View Full Version : Group 3, Adventure 6
Sagar
2nd October 2008, 05:13 PM
You awaken in a dark cavern with stone walls and sandy floors.
Baladir, who appears to have been awake all along, tells you... "insert Baladir's comments here."
After a few minutes, the pain in your head's lessen and your ropes begin to feel uncomfortable.
EricStratton
2nd October 2008, 05:20 PM
Group 4? So we all died?
Sagar
2nd October 2008, 05:24 PM
No, but I liked the idea of a new group / adventure number :p
Now.. if SOMEONE will post, we can proceed.
/poke
DinbinFanfoom
2nd October 2008, 05:24 PM
OOC: Geez, that's what I thought too! I was ready to PK Sagar. :D
Brun will grumble expletives while trying her ropes (I don't think I have an acrobatics skill, so straight dex mod vs DC, I guess... Actually str mod vs the DC of the rope might be better.)
Asharad
2nd October 2008, 05:33 PM
I've got +10 to acrobatics, so I'll untie myself, then Brun (so she can punch anyone who messes with me) then the others.
DinbinFanfoom
2nd October 2008, 05:35 PM
"Ned dear? You had better be tied up in zis room too or so help me..." Brun whispers sweetly.
Zyzzyx
2nd October 2008, 05:37 PM
"Shhh... don't try to struggle against the ropes."
"And don't say anything yet, unless you don't want any help getting out of here."
"My name is Solak, and it looks like you folks might have gone in a bit over your heads."
At this point a tiefling appears off to the side of everyone. A medium build, with rust colored skin and long, straight purple hair. He is standing there with his arms crossed, tail curled around his feet. A subtle glow of light now coming from just above his left shoulder.
DinbinFanfoom
2nd October 2008, 05:42 PM
At this point a tiefling appears off to the side of everyone. A medium build, with rust colored skin and long, straight purple hair. He is standing there with his arms crossed, tail curled around his feet. A subtle glow of light now coming from just above his left shoulder."Let me say this zen..." Brun whispers. "If you are NOT a vizard, I am gonna kick your patootie anyvay..." :D
Sagar
2nd October 2008, 06:05 PM
I will leave you guys to do as you wish for the next little while. As DM, I don't need to get involved again until you either leave this room or decide to kill each other. Whatever you do, though, I strongly suggest you do it quietly.
EricStratton
2nd October 2008, 06:10 PM
"Ned...what have you gotten us into?"
DinbinFanfoom
2nd October 2008, 06:25 PM
"Vhat are YOU doing here, Solak?" Brun whispers.
Zyzzyx
2nd October 2008, 06:33 PM
"Ned? Ned is no longer with us."
Solak pauses for a chuckle at himself.
"Well, he is... still alive. But he has his own problems to get out of. For the moment he is in the good graces of Mr. Snazzy Robes, but maybe not for long."
"From what I saw, I'm not so certain things would've been much different if you had never found Ned. It was what... 12 to 5 out there? G'luck with that one. And only one folk of respectable knowledge among you."
Solak tilts his head towards Amaril.
"As for me? For now, lets just agree that I'm here. If all goes well, there will be more time for chat later."
"Now... if you'd like out, I can help with that. But, you must stay put for the moment, and most of all, stay quiet. If you make too much sound, you're on your own again. Do we have a deal for the moment?"
Solak leans back on his tail slightly, waiting.
Shiz
2nd October 2008, 06:47 PM
Trask nods and looks meaningfully at Brun.
/me waits for Fandy to get free.
Asharad
2nd October 2008, 06:49 PM
Far off, deep within one of the nine hells, the residents suddenly stop their cacophony of screams and grow silent with wonder as frost forms where once flame ruled.
A farmer sits in the mud, open mouthed, staring up at his flock of swine, which had suddenly grown wings and begun to soar over his fields.
In a lonely village a young man sits. He smells of cow dung and mold. He rubs his one remaining tooth reflexively and then thinks to himself, "Maybe Brun wasn't so amazingly ugly after all."
Also, Fandango decides to say...nothing.
DinbinFanfoom
2nd October 2008, 06:56 PM
Something in Brun's memory finally clicked. She'd struggled to remember for days now since meeting up with the group. Turning to Fandango, she stared, wide eyed and slowly whispered...
"Your real name... is it... Bubba Hans?"
Shiz
2nd October 2008, 07:13 PM
/me whispers "if any one of you talks again without whispering, I will stuff a torch up your ass! Now be quiet so I can listen for a clues about where we are. Fandango, what is taking you so long to get free?"
Perception +15. Sand suggests we are in a sea side cavern but I want to know if I can tell more.
Asharad
2nd October 2008, 07:23 PM
Fandango still says nothing, but assumes he is free by now, since freeing himself is a simple enough procedure.
He doesn't know though, for sure.
He can't imagine this new fellow would take offense at him untying himself and his friends though, as long as he is very...very...quiet about it.
Thankfully, being quiet is what he does.
I mean, when he isn't being the total opposite.
Zyzzyx
2nd October 2008, 07:30 PM
Solak sighs and mutters quietly, something about humans.
You see a floating pale red, translucent hand appear halfway across the room and float its way behind Fandango. It gives a gentle tap on the back of his head at the same time Fandango hears in his ear, "Relax, I'll handle this."
After that, the hand floats over and makes quick work of untying everyone.
/ooc: Gotta pause here, afternoon meetings. Will continue in ~2 hours when I get home. Solak has more to do, don't get too antsy.
Sagar
2nd October 2008, 08:56 PM
Fandango tries to wiggle out of his bonds (11+10 vs DC 25) and fails. The bonds get tighter and begin to cut off circulation to his hands.
Sagar
2nd October 2008, 09:02 PM
Solak sighs and mutters quietly, something about humans.
You see a floating pale red, translucent hand appear halfway across the room and float its way behind Fandango. It gives a gentle tap on the back of his head at the same time Fandango hears in his ear, "Relax, I'll handle this."
After that, the hand floats over and makes quick work of untying everyone.
The magic hand can only exert 20lbs of force. The ropes are too well tied to allow a single hand with that strength to untie them.
A dagger will probably work better.
+2 for attempted style, though.
Lycos
2nd October 2008, 10:22 PM
Catching up...
I saw the smugglers knock you guys out but I was still immobilized by the poison and couldn't resist as they tied me you up too. They didn't sap me, though.
We were dragged through the western secret door and I heard Sanbalet, the smuggler leader, say "And who the hell are you".. to Ned.
As the guards checked us for weapons, you think you hear one of them say something about 'probably sell em for slaves'.
Then I heard the smugglers shouting orders as they went about their business. About 30 minutes later, you guys woke up.
Lycos
2nd October 2008, 10:23 PM
Other than that I am waiting to get free.
Zyzzyx
2nd October 2008, 10:26 PM
/ooc: grumble, grumble... oh well, I'll take style points
Solak quietly shuffles over to the struggling rogue, taking a lil' bit of pity on him and his struggles, and uses a dagger to cleanly cut him free.
"Hmm... since you seem to be proficient with these.. Here."
The handle of a plain dagger is placed in Fandango's palm.
"Now then, go ahead and free everyone else. Quickly, but quietly. I've got six daggers, including that one. Enough for everyone, and maybe a couple extra for the folk trained in throwing."
The spectral hand floats along behind Fandango towards folks as they are freed from their bonds, the hopefully obvious expectation that anyone who wants one will take one.
"Since you 'heroes' seem to have gotten yourselves into this mess, I will allow you to get yourselves out of it. I will... assist, best that I can. But draw a good plan, or I may just leave you and yours on your own again."
Solak backs off a bit, appearing again to lean back slightly on his tail. The hand, if all the blades have been taken, will come around and fade behind his back.
Sagar
2nd October 2008, 10:50 PM
If requested, Solak can draw a rough map of the cave area:
http://www.primeaxiom.com/rpgt/scene.asp?ID=nxu6m2okg4d7gbfnuehj2fnlihklgz6kdyge7 qihaqyu3siekgkbjko1d6l41uwh
What are you using for a light source?
Asharad
2nd October 2008, 11:51 PM
This may seem odd, but since I've been asleep for awhile, do I have my surges back?
And if there are any left over daggers, I will certainly take them.
/whisper
"Thanks a lot Solak. We already owe you more than we can replay. can I ask if you have any more information concerning where we are being held? What's our bets bet of escape? And would you care to join us?"
Shiz
2nd October 2008, 11:54 PM
/ooc you didnt roll a disease check Sagar.
DinbinFanfoom
2nd October 2008, 11:56 PM
Brun feels her way around a bit. But only a bit. She doesn't find anything she's currently angry enough at to punch. Imagine her disappointment.
Zyzzyx
3rd October 2008, 12:27 AM
Light source? I've got my Light cantrip active over my left shoulder. I can move it above the group and the sketched map for better lighting.
"Thanks a lot Solak. We already owe you more than we can replay. can I ask if you have any more information concerning where we are being held? What's our bets bet of escape? And would you care to join us?"
"We are currently in the southern section of a small collection passageways, entered from the west side of the room where you were captured."
Solak looks around, expecting some slightly confused looks, and sighs, muttering something about dungeoneering.
"We're in some caves, hidden off the room where it all went wrong."
"Last I noticed, most of the smugglers are busy getting their stuff ready for getting it out of here tonight. They seemed so confident between knocking you folks out, and their ropes, I didn't see anyone stick around to watch over ya."
"And I think I shall join you. At least to see you past this mess. Wouldn't be any fun, for anyone, if I were to just leave now. Far too boring. Well, maybe a bit painful for you."
Sagar
3rd October 2008, 07:22 AM
You were only asleep 30 minutes. You need 6 hours to get surges back.
Besides, if you were out long enough to get surges, you'd have to make a disease roll.
6 daggers, 5 people. If everyone got on, you can have 2.
DinbinFanfoom
3rd October 2008, 08:32 AM
Brun takes a dagger, turns it over a few times, sighs and hisses, "So... are you leading us out of here? Ve should get going..."
