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attriel
28th July 2009, 02:23 AM
Continuing on after the non-excitement of Fia tripping and screaming, you approach the castle just after lunch.

Looking up at it, there is a raised stone bridge leading up to the main gates, obviously the masterwork of dwarves, given that it still stands in one piece and unbroken.

The rest of the castle does not appear to have fared as well. In places the tops of the walls have collapsed into rubble. The presumably once sheer faces now seem to cry out to Dirk and Marcus as climbing surfaces.

The front gates themselves are missing. Presumably torn off when the castle fell and left to rot away.

You are about 600' from the front of the castle, near the end of the walkway as it begins to rise up. It rises to ~60' above the ground, making it level with the entrance to the castle. The hill up is not terribly steep, although it looks like there might once have been a protective moat or something to fill this otherwise unimpressive gap.

The walls rise 30', obviously having presumed the additional 60' hill would make seige engines unmanageable.

DinbinFanfoom
28th July 2009, 07:53 AM
"OK, one of you sneaky types... lead us in!"

Does Fia see anybody on the ruins themselves?

attriel
28th July 2009, 09:58 AM
"OK, one of you sneaky types... lead us in!"

Does Fia see anybody on the ruins themselves?

Nope, they look to be abandoned and empty.

DinbinFanfoom
28th July 2009, 11:17 PM
OK so let's all sneak in through the gate then. No sense overcomplicating this.

Kiir
29th July 2009, 08:55 AM
Althaea nods in agreement with Fia, "Let's head in."

attriel
29th July 2009, 08:56 PM
Entering the front gates, you note that this is indeed only an entry point. A 20' stone walkway leads from the open doorway on the other side of the tower to a second tower.

Dirk and Marcus notice that there are the remains of upper stories in the tower, bits of stone butressing protrude from the walls at 20' intervals upwards. It seems that there were 3 or 4 stories, at one point. Presumably to offer good vantages for defenders.

Just using everyone's passive perceptions for these notes, since it's not like the stonework is hiding or anything.

I know that technically only two people have posted, but to try to keep things moving where possible, I'm allowing the minority to dictate for the group, at least for actions that seem logical. Like "Advance towards the abandoned castle". Had they wanted to turn and charge the orcs, I'd've waited for more of a consensus.

Zyzzyx
30th July 2009, 12:36 PM
I'd like to pause and take a closer look at these 'good vantages for defenders', just to see what I see.

21 < 25 passive

attriel
30th July 2009, 12:44 PM
You see the remains of what were probably, long ago when this castle was maintained, upper stories with windows and arrow-ports for firing down on a beseiging army.

Did you want to climb up and peer through the windows for the view?

Kiir
30th July 2009, 12:50 PM
Althaea will look around the courtyard area to see if she notes anything of interest (scanning the whole area we are in).

Perception 24.

attriel
30th July 2009, 02:24 PM
Looking out the other door, Althaea notes that the ground slopes sharply off the pathway and down into the moat. As she peers down it's jagged and over-growing top, she notes that the portcullis on the far end is down, blocking further access unless it can be raised or circumvented.

Looking down towards the gulch, she notes what look to have been a couple of orcs, although they've obviously been there dead for weeks. Someone didn't pass their performance reviews.

DinbinFanfoom
30th July 2009, 02:32 PM
Fia's still up to porting to the portcullis controls (to raise them) or supposes one of our "athletes" could climb up/over and open it... how is the portcullis controlled?

attriel
30th July 2009, 02:48 PM
Fia's still up to porting to the portcullis controls (to raise them) or supposes one of our "athletes" could climb up/over and open it... how is the portcullis controlled?

From here? *shrug* Hard to say. Controls are probably the other side of it.

DinbinFanfoom
30th July 2009, 02:49 PM
From here? *shrug* Hard to say. Controls are probably the other side of it.Can Fia see them through the portcullis?

OOC: So if I get this right, we're standing before a moat-ditch that has eroded sides... our path gradually decends into it and then up out of it on the other side, to the portcullis, which is currently down. The dead orcs lie somewhere in front of us in the ditch?

attriel
30th July 2009, 03:18 PM
OOC:

OK, I guess I realyl should have drawn up the map for this. I'll try to get that tonight.

Basically:

You are in tower one. There is a path leading to tower 2. Tower 1, the path, and the rest of the castle are on raised ground. Around all of it is the moat-area (so it encircles the castle, has a break for the path and juts out to encircle the tower). STepping off the pathway leads to a rapid decline to the bottom of the 'moat'.

From tower 1 you can see:
There is a portcullis in the doorway of tower 2.
There are no controls in tower 1.

DinbinFanfoom
30th July 2009, 03:27 PM
Understood.

Fia: "Lead us across the bridge, scouty-types!"

She'll be alert for any movement on the ramparts, behind the porculis, or on the castle tower (2).

(Result: 17)

attriel
31st July 2009, 08:51 PM
here's a map of the castle, so far (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

i'll try to keep it udated. how big can the map get din?

Kiir
31st July 2009, 08:54 PM
Althaea will move to the second portcullis and look around seeing if she can find away to open the gate.

drathos
31st July 2009, 09:45 PM
Belvar will search the portcullis area as well. He will check the portcullis itself to see how heavy/locked down it is.

attriel
31st July 2009, 10:29 PM
Belvar-- Toss me a strength check for trying to force it up?

drathos
31st July 2009, 10:57 PM
That's mod+1/2 lvl (+6) or just mod (+4)?

Either way... :flex:

attriel
31st July 2009, 11:33 PM
Althaea, Belvar and Fia move over to the portcullis.

Looking through the bars, Althaea can see the winch on one wall, in surprisingly good condition after all this time. Perhaps it's been repaired/replaced?

Belvar, meanwhile, grabs the bars and gives them a mighty tug. His shirt rippling with the effort, he pushes the portcullis up 3' before needing to stop to adjust his grip.

Over the creaking and scraping of the portcullis being forced up, Althaea can just make out a skittering noise.

I'm going to need initiative checks for everyone now. Dun-dun-dunnnnn!

DinbinFanfoom
31st July 2009, 11:45 PM
i'll try to keep it udated. how big can the map get din?
I wouldn't go above 50x50.

Initiative! (11)

Kiir
31st July 2009, 11:50 PM
Initiative +2!

Zyzzyx
1st August 2009, 01:48 AM
Marcus jumps into place...


...wherever that is.

drathos
1st August 2009, 03:01 AM
After hearing his shirt rip, he prays the same doesn't happen to his pants...

As we were inspecting a potentially hazardous area, Belvar's armor would have been active

DirkDarkBlade
1st August 2009, 08:07 AM
Initiative +6. Dirk summons his armor at the first sound of "skittering".

OOC: Sorry for the delay. Work was a nightmare this past week and my internet at home is a bit limited with the cable out.

attriel
1st August 2009, 12:23 PM
Well, everyone but Fia goes before they do. Which means you all get to move around, ready actions, etc.

"I prepare my lightning blast to obliterate the first thing to move"

Map Link (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

Shiz
1st August 2009, 03:51 PM
That's mod+1/2 lvl (+6) or just mod (+4)?


mod+1/2 lvl, fyi.

DinbinFanfoom
1st August 2009, 08:55 PM
Fia prepares to taste the rainbow.

DinbinFanfoom
3rd August 2009, 09:31 AM
"Drop that gate!"

DirkDarkBlade
3rd August 2009, 12:43 PM
Is staying prepared in case the gate breaks, or in case whoever is inside decides to open the gate from their side.

drathos
3rd August 2009, 01:39 PM
Belvar makes sure everyone is clear and drops the gate, stepping back quickly.

attriel
3rd August 2009, 09:26 PM
Belvar drops the gates and the party gets ready for the throwdown, eyeing the portcullis as it clangs back into place.

And are thus completely surprised when a spiky stone halfling drops to the door of Tower 1 with a large Iron dog in tow.

Meanwhile, the skittering continues and a mounted crossbow clatters into view. As the group watches, befuddled by this bizzarre attack by common equipment, the crossbow pivots atop the tripod and quickly fires a round at Belvar (23 vs AC; 9 dmg), followed almost instantly by one at Fia (21 vs AC; 5 dmg)

And now it's Fia's turn. And she has something to attack :o

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus48/48019--19Althaea50/5001112-18Belvar51/600112--13Stone Harrier 20????-?12Arbalester 10????-?12Iron Defender 20????-?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 10????-?7Iron Defender 10????-? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DinbinFanfoom
3rd August 2009, 10:22 PM
"Back! Let's take out the foes behind us!" Fia yells. "Get cover around the corner!"

She moves to I7 (move).
She'll fire a Thunderwave at F4-H6 (standard). Thunderwave (CB 3, ATK +9 vs FOR, DAM: 1d6+6, Target pushed 3 squares)

ATK: 12 vs FOR on SH (probably a miss)
ATK: Crit vs FOR on ID
DAM: (12+2 damage) (for +1 implement)

attriel
3rd August 2009, 11:00 PM
Fia runs back to the shelter of Tower 1, and quickly fires off a wave of thunder at the adversaries awaiting them there. The halfling is unaffected (12 vs For), but the dog is thrown backwards, howling as it is physically assaulted by sound (C; 14 dmg)

Another pair drops down by Fia, and suddenly she and Marcus are set upon as the GM realizes he forgot to attack with the first set after it dropped, oops. Marcus easily dodges the blow (12 vs AC), while Fia finds it a closer call (15 vs AC) Maybe I did attack and it just didn't help :o

Meanwhile, another pair of bolts fly out of the darkness as a second tripod waddles into view of Belvar and Althaea. The first is thrown off target by the bars, just missing Belvar (18 vs AC), while the second buries itself into Althaea's leg (27 vs AC; 11 dmg)

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus48/48019--19Althaea39/5001112-18Belvar51/600112--13Stone Harrier 20????-?12Arbalester 20????-?12Iron Defender 20????-?11Fia33/38017--8Arbalester 10????-?8Stone Harrier 10????-?7Iron Defender 114????-? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DirkDarkBlade
4th August 2009, 09:50 AM
Dirk will use tumble (Utility power) to shift to G8 (so he'll flank the Iron Defender and thus have CA) as a move action. Then Use Riposte strike (with the sneak attack bonus for CA) as the standard action. As a free action he'd try and see if he knows (or is related) to the halflings who are attacking (free action).

Attack: +11 with Lightning sword +1 for CA....not that I think a 3 will hit but a halfling can dream...

Kiir
4th August 2009, 10:51 AM
Althaea moves to L7 (move action). She then summons her spirit companion in J7 (Marcus and Fia gain +1 to Fort, Will, Ref, minor action). She then casts Haunting Spirit on the crossbow in Q7 (+9 vs Will, 1d6+4 pyschic damage, CA to ally of my choice until EONT, Marcus is the ally of my choice). Then she will try to figure out what the creatures are (free action Arcana +13).

