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View Full Version : Part 8 - The Search for Balgron!


Shiz
7th July 2009, 02:48 PM
Ok, we are east of the entry hall. Does anyone object with east? If not, Rend approaches the door quietly and listens.

stealth 26
perception 20 (passive > 17)

For purposes of location, Rend is east of the south passage with the curtain while everyone else is west of it.

EricStratton
7th July 2009, 05:50 PM
Rend sneaks up on the door very quietly. He pauses to listen. Every so often he hears a very faint *tink*. In fact, it might be the wind or the torches crackling or his imagination. That's all he hears, though.

Shiz
7th July 2009, 05:55 PM
I move back to the party, report and suggest there are probaby some gobbies in there. Does the group want me to try and scout the room?

Sagar
8th July 2009, 08:15 AM
If the door is closed, how can you scout.

Let's just go boldly forth.

Shiz
8th July 2009, 09:28 AM
So we open and enter? Proposed lineup:

Maz_Sagar
Rend_Jagged
Greebo_Cilene

Greebo
8th July 2009, 09:31 AM
I say we shoot for surprise - should we roll stealth, ES?

Sagar
8th July 2009, 09:40 AM
Stealth? ME? I must be thinking of some other dorf.

EricStratton
8th July 2009, 09:44 AM
Mazirith opens the door and the group files in. You're on a stairway leading down. A hallway extends from the stairs for about 50' at which point you can see via bright torch light the hallway opens up into a room.

Ahead to the south you see the opening of another hallway.

The *tink* sound that Rend thought he heard is louder and distinct now. You can tell it's coming from room to the east. You now also hear several goblin voices. You don't speak goblin but it sounds like they are arguing.

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7

I say we shoot for surprise - should we roll stealth, ES?
If, with the above info, you'd like to go for surprise, yes everyone give me a stealth roll please. I'll make the roll for anyone unable to do so in a timely manner.

Greebo
8th July 2009, 09:45 AM
Can we get an updated large scale map? I'm a little disoriented

Greebo
8th July 2009, 09:46 AM
And hey, if we surprise, its a free round, if we don't, nothing lost, right?

Stealth +2 I think, will check after I roll... or I wont.

I rolled a 1

Sagar
8th July 2009, 09:52 AM
Stealth, -1

SHHHHH!!!! I Rolled a 5

EricStratton
8th July 2009, 09:53 AM
Can we get an updated large scale map? I'm a little disoriented
Sure, attached.

noptov52
8th July 2009, 10:57 AM
Stealthy like a Wildebeest

Shiz
8th July 2009, 11:04 AM
You guys stay here. I am scounting this out.

First roll, moving my speed so -5, gets me to J13. Then move 2 more snekaing and rolling a Perception check.

to J13: 11+11-5=17
to L15: 3+11=14
Perception < passive 20

Depending on whether or not I am spotted, I will probably try and stealth back to the group.

EricStratton
8th July 2009, 11:31 AM
J15 puts you into a wall.

Moonshadow
8th July 2009, 11:33 AM
I think I could stroll without a stealth roll more quietly than you guys with. Damn.

GL Rend here's hoping we didn't ruin it for you.

Shiz
8th July 2009, 11:40 AM
J15 puts you into a wall.

L15. I got my axes confused.

Greebo
8th July 2009, 12:26 PM
L15. I got my axes confused.

I thought you wielded your teeth...

EricStratton
8th July 2009, 12:32 PM
L15. I got my axes confused.
L15 is still a wall. Just farther down. I'll assume you meant L13. :lowlol:

Shiz
8th July 2009, 12:39 PM
Yes, wow. Bad morning.

Greebo
8th July 2009, 12:52 PM
L13? You sure about that Shiz?

EricStratton
8th July 2009, 01:06 PM
Rend starts sneaking down the hallway. He takes a quick look down the southern hallway as he sneaks by. He can see the passageway descends deeper into the earth. At the end of the ramp it's pitch black and he can see no farther.

He continues sneaking to the corner of the room (K13) and takes a look around at what he now recognizes as an excavation site. The room looks like a disaster area. Here and there, remnants of the original floor stand like short towers protruding from a depression. Narrow wooden planks connect the patches of original floor, and a few goblins toil in this room, attacking the floor and walls with shovels and picks as they seem to argue among themselves.

The stair tiles at O13-P13 is a wooden ramp leading up from the bottom of the site. The stair tiles at M7 and S8 are ladders leading up from the bottom of the site.

The other wooden tiles are planks connecting the buttes-like platforms.

The goblins have dug the site floor about 10' down.

Rend looks around and sees no sign of Balgron.

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7

To be continued in one sec....

EricStratton
8th July 2009, 01:07 PM
L13? You sure about that Shiz?
I confirmed with Rend that he mean K13 via PM. I know the maps can get tricky to read w/o grid lines.

Shiz
8th July 2009, 01:23 PM
Oh boy. Melees are going to hate this fight...

EricStratton
8th July 2009, 02:01 PM
Continuing:

Rend sees four goblins working and yelling back and forth to each other. From the sword and crossbows they have slung on their hips/backs he recognizes them as Goblin Sharpshooters. None of them notice Rend (Passive perception 12 < Stealth 14).

But from around the corner of two different platforms drakes stalk. They're growling low and deep and sniffing the air (Passive perception 17 > Stealth 14). The goblins notice the change in behavior of their guard drakes and are immediately on alert. Goblin Sharpshooter 1 (active perception 19 > Stealth 14) looks down the hallway and sees Rend.

"Thieves! The treasure is ours!"

Roll initiative.

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7

DinbinFanfoom
8th July 2009, 02:17 PM
"Thieves! The treasure is ours!"

DID YOU KNOW:

"Goblins consistently rate as poor poker players."

Greebo
8th July 2009, 02:26 PM
Um - what do we see down the southern hallway?

Init +2

Moonshadow
8th July 2009, 02:55 PM
Initiative :D

noptov52
8th July 2009, 03:00 PM
Initiative? Ewww.

Shiz
8th July 2009, 04:07 PM
Init +4 = 22

Sagar
8th July 2009, 04:16 PM
Init +0 = 18

Sagar
8th July 2009, 04:18 PM
I plan to use Shield of faith (range 5) so if you want +2 to AC for the fight - stay close.

Shiz
8th July 2009, 04:50 PM
I plan to try and knock a goblin off the platform with Chill Wind and then retreat from view.

EricStratton
8th July 2009, 04:59 PM
Um - what do we see down the southern hallway?

Init +2

Rend starts sneaking down the hallway. He takes a quick look down the southern hallway as he sneaks by. He can see the passageway descends deeper into the earth. At the end of the ramp it's pitch black and he can see no farther.
.

Greebo
8th July 2009, 05:00 PM
Reading is hard!

Quervo
8th July 2009, 05:24 PM
Maz INI 21

EricStratton
8th July 2009, 10:10 PM
Start of Round 1:

Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene25/300140-Expeditious Retreat22Rend31/310090-Faerie Fire21Mazirith37/370070-Dimensional Thunder20Goblin Sharpshooters0????-?18Sagar32/320090-Cascade of Light17Jagged33/370180-Swift Panther Rage; Inspiring Word15Greebo33/350060-Crown of Stars14Guard Drakes0????-?

Shiz
8th July 2009, 10:13 PM
Round 1 Rend:

Minor: GS1 marked as my Quarry
Std: target U12 with Chill Wind (Implement),Area Burst 1 within 10, +7 vs FOR, d6+1, hit: you slide the target one square.
Move: H16 for cover
Free: Nature check on Drakes = 24

GS1 22 vs FOR, 4dmg, slide to V11 for a 10' drop
Drake1 24 vs FOR, 3dmg, slide to V14

"Maz, Sagar and Jagged go low. Greebo, Cilene and I will target the elevated enemies and provide some support."

Moonshadow
8th July 2009, 11:11 PM
Round 1
Move: to H14
Standard: Magic Missile Drake 2 for 11pts of force dmg.

The only one I can reach this round Rend, but yes I'll move in and work on the back high ones.

Sagar
9th July 2009, 09:27 AM
Sagar will move to G13 and cast shield of faith - close burst 5, me and all allies withing 5 squares get +2 to AC for the rest of the fight.

Greebo
9th July 2009, 09:52 AM
Focus fire on one enemy at a time! I'll follow Cil's lead.

Quervo
9th July 2009, 11:16 AM
rend means damage to DRAKE 2

maz will move to p14 as a double move

EricStratton
9th July 2009, 11:19 AM
Round 1:

Cilene advances (H14) and nails Drake 2 (22 vs REF) with a Magic Missile (11 dmg).

Rend marks Sharpshooter 1 as his quarry. Then he casts Chill Wind on top of the platform. The arctic wind slams into the goblin (22 vs FORT) giving him frostbite (4 dmg). The wind pushes the goblin toward the edge of the platform. He claws at the edge trying to save himself (ST: 7) but is unable to get a handhold and falls to the ground (4+3=7 dmg, prone).

Rend studies the Drakes. He recognizes the small reptiles as Guard Drakes and remembers they have a nasty bite that gets even worse when allies are around to help.

Finally, as Rend ducks down the southern stairs he says "Maz, Sagar and Jagged go low. Greebo, Cilene and I will target the elevated enemies and provide some support."

As much as I hate trying to do vertical distances, I feel I should stay consistent w/ the last time we did vertical distances (the road blockade) which means that area burst spells burst the same number of squares in all directions. An area burst 1 spell cast on top of the platform would not be able to reach a creature on the ground below. And since you can't cast it from inside the earthen platform, I can't get the spell to also hit the Drake.

