View Full Version : Under Bracken: Through the Secret Door
Sagar
17th June 2009, 09:44 AM
The giant rat attacks Baladir (13 vs AC), missing badly. It also remains slowed (ST 3).
Trask moves to get a good fire a lance of energy at the sleeping wererat and follows that with a second lance (AP used). The wererat has partial cover from the dire rat (and the corner) but both of the lances hit (28-2, 21-2 vs Ref). The wererat takes significant damage (26) and seems to be even more immobile (dead).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Wererat Rogue25????Immobilized EoT3?25Solak41/410100-Sleep25Baladir51/570170Diseased, 2 ongoing damage (SE)23Amaril48/480100-21Giant Rat0????Slowed (SE)?20Trask42/450232Diseased114Fandango47/480140-13Brunhilde53/6202802 ongoing (SE), diseased13Dire Rat 211????Divine challenge - Baladir, Immob EoT3?0Wererat 182????Bloodied; Dead?0Wererat 276????Bloodied; Dead?0Dire Rat181????Bloodied; Dead?
Asharad
17th June 2009, 09:46 AM
I'll sly flourish Dire rat2.
Attack:+11 vs AC
Damage:1d4+9
I missed? I never miss!
Shiz
17th June 2009, 10:25 AM
Brun, get after the rogue of you can safely. I think DR2 is still blocking for him, though.
DinbinFanfoom
17th June 2009, 10:55 AM
OOC: Yeah, I can't get at him yet. DR2 is in the way. If DR2 happens to fall before my turn (Fandango gets a mega-crit) then I'll revise my turn. Further, I think the 2 DoT is off, Sagar... but I'm not sure... if memory serves, the second application of the DoT overrode the first, but Brun's turn was AFTER the rat, and she made her save. Please correct me if I'm wrong there. I already posted my turn 3 actions, 8 damage to the wererat... but since it's dead, just transfer that attack to DR2, the mob in front of Brun.
Sagar
17th June 2009, 02:37 PM
Fandango, with a magnificent flourish, misses the dire rat.
Brunhilde, the dotless, makes a rather feeble swipe at the dire rat. She, almost by accident, hits - but the rat doesn't seem tickled by it all (8 damage).
Dire Rat 2 heals a bit, then it tries to bite Baladir. It succeeds (29 vs AC), leaving Baladir with a nasty, painful bite (8 damage, 2 ongoing damage.)
Sagar
17th June 2009, 02:38 PM
NOTE: Baladir took 2 ongoing damage this round. No ST roll was made but it doesn't matter because he was reinfected.
End of Round 3.
Round 4:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Wererat Rogue25????-?25Solak41/410100-Sleep25Baladir41/570170Diseased, 2 ongoing damage (SE)23Amaril48/480100-21Giant Rat0????Slowed (SE)?20Trask42/450232Diseased114Fandango47/480140-13Brunhilde38/620280diseased13Dire Rat 219????Divine challenge - Baladir?0Wererat 182????Bloodied; Dead?0Wererat 276????Bloodied; Dead?0Dire Rat181????Bloodied; Dead?
Sagar
17th June 2009, 02:43 PM
The wererogue, no longer immobilized, stabs at Brunhilde. It (22 vs AC 22) hits lightly (7 damage). It then tumbles (to U2) away and, drawing on reserves (AP), races off into the darkness to the east.
Solak...
Asharad
17th June 2009, 02:47 PM
The wererogue, no longer immobilized, stabs at Brunhilde. It (22 vs AC 22) hits lightly (7 damage). It then tumbles (to U2) away and, drawing on reserves (AP), races off into the darkness to the east.
I'm starting to hate this mother****er.
Shiz
17th June 2009, 03:31 PM
Round 4 Trask (please adjust his APs to 1)
Move: to S5
Minor: mark DR2 as Quarry (or GR1 if DR2 dead)
Std: LoFaith, +8 vs REF, d8+d6+6dmg, +2 to next allied attack vs target
MISS!
Zyzzyx
17th June 2009, 03:52 PM
Round 4, Solak:
Solak grumbles something about instincts being wrong. He then decides to deal with what is left. With a guttural curse he conjures chunks of ice, sending them towards the rats.
- Icy Rays; +7 vs Ref, target one or two creatures, one attack per target, 1d10+5 cold dmg and immobilized until end of next turn
EricStratton
17th June 2009, 04:04 PM
Amaril Round 4:
Amaril will curse Dire Rat 2 and cast Eldritch Blast on it.
If it's dead already, move to R2 (concealment) and EB Giant Rat 1.
EB: 6+7 vs REF
dmg: 2+5+2
If Dire Rat dies after I curse it, I'm going to teleport to S3 (concealment).
If I end up cursing and attacking Giant Rat 1 and it dies, I'll teleport from R2 to W2.
I know you won't be able to remember all this so I'll post after the fact.
Asharad
17th June 2009, 04:09 PM
I will sly flourish DR2.
If it is dead when my turn arrives I will move to Q3 and attack the giant rat instead.
Attack!:+11 vs AC= 24
Damage!:1d4+9 = 11
Sagar
17th June 2009, 05:23 PM
Solak fires ice at the two rats. Despite partial cover, the giant rat is hit (23-2 vs Ref). The ice bolt buries itself deep in the rat's chest and the rat dies (earning the award for the longest living minion in the history of this campaign). The dire rat dodges the attack.
Baladir takes 2 ongoing damage and....
Amaril fires a bolt at the dire rat. It dodges again.
Trask moves and fires.. and also misses.
Fandango takes his irritation at the wererogue out on the dire rat. His sly flourish attack hits (24 vs AC) and slashes the rat somewhat (11 damage).
Brunhilde...
The rat heals somewhat then tries to bite Baladir (23 vs AC 21+2). The bite hits home (5 damage, 2 ongoing, Disease)
DinbinFanfoom
17th June 2009, 05:28 PM
Round 4:
Brunhilde attacks Dire Rat 2 with Reaping Strike (+11 vs AC, 1d12+7 damage on hit, 5 damage on miss).
ATK: 19 vs AC
DAM: 8
Don't know if that hit or not... 19 seems low. If it's a miss, 5 damage only.
Sagar
17th June 2009, 05:40 PM
Brunhilde attack mostly misses the rat, just banging it a bit on the way by (5 damage).
Lycos
18th June 2009, 12:02 AM
Round 4:
Baladir's save versus ongoing damage.
I'm not sure what I can add if anything to that roll. I'm assuming constitution?
+6 for Con.
Sagar
18th June 2009, 09:56 AM
Baladir's save versus ongoing damage.
I'm not sure what I can add if anything to that roll. I'm assuming constitution?
+6 for Con.
No general modifiers for saving throws. There are some skills / abilities / spells that give bonuses to ST, but one has not been used on you.
Also, Baladir hasn't attacked yet.
Sagar
18th June 2009, 02:16 PM
Since no one else has posted and Lycos is AFK:
Baladir tries a holy strike on the remaining rat.
His attack hits (20 vs AC) causing some damage (10).
End of round:
New Round:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Wererat Rogue25????-?25Solak41/410100-Sleep25Baladir34/570070Diseased, 2 ongoing damage (SE)23Amaril48/480100-20Trask42/450132Diseased114Fandango47/480140-13Brunhilde38/620280diseased13Dire Rat 245????Bloodied; Divine challenge - Baladir?0Wererat 182????Bloodied; Dead?0Wererat 276????Bloodied; Dead?0Dire Rat181????Bloodied; Dead?0Giant Rat11????Bloodied; Dead?
Asharad
19th June 2009, 09:19 AM
I've got to wait to post my move until I see if DR2 is dead by the time we get to me.
Shiz
19th June 2009, 09:37 AM
Rolling an attack in case Amaril misses. Lance of Faith, yadda yadda yadda
MISS!
Asharad
19th June 2009, 09:49 AM
Yeah, sly flourish on dr2 in case it is still alive when we get to me.
attack:26 vs ac
damage:13
Sagar
19th June 2009, 12:12 PM
Baladir attacks again with holy strike (+8 vs AC, d10 +4).
He hits, but only just (5 damage).
