats cling to her as they continue biting.

Fandango whips a shuriken at a giant rat (7+9 vs AC 15) and slices it throat open (22 damage).

Baladir opts not to challenge the swarm this time but does use Holy strike against it. He misses badly, though (natural 1). The rat swarm tries to climb Baladir's legs and (11+7 vs AC 18) just manages to get tooth-holds in Baladirs flesh (6+4 + 4 ongoing) but they bite in particularly sensitive areas.

Giant rat 2 races forward and bites Baladir (17+6 vs AC 18) for 3 damage.
Giant rat 3 races forward and bites Brunhilde (14+6 vs AC 18) for 3 damage.
Giant rat 4 tries to bite Brunhilde, but she parries it away (4+6 vs AC 18).

Trask shoots at a giant rat (7+6 vs AC 15) and just misses.

Amaril curses Rat 3 (knowing that cursing a swarm is impossible) and fires at it (9+3 vs ref 15), but the rat dodges nimbly aside.

End of Round

Round 2:

Initiative and status:

Brunhilde (15 damage+ 4 ongoing)
Rat swarm (6 damage)
Fandango (2 damage)
Baladir (14 damage + 4 ongoing)
Giant Rat (1 dead, 3 hostile)
Trask (2 damage)
Amaril

Shiz
31st August 2008, 09:23 AM
Round 2:

Brunhilde is grimacing with pain, but all she knows how to do is lash out. In fury, she bears down and calls on her Second Wind (+2 AC) and then spends an action point to attack the swarm with a Reaping Strike (+8 vs AC, d12+5, Miss: 4 dmg).

Trask knows this fight will be tough so he doesn't wait to use his healing and whispers a Healing Word to Baladir (d6+4+surge). The he will summon a Sting (+4 vs REF, d8+4) against any Giant Rat still alive (will move up to G5 if necessary) or the swarm if that is all that is left. The +2 ATK buff to Amaril.

Asharad
31st August 2008, 09:28 AM
Round 2:

I will move to g7 and put a shuriken into rat 2.

I will, of course, do it with my normal flourish.

Attack:+7 vs AC
Damage:1d6+8

Sagar
31st August 2008, 09:49 AM
Brunhilde takes 4 more damage from the gnawing rats and is bloodied.
She uses her second wind (heal 9, +2 defense) and manages to knock the clinging rats off her armor (ST 14). Angered, she swiftly swings her axe in a might arc (4+8 vs AC 16) just above the heads of the rodent swarm and clipping only those unlucky few with prairie dog tendencies (5 damage - adding weapon enhancement).

The swarm attacks Brunhilde (19+6 vs AC 18) and swarms over her anew (7 damage +4 ongoing).

Fandango slides forward and,(g7 is a wall and from G6, rat 2 has partial cover to ranged attacks), with his most magnificient flourish yet (natural 20), whips a shuriken around the corner. It seems to flash near the throat of Giant Rat 2. The rat pauses, surprised, then it's head succumbs to gravity and slides off it's neck. The body falls to the floor a moment later.

Baladir will probably do some kind of clever healy - smitey thing but we'll have to wait until he stops dreaming of kids and wives and holiday weekends to find out what...

Lycos
31st August 2008, 09:58 AM
Repeat my previous attack please.

Sagar
31st August 2008, 10:40 AM
Baladir takes 4 damage (and is bloodied) from the clinging rats before charging his weapon with radiant energy and swinging it at the rat swarm (15+7 vs AC 16), scattering rat bodies like drops of rain (5 damage). Baladir also manages to dislodge the clinging rats (ST 11) and to avoid the swarm's free attack (5+7 vs AC 18).

Giant rat 3 attacks Baladir (7+6 vs AC 18) while giant rat 4 lunges at Brunhilde (5+6 vs AC 18). Both attacks are easily parried.

Trask gives Baladir a healing word (2+4+8 healing) and then tries to sting GR 3 (natural 1) but misses completely.

Amaril....

Asharad
31st August 2008, 10:43 AM
Next Round (I'm gone for the day):

Same attack but against giant rat 3.

Attack:+7 vs AC
Damage:1d6+8

if giant rat three is dead I will move into the space it occupied and attack the rat swarm with my dagger.

Attack:+7 vs ac
damage:1d4+9

Lycos
31st August 2008, 01:14 PM
Round 3:

I will repeat my attack as before on the swarm, if they are gone then Giant Rat 3.

EricStratton
31st August 2008, 01:33 PM
Amaril will EB rat 3.

EB: +3 vs Reflex; 1d10 + 3 + 1d6.

