View Full Version : Scene: Brookside
DinbinFanfoom
12th August 2009, 12:05 PM
The party moves up the stream. The path widens a bit, enough to walk without brushing the forest. Togar The Meaty takes the lead, hacking the few branches that overhang the path in spots. Crashing, who is about 15' behind him, notices (Passive Perc 19) something slightly amiss ahead on the trail... that stick... poking up out of that little patch of leaves... doesn't look right...
He opens his mouth to call a halt, when suddenly, Togar's foot comes down on said twig. It crunches, and his foot sinks into a small pit. The party hears a "THWIP!" sound as a small noose tightens quickly around his ankle (ATK: 18 vs REF: 12) and all Togar can do is grunt in surprise. The next thing he knows, he's upside down, and dangling about 10 feet off the ground.
The rest of the party freezes in place, taking in the sight. The sudden silence is broken by the distant squawk of a parrot.
Only Togar is surprised this round, so no action for him. You're not really in combat, but there will be an effect for each round that ticks by.
Shiz
12th August 2009, 12:12 PM
Is there a pit under where Togar dangling?
Asharad
12th August 2009, 12:12 PM
I'll step back into the jungle a step and wait.
DinbinFanfoom
12th August 2009, 12:16 PM
Is there a pit under where Togar dangling?
Not that you can see. Only a slight depression that hid the trigger that Togar stepped on. Hard to tell more without going closer, though... there are a lot of eaves on the ground.
Greebo
12th August 2009, 12:16 PM
Throw rotten fruit!
Shiz
12th August 2009, 12:18 PM
Damelon will approach the area under Togar and examine it more closely. He doesn't want to cut Togar down and have him fall on something painful.
Perception +5 = 13
Then he will examine Togar's trap and attempt to understand its design and how to release him more gently that cutting him down.
Thievery +8 = 12
DinbinFanfoom
12th August 2009, 12:22 PM
Round 1:
Togar is disoriented and is recovering from the shock of being violently upended.
Damelon creeps closer and looks beneath Togar on the trail. He only finds a wooden stake driven into the ground in a small depression where the trigger (now dangling near Togar's foot) was hooked. There are no pits or spikes or laser-alligators.
Crashing, deciding that discretion is the greater part of valour, takes a step sideways into the jungle. His foot squishes on something... Ooh! An overripe mango! What could he do with THAT?!?
Shiz
12th August 2009, 12:26 PM
Sigurd turns to look behind on the trail, expecting a attack. His tribe used this kind of trap all the time.
Will roll a Perception roll if needed.
EricStratton
12th August 2009, 12:28 PM
Erik, seeing an opportunity to shine, says "I've got this. But someone should catch him." He flicks his flowing locks out of his face and casts Dragonfrost on the rope hoping the sudden cold will make it brittle and break.
Dragonfrost: 16+4 vs Fort (or...whatever a rope has)
Let me know if I should roll dmg.
DinbinFanfoom
12th August 2009, 12:30 PM
Let me know if I should roll dmg.Sure, why not?
Shiz
12th August 2009, 12:31 PM
With some alarm, Damelon steps forward to help Togar fall gently.
Athletics check needed? = 11 UGH
DinbinFanfoom
12th August 2009, 12:34 PM
With some alarm, Damelon steps forward to help Togar fall gently.
Athletics check needed?Sure.
Asharad
12th August 2009, 12:41 PM
Crashing grins (which looks kind of creepy because of the skeleton mouth tattooed over his regular mouth) and shakes his head. Then he scans the surrounding jungle, looking for movement.
DinbinFanfoom
12th August 2009, 01:04 PM
Et tu, KT?
Zyzzyx
12th August 2009, 01:53 PM
KT doesn't see much that he can do, but he's willing to help catch Togar.
DinbinFanfoom
12th August 2009, 01:56 PM
Waiting on a damage roll from Erik.
EricStratton
12th August 2009, 03:05 PM
Dragonfrost dmg roll: 1d8 + 6 = 8+6 = 14
"Hey, got it right on the first try!"
DinbinFanfoom
12th August 2009, 04:11 PM
Sigurd readies himself for an attack from the rear. He sees nothing.
Bearly waiting for Damelon to get under Togar, Erik fires off a frosty bolt towards the rope, and just clips it. Bits of frost sublimate off it's surface. It looks a bit more brittle, but does not break.
KT moves forward to stand under Togar as well. The barbarian swings gently in the breeze.