Shiz
3rd October 2008, 09:06 AM
/me checks for his holy symbol and is relieved to find it still safe around his neck/
I don't need a dagger.
Now, do we find them and kill them or just try to escape?
Shiz
3rd October 2008, 09:08 AM
/ooc since while we have been given a map we don't actually know the area..
Fandango, why don't you do what you do and find out if we are locked in here. There must be guards of some kind.
DinbinFanfoom
3rd October 2008, 09:12 AM
Now, do we find them and kill them or just try to escape?ooc: As much as retribution would be fun (and up Brun's alley), if we couldn't take them fully armed, we likely can't take them with a half dozen daggers. We're not ninjas. OK, Fandango is a half-ninja.
Shiz
3rd October 2008, 09:15 AM
You are assuming we have to fight them all at once...but you do make a good point. We have spent ourselves to some degree. We are missing some our magic items.
If we can get out of here, no reason we cannot convince the Baron to send some troops back here with us.
EricStratton
3rd October 2008, 09:21 AM
I assume Amaril doesn't have his Solar Rod anymore. He won't take a dagger tho. He'll let Fandango have it.
Asharad
3rd October 2008, 09:47 AM
So four daggers?
Good I can throw them in a burst if need be. Gracias.
And yeah, if Solak thinks he can lead us out, I'm all for escape.
We can rest up, come back and see what's what.
Lycos
3rd October 2008, 09:51 AM
What are you using for a light source?
If we have a large robe or cloak on us, we will use the light rod, or whatever it is that Amaril has and the cloak or robe will be like a tent over the person looking at the map to keep the light from giving us away.
Baladir grabs a dagger.
Lycos
3rd October 2008, 09:58 AM
If we can get out of here, no reason we cannot convince the Baron to send some troops back here with us.
They'll be long gone by then.
Lycos
3rd October 2008, 09:59 AM
And I would like to regain our items. We've worked hard for them. Now there is 6 of us and we have a wizard who can help with AE attacks.
Sagar
3rd October 2008, 10:08 AM
If we have a large robe or cloak on us, we will use the light rod, or whatever it is that Amaril has and the cloak or robe will be like a tent over the person looking at the map to keep the light from giving us away.
Baladir grabs a dagger.
The light cantrip will provide adequate light and a robe or cloak (which someone probably has somewhere) can block the light adequately to avoid detection.
Lycos
3rd October 2008, 10:33 AM
I say we draw some of the guards into this cavern. We have to make use of our vision in the dark. If we do it right, like make it sound like someone is screaming for help down here by using a sound cantrip from our wizard friend here. We can then ambush them and hopefully, we get them down to 2 - 4 less in number by that. We have to draw them pretty far away from the main room. Perhaps we can get them into the room with the boat. And we can't have any runners.
EricStratton
3rd October 2008, 10:35 AM
We don't know where the guards are or how many of them there are, do we? Let's get moving first. If we want to head East first, I'm fine w/ that. Do some scouting just to find out what we're up against.
DinbinFanfoom
3rd October 2008, 10:35 AM
Brun looks at the dagger dubiously.
ooc: Dinbin ponders going from 1d12+6 to 1d4+3 damage with much trepidation.
Lycos
3rd October 2008, 10:51 AM
We don't know where the guards are or how many of them there are, do we? Let's get moving first. If we want to head East first, I'm fine w/ that. Do some scouting just to find out what we're up against.
That's why we have Fandango. This is where he should really shine.
Lycos
3rd October 2008, 10:52 AM
Brun looks at the dagger dubiously.
ooc: Dinbin ponders going from 1d12+6 to 1d4+3 damage with much trepidation.
Once we get a scimitar or Great Axe, I think you'll be happy. :mrgreen:
Asharad
3rd October 2008, 11:02 AM
yeah, I don't mind scouting or whatever, especially if our new friend can give me some idea of a good route, but given our current situation it seems foolish to go looking for a fight.
This needs to be about avoiding fights and escaping.
Lycos
3rd October 2008, 11:11 AM
Actually maybe Solak has already done a lot of scouting. Can you tell us more Solak?
Shiz
3rd October 2008, 11:12 AM
/ooc I am assuming that Solak has described the cavern for us in sufficient detail so that we understand the basics show on the map
Solak, if we decide to be rambunctious and challenge these smugglers, are you with us? What is your story? Be mindful that we got the metaphorical dagger in the back the last time we didn't treat a stranger skeptically. You helped us and we thank you, but I am of the mind for some payback.
We should at least look in the door to the NW. These caverns will make their numbers less helpful.
Lycos
3rd October 2008, 11:14 AM
Also, Solak, what spells do you have that can help us in a fight?
/ooc A list of spells that you still have available to you would be very helpful.
EricStratton
3rd October 2008, 11:41 AM
Be mindful that we got the metaphorical dagger in the back the last time we didn't treat a stranger skeptically.
And the literal dagger in the neck.
Lycos
3rd October 2008, 11:56 AM
*Baladir talks to Trask directly by putting his hand on Trask's shoulder and looking into his face*
Trask, thanks for saving my butt back there.
It will never be forgotten. :D
Sagar
3rd October 2008, 11:58 AM
Solak sketches a map in the sand and show you where he saw smugglers..
The gnolls and 1-2 smugglers were moving stuff in the north east cavern.
2-3l more smugglers were toting stuff up the tunnel from the south cavern.
There we 3 more in the south cavern.
They seemed to be moving barrels and bolts of material.
He didn't see the magic user or Ned anywhere.
Shiz
3rd October 2008, 12:12 PM
This is perfect. As long as we contain then to the east part of the caverns, then we should be able to take them down without alerting the main camp.
/me Trask gets on his knees and start drawing in the sand
I believe we can handle the smugglers in two groups of 3: melee and ranged split up evenly.
Fandango leads us to here (M4) with lights out. He stays 20' ahead of us in case a guard moves towards us. Everyone else who cannot see too well can follow me. If a guard comes, Fandango backs off and lets them pass to the house.
Once we get to here (N4) then we split up: Brun, myself and Solak go east to the big cavern and Baladir, Fandango and Amaril head south to clear the passage and secure the boats.
Unless there are secret passages and some kind of alarm system, the main group won't know we ambushed there fellows. Then we can regroup at the boats and decide what to do from there?
DinbinFanfoom
3rd October 2008, 12:13 PM
Brun nods in agreement.
Shiz
3rd October 2008, 12:16 PM
Brun nods in agreement.
Whatever happens we DO NOT want to get cornered in the east cavern. My group will retreat to the boats if overwhelmed and we make our stand there.
/ooc Sagar, does Solak know if the boat can take 6 easily? Rowboat or sailboat?
Sagar
3rd October 2008, 12:35 PM
/ooc He thinks it looked big enough but he didn't notice if it was sailed or rowed.
The walls in the cavern where you are are natural rough stone. The floor here is sandy, but as you move out of the cavern, it turns to all stone and is damp and slightly slippery.
You see some diffuse light coming from the north tunnel. It flickers as though there might be torches up in the east-west corridor. Now that you think about it, you smell torch smoke.. and sea water.
EricStratton
3rd October 2008, 12:38 PM
If we can't take them out in one blow, they could yell and alert the rest.
Asharad
3rd October 2008, 12:38 PM
OKay, so this is actually a pretty great smuggling location, what with the ocean access and all.
I'd be curious to see if Solak thinks this sounds like a good plan or a crazy plan.
I admit it sounds like a pretty good plan to me, although I am concerned about splitting our forces given our condition. My only other concern is that the noise of fighting is going to draw more attention to us. Can't be helped though.
DinbinFanfoom
3rd October 2008, 12:39 PM
If we can't take them out in one blow, they could yell and alert the rest.
That's why the grabbing should come with a sleeper hold or something. Or a coupe-de-grace from Fandango. Assuming Brun can get her mitts on them fast. It won't be easy, for sure.
Contingency plan should probably just be: Run for the boat
Zyzzyx
3rd October 2008, 12:47 PM
"It is... a plan. Seems better than what you had before."
"I will be helping you get out of here. As I mentioned, wouldn't be any fun if I didn't. Besides, you seem like decent folk, shouldn't be stuck like this."
"As for the noise? I have my cantrips for sound and light, even the hand may come in useful."
Lycos
3rd October 2008, 12:47 PM
My only other concern is that the noise of fighting is going to draw more attention to us. Can't be helped though.
Same here.
The gnolls and 1-2 smugglers were moving stuff in the north east cavern.
2-3l more smugglers were toting stuff up the tunnel from the south cavern.
There we 3 more in the south cavern.
1 - 2 smugglers in the North East would be a lot for 3 people to handle in order to get them fast enough. I'm not sure the map tells all correctly.
Also, Solak, we need to know your spells. There is one spell that might be perfect at a choke point.
Lycos
3rd October 2008, 12:55 PM
Fandango, you are going to have to get successful backstabs too. The more of your skills that we can use to increase damage is going to be critical.
Shiz
3rd October 2008, 01:01 PM
You guys don't understand. If we clog the narrow parts, smugglers cannot push past us. You can only push past an ally in battle. I am gambling that shouting and yelling will be somewhat muffled, but even if they get reinforcements, they cannot overwhelm us in these halls.
Asharad
3rd October 2008, 01:05 PM
Why don't I move out?
I'll stealth and check the area immediately outside our cell.
That should get us started, anyway.
Zyzzyx
3rd October 2008, 01:09 PM
Solak gives a quick explanation of what he can manage.
/semi-ooc: Folks then hear a voice telling them to go look at something called a 'discussion thread' ;)
EricStratton
3rd October 2008, 01:11 PM
You guys don't understand. If we clog the narrow parts, smugglers cannot push past us. You can only push past an ally in battle. I am gambling that shouting and yelling will be somewhat muffled, but even if they get reinforcements, they cannot overwhelm us in these halls.
I definitely understand. And I don't think sound will be muffled at all.
