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Sagar
12th January 2009, 12:34 PM
Time for a new thread for the next adventure...

Lycos
12th January 2009, 03:09 PM
I would recommend that we try and ambush a lizard patrol, and gather as much information from the ones we don't have to kill.

The only other way would be to try and get access to magic that could give us the ability to gather information without going there. Something like the use of a crystal ball. The other option is a long term invisibility spell of potion for Fandago to use to gather intelligence for us. The other issue would be to get some magic to help in translation.

Sagar, are there any friendly mage types around anywhere?

Also, is there any known lizard people who are not hostile anywhere?

I will ask the mayor and the guy Scorpio if they know of anyone.

Also, I will ask around town about Alfred's background again. I can't seem to find it in the old threads.

Asharad
12th January 2009, 03:29 PM
Does anyone speak lizardman?

EricStratton
12th January 2009, 03:47 PM
Does anyone speak lizardman?
The only one that could possibly speak lizardman is Brun and that's b/c she doesn't have her known languages specified on her character sheet.

DinbinFanfoom
12th January 2009, 03:51 PM
The only one that could possibly speak lizardman is Brun and that's b/c she doesn't have her known languages specified on her character sheet.
Eh, wot? Common was assumed. You get one other? If so, I doubt it'd be lizardman... probably whatever the nearest monsters are that live "up north".

Greebo
12th January 2009, 03:52 PM
The only one that could possibly speak lizardman is Brun and that's b/c she doesn't have her known languages specified on her character sheet.
/ooc If you don't mind me butting in, as an outside observer - what a perfect opportunity to have an "Oh I forgot to...." moment. :)

DinbinFanfoom
12th January 2009, 03:53 PM
Haha! Shady, though.

It would probably make most sense for Brun to know Common and Giant.

Shiz
12th January 2009, 03:56 PM
So are we going to blow off the goblin? I, at least, have to meet with him.

As far as the lizardmen go, remember that most are patrolling/foraging so we aren't going to take on the whole tribe.

Lycos
12th January 2009, 03:58 PM
I didn't notice lizardman in the list of languages, so let's assume common. Right.

DinbinFanfoom
12th January 2009, 03:58 PM
I don't think we should turn down the goblin help, though we may stall them to see if we can capture a lizard man.

EricStratton
12th January 2009, 04:08 PM
Can we get Baladir to hold off on his blood debt until afterwards? Maybe they can duel if they both survive the lizards.

Sagar
12th January 2009, 06:03 PM
No one in town will know anything about Alfred. Alfred was brought with the Alchemist and he was a reclusive figure.

Shiz
12th January 2009, 07:06 PM
Everyone is assuming the goblin I spoke to is the child killer. No reason to assume that..or not. I cannot tell goblins apart and I doubt Baladir can either. I can meet the goblin myself. I just need to know whether to tell him yes or no. I don't need backup. He knows that if they attack me we will just hunt them down and slaughter them later.

Asharad
12th January 2009, 07:09 PM
I thought he said he was. Or we recognized him as such.

There was a discussion about it, wasn't there? With him, I mean.

EricStratton
12th January 2009, 07:18 PM
I thought he said he was. Or we recognized him as such.

There was a discussion about it, wasn't there? With him, I mean.
IIRC, due to Trask's perception he recognized the goblin as the one that shot the boy. Then the goblin asked if the boy was ok and said his scars would get him chicks.

DinbinFanfoom
12th January 2009, 07:26 PM
Possible Loophole: Did Trask TELL us/Baladir that the goblin was the child-killer? :D

Sagar
12th January 2009, 10:26 PM
Possible Loophole: Did Trask TELL us/Baladir that the goblin was the child-killer? :D

Not that I recall.

DinbinFanfoom
12th January 2009, 10:43 PM
Not that I recall.
Then Baladir doesn't know that the goblin Trask met with WAS the killer.
I suppose he'll make his own perception/insight check when/if he meets him.

Lycos
13th January 2009, 12:59 AM
Then Baladir doesn't know that the goblin Trask met with WAS the killer. I suppose he'll make his own perception/insight check when/if he meets him.

I find it hard to believe that Trask would leave out that huge detail.

Shiz
13th January 2009, 09:21 AM
Well, I may have good perception but I don't remember being struck by the fact that it was the same goblin. Other goblins would know what he did. I am willing to play it either way but let's decide (really up to Lycos the player) one way or the other.

To Lycos, I would say that if we cooperate with the goblins, there will be another chance for justice. It might even be a more awkward time than this one.

Asharad
13th January 2009, 10:13 AM
Maybe Baladir should pray on it a bit and then let us know. If Pelnor decides this goblin has to be killed no mater what, who am I to argue with a god.

Shiz
13th January 2009, 10:58 AM
I still haven't heard a decision on whether we are helping the goblins against the lizardmen or taking on the lizardmen ourselves.

I am convinced there will be bloodshed. We cannot just waltz into the lizardmen camp and try to fix things. It is probably a rogue leader or shaman, maybe under dire influence. That's too bad. We would have to spill an ocean of blood to get to the leader anyway.

DinbinFanfoom
13th January 2009, 11:17 AM
Brun doesn't see the problem. We can clean our armour when we get back. She think we should try to ambush a patrol and take a captive or two. Interrogate. Gather info. Then smacky.

Lycos
13th January 2009, 11:24 AM
Here's why I have a problem with it...

*Baladir's anger in his voice increases*

My Mother was a beautiful human woman. She lived close to a wood that was known for having wood elves in it. It is not common, but a male wood elf came to her and fell in love with her. She said he told her that he had been watching her for the longest time. Her passions over came her wisdom and they were both fell in love with each other. They were trying to make both of their families understand that they wanted to be married. But as you know the elves and humans don't inter mix very well. Prejudice is very common even today.

*Baladir's anger in his voice increases*

Well, to make a long story short. My Mother became pregnant with me. And my father, stopped seeing her for some reason. He never said goodbye. So, my mother stayed with her family until it was obvious that she was with child. Once her father found out he became furious and struck her many times one night. She knew that she could not stay. She left and found another town to live in. I was born there. There again, once it was discovered that I was a half elf, we were not wanted. She had to keep us moving. People would blame me if something bad happened when we came to town. My mother was man handled more times than I care to count. And she was always an outcast. But she said that she would not trade me or her memories of my Father for the world.

*Baladir's anger in his voice increases*

We eventually ended up in a town on the edge of one province. It was called Fair Haven. Well, my Mother was serving as a maid at an inn. The city was caught up in a war with another human province neighboring it. I was 12 when the city fell rather quickly. It was never really designed for defense. As the occupying soldiers stayed in the city, there were many atrocities. One was against my Mother. It was discovered that I was a Half Elf, and the soldiers found out. They started to begin throwing me around and when I fought it got worse. They started to kick me and spit on me, calling me names like "half-breed" and others worse than that. When my Mother found out, she tried to stop them from hurting me.

*Baladir's anger in his voice increases*

But it happened so quick... She was run through with a long sword. As she fell back off the sword, I could see her looking at me with a look of shock on her face. At that point, the soldiers laughed it off. They tied me up and decided to hang me outside of town as an example of what happens to those like me. Those soldiers faces I will never forget. They spent more time punching and hurting me as they took me out to the city gates and beyond. At the end of the line of people on pikes, crucifixes and other poles, I was to be placed. They threw me down to the ground and broke my leg so that I couldn't run. I was numb with pain at that point. It felt like a long time that I was laying there in the road.

*Baladir's anger in his voice increases*

Just as I was being lifted up to be put on the pole and hung, a brilliant light shone in my face. I was dropped to the ground again, I woke up a few days later, in an inn. I came to find out that the inn was owned by a retired adventure human paladin woman. She had saved me from the men who were going to kill me. Her name was Alyssa Liesen. And she raised me and taught me the ways of Pelor.


*Baladir is trying to not let his anger get out of hand*

And from that day on, I swore to kill those who harmed the defenseless. This goblin and any like him are my sworn enemy. I will NEVER be allied with them EVER.

Lycos
13th January 2009, 12:02 PM
I'll ask Oceanius. What is the position of your people concerning the lizardmen?

Sagar
13th January 2009, 12:22 PM
"We are concerned. We fear that if they continue to grow in strength and stay as aggressive as they seem to be, they will become a dangerous force and completely destabilize the humanoid balance in this area.

That is why we are willing to forgo our usual neutrality in land-based concerns and assist, even if it's only in a small way."

Lycos
13th January 2009, 12:51 PM
That is why we are willing to forgo our usual neutrality in land-based concerns and assist, even if it's only in a small way."

How far are you willing to go when it comes to assistance?

Lycos
13th January 2009, 12:52 PM
We might also want to talk to the mayor or baron on this. They might have some insight into our options here. Can we talk to the mayor?

Shiz
13th January 2009, 01:20 PM
Baladir and Trask will go speak with Scorpio and get his opinion:

"Scorpio, how would you predict a goblin community might react to the slaying of its leader under a kind of truce? Are they honorable at all? Might, say, slaying this leader or spokesman enrage the community to an extent that it makes retributive strikes against nearby human settlements?"

"Scorpio, do you think the goblins request is in good faith at all? How would you recommend reconnoitering the lizardmen?"

Maybe Baladir isn't thinking about the longer-term potential suffering that satiating his rage might cause. How does Pelor feel about justice delivered by blind rage?

DinbinFanfoom
13th January 2009, 01:24 PM
Brun is fairly bloodthirsty but attacking under banner of truce is a bit distasteful to her, even if it's just goblins. Not enough to stop her from doing it, (she's no paladin) but she doesn't really like it.

Lycos
13th January 2009, 01:43 PM
Maybe Baladir isn't thinking about the longer-term potential suffering that satiating his rage might cause. How does Pelor feel about justice delivered by blind rage?

That maybe true. Baladir will try and commune with Pelor.

But I have to say that Goblins are not going to change. If he doesn't mind killing the weak because of their current condition. Then I am preventing future deaths by killing him now. And I gave him the chance to leave peacefully, instead he attempted to kill that boy. He made his choice.

Sagar
13th January 2009, 02:37 PM
Baladir and Trask will go speak with Scorpio and get his opinion:

"Scorpio, how would you predict a goblin community might react to the slaying of its leader under a kind of truce? Are they honorable at all? Might, say, slaying this leader or spokesman enrage the community to an extent that it makes retributive strikes against nearby human settlements?"