Attack: 12 + 9 = 21 vs Will, Marcus has combat advantage vs Mob in Q7
Damage 2 + 4 = 6 pyschic damage
Arcana 19 + 13 = 32 for crossbows
Arcana 10 + 13 = 23 for halflings
Arcana 14 + 13 = 27 for dogs

Zyzzyx
4th August 2009, 02:12 PM
Can I get a knowledge check on these critters as a free action before I decide on what Marcus is doing? Using Nature skill, +13.

Defender: 15
Arbalaster: 25
Harrier: 18

Hrmph. Well, the arbalaster IS what I'm most curious about to start with.

attriel
4th August 2009, 03:09 PM
There's enough successes between folks, so here's what you can come up with when you delve real deep in memory:

Arbalesters: Homonculus, mid-range saves, Artillery. Since it's a construct, it can't be diseased or poisoned. It guards stuff. Probably the portcullis.

Iron Defenders: Homonculus, high ac, defender. Construct again, same immunities. It guards creatures, Probably the halflings in this case. And it trails after it's targets

Stone Harriers: Homonculus, above average saves, but easy to subvert (will), Controller. Construct. Guards things (what?), and it uses the ground and stone to keep it's adversaries in place and takes advantage of that.

You're fairly sure that will is the weak point on all of them, just how "weak" is a matter of scale. The crossbows don't have much room for armor, but they do seem to be remarkably dextrous with the three-legged thing.

Zyzzyx
4th August 2009, 04:58 PM
"Belvar, you're gonna be needed over here!"

Marcus eyes the defender warily and shifts away J8. First thought is to take out the ranged attackers, so he turns and squeezes a couple shots through the portcullis to the Arbalaster 1 in Q7. After that, he's thinking that with the potential toughness of these things, a few extra shots might be quite useful, so Marcus settles in and prepares himself.

- Two-Fanged Strike: +12 vs AC, 1d12+10 dmg; Two attacks, if both attacks hit, you deal extra damage equal to your Wisdom modifier (+4).
- Spitting Cobra Stance: Minor, Until the stance ends, you can make a ranged basic attack as an opportunity action against any enemy within 5 squares of you that moves closer to you

drathos
4th August 2009, 07:34 PM
Belvar will move forward a space, then Charge Iron Defender 2 (mark), taking the space that Marcus just left open.

OOC: Which are the halflings we've been talking about? The Harriers?

attriel
4th August 2009, 07:49 PM
OOC: Which are the halflings we've been talking about? The Harriers?

Yes, the Defenders are the dogs, teh Harriers are the halflings

They're not technically halflings, of course

attriel
4th August 2009, 11:18 PM
Dirk deftly maneuvers around his adversaries, and quickly jumps up to strike at the iron defender, but finds his strike clanging off the metal hide (15 vs AC, Miss)

Marcus steps back and fires at arbalester 1 (18 vs AC, 18 dmg; 14 vs AC, miss), settling into a rythym to plunge arrows into anything that approaches him (Spitting Cobra)

Althaea quickly steps aside while racking her brains for details. She summons up her Spirit Companion and fires an attack at Arbalester 1 (21 vs Will, 6 dmg, CA to Marcus)

Belvar turns from the portcullis and the arbalester's that have been firing at him, and charges what he feels to be the more immediate threat, bearing into the dog heavily (27 vs AC, 9 dmg)

The first halfling cackles and moves to attack Althaea, taking an arrow from Marcus in the meantime (17 vs AC, Miss). It then misses Althaea when it lunges (14 vs AC)

The Arbalester continues to feed itself bolts, and fires a pair at Althaea and Marcus, burying deep into Althaea's site (27 vs AC; 9 dmg), and almost hitting her a second time (Nat 1)

The Iron Defender that Fia had thrown back rushes forward, ignoring her (25 vs AC, 5 dmg) to advance on Marcus, who meanwhile buries another arrow into it (14 vs AC, miss). It then attacks Marcus, but cannot find purchase after the blows (13 vs AC)

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus48/48019-+1 F/R/WSpitting Cobra19Althaea30/5001112-18Belvar51/600112-+1 F/R/W13Stone Harrier 10????-?12Arbalester 120????-?12Iron Defender 119????-?11Fia33/38017-+1 F/R/W8Arbalester 20????-?8Stone Harrier 20????-?7Iron Defender 29????-? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)


I edited the initiative listing because I had ended up with the map showing #1's where the #2's on the initiative went. So I made the listing match the map, which matched the text

DirkDarkBlade
5th August 2009, 09:21 AM
Dirk will again use Riposte Strike against the Iron Defender 2 (Dex vs AC). Having CA he will take advantage of the Sneak Attack bonus.

drathos
5th August 2009, 09:48 AM
Not sure if it'll matter, but with CA, your attack roll is +14. Base +11, normal +2 CA, feat +1

DirkDarkBlade
5th August 2009, 12:58 PM
I had 14 in my head but couldn't find where the other 2 points came from. Thanks,

attriel
5th August 2009, 02:34 PM
To make it clear, since it's not quite from my last post, We're witing on Fia to act, at this precise time. Because I was wondering :o

DinbinFanfoom
5th August 2009, 02:37 PM
Sorry, work is crazy today.

Thunderwave (F5-H7) (yes it only hits one) CB 3, ATK +9 vs FOR, DAM: 1d6+6, Target pushed 3 squares) (standard)

Fia will then shift NW (move).

OOC: Blarg, was hoping to move him away so Marcus could get more oa's, but that was likely a miss.

attriel
6th August 2009, 12:19 AM
Fia quickly tries to utilize Thunder Wave again, but to no avail (12 vs For, miss).

Arbalester 2 fires a pair of bolts again, but Althaea (13 vs AC) and Marcus (18 vs AC) easily dodge the bolts.

Harrier 2 attempts to attack Belvar, but is brought up short by the fighter's defenses (17 vs AC).

Defender 2 bites at the fighter that charged it, just getting it's teeth through the fighters armor (21 vs AC, 7 dmg)

Dirk quickly buries his own blade into the Defender as it is distracted (20 vs AC, 9+16 dmg, bloodied), drawing a stream of ichor from the construct.

And to Marcus

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus48/48019-+1 F/R/WSpitting Cobra19Althaea30/5001112-18Belvar44/600112-+1 F/R/W13Stone Harrier 10????-?12Arbalester 120????-?12Iron Defender 119????-?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 20????-?7Iron Defender 234????Bloodied; ? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

Zyzzyx
6th August 2009, 01:34 AM
/oliver_hardy_voice Well, this is another nice we've gotten ourselves into.

Marcus looks about and doesn't like the options that he has before him. That, and seems like it might have been a premature use of the Cobra stance. Oh well... Realizing that his best shot is still through to the artillery, he braces himself for the attack about to land on him in return.

- Defensive Mobility (feat) - +2 to AC against opportunity attacks
- Twin Strike: +12+2(ca) vs AC, 1d12+5 dmg; two attacks vs Arbalester 1



Reminder if the Arbalesters go after me again - Cloak of Distortion, A ranged attack against you from more than 5 squares away takes a -5 penalty to the attack roll

Kiir
6th August 2009, 11:18 AM
Althaea shifts to M8 (move action), and once again casts Haunting Spirits against Arbalester 1 (+9 vs will, 1d6 + 4 damage, CA to ally of my choice, Marcus, standard action).

23 vs Will
10 damage

attriel
6th August 2009, 02:34 PM
Marcus quickly goes to fire at the Arbalester again, dodging the blow from the Defender (12 vs AC). The first arrow goes wide in the dodge, but the second strikes true (16 vs AC, miss; 32 vs AC, 10 dmg, bloodied)

Althaea shifts and strikes at the Arbalester again, distracting it for Marcus' next shots (23 vs Will, 10 dmg)

Belvar's turn

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus48/48019-+1 F/R/WSpitting Cobra19Althaea30/5001112-18Belvar44/600112-+1 F/R/W13Stone Harrier 10????-?12Arbalester 140????Bloodied; ?12Iron Defender 119????-?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 20????-?7Iron Defender 234????Bloodied; ? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

drathos
6th August 2009, 04:45 PM
Belvar will Cleave Defender 2 (marking)

If that's a hit, 19 damage to Defender 2, 4 damage to Harrier 2

If Defender 2 is killed, shift to I7.

Belvar should have THP from being hit

attriel
6th August 2009, 07:28 PM
I'm assuming your +12 takes into account the CA across from Dirk? And I always forget that THP thing of yours

Belvar winds up to swing through his enemies, but find the blade catching on the defender (19 vs AC, miss)

The harrier stabs at Althaea, burying it's blade into the hapless shaman (20 vs AC, 9 Dmg, Slowed SE, Bloodied)

The Arbalester continues the concerted assault on Althea (19 vs AC, 5 Dmg) and Marcus (28 vs AC; 10 dmg), while the Defender attacks Marcus (C, 12 dmg)

And Fia

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus26/48019-+1 F/R/WSpitting Cobra19Althaea16/5001112Bloodied; 18Belvar44/604112-+1 F/R/W13Stone Harrier 10????-?12Arbalester 140????Bloodied; ?12Iron Defender 119????-?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 20????-?7Iron Defender 234????Bloodied; ? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

attriel
6th August 2009, 07:38 PM
Kiir points out that I was looking at the wrong map. She moved. So the Harrier has to move to hit her.

Which means Z gets an OA.

Which means the Iron Defender gets an OA.

Which means I thought I'd give Z the opportunity to decide if he wants to take the OA or not. If you do, Z, go ahead and roll it.

Zyzzyx
6th August 2009, 07:39 PM
Time warp, err.. Immediate interrupt coming, soon as I get it sorted out.

edit: OK, didn't see your comments. Umm... gimme a bit, map's not wanting to load here.

DinbinFanfoom
6th August 2009, 07:41 PM
"Get back in the tower! Get out of the hallway!" Fia shouts.

She'll try to push the two mobs near Althaea so the latter can escape, even if that means dinging Althaea's companion.

Shift to I7 (move)
Thunderwave on J5-L7 (CB3, +9 vs FOR, 1d6+6 DAM, targets pushed 3) (standard)

ATK on SH1: 17 vs FOR)
ATK on Spirit Companion: (automiss)
ATK on ID1: 16 vs FOR
DAM: 11
If it hits, SH1 and ID1 are pushed east 3 squares. Not sure though, those are pretty borderline rolls...

attriel
6th August 2009, 09:33 PM
map if i can get bpst tghee child

Zyzzyx
7th August 2009, 01:33 AM
The harrier stabs at Althaea, burying it's blade into the hapless shaman (20 vs AC, 9 Dmg, Slowed SE, Bloodied)
Marcus' spidey senses tingle and he figures that he'd rather take an OA hit from the Defender than see Althaea take a hit from the Harrier.

- Disruptive Strike: Immediate Interrupt, Trigger: You or an ally is attacked by a creature; +12 vs AC, 1d12+10 dmg; The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier (+4), +7 total.