Solak...
Sagar
19th June 2009, 12:16 PM
Trask attacks but his lance misses by a wide margin.
Fandango gets his groove back and slams a dagger into the rat (13 damage).
The rat, while still standing, is reeling badly.
Feel free to post in any order. The rat goes last anyway.
DinbinFanfoom
19th June 2009, 12:57 PM
Reaping Strike on the rat. +11 vs AC, 1d12+7 damage on it, 5 on miss
ATK: 15 vs AC
DAM: 17
OOC: Blearg. I'm pretty sure THAT'S a miss. 5 damage if so.
Zyzzyx
19th June 2009, 01:52 PM
Solak looks up from a magazine, "What? Oh, my turn already? OK..."
- Illusory Ambush; +7 vs Will, 1d6+5 psychic dmg, target takes -2 to attack rolls until end of my next turn
- Bloodhunt: +1 ATK vs bloodied foes
Solak's shoulder's droop as he sets a timer for another 30 seconds and goes back to reading.
GravenStone
19th June 2009, 02:03 PM
Solak flips the little hourglass built into the head of his staff
DinbinFanfoom
19th June 2009, 02:09 PM
Brunhilde turns to Solak and beckons for his weapon. Examining the staff briefly, she grunts and toggles the tiny switch on it from "SUCK" to "NOT SUCK". She hands it back to Solak without a word and returns her attention to the enemy.
Sagar
19th June 2009, 02:45 PM
Solak has the ball. He leans forward... shakes of the first two signs.. then nods. He settles back.. goes into his windup and.... throws a wild spell. OOOUCH.. he beans the mascot.. again.
Brunhilde snickers and slashes out to show the finger wiggler how it's done.
Her attack slices clean over the rat's head. Peeved, she kicks it during the follow through (5 damage).
Overhead, you hear snickering.
The dire rat, not believing it's still alive, heals somewhat and attacks Baladir (19 vs AC). It's teeth skitter harmlessly off hte paladin's armor.
End of round:
Someone put this poor wererat out of it's misery already...
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Wererat Rogue25????-?25Solak41/410100-Sleep25Baladir34/570070Diseased, 2 ongoing damage (SE)23Amaril48/480100-20Trask42/450132Diseased114Fandango47/480140-13Brunhilde38/620280diseased13Dire Rat 263????Bloodied; Divine challenge - Baladir?0Wererat 182????Bloodied; Dead?0Wererat 276????Bloodied; Dead?0Dire Rat181????Bloodied; Dead?0Giant Rat11????Bloodied; Dead?
Zyzzyx
19th June 2009, 02:47 PM
Great, the boss mob got away, and we're stuck here unable to finish off the yard trash. ;)
EricStratton
19th June 2009, 02:51 PM
"End of round"? Amaril didn't go during that round I don't think.
Anyway, EB Dire Rat 2:
EB: 7+7 vs REF
Dmg: 8+5+6
----
****.
Shiz
19th June 2009, 02:52 PM
Swing and a miss.,...
Trying to speed this up..
Solak uses some at will and....HITS for 10 (his dmg roll below, not mine)
I was going to roll for everyone until we got a hit...
Zyzzyx
19th June 2009, 02:55 PM
Solak dmg
Sagar
19th June 2009, 04:37 PM
AND the wererat in dire form only had 9 HP so Solak kills it. When it dies, it reverts to it's human form.
TADA!!!!
End of Combat:
Each of you gets 250 XP.
I need one ST vs Disease from Trask.
I need two ST's vs Disease from Baladir and Brunhilde.
Shiz
19th June 2009, 04:39 PM
Trask will assist Brun with one of her saves via Heal check (21). Trask save = 20.
DinbinFanfoom
19th June 2009, 06:08 PM
Brun attempts to not get rat-cooties!
Brun reflects that getting that seasonal-cootie vaccine at the office was a well-spent $25.
Zyzzyx
19th June 2009, 06:22 PM
I think its more that the rat-cooties didn't want to hang around and deal with your other cooties.
Asharad
19th June 2009, 07:13 PM
I shall rummage around the bodies looking both for stuff and unusal markings.
Sagar
19th June 2009, 07:22 PM
The sleeping beauty rat has a nice little short sword and a 15g gem in his belt pouch.
Trask and Brunhilde resist rat coodies and each get back a healing surge.
Baladir...(saves coming).. is going to make me look up the rules on saving vs disease...
Shiz
19th June 2009, 07:56 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used26Wererat Rogue25????-?25Solak41/410100-Sleep25Baladir34/570070Diseased, 2 ongoing damage (SE)23Amaril48/480100-20Trask42/450132Diseased114Fandango47/480140-13Brunhilde38/620280diseased13Dire Rat 263????Bloodied; Divine challenge - Baladir?0Wererat 182????Bloodied; Dead?0Wererat 276????Bloodied; Dead?0Dire Rat181????Bloodied; Dead?0Giant Rat11????Bloodied; Dead?
Is the surge column surges used or surges remaining? NM has to be used if Solak is zero.
EricStratton
19th June 2009, 09:47 PM
Amaril will look around for signs of magic. Arcana 16+13=29.
Shiz
20th June 2009, 11:32 AM
While I can, Trask would like to Healing Word (minor) Brun and Bal to save a surge.
Brun surge = 15+1d6+4 = 23
Bal surge = 14+1d6+4 = 21
Then rest 5 minutes for Healing Words to reset.
DinbinFanfoom
20th June 2009, 12:53 PM
Brun will stand guard looking East while resting. Bal can maybe look west. Amaril should examine that shortsword.
Sagar
20th June 2009, 03:49 PM
Amaril checks the area for magic. Aside from that carried by the party, he finds only the shortsword. He will have to examine it directly to determine what it is.
Shiz
20th June 2009, 04:30 PM
The wererat rogue went east. Do we want to go west first?
EricStratton
21st June 2009, 09:14 AM
Amaril checks the area for magic. Aside from that carried by the party, he finds only the shortsword. He will have to examine it directly to determine what it is.
Arcana on the short sword. Arcana 15+13.
Sagar
21st June 2009, 09:28 PM
It is a simple +1 shortsword. Perhaps this is one of the minor magical items sold in town shortly before your arrival.
Shiz
21st June 2009, 09:32 PM
Someone stick it in their belt and let's decide where to go - east after the rogue or west to cover our backs.
Lycos
21st June 2009, 11:32 PM
Baladir will carry it. Me strong! :D
Shiz
22nd June 2009, 09:29 AM
Now that we are healed and ready, Fandango, do you want to scout to the west corner?
Sagar
22nd June 2009, 09:50 AM
http://www.primeaxiom.com/rpgt/scene.asp?ID=ngqen1orw6kgh9ex36j5u1nvs5z1sy7rynt2v nmgilt4wep2onem8fzcnvxufnfb
You are outside the door and standing in a hallway that runs east / west. The corridor has been cut in ages past from the rock of this area. The walls are smooth and clean and the corners are sharp and well carved. To the east, there is a door to the north about 20' down the corridor. There is a narrow opening to the north about 15' past that and a pair of doors farther to the east. The hallway continues east past the reach of your light.
To the west, there is a rough opening on the north wall about 30' away. Past that is a larger rough opening on the south wall. The west wall continues past the reach of your torch.
Asharad
22nd June 2009, 11:02 AM
Should I scout further west or should we go east then?
Whichever direction we chose, I'l do it in stealth.
Shiz
22nd June 2009, 11:16 AM
I say scout the west first.
Sagar
22nd June 2009, 11:18 AM
Give me a stealth roll, please.
Fandango leaves the party and sneaks off to the west. The northern opening reveals a chamber, rough cut and somewhat trapazoidal (20' wide at the southern end and 30' wide at the northern end and about 20' deep. There is a flimsy door in the north wall and one or two swarms of rats in the room.
Asharad
22nd June 2009, 08:24 PM
stealth= 17
Sagar
23rd June 2009, 09:07 AM
Fandango peeks into the room - the rats, however, don't seem to notice his presence.
Do you want to go on west or head back to the party?
Shiz
23rd June 2009, 12:41 PM
He comes back to the party, tells us what he saw and we SWAT the room.