Crashing looks around but doesn't see anything threatening.
End of Round 1
(Togar can act in Round 2)
EricStratton
12th August 2009, 04:18 PM
Erik's face reddens a bit. "Well...I, uh...can try again?"
DinbinFanfoom
12th August 2009, 04:21 PM
Erik's face reddens a bit. "Well...I, uh...can try again?"
You can do whatever your little heart desires. Perhaps a different damage type?
Zyzzyx
12th August 2009, 04:31 PM
KT hangs his head when he sees ices on the rope.
"Hey Erik... its a rope. It might, oh I dunno... burn?
EricStratton
12th August 2009, 04:51 PM
Erik's eyes widen at KT's suggestion. "Of course! Let's see here." He pulls a notebook out from within his robe and thumbs through it muttering to himself, "mind, cold, thunder, mind, and random." He looks up his face getting a deeper shade of crimson, "I, uh, don't have any fire spells."
Asharad
12th August 2009, 05:31 PM
Crashing steps from the jungle.
"If only we 'ad some sort of cutting implements. Like a long piece o' metal heated in a fire and den hit wit a hammer over and over till it got all flat and sharp."
He looks pointedly at the various swords and knives on display.
"Den we would just 'ave to follow the rope back to its point of origin and cut it der."
I'll follow the rope and see where it is tied off.
Shiz
12th August 2009, 09:44 PM
"Someone cut him down. I will catch him."
EricStratton
12th August 2009, 10:52 PM
Erik points his finger at Crashing and nods. "Yes, a knife. Why didn't you say so in the first place?!"
DinbinFanfoom
13th August 2009, 09:39 AM
Round 2:
KT the musician quietly and confidently suggests to Erik that fire plus hemp DEFINITELY results in a better outcome, like, totally, man. Erik muses this while Damelon positions himself more directly under Togar. Crashing stares up at the rope for a bit and mentally traces it into the forest. It runs through the crook of a tree, about 15' up, and Crashing can see that it is tied to another palm tree at that same height, obviously the spring mechanism. If the rope is to be cut, the tree must be climbed. Sigurd continues to watch the trail to the rear. Somewhere, a frog croaks.
Round 3:
Togar: Give me a basic CON roll. If you fail, I'll tell you and you can save vs unconsciousness at the end of your turn. Cuz... it's nice flavour. In the meantime, you CAN act, if you wish.
Shiz
13th August 2009, 10:30 AM
With KT moving over to help catch Togar, Damelon heads for the tree to climb up.
Use his 11 check from above for the climb. Once he gets up to the rope, he will start working on it with a dagger.
Quervo
13th August 2009, 10:55 AM
Togar will attempt to pull himself up on the rope so his feet will be below him.
Athletics 17
Con 14
Athletics to land on his feet when cut down 14
EricStratton
13th August 2009, 10:59 AM
With Erik rendered not useful he'll watch the path up ahead. Unfortunately, he left his glasses on the ship....
Perception: 8-1 = 7
DinbinFanfoom
13th August 2009, 11:07 AM
KT, gimme an athletics roll.
Shiz
13th August 2009, 11:21 AM
KT, gimme an athletics roll.
He did, 16, above.
DinbinFanfoom
13th August 2009, 11:33 AM
Ah there it is.
Round 3:
Togar wriggles and manages to get himself somewhat right-side up (ATH 17 vs DC 15), though he is still, for the moment, stuck. The rope chafes his ankle. Reorienting himself thus makes him feel less dizzy, though. (CON 14 vs DC 10)
Damelon moves to the tree Crashing has indicated and begins to climb. He finds the palm bark a bit slippery though (ATH 11 vs DC 15) and his progress is slow. He'll reach the rope next round.
Crashing, his work done, helpfully tells Damelon where to put his feet for better purchase on the bark.
Erik hums a jaunty tune while watching the path ahead. Ooh, a pretty bird!
Sigurd keeps watching the trail behind, making sure nobody sneaks up on the party.
KT positions himself perfectly for a Togar-catch, should Damelon make it to the rope.
End of Round 3
Sorry for dragging this out, I honestly thought you guys would have cut the rope by now, or Togor would have himself. :D
EricStratton
13th August 2009, 11:35 AM
Sorry for dragging this out, I honestly thought you guys would have cut the rope by now, or Togor would have himself. :D
Well, it does seem we're a party of idiots. And those that aren't dumb are just smart asses. So....