Sagar
31st August 2008, 01:50 PM
Amaril launches a blast at GR3 but misses the nimble little bastard (4+3 vs Ref 15).

End of round.

Round 3:

Initiative and status:

Brunhilde (17 damage+ 4 ongoing)
Rat swarm (16 damage)
Fandango (2 damage)
Baladir (4 damage)
Giant Rat (2 dead, 2 hostile)
Trask (2 damage)
Amaril

Brunhilde is up first...

Shiz
31st August 2008, 04:13 PM
Round 3:

Brunhilde keeps working ont he swarm with Reaping Strike (+8 vs AC, d12+5, miss: 5)

Trask will Sting GR3 if it is alive or the swarm if GR3 is dead(+4 vs REF, d8+4, +2 ATK to Amaril) and throw a healing word (surge+d6+4) on Brunhilde.

Sagar
31st August 2008, 07:48 PM
Brunhilde takes 4 damage from the rats gnawing on her appendages and is now bloodied.
At the same time, Brunhilde arcs a sweeping strike through the rat pack (9+8 vs AC 16) sending 5 more rats to that dumpster in the sky. Unfortunately, she doesn't dislodge the rats (ST 8) and continues to take damage. The rat swarm gets a free attack (16+6 vs AC 18) on Brunhilde and she takes 8 more damage.

She is reeling from her injuries.

The rat swarm surges over Brunhilde again (2+6 vs AC 18) but she manages to beat them away.

Fandango flicks a circle of death at the giant rat (9+7 vs AC 16) and watches it sink deeply into the rats itty bitty skull, killing it instantly (14 damage).

Baladir attacks the rat swarm with renewed fervor, hitting (11+7 vs AC 16) with his holy strike and killing ((9+4+2)/2) seven more of the wee beasties. The rat swarm is less than half the size it was.
The rat swarm takes a free attack on Baladir (5+6 vs AC 18) but he fends it off.

The remaining giant rat scurries back towards the SW corner of the room. Brunhilde takes an opportunity attack against it (12+8 vs AC 16) crushing it for 14 damage and killing it.

Trask arcs a sting at the smaller rat pile (4+4 vs ref 15) and misses.
Amaril fires a blast at the swarm (16+3 vs ref 15) and hits, frying ((6+3)/2) four more rats.

End of round.

Round 4:

Initiative and status:

Brunhilde (29 damage+ 4 ongoing, bloodied and reeling)
Rat swarm (32 damage, bloodied)
Fandango (2 damage)
Baladir (4 damage)
Trask (2 damage)
Amaril

DinbinFanfoom
31st August 2008, 08:42 PM
Brunhilde will trigger her Dwarven Scale Armour daily heal (1 free-action surge) and strike at the remaining swarm with Reaping Strike (+8 vs AC, d12+5, Miss: 4 dmg). She won't move at this point. Or is that 5 dmg? Does the weapon +1 get added to that special on-miss? I dunno.

Shiz
31st August 2008, 08:55 PM
Wait, Trask threw her a Healing Word too:

Trask will Sting GR3 if it is alive or the swarm if GR3 is dead(+4 vs REF, d8+4, +2 ATK to Amaril) and throw a healing word (surge+d6+4) on Brunhilde.

Shiz
31st August 2008, 08:57 PM
Round 4:

Out of Healing Words. Sting the swarm (+4 vs REF, d8+4, +2 ATK Brunhilde).

Sagar
31st August 2008, 09:50 PM
Wait, Trask threw her a Healing Word too:

The instant replay shows Trask slipping in a healing word just before the buzzer.

Brunhilde thus has 10 damage and 4 ongoing.
______________

Brunhilde takes 4 damage from the clinging rats and then swings another sweeping strike at the rat swarm (12+8 vs AC 16). She connects, killing ((11+5)/2) eight more rats. She does not dislodge the rats, though (ST 3).
The rat swarm attacks (13+6 vs AC 18), swarming up Brunhilde for 5 more damage. Brunhilde is bloodied again.

Asharad
31st August 2008, 10:37 PM
Round 4
I will move to e5 and attack the swarm with a dagger Dazing Strike

Attack: +7 vs ac
damage:1d4+5 but more importantly everyone has combat advantage on it until my next turn is over

Sagar
31st August 2008, 10:52 PM
Fandango moves west into the room to attack the swarm and all hell breaks loose.

First, Fandango makes a critical hit against the swarm (9 damage), killing all of the remaining rats (except those clinging to Brun).
That would be great, if it weren't for all those other rats swarming in from everywhere.

Apparently there were several rats hidden in the room that you didn't see and they've called on their friends....