"Scorpio, do you think the goblins request is in good faith at all? How would you recommend reconnoitering the lizardmen?"


Scorpio has 2 healing potions that he will sell to Brunhilde at normal PHB prices. Brun, feel free to buy them and remove the appropriate amount of gold from your inventory.

Scorpio reflects on your question for a few moments and then says, "Goblins respect strength and cleverness. Theirs is a harsh life, by our standards. Strength and cleverness are vital to survival for them. As such, they would probably honor this goblin mightily. If the lizards killed the old chief and shaman, this goblin you describe could very well be their new leader.

Goblins do not generally make alliances ? even short-lived ones. There have been exceptions, however. Some of the most honored goblin leaders ever did such things as you describe. This seems to be a most unusual goblin you are dealing with.
It may very well be that the attacks on the farms have decreased lately is not so much due to your efforts as it is to his. But that is just conjecture.

I think killing this goblin, especially during a truce, would cause grave consequences."

Shiz
13th January 2009, 02:52 PM
So, are we uniting against the lizardmen or not? Baladir has made his opinion plain. No one else has definitively answered my repeated requests for clarity.

DinbinFanfoom
13th January 2009, 02:57 PM
Brun will fight them, with or without the goblins, aquamen or Baladir. She sees the "big picture" as the safety of the town.

Asharad
13th January 2009, 02:59 PM
I say we get a much info and whatnot from the goblins as possible. We use that info and aid to take care of the lizardmen. Then we **** the goblins over.

One war at a time.

Lycos
13th January 2009, 03:01 PM
After speaking with Scorpio, Baladir goes to the old man down at the water and asks permission from the old man to use his alter for prayers to Pelor.

When I get back and we talk to the whole group, I reveal that my prayers to Pelor were more potent than I have received so far in my life. I was given a vision that Malacon is effecting events in this area. He was trying to use me as a way to influence the group to cause a huge war against the goblins and the Baron. He is more powerful than he was before. This definitely tips his hand that he must be the one behind the lizardmen becoming aggressive. And my mind is more clear now. This goblin leader must pay compensation of some sort to the town folk, but I will not hinder an alliance with the goblins. Although, I am still leery of such an alliance.

Pelor has spoken. Malacon must be stopped. The goblin alliance sounds like the only viable solution at this point. Baladir shows everyone the burned symbols of Pelor in his hands that were not there when he left to go to town.

EricStratton
13th January 2009, 03:30 PM
Amaril is happy to hear of Baladir's vision. With such a clear case against the lizardmen, Amaril is now in favor of a temporary alliance with the goblins to enter the lizardmen cave and clear them out.

Sagar
13th January 2009, 04:22 PM
Who is going to talk to the goblin (besides Fandango and Trask)?

100 xp bonus to Baladir for his religious epiphany.

150 xp bonus to Brunhilde for being the first to PM the DM trying to resolve the impass.

50 xp bonuses to Fandango and Trask for PM delivered plans to... well.. you know.

EricStratton
13th January 2009, 04:47 PM
Trask's Perception is great. But we should probably send someone that has decent Diplomacy and/or Insight. Unfortunately, the best candidate would be Baladir (12 Diplomacy and 10 Insight).

Lycos
13th January 2009, 05:01 PM
Unfortunately, the best candidate would be Baladir (12 Diplomacy and 10 Insight).

Hey! I resemble that remark. :mrgreen:

I'll be good, but Baladir is going to be looking for some sort of compensation for the people who were hurt the most.

EricStratton
13th January 2009, 05:07 PM
Hey! I resemble that remark. :mrgreen:

I'll be good, but Baladir is going to be looking for some sort of compensation for the people who were hurt the most.
As long as Trask is there to help keep you in check, I'll trust you.

Fandango, well, he's as likely to help you as to stop you.

DinbinFanfoom
13th January 2009, 05:11 PM
150 xp bonus to Brunhilde for being the first to PM the DM trying to resolve the impass.Baladir probably doesn't know how fortunate he is. :D

Asharad
13th January 2009, 05:17 PM
Fandango, well, he's as likely to help you as to stop you.

I am delightfully variable!

EricStratton
13th January 2009, 05:19 PM
I am delightfully variable!
You're predictably unpredictable. It's refreshing.

Zyzzyx
13th January 2009, 05:49 PM
Solak now looks slightly less confused than he has been during this whole episode.

"A'right then... so... we're all headed to see this gobbo? Or just Trask and our enraged, but now cooled down slightly, paladin?"

EricStratton
13th January 2009, 06:04 PM
Amaril doesn't bring much to the table in terms of observing and negotiations so he'll stay behind and prepare his weapons and armor for battle. If you think you can add something, go along.

Shiz
13th January 2009, 07:12 PM
Baladir is not coming this time. He can broach that subject later. This isn't teally a negotiation heavy meeting. I expect that I will offer our group as a strategic flanking diversion. I am not going to agree to be the bait.

Shiz
13th January 2009, 07:21 PM
Solak now looks slightly less confused than he has been during this whole episode.

"A'right then... so... we're all headed to see this gobbo? Or just Trask and our enraged, but now cooled down slightly, paladin?"

Trask and Fandango.

Sagar
14th January 2009, 11:44 AM
Early the next morning, Trask and Fandango head out towards the clearing. Trask enters the clearing and Fandango hides in the brush at the edge, with a clear line of sight to Trask.

Approximately 30 minutes later, the goblin appears across the clearing. He seems a bit suprised to see you there already. After making a few randome welcoming gestures, he cautiously approaches.

"You, elf talk, yes? You understand?"

"Goblins help against lizards. Elves cause alarm, lead lizards away.
Goblins guard outside.. make sure lizards no come back and attack humans from behind."

Shiz
14th January 2009, 01:59 PM
"I am not sure what you are saying. I am the only elf in my group.

So your plan is for us to act as bait and lead the lizards away so you can take over the caves? I don't think so.

How about you attack, draw the lizards to you and we attack from the flank and kill the leader? Then all the lizards will run away. We know that an evil spirit is controlling the leader of the lizards. We will fight this spirit and kill the leader while you fight the lizards.

For this, we want half of the lizard treasure as payment to the humans you have hurt."

Sagar
14th January 2009, 02:04 PM
"No no no..

"You and water elf talk? He tell you about lizards and goblins and gnolls, yes?

"Plan is, elves draw lizards away from caves. Goblins keep lizards away from caves. You take care of lizard leaders in caves. I keep goblins away from you. Some goblins ... excitable. Not trust them too near you. If all work well, you not see goblins at all. Just see dead lizards."

GravenStone
14th January 2009, 02:54 PM
"No no no..

"You and water elf talk? He tell you about lizards and goblins and gnolls, yes?

"Plan is, elves draw lizards away from caves. Goblins keep lizards away from caves. You take care of lizard leaders in caves. I keep goblins away from you. Some goblins ... excitable. Not trust them too near you. If all work well, you not see goblins at all. Just see dead lizards."


This can only end in tears...

Shiz
14th January 2009, 05:05 PM
"No no no..

"You and water elf talk? He tell you about lizards and goblins and gnolls, yes?

"Plan is, elves draw lizards away from caves. Goblins keep lizards away from caves. You take care of lizard leaders in caves. I keep goblins away from you. Some goblins ... excitable. Not trust them too near you. If all work well, you not see goblins at all. Just see dead lizards."

"I was not aware you were aware of the aquatic elves. Your plan sounds fine. Do you agree to the proposed sharing of plunder?"

Sagar
14th January 2009, 05:39 PM
"Water elf told me to talk to you first time. As for lizard stuff, we do not need. Caves back is enough. You can leave some behind, if you want. Let goblins find and be happy. If you want."

Shiz
14th January 2009, 06:37 PM
"So, how do we co-ordinate? What day do you want the attack to commence?"

Sagar
14th January 2009, 09:57 PM
"Do you need guide to caves? Or are going by boat? It takes half day travel by land if you have guide. Not sure how long by boat.

"How about 2 hours past noon, 2 days from today. Lizards pulled far away from caves. You have time to be late and is ok. Sound good?"

Shiz
14th January 2009, 11:20 PM
"Sounds good."

Sagar
14th January 2009, 11:24 PM
How do you want to get to the caves? By foot (10 miles as the crow flies - much of the distance through swamps) or by boat (you will have to make arrangements with someone in town to take you).

Shiz
14th January 2009, 11:27 PM
Boat makes the most sense. What does everyone else think?

DinbinFanfoom
15th January 2009, 12:28 AM
Boat makes the most sense. What does everyone else think?
Sure, boat.

Sagar
15th January 2009, 07:24 AM
You tell the goblin you will travel by boat. He agrees that it is probably safer and easier then trekking through a swamp.

did you want to talk to the goblin about anything else or are you pretty much done?

Shiz
15th January 2009, 09:25 AM
"Before we go our different ways, you need to know that your treatment of the boy angered me and my allies as well as the commonfolk of this region. If you and your tribe ever prey on humans again, the retribution will be severe.

"Good fighting and farewell."

Sagar
15th January 2009, 09:41 AM
The goblin nods acceptance of your comment. As he turns, he pauses and says, "Tell man in woods that he almost hides well." The makes a gesture and 6 goblin marksmen seemingly appear out of thin air. The goblin and the marksmen step out of the clearing and vanish into the woods.

Back a the house, you tell the others about the meeting.

Michael suggests contacting Will or Tom Stoutly about finding a boat for the trip.

What else would any of you like to do over the next few days?

Lycos
15th January 2009, 09:54 AM
I'm going to town to talk to the old man. Also, what do you guys think about working it so that we each have 2 healing potions on us at all times? That should help in case of big trouble.

DinbinFanfoom
15th January 2009, 09:55 AM
Also, what do you guys think about working it so that we each have 2 healing potions on us at all times? That should help in case of big trouble.
Brun thinks it's a great idea (she has 2) but she thinks she may have bought out the vendor. :P

Sagar
15th January 2009, 10:56 AM
Scorpio has no more available. If you want more, you can ask and he can work towards getting more. If you have any magic item requests, he can put out feelers for those as well, if you ask him to.

Shiz
15th January 2009, 11:11 AM
Trask is going to go do that communion interrupted last time and see if Sehanine can give him any insights beyond what Pelor gave to Baladir.

DinbinFanfoom
15th January 2009, 11:26 AM
Brun will talk to whoever she can (Scorpio? Others?) about the lizardmen... specifically what weaknesses they may have in battle... Are they quick? Durable? Resistant to any type of damage? Well organized?