(expecting an OA from D1, assuming he gets to use his next roll, the crit, I'll then shift using Yield Ground. If for whatever reason he doesn't hit on OA, I'll use it when Arba1 hits me. Either way the D1's attack on me from K7 doesn't work)

- Yield Ground: Immediate Reaction, Utility encounter power; Trigger: An enemy damages you with a melee attack; Effect: You can shift a number of squares equal to your Wisdom modifier (4). Gain a +2 power bonus to all defenses until the end of your next turn.

Shift to H5

Marcus looks around and quips, "Anyone confused yet? Good..."


(gads, that's a bit awkward in this format. I could see it being lots of fun in PnP though.)

attriel
7th August 2009, 01:06 PM
Marcus interrupts the Harrier's attack against Althaea (12 dmg; 13 vs AC Althaea, miss, restored 9HP)

As he strikes, the Defender beside him strikes him (27 vs AC, 5dmg, bloodied), and Marcus shifts away.

The defender shifts towards Marcus before attacking (shift does not provoke OA)

Resolving Marcus' interrupts ; doing Fia next

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus21/48019-Bloodied; +1 F/R/WSpitting Cobra19Althaea25/5001112Bloodied; 18Belvar44/604112-+1 F/R/W13Stone Harrier 112????-?12Arbalester 140????Bloodied; ?12Iron Defender 119????-?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 20????-?7Iron Defender 234????Bloodied; ? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

attriel
7th August 2009, 02:09 PM
OK, well, if Fia casts from where she is, still, she hits Marcus, the defender and the spirit companion. Which I'm guessing isn't enough opponents for that to be worthwhile. If she shifts to I5, she can hit J6-L8, which hits the same original three targets ; or you can move or do something else, lemme know

Kiir
7th August 2009, 02:13 PM
Dinbin is out of town I'm pretty sure, so shift to I5 and follow through with the rest of her action.

Zyzzyx
7th August 2009, 03:19 PM
The defender shifts towards Marcus before attacking (shift does not provoke OA)
I shifted all the way to H5, not I7. The defender is probably going to have to move to hit me, unless he has a special ability to shift more than one square. I'm questioning his crit hit on me.

attriel
7th August 2009, 03:57 PM
I shifted all the way to H5, not I7. The defender is probably going to have to move to hit me, unless he has a special ability to shift more than one square. I'm questioning his crit hit on me.

Didn't see the text where you said where you shifted to, so I shifted you one square. Roll the OA, he's coming for you still.

Greebo
7th August 2009, 03:59 PM
Didn't see the text where you said where you shifted to,

Easy to freaking miss, isn't it... :)

attriel
7th August 2009, 04:29 PM
Easy to freaking miss, isn't it... :)

Oi, yeah.

And actually, Z, never mind. I realized it has a feature that lets it shift after an OA, so you OA, it OA, you shift in response, it shifts, then it can shift and attack.

OI! OA! WAHCKAMOLE!

Zyzzyx
7th August 2009, 04:37 PM
Eh, ok.

Greebo
7th August 2009, 04:44 PM
Didn't see the text where you said where you shifted to, so I shifted you one square. Roll the OA, he's coming for you still.

I wasn't watching the map - so I may be missing something - why is Marcus getting an OA on an enemy who's moving towards him?

attriel
7th August 2009, 06:30 PM
I wasn't watching the map - so I may be missing something - why is Marcus getting an OA on an enemy who's moving towards him?

he used his spitting cobra daily which lets him take an oa against anyone w/in 5 moving towards him

attriel
8th August 2009, 12:31 PM
With all the moving, I don't know if Fia still wants to use that power or not, or where to aim it ... so, uh, someone make a call for Fia?

Kiir
9th August 2009, 12:21 AM
Fia will target the attack to hit Dirk, SH2, and ID2, and push them down to H10 if it hits.

attriel
9th August 2009, 12:37 AM
Fia starts her incantations, and at the last moment redirects the center as everyone keeps moving. In the end, Dirk (1 vs F, miss) and the Defender (16 vs Fort, miss) dodge the blast, but the Harrier is tossed away (17 vs Fort, 11 dmg Push H10).

The second Arbalester fires off two more bolts, the first flying past Althaea (14 vs AC), but the second impacting to Belvar (29 vs AC, 12 dmg).

The Harrier, having been thrown about, summons up the stones of the walkway to assault those around the H7 (Fia: 10 vs R, Miss; Belvar: 20 vs R, hit; Defender: 23 vs R, hit; Dirk: 9 vs R, miss; Those hit are Immobilized, SE)

The defender, for it's part, turns it's attentions to Dirk, angry over the last strike, which Dirk quickly ripostes (27 vs AC, 10 dmg), but fails to close (16 vs AC) before breaking free of the stones (12 save).

And back to Dirk

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus21/48019-Bloodied; Spitting Cobra19Althaea25/5001112Bloodied; 18Belvar32/604112-+1 F/R/W; Immobilized SE13Stone Harrier 112????-?12Arbalester 140????Bloodied; ?12Iron Defender 119????-?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 211????-?7Iron Defender 244????Bloodied; ? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DirkDarkBlade
9th August 2009, 09:19 PM
Dirk uses Riposte strike again against Defender 2. I'm am assuming I no longer have CA (If I'm wrong let me know and I'll roll the bonus damage). (If he attacks me before my next turn I get a riposte imm interupt against him Str vs AC for 1d6 + 4 damage).

Also remember Dirk is also wearing a Cloak of Distortion +1 (ranged attack against Dirk fro more than 5 squares away takes a -5 penalty to the attack roll).

attriel
9th August 2009, 10:25 PM
You do have CA, because Belvar is the other side of it (opposite you). Flank always grants CA.

OTOH, don't worry about the bonus damage, it's dead from your base damage. It had like 5 hp left IIRC

DirkDarkBlade
9th August 2009, 10:46 PM
OK I thought it had turned its attention on Dirk and that would end CA. I wasn't sure though. Just for fun I went ahead and rolled the sneak attack bonus. And I guess the attack is plus an additional 3 for CA. (In case that makes a difference).

Kiir
9th August 2009, 11:33 PM
Althaea will use Fey Step (move action) to move to H4. Her spirit companion will shift up to K7 (part of move action). She will cast Healing Spirit on Marcus (minor action) and the spare hit points to no one (since no one is close enough to get them). She will then call a protecting strike down upon Stone Harrier 1 (+9 vs will, 1d8+4 damage, each ally adjacent to spirit companion gains 4 temp hitpoints (no one), standard action).

heal to Marcus
6 hit points to no one
15 vs Will
7 damage
4 temp hit points to no one

attriel
10th August 2009, 12:00 PM
Looking for Marcus and Belvar before I post; ID2 is dead from Dirk's attack

Zyzzyx
10th August 2009, 01:52 PM
Marcus isn't used to being chased around like this, he's not exactly quite sure what to do.

(Time passes, gotta love long meetings on short notice)

He falls back to his instincts, shifting away from the annoyingly close Defender and firing off a couple shots.

- Shift to G4
- Twin Strike: +12 vs AC, 1d12+5 dmg; two attacks, one or two creatures

attriel
10th August 2009, 05:01 PM
Dirk, having riposted to great effect moments before, sets up for another strike, but the Defender before him crumbles at the initial strike (26 vs AC, 26 dmg)

Marcus falls back a step and fires two arrows at the Defender by him (31 vs AC, 15 dmg; 21 vs AC, 14 dmg), killing it as well.

I'll let Althaea re-set her move if she wants, since her target just went poof

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018--22Marcus21/48019-Bloodied; Spitting Cobra19Althaea25/5001112Bloodied; 18Belvar32/604112-+1 F/R/W; Immobilized SE13Stone Harrier 112????-?12Arbalester 140????Bloodied; ?11Fia33/38017--8Arbalester 20????-?8Stone Harrier 211????-? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

Zyzzyx
10th August 2009, 05:17 PM
Those closest might be able to hear Marcus give a quiet "Yeah!" as the defender goes down. He's already looking past that point back to the artillery beyond the portcullis.

drathos
10th August 2009, 06:02 PM
Belvar will throw a hand axe at Harrier 1 (marking).

He will then try to make his save vs being immobilized.

That was what he planned, at least.. Would have had more success if he'd planned on twiddling his thumbs..

attriel
11th August 2009, 12:15 AM
Althaea quickly steps herself well out of the Arbalester's bloodthirsty view and calls up healing upon Marcus (+12HP, -1Surge). She then directs her Spirit Companion to attack the Harrier, bringing down the spirit of nature on it (15 vs Will, 7Dmg)

Belvar, having seen the rogue eviscerate and obliterate the construct before him, emasculating Belvar at the same time with the damage output, twiddles his thumbs. Seriously.

Harrier 1 summons up the stone walk to grab at Belvar, Dirk and Fia (16 vs R, 25 vs R, 19 vs R; Hit all, Immobilized SE) and steps towards them (shift one; he can't attack, he doesn't want to get close enough for whackage)

The Arbalester (1) fires off two more bolts, burying into Belvar (25 vs AC, 10 dmg Bloodied) and Fia (17 vs AC, 7 dmg)

Fia's action

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018-Immobilized SE22Marcus33/48019(8)--Spitting Cobra19Althaea25/5001111Bloodied; 18Belvar22/604112-Bloodied; Immobilized SE13Stone Harrier 119????-?12Arbalester 140????Bloodied; ?11Fia26/38017-Immobilized SE8Arbalester 20????-?8Stone Harrier 211????-? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DinbinFanfoom
11th August 2009, 08:44 AM
Annoyed at being stuck to the floor, Fia will attempt to return the favour.

Icy Rays (RNG 10, 1 or 2 targets, ATK +9 vs REF, DAM 1d10+6, Target immobilized until EONT)

ATK vs SH1: 19 vs REF
ATK vs Sh2: 24 vs REF
DAM: 17

Targets are immobolized until EoNT.

attriel
11th August 2009, 07:10 PM
Fia blasts the Harriers with frost (both hit, 19 vs Ref, hit;24 vs Ref, hit; 15 dmg Howd you get 17?; bloodied both)

The arbalester fires off two shots at Fia (18 vs AC; 13 dmg, bloodied) and Belvar (15 vs AC, miss).

The harrier summons the stones (again), but fails to affect the party (Marcus 14 vs R; Althaea 13 vs R; Fia 27 vs R, already immobilized)

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018-Immobilized SE22Marcus33/48019(8)--Spitting Cobra19Althaea25/5001111Bloodied; 18Belvar22/604112-Bloodied; Immobilized SE13Stone Harrier 134????Bloodied; Immobilized EONT Fia?12Arbalester 140????Bloodied; ?11Fia13/38017-Bloodied; Immobilized SE8Arbalester 20????-?8Stone Harrier 226????Bloodied; Immobilized EONT Fia? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

Zyzzyx
11th August 2009, 07:15 PM
Round 3: (4?)