And the two hidden ones are frickin' HUGE with large, razor sharp teeth and foul looking drool...

Shiz
31st August 2008, 11:02 PM
Round 4 change:

Trask moves up behind Baladir and blasts DR2 with a Lance of Faith (+4 vs REF, d8+4, +2ATK Brunhilde).

He notes the drool and makes a Nature/heal check about disease.

Sagar
31st August 2008, 11:19 PM
Since everyone thought the last mob was dead and since the dire rats stealth beat the perception for everyone in the party, the Dire Rats get a round of surprise attacks.
Dire rat 1 leaps forward to bite Fandango (11+4 vs AC 16). Fandango is a slippery rascal, though, and slides aside at the last second.
Dire rat 2 leaps into the heap of debris in front of Fandango and tries to bite him out of it (DR 2 has partial cover). The second rat just manages to nip the rogue (12+4 vs AC 16, 1+4 damage). The wound feels slimey and nasty (ST 2). Fandango feels suddenly weaker (lose a healing surge).
Brunhilde takes 4 more damage from the rats, but shakes the last of them off and stomps them (19 ST)

Surprise round over.
Picking up initiative where we left off gives:

Round 5:

Initiative and status:

Giant Rats
Baladir (4 damage)
Dire Rat
Trask (2 damage)
Amaril
Dire Rat 2
Brunhilde (23 damage,bloodied)
Fandango (7 damage, feels like scat)

http://www.primeaxiom.com/rpgt/scene.asp?ID=kv54hezjg8i23quryomur6mn8fdhytkxqh1ft rpxt9z3ksdbax5d4om8r4e1itt9

Sagar
31st August 2008, 11:25 PM
The giant rats surge forward to attack the party.

GR1 bites at Fandango (18+6 vs AC 16) and gets in a good nip (3 damage).
GR 2 attacks Brunhilde but misses badly (natural 1).
GR 3 attacks Fandango (16+6+2 flanked vs AC 16) and also gets in a good nip (3 more damage).
GR 4 also attacks the interloper we know as Fandango and misses (2+6 vs AC 16).

DinbinFanfoom
1st September 2008, 12:29 AM
ooc: did the init order change? How did Brun drop to the bottom? my is confuzed!

Brunhilde will attempt to use Cleave (+8 vs AC, damage 1d12+5, 5 damage to adjacent target on primary hit) on giant rats 3/2.

Lycos
1st September 2008, 01:12 AM
I'm going to Divine Challenge Giant Rat 1. Use a Piercing Smite on it.

Attack: Strength vs. Reflex
Hit: 2[1d10] + (4) Strength modifier damage, and the target and a number of enemies adjacent to you equal to your Wisdom modifier are marked until the end of your next turn.

Also, I am trying to let Fandango get back behind me.

"Get back Fandango!" :D (I know a brilliant recommendation.) :roll:

Sagar
1st September 2008, 08:21 AM
Also, I am trying to let Fandango get back behind me.

"Get back Fandango!" :D (I know a brilliant recommendation.) :roll:


And the judge's ruling:

A character is allowed to shift one space as a move action without incurrng OA's. A character cannot end a move in the same space as another character. Another character can (as a minor action), help another character move (and, consequently, defend them from OA's).

Net effect, Fandango can move behind Baladir as a move and minor action without incurring OAs and still be able to attack.

EricStratton
1st September 2008, 08:28 AM
Amaril will curse and EB Giant Rat 3.

EB: +3 vs Reflex; 1d10 + 3 + 1d6 (curse)

Shiz
1st September 2008, 10:40 AM
Round 5:

Trask shoots an arrow at GR4 (+6 vs AC, d10+4) and wishes he could summon his Guardian again...

Sagar
1st September 2008, 12:15 PM
Baladir casts a challenge on a giant rat then unleashes a piercing smite upon it (10+4 vs ref 15) and JUST misses.

Dire Rat 1 attacks Fandango (2+4 vs AC 16) and doesn't even get close.

Trask shoots at GR 4 and, despite partial cover from GR 3, Trask (15+6-2 vs AC 15) hits it soundly (5+4), killing it.

Amaril curses GR 3 and follows that with a blast of energy. He (10+3 vs Ref 15) just misses the rat.

Dire rat 2 (13+4 vs AC 16) attacks Fandango, biting him soundly (8 damage).

Brunhildecleaves through rat 3 (14+8 vs AC 15, 7+5 damage) and into rat 3 (5 damage), killing both of them.

Fandango's turn...

Asharad
1st September 2008, 12:34 PM
Okay, was going to do something fancy but we seem to have this fight somewhat in control.