Zyzzyx
23rd June 2009, 01:07 PM
He comes back to the party, tells us what he saw and we SWAT the room.
Bad room... naughty room...
Oh... SWAT, not spank... gotchya.
:evileye:
Sagar
23rd June 2009, 02:19 PM
He comes back to the party, tells us what he saw and we SWAT the room.
Seriously?
Shiz
23rd June 2009, 02:25 PM
Consider it up for debate. No one else has chimed in.
Zyzzyx
23rd June 2009, 02:40 PM
I'd rather we keep after that wererat rogue, m'self.
EricStratton
23rd June 2009, 02:56 PM
I'm sorta w/ Z on this one. Altho I HATE to continuously run into an ambush that guy running free, knowing that we're here, can only be bad.
Shiz
23rd June 2009, 03:29 PM
OK. We turn around and move east.
DinbinFanfoom
23rd June 2009, 06:24 PM
Brun doesn't care, east or west. East is a guy that knows we're there, west, not so much. I'd say if we went west, we'd get flanked by the rogue, if we go east... maybe not.
Asharad
23rd June 2009, 10:40 PM
Are they just little rats in the room I saw? I'm all for going after the wererogue.
Sagar
23rd June 2009, 10:49 PM
Fandango scouts to the east. The first door on the north is partly open. It is an improvised door roughly made from some planks nailed together almost haphazardly. Behind the door is a 20'x20'ish room roughly carved from the rock. This room is currently empty though it looks like it may have been occupied, and recently, by wererats.
Slightly past that door, again on the north, is a narrow 5' corridor heading north. The corridor has water seeping into it from the walls and dripping from the ceiling. The water gradually forms a stream that flows slowly northward. Some 20' up the corridor, there seems to be an opening on the east side - but he can't tell for sure without better light.
http://www.primeaxiom.com/rpgt/scene.asp?ID=ngqen1orw6kgh9ex36j5u1nvs5z1sy7rynt2v nmgilt4wep2onem8fzcnvxufnfb
Shiz
23rd June 2009, 11:01 PM
Trask is going to take a look in the 20x20 room to make sure the rogue isn't hiding in there and look for tracks. He will stand in the doorway and look. If it is clear he will move to K3 and Look again (covering the whole room).
Rolls < Passive 26.
Sagar
24th June 2009, 09:07 AM
Since you are not in a stressful situation, your passive perception takes precedence and you find no one of interest in the room - nor do you see any secret doors or anything else you might care about.
Shiz
24th June 2009, 09:31 AM
So do we brave the narrow passage or continue on? I would say move the party to K5 and let Fandango scout some more.
EricStratton
24th June 2009, 09:49 AM
Ugh, so many choices. Anyway, let's do that - party to K5 and Fandango keeps scouting.
Sagar
24th June 2009, 09:18 PM
As the party (and, more importantly, the light) move up the hallways, Fandango and Trask both notice (failed stealth vs passive perception) the rogue skulking in the dim light ahead.
Realizing he's been spotted (successful insight), the rogue bolts north up a corridor.
(I'll leave him on the map so you can see where he formerly was.)
http://www.primeaxiom.com/rpgt/scene.asp?ID=ngqen1orw6kgh9ex36j5u1nvs5z1sy7rynt2v nmgilt4wep2onem8fzcnvxufnfb
Shiz
24th June 2009, 11:53 PM
Is he leading us or just watching us? I think we have to go north or he will ambush us from behind.
DinbinFanfoom
25th June 2009, 10:03 AM
OOC: Sorry if I've been quiet lately. Concert stuff has me out and about a lot.
Brun can be at the head of the column as long as Fandango is scouting ahead (she can't see well in the dark). Rear-guard is OK too, if the passage is narrow. If it's wide (10') tanks abreast is probably best, with rogue in the lead, ready to retreat if we meet resistance.
Shiz
25th June 2009, 10:27 AM
I think regardless of which way we go, one of our more armored characters needs to be in the rear. Until this rogue is dead, Sagar, please change the default marching order in these corridors to
Baladir
Trask
Amaril
Solak
Brun
with Fandango scouting via stealth. We will stay in single file against a wall (north or west depending) no matter how wide the hall is.
Sagar
25th June 2009, 03:48 PM
Noted. Now.. which way are you going? Or do you wish to wait here until he can finish arranging the latest ambush?
tick.. tick.. tick..
Shiz
25th June 2009, 03:54 PM
NOrth.
Zyzzyx
25th June 2009, 03:56 PM
I say we go after him, now. And if possible, I'd like to ready an attack should I have a chance of seeing him in the hallway again.
As such, I would like to move ahead of Amaril in the formation.
- Grasping Shadows; +7 vs Will, Area Burst 1 (3x3), 1d8+5 psychic dmg, target slowed until end of next turn; any creature entering the area takes int mod (5) dmg, slowed until end of its next turn.
Asharad
25th June 2009, 04:29 PM
north we go then, assuming thats the way we saw him scramble off.
I shall take point and will stealth.
I'm so stealthy I can't see myself!
Shiz
25th June 2009, 04:45 PM
Stealth is -5 if you move more than 2, remember.
Sagar
25th June 2009, 06:04 PM
How fast do you plan to advance? Stealth speed (2) or normal speed (6ish)
Asharad
25th June 2009, 06:17 PM
I rolled a 31. That drops to 26 if I move more than one square. I don't want to run but I wouldn't mind moving at a normal pace. As long as that keeps me above a 20 I'll do that. Otherwise I'll move stealth speed.
Sagar
26th June 2009, 10:28 AM
The were rogue ran east then north up a hallway. It is the party's turn. Don't worry about initiative yet. What do you wish to do? (Be specific about where you move and what you do. If you initiate combat, then we will roll initiative.)
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw
GravenStone
26th June 2009, 12:52 PM
Looking at that map, someone just has to pull a Han Solo. =P
Asharad
26th June 2009, 01:08 PM
Man...that's a lot of real estate with a whole bunch of doors for things to pop out of behind us.
I'm inclined to let the rat go for now and to go back to methodically sweeping the rooms one by one.
He'll show up again.
Shiz
26th June 2009, 02:29 PM
Yeah, we have to sweep these rooms.
EricStratton
26th June 2009, 05:16 PM
Agreed. Grrr!
Sagar
26th June 2009, 06:21 PM
Where too next?
Shiz
26th June 2009, 07:19 PM
Trask listens at door D11, perc = 20 < passive 26
Sagar
29th June 2009, 03:27 PM
Trask hears the sound of movement and the occasionally squeak squeak of a big rat.
DinbinFanfoom
29th June 2009, 03:34 PM
OOC: SWAT and fight from just inside the doorway?
Lycos
29th June 2009, 04:14 PM
Yup, sounds good. Let's move.
Shiz
5th July 2009, 12:07 AM
Good to go!
Sagar
6th July 2009, 11:49 AM
The party stops at the north door and checks. The door is improvised - made of pieces of random wood rather than crafted like other doors you've found. Trask determines there is something moving inside.
Swat-like, Baladir bashes the door open and leaps in.
Inside, you find a 20x20 room roughly carved in the stone. Inside, you see 2 large creatures - about 5' long, jhunched, with a bone ridge protuding from their spines. Their eyes glow with feral cunning and their teeth are as long and sharp as daggers.
Most of you recognize these as dire rats. Unlike the beasts you slew earlier, though, you think these are real dire rats.
The rats were nosing about in some debris and the party surprises them.
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw
Roll initiative and tell me your 1 move during the surprise round.
Shiz
6th July 2009, 11:53 AM
Get positioned in the surprise round. Baladir should move in a bit more and Brun should stand shoulder to shoulder with him.
Surprise round
Baladir can Charge DR1 and Brun can charge DR2. The rest of us can then get in the room, depending on initiative. We do NOT want to get stuck at the door.
Normal
Trask init +6 = 13
edit: Bal cannot charge. Not enough room.
Lycos
6th July 2009, 11:54 AM
Initiative! 8 :-/
Yeah, I'll move to C9.