Marcus is feeling a bit better with the way things are going, but not too comfy about it. He calls towards Harrier 1, takes a set and launches a couple shots.


- Hunter's Quarry: Minor, Designate nearest enemy as quarry, remains effective to EOE, until quarry dies, or designate new quarry. Once per round on attacking the quarry do additional 1d6 dmg
- Twin Strike: +12 vs AC, 1d12+5 dmg; two attacks, one or two creatures

DinbinFanfoom
11th August 2009, 11:54 PM
Howd you get 17?; bloodied both)Simple. I can't count. :D
The arbalester fires off two shots at Fia (18 vs AC; 13 dmg, bloodied) and Belvar (15 vs AC, miss).I'd like to use my robe special, please:

Robe of Contingency (Cloth, lev 4) +1 (+1 AC)
(Daily, Immediate Reaction, Trigger: you are bloodied and hit, Teleport 6, spend a healing surge)
Teleport to F4, +9 hp.

drathos
12th August 2009, 05:05 AM
Same as before..

Belvar throws another axe at Harrier 1 (marking). Doubt that's a hit, but just in case..

Then makes his save vs immobilized.

attriel
12th August 2009, 11:36 AM
I'd like to use my robe special, please:



I'm sure you would ;)

DirkDarkBlade
12th August 2009, 01:12 PM
On Dirk's turn he would like to 1. Roll to save vs. being stuck to the floor. and 2. throw a throwing dagger at the Stone Harrier 2.

I'm assuming I don't have CA since we are both stuck to the ground...If I do have CA please add 3 to my attack....and please add something to my save roll 8)

Greebo
12th August 2009, 01:18 PM
Saving throws are always last in the turn order unless you have a power or ability to grant you an extra one. It's important because with effects like Stunned, you do not get to roll to save, then take an action.

Kiir
12th August 2009, 01:23 PM
Althaea casts Healing Spirit on Fia with the extra hit points going to Marcus (1 surge to Althaea, 1d6 hit points to Marcus, minor action). She then has her spirit companion shift to J7 (move action). Her spirit companion then attacks SH1 using Spring Renewal Strike (+9 vs Fort, 2d8+6 damage, one ally adjacent to your companion can use a healing surge +4 hit points (Belvar)).

Healing Surge for Fia
6 Hit Points for Marcus
23 vs Fort against SH1
10 damage (and boy did that roll suck!)
Healing Surge +4 to Belvar

attriel
12th August 2009, 03:13 PM
Dirk flings a dagger at Harrier 2, a little satisfaction as it sinks into the creature (26 vs AC, 7 dmg), but is unable to break free of the ground

Marcus picks out the other Harrier and fires a pair of missiles into it (30 vs AC, 10+2 dmg; 23 vs AC, 15 dmg)

Althaea heals Marcus and Althaea (6 and 9hp), then has her companion move to H9 (I changed your action to attack the other one, since your target is dead) before bringing Renewal to Belvar (+19hp) and striking the Harrier (23 vs Fort, 10 dmg).

Belvar attempts to throw his axe again, this time remembering to let go of it, but the construct is still able to dodge the blow (15 vs AC, miss). Belvar does break free of the gripping ground, however.

Arbalester 1 fires another shot at Belvar, but misses the now mobile defender (15 vs AC)

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk46/46018-Immobilized SE22Marcus39/48019(8)--Spitting Cobra19Althaea25/5001110Bloodied; 18Belvar41/604112(11)--12Arbalester 140????Bloodied; ?11Fia22/38017(6)-Immobilized SE8Arbalester 20????-?8Stone Harrier 243????Bloodied; Immobilized EONT Fia? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DinbinFanfoom
12th August 2009, 03:53 PM
Fia will fire her other encounter power Chill Strike (RNG 10, ATK: +9 vs FORT, DAM: 2d8+6, Target dazed until EONT) at the damaged Arbalester.

She'll then attempt to break free.

ATK: 22 vs FORT
DAM: 17

Target is dazed until EONT (not that matters a whole lot in this case, I think)

Failing to unstick her feet from the floor, Fia screams in frustration. "My shoes will be ruined!" she wails.

DirkDarkBlade
12th August 2009, 04:49 PM
On Dirk's turn he would like to do the same thing as last round (except he'd like to unstick his feet). 1. throw a throwing dagger at the Stone Harrier 2. and 2. Roll to save vs. being stuck to the floor.

I'm assuming I don't have CA since we are both stuck to the ground...If I do have CA please add 3 to my attack

Are we sure these dice are random? (insert dramatic sigh here).

attriel
13th August 2009, 12:16 PM
Fia fires a ray of chilling power at the first Arbalester again, and has the satisfaction of watching as it explodes into fragments (22 vs F, 17 dmg)

The remaining Arbalester fires off two bolts, aiming for Fia (23 vs AC,13 dmg; bloodied again) and Belvar (27 vs AC, 7 dmg).

The Harrier moves to G9 and attacks Dirk (21 vs AC, 4 dmg, Slowed (SE))

Dirk then tries to stab it back but fails utterly (1 vs AC), and is unable to break from the clutching stones Second save for the slow; I changed your action to a basic attack, since you were completely missing anyway

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk42/46018-Immobilized SE; Slowed SE22Marcus39/48019(8)--Spitting Cobra19Althaea25/5001110Bloodied; 18Belvar34/604112(11)--11Fia9/38017(6)-Bloodied; Immobilized SE8Arbalester 20????-?8Stone Harrier 243????Bloodied; Immobilized EONT Fia? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

Kiir
13th August 2009, 01:05 PM
Marcus declares the SH2 his quarry, and then uses his twin strike attack against it (+12 vs AC, 1d12+5 damage each attack, Standard Action).

attriel
13th August 2009, 01:14 PM
The second harrier dies horribly, leaving only the single arbalester to deal with ...

drathos
13th August 2009, 01:20 PM
For lack of anything better to do, Belvar throws another axe at the last remaining mob.

attriel
13th August 2009, 01:31 PM
For lack of anything better to do, Belvar throws another axe at the last remaining mob.

How many axes did you bring with you?

Also, you broke free and can move again, remember.

DinbinFanfoom
13th August 2009, 01:44 PM
Fia will post after she finds out what Althaea does.

drathos
13th August 2009, 01:51 PM
How many axes did you bring with you?

Also, you broke free and can move again, remember.

5. I know I can move, but I can't attack the Arbalester behind the gate with my melee attacks (big axe fails at piercing attacks). Being 'tank,' I might as well stay in the open and take some of the hits from the Arbalester so that others don't have to.

attriel
13th August 2009, 02:17 PM
5. I know I can move, but I can't attack the Arbalester behind the gate with my melee attacks (big axe fails at piercing attacks). Being 'tank,' I might as well stay in the open and take some of the hits from the Arbalester so that others don't have to.

OK, just thought I'd mention it, in case you wanted to pry up the portcullis ... although there's enough ranged between the girls and marcus, i don't imagine this'll take more than anothe round anyway.

DinbinFanfoom
13th August 2009, 02:21 PM
Belvar: Make sure you mark the arbalester so it has -2 to hit anyone but you!

Trusting Altaea, Fia will attack the Arbalester again.

Ray of Frost (RNG 10, ATK +9 vs FOR, DAM: 1d6+6, Target slowed)

ATK: 21 vs FOR
DAM: 12

She'll burn an AP and use Second Wind. Rearrange that turn if need be (Second Wind - AP - Shoot) if that makes more sense.

Fia can move again, but is looking pretty vulnerable. She tries to shuffle to a softer patch of earth so it won't hurt as hard when she hits the deck. :D

Second Wind: +9 HP, +2 to defenses

attriel
13th August 2009, 02:43 PM
Belvar: Make sure you mark the arbalester so it has -2 to hit anyone but you!

Trusting Altaea, Fia will attack the Arbalester again.


Althaea's out of heals, and I think Belvar can only mark things he hits with the big stick

DinbinFanfoom
13th August 2009, 02:59 PM
Althaea's out of heals, and I think Belvar can only mark things he hits with the big stickNo, he can mark anything he attacks, regardless of range, according to the fighter writeup. (mash the taunt button!)

I've revised Fia's turn above to get a surge.

Greebo
13th August 2009, 03:06 PM
No, he can mark anything he attacks, regardless of range, according to the fighter writeup. (mash the taunt button!)
correct - hit OR miss, the fighter can mark it as long as he can make an attack against it

attriel
13th August 2009, 03:09 PM
correct - hit OR miss, the fighter can mark it as long as he can make an attack against it

I sit corrected

Kiir
13th August 2009, 05:47 PM
Althaea unsummons her spirit companion (minor), she then resummons it in R6 (minor, used move action). Having no heals left at the moment she calls upon her Protecting Strike as her spirit companion attacks the AB2 (+9 vs Will, 1d8+6 damage, each target adjacent to my spirit companion gains 4 temp hit points (so no one)).

drathos
13th August 2009, 06:38 PM
Meh.. Forgot to type it.

Can I add a standing rule that I mark all I target?

(My interpretation for Cleave (target: one creature) is that it'd only mark the actual target, not the extra hit, but Sweeping Blow (target: each enemy in burst you can see) would mark all)

Greebo
14th August 2009, 09:38 AM
(My interpretation for Cleave (target: one creature) is that it'd only mark the actual target, not the extra hit, but Sweeping Blow (target: each enemy in burst you can see) would mark all)

That is my interpretation as well.

attriel
14th August 2009, 09:58 AM
Marcus fires off two quick shots, destroying the last Harrier (22 vs AC, 12 dmg).

Althaea moves her companion to engage the Arbalester, but is unable to get past it's innate defenses (14 vs W, miss)

Belvar throws another axe, feeling elation as the blade slips through the bars and gouges the Arbalester (17 vs AC, 8 dmg), and drawing it's ire (Marked)

Fia fires another blast of cold, freezing the creature (21 vs F, 12 dmg, Slowed), and quickly summons her reserves to heal up.

The Arbalester, meanwhile, fires off two bolts, aimed at Belvar (30 vs AC, 13 dmg, Bloodied) and Fia (17 vs AC Fia, Miss)

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk42/46018-Immobilized SE; Slowed SE22Marcus39/48019(8)--Spitting Cobra19Althaea25/5001110Bloodied; 18Belvar21/604112(11)-Bloodied; 11Fia18/38007(5)-Bloodied; A/F/W/R +2 EONT8Arbalester 220????Marked: Belvar; Slowed Fia? Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DinbinFanfoom
14th August 2009, 10:08 AM
"One target left! Let's get that gate open too!"

DirkDarkBlade
14th August 2009, 10:25 AM
Dirk will (if possible) throw a throwing dagger at the Arbalester.

Dirk will attempt to free his feet from these blasted rocks (save).

attriel
15th August 2009, 12:26 PM
Well, while we wait for EVERYONE else ...