Lycos
15th January 2009, 11:42 AM
Trask is going to go do that communion interrupted last time and see if Sehanine can give him any insights beyond what Pelor gave to Baladir.

Jealous? :lowlol:

Sagar
15th January 2009, 11:43 AM
Brun will talk to whoever she can (Scorpio? Others?) about the lizardmen... specifically what weaknesses they may have in battle... Are they quick? Durable? Resistant to any type of damage? Well organized?

Scorpio tells you Lizardmen are large, strong, and fairly durable.
Perhaps if you reflect on the battle you already had with them, you might glean valuable information.

Lycos
15th January 2009, 11:44 AM
While I'm in town I will run by Scorpio's place and put in our request for more healing potions, and if he has a +5 Vorpal Blade or +5 Holy Avenger, that would be cool too. :mrgreen:

Asharad
15th January 2009, 12:30 PM
I too will do some shopping, just making sure that I have ten daggers or so in addition to my magic one. I believe I am still at eight, so if he has two I can buy, that would be nice.

EricStratton
15th January 2009, 12:41 PM
I'm pretty sure Amaril is good to go. While we've got time, he'll slip into the woods and flip over to the Feywild for a bit.

Zyzzyx
15th January 2009, 01:27 PM
Solak is ready as he'll be for travel, in a boat. Would've preferred the overland option, but he'll deal with it.

If there's some free time he'll head back up the coast for some more spell practice.

DinbinFanfoom
15th January 2009, 01:31 PM
Brun briefly considers the issues concerning wearing armour in boats. She suggests we make sure the boat contains a rope/anchor. If she for any reason ends up overboard with armour on, she hopes whoever is still in the boat will think to throw the anchor over so she can climb the rope from the bottom. :P

Lycos
15th January 2009, 01:57 PM
Brun briefly considers the issues concerning wearing armour in boats. She suggests we make sure the boat contains a rope/anchor. If she for any reason ends up overboard with armour on, she hopes whoever is still in the boat will think to throw the anchor over so she can climb the rope from the bottom. :P

If we must bring this up, I will opt to not wear armor while we are still afloat. Seeing how long it took to take one piece off the last time. I don't think I could get my gauntlets off in time before drowning. I will put it on once we hit land at our target location.

DinbinFanfoom
15th January 2009, 02:11 PM
If we must bring this up, I will opt to not wear armor while we are still afloat. Seeing how long it took to take one piece off the last time. I don't think I could get my gauntlets off in time before drowning. I will put it on once we hit land at our target location.
Well, the way I figured it, according to PHB 185:
Hold breath (each round after 5): DC 10+r where r is rounds

Even assuming sinking like a stone with armour on, you can hold your breath for 30sec without penalty (see: each round after 5 above). And it becomes DC11, DC12, DC13 thereafter. (Modded by DM of course, for extenuating circumstances)

Brun's Endurance mod is +10 at L4, so given base DC's above, she could hold her breath roughly 15 rounds (1:30) before she'd have to roll better than a measely 10 on a D20. With "Sure Climber", she can scale 50' of rope in 6 seconds. So given a worst-case scenario, she would have to sink to the bottom of 90' of water to be in trouble, at which point pressure might be a problem. :P

It's a calculated risk... I just hate the possibility of having to dress in battle, on the beach.

Of course, it might just be easier to attach a an empty cask or two to her waist temporarily until we get to shore. :D She's good at making those!

Seriously though, I don't expect much action on the boat-ride.

EricStratton
15th January 2009, 02:23 PM
Seriously though, I don't expect much action on the boat-ride.
Prude.

Lycos
15th January 2009, 02:25 PM
I would think that for the majority of the ride, we don't have to wear armor. We suit up once we get there. Chances of something going wrong at that point should be minimal and we can use the cask idea for insurance.

Shiz
15th January 2009, 03:31 PM
What are the freaking odds that the boat turns over? How small is this boat going to be?

As far as tactics of the lizardmen, we can expect some missile weapons and large weasels and at least one shaman.

Asharad
15th January 2009, 03:34 PM
****ing weasels.

Lycos
15th January 2009, 04:03 PM
weasels = Trask Bane :rotflmao:

EricStratton
15th January 2009, 04:03 PM
Should we do the whole "ignore the tanks and go for their healer" thing? Does that work in DnD or do you get tore up too fast by the melee'ers?

DinbinFanfoom
15th January 2009, 04:05 PM
Should we do the whole "ignore the tanks and go for their healer" thing? Does that work in DnD or do you get tore up too fast by the melee'ers?
That's probably still a very wise strategy.

Shiz
15th January 2009, 04:17 PM
I return from my communion and share the following vision with the group:

Looking towards the woods, you can barely discern a shadowy figure. The figure seems to be leaning over western part of the Barony. Looking closer, you can see him weaving strings, flinging them to the map below, and attaching them to his marionette rod.

In your vision, you feel your self stringing your bow and setting an Arrow of Sehanine to the string. You pull back and the arrow flies.. cleanly cutting one string. Another arrow, another string parts. And another.. and another...

As the vision fades, you cannot tell whether your arrows were cutting strings faster than new strings were woven...

Lycos
15th January 2009, 04:22 PM
That's probably still a very wise strategy.

I agree. Casters in general will cut you down if you let them go. Now obviously, you can't just ignore the melee people. In most cases, having our melees against their melees with the casters focusing on each other would be best. If a melee is freed up and finds the opportunity of going against a caster versus a melee. Take the caster, as long as that doesn't open up a hole letting their melee guys get at our casters.

DinbinFanfoom
15th January 2009, 04:25 PM
In our last fight, Brun's "strategy" (which kinda worked) was to keep as many mobs pinned down / tied up in a given area, away from our casters. Hence the swinging on a rope to the other end of the battlefield, behind most of the casters.

Lycos
15th January 2009, 04:35 PM
In our last fight, Brun's "strategy" (which kinda worked) was to keep as many mobs pinned down / tied up in a given area, away from our casters. Hence the swinging on a rope to the other end of the battlefield, behind most of the casters.

But then you helped them by making sure we couldn't get to you. I would not rate that as the best tactical move of 2008. :lowrazz:

Shiz
15th January 2009, 04:44 PM
We only couldn't get to her because the lizardmen emerged. I only need to be within 5 squares.

Lycos
15th January 2009, 04:52 PM
We only couldn't get to her because the lizardmen emerged. I only need to be within 5 squares.

Which meant you had to move up which put you in range of the melee types as well.

And he was out of reach for me to use any "lay on hands" healing.

The upside was that it helped out Fandango who was isolated from us as well.

DinbinFanfoom
15th January 2009, 06:13 PM
But then you helped them by making sure we couldn't get to you. I would not rate that as the best tactical move of 2008. :lowrazz:It was never my plan for you to get to me. :P If they're gonna swarm something, it might as well be a tank. And they did very little damage, since they were so busy knocking me down. :P The casters on the upper level had tons of rounds to fire things down (and they did) while you plugged the stairs and Fandango and I kept the rest of them bunched up.

Yeah. That's it!

Sagar
15th January 2009, 09:30 PM
Did you guys want the Stoutly's to try to find you aquatic transportation or do you want to do it yourselves?

EricStratton
15th January 2009, 11:08 PM
I guess we can't use that sail boat anymore since we sold it, eh? And in any event I guess we'd want to take something a bit smaller.

I'm fine w/ the Stoutly's arranging it. We trust them, right?

Shiz
16th January 2009, 09:14 AM
Yeah let's hire the Stoutly's.

Sagar
16th January 2009, 09:30 AM
Your old boat was way to big to be handled with a reasonable sized crew.

Tom comes back after making inquiries. He seems hesitant, almost embarrassed, at what he has to report.

"There's na but 2 that would consider sailin' ya to tha caves. Of those, one is askin' 2 arms and 14 legs... Tha other is bad enough. He wants 250g ta transport ya there and back and he'll wait up ta 48 hours in between. That's fer a boat big enough fer yer selves, 3 crew, and whatever booty ya wanna bring back. He's also sayin' ya need to leave a deposit with tha Mayor. 2500g. He says he's goin' ta a battle area and he's gotta have insurance incase his boat is destroyed. O' course, ya get yer deposit back if'n the boat comes back ok."

/em DM note: He is honest. This is the best water travel price you will find in the area. The boat owner will supply the crew.

DinbinFanfoom
16th January 2009, 09:37 AM
Doesn't matter to Brun, but that looks a bit steep. She's willing to go overland and isn't afraid of "random encounters" on the way. :P She'll defer to the CFO on this one.

Shiz
16th January 2009, 09:53 AM
I actually don't have a problem with it. Danger pay is a valid concept. I bet the Mayor will take our word we are good for the deposit. We just got 3500 from the Baron after all.

EricStratton
16th January 2009, 09:56 AM
Considering the amount of money we have right now, Amaril is fine w/ the asking price.

Sagar
16th January 2009, 10:02 AM
I actually don't have a problem with it. Danger pay is a valid concept. I bet the Mayor will take our word we are good for the deposit. We just got 3500 from the Baron after all.

You haven't actually physically received the 3500g yet but it will be sent through the Mayor so he can simply deduct that from your payment should it become necessary.

You guys won't actually have to do anything about that.

Asharad
16th January 2009, 10:16 AM
Yeah, that seems reasonable enough to me.

Shiz
16th January 2009, 10:58 AM
We are good to go then. Now, I doubt we will finish this before Sagar leaves on the 20th so shall we just wait?

Lycos
16th January 2009, 10:58 AM
Yeah, that seems reasonable enough to me.

Yup.

Sagar
16th January 2009, 11:43 AM
This is a sprawling complex with more than 50 "rooms". I don't really plan to start before I go.

I did think about getting you guys to the entrance and say "xxx come hurtling out of the cavern's mouth, screaming defiance and brandishing their weapons. Round 1.

To be continued..."

but I don't think I'll do that :p

Lycos
16th January 2009, 12:42 PM
This is a sprawling complex with more than 50 "rooms". I don't really plan to start before I go.

I did think about getting you guys to the entrance and say "xxx come hurtling out of the cavern's mouth, screaming defiance and brandishing their weapons. Round 1.