I'll attack dire rat one with a sly flourish.
Attack:+8 vs Ac
Damage:1d4+8

Then I will shift back behind the wall of meat that is my compatriots (G6 would be nice, but beggars can't be chosers), as Sagar has so generously ruled.

Thanks for your patience.

DinbinFanfoom
1st September 2008, 12:35 PM
"Keep it up, boys! Hold the line!"

Sagar
1st September 2008, 01:23 PM
Fandango flashes a dagger at the Dire Rat 1 (14+* vs AC 15), hitting it (3+8) and leaving a long wound along it's side. He then, almost magically, vanishes behind Baladir.

End of round

Round 6:

Initiative and status:

Giant Rat
Baladir (4 damage)
Dire Rat (11 damage)
Trask (2 damage)
Amaril
Dire Rat 2
Brunhilde (23 damage,bloodied)
Fandango (21 damage, feels rotten, bloodied, reeling)

http://www.primeaxiom.com/rpgt/scene...5d4om8r4e1itt9

The giant rat attacks Baladir (4+6 vs AC 18) and misses.

Shiz
1st September 2008, 02:21 PM
This still true?

Trask: Second Wind
Brunhilde: Second Wind, AP, Daily Power
Fandango: Second Wind, AP, Daily Power
Baladir: Daily Power
Amaril: Second Wind, Daily PowerRound 6:

Trask looks for the last giant rat, but cannot see it so he Stings (+4 vs REF, d8+4, +2ATK Amaril) DR1 (who should move into direct LoS on its turn). If DR1 have cover, then DR2 will be the target.

Asharad
1st September 2008, 04:04 PM
Round 6:

Assuming nothing crazy happens between now and then...I will use a second wind healing surge.

Then I'll spend an action point and shuriken sly flourish Dire Rat 1 if it is still alive or Dire rat two if it isn't.

Attack:+7 vs AC
Damage:1d6+8

DinbinFanfoom
1st September 2008, 04:07 PM
This still true?Pretty sure Brun has used an AP and SW a few rounds ago. She probably has an AP left though, since this is our 3rd encounter today (rat swarm, undead, rats room). I could be wrong though.

EricStratton
1st September 2008, 07:03 PM
Amaril will curse the nearest mob and then EB Dire Rat 1 (the one w/ 11 dmg).

EB: +3 (+2 if Trask's Sting hits) vs Reflex; 1d10 + 3 + 1d6 (if that rat is cursed)

Lycos
1st September 2008, 08:36 PM
Baladir used an AP earlier, sorry.

I think GR 1 is still challenged, so I will do a Holy Strike (Do you need me to continue putting the details on that attack?) on it. +2 damage because of the DC.

Sagar
1st September 2008, 09:35 PM
Baladir used an AP earlier, sorry.

I think GR 1 is still challenged, so I will do a Holy Strike (Do you need me to continue putting the details on that attack?) on it. +2 damage because of the DC.
Please, otherwise I need to search back for it.

Baladir swings at the giant rat (7+7 vs AC 15) and misses.

Dire Rat moves forward and attacks Baladir. The rat hits (15+4 vs AC 18) and gnaws a bit (7 damag). Baladir makes his saving throw (20).

Trask launches a sting at DR 1 and (9+4 vs Ref 11) hits for 11 damage and Amaril gets +2 to hit. The rat is bloodied.

Amaril curses DR 1 and blasts it (17+3+2) squarely, incinerating it into oblivion (9+3+5 damage). nice hit!

Dire Rat 2 moves forward and attacks Baladir (4+4 vs AC 18) but it misses miserably.

Brunhilde's action next.

In order to keep things going, I'll assume..

Brunhilde swings a reaping strike at the dire rat (7+8 vs AC 15) hitting it solidly for 13 damage.

Sagar
1st September 2008, 09:46 PM
Round 7:

Initiative and status:

Giant Rat
Baladir (11 damage)
Trask (2 damage)
Amaril
Dire Rat 2
Brunhilde (23 damage,bloodied)
Fandango (21 damage, feels rotten, bloodied, reeling)

http://www.primeaxiom.com/rpgt/scene.asp?ID=kv54hezjg8i23quryomur6mn8fdhytkxqh1ft rpxt9z3ksdbax5d4om8r4e1itt9
The giant rat seems to have had enough. It turns tail and heads back to the SE. The dire rat does the same. (My bad, the dire rat is hostile and aggressive, it isn't running anywhere)

Baladir and Brunhilde can take OAs.

Lycos
1st September 2008, 09:56 PM
And I will then Holy Strike it (STR v AC (+7 for prof and STR), 1d10 + (4 STR radiant damage) +2 WIS Mod.).