Dirk's blade flies true, striking the construct and leaving it Leaking (bloodied)

Waiting on Fia, Althaea, Belvar and Marcus ...

drathos
15th August 2009, 01:06 PM
Belvar will move to N8 and use his Second Wind, then give the Arbalester the raspberry.

attriel
15th August 2009, 07:41 PM
The last construct crumbles under the focused onslaught of the party (it had 17 hp after Dirk's attack, and my throw showed probably 3 hits. Two of them Marcus, it's probably dead)

Call your heals (I think Althaea provides a bonus to surges out of combat? or is that just bards?)

I'll post in a little bit to tell you what you see inside the next tower, after Belvar muscles the portcullis out of th way again.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25Dirk42/46018-Immobilized SE; Slowed SE22Marcus39/48019(8)--Spitting Cobra19Althaea25/5001110Bloodied; 18Belvar21/604112(11)-Bloodied; 11Fia18/38007(5)-Bloodied; A/F/W/R +2 EONT

attriel
15th August 2009, 11:46 PM
Belvar hoists the portcullis again, letting the others slip in while he holds it up. Are you using the controls and raising it? Or just dropping it behind you?

This tower looks similiar to the last one. You can again see the ruins of higher floors, including a door set 30' up the Eastern wall (note: My map is 90 degrees off the master. My E is their N, in case I end up with things not lining up at some point ; I'll try to keep the map updated in general) which looks like it probably opens over the parapets for guards to walk the walls.

There is also a door near the SE corner that opens out inside the walls on a courtyard.

DinbinFanfoom
15th August 2009, 11:58 PM
Fia will surge twice (taking her to 36/38) and check her robe for holes.
Assuming we're all "inside" now (no reason why not) Fia will let someone else take point, ahem. :P

attriel
17th August 2009, 11:32 PM
... Anyone? You all just gonna stand in this tower for a while?

Kiir
18th August 2009, 09:33 AM
Althaea will surge twice (+24 hit points) she will then enter the new area and look around to see if she notices anything dangerous (perception +12), if she does not spot anything she will then move to the door and look out at the courtyard to see what she can notice in it (perception +12).

Greebo
18th August 2009, 09:35 AM
... Anyone? You all just gonna stand in this tower for a while?

You say that like you've never stood around in a dungeon picking your nose... ;)

DirkDarkBlade
18th August 2009, 10:40 AM
Dirk will investigate the area looking for danger, hidden doors/traps, treasures. He'll even offer to help check robes for holes (especially in pockets). OK that part he'll keep to himself.

Dirk will also suggest using the controls to lower the porticulis and wonders if there is a way to "lock" or block it so we don't get surprises coming up from behind us.

attriel
18th August 2009, 10:41 AM
Althaea will surge twice (+24 hit points) she will then enter the new area and look around to see if she notices anything dangerous (perception +12), if she does not spot anything she will then move to the door and look out at the courtyard to see what she can notice in it (perception +12).

Althaea, upon inspection, notes that there is a trapdoor in the floor. It appears to have been crafted to blend with the floor, and the bits and parts that have ended up in the tower over time have helped hide it further.

Looking into the courtyard, she sees the central keep decaying in the courtyard, a little more than 100' away. She can also see what looks to be the castle smithy on the North wall, about 30' away, and some doors on the Western wall, perhaps 50' off. She can make out the towers on the far side of the courtyard, but the details, such as doors or defenses, are too hard to make out from here.

The Northern wall looks to be about 150' long, and the Western stretches out maybe 200', you estimate. There is a ramp just visible at the far end of the northern wall, probably leading to the ramparts from the courtyard.

DinbinFanfoom
18th August 2009, 10:47 AM
Fia will move up to where Althaea is, and look around, though it looks like the shaman is better at noticing things. She beckons for Dirk to come check the trapdoor out.

attriel
18th August 2009, 10:56 AM
Dirk will investigate the area looking for danger, hidden doors/traps, treasures. He'll even offer to help check robes for holes (especially in pockets). OK that part he'll keep to himself.

Dirk will also suggest using the controls to lower the porticulis and wonders if there is a way to "lock" or block it so we don't get surprises coming up from behind us.

Dirk examines the portcullis controls as Althaea discovers the trapdoor. It looks like a standard portcullis. The wood of the wheel was obviously well preserved, but it's definitely showing it's age. There was probably once a rope to lock the wheel, but it has long since gone missing.

You think it would be possible to break the wheel off, but the portcullis could still be lifted manually as Belvar just did.

DirkDarkBlade
18th August 2009, 11:15 AM
Dirk goes over to examine the trap door and examines it.

attriel
18th August 2009, 11:19 AM
Dirk goes over to examine the trap door and examines it.

It is ... a trap door. There is a knothole that appears to be the only means of opening the door, and you think it pulls upwards.

DinbinFanfoom
18th August 2009, 11:20 AM
"CHECK FOR TRAPS, LUNKHEAD!" Fia shouts back.

DirkDarkBlade
18th August 2009, 11:29 AM
Hmm, I guess I thought a rogue inspecting something like a trap door, would be checking for traps...but I'll try to be more specific. Dirk will examine the door for evidense of traps. If he doesn't find any traps he'll peer into the knothole to see if he can see anything through it.

Would checking for traps be perception or Thievery? I'm guessing thievery but let me know if I'm wrong.

DinbinFanfoom
18th August 2009, 11:30 AM
I actually could be wrong. Might be perc to FIND traps and theivery to disarm them. Either way, it's RP-fairgame for Fia. :D

attriel
18th August 2009, 11:30 AM
Finding traps: Perception. You didn't find any when you looked. Looking again, you'll not find anything new
Disabling traps that you found: Theivery. You didn't find any traps. You don't know which wire to cut because there is no spoon.

drathos
18th August 2009, 02:23 PM
After everyone got through, Belvar will surged twice (+30 hp). He then joins in the searching in the off chance that he can spot anything..

attriel
18th August 2009, 08:49 PM
Belvar doesn't note anything different than what others have seen. He agrees with Dirk that there are no traps on the trapdoor. Ironic, that.

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

The keep is off the bottom edge. and I'm not sure this'll hold the whole castle :o

The Forge is on the right, the dark and light stone.

FYI din -- Horizontal quits labelling at Z :)

DirkDarkBlade
19th August 2009, 10:40 AM
Being a rogue Dirk of course votes to go down the trap door...

Kiir
19th August 2009, 11:17 AM
Althaea looks at the group, "Do we want to explore down or explore the rest of the keep so we know there is nothing behind us before we go down?"

DinbinFanfoom
19th August 2009, 11:18 AM
Fia rolls her eyes and looks bored. "Pick a direction, or I will!" she grumbles.

Zyzzyx
19th August 2009, 01:29 PM
"You folks know I'm not too keen about the underground, but if that's where we're going..."

DinbinFanfoom
19th August 2009, 03:36 PM
Fia walks over to the door into the keep and examines it. (Result 25)

If it doesn't look trapped, she'll open it.

Kiir
19th August 2009, 03:57 PM
Althaea shrugs, "Into the trap door it is. It could just lead to a storage room of some sort, be prepared there could be rats."

attriel
19th August 2009, 04:31 PM
Fia walks over to the door into the keep and examines it. (Result 25)

If it doesn't look trapped, she'll open it.

You mean the door through which Althaea already looked? I need to start clarifying that in most cases, these are doorways not actual doors

DinbinFanfoom
19th August 2009, 04:46 PM
I meant the doorway for the keep, yes. Let's stay above ground.

Fia strolls though, watching for danger.

attriel
19th August 2009, 07:18 PM
Are you heading anywhere in particular? I gave you the general description, from where you're starting, so i'll need to know which direction you're going, or going first at least, and what you're looking at

Kiir
19th August 2009, 07:37 PM
We'll head toward the keep. Althaea will keep an eye out for anything that looks interesting or like it might be dangerous.

DirkDarkBlade
20th August 2009, 10:04 AM
Dirk will keep his cloak tightly wrapped around him and will stay near the walls as best he can while following the group. He feels all naked and exposed out in the open like this. He will also keep an eye out along the ramparts and windows looking for signs of anyone watching/preparing to ambush the party. (Passive Perception?)

DinbinFanfoom
20th August 2009, 10:34 AM
OK Fia will go check out the forge then, that's SPECIFICALLY what she's looking at. :D I assume you mean it's against the outer wall, on the inner side?

attriel
20th August 2009, 11:38 AM
Sorry. You just walked out into the main courtyard and "looked" :o I've got like 6 things in this adventure that have describe text off that courtyard!

Approaching the Forge, fia notes that the roofing is a thin metal, quite probably one of the first products produced from the fires. A series of treated wooden pillars support the furthest edges of the canopy, but it is apparent that even they won't last much longer unattended as they are. The forge itself seems to be set into the wall a little, perhaps allowing it's coals to provide heat to kitchens or the like?

Its obvious that the forge was pillaged, as even the lighter anvils have gone missing. The fire pit seems to have been used as a trash pile, and a few bones poke out from amongst the windfalls.

Dirk notices a small depression under corner of the main anvil, as though something has been buried or planted there, long ago. It doesn't look as though it's trapped, either it never was or perhaps it has simply decayed.

DinbinFanfoom
20th August 2009, 11:41 AM
Fia will examine the bone pile. What kind of bones?

attriel
20th August 2009, 02:00 PM
Mostly animal bones. Deer, bear. You also find the occasional orc bit, and as you get further down there are more broken fragments than whole bones.

DirkDarkBlade
21st August 2009, 01:49 PM
Sorry misread/misunderstood the results above...

Dirk carefully excavates around the depressed corner of the anvil to see if he can find anything burried there or evidence of what used to be burried there.

attriel
24th August 2009, 04:13 PM
Digging briefly under the main anvil, obviously too heavy to have been carried off, Dirk's hand closes around a pair of rings. They look like armbands and the designs give you a feeling that they make one powerful

Armbands of Power
I can't find anything that tells me the process for idnetifying items anymore. Did they get rid of that? Anyone?

Anyway, you succeeded in identifying them somehow :o

Where to now? From here you can see a ramp to the East, looking like it probably leads to the ramparts, and the ruined inner keep to the S/SE. You can make out the far East wall a little past the ramp.

DirkDarkBlade
24th August 2009, 07:32 PM
Dirk turns to the party. I've found a mundane item of only minor interest. Who could put these armbands of Power to the best use in the party? Dirk will continue to prowl the area looking for secret doors, shiny objects, etc. while the party decides which direction to travel next.

Why do I think Dirk either forgot to open his eyes or fell asleep? 1...sigh.

attriel
24th August 2009, 08:07 PM
Dirk turns to the party. I've found a mundane item of only minor interest. Who could put these armbands of Power to the best use in the party? Dirk will continue to prowl the area looking for secret doors, shiny objects, etc. while the party decides which direction to travel next.

Why do I think Dirk either forgot to open his eyes or fell asleep? 1...sigh.