Shiz
3rd October 2008, 01:20 PM
If we cannot beat the weaker "minions" here then we have no chance anyway.
Lycos
3rd October 2008, 01:32 PM
Why don't I move out?
I'll stealth and check the area immediately outside our cell.
That should get us started, anyway.
Might as well.
Asharad
3rd October 2008, 01:33 PM
Should I start scouting?
edit:
Okay, in stealth I'll move to the west, up to E8 (enough to make sure that area is empty of badguys) then back south and then up the passage at J to n4 or thereabouts.
I'm going to be checking for traps as I go, especially being perceptive and careful in the narrow passage J.
Shiz
3rd October 2008, 01:40 PM
The group will form up and be ready to move starting at J10 and then single file to the south:
Brun
Trask
Amaril
Solak
Baladir
Fandango will squeeze in where he wants if need be. Only Fandango is moving into the caverns at the moment.
Lycos
3rd October 2008, 01:42 PM
Who needs light to see?
Can we extinguish torches as we go? I'd like to get these humans at a disadvantage.
DinbinFanfoom
3rd October 2008, 01:44 PM
Nightblind here.
Lycos
3rd October 2008, 01:47 PM
Darkness to our rear would help slow down any help they could get. And we could cast light cantrip once the fight starts.
Lycos
3rd October 2008, 02:10 PM
This is perfect. As long as we contain then to the east part of the caverns, then we should be able to take them down without alerting the main camp.
/me Trask gets on his knees and start drawing in the sand
I believe we can handle the smugglers in two groups of 3: melee and ranged split up evenly.
Fandango leads us to here (M4) with lights out. He stays 20' ahead of us in case a guard moves towards us. Everyone else who cannot see too well can follow me. If a guard comes, Fandango backs off and lets them pass to the house.
Once we get to here (N4) then we split up: Brun, myself and Solak go east to the big cavern and Baladir, Fandango and Amaril head south to clear the passage and secure the boats.
Unless there are secret passages and some kind of alarm system, the main group won't know we ambushed there fellows. Then we can regroup at the boats and decide what to do from there?
If we can put Fandango at O7 me at O8 and Amaril at O9, does that mess you guys up?
Can Fandango hide in shadows and the smuggler engage me at O7 and Fandango get a backstab in? Does that work?
Sagar
3rd October 2008, 02:11 PM
Fandango moves to the north and west and finds another empty cavern with damp walls and no sand.
Moving northwards, he finds the north corridor has torches every 20' or so. Rushes have been placed on the wet, slippery areas to improve traction.
Fandango moves with almost superhuman stealth (29) and makes it to N4 before seeing smugglers. There are 2 gnolls and 2 smugglers to the cavern to the east. 2 are stacking rolls of cloth. 1 is moving barrels. One is kind of slacking off. He hears more smugglers coming up the tunnel from the south.
http://www.primeaxiom.com/rpgt/scene.asp?ID=nxu6m2okg4d7gbfnuehj2fnlihklgz6kdyge7 qihaqyu3siekgkbjko1d6l41uwh
Sagar
3rd October 2008, 02:14 PM
Note: I updated the map to better reflect the small alcove to the north of Fandango.
Lycos
3rd October 2008, 02:15 PM
Note: I updated the map to better reflect the small alcove to the north of Fandango.
I don't see the updated mobs.
Asharad
3rd October 2008, 02:16 PM
I'll check out said alcove while I'm waiting for the gang. Perception and all of that. I'll wait at o3 for the group. In the event that the smuggler coming from the south comes my way, I shall hide in it. and wait for him to pass.
If he heads down the J tunnel I will follow along beside him and attack when he gets to J8 (right before he stumbles onto the group).
That attack may just take the form of me grabbing him and making him be quiet, we'll see when and if we get to that point.
EricStratton
3rd October 2008, 02:17 PM
You know, if it turns out there are a bunch of smugglers here (and so far we've got 2 gnolls and 2 smugglgers plus at least one more coming up the tunnel) that might mean that the house is relatively empty. I'm willing to bet the leader's in the house but if the way to the door is clear (and Fandango saw it was) maybe we should go out that way? It was a pretty straight shot from the door to the trap door stairs.
Asharad
3rd October 2008, 02:19 PM
Like a bunch of navy seals, we can always escape into the water if we need to.
However, if we go upstairs and run into resistance, we are trapped between two enemy forces.
That's our situation now, granted, but we have surprise on our side and should be able to maybe clear out the badguys down here.
At least that's my thinking.
EricStratton
3rd October 2008, 02:24 PM
I dunno. If we can't make it from the door to the trap door and out in the time it takes all those guys to run through the cavern and get us, we should start Group 4 for real. But I'll go w/ the group if we're set on going for the boat.
Lycos
3rd October 2008, 02:25 PM
I think we'll need to be patient and watch the way they are working and wait for our opportunity to take one or two at once. We could check out the house. But all it will take is one runner to have everyone down here on top of us again.
DinbinFanfoom
3rd October 2008, 02:31 PM
Brun says: solidify our escape route (boat) and THEN think about picking off extras if we want.
Shiz
3rd October 2008, 02:38 PM
It is Fandango's call to wait on the ones coming up from the south. They might go all the way into the house and give us better odds.
The core of us are staying put, out of sight of the north crossing corridor.
Sagar
3rd October 2008, 02:54 PM
The "alcove" is just a 5x5 tongue of cave that sticks east into the wall a bit. It's a bit shadowed and there is room for maybe 2 people to hide there, if they wished.
Fandango waits and sees 1..2..3 smugglers come up, 5-10' apart, from the south carrying cloth rolls. They take the cloth into the east cavern and drop it, chat a bit, then head back south.
Shiz
3rd October 2008, 02:59 PM
I would wait for all of them to be in the cavern and then attack.
/ooc someone else take over command for th enext hour or so. I have a meerting.
Lycos
3rd October 2008, 03:02 PM
We don't know how many are to the south. We assume 3. That might be wrong which could be a problem.
That makes 7 down here so far.
Sagar
3rd October 2008, 03:08 PM
There are 4 in the cavern already. When the 3 more come in, there would be 7. You want to attack them all at once?
You can, but I don't think Fandango can get back to the group, explain what he saw, and have you all get silently back to position before the head back south again.
Lycos
3rd October 2008, 03:31 PM
This is perfect. As long as we contain then to the east part of the caverns, then we should be able to take them down without alerting the main camp.
/me Trask gets on his knees and start drawing in the sand
I believe we can handle the smugglers in two groups of 3: melee and ranged split up evenly.
Fandango leads us to here (M4) with lights out. He stays 20' ahead of us in case a guard moves towards us. Everyone else who cannot see too well can follow me. If a guard comes, Fandango backs off and lets them pass to the house.
Once we get to here (N4) then we split up: Brun, myself and Solak go east to the big cavern and Baladir, Fandango and Amaril head south to clear the passage and secure the boats.
Unless there are secret passages and some kind of alarm system, the main group won't know we ambushed there fellows. Then we can regroup at the boats and decide what to do from there?
Sagar, you didn't give me an answer about the backstab question a little while back.
I guess we'll continue with our original plan.
Shiz
3rd October 2008, 03:55 PM
Guys, if we are going to rush them we need to do it now. If it is 4 or 7, that is better than 12.
Lycos
3rd October 2008, 04:03 PM
I prefer 4. 7 is a lot and I would like to use the passageways to limit their attacks. If the front guy is the only one who can attack that would be awesome.
Asharad
3rd October 2008, 04:07 PM
Plus they will all be bunched up in the east cavern when they come back.
I suggest everyone form up west of M4 (or thereabouts).
When the three smugglers re-enter the east cavern they will be all bunched up. We'll never get a better aoe chance. Our melees can block up the works at R and the ranged attackers can shoot over them, move through them as needed.
Sound reasonable?
We'll be vulnerable from the tunnel at O6, but hopefully we'll be able to dispatch the mass of their force fast enough that reinforcements will be slow in coming.
We may want to plant a non squishy type at O6.
Sagar, have I seen anything that could be used as a temporary barricade anywhere?
Also, is smuggler two on the map the moving ones?
Asharad
3rd October 2008, 04:10 PM
If we can block the tunnel at p8, i5 and f10 with stuff, it will give us added time/protection in the event of reinforcements.
There's gotta be boxes/junk around here.
Lycos
3rd October 2008, 04:12 PM
Shiz, put me where you want me. I'll go from there.
Sagar
3rd October 2008, 04:21 PM
Sagar, you didn't give me an answer about the backstab question a little while back.
I guess we'll continue with our original plan.
What backstab question?
Sagar
3rd October 2008, 04:25 PM
If we can block the tunnel at p8, i5 and f10 with stuff, it will give us added time/protection in the event of reinforcements.
There's gotta be boxes/junk around here.
The only stuff you see is in the cavern. There are barrels and bolts of cloth in there.
The caverns otherwise are pretty barren.
Well, except for the rushes on the floor.
Lycos
3rd October 2008, 04:28 PM
Ash, I doubt we have time nor can we be quiet and quick enough to do much in that area.
Sagar
3rd October 2008, 04:30 PM
Correction: I rechecked my notes: There is only 1 smuggler and 2 gnolls in the cavern to the east.
There were still 3 who wandered in and back out.
Lycos
3rd October 2008, 04:32 PM
What backstab question?
This one:
Can Fandango hide in shadows at O7 and when the smuggler engages me at O7 and I'm in O6. Can Fandango get a backstab in? Does that work?
Lycos
3rd October 2008, 04:32 PM
Correction: I rechecked my notes: There is only 1 smuggler and 2 gnolls in the cavern to the east.
There were still 3 who wandered in and back out.
Oooooo, even better! :D
Sagar
3rd October 2008, 04:48 PM
If we can put Fandango at O7 me at O8 and Amaril at O9, does that mess you guys up?
Can Fandango hide in shadows and the smuggler engage me at O7 and Fandango get a backstab in? Does that work?