To be continued..."

but I don't think I'll do that :p

Or you could just give us the loot, and tell us how much exp we got. :lowlol: You know we'll get it anyway. :twisted:

DinbinFanfoom
16th January 2009, 12:43 PM
Or you could just give us the loot, and tell us how much exp we got. :lowlol: You know we'll get it anyway. :twisted:
You realize you're DEAD now, eh?

Lycos
16th January 2009, 01:04 PM
You realize you're DEAD now, eh?

:lowlol: It's all good. :mrgreen:

Sagar
16th January 2009, 01:11 PM
Or you could just give us the loot, and tell us how much exp we got. :lowlol: You know we'll get it anyway. :twisted:

And deprive you of the joy of using all your new abilities?

How cruel do you think I am!?!



muahahahahahaha

Shiz
16th January 2009, 02:41 PM
Lycos wants to roll a Druid anyway...

Lycos
16th January 2009, 02:53 PM
Lycos wants to roll a Druid anyway...

I am the mighty dwuid of this wood. Feaw me! :lowlol:

Shiz
19th January 2009, 06:01 PM
Who is going to talk to the goblin (besides Fandango and Trask)?

100 xp bonus to Baladir for his religious epiphany.

150 xp bonus to Brunhilde for being the first to PM the DM trying to resolve the impass.

50 xp bonuses to Fandango and Trask for PM delivered plans to... well.. you know.

Character sheets now reflect this.

Sagar
10th February 2009, 10:50 PM
Back from Hawaii. More on that later...

Before you head out, Alfred asks to meet with the group.

Alfred stands before you and says, "You will all be leaving the house for what could be several days. You have significant treasures stored in this house. Have you given any thought to it's protection?"

DinbinFanfoom
11th February 2009, 08:41 AM
Maybe we could hire a townfolk or two. Plus maybe one of our finger-wrigglers can whip up something more automated.

Asharad
11th February 2009, 09:52 AM
Also, Alfred is not without skills. I assumed he would assist in defense of our stash, sorta like he did against us.

But yeah, hiring out a small group of people we can trust (really that our guy Mike can trust) is a good idea.

Also, I'm thinking that me and Brun should go down to the taven, have a drink or two, and talk amongst ourselves about all the crazy magical traps that our finger wigglers are cooking up in the basement. About how even we're afraid to go down there and we are pretty bad-ass.

Not in a loud way, between she and I but so other people can hear, so the story gets around. I'm sure one of my skills covers this. Streetwise and bluff, probably.

DinbinFanfoom
11th February 2009, 09:56 AM
Sounds good.

Asharad
11th February 2009, 10:50 AM
In Brun and I's conversations I will refer a few times to "that spell that makes your cock fall off."

And shudder.

DinbinFanfoom
11th February 2009, 12:55 PM
In Brun and I's conversations I will refer a few times to "that spell that makes your cock fall off."
And shudder.
As long as you say "makes" and not "made". :P

Sagar
11th February 2009, 03:40 PM
Alfred asks, "If you want me to defend anything, you must specifically ask me to do so. I cannot, on my own initiative, do so. That is why I did not defend the house against the smugglers or against you. I only fought you when you chose to take possession of my host.
If you do wish me to use offensive abilities, I need to know the .. how the they put it.. rules of engagement.
When should I engage in hostilities?
Should I use lethal force? If so, at what point?
What should my primary response be? To frighten? To defend? To destroy?

If I may suggest, you might wish to talk to the Mayor about dissuading the curious and the intoxicated from exploring the house in your absence."

EricStratton
11th February 2009, 03:51 PM
return if Intruder.type == Person.type.CHILD

if Intruder.action == ActionType.STEAL
try {
Action.SCARE
} catch (IneffectiveAction) {
try {
Action.INJURE
} catch (IneffectiveAction) {
try {
Action.KILL
} catch (IneffectiveAction) {
// Well done, sir. We're screwed.
}}}

else if Intruder.action == ActionType.NOSING_AROUND &&
Intruder.actionCategory == ActionCategory.SUSPICIOUS
try {
Action.SCARE
} catch (IneffectiveAction) {
// How far do we want to go?
}
Sorry....

Lycos
11th February 2009, 05:06 PM
return if Intruder.type == Person.type.CHILD

if Intruder.action == ActionType.STEAL
try {
Action.SCARE
} catch (IneffectiveAction) {
try {
Action.INJURE
} catch (IneffectiveAction) {
try {
Action.KILL
} catch (IneffectiveAction) {
// Well done, sir. We're screwed.
}}}

else if Intruder.action == ActionType.NOSING_AROUND &&
Intruder.actionCategory == ActionCategory.SUSPICIOUS
try {
Action.SCARE
} catch (IneffectiveAction) {
// How far do we want to go?
}
Sorry....


That looks about right.

If it's a child, they should be approached and told to leave the premises. If they passively resist then I think scare is valid.

If suspicious nosing around by a stranger is not detered by warning and scare then I would say their intent is more than nosing around, Alfred should go to the intruder/steal logic.

Is an intruder a person who enters the house illegally or who is on our property? Also, Alfred, should try and determine information about these people if at all possible. Which would involve hiding and watching and recording their movements, names, etc.

And if they are finger wagglers he should get the heck out of there. Move to observe and defend only in the store room with our stuff in it. My logic is that finger wagglers might really screw him up with some spells. Who knows what a dispel magic type spell would do to him.

Sagar, does Alfred have the capability to sound the alarm in town? Does Alfred have any other suggestions on how to secure the premises? If the **** hits the fan, Alfred is to warn Michael and family and provide them with directions of escape.

Lycos
11th February 2009, 05:10 PM
If I may suggest, you might wish to talk to the Mayor about dissuading the curious and the intoxicated from exploring the house in your absence."

We can all do this or Baladir can do this.

Asharad
11th February 2009, 05:32 PM
I'm hoping down to town anyway, I'm happy to talk to the mayor.

EricStratton
11th February 2009, 09:59 PM
That looks about right.

If it's a child, they should be approached and told to leave the premises. If they passively resist then I think scare is valid.

If suspicious nosing around by a stranger is not detered by warning and scare then I would say their intent is more than nosing around, Alfred should go to the intruder/steal logic.

Is an intruder a person who enters the house illegally or who is on our property? Also, Alfred, should try and determine information about these people if at all possible. Which would involve hiding and watching and recording their movements, names, etc.

And if they are finger wagglers he should get the heck out of there. Move to observe and defend only in the store room with our stuff in it. My logic is that finger wagglers might really screw him up with some spells. Who knows what a dispel magic type spell would do to him.

Sagar, does Alfred have the capability to sound the alarm in town? Does Alfred have any other suggestions on how to secure the premises? If the **** hits the fan, Alfred is to warn Michael and family and provide them with directions of escape.
I was mostly thinking that if it was a kid, just leave em alone. They can't cause any trouble. But I guess it would be best to shoo them out.

Since we're trying to keep Alfred's existence a secret I'm not entirely sure how he'd go about doing any of those actions. Plus, it's probably best that he's our last resort. Let our hired housesitters handle it for the most part.

Actually...hmm. As far as we know everyone in town loves us (or at least fears us). So the chances of them messing w/ the house are slim except maybe out of curiousity. So if someone *is* going to maliciously mess w/ the house my guess would be bandits that we either kicked out of the house or that heard of our reknown and heard that we're leaving on business. Which means any intruders would more than likely be the heavily armed types (sort of like us when we liberated the house).

If that is indeed the case, I'd hate to put the towns ppl in harm's way to protect our items. Guess it will be best to talk to the mayor. Maybe he can suggest some trustworth goons (for lack of a better word). I was going to say mercenaries or ex-soldiers but that seems a bit like overkill.

I guess it's possible I'm over thinking this....

I don't imagine we have the ability to cast the "voice alarm" that we ran into in the house, do we?

Lycos
12th February 2009, 10:20 AM
I was mostly thinking that if it was a kid, just leave em alone. They can't cause any trouble. But I guess it would be best to shoo them out.

Since we're trying to keep Alfred's existence a secret I'm not entirely sure how he'd go about doing any of those actions. Plus, it's probably best that he's our last resort. Let our hired housesitters handle it for the most part.

Actually...hmm. As far as we know everyone in town loves us (or at least fears us). So the chances of them messing w/ the house are slim except maybe out of curiousity. So if someone *is* going to maliciously mess w/ the house my guess would be bandits that we either kicked out of the house or that heard of our reknown and heard that we're leaving on business. Which means any intruders would more than likely be the heavily armed types (sort of like us when we liberated the house).

If that is indeed the case, I'd hate to put the towns ppl in harm's way to protect our items. Guess it will be best to talk to the mayor. Maybe he can suggest some trustworth goons (for lack of a better word). I was going to say mercenaries or ex-soldiers but that seems a bit like overkill.

I guess it's possible I'm over thinking this....

I don't imagine we have the ability to cast the "voice alarm" that we ran into in the house, do we?

I think the kid's age would be a factor too. Under the age of 10, leave them alone, but above that age, they might get in more trouble. Yeah, Alfred would be best kept out of public appearances. I agree with the rest.

Asharad
12th February 2009, 10:23 AM
Why are we hiding Alfred again?

Lycos
12th February 2009, 02:03 PM
Why are we hiding Alfred again?

We do want some defenses hidden, but active if you know what I mean.

If we tell everyone what we got then it's easier for someone to come in with the guns to take our defenses out.

DinbinFanfoom
12th February 2009, 02:10 PM
If we tell everyone what we got then it's easier for someone to come in with the guns to take our defenses out.
You never bring a gun to a ghost fight.

Though it's not like he was THAT tough. *grin*

Shiz
12th February 2009, 03:55 PM
I would give Alfred orders to use lethal force should anyone bypass the door from the barracks area into the skeleton room. He should use non-lethal approaches up to that point.

Sagar
14th February 2009, 11:25 AM
Alfred says, "Understood, sir. I will attempt to dissuade before damaging and to damage before destroying."

In town, Baladir goes to talk to the Mayor who agrees to try to keep people away from the house. "I'll ask the guards to keep an extra watch on the road for the next couple of days. I don't want any curious or avarice running afoul of your "protections"."

In the bar, Brunhilde and Fandango buy a few rounds of drinks and Fandango, appearing slightly tipsy, babbles on about the "protections" at the house. When he gets to the part about losing the "one-eyed wonder worm", several of the men sober abruptly - one even cups his groin protectively. Fandango realizes that at least 3 of these had had thoughts of wandering up to the unprotected house...