Dirk finds no hidden doors or passageways, and it becomes obvious that anything shiny was taken off long ago.1

attriel
25th August 2009, 11:59 PM
Continuing East, the party passes the ramp and finds another empty doorway, which seems, with a cursory glance to prevent an attack from inside, to look in on a tower similar to the one they just left.

attriel
26th August 2009, 12:09 AM
Updated Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=wkpghoabkmzkistfe6u7mwkeie2db5rudd1gn lg8dg2xwyx38v2o16bqo5wh1ivl)

DinbinFanfoom
26th August 2009, 11:00 AM
"These towers are all the same... boring!" Fia states matter-of-factly. "Let's go to the keep." She heads to the keep doors and examines them closely.

"Ewww... they're all icky!" she says, withdrawing from them in disgust, not getting a good look. :D

Kiir
26th August 2009, 12:29 PM
Althaea checks out the tower quickly before nodding, "The keep sounds like a good idea, let's head out."

attriel
26th August 2009, 02:47 PM
Althaea sticks her head in to look around the tower more closely, establishing that it is, indeed, virtually identical to the last one, complete with trapdoor. No walking crossbows or portcullises, though, thanksfully.

Fia, bored with this new tower, quickly leads the group over to the keep. The broken walls are filled with arrow positions, and you can see some on a second story as well. Rubble fills many of the gaps, although you can easily climb over them and into the interior space for more detailed investigation.

Althaea notes what appears to be another trap door by the Eastern-most wall.

DirkDarkBlade
26th August 2009, 02:47 PM
Dirk says whats under the trap door would likely be different...but it would also probably be icky too. Dirk heads over to the keep doors to help with the inspection.

Kiir
28th August 2009, 09:29 AM
Althaea points out the trap door. "Should we check it out? This is the third one we've seen, it might make sense to check at least one out?"

DirkDarkBlade
28th August 2009, 10:02 AM
Dirk inspects the trap door looking for traps and/or locks.

DinbinFanfoom
28th August 2009, 10:15 AM
"OK, OK, OK... we can head down one of the trap doors. Someone pick one already!" Fia exclaims.

attriel
28th August 2009, 11:35 AM
Dirk examines the door and finds no signs of traps or locks. It should lift up readily, excepting of course the years of neglect.

DinbinFanfoom
28th August 2009, 11:43 AM
Fia gets ready to fire something magicy and blasty down into the hatch.

DirkDarkBlade
30th August 2009, 09:58 AM
I guess Dirk is closest to the door. So trying to keep as close to the side where the door (when open) will be between Dirk and whatever might choose to come out of (or attack out of) the trap door he will pull the door open.

I'm not sure what to roll to determine success or if I need to roll anything. Just in case I'll roll a 1d20 as I'm leaving for the pool (wish me luck the written exam is today before we get in the pool).

DinbinFanfoom
1st September 2009, 03:45 PM
The door leads to a time-stop portal trap! Oh noes!!!11!!!!!

attriel
1st September 2009, 04:02 PM
Sorry folks, super busy at work, and not much time in the evenings ; hope to get this back on track soon. and i'll try to spice it up a bit so it's not so dry ;o

attriel
6th September 2009, 10:04 PM
It's only been a week ...

Opening the trapdoor and looking through, Dirk can see a short drop (~10') to the ground. There's no sign of a means of getting up or down. Taking a torch I presume someone has a torch, sunrod, lantern, etc, that you can use for a light source, he sees a roughly circular room.

DirkDarkBlade
8th September 2009, 01:07 PM
Dirk will fashion his rope into a climbing rope and tie it off to something substantial in the room (if nothing else the trap door itself). and lower it into the room below. He does this while waiting for the party to decide how they wish to proceed.

His only decision is whether to cut the rope off so he still has a (shorter) rope with us (it started out as a 50 foot rope) or leave it so if we climb back up and can take the rope back it will remain hole and uncut. I'm leaning to cutting the rope (once everyone is down safely of course).

Kiir
8th September 2009, 08:44 PM
Althaea will follow Dirk down the trap door. She will then look around the area the group landed in using her everburning torch (perception +12).


Perception 15 + 12 = 27

drathos
9th September 2009, 09:39 AM
Belvar will follow the observant ones down the hole, taking a look for himself.

of all the useless things to roll a 20 on..
Perception: 24!

attriel
9th September 2009, 10:36 AM
The underground room appears to be roughly circular. Along the East wall are a number of casks and kegs.

There are five tunnel-paths leading from the room, although the SW corridor looks to be buried under rubble. The northern exit has a stone double-door with a number of engravings and markings.

NE, NW, and SW corridors look to be about 8' tall, and 10' wide.

Belvar notes that there is significantly less dust or debris than one would expect after hundreds of years of disuse.

DirkDarkBlade
9th September 2009, 12:59 PM
Dirk examines the casks and kegs to see if there are any that appear to be good vintages. Also looking for traps or secret doors.

Examining dirt and debris when casks and kegs are available? Priorities man.

attriel
9th September 2009, 01:44 PM
As soon as Dirk touches the first keg, it collapses, apparently held together only by the fact that nothing had disturbed it. It's obvious that whatever liquids had been stored in it have long since gone.

By cautiously looking without touching, he thinks the casks were various goods for a seige, intended to help the defenders retain their positions. Food, drinks, a box that probably has swords of some sort.

Kiir
9th September 2009, 02:10 PM
Althaea will check the ground to see if she can see any tracks in the ground other then the groups (nature +11 or perception +12? I'll roll both). If she can't find any tracks she will examine the door ways to try to figure out which is the best way to go (perception +12)

Nature 21
Perception 1 20
Perception 2 24

DirkDarkBlade
9th September 2009, 03:25 PM
Dirk, besides sulking at the lack of ale in the kegs, will examine the swords to see if they are worth taking for extra weapons or not. I suspect they are probably too old and rusted to be worthwhile but Dirk is not a good tracker (I don't think) except in cities.

attriel
9th September 2009, 11:29 PM
Althaea examines the floor, trying to figure out if there's been anything passing. She eventually determines that yes, something has been through here frequently, but she can't quite make out whowas coming from where or doing what. She thinks there are probably 3-5 sets of prints, but it's hard to make out as they don't appear to follow the patterns she's used to seeing in beasts and men.

Looking at the doorways, she doesn't see much to distinguish the corners from each other. The Northern exit, however, has the doors, making it definitely distinct, and she thinks probably important. The runes and markings look familiar, but there are no words (History check to try to recognize what they're saying)


Dirk, meanwhile, inspects the box of swords, and is startled to find that the contents are not as badly degraded as he expected. Obviously well crafted, they show some sign of aging, but they might have been here for only 10 or 20 years.

DinbinFanfoom
10th September 2009, 09:24 AM
Fia will examine the runes (sopmeone roill history for her, I can't from here)

DirkDarkBlade
10th September 2009, 10:15 AM
Fia will examine the runes (sopmeone roill history for her, I can't from here)
For Fia's History check.

DirkDarkBlade
10th September 2009, 10:17 AM
Hey guys, these swords are in remarkably good shape. Should we take them with us so someone coming along behind us can't use them against us? Or are they too much bulk to tote along? I wonder if they have magical properties since they aren't aging like normal weapons would. Or maybe they aren't as old as what is around here.

Kiir
10th September 2009, 11:55 AM
Althaea looks at the runes and tries to figure them out as well (History +13). Looking at the swords she does an arcane check (arcane +13) to figure out if they are magical. She then suggests, "We could put them in my bag of holding, but I don't think they are that important, I'd say we leave them here, but it is up to what everyone else thinks."

History 1 + 13 = 14 (they are runes!)
Arcana 17 + 13 = 30

attriel
10th September 2009, 07:59 PM
Fia inspects the runes closely. After a few moments, she gives up, only able to reasonably interpret "Silval" and "crypts". She infers that this is probably the ancestral crypt of the Silval's, from before they were wiped out.


Meanwhile, Althaea, having given up on the runes much sooner, inspects the swords that Dirk has found. She determines that they have a magical taint, as though there had perhaps been a powerful magical item kept with them at some point. But it is no longer there, leaving only the impression of dead orcs in her mind.

DirkDarkBlade
14th September 2009, 11:45 AM
Seeing the profit declining on the swords Dirk will give up on them and hides them away in the rubbish. He then turns his attention to the crypt doors looking for any traps. He doesn't expect any but he'll do this while the party decides which direction to go.

attriel
14th September 2009, 01:07 PM
Seeing the profit declining on the swords Dirk will give up on them and hides them away in the rubbish. He then turns his attention to the crypt doors looking for any traps. He doesn't expect any but he'll do this while the party decides which direction to go.

Dirk finds nothing out of place on the door. It simple looks to be a very old stone door.

DinbinFanfoom
15th September 2009, 10:31 AM
"I don't want to get attacked from behind" Fia states. "I think we should explore each tunnel a bit before the crypt. What do you think? Shall we start in the Northeast and proceed clockwise?"

DirkDarkBlade
15th September 2009, 12:49 PM
Sounds like a plan. Dirk quietly investigates the NE tunnel. Looking for any critters, evidence if this path is one of those that have been traveled a good bit (from the realization that the big room had quite a bit of traffic for an abandoned keep), and anything else out of place.

Kiir
15th September 2009, 12:52 PM
"Sounds good to me," Althaea agrees. She keeps keeps alert watching for anything that seems out of place (perception +12).

Perception 12 + 16 = 28

attriel
16th September 2009, 10:03 AM
Dirk leads the party down the NE corridor (Top Right). The tunnel is well excavated, and about 10' wide. There are a few empty alcoves on either side. The path ends after 40' in a 20'x20' room. The room itself is empty.

There is a trapdoor in the middle of the ceiling, and a pit on the far North end of the room. Glancing down it, Fia notes that it seems to be about 20' deep, and the bottom is littered with bones and bits of armor and weapons of seemingly poor make.

Althaea hears a grating sound from the way the party just came from.

DinbinFanfoom
16th September 2009, 01:25 PM
Fia is pretty sure that's a door closing behind them, or a hidden one opening. She whirls, prepared to fight.

Result: 16

Kiir
16th September 2009, 02:43 PM
Althaea says, "I hear grinding behind us, this is either a trap of some sort or something's lair, at a guess. Be prepared for anything!" She then looks around to see if she can tell what is making the grinding and stop it (perception +12).

attriel
16th September 2009, 02:56 PM
The grating noise ceases while Althaea is talking, and as she and Fia strain their ears, they can hear footsteps back in the initial chamber. They don't sound as though they're coming closer right now.

DinbinFanfoom
16th September 2009, 03:23 PM
Fia whispers to Althaea.

"Maybe something came out of the door? Should we sneak back? Or send a scout?"