Mazirith...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene25/300140-Expeditious Retreat22Rend31/310090-Faerie Fire21Mazirith37/370070-Dimensional Thunder20Goblin Sharpshooter 17????Prone?20Goblin Sharpshooters0????-?18Sagar32/320090-Cascade of Light17Jagged33/370180-Swift Panther Rage; Inspiring Word15Greebo33/350060-Crown of Stars14Guard Drake 10????-?14Guard Drake 211????-?

noptov52
9th July 2009, 11:28 AM
Eager to hit something more feisty than a box, Jagged hustles forward (double move to O14).

EricStratton
9th July 2009, 11:39 AM
Round 1 con't:

Mazirith moves double time to the bottom of the ramp (P14).

Goblin Sharpshooter 1 stands up and brushes himself off. Cilene gets a glance of him moving around behind some of the platforms.

The two sharpshooters on the ground (2 and 4) move around to the ladders and climb up on the platforms.

You don't know what Goblin Sharpshooter 3 is doing.

Sagar moves down the hallway some and casts Shield of Faith protecting everyone but Mazirith (+2 AC to everyone but Maz).

Jagged also double times it to meet up with Mazirith (O14). When Jagged stops moving Goblin Sharpshooter 3 fires his crossbow (readied action, when an enemy comes out of the hallway) hitting (19 vs 16+2 AC) a major organ (33-12=21 HP).

(Goblin Sharpshooter 3's INIT moved before Jagged)

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene25/300140+2 ACExpeditious Retreat22Rend31/310090+2 ACFaerie Fire21Mazirith37/370070-Dimensional Thunder20Goblin Sharpshooter 17????-?20Goblin Sharpshooters0????-?18Sagar32/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged33/370180+2 ACSwift Panther Rage; Inspiring Word15Greebo33/350060+2 ACCrown of Stars14Guard Drake 10????-?14Guard Drake 211????-?

Greebo
9th July 2009, 11:47 AM
Dang, out of range.

Move to H13 then Etherial stride (encounter, move action) to K13, which will give me concealment and +2 to all defenses till end of next turn.

Moonshadow
9th July 2009, 01:38 PM
Round 2

Looks like Jagged and Maz are going to have Drake 2 controlled so trying something silly :D

Move: L11
Standard: Magic Missile on SS4
Minor: Summon magehand in M7. It will then grab the quiver of the sharpshooter and move to L10 and drop it.

Lemme know if you want rolls for that :D

Greebo
9th July 2009, 01:43 PM
Quivers are usually belted on. Grab the arrows instead. ;)

Shiz
9th July 2009, 02:24 PM
Just upend the quiver and spread the arrows all over. Actually I like Greebo's idea better.

Round 2 Rend:

Move: to K14
Std: Chill Wind at T9 so SS4 falls on SS1!

15 vs FOR, slide off platform to T7, 4dmg (if an 8 hits this could be REALLY fun!)

Rend speaks to the group that he thinks these archer goblins are not particularly hardy (low FOR) from our previous engagements.

Man, if Rend had an AP he would do that again! Hilarious!

Moonshadow
9th July 2009, 02:59 PM
Amend that - grab the arrows or bolts from the quiver.

Quervo
9th July 2009, 03:03 PM
maz uses luring strike on drake 2

22 vs ac, 4 damage, drake is now at p14

flanking set up for you jagged

EricStratton
9th July 2009, 06:09 PM
Round 1 con't:

Greebo joins Sagar and Cilene (H13) then bids "good day" to the two of them as he teleports farther down the hall (K13, Etherial stride - concealment and +2 to DEF until EoNT-R2).

Guard Drake 1 moves toward the ramp while Guard Drake 2 charges Mazirith easily pouncing on the swordmage (26 vs 22 AC) biting his arm (37-8=29 HP).

End of Round 1

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene25/300140+2 ACExpeditious Retreat22Rend31/310090+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 17????-?20Goblin Sharpshooters0????-?18Sagar32/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged33/370180+2 ACSwift Panther Rage; Inspiring Word15Greebo33/350060+2 AC; concealment and +2 to DEF until EoNT-R2Crown of Stars14Guard Drake 10????-?14Guard Drake 211????-?

EricStratton
9th July 2009, 06:16 PM
Amend that - grab the arrows or bolts from the quiver.
:lowlol: Clever. Oh, how to do this.... Hmm. Ok, give me a roll.

EricStratton
9th July 2009, 06:19 PM
Start of Round 2:

Cilene moves to the northern edge of what remains of the existing floor (L11) and hits Goblin Sharpshooter 4 easily with a Magic Missile (21 vs REF; 9 dmg).

But she's not finished! She summons a mage hand (M7) which, as soon as it appears, reaches out for the sharpshooter's crossbow bolts and....

Waiting for Cilene's roll.

Greebo
10th July 2009, 09:30 AM
What kind of roll? Dex vs reflex or something?

Moonshadow
10th July 2009, 09:48 AM
Well at least I know which die *crosses fingers*

Shiz
10th July 2009, 09:52 AM
It was worth a try.

EricStratton
10th July 2009, 10:05 AM
What kind of roll? Dex vs reflex or something?
I wasn't sure if a DM would disclose that. But since you asked I'm thinking it's going to be INT (as it's an arcane conjuration) vs DEX.

Moonshadow
10th July 2009, 10:14 AM
Hey even if it doesn't get them this time I can sustain minor and keep trying. At the very least dodging the hand should negitively impact their hits on us

Greebo
10th July 2009, 10:24 AM
Hey even if it doesn't get them this time I can sustain minor and keep trying. At the very least dodging the hand should negitively impact their hits on us

Nice try, but why would it affect anymore than any other kind of defense? Not likely.

Moonshadow
10th July 2009, 10:40 AM
Maybe we'll get lucky and he'll turn and swat the hand instead of us :D

EricStratton
10th July 2009, 06:29 PM
Start of Round 2:

Cilene moves to the northern edge of what remains of the existing floor (L11) and hits Goblin Sharpshooter 4 easily with a Magic Missile (21 vs REF; 9 dmg).

But she's not finished! She summons a mage hand (M7) which, as soon as it appears, reaches out for the sharpshooter's crossbow bolts and is able to grab every last one of them out of the quiver before the goblin realizes what's going on (11 INT vs 6 DEX). The hand then drops the bolts on the ground below Cilene (L10).

Rend moves to the mouth of the hallway (K14) and casts Chill Wind on Goblin Sharpshooter 4. The wind is strong and biting (9+4=13 dmg) blowing the goblin on his ass (prone) but he's able to dig his nails in and hang on to the edge (ST: 19).

Mazirith hits Guard Drake 2 with a Luring Strike (11+4=15 dmg) dancing around the drake (Maz to Q14, Drake to P14).

Goblin Sharpshooter 1 moves to the platform ladder and climbs up next to the prone Goblin Sharpshooter 4. He fires a bolt that just makes it through Jagged's armor (19 vs 16+2 AC) but turns out to be very painful (33-10=23 HP).

Goblin Sharpshooter 2 fires the bolt he had loaded (last round) hitting Cilene easily (26 vs 16+2 AC) in the shoulder (25-9=16 HP). He reaches back to load another bolt. As his hands grasp air he fumbles around trying to find where they went. He spies the mage hand and the bolts and quickly climbs to the pile of them and grabs a handful (Cilene sees him get three or four back into his quiver).

I know a minor action is required to pick up an object. But would he really just pick up one bolt? I think he'd reach down and grab as many as he could get in one hand. But take heart - he has small hands.

Goblin Sharpshooter 4 stands up and gives Rend the stink eye right before he raises his crossbow and fires him. It's another good shot (19 vs 16+2 AC) passing through Rend's side (31-11=20 HP).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene16/300140+2 ACExpeditious Retreat22Rend20/310090+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 17????-?20Goblin Sharpshooter 20????-?20Goblin Sharpshooter 413????-?18Sagar32/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged23/370180+2 ACSwift Panther Rage; Inspiring Word15Greebo33/350060+2 AC; concealment and +2 to DEF until EoNT-R2Crown of Stars14Guard Drake 10????-?14Guard Drake 215????-?

Sagar
11th July 2009, 12:41 AM
Sagar will move to L13 and give Cilene a healing word (7+3+1D6). Then he will cast a lance of faith at sharpshooter 2. (+5 vs REF, d8+4 radiant damage), +2 attack to Cilene.

13 healing to Cilene.
16 to hit vs Ref
6 damage.

noptov52
11th July 2009, 07:15 PM
Howling Strike, +9 vs AC, d12+d6+5 and if the Drake is bloodied the next attack against it gets +2 (Thaneborn: Whenever you bloody an enemy, the next attack by you or an ally against that enemy gets +2 (CHA) bonus.)

Atk (vs. AC): 15
Dmg: 18

EricStratton
11th July 2009, 09:29 PM
Round 2 con't:

Sagar moves out of the hallway (L13) and gives Cilene a Healing Word (16+13=29 HP). Then he casts Lance of Faith on Goblin Sharpshooter 2. The lance *just* catches the goblin (16 vs REF) opening a small cut above the goblin's eye (6 dmg) and blessing Cilene (+2 attack vs GS2 to Cilene).

Goblin Sharpshooter 3 stands his ground. He fires a bolt at Cilene which bounces off of Sagar's shield of faith (16 vs 16+2 AC).

Jagged performs a Howling Strike on Guard Drake 2 that barely makes it through the drake's thick hide (15 vs AC). The axe opens a large bleeding wound in the drake's belly (15+18=33 dmg, bloodied, next attack against it gets +2 to hit).