Technically, Fandango can BS whenever he has combat advantage.
He automatically has CA if he attacks before the mob does or is he is flanking or if the mob is under an effect that grants CA.
Shiz
3rd October 2008, 04:53 PM
Hey guys, does it make sense to light the rushes. Say like a torch falling on them...
How much would that impede our own efforts? Maybe we should sneak back to the door and light the understyructure of the house on fire with Salok's Scorching Burst? That would keep the reinforcements out and if the house catches fire, our gear will likely be left behind and hopefully survive the flames.
Lycos
3rd October 2008, 04:55 PM
Smoke would get everyones attention pretty fast. I vote for fighting only a few at a time.
Shiz
3rd October 2008, 05:00 PM
Smoke would get everyones attention pretty fast. I vote for fighting only a few at a time.
I know but we could stand where the smoke isn't (the boat area) and BAM! every time someone emerges.
Lycos
3rd October 2008, 05:17 PM
Yeah, but we end up with 12 people on us again. Remember, we have daggers still.
Shiz
3rd October 2008, 05:28 PM
So for Sagar's sake, the next time the 3 smugglers enter the cavern with the cloth bolts, we charge in and fight.
Brun leads with Fan, Trask, Solak and Amaril behind and Baladir guarding the rear since he doesn't have ranged?
DinbinFanfoom
3rd October 2008, 05:35 PM
Sure, though looking a the map, I think we're bass-ackwards.
Shiz
3rd October 2008, 05:43 PM
When we enter that cavern, no one go past R.
Lycos
3rd October 2008, 07:00 PM
So that puts us at 6 vs. 6, right?
Sagar
3rd October 2008, 10:50 PM
Correct me if I have this wrong but I think you guys are saying you are moving up but hiding just around the corner (do you extinguish the torch to be more in shadow?)
When the 3 smugglers (who you hear coming up the tunnel) go into the room, you are going to launch a surprise attack.
If so, who is point and where will they stop. Tell me what squares everyone else will be in - specifically (like Amaril will be in N5 or Baladir will be in O6).
I want to make sure I get the situation set up the way you want.
Sagar
3rd October 2008, 10:50 PM
So that puts us at 6 vs. 6, right?
It appears that way.
Shiz
3rd October 2008, 11:21 PM
The plan is that when all the smugglers are in the "gnoll cave" we charge in:
Brun R5
Fandango R4
Trask Q5
Solak P5
Amaril O5
Baladir N5 (he can move up later when there is more space in the cavern)
That is the hoped formation. Fandango will probably open with his AE burst if he can get the drop.
Zyzzyx
3rd October 2008, 11:27 PM
Oh, and I have 'Redd' conjured and sustained. (Mage Hand. What? It was gonna get a name sometime, might as well be from me. ;)) And dimming my Light source to just enough needed for the night-blind folks to see. If they're grouped nicely, I can follow (or maybe lead) with my encounter AE.
Asharad
3rd October 2008, 11:41 PM
I might ae burst, but that will leave me weaponless, and I'll only be able to hit four of them.
So I may not use it in this fight, I may save it for the next one.
Sagar
4th October 2008, 12:30 AM
Are you going to open with ranged attacks from the dark then charge or have the fighters charge in first or what?
DinbinFanfoom
4th October 2008, 07:59 AM
Charges do give +something to hit, but only a normal attack... But you can't do specials, so...
Assuming we get a bit of a "drop" on them, I think we should move to the positions Shiz outlined ASAP. Since we're not in combat yet, I'm gonna assume we can all move en-masse? Once at R5, Brun will Cleave Smuggler 2/4 (Not entirely sure on dagger stats... I THINK it'd be something like +3(prof)+4(dex?)+1(1/2 lvl), no enh or bonus for weapon style now, so +8 vs AC?, hit: 1d4+4 (str? or should that be dex?) damage, 4 damage to 2nd target).
I think, anyway.
Sagar
4th October 2008, 10:04 AM
Charges do give +something to hit, but only a normal attack... But you can't do specials, so...
Assuming we get a bit of a "drop" on them, I think we should move to the positions Shiz outlined ASAP. Since we're not in combat yet, I'm gonna assume we can all move en-masse? Once at R5, Brun will Cleave Smuggler 2/4 (Not entirely sure on dagger stats... I THINK it'd be something like +3(prof)+4(dex?)+1(1/2 lvl), no enh or bonus for weapon style now, so +8 vs AC?, hit: 1d4+4 (str? or should that be dex?) damage, 4 damage to 2nd target).
I think, anyway.
That is how I would read it. + dex to damage when thrown
Asharad
4th October 2008, 10:57 AM
Keep in mind when you throw a weapon, if it isn't magical, you don't have it anymore.
Lycos
4th October 2008, 01:04 PM
Can we start this yet?
DinbinFanfoom
4th October 2008, 01:22 PM
Brun doesn't throw. She stabs, so +str? OK.
Sagar
4th October 2008, 01:51 PM
Can we start this yet?
Just say GO
Lycos
4th October 2008, 02:58 PM
GO
Sagar
4th October 2008, 03:07 PM
use the plan where half of you run into the room so you can get beat up alot when you have reduced healing or go with a modified plan?
DinbinFanfoom
4th October 2008, 03:37 PM
use the plan where half of you run into the room so you can get beat up alot when you have reduced healing or go with a modified plan?
What? :evileye:
Shiz
4th October 2008, 04:13 PM
We wait for southern smugglers to enter cavern and then attack as I described above when you asked where we would all be.
Sagar
4th October 2008, 04:33 PM
We wait for southern smugglers to enter cavern and then attack as I described above when you asked where we would all be.
Done.
The smugglers move in and as they drop their burdens, you all charge up to the positions requested.
Did anyone want to attack as part of this round?
Zyzzyx
4th October 2008, 04:52 PM
Did anyone want to attack as part of this round?
/ooc: Yes. I am very interested in casting Sleep, but wouldn't mind someone commenting on that idea.
(headed out to lunch and stuff for the afternoon, might be a bit)
Lycos
4th October 2008, 05:18 PM
Did anyone want to attack as part of this round?
I'm sure Brun and Fandango will attack. And all our casters will probably attack as well.
Asharad
4th October 2008, 05:18 PM
Do we get a surprise round anyway? I mean, they've got to be surprised.
if we don't get a surprise round then I imagine we all want to attack this round.
Lycos
4th October 2008, 05:23 PM
If at all possible, while I am in the back, I am going to start knocking out torches. I want to be able to see, and take that advantage away from the human smugglers. Start with the ones to the north and east. If I have more time I will start with the ones in that South passage as well.
Asharad
4th October 2008, 05:26 PM
Also, at some point Baladir and I might want to switch.
He's more durable than I am.
Lycos
4th October 2008, 05:44 PM
Also, at some point Baladir and I might want to switch.
He's more durable than I am.
Just say the word.
Asharad
4th October 2008, 05:51 PM
Lemme try to do as much damage as I can in a couple of rounds.
Shiz
4th October 2008, 06:15 PM
Trask will hit one of the closest smugglers with a Sting (+6 vs REF, d8+5, Hit: +2 ATK Amaril as usual) in the surprise round.
Shiz
4th October 2008, 06:16 PM
Does Baladir want to be O6 instaed to protect from the south? Up to him really. Amaril can teleport into the cavern in a pinch.
EricStratton
4th October 2008, 06:24 PM
Amaril will open up w/ a curse and his encounter power, Witchfire, on Smuggler 3.
Witchfire: +4 (assuming no more Sun Rod) vs Reflex; 2d6 + 4 + 1d6 and target takes -6 to attack rolls until the end of my next turn.
Asharad
4th October 2008, 06:33 PM
I sorta need to know if we got the surprise round. Also, I need to know if Zy is going to cast his sleep spell.
Both of those will effect what I do to an extent.
Sorry!
Sagar
4th October 2008, 07:09 PM
You do get a surprise round. The smugglers all failed their perceptions and are caught flat footed.
DinbinFanfoom
4th October 2008, 07:14 PM
Bring the heat then. Hit em with all that we got. Though I don't know how sleep works... if it hits first, is it like mez? If so, Brun would like to grab one of the axes from a gnoll (I know ONE had one) if possible. I know this is probably thinking one round ahead, but I'm not sure how this first round will go.
Brun will Cleave smuggler 2 & 4 (+8 vs AC (3 prof, 1 lvl, 4 str), damage: 1d4+4, 4 damage to 2nd target).
Shiz
4th October 2008, 07:40 PM
Sleep slows at first and then they go inconscious if they fail the save.
Trask will also make a Nature check (+7) on gnolls to see if he knows anything about them.
Asharad
4th October 2008, 07:54 PM
I'm going to blinding barrage S4, T5,U5. I can't really hit any more than that and still have a weapon to stab with later.
To hit:+9 (4 dex+2 ca+3 weapon prof)vs AC
Hit:2d4+2d8+ the are all blinded until the end of my next turn. A miss does half damage.
Zyzzyx
4th October 2008, 08:06 PM
Solak surveys the folks ahead, then takes a glance behind him. He takes a deep breath and holds it for a moment. Holding his hands palm to palm, one above the other in front of him, he exhales. No effect is visible until the smugglers and gnolls realize something is amiss in their minds.
/ooc: Ok, so having fun with the flavor text. ;) Casting Sleep, Area burst 2 (5x5 area), centered on Gnoll 1 at U5. +6 vs Will. "Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends)"
Lycos
4th October 2008, 11:09 PM
Sagar, let me know how I'm doing.
I want to make it dark from M3 to O3, N4 to O4, O6, O7 and P7.
Sagar
4th October 2008, 11:46 PM
The party catches the smugglers completely by surprise.
Solak fires first - casting a spell into the smugglers midst. All the smugglers and gnolls look suddenly sluggish and all but one (Smuggler 3) looks sleepy as well.