Later in the day, Tom and Will Stoutly stop by and ask if you guys would like them to watch the house while you are gone. "Not that I expect trouble, mind ye, but it dunna hurt ta be prepared, ye ken?"
Michael tells you he'll have the crew working during the day so you should be fine then.

The men with the boat let you know the tide will be best one hour after dawn tomorrow.They will meet you at the docks shortly after dawn.

Is there anything you want to do before you depart?

Shiz
16th February 2009, 04:36 PM
I don't have anything left to do.

Asharad
16th February 2009, 05:01 PM
Assuming I have my normal compliment of ten daggers (and I think I do, 9 + the magic one), I am ready to go

Lycos
16th February 2009, 06:09 PM
Baladir is ready to go as well.

Sagar
16th February 2009, 06:42 PM
You leave the house at o-dark thirty. The sun is just cresting the horizon when you get to Saltmarsh and you arrive at the docks in plenty of time. About half an hour after you board, the boat pushes off and you sail out of the "harbor", past the opening to the to the Saltmarsh River and continue sailing west for about 4 hours.

As you sail, the land changes gradually from pastureland to forest to swampy marshes. The captain seems to think the lizard's map referes to the Dunwater River and a point just beyond it. He seems to be correct. After about 4.5 hours of sailing, you come to the opening of the Dunwater river and see a rise on the bank beyond it.

The river is too shallow to sail into (it's more of a swamp water delta than a true river, at this point). Just past the river is a promontory. The land rises in a mound on that isthmus (sp?). On the east side, you see what looks like a path going inland. Farther to the west, you see what seems to be a small sea cave that looks as if it might give access to what you assume is the lizard's lair.

The Captain looks to you for direction as to where to drop anchor. He has a small boat that can ferry you to your chosen destination.

EricStratton
16th February 2009, 09:56 PM
I can't think of any reason to not go West. Except maybe to try to find a more round-about way to get there as to hide our approach.

DinbinFanfoom
17th February 2009, 09:32 AM
Yeah, let's not be TOO direct. At least until we get the lay of the land. Path?

Lycos
17th February 2009, 09:42 AM
Baladir: Let's go right up to the entrance. C'mon, it's a lizard lair. We zip in, we zip right out again. We're not going to the Dark Lord's Lair. It's a lizard lair. It's like going into Wisconsin.

Fandango: Well I got the **** kicked out of me in Wisconsin once. Forget it!

:D

Asharad
17th February 2009, 10:02 AM
It's been awhile, I forget the plan. Are we to assume that a large portion of the lizards are off chasing whoever was supposed to distract them for us?

DinbinFanfoom
17th February 2009, 10:06 AM
It's been awhile, I forget the plan. Are we to assume that a large portion of the lizards are off chasing whoever was supposed to distract them for us?
I think so. So, given that, do we want to still try the sneaky route, or charge up and try to mix it up fast? Maybe 'dango can scout the cave entrance all stealthy-like? If we can get down in the cave without being spotted or an alarm being sounded, we'd be well off. Remind me... are we trying to assassinate the leader or something?

Lycos
17th February 2009, 10:18 AM
If I remember right, we were supposed to chase the bad lizard men out of the existing lair. We need to gather information as well. For some reason, our undead arch nemisis is behind this stuff. We need to gather more information on that as we can. Also, we should probably talk to the Gnolls or goblins that want this lair back to ensure peace between the elves and humans.

Also, the elves were supposed to help us. I can't remember how we were to get their attention on when we arrive. I think they were supposed to setup a diversion at the entrance while the gnolls and us went into the lair. Is that right Sagar?

Shiz
17th February 2009, 12:43 PM
The elves and goblins have supposedly drawn a large portion away. Going in the cave is risky because we have no idea if we have to swim and we are not ready for that at all.

I ask the captain if we are high tide or low tide right now and if he thinks that cave will fill up or empty more over the tide cycle.

Until I have some comfort that our armor wearing compadres aren't going to drown in there, I want to take the path.

Lycos
17th February 2009, 12:46 PM
I agree with the path idea as well. :D

Asharad
17th February 2009, 12:50 PM
Yeah, I vote path. We know the lizardmen are a lot more comfy in the water than we are.

Sagar
17th February 2009, 01:10 PM
Shiz is correct - the elves are diverting the lizardmen. The goblins are helping and watching your back. That is, they will try to prevent any patrols from entering the lair behind you.

The captain says you are nearing high tide and the cave mouth looks big enough that the rowboat can go in - even at high tide. None of the men on the boat have seen any signs of activity in the water, on the shore, or around the cave. He does wonder if the cave would be as heavily guarded as a land entrance would be.

Asharad
17th February 2009, 01:42 PM
Well, if we can get in the cave via rowboat that probably is a viable option.

Shiz
17th February 2009, 02:59 PM
Let's row.

EricStratton
17th February 2009, 03:08 PM
If we attempt to row in and get capsized, we could be in trouble....

Do we have any way to talk w/ the Goblins right now? Do they know if there *is* a land-based entrance?

Sagar
17th February 2009, 03:10 PM
You don't know where the goblins are and you kind of doubt you'll see them. (Remember the goblin leader's point about keeping his hot heads from seeing your hot heads...)

EricStratton
17th February 2009, 03:25 PM
Hmm. And Animal Messenger doesn't work w/ an answer. Altho the Goblins would probably eat said animal.

Ok, I'm fine w/ rowing in. But mostly b/c Amaril is only wearing leather. ;)

Sagar
17th February 2009, 06:40 PM
Do we need to give Baladir Water Wings (tm)?

Lycos
18th February 2009, 09:28 AM
Do we need to give Baladir Water Wings (tm)?

BIG ONES! Like the size of truck tires. :mrgreen:

Sagar
18th February 2009, 08:55 PM
Since no one else has commented, I will assume you plan to use the boat and row toward the cavern...

The captain continues sailing nonchalantly on by the river delta then anchors the ship around the bend. They lower the rowboat and the party climbs down the sea ladder into the small craft. The party will JUST fit into the boat - it rides very low in the water. "Luckily, " says the captain, "the seas are calm and you shouldn't ship much water. Unfortunately, you're going to have to row yourselves. There's no room for any of my crew."

The captain wishes you luck and says he will move a bit farther out to sea to await you. He will wait for 48 hours and, if you are not back by then, will return to Saltmarsh.

Anything you want to tell the Captain here? or anyone else for that matter?

The lizard men's lair is located below a promontory running out from the marshlands into the sea. This takes the form of a mound-like hill or dun which rises up abruptly from the surrounding country-side. The entire area appears boggy, wet and - to all outward appearances, devoid of intelligent life. Vegetation consists of mainly tall grasses and reeds, some low lying shrubs and a few trees of willow and thorn acacia. The height and density of the vegetation, however, seems sufficient to provide concealment for persons using adequate caution.

The opening you are approaching is some 15 feet wide and about 6 feet high at the high water mark. The opening extends some 15' back into the cliff and appears to open into a cave.

A bit to the east, you see running along the middle heights of the hill. It leads from the east and ends at a clump of tall grasses and shrubs. This path does not extend down to the shore. Several hundred yards farther east, on the far side of the river, you see a path heading north into the bogs (the same path you saw earlier).
No where do you see any signs of the lizard men.

pausing here to see if the party wants to continue to the cave or do something else.

DinbinFanfoom
18th February 2009, 10:30 PM
Brun is wary of the boat being low in the water. How deep is the water where we'll be rowing?

Lycos
19th February 2009, 01:45 PM
The captain wishes you luck and says he will move a bit farther out to sea to await you. He will wait for 48 hours and, if you are not back by then, will return to Saltmarsh.

Anything you want to tell the Captain here? or anyone else for that matter?

Let's setup with the captain a way to signal him for a pick-up. We also might want two types of evacs. One for come get us please, we are ready to leave, and the other being, Holy CARP, get here fast, we are getting creamed.

Suggestions?

DinbinFanfoom
19th February 2009, 01:50 PM
Suggestions?
A veiled/unveiled sunrod might do the trick, if it's dark.
If it's light... listen for the screaming? Does anyone have WW memmed in case we need to bypass the boat and make a run for the ship? :D

Asharad
19th February 2009, 01:55 PM
We've got a wizard. Surely he can cantrip a flash of light or something, like a flare?

One if by land two if by sea three if by hurry the **** up?

EricStratton
19th February 2009, 03:53 PM
Or he can use Animal Messenger to have a nice little birdie tell the captain our msg.

Shiz
19th February 2009, 05:51 PM
I can Water Walk a person or two when it is time to go. Only takes 10 minutes to cast. We may even be able to go back on foot.

Let's land the boat and start the cave examinations.

Sagar
20th February 2009, 07:55 AM
You row towards the opening in the cliff. As you near it, you ship your oars and glide through a 15' long tunnel into a large sea cave. (map coming later - probably late afternoon).

This is a large sea-cave, roughly circular and
about 70 feet in diameter. It connects to the sea
via a passage, 15 feet across at its widest point,
whose roof is at most five feet above the highest
sea-level. It also connects to what appears to be
another cave via a 30 feet wide tunnel in the
south-east corner, and again the roof is five feet
above high-water mark there. The main cave has
a high roof for most of its span 25 feet above the
high-water mark. Most of the cave appears natural,
but a rough ledge has been cut into the rock
running along the southern edge and is probably
connecting with an adjacent cave. At the far extremity
of this pathway, an opening has been cut
into the rock wall to permit access to a passage.
Near to this, a flight of rough stone steps leads
you into the water. The water is quite clear but
the bottom of the pool is covered with seaweed,
its fronds swaying lazily to and fro.

Asharad
20th February 2009, 09:18 AM
So...we get the heck off the boat?

Lycos
20th February 2009, 09:46 AM
So...we get the heck off the boat?

Yeah, sounds about right. There is only one passage further into the cave, right? If so, we head towards that way. Let our stealthy Fandango take the lead here.

DinbinFanfoom
20th February 2009, 10:03 AM
Yes, metal-momma wants out of the dinghy.

EricStratton
20th February 2009, 11:04 AM
How's the light in here? I'd rather Amaril keep his Sun Rod turned off until we know what we're dealing w/ but, if he must, he'll turn it to "dawn".

Shiz
20th February 2009, 02:50 PM
Anywhere to anchor or fasten the boat? How wide is the ledge and how slippery (Perception check?)