DinbinFanfoom
1st September 2008, 10:06 PM
AoO's are normal attacks that are immediate free actions, so we don't get to specify any type of attack except that we took them. (+8 vs AC, damage 1d12+5)

Oh, and Fighter AoO's are a bit different... we have something called "Combat Superiority" wherein if we land an AoO, it cancels the mob's move. If they still have a standard action left (haven't attacked anything, say) they can resume "escaping" immediately. If they don't have that available, they stay put. Kinda like "warrior stun" in EQ.

Brun will reap DR2 if it still lives.

Sagar
1st September 2008, 10:10 PM
Baladir takes a regular melee attack against the retreating rat (natural 20), striking and killing it instantly.

He then takes a holy strike against DR 2 (16+7 vs AC 15), smiting it severely (6+4+2 damage).

Shiz
1st September 2008, 10:29 PM
Sting last rat (+4 vs REF, d8+4, +2atk Amaril).

Then we need to regroup in the zombie room and get an extended rest.

Sagar
1st September 2008, 10:55 PM
Trask's lance stings the dire rat (14+4 vs Ref 11), hitting perfectly (8+4 damage).

The dire rat is bloodied.

(I assume) Amaril blasts it again (13+3 vs ref 11), incinerating it (10+3+3) into an inanimate pile of ash.

The room is now filled with rat corpses in addition to the piles of debris.

Final status:

Brunhilde (23 damage)
Fandango (21 damage, bloodied, reeling, feeling punk)
Baladir (11 damage)
Trask (2 damage)
Amaril - yet again undamaged.

Note: I do not try to keep track of your daily / encounter powers or SW's or surges or action points. Frankly, that would take just too long.
I need each of you to do that for your characters.

Now, what are you going to do? Search the room? If so, where?
Are you going to surge back to health?
Do you have enough surges to get to full health?
Are you going to take an extended rest? If so, where? What are you going to do for light? You've used about 30 minutes of this 2 hour sunrod.

Asharad
1st September 2008, 11:20 PM
I'm going to surge myself three times or to full health, which ever comes first.

We need to really search this room especially b8.

Do I have some ongoing damage thing?

DinbinFanfoom
2nd September 2008, 12:14 AM
I'll surge back to full, I have quite a few of those.

Lycos
2nd September 2008, 12:50 AM
I'll surge for 8 hp.

I have 14 surges in a day. I'd say I'm up to 6 surges. I can't recall each one, but I think that is a fair assessment.

I'm also going to use my dungeoneering and perception to help search the room as well.

I did not use any daily powers on this encounter. Baladir is still ok to continue.

Sagar
2nd September 2008, 07:13 AM
In the aftermath of battle, you surge yourselves back to health.

Fandango goes to the SW corner of the room and finds dirt on the floor. The dirt is from a large (18" diameter) hole in the wall. Baladir realizes this is where the rats came from. Trask notes that rats sometimes hide things.

The piles in the room seem to be remains of old materials stored here. Mostly, the stuff has moldered, rotted, been chewed on, crawled over, defecated in, etc.

It would take about 20 minutes for all of you working together to sort through all this debris for potentially valuable stuff

EricStratton
2nd September 2008, 07:52 AM
As much as I hate to go digging through rat poo, we might as well. Keep your eyes and ears open, tho.

DinbinFanfoom
2nd September 2008, 08:30 AM
"Look for traps, send in the rogue. Or I'll go, if he's too scared... though it looks like it'd be a tight fit... he's got daggers; I couldn't swing an axe in that space. How's about we tie a rope to your leg and yank you out if you get in trouble?"

Shiz
2nd September 2008, 08:48 AM
While the sun rod is active let's search. If Fandango doesn't want to explore the hole, I will.

As far as surges go, we are getting low (and I will start keeping track of powers, surges and APs in these threads going forward) so we should take an extended rest. I recommend going back where we climbe in where som light comes in. It should still be daylight, not even lunchtime.

Before we do anything, I want to examine Fandango's rat bite and make a Heal check (+9).

Lycos
2nd September 2008, 08:52 AM
I recommend going back where we climbe in where som light comes in. It should still be daylight, not even lunchtime.

If we're going to do that, we might as well go above ground and enjoy some sunlight, etc.

Asharad
2nd September 2008, 09:00 AM
It's an 18 inch hole. Unless you guys are suddenly a lot smaller, none of us are crawling in it.

I will examine it as much as I am able.

DinbinFanfoom
2nd September 2008, 09:01 AM
"We might be able to make the hole larger..."