DinbinFanfoom
13th August 2009, 11:44 AM
Expediting, since nothing is really gonna happen until the rope is cut.
Round 4:
Damelon, urged on by Crashing, creeps up the final feet to the rope and cuts it. With a snap, the rope parts, and Togar heads for the ground. Thankfully, KT's embrace is there (AT 16 vs DC 15) and the burly barbarian settles to earth without damage.
End of Encounter.
The party re-forms on the path.
Asharad
13th August 2009, 11:46 AM
I like that we are kind of meat-heady. Also, we are already coming of as a bit more mercenary than do-gooderish, which is nice.
Quervo
13th August 2009, 01:35 PM
you expect me to cut a rope hanging upside down with a 6ft pocket knife?
DinbinFanfoom
13th August 2009, 01:41 PM
you expect me to cut a rope hanging upside down with a 6ft pocket knife?I had considered that you might try it, complete with acrobatics check (to avoid landing on your head) and a 1d10 damage roll. :P
EricStratton
13th August 2009, 01:52 PM
"Soooooooo.... onward?"
Shiz
13th August 2009, 03:39 PM
Onward then. Do we want Crashing to lead with his higher perception? Up to him.
DinbinFanfoom
13th August 2009, 04:07 PM
Crashing?
Asharad
13th August 2009, 08:23 PM
Sure, why not. Onward then.
Keeping an eye out for more traps.
DinbinFanfoom
13th August 2009, 09:23 PM
The party progresses in a generally NW direction, following the meandering brook. It is an hour later when you all stop so Togar can rub his ankle a bit and soak it. Crashing (Perc 19) hears something... up the path... it doesn't sound like animals. Yelling? Hard to tell...
Shiz
13th August 2009, 09:54 PM
"My turn."
Damelon steps off the path a few paces to the east and heads parallel to see if he can get a good, stealthy look.
No idea how many Stealth and Perc rolls to make.
DinbinFanfoom
13th August 2009, 10:44 PM
Crashing thinks the sounds are pretty far off still. Maybe a quarter mile. The voice sounds distressed. How close do you guys want to get before entering "stealth" mode?
Shiz
14th August 2009, 09:22 AM
Let's keep going until we can identify the sounds better.
"Stay alert everyone."
DinbinFanfoom
14th August 2009, 09:26 AM
Everybody give me 2 stealth rolls and an active perception check.
Shiz
14th August 2009, 09:45 AM
Damelon
Stealth +8 = 12, 14
Perception +5 = 10
Sigurd
Stealth -1 = 19, 12 (incl armor penalty)
Perception +4 = 5
EricStratton
14th August 2009, 10:08 AM
Erik:
Stealth +2 = 14, 21
Perception -1 = 3, [-]9[/-]
I realized after doing the stealth rolls that I could just roll 2d20. And I also just realized you only wanted one perception check.
Quervo
14th August 2009, 12:49 PM
Togar
Stealth 20, 2
Perception 5
Asharad
14th August 2009, 12:59 PM
Stealth:11,3
perception:24
Lycos
14th August 2009, 03:43 PM
Also, Sigurd remembers that his home is like this and that villages tend to stay close to fresh water. He offers that our chances are high that we are going to run into the same persons who split the captains head open are going to be living along this same stream.
Shiz
14th August 2009, 03:54 PM
Assuming there is only one stream...
We also don't know how big this island is or if it is an island.
Greebo
14th August 2009, 05:16 PM
Assuming there is only one stream...
We also don't know how big this island is or if it is an island.
Or if there are dinosaurs and a secret radio signal...
DinbinFanfoom
17th August 2009, 08:41 AM
Just waiting on rolls from KT.
Shiz
17th August 2009, 09:36 AM
Rolling for KT:
Stealth +0: 6, 3
Perception +4: 9
DinbinFanfoom
17th August 2009, 10:05 AM
The group creeps up the path, sticking close to the edge of the forest for best cover, Damelon in the lead. He can definitely hear the sounds more clearly now... there is most certainly some sort of struggle going on. He seems to hear at least three distinct voices. The sounds persist, indicating that none of the noisemakers know the party is there (stealth: 12, 19, 14, 20, 11, 6), even though KT bangs his head quite solidly on a tree branch. Probably because they are still so far off... Crashing's finely tuned senses tell him that one of the voices is quite likely female, the other two, less vocal ones being male.