Sagar
20th February 2009, 05:20 PM
The rough stone steps are about 10 feet wide and lead down into the water. They look like the best place to head for. The water here seems to be over 10' deep. The seaweed below you is probably 5' deep or maybe more. It's not always easy to tell through water.

Shiz
20th February 2009, 06:08 PM
"Guys, we need out of this boat NOW. I am pretty sure I just saw 4 lizardmen in the seaweed beneath us. Two might have gone for help. Don't act alarmed and alert them, but let's be hasty. If that means we don't secure at then so be it. We do not want to be attacked while in this thing."

I made a DC 30 check! Go me!

Sagar
20th February 2009, 07:02 PM
This provides a general idea of the area. 1 square = 10' here.
The green is water with seaweed under it (since I don't have a water tile).
The path along the northern cave edge is about 10' wide and 3' above the high water mark.

Asharad
20th February 2009, 08:23 PM
Out of the boat, on the path, backed away as far from the water as possible.

Sagar
20th February 2009, 11:58 PM
Where on the path?

On heightened alert, you row the boat towards the steps (I assume). Briskly, you get everyone out of the boat and up the steps to the path.

Where on the path do you want to position yourselves? Do you want to stay put or move. If you want to move, where do you want to go?

There is reasonable light in this cave due to the sunlight reflecting in through the cave mouth. As you go farther in, though, the light dims significantly. You can't see much in the west and northwest directions.

DinbinFanfoom
21st February 2009, 09:19 AM
This provides a general idea of the area. 1 square = 10' here.
The green is water with seaweed under it (since I don't have a water tile).
The path along the northern cave edge is about 10' wide and 3' above the high water mark.
Is there a map link?

Shiz
21st February 2009, 05:26 PM
I don't see a map.

Sagar
22nd February 2009, 02:19 AM
Bah... I could have sworn I linked it:

http://www.primeaxiom.com/rpgt/scene.asp?ID=biucyrhgq4flk5715vlbjpnvnz5edi3nnihd4 ojplswl3yco62dz78js4uoegsik

Sagar
22nd February 2009, 09:30 AM
The last map is an overview (1sq = 10')
This one would be used if any fighting occurs (1 sq = 5')
Use this one to place yourselves.
http://www.primeaxiom.com/rpgt/scene.asp?ID=zxsned7pnh55tnokps5sd17psl55x1jbugy46 b76s7hnu32iul23cpmy7n4s51sm

It takes you about a minute to get over to the stairs and get out of the boat without overturning. (none of you are great sailors and some of you are a bit ungainly witih all that armor...)

EricStratton
22nd February 2009, 11:44 AM
Amaril will ready his sword and Sun Rod and move to K6 while he waits for everyone to get out of the boat and decide on a direction.

I think we should head NE. Get away from the water some.

Shiz
22nd February 2009, 05:28 PM
Can we pull the boat up to p14? I am not sure it matters where we leave it. If the lizardmen in the water saw us then they will likely destroy the boat or cast it adrift.

I say we all head north in the Q column: Brun, Fan, Amaril, Trask, Solak, Baladir. Since the squares are 10' wide those in the back should be able to move forward easily for now. If Fandango wants to scout, he needs to be 50(?) feet ahead of the group, right?

/ooc I will be on a plane all day tomorrow so feel free to move me and make perception checks Eric, but if we could hold off on a battle until Tuesday that would be cool.

DinbinFanfoom
22nd February 2009, 07:54 PM
Sounds good, single file, against the wall.

Sagar
22nd February 2009, 08:11 PM
You can leave the bow of the rowboat on a higher step if you want to be quick and quiet. If you don't mind taking a minute and make quite a bit of noise by dragging the boat up the stairs and onto the path. Or you can take 2 minutes and carefully lift the boat up the stairs and onto the path to the west of you (P14).

Which do you prefer?

Shiz
22nd February 2009, 10:49 PM
Carefully lift.

Asharad
23rd February 2009, 08:57 AM
Yeah, and maybe use it to block the stairs. I dont know if the lizardmen can jump out of the water and onto the path but I kind of doubt it. This way they might be slowed down coming out of the water at us.

Sagar
23rd February 2009, 09:37 AM
Where do you want to put the boat (figure its about 15'x6' or so. it will take 3 squares on the detailed map. part can hang out over the water if necessary.)

Lycos
23rd February 2009, 10:05 AM
Where are we right now on the map?

EricStratton
23rd February 2009, 10:14 AM
Yeah, and maybe use it to block the stairs. I dont know if the lizardmen can jump out of the water and onto the path but I kind of doubt it. This way they might be slowed down coming out of the water at us.
I've seen enough movies to think they can. But I think using it to block the ramp is a good idea.

I'm assuming we're rowing in at around R18 (on this (http://www.primeaxiom.com/rpgt/scene.asp?ID=biucyrhgq4flk5715vlbjpnvnz5edi3nnihd4 ojplswl3yco62dz78js4uoegsik) map). Head up to M10/N10 (switched to this (http://www.primeaxiom.com/rpgt/scene.asp?ID=zxsned7pnh55tnokps5sd17psl55x1jbugy46 b76s7hnu32iul23cpmy7n4s51sm) map), everyone gets out, finger wagglers stand guard and Fandango scouts up North while the manly men and woman pull the boat out carefully and lay it at around L7-N7.

For finger waggler specifics I'm thinking Amaril at K6 looking SE/S/SW/W, Solak at P6 looking mostly N but glancing W as well. Amaril will also walk cautiously to E6 and take a look around the corner.

Sagar
23rd February 2009, 10:32 AM
Where are we right now on the map?
Dunno. You gotta tell me.

Amaril posted his location.

Lycos
23rd February 2009, 11:34 AM
I'm assuming we're rowing in at around R18 (on this (http://www.primeaxiom.com/rpgt/scene.asp?ID=biucyrhgq4flk5715vlbjpnvnz5edi3nnihd4 ojplswl3yco62dz78js4uoegsik) map).

That's what I'm trying to figure out.

I will go with Amaril and cover him at F6. My further actions will be determined once we find out what we see. Also, I am keeping an eye on the water for movement.

DinbinFanfoom
23rd February 2009, 12:04 PM
Assuming we're headed into the eastern tunnel, put Brun at L6 at the front, though I assume Fandango is scouting ahead. I also assume Trask will be behind the caster at J6 and Bal in front of the other caster at the front/back at H6?

This way we have Tank/Caster/Healer/Caster/Tank/Scout.

Lycos
23rd February 2009, 12:54 PM
Keep in mind we need to check down the ledge or corridor at C & D 5..1

Sagar
23rd February 2009, 01:55 PM
This is what I have so far:

http://www.primeaxiom.com/rpgt/scene.asp?ID=zxsned7pnh55tnokps5sd17psl55x1jbugy46 b76s7hnu32iul23cpmy7n4s51sm Amaril gets out of the boat and heads east to keep an eye out. Spotting no danger, he continues east until he can peer around the corner. He sees that the path and the sea caves continue north and east.

Solak gets out of the boat and keeps an eye on Amaril and the water to the south.

Fandango gets out of the boat and peers into NE corridor. He sees a room, about 30' x 30', with 3 lizardmen. They do not seem to see him.

Baladir, Brunhilde, and Trask are at the stairs. They quietly lift the boat and carry it up to the path. Suprisingly, none of them make enough noise to startle the lizardmen (danged lucky rolls...). Fandango continues to watch the 3 lizardmen in the room while the boat is being moved.

Moving the craft quietly takes about 2 minutes. As the boat toters set the craft on the path (please tell me where using the new map coordinates), Amaril notices motion motion on some stairs at the far north limit of his vision. Some lizardmen are climbing out of the water and head quickly south along the path.

At the same time, Fandango sees a lizardman run quickly but quietly into the room from the east. He hisses quietly to his compatriots in the room and gestures urgently back towards the sea cave.

Your "Roll 5" numbers are:

Amaril: 17, 16, 4, 1, 16
Baladir: 1, 17, 16, 20, 11
Brunhilde: 16, 1, 2, 20, 11
Fandango: 20, 1, 10, 11, 18
Solak: 17, 2, 5, 4, 10
Trask: 6, 4, 16 10, 1

Lycos
23rd February 2009, 02:06 PM
As the boat toters set the craft on the path (please tell me where using the new map coordinates)

N10..L10

DinbinFanfoom
23rd February 2009, 02:16 PM
Holy 1's and 20's, bat-man! :D

Sagar
23rd February 2009, 02:28 PM
Holy 1's and 20's, bat-man! :D

That seems to happen alot. There usually seems to be a dirth of values between 3-8.

Sagar
23rd February 2009, 02:32 PM
Boat placed.
Assume you are all where the map shows now.
You have one round to prepare before any lizardmen arrive.
Don't worry about initiative for this.
What do you want to do (casting, movement, etc).

EricStratton
23rd February 2009, 02:34 PM
Moving the craft quietly takes about 2 minutes. As the boat toters set the craft on the path (please tell me where using the new map coordinates), Amaril notices motion motion on some stairs at the far north limit of his vision. Some lizardmen are climbing out of the water and head quickly south along the path.
Do I know where on the map that is? If so, can you add them? And do I know how many there are? Or is "some" as specific as I can see until they get closer?

At the same time, Fandango sees a lizardman run quickly but quietly into the room from the east. He hisses quietly to his compatriots in the room and gestures urgently back towards the sea cave.
Ok, so we've got at least 5, probably 6 lizards closing in on us from both sides.

I'm thinking we charge the three in the room. They all know we're here. If we can get the drop on those three, we can stop them from getting in the door. The "some" lizards coming down the western path will have to come to us. I'm a bit worried about what (or who) is down the eastern path (at V5..6).

ETA:

Boat placed.
Assume you are all where the map shows now.
You have one round to prepare before any lizardmen arrive.
Don't worry about initiative for this.
What do you want to do (casting, movement, etc).
Ok, one round. We can still charge the three in the room. Amaril can cover our backs b/c, unless I want to spend my teleports early, I'm not getting in there.

Sagar
23rd February 2009, 02:51 PM
Do I know where on the map that is? If so, can you add them? And do I know how many there are? Or is "some" as specific as I can see until they get closer?

You can't tell from where you are (unless you want to stay and watch and count them this round). Some is greater than 2.

Ok, so we've got at least 5, probably 6 lizards closing in on us from both sides.