Fandango whips a blinding barrage at 3 smugglers 3 and 4 and gnoll 1. The attacks (15+9 vs AC 18, 9+9 vs AC 17, 18+9 vs AC 17) all hit. Each enemy takes (7+11+4) significant damage and is temporarily blinded. All 3 are bloodied.
Brunhilde, with great disdain, tries to "cleave" the smugglers with a little sliver of steel. She (11+8 vs AC 17) looks surprised as her attack slashes through Smuggler 3's arm (3+4 damage) and slices into smuggler 4(4 damage). Smuggler 3 is reeling.
Amaril curses Smuggler 3 and then casts Witchfire on him (10+4 vs Ref 14) and he erupts into flames (10+4+3 damage), falls to the ground, twitches once or twice, and then dies.
Trask thinks about gnolls and realizes (2+7 vs DC 15) that he doesn't really know anything of substance about them. He then shoots a sting at Smuggler 4 (16+6 vs Ref 14), hitting solidly (6+5). Smuggler 4 is reeling.
Baladir moves slightly north and douses the torch there, creating deep shadows in the hallway north and west of the party.
End of Surprise round:
Round 1:
Solak (23)
Smuggler 2 (22, slowed and sleepy)
Fandango (21 and very very smug)
Gnoll 1 (18) (slowed, sleepy, and bloodied, 22 damage)
Gnoll 2 (17) (slowed, sleepy)
Smuggler 5 (16)(Slowed, sleepy)
Smuggler 3 (15) (singing with the choir demonic)
Brunhilde (14)
Amaril (13, +2 to hit smuggler 4)
Trask (13)
Baladir (7, playing with fire)
Smuggler 4 (7) (Slowed, sleepy, 34 damage, bloodied, reeling)
DinbinFanfoom
5th October 2008, 12:05 AM
"Maybe if I hack his arm off, he'll drop a proper weapon..." Brun thinks as she attempts to Cleave Smuggler 2 & 4 (+8 vs AC (3 prof, 1 lvl, 4 str), damage: 1d4+4, 4 damage to 2nd target).
Sagar
5th October 2008, 12:08 AM
"Maybe if I hack his arm off, he'll drop a proper weapon..." Brun thinks as she attempts to Cleave Smuggler 2 & 4 (+8 vs AC (3 prof, 1 lvl, 4 str), damage: 1d4+4, 4 damage to 2nd target).
The gnolls have great axes.... :p
DinbinFanfoom
5th October 2008, 12:18 AM
The gnolls have great axes.... :p
Oh Brun sees it. She's trying hard not to charge through the smugglers and grab it. Being patient is HARD! :D
Lycos
5th October 2008, 12:20 AM
Toss a scimitar back here when you get a chance please. :mrgreen:
Round 1:
Continues putting out torches as planned above.
DinbinFanfoom
5th October 2008, 12:21 AM
Toss a scimitar back here when you get a chance please. :mrgreen:
Will do! :D
Zyzzyx
5th October 2008, 12:25 AM
Solak pauses with a smirk. Behind him, Amaril and Baladir notice that he now has a relatively large staff in his left hand. The small room suddenly bursts with light as a flash of fire appears momentarily.
Casting Scorching Burst, area burst 1, centered on T5, +6 vs Ref, +7 vs Ref for Smuggler 2 and Gnoll 1 (Bloodhunt: +1atk vs bloodied foes), 1d6+5 dmg
Solak also has Redd (Mage Hand) head out and pick up the scimitar from the corpse of Smuggler 3. Move action and minor action. Next round he can bring it back. I assume to Baladir first? Or Brun?
DinbinFanfoom
5th October 2008, 12:36 AM
Brun points back to Baladir. "He can use it to cover our rear. Ve vill mop up in here shortly", she says, grinning maliciously.
Sagar
5th October 2008, 01:24 AM
Solak gestures with his staff and a burst of flame erupts in the room.
Smuggler 4 staggers clear (2+7 vs Ref 14) but the rest (15+6, 14+6, 15+7) are engulfed in flames (5+5 damage each). Gnoll 1 is reeling.
Solak motions and a red, glowing hand moves to the corpse of Smuggler 3 and deftly snatches it's scimitar.
Smuggler 2 tries a comeback strike against Brunhilde and (13+7 vs AC 19) hits for 8 damage and heals himself 9 damage. He then makes his ST (12) to shake off the sleep spell.
Fandango...
Asharad
5th October 2008, 01:28 AM
I'll finish off smuggler 4 with a sly flourish.
Don't forget everyon has massive combat advantage
to hit:
+9 vs ac (and he's blind, so that's gotta help)
damage:
1d4+2d8+8
Sagar
5th October 2008, 01:52 AM
Fandango attacks Smuggler 4 with a sly flourish. Unfortunately, the blind smuggler can't see the flourish and isn't impressed (2+9 vs AC 17).
Gnoll 1 moves sluggishly forward and attacks Brunhilde. He gives a lethargic swing of his axe, which Brun easily evades (6+8-5 vs AC 19). The gnoll looks confused for a second, then collapses unconscious (ST 1). Gnoll 1 begins snoring.
Gnoll 2 moves sluggishly forward but stops short of the party. It seems to snap out of it drowse, though, with an almost audible surge of awareness (ST 20).
Smuggler 5 slides around smuggler 2 to attack Brunhilde. It uses a comeback strike (17+7 vs AC 19), hitting Brunhilde solidly (9 damage) and healing itself for 9. The effort seems to the smuggler out of its lethargy (ST 20).
Brunhilde swings her mighty pocket knife at smuggler 2 (9+8 vs AC 17) and she slashes him wickedly (7 damage), and the blade continues on to strike Smuggler 4 solidly on the head. Smuggler 4 drops to the ground, dead.
Amaril...
(good thing those 20's came on STs, not on to hit rolls :p)
Shiz
5th October 2008, 10:59 AM
Round 1:
Trask identifies Smuggler 2 as his quarry and fires a holy Sting (+6 vs REF, d8+d6+5, hit: +2 Brunhilde) and will use his Elven Accuracy to insure a hit.
/ooc don't forget to mark targets Brun to protect Fandango.
DinbinFanfoom
5th October 2008, 12:28 PM
Round 1:
/ooc don't forget to mark targets Brun to protect Fandango.
Yeah, I forgot that, but thankfully that gnoll is asleep and nearly dead (I think). In R2, I plan to snag his axe, give my dagger to Fandango, and cleave smugglers 5/2 (hopefully with an axe!). And I'll mark smuggler 2. But it depends on if they move or not. I figure that gnoll in front of me is toast anyway, someone else will finish him off.
Sagar
5th October 2008, 01:01 PM
Yeah, I forgot that, but thankfully that gnoll is asleep and nearly dead (I think). In R2, I plan to snag his axe, give my dagger to Fandango, and cleave smugglers 5/2 (hopefully with an axe!). And I'll mark smuggler 2. But it depends on if they move or not. I figure that gnoll in front of me is toast anyway, someone else will finish him off.
Grab axe (minor action), hand dagger (minor action), attack (std action).
Is marking a free or minor action?
Shiz
5th October 2008, 01:04 PM
It isn't an action but a chosen result of attacking.
Every time you attack an enemy, whether the attack hits or
misses, you can choose to mark that target. The mark
lasts until the end of your next turn. While a target
is marked, it takes a –2 penalty to attack rolls for any
attack that doesn’t include you as a target. A creature
can be subject to only one mark at a time. A new mark
supersedes a mark that was already in place.
In addition, whenever a marked enemy that is
adjacent to you shifts or makes an attack that does not
include you, you can make a melee basic attack against
that enemy as an immediate interrupt.page 76
Shiz
5th October 2008, 01:05 PM
'Fandango, move around the sleeping gnoll for combat advantage on the others. This will also leave room for the rest of us to come in.'
EricStratton
5th October 2008, 01:06 PM
Being as Gnoll 1 is the only one I can see, I'll curse him and hit him w/ Eldritch Blast.
EB: +4 vs Reflex; 1d10 + 4 + 1d6
Shiz
5th October 2008, 01:11 PM
Coup de Grace
Sometimes, you have the opportunity to attack a foe
who is completely defenseless. It’s not chivalrous to do
so, but it is viciously effective. This action is known as
a coup de grace.
COUP DE GRACE: STANDARD ACTION
✦ Helpless Target: You can deliver a coup de grace
against a helpless enemy adjacent to you. Use any
attack power you could normally use against the
enemy, including a basic attack.
Hit: You score a critical hit.
✦ Slaying the Target Outright: If you deal damage
greater than or equal to the target’s bloodied value,
the target dies.
Just so we all are clear. Prone gives CA to melee, but -2 to ranged.
Zyzzyx
5th October 2008, 01:13 PM
(heh, ya just beat me, posted that in the discussion thread)
Asharad
5th October 2008, 01:13 PM
You can just drop the dagger brun, I'll pick it up when we are done, unless handing it to me is the same as dropping it- action wise.
DinbinFanfoom
5th October 2008, 01:27 PM
OK, so I drop the dagger, take the axe, and attack as I originally stated.
Cleave smugglers 5/2 (assuming this is a great-axe) that's +9 vs AC (str, prof, weapon training, 2h specialist, 1/2 level), on hit: 1d12+5 damage, 4 damage to 2nd target). I think.
Asharad
5th October 2008, 01:32 PM
Don't forget you can move through allies.
I've gotta wait for Amaril's attack (because I imagine he will kill the almost dead gnoll) and I'm going to wait for Solak (cause I don't know his abilities well enough yet to know what he is going to do).
Lycos
5th October 2008, 01:33 PM
How's my progress on the torches?
Also, if I see a hand with a scimitar, I will try to grab it as soon as possible.
Sagar
5th October 2008, 02:33 PM
Amaril curses the sleeping gnoll and then launches an eldritch blast at him. The blast (9+4-2 prone vs DC 16-5 unconcious) hits the motionless gnoll and (5+4+5 damage) finishes him off.