The party finally arrives at the edge of a small clearing by the side of the stream, which widens here a bit forming a natural watering hole. As the party reaches the edge of the clearing, Togar and Crashing manage to tangle (stealth: 2, 3) and tumble out of the forest, each blaming the other for being a klutz and quickly scramble to their feet. Erik (perc: 3) spies a cute froggy by the edge of the water. Awww...
It doesn't matter, however, as the clearing appears to be empty. There are signs of a struggle here... a broken water jar is near the edge of the stream, and very obvious scuff marks go off in a westerly direction. Wait... the clearing isn't empty afterall... Crashing, Damelon and KT catch glimpses of three figures just at the extreme edge of the brush to the west. Two humans dragging a third, which is thrashing and struggling frantically. The captive wails in fear and anger. The two doing the dragging turn their heads in surprise and, noticing Togar and Crashing standing up, grunt in alarm and roughly drag their captive into the forest, though they aren't out of sight yet.
Lycos
17th August 2009, 10:17 AM
If Sigurd gets the impression, that he is needed he will stick to the rear checking for signs of a rear attack.
Perception +4 = 15
DinbinFanfoom
17th August 2009, 10:26 AM
At this point it's up to the party whether this becomes an "encounter" or not. I'll only draw up a map if you decide to get involved.
Shiz
17th August 2009, 10:39 AM
"Sigurd, do the captors or the captive look like the tribe on the ship?"
Damleon thinks if she is like the tribe, then we might be able to make "friends" if we save her. If the captors are like that tribe, then we have to kill them or we will be hunted.
Asharad
17th August 2009, 10:45 AM
Might as well meet da natives.
Shiz
17th August 2009, 10:47 AM
You mean charge and tackle?
Asharad
17th August 2009, 11:16 AM
I sorta just meant pursue and stop. Sorta like "Hey now, what shenanigans are you people getting up to?"
But if we have to tackle, so be it, I suppose.
EricStratton
17th August 2009, 11:31 AM
"It's probably an internal squabble that we shouldn't get involved in," Erik chimes in a bit nervously.
Shiz
17th August 2009, 11:35 AM
Crashing's comment is all the encouragement Damelon needs. With a shrug at Erik and a "follow me" hand signal to the group, he runs after the 3 strangers.
EricStratton
17th August 2009, 11:59 AM
Erik sighs and runs along (assuming the rest of the groups goes. If anyone stays behind, so will Erik).
DinbinFanfoom
17th August 2009, 12:30 PM
The see you, you see them. Is someone yelling out to them, or are you moving to attack them? If the latter, roll initiative. If you yell to them, what do you yell? "Hey yous! Are you bad guys? If so... stop being bad!"
Shiz
17th August 2009, 12:48 PM
Damelon is going for a grapple/tackle so his hands are empty right now, but he looks intent on doing something. They can interpret that how they will. He wants to see how they react.
Intimidate +5 = 12. They are not hostile or friendly so no penalties or bonuses apply, I think. Damelon wants them to let the girl go. He thinks she will be a good source of info about where the hell he is.
Insight +7 = 23. What can Damelon infer about the situation he is throwing himself into?
Lycos
17th August 2009, 12:49 PM
Sigurd could not get that good of an image of the men on the boat with the water in the spyglass.
However...
The draggers he sees at the forest-edge have their faces painted dull grey, with black eye areas. The captive does not appear to have any face paint on.
Sigurd will run up as well and yell, "Hey! Leave that person alone.", and give them the "WTF" face. I'm not attacking yet. I will wait to see their reaction, and react in kind. If they take out weapons, I will do the same. Any overt violent reaction will be responded to by Sigurd.
DinbinFanfoom
17th August 2009, 01:09 PM
"Hey! We want to talk to you!" Damelon shouts at the swiftly disappearing humans. They are both looking back at the party now... and their painted faces are a mix of surprise and frustration. Then it turns to anger, even though they do not appear to understand what Damelon is saying. (Intimidate: 12) They drop their captive to the ground. Glaring dangerously, they both stalk back into the clearing, but not before one draws back his foot and dispenses a viscious kick to the ribs of the roughly bound figure as it tries to crawl away. It stops yelling and drops to the ground, it's wails silenced, and commences gasping instead.
The painted humans are tall, athletic looking, and wear loincloths. Their faces are painted in a flat grey, with a black "mask" of darker powder across their eye area. They draw large, dangerous looking warclubs from off their backs and advance towards the party.