Greebo...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 AC; +2 to hit GS2Expeditious Retreat22Rend20/310090+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 17????-?20Goblin Sharpshooter 26????-?20Goblin Sharpshooter 413????-?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged23/370180+2 ACSwift Panther Rage; Inspiring Word15Greebo33/350060+2 AC; concealment and +2 to DEF until EoNT-R2Crown of Stars14Guard Drake 10????-?14Guard Drake 233????Bloodied; Next attack against it gets +2 to hit?

Shiz
12th July 2009, 12:06 AM
Round 3 Rend:

Rinse and repeat: Chill Wind at T8
Minor: Barkskin (+2 AC self until EOMNT)
Move: to R12

GS4: miss vs FOR
GS1: 19 vs FOR, 5dmg, slide off ledge to V8

Greebo
13th July 2009, 11:12 AM
Move to N13
Curse Drake 2
EB +5 vs. ref; 1d10+4+1d6 curse

15 vs. ref; 14 dmg if hit

Moonshadow
13th July 2009, 11:43 AM
Round 3
Shift to M12
Magic Missile GS2
Mage hand grabs and breaks all the bolts it can reach.

Sagar
13th July 2009, 01:01 PM
Waiting to see how much trouble we're in after the snipers fire...

EricStratton
13th July 2009, 01:06 PM
Round 2 con't:

Greebo moves farther out (N13), curses Drake 2, and takes a chunk it's shoulder with a well placed Eldritch Blast (15+2 (Howling Strike) vs REF; 33+14=47 dmg).

Guard Drake 1 charges Mazirith (P13) but the attack is easily parried (19 vs 22 AC).

Meanwhile, Guard Drake 2, barely able to even stand, musters enough strength to attack Jagged (22 vs 16+2 AC) biting him even harder than normal due to the presence of Guard Drake 1 (23-16=7 HP, bloodied).

End of Round 2

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 AC; +2 to hit GS2Expeditious Retreat22Rend20/310090+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 17????-?20Goblin Sharpshooter 26????-?20Goblin Sharpshooter 413????-?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged7/370180Bloodied; +2 ACSwift Panther Rage; Inspiring Word15Greebo33/350060+2 AC; concealment and +2 to DEF until EoNT-R2Crown of Stars14Guard Drake 10????-?14Guard Drake 247????Bloodied; Cursed (Greebo)?

EricStratton
13th July 2009, 01:36 PM
Start of Round 3:

Cilene fires a Magic Missile at Goblin Sharpshooter 2 easily hitting him from above (22 vs REF; 6+7=13 dmg). She commands the mage hand to grab and break some crossbow bolts. It's able to grab and five of them. The hand shakes and strains but is unable to break any of them. Cilene says "Smash them against the wall, dummy." The hand then takes the five bolts and slams them into the wall. Two of them snap in half leaving three in its grasp. Cilene thinks there's maybe 10 bolts left on the ground. Finally she shifts away from the ledge (M12).

If you shifted away from the ledge first you wouldn't be able to see the goblin to shoot him. And he can't OA you from 10' above him so I had you shift last.

Rend casts another Chill Wind on Goblin Sharpshooters 1 and 4. Goblin 4 is able to avoid the blast but Goblin 1 is caught in it freezing him (19 vs FORT; 7+5=12 dmg) and blowing him off the ledge onto his head giving him a nasty scalp wound (12+8 (fall dmg)=20 dmg, prone, bloodied).

Then Rend casts Barkskin on himself (+2 AC until EONT-R4) and moves to the next platform (R12).

B/c you've got +2 AC from Shield of Faith the +2 AC from Barkskin doesn't add to it.

Also can you please give me a Acrobatics roll. Those planks aren't too stable.

Mazirith...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend20/310090+2 AC; +2 AC (Barkskin)Faerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 120????Bloodied; Prone?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 413????-?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged7/370180Bloodied; +2 ACSwift Panther Rage; Inspiring Word15Greebo33/350060+2 ACCrown of Stars14Guard Drake 10????-?14Guard Drake 247????Bloodied; Cursed (Greebo)?

Quervo
13th July 2009, 02:09 PM
Interupt... GD2 on Jagged, Utility power, reduce damage by 8

Lightning Crash vs Gd 2

13 vs AC

Probable miss

edit--- minor mark Drake 1

Moonshadow
13th July 2009, 02:16 PM
Thanks, I was forgetting the height differential

Shiz
13th July 2009, 03:11 PM
B/c you've got +2 AC from Shield of Faith the +2 AC from Barkskin doesn't add to it.

Also can you please give me a Acrobatics roll. Those planks aren't too stable.



You are right, damnit. Both read as "power" bonus so they do not stack (just so everyone else doesn't make the same mistake).

Acrobatics +6=8 oh crap

DinbinFanfoom
13th July 2009, 03:14 PM
Acrobatics +6=8 oh crap
Goofy Yell: "WOOOOOOOOOOOhoohoohoooy........"

EricStratton
13th July 2009, 04:02 PM
Round 2 flashback:

Guard Drake 2 is about to close its massive jaws on Jagged when Mazirith throws a shield around the barbarian taking half of the blow (23-8=15 HP, bloodied).

Round 3 con't:

As Rend moves across the planks they start to wobble. He tries to keep his balance flailing his arms, going on his tiptoes, even sticking his butt out. All for naught though - he falls off the plank landing hard on his shoulder (20-7 (fall dmg) = 13 HP, bloodied, prone).

Please note - Rend is currently on the ground 10' below the plank square even tho the map makes it look like he's on the plank.

Mazirith attempts to finish Guard Drake 2 with a Lightning Clash but he misses. Then he marks Guard Drake 1.

Goblin Sharpshooter 1 gets up and moves to get a closer look at what the guard drakes are doing (V12).

Goblin Sharpshooter 2 grabs a couple more crossbow bolts, loads one, and then retreats behind the earthen mound (N6).

Goblin Sharpshooter 4 takes aim at Greebo. "Steady, Gasz, steady. Stupid tiefling...." He pulls the trigger. The bolt makes a terrible, terrible sound as it rips through through Greebo's chest breaking bone as it passes through (natural 20). Gasz pumps his fist in the air in victory. Greebo grabs his chest and groans (33-12=21 HP).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend13/310090Bloodied; +2 AC; +2 AC (Barkskin); ProneFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 120????Bloodied?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 413????-?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged15/370180Bloodied; +2 ACSwift Panther Rage; Inspiring Word15Greebo21/350060+2 ACCrown of Stars14Guard Drake 10????Marked (Mazirith)?14Guard Drake 247????Bloodied; Cursed (Greebo)?

Shiz
13th July 2009, 05:17 PM
For all that I could have leapt over...well not with a 2 I guess.

Sagar
13th July 2009, 05:33 PM
Can I attack either guard drake from O13?

EricStratton
13th July 2009, 06:19 PM
Can I attack either guard drake from O13?
Melee? You can hit #2. Ranged you can hit either but #2 could OA you.

Sagar
13th July 2009, 08:46 PM
Trusting Jagged to heal himself (SW), Sagar moves to O13 to attack the wounded drake. After praying for divine assistance (+1 to hit) Sagar swings his axe in a whistling arc, Sagar tries to chop drake 2 with a righteous brand (+6 vs AC, d12+5 damage).

16 vs AC
15 damage if hit

EricStratton
13th July 2009, 09:31 PM
Round 3 con't:

Sagar walks up to Drake 2. While he probably could've just breathed on it hard to kill it, he decides to go all out. With Moradin guiding his blade the axe comes down on the drake's head splitting it like a melon (47+15=dead).

Goblin Sharpshooter 3 cries out at the site of his favorite guard drake dispatched in such a vicious manner. He fires his crossbow at Sagar but rage causes his hands to shake violently and he misses badly (12 vs 17+2 AC).

Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend13/310090Bloodied; +2 AC; +2 AC (Barkskin); ProneFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 120????Bloodied; ?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 413????-?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged15/370180Bloodied; +2 ACSwift Panther Rage; Inspiring Word15Greebo21/350060+2 ACCrown of Stars14Guard Drake 10????Marked (Mazirith)?

Shiz
13th July 2009, 10:25 PM
Round 4 Rend:

Move: stand-up
Minor: WildShape
Std:Attack GD1 with Pounce (beast form),+7 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn.

GD1: 24 vs REF, 12dmg, CA to next ally to attack

I hope Rend has cover where he is.

EricStratton
13th July 2009, 11:21 PM
I hope Rend has cover where he is.
Cover from what/whom? Also, don't forget Rend is prone. He needs to stand up.

Shiz
14th July 2009, 09:24 AM
Cover from everyone but that drake given current positions.

On the prone, revising.

noptov52
15th July 2009, 11:59 AM
Minor action: Longtooth shifting, +2 damage and +2 regen while bloodied (until end of encounter).
With a burst of speed (Combat Sprint, Move Action, Move your move speed + 4, +4 bonus to all defenses), Jagged charges Goblin Sharpshooter 1 and unleashes a Howling Strike (+9 vs AC, d12+d6+5).

Atk: 16 vs. AC
Dmg: 9

Shiz
15th July 2009, 12:05 PM
What path are you taking? Move your speed+4 and then you need a straight 2 square shot. That means you need to charge from U11 (9 squares to get there) which means you need to make 2 Acro checks as you cross the planks.

The +4 to all defenses is only vs OAs provoked by the movement.

Greebo
15th July 2009, 12:09 PM
What path are you taking? Move your speed+4 and then you need a straight 2 square shot. That means you need to charge from U11 (9 squares to get there) which means you need to make 2 Acro checks as you cross the planks.