Trask marks Smuggler 2 and fires a sting at him. The sting (10+6 vs Ref 14) hits causing the smuggler to yell with pain (8+3+5). The smuggler is bloodied.
Lycos slides through the party and extinguishes the torch to the south. The southern hallway (all O and P) goes dark.
End of round:
Round 2:
Solak (no damage)
Smuggler 2 (24 damage, bloodied)
Fandango (no damage)
Gnoll 2 (no damage)
Smuggler 5 (1 damage)
Smuggler 3 (15) (singing with the choir demonic)
Brunhilde (18 damage, +2 to hit smuggler 2)
Amaril (+2 to hit smuggler 4)
Trask (no damage)
Baladir (7, playing with fire)
Smuggler 4 (deceased)
http://www.primeaxiom.com/rpgt/scene.asp?ID=nxu6m2okg4d7gbfnuehj2fnlihklgz6kdyge7 qihaqyu3siekgkbjko1d6l41uwh
Asharad
5th October 2008, 02:56 PM
If picking up a dagger out of the body of a dead gnoll or smuggler a minor action?
because if it is, I wanna do that. There should actually be two bodies right at my feet and both of them have daggers in them. I'll grab one or both, move to u4 and sly flourish smuggler 5 (because I believe I have combat advantage on him still and not the other two).
To hit:
+9 vs AC
damage:
1d4+2d8+8
Should kill him.
If I don't have combat advantage on him, or he is dead for whatever reason, I will do the same minor action and move, but this time hit smuggler 2 with a sly flourish.
To hit:
+7 vs ac
damage
1d4+8
If smuggler 2 is dead - I don't know what Solak is going to do-Ill just sly flourish gnoll 2.
To hit:
+7 vs ac
damage
1d4+8
Shiz
5th October 2008, 03:10 PM
Round 2:
Healing Word to Brunhilde (surge+d6+5) then Sting Smuggler 2 or 5 (+6 vs REF, d8+5, Hit: +2 Brun) depending on which is alive.
Zyzzyx
5th October 2008, 03:50 PM
Round 2:
Minor action: Redd will take the deftly scimitar back through the group, probably overhead to be easier, and towards Baladir.
While Solak would love to open up, he can't see things quite properly. And realizing he's rather squishy, he's not interested in charging out into the open. So... he lights up the room again.
Scorching Burst, area burst 1, centered at T6. +6 vs Ref, +7 if bloodied (Smuggler 2?). 1d6+5 dmg.
"Get that other gnoll where I can see him... I've got a nice greeting for him"
Shiz
5th October 2008, 04:28 PM
/ooc you cannot see T6 I don't think. Did you mean T5?
Sagar
5th October 2008, 05:29 PM
/ooc you cannot see T6 I don't think. Did you mean T5?
He has LoS to T6. There are several ways you can draw a line from his box to some part of T6. If he was using a direct attack, though, the target would have partial cover.
Shiz
5th October 2008, 05:38 PM
Good to know.
Lycos
5th October 2008, 05:45 PM
Round 2:
I go up to O6 to intercept Redd for the scimitar. I'll sheath the dagger. Baladir whispers, "Thanks." I'll stay at O6 to cover the South and the West.
Relatively speaking how much noise is being made?
Sagar
5th October 2008, 05:45 PM
Solak launches a ball of fire into the room. It detonates near the two remaining smugglers (9+7 vs Ref 14 and 16+6 vs Ref 16), superficially charring both of them (1+5 damage). He also manuevers the hand back towards Baladir (it stops at O6). Smuggler 2 is reeling.
Smuggler 2 throws down his weapon and cries for mercy.
Fandango grabs a dagger and slides forward to attack the gnoll. (Smuggler 5 has acted this encounter so you don't have CA that I can tell.) Fandango whips his dagger around in an especially fantastic flourish and (natural 20) cuts deeply into the Gnoll 2 (4+8 damage) (ooc: if you want to kill smuggler 2 instead, you can).
With a roar, gnoll 2 swings at Fandango (2+8 vs AC morethanthat) and misses.
Smuggler 5 maintains a defensive stance and offers to surrender (+2 to defense).
Brunhilde grabs a battleaxe from the gnoll's corpse and (sorry, not a great axe) ... what do you want to do now?
Sagar
5th October 2008, 05:46 PM
Round 2:
I go up to O6 to intercept Redd for the scimitar. I'll sheath the dagger. Baladir whispers, "Thanks." I'll stay at O6 to cover the South and the East.
Relatively speaking how much noise is being made?
Enough to echo in the caverns.
You hear a voice from the south yell, "You guys ok up there?"
Lycos
5th October 2008, 05:48 PM
Enough to echo in the caverns.
You hear a voice from the south yell, "You guys ok up there?"
See if I can get Solak to throw his voice down to them like one of the smugglers to say they are ok, just dropped a box on my foot (something similar to what's in the room).
Motion to Amaril and Solak that there are more down south.
Asharad
5th October 2008, 05:55 PM
I should be at u4, Sagar.
other than that, we're right, I think.
Shiz
5th October 2008, 06:00 PM
Round 2:
Healing Word to Brunhilde (surge+d6+5) then Sting Smuggler 2 or 5 (+6 vs REF, d8+5, Hit: +2 Brun) depending on which is alive.
Changing target to the gnoll after moving to R4.
"Kill the gnoll and we can parley with the others."
After the gnoll is dispatched:
I figure we can get one of the smugglers to call to his friends to the south - with the promise that we won't kill them - and with Fandango hidden at R4, he can slip in behind to cut off escape.
Baladir should move to M4 just to be sure.
Scimitar: +2 prof, d8, high crit (max dmg +1W)
Battleaxe: +2 prof, d10, Versatile (Brun can 2H for +1 dmg)
Baladir probably prefers the scimitar.
DinbinFanfoom
5th October 2008, 08:40 PM
"Get out of za #$@#! vay zen!" Brun growls at smugglers 5 and 2 as she circles the room, zeroing in on the remaining gnoll.
ooc: While she doesn't THINK surrendering smugglers would take a shot at her, she won't take any chances and will move in an arc to T6 and use Reaping Strike (+9 vs AC, damage: 1d10+5, miss damage: 4) the gnoll.
Lycos
5th October 2008, 10:08 PM
Baladir should move to M4 just to be sure.
Scimitar: +2 prof, d8, high crit (max dmg +1W)
Battleaxe: +2 prof, d10, Versatile (Brun can 2H for +1 dmg)
Baladir probably prefers the scimitar.
I think O6 would be prefereable since we know we got people coming from the south more than likely, if they can't get an answer quick. In one step I can intercept someone from the east.
Moving to O6, if I didn't say that already.
Sagar
5th October 2008, 10:29 PM
Brunhilde leaves the smugglers alive and attacks the gnolls. The smugglers prove to be too big a distraction, though, as she misses wildly (natural 1).
(Since you guys seem to be letting the smugglers surrender, I'll assume Amaril won't attack smuggler who is, afaict, the only one he can hit. I'll move on and Amaril can describe whatever actions he wants to take when he gets a chance.)
Trask slides into the room and engulfs Brunhilde in healing energy (10+6+5) restoring her to full health. He then shoots a sting at the gnoll (2+6 vs ref 16) and misses.
Baldir takes the scimitar and guards the south hallway.
End of round.
Round 3:
Solak (no damage)
Smuggler 2 (31 damage, bloodied, surrendered)
Fandango (no damage)
Gnoll 2 (18 damage)
Smuggler 5 (1 damage, offered to surrender)
Brunhilde (no damage)
Amaril (no damage)
Trask (no damage)
Baladir (no damage)
http://www.primeaxiom.com/rpgt/scene...kbjko1d6l41uwh (http://www.primeaxiom.com/rpgt/scene.asp?ID=nxu6m2okg4d7gbfnuehj2fnlihklgz6kdyge7 qihaqyu3siekgkbjko1d6l41uwh)
EricStratton
5th October 2008, 10:40 PM
If Amaril can get to S5 w/o incurring an OA, he'll do that (triggering Shadow Walk) then hit the gnoll w/ Eldritch Blast (he can't curse b/c the gnoll's not the closest enemy).
If Amaril *can't* get to S5 w/o incurring an OA, he'll move to O3 (triggering Shadow Walk) and ready EB for any baddies that come down that West hallway.
EB: +4 vs Reflex; 1d10 + 4.
Shadow Walk: Concealment until end of next turn.
Sagar
5th October 2008, 10:47 PM
Edit: Amaril shadow steps into the room and blasts the gnoll. The gnoll has cover from the other smuggler and Amaril misses (8+4-2 vs Ref 16).
Zyzzyx
5th October 2008, 10:54 PM
Solak hears the question from down the other hallway. He turns to look at Baladir for a moment. He then looks over his shoulder towards the cavern, the overpowered smugglers, and a hopefully soon to be dead gnoll. As his gaze returns ahead of him, Solak opens his mouth as if letting loose a great big yawn.
Standard action: Casting Ghost Sound down the southern corridor, concentrating on making it echo just right and seem as much like how he briefly heard the smuggler sound.
Baladir and Amaril are likely to hear it... "We're fine. Just dropped the last load in. We got it."
Move action: Moving into the cavern to S4 if possible w/out an OA. Otherwise, will stay put.
/ooc: I really wanted to unload on the gnoll, but figgered that we'd do better to delay any extras coming this way.
Asharad
5th October 2008, 11:04 PM
I'll hiss at the smugglers "Lay flat on your faces, hands on your heads if you want to live. Move and I'll slit your throat." I'll thrown in some intimidation so they get the point.
Then Sly Flourish the gnoll.
To hit:
+7 vs AC
Damage:
1d4+8
Lycos
5th October 2008, 11:11 PM
Round 3:
Guard the East and the South. Keep a good eye on the South especially.
Zyzzyx
5th October 2008, 11:28 PM
Baladir: Might ya want to move up to P5 or so?