DirkDarkBlade
16th September 2009, 04:03 PM
Dirk will fade into the shadows and see if he can see anything/anyone back in the previous room.

attriel
16th September 2009, 04:31 PM
Returning to the main room, Dirk sees that the crypt door has been pushed partially open. He hears the sound of measured footsteps marching up the NW hall, but they don't appear to have brought a light with them, and having left his own with the group, he can't see the source of the sounds.

DirkDarkBlade
17th September 2009, 01:18 PM
Dirk returns to the group and tells them what he saw. He asks if anyone brought a container of oil to oil the hinges of that door (in case we decide we want to peek inside we don't want it grating like that).

Kiir
17th September 2009, 02:17 PM
Althaea looks at the others, "Should we see if we can figure what it is and follow it, or should we stay here and alert in case it checks this path next?"

DinbinFanfoom
17th September 2009, 02:23 PM
Fia assumes whatever came out must be looking for the party. "Maybe if we wait a while, it will come to us... should we set up an ambush and wait?"

Kiir
17th September 2009, 04:23 PM
Althaea thinks for a moment and decides anything coming out of the crypt is probably not friendly, "Sounds like a plan to me."

DirkDarkBlade
17th September 2009, 04:50 PM
They didn't seem to require light of their own either. I'm guessing undead. I have a paladin friend back home who would just love this. Well friend may be a bit strong of a term...I excaped a paladin back home who tried to catch me once. But he'd still love the undead thing. (Paladin's are so easy to escape from, just yell "ZOMBIE" and while they look around saying "where, where" you blend into the crowd). None of this really helps the situation but I felt a back story was appropriate at this time.

I see our choices as: 1. Climb back up the rope. I'm glad they didn't notice that. 2. Set up an ambush but I'm not sure of they layout of the room. So I'm not sure how effective we can make that. or 3. Peek into the crypt to see if there are any more critters in there. 4. Or do any of you finger twitcher types have a nice fireball spell memorized that could be thrown down the NW passage thus taking care of the problem?

DM question: Is the pit in the room in a position where Dirk could effectively cover the pit and we could be on the other side (hopefully enticing said bad guys to fall into disquised pit)?

attriel
18th September 2009, 12:04 AM
No, the pit is against the north wall, so there's no particular place that would compel them to come through that square.

I'll try to get the overview map up in the morning if I get a chance, but otherwise we're heading out for errands and appointments before going up to Pitt for a wedding. Drathos is already there doing prep work for it ; But feel free to continue plotting and make your tactical plans for when everyone's back Monday!

drathos
20th September 2009, 07:17 PM
Sorry for my absence.. I did not realize that the LoW site would be inaccessible while I was in Pittsburgh for the last week.

attriel
20th September 2009, 09:27 PM
Sorry for my absence.. I did not realize that the LoW site would be inaccessible while I was in Pittsburgh for the last week.

Really? why on earth would it be inaccessible? rak's my backup dns!

DirkDarkBlade
20th September 2009, 10:21 PM
OK I have a few ideas.

1. Do we have any "illusionist" types that could put an image of us against the far wall over the pit? I don't think we do but...

2. Could we hide against the wall next to the door and attack from behind when the mobs enter the room? Hopefully pushing them into the pit (or at least some of htem).

3. Could we go into the rrypt room with the door and hide in there where they won't be expecting us?

I'm still concerned that they are undead, and undead are rarely surprised.

I'm also assuming Dirk has already searched the area for hidden doors (and treasure). I'll roll a perception just in case.

DirkDarkBlade
20th September 2009, 10:22 PM
Sorry for my absence.. I did not realize that the LoW site would be inaccessible while I was in Pittsburgh for the last week.
Welcome home!

DirkDarkBlade
20th September 2009, 10:23 PM
Really? why on earth would it be inaccessible? rak's my backup dns!
Welcome home to you and Tab too!

I wonder if LoW will be accessible on my trip at the first of October. I'm going to the bottom of the Atlantic (hehe). Actually I'm not certain if I'll be bringing my PC come to think of it.

DinbinFanfoom
21st September 2009, 08:48 AM
OK I have a few ideas.
1. Do we have any "illusionist" types that could put an image of us against the far wall over the pit? I don't think we do but...
OOC: Fia can prestidigitate, which could allow her to create small, short-term (until EoNT) illusions (say, a rope ladder) at the pit. She can also create light (which lasts longer) so we could cast light down the pit (say, on a block of the wall halfway down) and make whoever is walking around down here think someone has gone down the pit when they enter the room.

DirkDarkBlade
21st September 2009, 10:14 AM
OOC: Fia can prestidigitate, which could allow her to create small, short-term (until EoNT) illusions (say, a rope ladder) at the pit. She can also create light (which lasts longer) so we could cast light down the pit (say, on a block of the wall halfway down) and make whoever is walking around down here think someone has gone down the pit when they enter the room.
I like the light idea, and we hide along the wall behind the entry way so we are behind them. When the mobs go to the edge of the pit to look down we push them in. Assuming these are not ghosts it should work.

DinbinFanfoom
21st September 2009, 10:54 AM
"So is that what we wish to do?" Fia whispers to the rest of the group. "Light up the pit and hide against the wall in ambush? What will draw them here? Maybe a ghost sound of someone falling down the pit?"

drathos
21st September 2009, 11:14 AM
Really? why on earth would it be inaccessible? rak's my backup dns!

That's what I thought, but it came up as 'host not found.' I got the IP from my box, but when I tried to connect via IP instead of hostname, all I got was the apache test page.

attriel
21st September 2009, 10:22 PM
"So is that what we wish to do?" Fia whispers to the rest of the group. "Light up the pit and hide against the wall in ambush? What will draw them here? Maybe a ghost sound of someone falling down the pit?"

Is it?

DinbinFanfoom
22nd September 2009, 12:55 AM
Is it?
Since there are no better ideas, I don't see why not. :D

All will prep up against the walls on either side of the tunnel.
Fia will light up something down in the pit (a wall brick maybe).
Getting into position, Fia will ghost-sound someone falling into the pit with a yell and a splat.

DirkDarkBlade
22nd September 2009, 10:35 AM
Dirk grins his most evil grin and disappears into the shaddows against the entrance wall. Sword drawn and armor in place.

attriel
22nd September 2009, 11:05 AM
Passive stealth, or are you guys trying to be invisible?

drathos
22nd September 2009, 11:10 AM
Belvar gets in position and ready for a fight. Not sure it'll work, but Belvar will try to be quiet and invisible.

Stealth 3 + 4 = 7

Kiir
22nd September 2009, 12:40 PM
Althaea moves so she can see the hallway, but someone coming up the hallway and into the room can't see her and then attempts to hide in the shadows (stealth +2).

DinbinFanfoom
22nd September 2009, 12:45 PM
I guess we ARE trying to be stealthy, but only basically so much as we're staying really still and quiet, around the corner and out of easy sight. :D Just trying not to burp, fart, talk, sing, etc. Nothing crazy difficult, I hope. :D

Result: 19

DirkDarkBlade
22nd September 2009, 01:10 PM
Dirk acts stealthy too. Or at least attempts to. Darn troll leg umbrella stands.

attriel
23rd September 2009, 01:13 PM
As the group moves to hide, they hear the creaking of armor, footsteps, and some unusual clacking noises from the hall. They quickly slip into position, Fia sending a light and a sound down the hole while Belvar kicks a rock skittering across the room. Perhaps it will add verisimilitude?

Five skeletons march into the room, one in front then two by two. They all wear well polished chain armor. The leader is carrying a bastard sword on his back, while the other four have short swords on their belts. The two in the rear are holding ten-foot metal poles with sharpened ends.

As they enter the room, the leader motions for the two pole wielders to move towards the pit.

I'll work on the map, but it's about a 20'x30' oblong room. The skeletons are all facing away from you facing the pit right now and have not yet seen you. They are approximately in the center of the room. I stopped it here to see what you wanted to do.

You currently have the surprise on them, if you wanted to attack. Or I suppose you could try striking up a deep philosophical discussion on the rights of undead in modern society and try to come to some reasonable accomodation wherein you don't attack each other and you take their grievances and present them to an annual gathering of adventurers to try to stop the eternal genocide of dead people. In keeping with your past habits :o

DinbinFanfoom
23rd September 2009, 01:43 PM
The two in the rear are holding ten-foot metal poles with sharpened ends.OOC: I hate undead. Especially undead pole-vaulters.
Or I suppose you could try striking up a deep philosophical discussion on the rights of undead in modern society and try to come to some reasonable accomodation wherein you don't attack each other and you take their grievances and present them to an annual gathering of adventurers to try to stop the eternal genocide of dead people. In keeping with your past habits :oOOC: You're still ticked over that? :D

OOC: I think it's safe to say there will be some gratuitous violence forthcoming. I'll wait on the map, but I'm sure everyone is in agreement.

attriel
23rd September 2009, 03:35 PM
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=kmo9uzvnupwlaxz4klnjiqq2rjq2zgf4xkjnw 81nh1dphux94754k278jlqo8b51)

DinbinFanfoom
23rd September 2009, 03:41 PM
Fia loves surprises. When it's not her being surprised, especially.

(Do we get CA +2 ATK for surprise? If so, add +2 to each of the ATK below)

ATK Skel 1: 15 vs FOR
ATK Skel 2: Crit
ATK Skel 3: 14 vs FOR
ATK Skel 5: 28 vs FOR

DAM for Skel 5 and maybe 1 and 3: 10
DAM for Skel 2: 12+10=22

Any skellies hit will be pushed northish, hopefully one will hit the pit and the rest will end up against the wall.

Inititative: 15

attriel
23rd September 2009, 03:55 PM
If everyone's attacking, can I get Init rolls so I know in what order the attacks are going off?

attriel
23rd September 2009, 04:29 PM
I haven't made up the spreasheet yet, but you hit 2 and 5, missed 1 and 3

Fia lets out a resounding clap of thunder and flings two of the skeletons against the back wall. In the small room, the sound echoes horribly.

Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=kmo9uzvnupwlaxz4klnjiqq2rjq2zgf4xkjnw 81nh1dphux94754k278jlqo8b51) Water is the pit, there's no ACTUAL water, fyi

Kiir
23rd September 2009, 05:02 PM
Init!

DirkDarkBlade
23rd September 2009, 05:50 PM
Init

drathos
23rd September 2009, 10:25 PM
Init!
Surprise round action held til after Fia's BOOM!

Surprise round action:
Move to C6
Surprise round sucks.. I can't do diddly with the limits.. Move or Standard or Minor..

attriel
23rd September 2009, 10:26 PM
Don't forget to post your actions, too.

Kiir
25th September 2009, 04:27 PM
Althaea will call forth her spirit companion into square E6.