DinbinFanfoom
6th July 2009, 12:08 PM
Surprise Round:
OOC: Is a charge+regular attack a single action? I can't remember.
Edit: Just checked PHB 287. Looks like a charge is a single, standard action.
Initiative: 23
Brun charges to D9 and as part of that charge, strikes out against DR2.
(ATK: 19 + 1 for Charge = 20 vs AC)(Damage: 19)
Asharad
6th July 2009, 12:13 PM
Surprise Round
I'll move to A10
Initiative!+8= 9!
Zyzzyx
6th July 2009, 12:14 PM
Surprise Round:
Move to E13.
EricStratton
6th July 2009, 12:38 PM
Surprise Round:
Amaril will move to D13.
Init: 7+7 = 14
EricStratton
6th July 2009, 12:39 PM
Initiative! 8 :-/
Yeah, I'll move to C9.
You should charge instead of just move.
DinbinFanfoom
6th July 2009, 12:46 PM
You should charge instead of just move.
He can't. He's too close.
EricStratton
6th July 2009, 03:59 PM
He can't. He's too close.
You're totally right. Good job, Lycos.
Shiz
6th July 2009, 04:40 PM
Trask to C9 in the surprise round.
C10, ooops./
Sagar
7th July 2009, 10:10 AM
Surprise Round:
Brunhilde, unleashing her inner Valkyrie, rushes screaming into the room and cleaves one dire rat almost in 2 (20 vs AC, 19 damage). The rat is bloodied.
Amaril moves up the hall to get a clean shot in through the door.
Trask moves into the room and takes a position against the wall.
Solak moves next to Amaril to get a better angle on Rat 1.
Fandango heads over to hang with Trask, his BFF.
Lycos, who should have an initiative of 12 except he didn't add in his initiative bonus and the DM doesn't feel like doing for him anymore, sidles forward and looks pityingly at the rat who is about to die.
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw
Round 1
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Brunhilde61/620270-14Amaril48/480100-13Solak41/410100-Sleep13Trask42/450122-113Dire rat10????-?9Fandango47/480130-9Dire rat 219????Bloodied; ?8Baladir54/570060-
Lycos
7th July 2009, 10:15 AM
Round 1:
Valiant Strike on the bloodied rat (or if he is dead, any rat left, if there is any)
Valiant Strike (+12 to hit vs AC, 1d10 + 6 Damage for strength and sword, add +1 to hit per enemy adjacent to you)
21 if 2 rats are left.
20 if 1 rat is left.
I don't cut myself if no rats are left. :D
Shiz
7th July 2009, 10:20 AM
Round 1 Trask:
I have used 2 Dailies, not 1.
Minor: DR1 marked as Quarry
Std: Attack DR1
Thundertusk Boar Strike (Weapon), +9 vs AC, Two attacks, 1d8+5, hit: push target 1 square or if both hit same target push 5 squares
18 vs AC, 15dmg
18 vs AC, 13dmg
push to B7
Elven Accuracy spent for the encounter
Quarry dmg spent for the encounter
EricStratton
7th July 2009, 10:28 AM
Amaril Round 1:
If Dire Rat 2 is still alive:
Curse and EB Dire Rat 2.
If Dire Rat 2 is dead:
Move to D8 (triggering Shadow Walk - concealment) then curse and EB Dire Rat 1.
EB: 17+7=24 vs REF
dmg: 5+5+2=12
Shiz
7th July 2009, 10:31 AM
If 19dmg bloodies these guys, this will be a short fight...
DinbinFanfoom
7th July 2009, 10:33 AM
Round 1:
Brunhilde will unleash the old standby, Reaping Strike on Dire Rat 2 (+11 vs AC, 7 DAM on hit, 5 on miss), marking it.
ATK: 16 vs AC (probably a miss)
DAM: 16 if hit, 5 if miss
Shiz
7th July 2009, 11:05 AM
Dire Rats were level 1 so you might have hit, unless Sagar boosted them. But I don't think he did if they have less than 40hps.
Greebo
7th July 2009, 11:08 AM
Dire Rats were level 1 so you might have hit, unless Sagar boosted them. But I don't think he did if they have less than 40hps.
Metagame much? :P
Shiz
7th July 2009, 11:11 AM
We saw dires in our first dungeon. It is character-centric recollection!
Greebo
7th July 2009, 11:15 AM
We saw dires in our first dungeon. It is character-centric recollection!
No, "These are dire rats, they're not going to be too hard" is character-centric. "They';ll be easy to kill unless the DM modified them" is not, since the Character has no idea who the "DM" is. Unless you're watching an 80's cartoon...
Asharad
7th July 2009, 11:23 AM
No, "These are dire rats, they're not going to be too hard" is character-centric. "They';ll be easy to kill unless the DM modified them" is not, since the Character has no idea who the "DM" is. Unless you're watching an 80's cartoon...
I have the 80's cartoon box set.
Greebo
7th July 2009, 11:24 AM
I have the 80's cartoon box set.
NEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRRRRRRDDDDDDDD DDDDDDDDDD!
Can I borrow it? ;)
Shiz
7th July 2009, 11:36 AM
http://cgi.ebay.com/Dungeons-Dragons-Complete-Animated-TV-Series-5-DVDs_W0QQitemZ230353281407QQcmdZViewItemQQptZUS_DV D_HD_DVD_Blu_ray?hash=item35a220217f&_trksid=p3286.c0.m14&_trkparms=65%3A12%7C66%3A2%7C39%3A1%7C72%3A1205%7C 293%3A1%7C294%3A50
It can be yours for $12.50!
Zyzzyx
7th July 2009, 11:44 AM
Round 1:
Solak doesn't seem too excited about this pair and calmly waves his hand to light up the room.
- Scorching Burst; +8 vs Ref, Area Burst 1 (3x3) at C7, 1d6+6 fire dmg
- Bloodhunt: +1 ATK vs bloodied foes
Oops... disregard the DR2 damage roll. Not only is it a D20, but I'm already used to the ranger and his dual attacks, thus two damage rolls.
Sagar
7th July 2009, 01:23 PM
Brunhilde swings her axe in a reaping strike that does just that - hitting the dire rat (16 vs AC) and almost killing it (16 damage, bloodied, reeling.)
Amaril, mercifully, quickly eases the rat's pain. His blast (24 vs Ref) slams the rat against the wall (12 damage) and kills it cleanly.
Trask takes aim at dire rat 1. Two shafts fly out in rapid succession. Both strike the rat (18, 18 vs AC) and drives it back, wounded and angry (28 damage, bloodied).
Undaunted, the rat hurtles back into the fray and attacks Baladir (21 vs AC), biting him for 5 damage and exposing him to disease.
Fandango has an 80's cartoon boxed set, but no stated attack so we'll get back to him right after this message.
Baladir responds to the rat's hit with one of his own (20 vs AC). Unlike the rat, however, Baladir's attack is lethal (16 damage) and the rat expires.
Now back to Fandango. With a sly flourish, Fandango does massive damage to the dead dire rat.
40 XP for each of you and I need a ST vs Disease from Baladir.
Zyzzyx
7th July 2009, 01:47 PM
"Where's the flame? There was supposed to be a rat-scorching flame?!"
Solak sighs and looks at the little switch Brun found on his staff, hoping there might be another setting available.
Shiz
7th July 2009, 02:01 PM
Can Trask use Divine Strength to give Bal a +1 on his roll and then a Heal check for another +2? It might not be that kind of disease but is it different from the one both Bal and Trask already have from the wererat fight?
Lycos
7th July 2009, 02:06 PM
My save vs Disease
Lycos
7th July 2009, 02:12 PM
We'll search this room for anything of interest.
19
EricStratton
7th July 2009, 02:36 PM
Magic check on the room...just in case. Arcana 19+13=32
Shiz
7th July 2009, 02:41 PM
Trask will look around too, +16 < passive 26
Sagar
7th July 2009, 03:35 PM
"Where's the flame? There was supposed to be a rat-scorching flame?!"
Solak sighs and looks at the little switch Brun found on his staff, hoping there might be another setting available.
Oops... missed that. Sorry.... :(
Hands Solak a "Hit One Free" card by way of apology.