Sagar
5th October 2008, 11:44 PM
Solak sends a ghost voice echoing down the corridor. After a moment, you hear an uncertain voice shout back, "you drop that booze and I'LL kick your ass!" Solak then moves into the cavern.
Smuggler two cowers low on the floor. He no longer blocks ranged attacks on the gnoll.
Fandango yells at the smugglers (12+5 intimidate vs Will 13). Both smugglers drop to the floor. The then throws his last dagger (iirc) at the gnoll. His sly flourish (13+7 vs AC 18) sends the dagger deep into the gnoll's shoulder (2+8 damage). The gnoll is now bloodied.
The gnoll attacks Brunhilde (5+8 vs AC 19) but misses.
Smuggler 5 drops his weapons and falls face first to the floor.
Brunhilde swings a sweeping strike at the gnoll (6+9 vs AC 18) but the gnoll dodges nimbly away.
Amaril curses the gnoll (as the only "opponent" left) and then launches a ferocious blast (natural 20) at the beast. The blast hits the gnoll squarely in the neck (10+4+6) and blows it's head completely off it's body. The gnoll corpse topples slowly to the ground.
Smuggler 2 wets himself.
Trask and Baladir have actions remaining this round.
Zyzzyx
5th October 2008, 11:48 PM
Smuggler 2 wets himself.
Ah, not often do I truly LOL reading forums, but I'm glad I wasn't at work on that one. Thanks, Sagar.
Solak glances about the room, taking a quick look at everyone. He puts his staff against his shoulder, crosses his arms, and again leans back slightly on his tail.
"Fine start. Can ya keep it up?"
DinbinFanfoom
6th October 2008, 12:32 AM
Brunhilde swings a sweeping strike at the gnoll (6+9 vs AC 18) but the gnoll dodges nimbly away.
ooc: Reaping Strike: 4 damage on a miss... Not that it matters now. :D
Brun will move to O5 on her next turn. Other actions depend what happens between, though she supposes the party will relieve 2/5 of their weapons and maybe someone can tie them up and gag them.
Sagar
6th October 2008, 07:11 AM
ooc: Reaping Strike: 4 damage on a miss... Not that it matters now. :D
Brun will move to O5 on her next turn. Other actions depend what happens between, though she supposes the party will relieve 2/5 of their weapons and maybe someone can tie them up and gag them.
Oops. Sorry. My bad. I make up for it by blowing a call in your favor in the 3rd quarter.
Asharad
6th October 2008, 08:57 AM
Also, I should have picked up at least one, if not two daggers on my way here, and Brun might or might not have handed me one.
So I'm either out or have one left. I thought I had one left.
Shiz
6th October 2008, 08:59 AM
Trask will tend wounds on Smuggler 2 as a sign of good faith.
"So, let's tie these two up, gag them and walk them south to confront their friends. Fandango, take a look at the goods they were unloading. I see some cloth over there you can cut into strips."
He look sat the smugglers:
"Guys, we do not need to kill you or your friends to the south. Co-operate and you will live. In fact, we may even let you go if we retrieve our gear successfully. Understand?"
I grab a scimitar just for show.
Asharad
6th October 2008, 09:05 AM
Don't heal them!
Jesus, they aren't bleeding to death and if they manage to escape (as, I have noticed, sometimes happens with prisoners) we don't want to have to wound them again.
Their reward, for now, is we don't murder them. Once we clear everything else out we can make sure their tummies don't hurt, or whatever.
Asharad
6th October 2008, 09:07 AM
If nobody else is doing it I will tie them both up and have Brun check the knots for strength.
I'll gag one and leave one ungagged for questioning.
"How many men are in your operation? Are there any traps down here or upstairs? Tell me everything you know about this leader guy. If there is anything I think you should have told me and I findt out later you didn't, I'm going to slit your throat, so if there is anything you wanna share, now is the time."
Intimidate +10.
Also, I'm going to help look around for weapons. There should be daggers everywhere.
Lycos
6th October 2008, 09:11 AM
I prefer to stay in the shadowed area. I have advantage over your standard human here. P5 is backlight with the room. Sagar. I am at O6 not O7.
Lycos
6th October 2008, 09:15 AM
Don't heal them!
Agreed. They are easier to catch if they try to run away and they have a few cuts on them. :mrgreen:
EricStratton
6th October 2008, 09:19 AM
If it's necessary, Amaril will help intimidate the ungagged smuggler (+9 intimidate).
Shiz
6th October 2008, 09:47 AM
I am not healing them, just looking at the wounds and being "nice".
Sagar
6th October 2008, 09:54 AM
Trask ties and gags Smuggler 2.
"Guys, we do not need to kill you or your friends to the south. Co-operate and you will live. In fact, we may even let you go if we retrieve our gear successfully. Understand?"
Smuggler 5, waiting patiently to be tied up, responds, "Actually, you probably will have to kill the Lars and the rest. Lars - he likes to fight and the other two are as hot headed as they are stupid. I can't see any of them having the sense not to die in a fight they can't win."
This guy seems to be unusually calm and level headed.
Baladir continues watching the south corridor.
End of round 3.
Round 4:
Solak (no damage)
Smuggler 2 (tied up and gagged, 31 damage, bloodied, reeling)
Fandango (no damage)
Smuggler 5 (1 damage, waiting to be tied)
Brunhilde (no damage)
Amaril (no damage)
Trask (no damage)
Baladir (no damage)
Asharad
6th October 2008, 09:59 AM
I'd like to know our talkative prisoner's name and the names of the smugglers to the south and upstairs.
EricStratton
6th October 2008, 10:07 AM
"Who and where is Lars?"
Sagar
6th October 2008, 10:07 AM
Since you are still in the encounter, you can ask questions during your turn. Keep in mind that a combat round is 6-10 seconds - more or less - so use that as a judge for how much you can ask and get answered.
Asharad
6th October 2008, 10:16 AM
Just out of curiosity, why are we still in an encounter? The fighting seems to be done.
Shiz
6th October 2008, 10:20 AM
"Time is a wasting. Let's go deal with Lars then. The longer we sit here jawboning, the less likely we gain surprise and th emore likely we are surprised.
"Leave these guys here guarded by someone or what?"
DinbinFanfoom
6th October 2008, 10:38 AM
I think it's obvious we're gonna have to fight the southern guys, which I don't mind. Loose ends and all... If smugglers 2/5 behave, I have no problem taking them back to town after this is over (assuming it ends well) and handing them over to the authorities.
For now, keeping them as quiet as possible (bound/gagged) is our best bet. We could even put them behind a few of the boxes in the room and get one of them to call for "help" from Lars and then ambush them.
Sagar
6th October 2008, 10:39 AM
Just out of curiosity, why are we still in an encounter? The fighting seems to be done.
Ancient chinese secret.
Asharad
6th October 2008, 10:48 AM
I'm pretty sure Lars is the guy sitting on the floor here next to Mr. Talky.
Since apparently we are still in an encounter, will someone who still has a turn left ask some questions of our captives or at least tie them up?
Also, if we can find out information (like names) about the rest of the smugglers we can lure them to us one at a time and take them out that way.
Sagar
6th October 2008, 10:50 AM
Asharad moves about the cavern collecting daggers (you get 3) as he questions Smuggler 5. Smuggler 5 says his name is Michael and the guys upstairs are Sanbalet (the leader), Chuckie, and the guy the party brought with them.
As Amaril ties his arms and legs, Michael answers his question, "Lars is a big arse testosterone laden wooly mammoth of a guy who is probably, at this moment, trying to do something clever like sneaking up the south passage with his 2 buddies to "ambush" you guys."
/ooc Ash, you can only collect one dagger with a minor action. You can collect 3 this round or 2 and have a move action left.
Also, I am running this round a bit more loosely since you don't have hostiles in your face.
Baladir hears sounds of "stealthy" (NOT) movement coming up the south tunnel along with "whispers" like "You stepped on my foot!" "Did not!" "Hush, they'll hear us!" "No way. We're sneaking..."
Shiz
6th October 2008, 10:52 AM
Whose turns are left in Round 3?
Asharad
6th October 2008, 10:56 AM
Micheal, you just earned a gold star.
Asharad
6th October 2008, 10:58 AM
We need to set up to ambush the ambushers.
Sagar
6th October 2008, 10:58 AM
Trask and Baladir had turns in rd 3 left after combat. Based on the tenor of previous posts, I figured trask would tie up a smuggler (move and std action).
Baladir would continue to watch the south hallway (I need to move him to the location he indicated.)
I can change either of this if you guys want.
So far, Fandango and Amaril have taken actions in round 4. I'm not going to be anal about the order for this one round.
DinbinFanfoom
6th October 2008, 10:59 AM
I'm not sure, but Brun wants to be in R6 before the smugglers arrive, ducked around the corner, so she can "surprise" the incomers. She suggests that the casters/ranged folks take some cover (and get out of sight) behind some of the cargo containers / barrels / stacks of cloth lying around. Put the captured guys off to the side somewhere in the E side of the cavern. She strongly suggests that the smugglers be securely bound/gagged.
Shiz
6th October 2008, 11:51 AM
"Right so we leave the two here bound and gagged against the crates with the casters prone behind the crates. The rest of us have our backs to the west walls.
Solak V5
Amaril V6
Fandango R4
Brun R6
Trask S7
Lars and the gang rush in to help their comrades (aided by a "cry for help" from Solak) and then Baladir sweeps in from behind as well.
I hope Baladir has moved north enough to remain undiscovered.
We take down Lars first if we can identify him."
DinbinFanfoom
6th October 2008, 11:53 AM
"Agreed."
Shiz
6th October 2008, 12:01 PM
"As the thugs come in, Amaril and Solak play peek a BAM! to draw their attention. Then Fand, Brun and I get flanking benefits! None of the smugglers have ranged as far as I know so we should be able to keep them from the casters who are behind crates."
Stealth mods for everyone:
Trask +4
Brun +4
Fandango +10
Zyzzyx
6th October 2008, 12:16 PM
Solak: +5 stealth
If I can be down at S7, better shot at positioning Color Spray, a close blast spell that'll daze 'em.