DirkDarkBlade
27th September 2009, 12:56 PM
Dirk will wait (if he needs to) for Fia's spell to take care of pushing the group of skele's. He will then throw a throwing dagger at Skele 1 (the one in the middle) during the surprise round.

attriel
27th September 2009, 11:32 PM
In the confusion around the boom, Althaea summons her Spirit Companion and Belvar quickly slides forward. Marcus and Dirk both make quick attacks (Dirk: 19 vs AC 1, 19 dmg). Marcus' first arrow strikes soundly into Skeleton 4 (C, 17+8) while the second veers sharply in the aftermath of the thunderwave.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used28Skeleton Leader 119????-?23Skeleton 222????-?22Dirk42/46018--21Skeleton 510????-?20Belvar51/600112(9)--18Skeleton 30????-?18Althaea49/500111(9)2-17Skeleton 425????-?15Fia36/38007(3)--13Marcus39/48019(8)--Spitting Cobra
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=kmo9uzvnupwlaxz4klnjiqq2rjq2zgf4xkjnw 81nh1dphux94754k278jlqo8b51)

Dinbin: I fixed your map link. She was no workie.

attriel
27th September 2009, 11:35 PM
I'll post the top of Round 1 in the morning, I just realized that now you're waiting on them,but it's about bedtime for DK

attriel
28th September 2009, 12:40 PM
Oops, forgot they were wearing armor, which is different from the compendium entry :o Oh well, free damage for you guys!

The lead skeleton turns to face the party. "More Orc treachery! I don't know what they promised you, but you will not live to collect from those vile beasts! For siding against the House of Silval, the charge is TREASON, and the sentence is Death." His eyes are filled with flame for a moment, before it dies down to half fill his eyes.

When Skeleton 2 stands and turns, you see that it's eyes also have a flickering ember, not as bright as the other's. It rumbles forward, back to it's place in line, and faces Belvar, longsword now in hand. "Orc lover," it spits at him.

It's Dirk's turn. They're not taken with the sneak attack you did on them :o

DirkDarkBlade
28th September 2009, 01:08 PM
Dirk will Tumble (utility power) (move action) to F3.
He will try to Bull run (I think its called) to attempt to push skele 5 into the pit at D2. (attack) which if I remember the rules leavs Dirk at E2 where skele 5 was originally.
Dirk says: "Sneaky skeletons protecting the Orc's so we can't rid the land of the foul beasts" (Free action)

attriel
28th September 2009, 01:33 PM
BTW, can folks toss me arcana checks? if you're feeling lucky, you can toss in a religion. And history. Definitely arcana though.

Kiir
28th September 2009, 01:36 PM
Arcana (+13), Religion (+6), and History (+13) checks.

Arcana 13 + 18 = 31
Religion 6 + 10 =16
History 13 + 19 = 32

DinbinFanfoom
28th September 2009, 01:56 PM
Arcana: 15
Religion: 25
History: 19

attriel
28th September 2009, 02:11 PM
OK, well, since I had the DCs at 25, I guess we can quit rolling now :o

Althaea recalls that House Silval was the defenders of this castle when it fell, and all of the defenders supposedly dead at the hands of the Orcs. This is the first time that the kingdom has sent anyone into the castle in all that time, so there was never any proof of what happened when the castle fell ...

Nagging at her mind is also the fact that Skeletons should be crawling with Necrotic energy ... and these, simply, aren't. There seems to be nothing magical about them.

When the leader's eye's flare, Fia recalls some ancient text or other that had suggested that a cleric of the Raven Queen, with the willing assistance of one who was centered on their desire to serve a greater good, could leave him alive, but not alive. But, she thinks that the priest would die in the attempt ... Could these five be the last of the guards, transformed to protect their home from the Orcs? But, five guards would mean five priests had also survived and given their lives to affect the transformation ... And how long would they have to have been down here, now?

DinbinFanfoom
28th September 2009, 03:58 PM
"Hold up, fellas... these aren't run-of-the-mill undead." (Can I do that for free?)

OOC: Fia hopes those before her in initiative will delay until her turn.

Round 1:
If Dirk/Belvar delay their attacks, and the skele's DON'T attack either, it'll be time for some...

Diplomacy! 19 (meh...)

"I surmise you are the guardians of this castle. If so, our quarrel is not with you, and we were most certainly NOT sent by the orcs outside. In fact, we had to skirt their camp to avoid being found out and killed. Are you the original defenders of this place?"

DirkDarkBlade
28th September 2009, 04:01 PM
Dirk hear's Fia and holds up his attack but is prepared to attack as indicated above.

attriel
28th September 2009, 04:20 PM
"Hold up, fellas... these aren't run-of-the-mill undead." (Can I do that for free?)


The leader motions for his troops to hold their attacks They're all readying actions to stab the nearest person if any of you moves to attack, FYI


Round 1:
If Dirk/Belvar delay their attacks, and the skele's DON'T attack either, it'll be time for some...

Diplomacy! 19 (meh...)

"I surmise you are the guardians of this castle. If so, our quarrel is not with you, and we were most certainly NOT sent by the orcs outside. In fact, we had to skirt their camp to avoid being found out an killed. Are you the original defenders of this place?"

"You expect me to believe that? You think we've not seen spies in here before, 'We defeated a thousand orcs to reach you!' Bah!'

Well, you're in a skill challenge now, except you're taking some penalties. For some reason, they're not inclined to trust you.

I'm going to let Marcus be grim and silent as he draws bead on one of the skeletons, unless someone else wants to roll him. Everyone else: History (regional knowledge), Diplomacy, Dungeoneering (knowledge of the Orcs), Bluff (until someone fails by more than 5)

I will also allow you to act, if you want to do something. Depending on the magnitude of the action or it's effect, it might be a secondary skill (+2/-2), or it might be a success/fail.

DinbinFanfoom
28th September 2009, 04:23 PM
OOC: Who's turn is it?

drathos
28th September 2009, 04:31 PM
When Belvar hear's Fia's warning to 'hold up,' he lowers his axe some (still at the ready, though) and holds his action til after Fia.

attriel
28th September 2009, 08:22 PM
We'll leave everyone in initiative order, so we're at the top of the order now with Dirk.

DinbinFanfoom
29th September 2009, 11:22 AM
OOC: I assume we can each do ONE skill check per turn? If so, play to your strengths, people. I'll take Diplo (+14), Athaea should probably do history (+13).

Fia will try to soothe their undead egos, wringing her hands penitently and looking sad.

"The thunderclap was entirely my fault, I must confess. No offense intended, but you have to understand that noble undead types aren't entirely common in our experience and we considered you a threat. We had no idea that you were guarding these particular ruins. Is the damage permanent? Be glad you don't have ear-drums! That was quite a racket, wasn't it?"

Result: 25

OOC: Mom was an actress, what can I say?

attriel
29th September 2009, 11:49 AM
Yeah, one per round. Dirk, Althaea, and Belvar? Only Marcus gets to stand around looking vague

DirkDarkBlade
29th September 2009, 12:09 PM
OOC: Looking at options I'm guessing this would fall under bluff.

Dirk looks confused. "I'm sorry, I've never seen an undead that didn't attack first much less ask any questions. I don't remember my Pali friend telling me about that either. And we've spent so much time avoiding Orcs that I guess we are all a bit keyed up and defensive." Dirk changes his look to one more of amazment "you've really been down here all this time surrounded by those foul Orcs?"

OOC: I am guessing it is still bluff trying to get them to believe it even if it is truth.

Kiir
29th September 2009, 12:51 PM
Althaea tries to use her knowledge of the history of the area to help the group. "I am sorry, but we were not aware that any of the original inhabitants of the castle remain, we were sent to scout and remove as many orcs as possible from this area." (History +13)

History 33 (what can I say, I have a photographic memory for history!)

drathos
29th September 2009, 01:24 PM
Prepare for suckage...
Belvar will use his Dungeoneering skill to try to remember a useful tidbit of information about the orcs..

Dungeoneering +4 = 7!

attriel
29th September 2009, 02:07 PM
Dirk skillfully weaves a web of truths. He's briefly troubled by the concept of telling the truth, but convinces the Skeletons of his sincerity. (Success)

Belvar scratches his head a moment before finally coming up with "They sure are organized out there, huh? Good discipline." He wonders if this was, perhaps, not the right tack to take. (Fail)

Althaea spins up a detailed history of the Silvals, the fall of the castle, the continuing Orc Wars. They are impressed with her knowledge of the House, and saddened to learn that the wars continue, and not necessarily well for the King. (Success)

Fia takes the responsibility for the blast, and soothes all the parties as she explains what led to the situation the ten of them find themselves in. (Success)

Marcus stands quietly, his bow drawn, his arm tight as the bowstring.

"Lower your weapons," the leader commands his men. "I believe what you've told us, that you are not working with the Orcs. A spy would have a smoother tongue," the last said while he looks pointedly at Belvar.

"We will heal from the damage. But if you hunt the orcs, why are inside the castle? Few orcs enter the castle since the devil moved into the Southwest tower. Orcs we can kill. Orcs we like to kill."

That challenge is over, since I'm not sure I liked how it had to play. Still working on skill challenges, and it felt artificial. I should have left it high DC single-pc, Fia talking to the leader. But that's like a fight where Belvar gets to attack things and everyone else stands around. Boring.

There's his questions to answer, and any questions you want to ask. No DC this time, just tell me your questions and I'll give answers.

DinbinFanfoom
29th September 2009, 02:16 PM
OOC: What some of us have been doing in other games is set up a primary-secondary kind of thing where different skills have different effects. For example, a successful bluff might not contribute directly to giving a skill challenge success, but it might grant a +2 to the next PRIMARY attempt.

Skill Challenge
- Primary Skills: Diplomacy vs DC 15 or Bluff vs DC 20
- Secondary Skills: History vs DC 10 or Dungeoneering vs DC 15
- Characters "win" on 4 primary success before 2 primary fails

Character 1 has poor diplo and bluff skills, but good history skills. He rolls vs DC 10 and succeeds at this secondary skill. His knowledge of the history of the area helps the person who rolls agains the primary DC's of the challenge (affecting the overall success/fail) and thus grants it a +2 (say).

Character 2, encouraged by the info from Character 1, rolls Diplomacy+2 vs DC 15 and succeeds.

Tada. Of course, that's just one way. You can go nuts on them, really, though they can sometimes be a bit hard to communicate well in this format. (See Group 8's swim/bail SC)

DinbinFanfoom
29th September 2009, 02:36 PM
OOC: This could be touchy. Our "contract" specifies that the Duke plans to annex these lands, and so we've been sent to recon this ruin to see if it's inhabited (it is, but only kinda) and what's in it (aside from stuff trying to kill us). So we've basically got to find a nice way of saying that while making these guardians OK with that, or, failing that, clean this place out. I'd prefer to go the first route, though it looks... iffy.

Fia tries to frame their mission in a positive light.

"Why are we here? A good question. A noble has tasked us with finding out how these lands can best be restored to their former glory, and rid of the Orcish scourge. We had anticipated that they would be overrun with those latter beasts, but had no idea that vestiges of the former owners remained. It's a bit surprising, frankly. Aside from keeping orcs out, what is the mission of your particular party?"