The +4 to all defenses is only vs OAs provoked by the movement.

Charge requires the most direct path, which is by no means 9 squares, and doesn't cross any planks. The +4 would be for the OA that Drake 1 is going to get either way.

Shiz
15th July 2009, 12:10 PM
He can move 9 and then charge. Charging across the planks is up to ES. If it was up to me, his acro check would have a penalty.

DinbinFanfoom
15th July 2009, 12:12 PM
Charge requires the most direct path, which is by no means 9 squares, and doesn't cross any planks. The +4 would be for the OA that Drake 1 is going to get either way.
Plus I don't think you can charge and use a special attack. It's a regular, with a +1 ATK bonus.

Greebo
15th July 2009, 12:12 PM
He can move 9 and then charge. Charging across the planks is up to ES. If it was up to me, his acro check would have a penalty.

Are you sure you're looking at where SS1 is? Anyway, regardless, he's still taking an OA from that drake, so the +4 == a good thing

Greebo
15th July 2009, 12:13 PM
Plus I don't think you can charge and use a special attack. It's a regular, with a +1 ATK bonus.

Some attacks allow it - not sure about howling strike -- checked - it is one of those specials

Shiz
15th July 2009, 02:13 PM
Are you sure you're looking at where SS1 is? Anyway, regardless, he's still taking an OA from that drake, so the +4 == a good thing

Ah
<--moron

I was plotting to SS4. I still don't see how he gets to SS1, though. He cannot push past the drake and SS1 is 10' lower than the grey squares - hardly chargeable.

Greebo
15th July 2009, 02:48 PM
Ah
<--moron

I was plotting to SS4. I still don't see how he gets to SS1, though. He cannot push past the drake and SS1 is 10' lower than the grey squares - hardly chargeable.

Can't push past the drake? He just has to go down the ramp thru Maz (legal) and he takes an OA from the drake, which makes the +4 vs. OA's quite beneficial.

OOHHHH I see.

You think Drake 2 is still alive!!!

It isn't

Shiz
15th July 2009, 03:16 PM
Ah yes thats it again.

EricStratton
15th July 2009, 10:39 PM
Round 3 con't:

Jagged gets longer in the tooth (Longtooth shifting, +2 damage; +2 regen while bloodied (until end of encounter)). Then with a burst of speed (Combat Sprint), Jagged runs past Guard Drake 1. It reaches out and tries to bite him but thanks to Jagged's military-like stride it's unable to get him (18 vs 16+4 AC). Jagged stops and then charges Goblin Sharpshooter 1 and unleashes a Howling Strike that just makes it through the goblin's armor (16 vs AC) bringing it very close to death (20+9=29 dmg, bloodied).

Greebo...

(I'm having issues updating PC info on the RPG Tool so HPs and whatnot are wrong. Those in the chart below should be correct.)

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend13/310090Bloodied; +2 AC; +2 AC (Barkskin); ProneFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 129????Bloodied; ?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 413????-?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged15/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo21/350060+2 ACCrown of Stars14Guard Drake 10????Marked (Mazirith)?

Greebo
16th July 2009, 09:35 AM
Free - Item Encounter - Curse SS 4
Minor - Curse Drake 1 (if I can see it)
Standard - EB +5 vs SS4 ref; 1d10 + 4 + 1d6

19 vs. reflex, 16 damage

No move action

Shiz
16th July 2009, 10:24 AM
Round 4 Rend:

Move: stand-up
Minor: WildShape
Std:Attack GD1 with Pounce (beast form),+7 vs REF, d8+5, Hit: target grants CA to the next attack before the end of my next turn.

GD1: 24 vs REF, 12dmg, CA to next ally to attack

I hope Rend has cover where he is.

Still operable.

Moonshadow
16th July 2009, 01:21 PM
I'm presuming I can't see GSS 1 or 2 due to cover. If that's wrong I would reevaluate.

Cast Magic Missile on GSS4
Mage hand follows GSS 2 and grabs for whatever bolts he has left.

Quervo
16th July 2009, 02:50 PM
I am lost... lol maybe ES can do an update of what is where.

Greebo
16th July 2009, 02:51 PM
I am lost... lol maybe ES can do an update of what is where.
You're next to a big lizard. Hit it. ;)

Quervo
16th July 2009, 02:53 PM
yeah by why did jagged run away from a big lizard ... he was next to one too.

Greebo
16th July 2009, 02:54 PM
He likes goblins better? Seriously - the archers need to be messed with. Otherwise they can take us down. He's distracting them while you keep the melee busy.

Quervo
16th July 2009, 03:04 PM
Ok mess with melee

Maz attacks GD1 with luring strike. Shifting to Q 13 first,.

21 vs AC, 1 damage and we trade places... Maz to P13, drake to Q13.

Minor Mark drake in case i havent,

Shiz
16th July 2009, 03:07 PM
You are on the groun level. Guard Drake 1 is to the NW square adjacent to you. Rend is due north of the GD so you should move west and flank. My attack will give you CA so use a big attack if you have one left.

Quervo
16th July 2009, 03:10 PM
Negatory on big hits... my daily is spent, and missed on my Enc, only have at wills and they are eith d6 and draw it to me or d8 and we trade places... you do not grant flanking as you are not in melee being 10ft Higher... (unless you are on the ground underneath the bridge)... let me know and i will revamp

Greebo
16th July 2009, 03:13 PM
He is on the ground underneath the planks, yes.

noptov52
16th July 2009, 03:13 PM
The sharpshooter was wounded, so I was hoping to finish it off, but I got terrible damage rolls (and was lucky to hit at all).

EricStratton
20th July 2009, 11:50 AM
Round 3 con't (finally!):

Greebo curses Goblin Sharpshooter 4 (but not Drake 1 b/c he cannot see it). Then he casts Eldritch Blast on Sharpshooter 4 hitting it easily (19 vs REF) and hard (13+16=29 dmg, bloodied).

Guard Drake 1 whips around as Rend hits the ground behind it. Startled it lunges for the prone druid easily grabbing him in its jaws (24+2(prone)-2(marked by Maz) vs 16+2 AC) biting hard (13-8=5 HP, bloodied).

End of Round 3

EricStratton
20th July 2009, 11:51 AM
Start of Round 4:

Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend5/310090Bloodied; +2 AC; +2 AC (Barkskin); ProneFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 129????Bloodied; ?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 429????Bloodied; Cursed (Greebo)?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged15/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo21/350060+2 ACCrown of Stars14Guard Drake 10????Marked (Mazirith)?

Quervo
20th July 2009, 12:23 PM
As an immediate interrupt of the drake's attack hitting rend I will reduce the damage he takes by 8... (Aegis of Shielding)

EricStratton
20th July 2009, 01:02 PM
As an immediate interrupt of the drake's attack hitting rend I will reduce the damage he takes by 8... (Aegis of Shielding)
Hehe, I was waiting for that. I didn't bother trying to change Rend's HP on the map. :)

Round 3 rewind:

Guard Drake 1 whips around as Rend hits the ground behind it. Startled it lunges for the prone druid easily grabbing him in its jaws (24+2(prone)-2(marked by Maz) vs 16+2 AC) biting hard but its teeth come down on a shield that Mazirith erects around Rend at the last second saving Rend from any damage (13-(8-8)=13 HP, bloodied).

Moonshadow
20th July 2009, 02:27 PM
Round 4
Move: Mage hand moves to R2
Standard: Magic Missile GSS4 with a resounding 13 vs reflex for 9pts of dmg.

Shiz
20th July 2009, 03:35 PM
Rend's move is above. Gone until tomorrow.

Quervo
20th July 2009, 04:15 PM
Maz will shift to r13 and use lightning lure on guard drake 1, pulling him to q12

EricStratton
20th July 2009, 06:34 PM
Round 4:

Cilene moves the mage hand*. Then she fires a Magic Missile that Goblin Sharpshooper 4 is able to easily dodge (13 vs REF).

* The mage hand can only move 5 squares at a time. IIRC it was at L10 last turn so I moved it to N5. If you want it elsewhere, let me know.

Rend stands up, changes into a wolf, and is the first to do any damage to Guard Drake 1 using a vicious Pounce attack to do so (24 vs REF; 12 dmg; grants CA to next attack) leaving it open to attack.

Mazirith shifts away from the drake (R13) and, thanks to Rend's successful Pounce attack, is able to lasso the distracted drake (13+2(CA) vs FORT), burning the drake with lightning (12+9=21 dmg) and dragging it towards Mazirith (pull to Q13).

[-]Please roll dmg.[/-]

Goblin Sharpshooter 1, blood dripping steadily from several wounds, pulls out his shortsword and is shocked to see what he thought was a good thrust bounce off of some magic shield around Jagged (16 vs 16+2(shield of faith) AC). Annoyed he shifts away.

Goblin Sharpshooter 2 climbs back up on the earthen mound and fires his crossbow at Cilene. He too gasps as what he thought was a good shot is blocked by some mysterious force (16 vs 16+2(SoF) vs AC).

Goblin Sharpshooter 4, barely holding on himself, fires at Greebo who isn't as lucky as his comrades. This bolt flies true and just makes it through the magical barrier (19 vs 16+2(SoF) AC) driving itself into Greebo's body (21-10=11 HP, bloodied).

Sagar...

Looks like DinBin fixed the RPG Tool (god bless him) so all stats should be correct on both the map and below. Except Guard Drake 1 whose stats I'll update when I get Maz's dmg roll.

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend13/310090Bloodied; +2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 129????Bloodied; ?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 429????Bloodied; Cursed (Greebo)?18Sagar32/320091+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged15/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo11/350060Bloodied; +2 ACCrown of Stars14Guard Drake 121????Marked (Mazirith)?