Zyzzyx
7th July 2009, 04:09 PM
Eh... its good. Kinda fits in with his luck recently.
Shiz
7th July 2009, 04:24 PM
On to the next door. Trask will listen at it = 29
Asharad
7th July 2009, 06:00 PM
Fandango cracks his knuckles and looks pleased with himself.
Sagar
8th July 2009, 08:18 AM
The next door = east down the corridor to the next door on the north wall?
Shiz
8th July 2009, 09:29 AM
Yes
EricStratton
8th July 2009, 09:29 AM
That's where I wanted to go, yeah.
Sagar
8th July 2009, 09:42 AM
The room has another of those makeshift doors. You can easily see through the cracks that it is not occupied.
Opening the door, you find an oddly shaped room roughly gouged out of the rock. From the smell, it seems this room is another lair for giant rats - though none are present at this time.
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw (http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw)
Lycos
8th July 2009, 10:17 AM
Check the room for anything of value.
If nothing then we do the same thing for the door at J14. I'll listen at the door. 23
Sagar
8th July 2009, 10:39 AM
There is a bit of debris and offal, but nothing of value.
You move to J14 and listen. You hear scratching and rustling and other sounds of movement.
EricStratton
8th July 2009, 10:55 AM
Breach that door.
Shiz
8th July 2009, 11:07 AM
My 29 Perception check was not used if that matters.
DinbinFanfoom
8th July 2009, 11:17 AM
Brun can't open/charge at the same time, I think. Someone will have to create an opening and she'll get a run at it from across the hall.
EricStratton
8th July 2009, 11:27 AM
Brun can't open/charge at the same time, I think. Someone will have to create an opening and she'll get a run at it from across the hall.
One's a minor action, one's standard. I would think opening would start the surprise round allowing you to then charge. I could be wrong...I was wrong already in just this thread alone so....
Sagar
8th July 2009, 11:33 AM
Trask also hears the rustle of rat claws on stone and a squeek or two.
This door is also makeshift, though perhaps a bit sturdier than some of the others you've run across. The opening is irregular and, from the sounds inside, you are pretty sure the creatures inside have noticed your light coming through the cracks in the door.
Shiz
8th July 2009, 11:42 AM
Baladir, bash it open from J13, up to you if you want to try and go in, though. I bet they will come out. Just don't block the door.
Brun J12
Fandango I12
Trask I13
casters west of us
DinbinFanfoom
8th July 2009, 11:46 AM
Baladir, bash it open from J13, up to you if you want to try and go in, though. I bet they will come out. Just don't block the door.
Brun J12
Fandango I12
Trask I13
casters west of us
Yeah, Brun can charge through Bal if there's room inside and we get the drop on them. We'll see when the door opens and there is no pit just inside. :D
Lycos
8th July 2009, 11:48 AM
I'll open the door, and Brun can go first and I'll follow.
DinbinFanfoom
8th July 2009, 12:10 PM
I'll open the door, and Brun can go first and I'll follow.
You just want her to make a cooties check this time, eh? :D It's OK. Plunging headlong is her raison-d'etre.
EricStratton
8th July 2009, 12:43 PM
The opening is irregular and, from the sounds inside, you are pretty sure the creatures inside have noticed your light coming through the cracks in the door.
Bah, the light!
Baladir, bash it open from J13, up to you if you want to try and go in, though. I bet they will come out. Just don't block the door.
Brun J12
Fandango I12
Trask I13
casters west of us
Amaril will move to H12.
Lycos
8th July 2009, 01:43 PM
Why do we have to bash the door down? I haven't read anything that says you can't just open the door.
And Dinbin, if you want to charge from the other side of the hall, I'm ok in letting you go first. Why would I want to get in front of your charge? :D
DinbinFanfoom
8th July 2009, 01:46 PM
Yeah, I'll charge, assuming I can see a target when the door opens. +1 ATK is +1 ATK...
Sagar
8th July 2009, 04:12 PM
Baladir throws the door open (it opens outward) as everyone else shifts into position. The room is another irregularly shaped and poorly carved cavern - obviously added much later than the quality work you see in areas like the hallway. The room itself is 15-20' wide and 15-20' deep. Inside are 4 large dire rats.
Please roll initiative. I'll have to update the map a bit later.
Oh, one rat is just inside so there aren't charge opportunities. Sorry, Brun.
Asharad
8th July 2009, 04:14 PM
int+8= 12
DinbinFanfoom
8th July 2009, 04:26 PM
Initiative!
Result: 16
Lycos
8th July 2009, 04:27 PM
Initiative! +4
That's a 200.
Shiz
8th July 2009, 04:52 PM
init +6 = 10
I actually like going late as a cleric so there!
Zyzzyx
8th July 2009, 04:56 PM
Wheee!
EricStratton
8th July 2009, 05:02 PM
Init 15+7=22
Sagar
8th July 2009, 08:29 PM
Rats init (+4)
Zyzzyx
8th July 2009, 08:31 PM
I'm glad that's four separate rolls for four separate rats, folks. Not an init of 37. ;)
Sagar
8th July 2009, 08:31 PM
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw
Round 1: The rats are not surprised to see you. They are already moving in your direction. These rats look bigger and meaner than the last set.
Feel free to post your attacks. (I'll get the status table up tomorrow)
Zyzzyx
8th July 2009, 09:29 PM
Looks to me that from I11 Solak can see to K16 in the middle of the rats. If not, dunno what he'll do.
Solak nudges his way past Fandango to be able to peek into the room.
Move to I11.
He takes a quick moment to check his staff, make sure he's got the right power in mind, puts a finger up to check the wind, reaches down and takes a pinch of dirt to smell, and finally looks over his shoulder for any imps that might be around to mess with him.
Satisfied, he settles into his favorite, warming up the place. Hey, it is kinda cool down here ya know.
- Scorching Burst; +8 vs Ref, Area Burst 1 (3x3) @ K16, 1d6+6 fire dmg
EricStratton
8th July 2009, 10:02 PM
As far as I can tell, Amaril can see at least one corner of K16. So, he'll:
Amaril, Round 1:
Fey Step (move action, teleport) to K16 (triggering Shadow Walk - concealment), then curse Giant Rat 1 (minor), and finally Otherwind Stride (standard, teleport) back to where I started (H12).
Otherwind Stride
GR1: 2+7 vs FORT
GR2: 6+7 vs FORT
GR3: 16+7 vs FORT
GR4: 16+7 vs FORT
Dmg: 4+5 and immobilized until end of my next turn (round 2). Extra + 1d6 to Giant Rat 1 (it didn't so I didn't roll curse dmg).
Shiz
8th July 2009, 10:27 PM
Round 1 Trask:
Free: Nature check +8= 10
Move+Std: Try and line up a Lance of Faith and shoot at nearest target
Minor: if anyone gets bloodied somehow, throw a heal
Mucho FAIL.
Lycos
8th July 2009, 11:16 PM
Round 1:
Baladir shifts to K13.
Righteous Smite on the first rat that goes where we want it to go. Let it get into row 13.
Righteous Smite (Charisma (+10 total) V. AC, 2d10 + 5 Damage for charisma and sword)
Effect: 2d10 + (4) Charisma modifier damage, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + WIS (+2).
As long as I hit, everyone gets 7 temp hps.
DinbinFanfoom
9th July 2009, 12:02 AM
Round 1:
Brun suggests we split our group in two... tank/rogue/caster to one side of the doorway and tank/cleric/caster to the other and whack these as they emerge. In the meantime... why not toss an axe at rat 1, marking it? She shifts SE to K13.
ATK: 22 vs AC
DAM: 10 (not sure if that's a hit, though)
Lycos
9th July 2009, 12:12 AM
Brun suggests we split our group in two... tank/rogue/caster to one side of the doorway and tank/cleric/caster to the other and whack these as they emerge.
Nice idea.
Asharad
9th July 2009, 08:55 AM
I think I have LOS on rat3 and am higher in the init order than it is.
I'll sly flourish it.