"Leave that person alone!" Sigurd yells, ambiguously, and draws his blade when he sees the mysterious figures moving closer.
Roll initiative.
Shiz
17th August 2009, 01:14 PM
Togar +1 = 12
Damelon +3 = 22
KT +0 = 15 (Zyzz back tomorrow morning)
Asharad
17th August 2009, 01:48 PM
INiative!+1=3
I think I'll go last, then.
Lycos
17th August 2009, 02:39 PM
Sigurd grins with anticipation.
Initiative +0 = 15
DinbinFanfoom
17th August 2009, 02:47 PM
Only need init from Erik now.
EricStratton
17th August 2009, 04:05 PM
Erik mutters to himself, "Well, Erik, you wanted adventure...."
Init 3+2=5
DinbinFanfoom
17th August 2009, 04:34 PM
Round 1:
As Damelon prepares to receive the charge of the two clubbers, he feels something prick his upper right bicep... looking down, he sees a small dart fall to the ground (22 vs REF, 4 damage). Looking in that direction, he notices another painted face at the edge of the jungle to the north... this one female. She appears to be holding some sort of tube to her mouth. Damelon feels kinda... heavy. (Damelon is Immobilized until end of Darter 1's next turn).
Clubber 1, roaring in a gutteral language runs at Togar, swinging his club in a high, overhead arc and connects with the ribs of the barbarian (18 vs AC, 7 damage).
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=uphloziz5squc8q231hsj536qnjgptu1ko88z g1xyjylnpxipfmelgo1ft2gt1kz)
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 10-----24Clubber 10-----22Damelon4Immobilized until EoNT Darter 121/256/7--17Darter 20-----15Sigurd0-28/287/9--15KT0-25/256/9--12Togar7-23/3011/11--10Clubber 20-----5Erik0-25/257/7--3Crashing0-27/276/7--
Damelon...
Shiz
17th August 2009, 05:14 PM
Damelon Round 1:
First Strike class feature: CA against enemies that have not yet acted.
Std: vs Clubber 2, Disheartening Strike (rattling, melee or ranged), +8 vs AC, d4+3 damage, hit: target is -2 atk until EOMNT
15+8-cover? vs AC, 14dmg (str added to SA damage from Brutal Scoundrel)
Remember, everyone, be as detailed as possible to help Din out.
Lycos
17th August 2009, 05:20 PM
Sigurd Round 1:
If clubber 1 is still standing, Sigurd will charge clubber 1(move to K6) with a Howling Strike. If clubber 1 is down, he will charge clubber 2(move to I5) with a Howling Strike.
Howling Strike; +6 attack, 1d12+1d6+4 damage, When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
16 to hit (edit: charging is +1)
20 damage if he hit.
Shiz
17th August 2009, 06:16 PM
Note that I originally forgot the +2 from CA, so it is 15+8-any cover penalties and Lycos forgot the +1 from charge.
DinbinFanfoom
18th August 2009, 11:14 AM
Cursing his leaden feet, Damelon whips a dagger at Clubber 2. Despite the foliage in the way, the blade manages to get through and the human grunts as it strikes him in the side, wounding him deeply. (14 damage, -2 ATK until EoNT Damelon)
Notes: I count two squares of light cover; the one between and the one he's in, I'll make that -5 total this time. Nice shot.
The few party members in the front notice another face appear in the trees recently vacated by the attacking clubber. A split second later, a dart zips past KT's neck (8 vs REF: miss).
Sigurd, howling as he is wont to do, roars up from the rear and smites Clubber 1 mightily (20 damage) sending gore and blood everywhere. (Clubber 1 is bloodied)
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 10-----24Clubber 120bloodied----22Damelon4Immobilized until EoNT Darter 121/256/7--17Darter 20-----15Sigurd0-28/287/9--15KT0-25/256/9--12Togar7-23/3011/11--10Clubber 214-2 ATK until EoNT Damelon----5Erik0-25/257/7--3Crashing0-27/277/7-1Clubber 30-----
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=uphloziz5squc8q231hsj536qnjgptu1ko88z g1xyjylnpxipfmelgo1ft2gt1kz)
KT hears some rustling behind him...
Lycos
18th August 2009, 01:42 PM
I think the best way that you can describe Sigurd when he is fighting would be, filled with blood lust, exhilarated, and giddy. You can here him chuckle and giggle as the blood and gore fly. He's a little intimidating to watch as an opponent. :mrgreen:
Shiz
18th August 2009, 02:41 PM
Zyzz should be back by now, but I will act for him.