Quervo
20th July 2009, 07:20 PM
damage 9

sorry figured i had missed...

Moonshadow
20th July 2009, 07:26 PM
Last turn it had followed GSS2 to continue to harrass him for any bolts he had left

EricStratton
20th July 2009, 09:39 PM
Last turn it had followed GSS2 to continue to harrass him for any bolts he had left
You sure? From here (http://www.legendsofwestwood.org/forum/showpost.php?p=251479&postcount=68):

Round 3
Shift to M12
Magic Missile GS2
Mage hand grabs and breaks all the bolts it can reach.

Greebo
20th July 2009, 10:21 PM
Little PUSS bucket!!
EB +5 on GS 4 1d10 + 4 + 1d6

If a 15 vs. reflex hits, that's 7 damage. Bleah.

Moonshadow
20th July 2009, 11:06 PM
In my mind that was "Mage hand grabs and breaks all the bolts it can reach from GSS2 where he ran to"

My mistake :D It's good where you put it

Sagar
21st July 2009, 05:44 AM
Sagar will move to the bottom of the stairs (O14) and swing a healing strike at the drake (+6 vs AC, 2d12+5 damage, surge+3 to Greebo).

Since Jagged can regenerate..

Finally, as a minor action, Sagar sends a healing word to Rend (surge +3+1d6)

Vs Drake:
23 vs AC to hit.
25 damage
11 healing to Greebo.

Healing word:
16 healing to Rend.

Shiz
21st July 2009, 09:40 AM
Rend keeps his Shifting bonuses even after he is not bloodied any more. Just fyi.

EricStratton
21st July 2009, 10:12 AM
Round 4 con't:

Sagar moves to the bottom of the stairs (P14) and swings a Healing Strike at the drake. Sagar's axe (23 vs AC) takes a huge chunk out of the drake splashing blood all over and staggering the creature bringing it very close to death (21+25=46 dmg, bloodied, marked by Sagar until EoNT-R5). Moradin looks happily on Sagar's actions and grants health to Greebo (11+11=22 HP, no longer bloodied).

Finally, Sagar sends his last Healing Word to Rend (13+16=29 HP, no longer bloodied).

Goblin Sharpshooter 3 fires his crossbow at Cilene easily hitting (25 vs 16+2 AC) but only nicking her arm (29-5=24 HP). Then he moves closer to the wall (V3).

Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend29/310090+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 129????Bloodied; ?20Goblin Sharpshooter 213????-?20Goblin Sharpshooter 429????Bloodied; Cursed (Greebo)?18Sagar32/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged15/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo22/350060+2 ACCrown of Stars14Guard Drake 146????Bloodied; Marked (Mazirith); Marked (Sagar) until EoNT-R5?

EricStratton
21st July 2009, 10:13 AM
Rend keeps his Shifting bonuses even after he is not bloodied any more. Just fyi.
Gotcha. Where did you activate Razorclaw Shifting?

noptov52
21st July 2009, 10:29 AM
Regen 2 (free, Longtooth)
Shift to V14
Charge GS1 with Howling Strike (+9 vs AC, d12+d6+5).

Atk: 24 vs AC
Dmg: 24

If it dies...
Free: Roar of Triumph (each target in within 5 takes -2 to all defenses until the end of your next turn)

Shiz
21st July 2009, 10:34 AM
Gotcha. Where did you activate Razorclaw Shifting?

HA! I thought I had but then I realized I hadn't because I had to stand from prone. Nice catch.

edit: Also, I don't think the surges are right in that sheet unless it is surges used. 9 is Rend's max and we are pretty beaten up at this point.

EricStratton
21st July 2009, 11:38 AM
edit: Also, I don't think the surges are right in that sheet unless it is surges used. 9 is Rend's max and we are pretty beaten up at this point.
Looks like I didn't remove yours and Greebo's from Sagar's last turn. I think the rest are right.

Greebo
21st July 2009, 11:40 AM
Yeah I should be down to 5 now

EricStratton
21st July 2009, 02:01 PM
Round 4 con't:

Jagged sees his wounds close a bit (Regen 2: 15+2=17 HP). Then he shifts into the corner of the room (V14) so he can get a running start. With a grunt he charges Goblin Sharpshooter 1 with a Hooooowling Strike that neatly cleaves the goblin in twain (29+24=very dead).

Jagged lets out a Roar of Triumph that visibly shakes Guard Drake 1 and Goblin Sharpshooter 4 (-2 to DEF until EoNT-R5).

Greebo casts Eldritch Blast on Goblin Sharpshooter 4 and, thanks to Jagged's Roar, the goblin is too distracted to get out of the way (15 vs REF-2). The blast doesn't hit hard but it doesn't have to. The last remaining life of the goblin is blown away (29+7=dead). With his job done, Greebo teleports to one of the earthen mounds (Q12; concealment).

Guard Drake 1 swings around toward the dwarf who just got its attention. It bites Sagar's leg (20 vs 16+2(SoF) AC) hard (32-11=21 HP).

End of Round 4

EricStratton
21st July 2009, 02:02 PM
Start of Round 5:

Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend29/310080+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 213????-?18Sagar21/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged17/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo22/350050+2 AC; ConcealmentCrown of Stars14Guard Drake 146????Bloodied; Marked (Sagar) until EoNT-R5; -2 to DEF until EoNT-R5?

Greebo
21st July 2009, 02:06 PM
Death of SS4 -> Teleport to Q12 and gain concealment

Shiz
21st July 2009, 02:38 PM
Round 5 Rend:

Minor: wild shape to normal form, free shift to P11
Move: to S9 (cover from GS3)
Std: Chill Wind GS2

22 vs FOR, push off ledge to N6, 6dmg

Quervo
21st July 2009, 02:58 PM
Luring Strike vs GD2

18 vs AC-2, 8 damage, and Drake and Maz trade places.

Contigent actions....

Drake lives... Minor - Mark it

Drake Dies, free shift to P13, and Move to S8 via --- p12 to p10, q9, r8 to s8

Moonshadow
21st July 2009, 09:03 PM
With the close ones under control by her companions, Cilene shifts her attention to the previously ignored Sharpshooter in the corner.

Move: Mage hand moves to R3
Standard: Magic Missile on GSS3

And as her bolt of force crashes into the wall 2' over his head she shouts "You're next bucko!"

EricStratton
22nd July 2009, 12:16 PM
Round 5:

With the close ones under control by her companions, Cilene shifts her attention to the previously ignored Sharpshooter 3 in the corner. She moves the Mage hand to the NE (R3). Then she casts a Magic Missile. As her bolt of force crashes into the wall 2' over his head (9 vs REF) she shouts "You're next bucko!"

Rend shifts (to P11) changing his form into that of a shifter. He moves against one of the earth towers to get cover from Goblin Sharpshooter 3 (S9), and casts Chill Wind on Goblin Sharpshooter 2. The arctic wind blasts the goblin off the ledge (ST: 8) onto his ass blood starting to pool around him (13+6+5 (fall dmg)=24 dmg, bloodied; Prone).

Mazirith executes a Luring Strike on Guard Drake 1 (18 vs AC-2) slashing the drake as he dancing around its dead body (46+8=dead) and away (P13). Then he moves to the ladder of one of the mounds (S8).

Goblin Sharpshooter 2 stands up, brushes himself off, and peaks around the corner of the plateau of dirt. He sees Rend and Mazirith. Recognizing Rend as the one that pushed him off the tower he takes aim with his crossbow (26-2 (cover behind Maz) vs 16+2 AC) catching Rend in the shoulder (29-7=22 HP).

Sagar...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend22/310080+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 224????Bloodied?18Sagar21/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged17/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo22/350050+2 AC; ConcealmentCrown of Stars14Guard Drake 146????Bloodied; Marked (Sagar) until EoNT-R5; -2 to DEF until EoNT-R5?

Sagar
22nd July 2009, 03:29 PM
Sagar can't get anyone in range so he'll go commando.

Humming a theme song to himself, he'll dodge and weave his way to N9 (double move) and stop there, back plastered to the wall to keep cover from the sharpshooters.

Greebo
22nd July 2009, 03:34 PM
Sagar can't get anyone in range so he'll go commando.


Greebo glares at the dwarf and shouts, 'TMI, SHORTY!!!'

Shiz
22nd July 2009, 03:37 PM
I didn't think GS2 even had LoS on Rend but when I do the corner-to-corner thing, you are correct, ES.

Everyone should note this. GS2 is one square back from a corner and he and I still only have -2 vs each other at range.

EricStratton
22nd July 2009, 06:02 PM
I didn't think GS2 even had LoS on Rend but when I do the corner-to-corner thing, you are correct, ES.
I owe it all to Skitch (http://skitch.com/). This was one thing we missed during our table top game. It's hard to determine cover w/o being able to take a screenshot. :lowlol:

EricStratton
22nd July 2009, 06:12 PM
Round 5 con't:

Humming a theme song to himself, Sagar dodges and weaves his way to the other side of Goblin Sharpshooter 2's tower (N9) and stops there, back plastered to the wall to keep cover from the sharpshooters.

Goblin Sharpshooter 3 moves to the edge of the platform (V5) and fires his crossbow at Mazirith. The bolt sticks into the earthen tower next to Maz's head (17 vs 22 AC). Then he looks down at the plank connecting his platform with the one to the south. He gives it a swift kick (minor action) and the plank clatters to the cave floor.