Shiz
6th October 2008, 12:17 PM
"That makes sense since Amaril can teleport away if he needs to. I will hide with him behind the crates."
Trask V5
Solak S7
I thought the crates were U5, U6. Bound smugglers T5, T6.
Lycos
6th October 2008, 01:12 PM
I am not healing them, just looking at the wounds and being "nice".
Smuggler lover! ;) :D
Lycos
6th October 2008, 01:19 PM
After re-reading the posts again, I am going to M4 then. When the third one enters P5, I will enter O5 and engage them from the rear.
Asharad
6th October 2008, 02:15 PM
Don't bring them in with "help!"
Bring them in with laughter and "hey lars, this dip**** Micheal just dropped a casks on his foot!"
Asharad
6th October 2008, 02:16 PM
I'll pick up as many daggers as I can find and still get to where ever I need to be, if this all takes place in one round, Sagar.
Shiz
6th October 2008, 02:27 PM
Don't bring them in with "help!"
Bring them in with laughter and "hey lars, this dip**** Micheal just dropped a casks on his foot!"
Much better. Got that, Solak?
Zyzzyx
6th October 2008, 03:17 PM
"That should do nicely. I'm not to sure about names though..."
Solak again looks like he's yawning. Echoing down the south passageway can be heard a voice tinged with a bit of laughter: "Hey, you guys need to get up here. He did drop it. Stuff looks broken, too."
Ghost sound, directed down the south passage.
DinbinFanfoom
6th October 2008, 03:19 PM
Brun thinks "zis plan not so hot maybe... from za sounds of zings Lars and his cronies ver already headed zis vay, schneaking..."
Regardless she's ready.
Shiz
6th October 2008, 03:29 PM
/ooc map needs to be updated for positions.
/me whicpser "you might be right, Brun. They will know something is up when they see these guys bound and gagged but just heard their voices. Oh well, game's on now. Baladir is our ace in the hole."
Asharad
6th October 2008, 03:30 PM
Brun thinks "zis plan not so hot maybe... from za sounds of zings Lars and his cronies ver already headed zis vay, schneaking..."
They already think something is up. Hopefully they will be thrown off by the clever ruse!
Sagar
6th October 2008, 04:55 PM
Baladir hears the guys stop and a not so silent whisper echos up the tunnel..
"Hey guys... watch this.."
A male voice in falsetto rings out saying, "I am blond and horny and I really need a MAN. Oh I wish there was one around here somewhere."
You hear muffled snickering and "good one, lars..."
Sagar
6th October 2008, 05:09 PM
A few seconds later, Solak uses ghost voice and you hear a passable immitation of Michael saying, tinged with a bit of laughter: "Hey, you guys need to get up here. He did drop it. Stuff looks broken, too."
(bluff 13 vs will 13 - bluff succeeds).
There is a pregnant pause, and then you hear an explosive, "Of for the love of ... I am SO gonna kick your ass!" followed by the sound of boots coming up the tunnel.
A few seconds later, three guys pop around the corner and the leader, a large, hairy guy with great axe says, "What the....."
DinbinFanfoom
6th October 2008, 05:11 PM
ooc: is map updated?
Shiz
6th October 2008, 05:16 PM
Yeah what does "around the corner" mean?
Sagar
6th October 2008, 05:20 PM
ooc: is map updated?
Map currently updated for them coming in.
There were around the corner at the last update.
DinbinFanfoom
6th October 2008, 05:23 PM
Given their current loc:
Brun will try to draw them further in to the room by hitting Smuggler 7 (Lars?) from where she stands (surprise?). She hopes to distract him enough that he won't see Fandango over there, and take a step forward, allowing Fandango to flank him, though he likely will have CA anyway...
Brun will use a Reaping Strike (+8 vs AC, 1d10+5 on hit, 4 damage on miss) against the front smuggler.
Heck, she'll burn an AP and do it twice. Last one she burned was back in the big room, and that was an encounter or so ago, and I think she had 2 on-hand THEN (taking her down to 1) so she has at least one, I figure. If not, disregard 2nd attack.
We have them bottled nicely and packed for an AE at P5. Bal can close the net, especially if they all move forward. Plus he's got escape to the house (or a run for reinforcements) blocked.
Sagar
6th October 2008, 05:25 PM
During round 4, you guys got into position.
Round 4a was the ghost sound and the smugglers moving. They still had weapons in their hands and were a bit suspicious so they aren't completely surprised but they do go last in the round.
Round 5:
Solak (no damage)
Smuggler 2 (31 damage, bloodied, tied)
Fandango (no damage)
Smuggler 5 (1 damage, tied)
Brunhilde (no damage)
Amaril (no damage)
Trask (no damage)
Baladir (no damage)
Lars (no damage)
Smuggler 8
Smuggler 6
http://www.primeaxiom.com/rpgt/scene...kbjko1d6l41uwh (http://www.primeaxiom.com/rpgt/scene.asp?ID=nxu6m2okg4d7gbfnuehj2fnlihklgz6kdyge7 qihaqyu3siekgkbjko1d6l41uwh)
Asharad
6th October 2008, 05:57 PM
I can attack lars (non-ranged) from where I am, can't I?
Lycos
6th October 2008, 06:03 PM
I'm readying my attack. If smuggler 8 moves to P5 or runs into me then I will attack Smuggler 8 with piercing smite.
Piercing Smite (+8 to hit vs Reflex, 2d8 + 4 Damage for Strength)
Target is marked until the end of my next turn.
DinbinFanfoom
6th October 2008, 06:08 PM
I can attack lars (non-ranged) from where I am, can't I?I think so. PS, I'm marking him.
Shiz
6th October 2008, 06:15 PM
Amaril to V5 (or behind the crates wherever they are). He is not standing in the middle of the room like a moron.
Zyzzyx
6th October 2008, 06:35 PM
Solak grins. Gently holding his staff to one side, he makes a fist with his right hand, quickly opening it, palm facing the ground.
If Fandango and Brun can hit Lars where he is, I'm opening up with the big one on Lars, Chill Strike. +6 vs Fort, 2d8+5, dazed until end of next turn. If they can not engage yet, will ready my attack and wait until Lars steps forward one square to R5.
Sagar
6th October 2008, 06:45 PM
As the large smuggler halts in surprise, Solak sends a beam of icy chill hurtling through the air. The beam strikes the smuggler squarely (19+6 vs Fort 16) and he is frozen (12+5 damage) and dazed.
(Fandango and Trask can hit the smuggler but he has partial cover (-2) and is dazed and gives CA (+2) so hitting is a wash).
Asharad
6th October 2008, 06:48 PM
Even though I don't get the bonus of having combat advantage on Lars, I still have combat advantage.
So I'll sly flourish him (assuming he is smuggler 7)
to hit:
+7 vs AC
damage:
1d4+2d8+8
Shiz
6th October 2008, 06:57 PM
According to my map, Lars and Co are still in N10-N12.
But assuming Trask can hit the smuggler but he has partial cover (-2) and is dazed and gives CA (+2) so hitting is a wash I will Sting Lars (+6 vs REF, d8+5, hit:+2 Amaril).
This plan did not work out well. We have guys strung out in the hallway...
Zyzzyx
6th October 2008, 07:11 PM
Maybe... but if Brun and Fan back up after their attacks, then we piss off Lars and then draw him and the buddies in.
DinbinFanfoom
6th October 2008, 07:28 PM
According to my map, Lars and Co are still in N10-N12. But assuming I will Sting Lars (+6 vs REF, d8+5, hit:+2 Amaril).I think Lars had cover from Fandango and Brun, not Fandango and Trask... Trask has clear LoS.
This plan did not work out well. We have guys strung out in the hallway...That's not a bad thing. They'll have to go THROUGH Lars (and come out in the open, and be flanked) if they wanna hit us. No to mention a pair of AoO's every time someone goes through. AND they're as bunched-together as they can be... even if they were in the middle of the room, they couldn't be any more AE-perfect, you just have to line it up.
Brun will stick to her plan. Reaping Strike (+8 vs AC, 1d10+5 damage, 4 damage on miss) and then burn an AP and do it again.
Shiz
6th October 2008, 10:13 PM
/ooc Baladir's toon on the map has a bunch of effects that are no longer true.
Sagar
6th October 2008, 10:44 PM
Fandango uses sly flourish against Lars and (17+7 vs AC 18) buries his dagger in Lar's side (2+11+8).
Fandango fires a sting at Lars but misses (4+6+2-2 vs ref 15).
Brunhilde swings a reaping strike at Lars (6+8+2-2 vs AC 18) but the big man dances nimbly aside.
(I couldn't find Amaril's attack so I assume) Amaril curses Lars and then casts EB at him (4+4+2 vs ref 15) but the big man dodges again.
Trask (sorry, I had you and Brun confused on the cover thing) fires a sting at Lars (10+6+2 vs Ref 15) and hits solidly (6+5). Lars is bloodied.
(I'm not sure if Baladir is going to fight, but it won't affect Lars' attack so I will run that...
Lars roars in rage and lashes out with a reaping strike at Fandango (7+8-2 bs AC 18) and just clips Fandango for 3 damage.
Smuggler hesitates indecisively and loses his turn.
(need Baladir's action before doing smuggler 8)
DinbinFanfoom
6th October 2008, 11:16 PM
Brunhilde swings a reaping strike at Lars (6+8+2-2 vs AC 18) but the big man dances nimbly aside.
BUT she does 4 damage anyway, on a miss. AND she burns an AP and does another Reaping Strike. ;)
Sagar
6th October 2008, 11:51 PM
BUT she does 4 damage anyway, on a miss. AND she burns an AP and does another Reaping Strike. ;)
BAH! I always forget that. (I updated Lars damage).
Brunhilde recovers and swings again (5+8+2-2) and just barely knicks Lars on his pinky finger (4 damage).
:lowrazz:
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