Attack:13 vs ac= 16 vs ac
damage:1d4+2d8+9 =15
I'LL STAY WHERE i AM, FOR NOW.
sorry about the caps
Sagar
9th July 2009, 09:35 AM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Solak41/410100-Sleep22Amaril48/480100-20Baladir54/570060-19Rat 10????-?16Brunhilde61/620270-13Rat 20????-?12Fandango47/480130-10Trask42/450122-28Rat 30????-?8Rat 40????-?
Sagar
9th July 2009, 09:58 AM
Solak moves to I11, fusses a bit, then gestures with his staff. Flames erupt in the rat room, burning all but one of them (R1, 2, and 3 hit for 9 damage). The odor of burnt rat wafts out of the room.
Amaril gives Solak an approving nod, then makes a gesture as if to say "My turn." With that, Amaril vanishes. You hear a bit of cursing inside the room then there is a terrific blast of magic energies and Amaril reappears back where he started. In the room, two of the rats (3 and 4) were blasted and immobilized (9 damage).
Reminder: Door spaces do not actually exist. They are an artifact of the mapping software. Rat 1 can attack both Baladir and Trask from where it is at. I will assume Baladir will attack it rather than waiting for it to move to a space that will give it 2 OAs against it and where it has no need to go.
Baladir slides to the side then slams his sword into Rat 1 (23 vs AC, 12 damage), and gives heart to his compatriots (7 THP).
The rat attacks back (20 vs AC) but Baladir blocks the vicious teeth with his shield.
Brunhilde whips an axe at Rat 1 (22 vs AC), hitting it hard (10 damage) and marking the now bloodied creature.
Sagar
9th July 2009, 10:08 AM
Rat 2 surges forward, biting aggressively at Baladir. Unfortunately, it give 2 OA's as it moves....
Baladir swings (5+10 vs AC) but misses. Trask has his holy symbol ready for an attack and not a melee weapon (do you have a basic melee attack that uses your symbol?)
The rat attacks Baladir (18 vs AC) and it's teeth grate harmlessly off the paladin's plate armor.
Fandango, realizing he will give Rat2 an OA if he uses a ranged attack, decides the sneak attack bonus on Rat3 is worth it. He whips his dagger out and misses rat 3. Rat 2 attacks (9 vs AC) but Fandango easily avoids the snapping teeth.
Trask ? (awaiting orders due to the changed battlefield)
Asharad
9th July 2009, 10:13 AM
Now that the battlefield has changed (since I posted my attack), I'd like to swap places with trask, if that's at all possible and he is amiable.
If he shifted to h13 I could delay my move action and shift to his spot when he does.
DinbinFanfoom
9th July 2009, 10:19 AM
Round 2 (might as well):
Brun will unleash a reaping strike on the rat adjacent to her. (+11 vs AC, 1d12+7 damage on hit, 5 damage on miss)
ATK: 14 vs AC
DAM: 5, most likely, phooey.
Shiz
9th July 2009, 11:02 AM
Trask has his holy symbol ready for an attack and not a melee weapon (do you have a basic melee attack that uses your symbol?)
Holy Symbol is not held and does not have to be for my implement attacks, at least that is how I understand it and how we have been playing it. My bow is the default wielded weapon, though. No OA for me unless my melee weapon is expressly stated as held.
Round 1 modified: Trask shifts west to H13 and unloads his failed attack on GR2.
Lycos
9th July 2009, 11:57 AM
Round 2:
Divine Challenge Giant Rat 2. Piercing Smite onto Giant Rat 2 as well.
Piercing Smite (+10 to hit vs Reflex, 2d10 + 5 Damage for strength and sword)
Adjacent targets are marked until the end of my next turn.
Fandango this should give you a nice backstab for round 2.
With Fandango where Trask was, that gives me CA and +2 to attack? Right?
Asharad
9th July 2009, 12:03 PM
Round 2:
With Fandango where Trask was, that gives me CA and +2 to attack? Right?
yes!
Sagar
9th July 2009, 01:02 PM
Trask shifts west and fires off a lance of holy energy that harmlessly strikes the wall by the door.
Fandango shifts into the space vacated by Trask.
Rats 3 and 4 are immobilized and cannot move to attack.
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw (http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw)
End of round:
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Solak41/417100-Sleep22Amaril48/487100-20Baladir54/577060-19Rat 131????Bloodied; ?16Brunhilde61/627270-13Rat 29????-?12Fandango47/487130-10Trask42/457122-28Rat 318????Immobilized EoAT2?8Rat 49????Immobilized EoAT2?
Asharad
9th July 2009, 01:13 PM
I will sly flourish rat 2
Attack:+13 vs ac= 18
Damage:1d4+2d8+9= 19
Zyzzyx
9th July 2009, 01:43 PM
Feeling comfortable, but slightly bored as well, Solak launches out with Scorching Burst again.
- Scorching Burst; +8 vs Ref, Area Burst 1 (3x3) from K16, 1d6+6 fire dmg.
- Bloodhunt: +1 ATK vs bloodied foes
Rat 1: 12+8+1=21 vs Ref
Rat 3: 11+8 = 19
Rat 4: 13+8 = 21
Damage: 5+6 = 11
Sagar
9th July 2009, 01:56 PM
They have partial cover from rats 1 and 2. Do you still want to attack them?
Zyzzyx
9th July 2009, 02:01 PM
Dang... see, forgot about cover from allies (their allies). No, let me revise with Scorching Burst instead.
Revised previous post, reused existing rolls as possible.
Shiz
9th July 2009, 02:17 PM
I thought allies do NOT provide cover from AE attacks, only ranged attacks (which I read as targeted ranged attacks like bows, magic missile, etc.)
Shiz
9th July 2009, 02:20 PM
Waiting to see what is where on my turn.
Zyzzyx
9th July 2009, 02:30 PM
Shiz: I totally edited my attack post. Initial attack was Icy Rays to Rat 3 and 4, which is ranged, not AE. Thus, my cover problems.
Playing Marcus as well, I'll probably be figuring out this cover stuff fairly quick now.
EricStratton
9th July 2009, 05:59 PM
Amaril Round 2:
Amaril will walk to K12 (triggering Shadow Walk - concealment) and then cast Eldritch Blast on Giant Rat 1.
EB: 17+7=24 vs REF
Dmg: 8+5+1 (curse) = 14
Since there isn't really a door tile I don't think the rat has any cover from me. Adjust accordingly if it does.
Sagar
10th July 2009, 10:00 AM
Solak, embracing his infernal child, sends more fire into the room. Rats 1, 3 and 4 are all engulfed in flames (11 damage each). Rat 2 is bloodied and the odor of burnt rat intensifies.
Amaril moves to K12 and gains concealment. From the shadows, he blasts rat 1 with eldritch energies (24 vs Ref), killing it (14 damage). In using a ranged attack next to an opponent, however, Amaril opens himself to an opportunity attack.
The rat takes the opportunity and snaps at the warlock. The rat (20-2 vs AC) hits - just nipping Amaril (3 damage) but exposing him to filth fever (ST required at end of combat).
Baladir pierces rat 2 (24 vs AC), stabbing it visciously (13 damage) and angering the corpse of rat 1 (adjacent marked).
Rat 1 remains expired.
Brunhilde attacks rat 2 with a reaping strike (14 vs AC) but mostly misses it (5 damage). Rat 2 is bloodied.
Sagar
10th July 2009, 10:07 AM
Rat 2 attacks Baladir (11 vs AC) but is easily rebuffed.
Fandango unleashes a sly flourish - cleverly timed for when the rat is most distracted (18 vs AC, hit). This dagger cuts deep (19 damage). The rat is not long for this world (reeling).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Solak41/417100-Sleep22Amaril45/487100concealed and exposed20Baladir54/577060-19Rat 156????Bloodied; ?16Brunhilde61/627270-13Rat 246????Bloodied; ?12Fandango47/487130-10Trask42/457122-28Rat 329????Bloodied; ?8Rat 420????-?
EricStratton
10th July 2009, 10:07 AM
Doh. I really need to refresh the map before I post my move.
Lycos
10th July 2009, 10:24 AM
Round 3:
I'm assuming that the rats are still immobolized. I'll hold my position and wait for the rats to come to us rather than go in there and risk more disease exposure since our ranged attacks seem to be working well. I'll also try and convince Brun to do the same.