Jagged...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend22/310080+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 224????Bloodied; ?18Sagar21/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 30????-?17Jagged17/370180Bloodied; +2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo22/350050+2 AC; ConcealmentCrown of Stars

Shiz
22nd July 2009, 07:11 PM
Maz, take GS2. I have an idea for GS3.

Greebo
22nd July 2009, 08:26 PM
Move to U11, curse GS3, and Eldritch Blast+5vs ref; 1d10 +4 +1d6

Then I'll turn around to face the enemy for the next round...duh

noptov52
22nd July 2009, 09:30 PM
Jagged regens slightly (+2 hp longtooth regen, no longer bloodied) and takes off running straight toward Goblin Sniper 3 (move V6). Moments before braining himself on the wall, Jagged leaps into the air (vertical jump w/ running start, double move) and grabs (use AP) the unsuspecting goblin.

Jump: 13 + 12 = 25 / 5 (running start) = 5 feet vertical. Jagged is 6ft tall + 2ft (1/3 height for reach).
Grab: 25 (Natural 20).

Okay, so this is a *bit* complicated. Basically, I was envisioning Jagged leaping and tackling the goblin in place or snatching it (by the ankles or such) and then falling back to the lower level. Looking at the rules for leap and grab, I'm not entirely sure which (if either) works. It seemed pretty cool when I thought of it, but if it's not viable (allowed in the game rules), here is my alternate:

Alternate plan: Move to U7, Charge GS2 with Howling Strike (by my count Jagged is just in range. 9 + 1 vs AC, d12+d6+5+2(longtooth). ES - if the alternate plan is the pick, what should I do for atk/dmg rolls?

Greebo
22nd July 2009, 09:37 PM
Brilliant, Noppy!

Shiz
22nd July 2009, 09:39 PM
Jagged regens slightly (+2 hp longtooth regen, no longer bloodied) and takes off running straight toward Goblin Sniper 3 (move V6). Moments before braining himself on the wall, Jagged leaps into the air (vertical jump w/ running start, double move) and grabs (use AP) the unsuspecting goblin.

Jump: 13 + 12 = 25 / 5 (running start) = 5 feet vertical. Jagged is 6ft tall + 2ft (1/3 height for reach).
Grab:

Okay, so this is a *bit* complicated. Basically, I was envisioning Jagged leaping and tackling the goblin in place or snatching it (by the ankles or such) and then falling back to the lower level. Looking at the rules for leap and grab, I'm not entirely sure which (if either) works. It seemed pretty cool when I thought of it, but if it's not viable I'll go with something else.


Since the square below the goblin is in range, it should only require a move action to try and jump high enough since jump actions consider the square you land in as far as measuring how far you can move. The grab, then, shouldn't require an AP use, arguably.

Still, the DM may add some penalty (as he always may) due to the fact that the goblin may or may not be on the edge. The gob then may or may not get a ST, although I would argue not since weight is on his feet. Lastly, there has to be a roll to see whether or not the goblin lands on you, falls prone, knocks you prone or all 3.

This could just top the Flying Rend move at the burial site! :pantless:

edit: rolling a 20 ought to help...sweet.

EricStratton
22nd July 2009, 09:50 PM
snip
How can I not use something like that? :lowlol: I don't have time tonight but tomorrow I'll have the results of your flying grab. A quick look at the Jump and Grab rules lead me to believe that, if you do want to grab him, you'll be pulling him back down to the ground w/ you. If you want to just give him a shove, I can do that too but I don't think there's anyway you're tackling him given your feet only made it 5' in the air (25/5) and the mound is 10' tall.

I was thinking that this might incur fall damage. I was envisioning you jumping up, grabbing his legs, and yanking him back, using your legs to push against the wall. Thus when he goes over you'd fall down on your back. But you only jumped 5 feet. Plus, the goblin is a small creature so I don't imagine he'll be that hard to pull down. So no fall damage for you, I don't think.

Very cool. And a good refresher on the Jump and Grab rules.

EricStratton
22nd July 2009, 10:01 PM
Since the square below the goblin is in range, it should only require a move action to try and jump high enough since jump actions consider the square you land in as far as measuring how far you can move. The grab, then, shouldn't require an AP use, arguably.
I'm going to call this a Vertical Jump and not a Horizontal Jump (in which case I think you'd be right) so the number of squares jumped vertically count as part of the move. He jumped 1 square (5') so his total movement would be 6 squares movement + 1 square jump = 7 movement = 2 Move actions required. Unless when Jagged said "running start" he literally meant "Run (move speed +2)" in which case he'd make it in one Move action but I'd have to apply some sort of running penalty.

Keep in mind this is the fourth fight you all have had "today" (Maw and zombies in town, Ninaran in the graveyard, Balgron's Lair, Excavation Site) so you're up for a milestone after this.

EricStratton
23rd July 2009, 10:52 AM
Round 5 con't:

Jagged regens slightly (17+2=19 HP), no longer bloodied) and takes off running straight toward Goblin Sharpshooter 3 (V6). Moments before braining himself on the wall, Jagged leaps into the air (vertical jump w/ running start, double move) and grabs (use AP) the unsuspecting goblin.

Goblin Sharpshooter 3 gasps as his ankles are grabbed in a tight vice-like grip. Then his head whips back as Jagged yanks him down off the ledge on to the dirt below. He tries to twist is way out of Jagged's grasp as he falls but can't (8 vs it doesn't matter) and he hits the ground hard (10 dmg, prone).

I rolled a 1d12 instead of 1d10 for fall dmg to add a bonus for pulling him down.

Also note that SS3 is prone in Jagged's square. I can't do that on the map but I did put it in it's note on the map.

Greebo casts Eldritch Blast almost hitting Jagged (7-2 (prone) vs SS3's REF).

End of Round 5

EricStratton
23rd July 2009, 10:53 AM
Start of Round 6:

Cilene...

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene29/300130+2 ACExpeditious Retreat22Rend22/310080+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder20Goblin Sharpshooter 224????Bloodied; ?18Sagar21/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 310????Cursed (Greebo); Prone?17Jagged19/370080+2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo22/350050+2 AC; ConcealmentCrown of Stars

Quervo
23rd July 2009, 10:56 AM
Rend, I had an at will that would have dragged him to us... falling off the wall and everything in. assuming that it hit. But jagged did my job for me if the DM lets it work.

i will try and drag the other one to us and lets see what kinda damage we can do

maz will move to q6 and use lightning lure on GSS2

23 vs ref, 7 damage, pull to p6

minor action, mark gss2

noptov52
23rd July 2009, 11:10 AM
Hahah, awesome :)

Finish off GS2 and lets see if we can get GS3 to talk - Jagged wants to know more about the "treasure".

Shiz
23rd July 2009, 11:11 AM
Rend will wait until after Maz's attack, then....

Sagar
23rd July 2009, 12:12 PM
That was an awesome move, Jagged.

I think Jag deserves an EXP bonus for that :)

Moonshadow
23rd July 2009, 12:28 PM
Round 6
Move: O7
Standard: Magic Missile on GS2

EricStratton
23rd July 2009, 01:28 PM
Round 6
Move: O7
Standard: Magic Missile on GS2
Like Rend before you, if you want to cross one of the planks I need an Acrobatics roll.

Moonshadow
23rd July 2009, 01:47 PM
Oh god dice don't fail me now

btw, bonus for Cilene is +4, Sather's is +5. Oops :D

So, total 16.

Shiz
23rd July 2009, 01:48 PM
Rend will attack GS2 from P7. Sagar, you should be able to come around from behind with a flanking charge.

Minor: wild shape again
Std: Charge GS2 with Pounce.

18 vs REF, 10dmg, CA to next allied attack which should be Sagar.

Jagged, hold on to your goblin if you want us to question him. After seeing us kill his friend over here, you should be able to intimidate him into surrendering.

EricStratton
23rd July 2009, 03:54 PM
Start of Round 6:

Cilene attempts to cross the plank to the next plateau. The plank starts to wobble and Cilene's next step comes down on thin air. She hangs there for a second like Wily E. Coyote and then falls to the ground below (29-3=26 HP). Cilene stands up (move action in place of standard action).

Cilene is below the plank square on the ground.

I honestly think the DCs for walking across the planks are too high. I'm pretty sure they were written pre-DMG errata that lowered the suggested DCs. W/ that in mind, the fight's almost over so I'll just keep the DCs consistent for this fight and keep it in mind for the rest of the campaign.

Rend shifts into a wolf, moves into attack position, then charges GS2 and Pounces on it (18 vs REF). Rend goes for the throat and the goblin is no more (24+10=dead).

Mazirith...

GS2 is dead.

http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used27Cilene26/300130+2 ACExpeditious Retreat22Rend22/310080+2 ACFaerie Fire21Mazirith29/370070-Dimensional Thunder18Sagar21/320090+2 ACCascade of Light; Shield of Faith18Goblin Sharpshooter 310????Cursed (Greebo); Prone?17Jagged19/370080+2 AC; +2 dmg; +2 regen while bloodiedSwift Panther Rage; Inspiring Word15Greebo22/350050+2 AC; ConcealmentCrown of Stars

Greebo
23rd July 2009, 03:56 PM
Will be gone later so if my move is needed: Move to wherever I have a clear line of sight to the last sharp shooter and old faithful, Eldritch Blast +5, 1d10+4+1d6

24 vs. reflex
17 dmg

If he wasn't dead yet, he ought to be very, very soon.