Round 1 KT:
Std: Blunder (encounter), Range 5, +4 vs WIL, d6+4 dmg, slide the target 2 squares allowing one of your allies to make a basic attack at +3
21 vs WIL, 9 dmg, slide to M5 giving Sigurd a free melee basic attack at +3 to hit.
Shiz
18th August 2009, 02:50 PM
And Q is afk a while so I will move Togar as well...
Round 1 Togar:
If Sigurd did not kill Clubber 1:
Std: Sure Strike, +11 vs AC, 1d12dmg
30 vs AC, 8dmg
If Sigurd did kill Clubber 1:
Std: Charge (I5) Clubber 2, +10 vs AC, 1d12+4dmg
Clubber 2 marked.
29 vs AC, 12dmg
DinbinFanfoom
18th August 2009, 03:43 PM
Round 1 (continued):
KT thinks quickly and directs a rambling rhyme towards Clubber 1 (21 vs WIL: hit). The muscle-headed marauder tries to make sense of the lilting verse and scratches his head in confusion... with his club. The rap of the club on skull (9 damage) causes him to stumble sideways... right past the waiting Sigurd, who... appears not quite ready for this sudden turn of events (10 vs AC) and misses a hastily improvised strike. Clubber 1 looks really ragged now...
Togar, however, does NOT miss the staggering bruiser, and (30 vs AC) dispatches him with a wicked thrust (8 damage: dead). Clubber 1's body slumps with a gurgle.
Clubber 2, enraged and screaming horribly, rushes up to Sigurd and avenges his fallen comrade with a swing of his knobby club (23-2 vs AC). Sigurd is struck solidly on the shoulder (damage: 8)
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 10-----24Clubber 137dead----22Damelon4Immobilized until EoNT Darter 121/256/7--17Darter 20-----15Sigurd8-20/287/9--15KT0-25/256/9--12Togar7-23/3011/11--10Clubber 214-2 ATK until EoNT Damelon----5Erik0-25/257/7--3Crashing0-27/277/7-1Clubber 30-----
Erik...
EricStratton
18th August 2009, 04:26 PM
Erik raises his staff and, praying he can keep control of his powers (a 1 here would not be helpful), casts Chaos Bolt at Clubber 2.
Chaos Bolt: 7+4 = 11 vs WIL
Dmg: 1d10+6 =5+6 = 11 psychic damage
---
B/c the first attack roll of my turn was an odd number (7) I'd get to make a saving throw (feature of Sorcerer Wild Magic). But I've got nothing to save against.
Asharad
18th August 2009, 08:06 PM
Guys, when possible, please keep a square more or less in the middle of us open.
Gracias!
I'll post my attack tonight, sorry, am in a hurry!
Asharad
18th August 2009, 10:38 PM
Crashing grins a double grin and suddenly a giant spirit alligator appears at L8.
Everyone adjacent gets +1 to will, fortitude and reflex!
Then he will cast haunting spirit against clubber2.
Attack: 8 (that's probably not going to do anything!)
Damage:7
If that is a hit I'll give Dam CA.
Shiz
19th August 2009, 05:13 AM
Just so everyone knows, my plan is to use my encounter power to attack Clubber 2 and then swap places with Togar, as long as I am still not immobilized. Crashing just gave me CA to do this.
DinbinFanfoom
19th August 2009, 09:43 AM
Erik, standing by the water's edge, attempts to participate by firing a bolt of chaotic energy at Clubber 2. It misses, but just barely, humming off into the forest. (11 vs WIL: miss) Erik hears the distant thud of some small arboreal creature hitting the ground after falling from it's perch.
Crashing, not wanting to be excluded from the smackfest, mumbles a few vowel-heavy sentences. (Translation: "Megagator! I summon YOU!") A gigantic reptilian trundles out of the water near the rear of the party. Turning his attention to Clubber 2, he attempts to chant something, but he utters an "ouaua" where an "auoua" should have been, and nothing happens. (8 vs WIL: miss)
Clubber 3, late to the party and angry that there is a giant lizard now standing where he wanted to be to bushwhack Damelon, shifts closer anyway and takes a swing at KT, bringing his heavy club around in a wide, low arc. (Spinning Sweep 18 vs AC: hit) He catches the bard on the back of the knees, sending him tumbling (9 damage, prone).