EricStratton
10th July 2009, 10:31 AM
Round 3:
I'm assuming that the rats are still immobolized. I'll hold my position and wait for the rats to come to us rather than go in there and risk more disease exposure since our ranged attacks seem to be working well. I'll also try and convince Brun to do the same.
They shouldn't be. At least not from my power. It ended at the end of my turn.
Shiz
10th July 2009, 10:40 AM
Trask is waiting until the remaining rats act.
Asharad
10th July 2009, 02:05 PM
I've got to wait a bit as well.
DinbinFanfoom
10th July 2009, 02:06 PM
Only rats/Trask left to go in Round 2.
Asharad
10th July 2009, 02:15 PM
Sorry, I thought Trask was making his round three statement. Disregard what I said.
Sagar
11th July 2009, 12:47 AM
Rat 3 moves forward to attack Baladir (22 vs AC 21) and bites him hard (8 damage, exposure to disease).
Rat 4 moves forward and, peeved that it can't attack Baladir, nips off a bit of Rat3's tail.
Lycos
11th July 2009, 12:17 PM
Round 3:
Baladir will attack Rat 3 if Rat 2 is not dead.
Divine Challenge on it. And attack with Holy Strike.
Holy Strike! (+10 to hit vs AC, 1d10 + 4 Damage for Strength) + 2 more in damage if marked.
There goes my hopes of a better roll since I failed the save.
DinbinFanfoom
11th July 2009, 02:39 PM
Round 3:
Reaping strike on whatever rat is adjacent to Brun. If there are none, I'll amend this at Brun's turn.
(+11 vs AC, 1d12+7 damage on hit, 5 damage on miss)
Shiz
11th July 2009, 07:33 PM
Waiting to see what is where on my turn.
Rat 3 in range!
Mark rat 3 as Quarry (minor)
Thundertusk Boar Strike Rat 3
17 vs AC, 7+5+4=16dmg
16 vs AC, 6+5=11 dmg
EA used, push nullified by allies location
Sagar
12th July 2009, 12:07 AM
Rat 2 is not dead yet.
Trask waits for Rat 3 to get in range and attacks. The DM can't figure out if Rat 3 has cover from Rat 2 / the doorway but he's tired and feeling easy.
Trask fires 2 quick shots - the first hits and the second JUST misses. The rat is driven back and wounded badly (16 damage). Rat 3 is bloodied.
End of Round 2.
Rat 2 is reeling.
Rat 3 is bleeding.
Rat 4 is fuming.
EricStratton
12th July 2009, 01:00 PM
Amaril round 3:
If Solak kills GR2:
Amaril will curse GR3 and cast Eldritch Blast on it.
If Solak doesn't kill GR2:
Amaril will curse GR2, move to N12 (Shadow Walk, concealment) and cast EB on GR2.
EB: 9+7 vs REF
Dmg: 8 + 5 + 5
Sagar
13th July 2009, 11:23 AM
Solak the Absent sticks with the what has been working and lofts more fire into the room. Both are engulfed in flames (19, 23 vs Ref) and the smell of burning rat intensifies (9 damage). Giant rat 3 is overcome and expires. Giant rat 4 is bloodied.
Amaril tries to blast rat 2 and JUST misses. Good thing he's still concealed.
Baladir saves vs disease now instead of at the end of combat and fails. Baladir is now a diseased paladin.
The realization must have affected his concentration and he has a failure to launch his attack (natural 1).
Brunhilde whips her axe around in a lethal reaping strike (17 vs AC) that cleaves through the rat's spine (18 damage) leaving it twitching and whimpering for a few moments before a final convulsion silences it forever.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Solak41/417100-Sleep22Amaril45/487100concealed and exposed20Baladir46/577060diseased.19Rat 156????Bloodied; Dead?16Brunhilde61/627270-13Rat 264????Bloodied; Dead?12Fandango47/487130-10Trask42/457122-28Rat 354????Bloodied; Dead?8Rat 429????Bloodied; ?
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw
Asharad
13th July 2009, 11:47 AM
I'll sly flourish rat 4.
Attack:+11 vs ac= 29
damage:1d4+9= 11
Lycos
13th July 2009, 12:28 PM
Baladir saves vs disease now instead of at the end of combat and fails. Baladir is now a diseased paladin.
The realization must have affected his concentration and he has a failure to launch his attack (natural 1).
Huh? Did you say something? :lowlol:
Sagar
13th July 2009, 12:55 PM
Fandango falls back on an oldy but goody as he whips his dagger with a sly flourish. The blade flies true (29 vs AC) and slams hard into the rat (11 damage). Rat 4 glares at Fandango as if to say "Your next!".
Trask...
Shiz
13th July 2009, 12:59 PM
Trask:
Move to I12 and Lance of Faith misses.
Sagar
13th July 2009, 01:31 PM
Trask shifts and fires a lance of radiant energy. His attack hits.. the door.. damaging it - but not the rat.
The rat climbs over the corpse of rat 2 and launches itself at Fandango. The corpse shifts, however (10 vs AC) and the rat misses badly.
End of round 3.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Solak41/417100-Sleep22Amaril45/487100concealed and exposed20Baladir46/577060diseased.19Rat 156????Bloodied; Dead?16Brunhilde61/627270-13Rat 264????Bloodied; Dead?12Fandango47/487130-10Trask42/457122-28Rat 354????Bloodied; Dead?8Rat 438????Bloodied; ?
DinbinFanfoom
13th July 2009, 01:37 PM
Round 4:
If it's still alive by the time it reaches her turn, Brunhilde will attempt another Reaping Strike on the remaining rat. (+11 vs AC, 1d12+7 damage on hit, 5 damage on miss).
ATK: 23 vs AC
DAM: 11
EricStratton
13th July 2009, 01:40 PM
Amaril round 4:
Eldritch Blast GR4.
EB: 20+7 vs REF
dmg: 10+5+6=21
--
Better late than never, I guess....
Sagar
13th July 2009, 02:07 PM
Amaril lines up the shot. He takes careful aim.. waits.. waits.. and WHAM! The blast goes right up the rat's left nostril (natural 20). Half a moment later, the rat's body expands suddenly. Smoke wafts out of the rats ears and nose as the rat's corpse sags to the floor.
And of combat. Each of you get's 120 xp.
Amaril needs to roll vs Disease.
Baladir doesn't feel very well (and loses 1 surge).
EricStratton
13th July 2009, 02:14 PM
Disease roll. /fingers crossed.
Asharad
13th July 2009, 02:25 PM
I will check out the rat's room.
Shiz
13th July 2009, 03:15 PM
So will Trask +16=18
damnit, 2 2s in a row on different characters!
DinbinFanfoom
13th July 2009, 03:21 PM
damnit, 2 2s in a row on different characters!
Trask: "WOW COOL! DEAD RATS!"
Sagar
13th July 2009, 03:29 PM
The party moves into the room. Amaril feels a little punk (failed ST, lose 1 surge).
Fandango and Trask search the room. Trask spots the glint of copper in a pile of offal in the corner of the room.
Shiz
13th July 2009, 03:31 PM
To be clear, can Baladir have 2 different diseases? Three of us are diseased now (Amaril, Trask, Baladir(x2)).
"I see something metal in that pile, anyone want to poke around in it? I don't want a weasel on my nuts again..."
DinbinFanfoom
13th July 2009, 03:36 PM
"I see something metal in that pile, anyone want to poke around in it? I don't want a weasel on my nuts again..."Brun suggests Baladir do it, as he's already diseased. :P
EricStratton
13th July 2009, 04:03 PM
Amaril moves into the room and tries to see if he can detect magic from the copper thing from a distance.
Arcana 6+13
Lycos
13th July 2009, 04:38 PM
I'll go take a look. If I can't figure out what it is, I'll take my sword and try to scrap away the surrounding dirt until I can figure out what it is. I'll try not to damage the thing as I work on it.
Skill rolls? What do I roll against.
Sagar
13th July 2009, 09:02 PM
Amaril detects no magic in the room.