Quervo
23rd July 2009, 04:08 PM
Maz will walk to the last goblin with jagged. placing the point of his sword at the goblin's throat and say, "Submit or Die, it matters not to me."

this is said with no inflection, almost as if asking an aquaintance what time is it.

i am not rolling diplomacy or intimidation as i dont care if he belives me or not. if he keeps fighting jagged i kill him

noptov52
23rd July 2009, 04:26 PM
Cold Bloooddded

Zyzzyx
23rd July 2009, 04:31 PM
Gotta chime in and say its great fun to not read this for a week, then come back and get a whole bunch of action at once. Good stuff!

Quervo
23rd July 2009, 07:22 PM
Hey I am unaligned... goblins are inherently evil. we would have killed him anyway.

Ezekial 25-17, The path of the rightous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon you.

Sagar
24th July 2009, 10:39 AM
Sagar will double move to V8 (no theme music this time) to keep GS3 from escaping.

EricStratton
24th July 2009, 10:48 AM
Round 6 con't:

Mazirith walks to the last goblin with Jagged. Placing the point of his sword at the goblin's throat he says, "Submit or Die, it matters not to me."

The goblin spits on the ground and screams, "You'll never have our treasure!!"

It doesn't look like he's going to submit. Do you want to roll an attack?

Moonshadow
24th July 2009, 11:03 AM
Sagar will double move to V8 (no theme music this time) to keep GS3 from escaping.

No theme music but as he arrives a large basket of fresh vegetables is upended over his head and he's forced to bonk himself on the forehead

Quervo
24th July 2009, 11:08 AM
enhh... Maz will just pommel whip the poor bazdich. Maybe he will be more cooperative when he wakes up.

I guess this would be a subduing attack, And Jagged probably has him good... you can handle this how you want.

Greebo
24th July 2009, 11:10 AM
enhh... Maz will just pommel whip the poor bazdich. Maybe he will be more cooperative when he wakes up.

I'm assuming you're going for "not killing" him - which in 4e is simply accomplished by saying "I attack to do non lethal damage" while doing a normal attack

EricStratton
24th July 2009, 11:30 AM
enhh... Maz will just pommel whip the poor bazdich. Maybe he will be more cooperative when he wakes up.

I guess this would be a subduing attack, And Jagged probably has him good... you can handle this how you want.

I'm assuming you're going for "not killing" him - which in 4e is simply accomplished by saying "I attack to do non lethal damage" while doing a normal attack
What Greebo said. Which means I need an actual attack. I'll use that roll for the attack roll; I also need a damage roll.

Greebo
24th July 2009, 11:32 AM
If my attack executes, I will also go non-lethal.

Quervo
24th July 2009, 01:03 PM
5 added to previous post

EricStratton
24th July 2009, 02:49 PM
Round 6 con't:

Mazirith walks to the last goblin with Jagged. Placing the point of his sword at the goblin's throat he says, "Submit or Die, it matters not to me."

The goblin spits on the ground and screams, "You'll never have our treasure!!"

Expressionless Maz whips his sword down on the goblin. It's a good stab but it's only a flesh wound (10+5=15 dmg).

Greebo, who's had just about enough of this, jumps down to the ground (amazing, he didn't get hurt!) and casts Eldritch Blast on the goblin. The force spike slams upside the goblin's head knocking him unconscious (15+17 (non-lethal)=unconcsious).

Until it regains hit points, the creature is unconscious but not dying. Any healing makes the creature conscious. If the creature doesn?t receive any healing, it is restored to 1 hit point and becomes conscious after a short rest.


End of encounter (for all intents and purposes. Turn-based actions will resume if required.)




The goblin is at your mercy. What are you going to do w/ him? What do you do next?

------

For defeating the goblin excavators and their guard drakes:

150xp / person
+50 xp to Jagged for a clever and fun use of Jump and Grab.

Greebo
24th July 2009, 02:54 PM
Remove rope from backpack. Bind goblins arms and legs, to render him helpless, and also gag him.

Want me to roll for that? Dungeoneering?

EricStratton
24th July 2009, 03:02 PM
Remove rope from backpack. Bind goblins arms and legs, to render him helpless, and also gag him.

Want me to roll for that? Dungeoneering?
Nah. Since you're not in the heat of a fight or anything urgent I'm going to assume, with the six of you there, some combination of you all are able to come up w/ a suitable knot and gag. If you all decide to leave him tied up for any extended length of time I'll take a roll or two.

The goblin is quite securely tied up and gagged.

Greebo
24th July 2009, 03:03 PM
Great. Lets heal him. Who wants to do the talking?

Shiz
24th July 2009, 03:16 PM
You did us proud with the kobolds, Greebo. You do it.

Greebo
24th July 2009, 03:30 PM
Oh great...lol

Right. I'll position myself to be standing in front of the goblin, looking intently at my fingernails as he awakes when Sagar heals him. I'll be cleaning some dirt from under the nails and filing them to sharp points...and then when he's fully awake and I have his full attention..

"Good morning. What treasure? Please, don't bore me by wasting my time...you are going to tell me, so don't make it hard on yourself."
Intimidate: +9

That'll be a 20

EricStratton
24th July 2009, 05:10 PM
The goblin's eyes flutter open and they start to focus slowly. He looks around, his eyes lingering on Greebo and his nails. A flash of anger appears on his face but it quickly disappears when he sees Jagged.

"We...we never actually found anything. Brox," he nods in the direction of Goblin Sharpshooter 1's body, "said we were tricked and there's nothing here. But Balgron said there is! And it's ours!" His eyes flick toward Mazirith's sword. "Erm...but you can have it now."

Greebo
27th July 2009, 10:28 AM
"I'm so glad you mentioned Balgron. We were having a meeting with him, but he had to excuse himself, and we haven't seen him since. Tell me - where would he have gone?"
Bluff +11:24

"And while you're at it - where did Balgron say this treasure was to be found? And I'm sure I don't need to remind you of what will happen if you don't give us the answers we're looking for..."

More intimidation: +9:22

EricStratton
27th July 2009, 10:33 AM
The goblin's mouth hangs open. His head cocks to the side a bit and his eyebrows furrow some. "He'd be in his room. Go back the way you came and take the first door on your right.

"As for the treasure, look around! If we knew where it was do you think we'd have dug so much?!"

Shiz
27th July 2009, 10:42 AM
"Kill it. Let's camp here. It is secure."

Greebo
27th July 2009, 10:52 AM
Agreed. He's helpless. Coup de Gras with EB +5

Greebo
27th July 2009, 10:54 AM
Wow - does that mean a double crit? ;) That's 20 hps + 1d6 crit damage...

So if his bloodied value is <=21, he's dead.

Shiz
27th July 2009, 11:19 AM
If we can take an EXTENDED REST, I suggest we set up on the large area where the planks start. Whoever is on watch can stand at I14 by those stairs.

Watch order:
Cilene
Sagar
Jagged
Rend
Greebo
Maz

Greebo
27th July 2009, 11:26 AM
I was agreeing with killing him - not sure about camping just yet...not with Balgron on the loose. And we're not exactly in terrible shape either.

EricStratton
27th July 2009, 11:27 AM
Showing a bit of his darker side Greebo fires an Eldritch Blast point blank at the goblin's head. The mess is...considerable.

Since those who have spoken up aren't in agreement about resting, I'd like to hear from the rest of you.

Sagar
27th July 2009, 12:56 PM
I wouldn't mind getting my dailies back but I am good with going on. Especially since Bally knows we are here.

Moonshadow
27th July 2009, 01:01 PM
I'm putting my vote in for continuing

Shiz
27th July 2009, 01:05 PM
Ok then. Onward! Southern staircase?

Quervo
27th July 2009, 01:05 PM
I am ok to move on...

Greebo
27th July 2009, 01:06 PM
If we didn't have Fatass out there I'd be ok w/ taking a breather ... but he is, and so I'm not. AND I'm not sure resting with this whole ritual threat hanging over our heads is a good idea either.

Shiz
27th July 2009, 02:09 PM
Before we leave, Rend will search all the goblin bodies.

Greebo
27th July 2009, 02:27 PM
I want to search the area. They think there is buried treasure? Arcana check - do I sense any magic in the room?

Greebo
27th July 2009, 02:27 PM
And can we get a map update?

Moonshadow
27th July 2009, 03:01 PM
I'll Assist with the search for magic. Need someone to look up my modifier though, the char sheet is unreadable on this.

EricStratton
27th July 2009, 03:28 PM
Before we leave, Rend will search all the goblin bodies.

Rend comes up empty until he gets to the body of Goblin Sharpshooter 1 - the one the now dead hostage referred to as Brox. In his pockets you find 22gp and a pair of dirty, but surprisingly unscratched, glasses.

I want to search the area. They think there is buried treasure? Arcana check - do I sense any magic in the room?
Greebo and Cilene check the room. The only sign of magic they find are the glasses that Rend found. Greebo recognizes them as Arcanist's Glasses. Cilene recalls these spectacles increase one's sensitivity to the subtle patterns of magic (Head slot, Gain a +3 item bonus to Arcana checks to detect magic).

EricStratton
27th July 2009, 03:29 PM
And can we get a map update?
Attached.

Sagar
27th July 2009, 03:47 PM
We should go back to the T-intersection and, if there is nothing hostile in sight down the stairs, quietly check the north wall for secret doors.

Greebo
27th July 2009, 03:53 PM
I want to go back out to the hallway and check the northern wall for panels, hidden doors, etc. Also what's on the floor in that hall?

Greebo
27th July 2009, 03:57 PM
Right, someone who isn't near sighted have a look at these walls...

Shiz
27th July 2009, 04:28 PM
Rend gives the gold to Sagar to vouchsafe.

He moves to G13 intersection and searches the north wall.

Perception +10 = 21

Greebo
27th July 2009, 04:39 PM
I think the Glasses should go to Cilene - she's got the best arcana, right?