I'm thinking we charge the three in the room. They all know we're here. If we can get the drop on those three, we can stop them from getting in the door. The "some" lizards coming down the western path will have to come to us. I'm a bit worried about what (or who) is down the eastern path (at V5..6).

ETA:


Ok, one round. We can still charge the three in the room. Amaril can cover our backs b/c, unless I want to spend my teleports early, I'm not getting in there.

Remember, you can double move so you can go 12 spaces in one round. 16 if you want to run.

Lycos
23rd February 2009, 02:59 PM
I'm moving to O9. I will stand guard there until Amaril and Solak gets past me, once they are past me, I will then move to N9 to block the way for a bit to buy our room rush more time.

Shiz
23rd February 2009, 03:17 PM
a quick reminder that amaril will run trask. best to use encounter powers early to finish the fight with all speed. i am typing this from my kindle. last you willl hear from me today

DinbinFanfoom
23rd February 2009, 04:20 PM
Brun (16*, 1, 2, 20, 11) will standard move to Q5 (move) and hurl a throwing axe at Lizard 2 (16+8 vs AC, D6+5 damage) (action), marking him.

Asharad
23rd February 2009, 04:29 PM
I'll move to o6.

I will sly flourish (with backstabby sneak attack) lizardman 1.
To hit: (11)+11 vs AC
Damage:1d4+2d8+9

Sagar
23rd February 2009, 07:03 PM
I had not planned on you fighting this round. It was to be an opportunity to get organized.

If you want to fight, I will have to roll initiative.

Asharad
23rd February 2009, 08:18 PM
Oh.

They don't even know I'm here. Would I have a surprise round?

If not I'll let everyone else get in place first.

DinbinFanfoom
23rd February 2009, 09:04 PM
I was also under the impression they knew we were here... what with the hissing and the pointing in our direction. If it was a "I think I heard something, go check it out" would we even know? :D If we have not, in fact, been seen, then we might want to set an ambush instead... would Fandango know if the jig was up or not?

Shiz
23rd February 2009, 09:54 PM
What are the "roll 5" numbers for? Nevermind.

Sagar
24th February 2009, 12:10 AM
They seem to know you are here. You just get a few moments to regroup before the ship hits the fan. (That and I was stalling so Shiz could get home).

DinbinFanfoom
24th February 2009, 09:32 AM
Brun would still prefer to attack the room instead of waiting for them, but only if the party concurs. They'd better concur or deconcur fast, though. She'll use the 11+7 for initiative if we decide to move NOW. Given that, if a lizard is NOT in melee range by the time she moves, she'll go with her original "throw" plan. If one is, she'll Reaping Strike it instead (16+10 vs AC, 1d12+7 damage, 5 on miss)

OOC: It's challenging to play an impulsive character in a group... my personal inclination is to "wait and see" but Brun isn't like that. If someone even HINTS at "charge" she'll do so. I guess we know what her next feat will be...

Lycos
24th February 2009, 09:57 AM
Charge the room. Getting stuck out here on the ledge with our backs against the water would not be the best place IMO.

DinbinFanfoom
24th February 2009, 10:08 AM
See above, Sagar.

Shiz
24th February 2009, 10:46 AM
/ooc I am happy to play along with an impulsive Brun. Remember when Trask charged the weasel room?

I am using the 1 for my init roll if I can, but I don't think we should pick our initiative.

Sagar
24th February 2009, 10:48 AM
Charge it is, then. :) That said, I have meetings all morning and all through lunch and into the afternoon. I probably won't get an update done until later this afternoon or this evening.

:(

Lycos
24th February 2009, 01:53 PM
/ooc I am happy to play along with an impulsive Brun. Remember when Trask charged the weasel room?

But in this case, Trask should not be leading the charge. :mrgreen:

Sagar
24th February 2009, 07:05 PM
So.. getting organized... (tries to shake off DM rust)..

In general, the hallways are 10' wide and 12' high here. The area is passably well lit with torches in wall sconces (unless I tell you otherwise). This area is mostly lit by light coming in from outside.

At this point, you see 4 opponents - all in the room to the north east. You are pretty sure more are coming from the north west. You expect they will arrive in a round or two.

Round 1:

http://www.primeaxiom.com/rpgt/scene.asp?ID=zxsned7pnh55tnokps5sd17psl55x1jbugy46 b76s7hnu32iul23cpmy7n4s51sm

Initiative:

Baladir (23)
Brunhilde (20 - your initiative, by my records, is +9. Maybe you missed the +1 for level 4 and +1 from Baladir)
Fandango (14)
Solak (13)
Amaril (10)
Trask (7)

Sagar
24th February 2009, 07:14 PM
Baladir moves to the entrance of the room and waits for the mages to pass.
Lizardman 2 notices the movement and yells something in a foreign language.
The lizardmen grab their weapons and turn (that is all they get to do.. but no suprise).
Brunhilde charges forward to engage lizardman 2. Her reaping strike (26 vs AC 18) glances off his hastily raised shield and slices deeply into its neck. It staggers for a moment as blood spurts, then collapses to the ground.

Fandango (oops.. gotta run to dinner)...

Asharad
24th February 2009, 07:14 PM
Same as it ever was!

I'll move to o6.

I will sly flourish (with backstabby sneak attack) lizardman 1.
To hit: (11)+11 vs AC
Damage:1d4+2d8+9

this is assuming I am higher in the init order than he is. if I am not, I will attack any already hurt but unbloodied lizardman lower in the int order than me.

EricStratton
24th February 2009, 07:26 PM
Amaril round 1:

He'll double move to P9. As a minor action I guess he'll make sure he has his sword and Sun Rod out.

Sagar
24th February 2009, 10:34 PM
Fandango slides into the room and whips his magic dagger at Lizardman 1. The blade hits (11+11 vs AC 17), slicing a long, narrow furrow in the lizards arm (1+2+3+9 damage).

Solak (appears to have continuing internet issues.. we'll get back to him later).

Amaril draws his weapons and double moves to get behind Baladir.
Trask maintains radio silence....

Zyzzyx
24th February 2009, 11:02 PM
Solak goes for a double move to O7.

And a minor action to bring Redd to the party. (Mage Hand)

And then, spends an action point to attack Liz 1 and 3.

Icy Rays; +7 vs Ref, Range 10, target one or two creatures, one attack per target, 1d10+5 cold dmg and immobilized until end of next turn

Liz 1: 17+7 vs Ref, 1d10+5 dmg
Liz 3: 10+7 vs Ref, 1d10+5 dmg

Sagar
25th February 2009, 07:31 AM
Based on your edit notes, I have no idea what you want to do...

Oh, I will be traveling today and won't be back to a computer until 7:30 ish. pm ET.

Shiz
25th February 2009, 09:09 AM
Trask moves to O5 while drawing his bow and knocking an arrow (minor).

He will Thundertusk Boar Strike Lizard 1 (2 attacks: 10+8 vs AC 17, elven accuracy reroll (bye bye 1) +8 vs AC17, each attack d10+4 dmg and if both hit, the target is knocked back 5 squares [1+wis]).

That leaves me with a 4, 6, and 16 to use.

Note: we should all keep track of our "roll 5s" as we use them.

DinbinFanfoom
25th February 2009, 09:14 AM
Bal: Make sure you cover our butts back there, we're expecting company from your direction. Might wanna get Solak behind you.

Zyzzyx
25th February 2009, 09:32 AM
Based on your edit notes, I have no idea what you want to do...

Oh, I will be traveling today and won't be back to a computer until 7:30 ish. pm ET.
Ah, oops... didn't think of reading it that way. Want to use the action point and attack. Before the edit I had used lower numbers for my attack rolls, edited to the higher ones.

Lycos
25th February 2009, 09:39 AM
Bal: Make sure you cover our butts back there, we're expecting company from your direction. Might wanna get Solak behind you.

He does. He moves to O7, which is behind me. Like I said before, I will move to M9 and use the boat as a way to channel them to me. I will mark the lead lizard man that I see with Divine Challenge. And ready my Piercing Smite for him.

Righteous Smite (Charisma (+4) V. AC, 2d10 + 4 Damage for Strength)
Effect: 2d10 + (4) Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier (2).


Divine Challenge - Target is -2 to attack anyone other than me and takes 7 pts of damage if they do attack anyone other than me.
I must engage or be adjacent to the target at the end of this round. Target is marked until I mark another target.

I will use my 17 on this attack.

Shiz
25th February 2009, 11:08 AM
Solak said he is moving to O7. Then I said I was moving to O7. Now you are to.

Baladir has initiative so he goes to O7. Solak then needs to go to P7 in order to make his attacks and Trask will go to O5.

This should be fine since Trask can now heal anyone and Brun is out in front protecting the softies.

DinbinFanfoom
25th February 2009, 11:16 AM
* watches a paladin, cleric and wizard all run into each other and fall back flat like something out of keystone cops *

Nice recovery via edit, though. :D

Lycos
25th February 2009, 11:32 AM
edited by Shiz: No leave it like I left it. You are best behind a corner. They might have ranged.

Lycos
25th February 2009, 12:07 PM
edited by Shiz: No leave it like I left it. You are best behind a corner. They might have ranged.

Ok, but Solak should move North a little more so that whoever comes to attack me doesn't have a direct strike on him without getting an OA from me first.

Shiz
25th February 2009, 01:02 PM
You should hang at O8 then. Solak doesn't want to get too close to Brun bashing line.

Lycos
25th February 2009, 02:45 PM
You should hang at O8 then. Solak doesn't want to get too close to Brun bashing line.

Ok, will do.

Shiz
25th February 2009, 03:33 PM
To summarize for Sagar:

Round 1:

Baladir moves to O8 and waits, Righteous Smite readied if an enemy appears to his flank. (1, 17, 16, 20, 11)


Brunhilde acted. (1, 2, 20, 11 assuming Sagar rolled for init and she didn't use the 11)

Fandango acted. (20, 1, 10, 18)

Solak moves to O7 and casts Icy Rays with an AP:
Liz 1: 17+7 vs Ref, hit:1d10+5 dmg and immobilized
Liz 3: 10+7 vs Ref, hit:1d10+5 dmg and immobilized
(2, 5, 4)

Amaril acted. (17, 16, 4, 1, 16)

Trask moves to O5 while drawing his bow and knocking an arrow (minor). He will Thundertusk Boar Strike Lizard 1 (2 attacks: 10+8 vs AC 17, elven accuracy reroll (bye bye 1) +8 vs AC17, each attack d10+4 dmg and if both hit, the target is knocked back 5 squares [1+wis]).
(4,6,16)


Note: we should all keep track of our "roll 5s" as we use them. I have doen it for you this time.