Baladir, using common gardening skills learned in his youth, digs around in the pile of offal and digs up a slew of copper coins.
Sagar
14th July 2009, 02:32 PM
Solak, standing out in the hall, gets hit with a large wad of stinking, slimey, fetid rotting meat. Looking up, he sees the wererogue run east back into the darkness.
Greebo
14th July 2009, 02:38 PM
EEEEEEEEEEEEEEeeeeeeeeeeeeeeeeewwwwwwwwwwwwwwwwwww ww!
EricStratton
14th July 2009, 03:23 PM
Solak, standing out in the hall, gets hit with a large wad of stinking, slimey, fetid rotting meat. Looking up, he sees the wererogue run east back into the darkness.
He threw meat at us? Little ****.
Asharad
14th July 2009, 03:24 PM
Solak, standing out in the hall, gets hit with a large wad of stinking, slimey, fetid rotting meat. Looking up, he sees the wererogue run east back into the darkness.
Man, I can't wait to kill that little mother****er.
That said, he might as well have hit you with a big, stinky pile of "come run into my ambush."
Shiz
14th July 2009, 03:31 PM
We have another door across the hall, right? I cannot remember the map. And a long hallway north?
EricStratton
14th July 2009, 03:35 PM
Last time I refreshed the map.
Lycos
14th July 2009, 04:26 PM
Shall we move to that door next?
Do we want to leave the copper here. If we have room and time, we can come back and pick it up. How many coins are they Sagar?
Zyzzyx
14th July 2009, 05:03 PM
Leave the coins. We have more urgent issues to deal with.
Sagar
14th July 2009, 05:04 PM
Probably a few hundred. All appear copper.
Shiz
14th July 2009, 05:09 PM
Trask will scrape a few out of the pile with his morningstar, pick them up and look at them closely, 16+6=22
Sagar
14th July 2009, 05:11 PM
They look like rat **** covered copper coins.
Sagar
14th July 2009, 05:13 PM
Eastward down the hall is a door to the north and a rough cave to the south. Both are about 30' east of your current position.
Lycos
14th July 2009, 05:52 PM
I'm getting tired of rats. It seems the rough hewn areas are the rat areas. Let's take care of business in the more structured areas.
EricStratton
14th July 2009, 06:11 PM
I fear that if we don't clear these rats out the vampire-ette will end up summoning them on top of us. At least this way we can clear them out on our terms.
Asharad
14th July 2009, 06:38 PM
yeah, we aren't under any sort of deadline here. No need to rush.
DinbinFanfoom
14th July 2009, 06:41 PM
yeah, we aren't under any sort of deadline here. No need to rush.
Heck, after that first fight with the Zombies From the Back of the Refridgerator (TM), we're not even breaking a sweat. I know that won't last, though. :D
Shiz
14th July 2009, 08:48 PM
That north hallway might be a back way in. I am loathe to follow roguey all the way to an ambush
Lycos
14th July 2009, 10:58 PM
Ok, then let's continue attacking the little vermin! :twisted:
Sagar
15th July 2009, 09:34 AM
So where next?
You have a narrow hallway to the west (behind you) that's full of water.
You have a door on the north wall about 30' east.
You have an opening on the south wall about 30' east.
And 60' east is a wide corridor to the north.
Shiz
15th July 2009, 09:39 AM
Let's go look at the water-filled corridor. I don't want to go swimming, but if it is only knee deep, it might be worth a look.
Trask will advance in 10' carefully. He doesn't want to step off an unseen ledge. Brun, follow me in. The rest stay in the main corridor until we can get some sense of this corridor.
Percption check < passive 26.
Lycos
15th July 2009, 10:08 AM
It might be good to tie a rope around Trask while he is wadding.
Shiz
15th July 2009, 12:01 PM
Sagar, we want to try and lay an ambush for the rogue rat.
First, we are going to "explore" the water passage. We assume the rat is watching us now so our actions will take this into account. Brun and I are going to enter the water corridor as I described above. The rest of the group is going ro gather around the entrance and watch us.
At some point, whoever is holding the sun rod is going to drop it into the water by "accident". Bal and Brun will exclaim in alarm, blah, blah, blah and in the time it takes to get a new one, Fandango is going to sneak down the main east-west corridor towards the main intersection and hide in wait.
Fandango will attack when he deems it most opportune and we will react when he does.
We will put on the charade for an hour at first. If the rogue doesn't show, we will re-evaluate.
Asharad
15th July 2009, 12:08 PM
After the water shenanigans I will drop into stealth (+12 with my cloak bonus) and go to hide in room p14 (+12 again, i guess). I'll watch the hallway from just inside the room and wait for the rat.
If he gets by me, you guys need to yell.
I'm giving these instructions now so if the group decides to go ahead with this plan you don't have to wait on me.
I'll be afk till around 3pmish est.
Sagar
15th July 2009, 12:12 PM
The sun rod will not go out by being dropped in water. It is not fire. I envision a magical glow stick. It will still shine in the water.
The party moves back to the 5' wide corridor. Water seeps from the walls and accumulates in the corridor. There seems to be a flow to the north. The water initially is barely enough to wet the bottoms of your boots. It gets increasingly deeper the farther north you go.
About 20' up the corridor, there is a rough opening on the east wall. 60' up, there is a door on the west wall. At 70', the corridor seems to open into a large space.
I am assuming you only go 10' or so up this corridor before you stop.
Is Fandango going farther east (towards the wererogue)?
EricStratton
15th July 2009, 01:05 PM
(Quick note: The sun rod we're currently using is Amaril's special Sun Rod that he channels his powers thru. Make sure someone cracks a new one to be dropped.)
Sagar
15th July 2009, 01:44 PM
(Quick note: The sun rod we're currently using is Amaril's special Sun Rod that he channels his powers thru. Make sure someone cracks a new one to be dropped.)
You can just turn it off.
Shiz
15th July 2009, 02:11 PM
Trask will proceed 20' in slowly to gauge water depth and peek into the opening. He will be whispering "loudly" over his shoulder about what he is seeing and sloshing.
Let me know if a Stealth or Perception roll is needed, although Stealth is probably not really viable.
Asharad
15th July 2009, 02:23 PM
Back early.
I am waiting for a hand signal from Trask that this is where they will be set up. When I get it I will head east.
Shiz
15th July 2009, 03:05 PM
Just wait for the light to dim. I want to check this cavern first, then I will signal to Amaril to "drop" the light and you go.
Sagar
15th July 2009, 05:28 PM
The water only gets about 3/4" deep at the worst. The opening is into a rough hewn cavern - 15' wide and 20' deep. It it basically empty. Water seeps through the walls and flows to join the water in the hallway.
Shiz
15th July 2009, 06:21 PM
The water is flowing north I assume?
I signal to Amaril to "snuff" his light for Fandango's cue. Amaril, you might have to make a Bluff check if the rogue is watching us.
Sagar
15th July 2009, 10:12 PM
Is Amaril around the corner in the northern hallway or in the main east-west hallway?
Sagar
16th July 2009, 08:17 AM
http://www.primeaxiom.com/rpgt/scene.asp?ID=fujvgr16i2y4ppjwxb71fjqybbl6lqfijmyit z4ej57vvkmolknq6qj7txqd8fnw
Is this where you all want to be?
DinbinFanfoom
16th July 2009, 08:43 AM
Looks good to me, but we should tuck Fandango into that doorway he's next to.
Asharad
16th July 2009, 08:50 AM
Okay...I'm confused.
As originally presented I thought the water filled stuff was to the west.
Now it's to the north.
I was expecting everyone else to be to the west of the map. That's what makes this plan work, the distance.
As it is now I'm too close.
DinbinFanfoom
16th July 2009, 08:57 AM
As it is now I'm too close.
Depends... which way did the rogue run? East?
If we stay in the narrow north passage, he'll have to move to the area just south of it to see where we went. You jump out and keep him from going East again. If he came from the west... we all fubared.
Asharad
16th July 2009, 09:39 AM
OKay, it's Shiz's plan so assuming I am the one who is totally confused and not the map, I'll duck inside the room I am standing outside of and look out into the hall for the rogue.
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