Sagar
27th July 2009, 04:42 PM
I vote for Cilene also. Nothing like a mage babe with glasses :)

EricStratton
27th July 2009, 06:28 PM
Neither Greebo nor Shiz find anything out of the ordinary in the northern wall.

Cilene gets the glasses.

Head to the top of the stairs in standard single file formation?

Greebo
27th July 2009, 08:28 PM
The northern hallway wall? Not the pits or whatever they call this...

EricStratton
27th July 2009, 09:19 PM
The northern hallway wall? Not the pits or whatever they call this...
Where you guys said you were looking - the northern wall of the hallway.

Shiz
27th July 2009, 09:24 PM
So, take the southern stairs? Rend is willing to scout ahead.

Greebo
27th July 2009, 10:29 PM
Well if Rend couldn't spot anything then...whatever the hell fatty went it wasn't here...lets go south!

EricStratton
27th July 2009, 10:46 PM
I'm going to need specifics in terms of scouting and where ppl are standing.

Also, as a reminder, the room you're going into is pitch black.

Shiz
28th July 2009, 09:50 AM
Rend has low light vision. Maz is the only one of us that doesn't, but why don't the rest of you wait at the top of the stairs. Cilene can summon light quickly if needed.

Rend will proceed to the bottom of the stairs. I do not want the -5 sneak penalty for moving more than 2 so how many rolls? Rend moves to H17 and then start sneaking.

Sneak 1 = 20, H19
Perc 1 = 12, H19

Sagar
28th July 2009, 10:22 AM
I'll be 2nd.

Shiz
28th July 2009, 10:26 AM
Sagar at the top of the stairs, H15. Maz behind him. Jagged (G14) and Greebo (I14)on either side of Maz (H14). Cilene at H13.

How is that?

Sagar
28th July 2009, 10:30 AM
Works for me.

Greebo
28th July 2009, 10:36 AM
Fine fine. Should I pop a sunrod?

Shiz
28th July 2009, 10:44 AM
Not yet. If you hear a scuffle, pop and throw it down here.

Moonshadow
28th July 2009, 11:11 AM
I slip on my glasses and wait with the rest of the crowd.

Greebo
28th July 2009, 11:15 AM
I slip on my glasses and wait with the rest of the crowd.

Greebo glances at the chic geek girl and says, "Rawr!"

noptov52
28th July 2009, 11:21 AM
The room is pitch black, so Rend will be scouting blind - low light vision has no bonus if there is no light at all.

Shiz
28th July 2009, 11:28 AM
Then Rend will move and listen. Perception is more than just seeing. He will hug the east wall.

EricStratton
28th July 2009, 03:39 PM
Then Rend will move and listen. Perception is more than just seeing. He will hug the east wall.
Give me 2 more stealth (and I assume 2 more perception) rolls please. And noppy is right - low-light vision doesn't help in complete darkness.

Shiz
28th July 2009, 04:04 PM
Rolls:

Stealth 2 = 14+11 = 25
Perception 2 = 13+10 = 23

Stealth 3 = 5+11 = 16
Perception 3 = 2+10 = 12

EricStratton
28th July 2009, 05:22 PM
Rend walks to the bottom of the stairs and out of sight from the rest of his party. He starts sneaking (sneak: 20 - first sneak roll) and feels dirt and rocks beneath his feet (perception: 12 - first perception roll).

Rend then....?

New map: http://www.primeaxiom.com/rpgt/scene.asp?ID=re72du72j3mtgt6w2hw3oj64irxtl2hb9z1ha i3uqmkiynedqqeqmbe2uyfz7tgi
Old map: http://www.primeaxiom.com/rpgt/scene.asp?ID=3znyyuruqkzflongmfc335wecdyihsattuqlb acnzvjcduuw52o12sfgdin2w1v7

No one can see Rend anymore. In fact, Rend can barely see Rend's hand in front of Rend's face.

Rend, Sagar, and Maz are on the first (new) map. Jagged, Greebo, and Cilene are on the second (old) map.

I messed up on the old map. The stairs should be double wide. So I guessed as to the positioning of the rest of the party. Please let me know if anyone wants any changes.

Shiz
28th July 2009, 05:49 PM
/whisper back to Sagar "The ground is rough. I need light. Maybe toss a sun rod deep or a coin with Cilene's light on it."

Rend isn't moving. He doesn't want to fall in a pit or off a ledge.

Sagar
28th July 2009, 05:57 PM
Whisper's to Cilene - "Can up light up this copper piece for Rend? He can't see."

Greebo
28th July 2009, 06:18 PM
Crack open a sunrod (I have 2, never opened one before) and throw it down the stairs.

EricStratton
29th July 2009, 11:34 AM
The room is bathed in light and shadows as Greebo's sunrod hits the ground at Rend's feet.

http://www.primeaxiom.com/rpgt/scene.asp?ID=re72du72j3mtgt6w2hw3oj64irxtl2hb9z1ha i3uqmkiynedqqeqmbe2uyfz7tgi

Rend looks around. The chamber is cluttered with stalagmites and loose rock on the ground and stalactites peppered all over the ceiling.

Several areas (indicated on the map by darker rocks) appear to be difficult terrain. In fact, the stalagmites are so thick that it looks like you'd have to squeeze (see pg 292 of your PHB for Squeeze. Or say so and I'll post it here) to get through the jumble of stones. Rend also notices the stalagmites hamper his view. The light barely makes it through them.

Greebo
29th July 2009, 11:41 AM
I don't like it. Lets leave. ;)

Shiz
29th July 2009, 11:49 AM
You might have been joking, but I kind of agree with you. Still, this would be a good place for Balgron to hide, potentially.

Move the party down the stairs, Maz and Sagar at H3, I3 and the rest behind them. I am going to scout a bit more.

Sneak to K7 and look and listen again.

Greebo
29th July 2009, 11:52 AM
Well I think we should check it out since we're here - I'll move down the stairs to be near the bottom as backup

Moonshadow
29th July 2009, 12:06 PM
I'll move down with Greebo for backup, but I would like to point out that he was pretty big. if we need to squeeze, I doubt that Blagron is in here.

EricStratton
29th July 2009, 12:14 PM
Rend is goes stealthy again (as stealthy as a person standing on a sun rod can get) and creeps farther into the cave (second stealth roll). He stops (Perception 23 - second perception roll). Whatwasthat?! Large rats chatter, darting in and out of the shadows. They're in front of you...to your left...to your right...good lord, they're on the ceiling!

The party then....?

Greebo
29th July 2009, 12:15 PM
Rats on the ceiling? Dude, that's whack!

Shiz
29th July 2009, 12:20 PM
Rats shouldn't be a problem for us.

Rend will cast a Chill Wind (Area Blast 1), targeting M9 and blowing north (slide effect).
+6 vs FOR, dmg d6+1

Then retreat a bit to J5.

If there is anything there, use the 8 and the 17 I rolled above. Roll the dmg for me to move things along.

Greebo
29th July 2009, 12:32 PM
how are you seeing rats? I see no rats...

Shiz
29th July 2009, 12:34 PM
I heard rats. I don't have to see them to cast an AE.

EricStratton
29th July 2009, 12:46 PM
Rend casts Chill Wind. The wind blows gently through the cave (5+7 vs FORT). You hear more skittering and chattering.

I used your third sneak roll from post 221 to attack and just to finish using those rolls...

Rend tries to see through the stalagmites and stalactites (perception 12) but it's just too dark and cramped.

Shiz
29th July 2009, 12:54 PM
Rend picks up the sun rod and tries to toss it towards O10.

Rolls remaining to use in order: 8, 17

EricStratton
29th July 2009, 03:56 PM
You toss the sun rod over the stalagmites and it lands on the other side plunging the western side of the room into darkness but lighting up more of the eastern side. You see another room and some hallways or maybe just alcoves to the south and south east.

To the south you hear and catch glimpses of rats skittering away from the light - like cockroaches when the lights come on. And you hear increased activity in the now dark eastern area.

http://www.primeaxiom.com/rpgt/scene.asp?ID=re72du72j3mtgt6w2hw3oj64irxtl2hb9z1ha i3uqmkiynedqqeqmbe2uyfz7tgi

Greebo
29th July 2009, 04:21 PM
So these are just... ordinary rats?

Shiz
29th July 2009, 04:44 PM
I am not moving further alone. The rest of you come in or we go elsewhere.

I move to M7 and examine the stalagmites more closely.

Perception +10 = 12 crap

EricStratton
29th July 2009, 04:49 PM
So these are just... ordinary rats?
They looked pretty big. Giant even.

Greebo
29th July 2009, 05:10 PM
So...they're not on the map?

Greebo
29th July 2009, 05:10 PM
I'm with Rend - we're here to find some dude summoning Orcus, not kill rats. Lets leave.

EricStratton
29th July 2009, 05:11 PM
So...they're not on the map?
They're on the map. You just can't see them.

noptov52
29th July 2009, 05:43 PM
Jagged listens carefully, trying to discern the nature of the rats... (edit) but the adrenaline from the last fight still thunders in his ears.

EricStratton
29th July 2009, 05:47 PM
Jagged listens carefully, trying to discern the nature of the rats... (edit) but the adrenaline from the last fight still thunders in his ears.
Rend describes what he's seen to Jagged. That and what Jagged's heard leads him to believe these are Giant Rats.

EricStratton
29th July 2009, 08:57 PM
I'm going to assume the group agrees to move on. Speak soon or forever hold your peace.

Going back to the south western double doors near the entrance?

Shiz
29th July 2009, 09:04 PM
Right-o.

Rend will listen at the doors, 17+10=27.