Sagar
25th February 2009, 08:30 PM
Note: Brunhilde used the 11 for init. From now on, I will roll init. You don't get to use roll 5's for that.

Solak moves and casts, hitting both Lizardman 1 (24 vs 14) and Lizardman 3 (17 vs ref 14). Lizardman 1 takes 7 ice damage and is bloodied and immobilized. Lizardman 3 takes 13 damage and is immobilized.

Trask moves into the room, drawing his bow. He lets loose two arrows - the first hitting striking lizardman 1 (18 vs AC 17) for 13 damage and the second (16+8) hitting the lizardman for 10 damage and blowing it's corpse backwards into the door.

As the round ends, 3 lizardmen round the sea cave corner to the west and 3 more run into the room from the east.

Round 2:

http://www.primeaxiom.com/rpgt/scene...23cpmy7n4s51sm (http://www.primeaxiom.com/rpgt/scene.asp?ID=zxsned7pnh55tnokps5sd17psl55x1jbugy46 b76s7hnu32iul23cpmy7n4s51sm)

Initiative:

Baladir (23)
Brunhilde (20)
Fandango (14)
Solak (13)
Amaril (10)
Trask (7)
(you'll have to wait to see when the lizards move :p)

Sagar
25th February 2009, 08:39 PM
Lizardman 9 moves to S6 and, with a sidestep attack, shifts west one more space and attacks Brunhilde. It (8+10 vs AC 20) just misses her.

Lizardman 4 moves to S4 and, with a sidestep attack, shifts and jabs at Brunhilde (18+2+10 vs AC 20), stabbing hard into her armor (5 damage).
Lizardman 10 rushes forward and swings his club (7+10 vs AC 20), missing the warrior.
Lizardman 7 moves forward and hurls a javelin at Solak. The javelin (2+10) misses it's mark.

Baladir next...

Shiz
25th February 2009, 10:43 PM
So we know AC is 17/18 and REF is 14/15 but there might be a special one with better defenses.

Round 2
Does Immobilized grant CA? If so, he will summon some Divine Strength (free action) to add +1 to his next attack.

Trask will heal (minor) Brun or Baladir (in that order) if they are bloodied for surge+1d6+5 and fire his Sting at Lizard 3 (4+7[+1?][+2?] vs REF14, hit: d8+5 divine dmg, +2 ATK to Solak vs same target). If Liz 3 is dead, then Liz 4.

It doesn't matter, really, who gets my +2 since you guys either have a roll plenty high enough or too low for +2 to help. Solak has the lowest rolls so it might as well be him.

Zyzzyx
25th February 2009, 11:09 PM
PHB, p280 lists conditions for CA. I don't see Immobilized there.

Shiz
25th February 2009, 11:13 PM
Then I don't use Divine Strength and I miss.

Asharad
25th February 2009, 11:48 PM
Baladir, if you stand at o9 it will make it hard for the lizards to get around you. Just a thought.

Asharad
25th February 2009, 11:59 PM
I will move to r3. I should be able to do that without provoking an oa. That gives me combat advantage on lizardman 4

I will sly flourish him
To hit: (10)+11 vs AC
Damage:1d4+2d8+9

DinbinFanfoom
26th February 2009, 02:26 AM
Brunhilde will Cleave lizardman 9/4 and use her natural 20 roll.

Lizardman 9 will take 12+10+1d12 damage, Lizardman 4 will take 6 damage. She will mark lizardman 9 and shift west.

I'll re-do that if I don't have 2 alive targets by Brun's turn.

Rolls remaining: (1, 2).

Lycos
26th February 2009, 09:47 AM
Baladir, if you stand at o9 it will make it hard for the lizards to get around you. Just a thought.

But then I'm open to ranged attacks which is why I am where I am. They won't get around me very easy as it is.

Lycos
26th February 2009, 09:50 AM
Round 1: I'm going to use a throwing hammer against Lizardman 7. I'll use my 1 for the attack.

Plus, Solak, we are now up to 9 opponents. I think some good AEs are going to be key here.

Asharad
26th February 2009, 10:01 AM
But then I'm open to ranged attacks which is why I am where I am. They won't get around me very easy as it is.


OKay, that's fine.






pussy

Lycos
26th February 2009, 10:15 AM
OKay, that's fine.






pussy

I'm letting Amaril draw their fire, so that when he is down, and they are coming to eat his face. I'll come out with the short distance can of whoop ass. :D

Asharad
26th February 2009, 10:22 AM
I'm letting Amaril draw their fire, so that when he is down, and they are coming to eat his face. I'll come out with the short distance can of whoop ass. :D


I'm just teasing. I mean, it's not like you are...I dunno....encased in some sort of material that would generally protect you from martial type weapons or something. Maybe an outfit made of metal or...yeah, that's just nuts, huh?

So don't worry about it.

Lycos
26th February 2009, 11:25 AM
I'm just teasing. I mean, it's not like you are...I dunno....encased in some sort of material that would generally protect you from martial type weapons or something. Maybe an outfit made of metal or...yeah, that's just nuts, huh?

You and your crazy ideas. :lowlol:

EricStratton
26th February 2009, 12:26 PM
I'm assuming that Bier 1-3 are stand-ins for the row boat. How high is it? Is it granting Lizardman 7 cover? Partial cover? Altho I'm thinking of just going to O4 and beating on the lizards in the room.

Can we see down the Eastern corridor yet?

Shiz
26th February 2009, 12:41 PM
Come into the room, Amaril. That way the southern lizards can bunch up and get AEd by Solak.

Sagar
26th February 2009, 12:48 PM
The east corridor extends 30' and stops at a T intersection which continues north and south.

Baladir whips out his throwing hammer and cocks back to throw. As he swings forward, the hammer slips out of his hand (natural 1) and, falling to the ground, ALMOST lands on Amaril's foot. Baladir continues his toss, sending a ferocious WHOOSH of air at the offending lizard.

Brunhilde, oblivious to Baladir's battle cry "Nyuk nyuk nyuk", swings her axe in a mighty arc. The blade slams into the lizard officer (natural 20 vs AC 19) and spins him about completely (12+10+10+3) and bloodying him. Brun continues her arc and, suprising the lizard behind her, slices completely though it's leg. It falls to the ground and writhes for a few moments before dieing.

Amaril is suprised when a dart (7+10 vs AC 18) flies in from the south but gets fouled in his robes. The second dart (12+10 vs AC 18) strikes him in the arm (1 damage). The wound burns far more than one should expect from a little dart. Amaril can make out a lizardman with a blowgun out in the water to the south.

Fandango's target is dead.. what do you want to do now?

Asharad
26th February 2009, 12:53 PM
I will sly flourish the bloodied lizardman 9 and finish him off (hopefully)
To hit: (10)+11 vs AC
Damage:1d4+9

DinbinFanfoom
26th February 2009, 12:56 PM
Amaril can make out a lizardman with a blowgun out in the water to the south.
Brun momentarily ponders: "Do lizards have lips?"
She quickly shakes the thought and returns to gleefully hitting things.

EricStratton
26th February 2009, 01:00 PM
Round 2:

Amaril will move to O4 and curse Lizardman 9 (minor). Then turn a bit and hit Lizardman 3 w/ Witchfire (encounter) (Lizardman 8 if 3 is dead).

Witchfire: 16 + 7 vs. Reflex
Hit: 2d6 + 7 fire damage, and the target takes a -6 penalty to attack rolls until the end of your next turn.

Rolls remaining: 17, 16, 4, 1

Sagar
26th February 2009, 01:05 PM
With a flourish, Fandango flips a dagger at the lizard officer. The blade sinks deep into the lizard's shoulder (10+11 vs AC 19, 9+4 damage) then blinks back into Fandango's hand. The lizard is reeling.

Solak ...

Zyzzyx
26th February 2009, 01:29 PM
Solak casts Flaming Sphere, location T4, attacking Liz 10.


- Flaming Sphere; +7 vs Ref, Range 10, Target: 1 creature adjacent to sphere, 2d6+5 fire dmg, Effect: Creature starting turn adjacent to sphere take 1d4+5 fire dmg; Sphere moved up to 6 squares as Move action; Sustain: minor, sustain until end of encounter; Standard action: make another attack with the Sphere


I'll use my 2 for the attack.


Minor action: Redd will pick up Baladir's throwing hammer and hand it back to him. (if I'm correct, that saves Bal from using a minor action, right?)

Sagar
26th February 2009, 03:57 PM
Baladir would still need to use a minor action to take the floating hammer from the etherial hand.

Solak makes arcane gestures and a ball of flame appears and moves towards the far lizardman. Even immobilized, the lizard manages to evade the awkward flame attack. At the end of Solak's turn, the two immobilized lizardmen are freed (I assume it was until EOT, not until save).

Lizardman 3, starting it's turn next to the flame, takes 3+5 fire damage as the flame's heat scorches him. The lizard is bloodied. He moves to flank Brunhilde and stabs with a javelin. The weapon (4+9+2 vs AC more than that) bounces harmlessly off Brun's armor.

Lizardmen 1 and 2 charge forward to engage Amaril. (Baladir does not get OA because of the corner.)

Amaril ...

EricStratton
26th February 2009, 04:17 PM
If I get this posted in time, here's Amaril's edited move for round 2:

Shoot, hold on. I just saw that I'm engaged.

EricStratton
26th February 2009, 04:32 PM
Ok for real this time:

Amaril will curse Lizardman 1 (minor) and cast Otherwind Stride (encounter) teleporting to O4. He'll wink at Baladir as he disappears.

Otherwind Stride: You call up an unseen maelstrom of fey power that lashes nearby creatures . . . and you step into the vortex and emerge somewhere a short distance away.
Close burst 1
Target: Each creature in burst
Attack - Baladir: 1 + 7 vs. Fortitude
Attack - Lizardman 1: 16 + 7 vs. Fortitude
Attack - Lizardman 2: 16 + 7 vs. Fortitude
Hit: 1d8 + 7 + 1d6 (only to Lizardman 1 for the curse) damage, and the target is immobilized until the end of your next turn.
Effect: You teleport 9 squares.

Remaining rolls: 17, 4

Shiz
26th February 2009, 04:38 PM
Nice use of the 1, dude!