End of Round 1
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 10-----24Clubber 137dead----22Damelon4Immobilized until EoNT Darter 121/256/7--17Darter 20-----15Sigurd8-20/287/9--15KT9-16/256/9--12Togar7-23/3011/11--10Clubber 214-----5Erik0-25/257/7--3Crashing0-27/277/7-1Clubber 30-----
DinbinFanfoom
19th August 2009, 09:50 AM
Round 2:
Darter 1 switches targets, firing a dart at Togar (25 vs REF: hit). This one pricks, but Togor feels no evil effects, save the puncture wound (4 damage). Damelon feels a bit better, shaking off the paralytic poison.
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 10-----24Clubber 137dead----22Damelon4-21/256/7--17Darter 20-----15Sigurd8-20/287/9--15KT9prone16/256/9--12Togar11-19/3011/11--10Clubber 214-----5Erik0-25/257/7--3Crashing0-27/277/7-1Clubber 30-----
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=uphloziz5squc8q231hsj536qnjgptu1ko88z g1xyjylnpxipfmelgo1ft2gt1kz)
Lycos
19th August 2009, 09:57 AM
Round 2:
Sigurd without regard for his own well being uses Devastating Strike on Clubber 2.
Devastating Strike; +6 attack, 1d12+1d8+4 damage, Until the start of your next turn, any attacker gains a +2 bonus to attack rolls against you. If you are raging, attackers do not gain this bonus.
20 to hit.
17 points of damage.
If that reduces him to zero hit points then this encounter power will be used.
- Roar of Triumph; rng: Close Burst 5; Trigger: Your attack reduces an enemy to 0 hit points Effect: Each target takes a -2 penalty to all defenses until the end of your next turn.
Shiz
19th August 2009, 10:10 AM
Round 2 Damelon:
Trusting Sigurd to cover his back, Damelon finally pulls forth the Doublesword (minor) and attacks Clubber3:
Clever Strike (melee), +7 vs AC, d8+3 damage, if an ally is adjacent to the target and able to attack the target, I get CA.
20 vs AC (he might have some cover)
14dmg
DinbinFanfoom
19th August 2009, 10:30 AM
Round 2 (continued):
Damelon whirls fluidly, and stabs at Clubber 3 with his doublesword. (20-2 vs AC: hit) The muscular raider howls in pain as the blade cuts deeply (14 damage).
Darter 2 directs her blowgun at Sigurd and fires a tiny projectile. (16+2 vs AC: hit) The barbarian, mid-roar, feels funky (Dazed unto EoNT Darter 2) and bleeds a bit (4 damage).
Sigurd roars again, unleashing a crippling attack on Clubber 2! (20 vs AC: hit) The painted man reels from the shock of the blow and starts to look around for avenues of escape... (17 damage)
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 10-----24Clubber 137dead----22Damelon4-21/256/7--17Darter 20-----15Sigurd12Enemy attacks +2 until SoNT16/287/9--15KT9prone16/256/9--12Togar11-19/3011/11--10Clubber 231-----5Erik0-25/257/7--3Crashing0-27/277/7-1Clubber 314-----
KT...
Shiz
19th August 2009, 11:35 AM
Round 2 Togar:
Charges (K2) Darter 1, +10 vs AC, d12+4dmg
24 vs AC, 6dmg
If Darter 1 was dispatched, then charge (I4) Darter 2 instead.
Zyzzyx
19th August 2009, 11:54 AM
Round 2 KT:
KT isn't too keen on being on the ground and surrounded, even if it is by his new friends. Problem is that fella with the club.
Move: Stand up.
- Guiding Strike; +7 vs AC, 1d8+4 dmg, Melee, Target takes -2 to defense of my choice until end of my next turn. (AC, I choose you!)
19 vs AC, 10 dmg, -2 to AC
DinbinFanfoom
19th August 2009, 12:37 PM
Round 2 (continued):
KT may be down, but he's definitely not out, and he bounds to his feet quickly. He retaliates against Clubber 3 and connects solidly (19 vs AC, 10 damage, -2 to AC until EoNT KT). Clubber 3 is bloodied.
Togar charges forward, eager to engage the vile stinger from the forest. His sword flashes in an arc and (14+10-2: hit) connects, gashing the darter's arm and making her yelp in pain (10 damage).
Clubber 2, barely on his feet, decides enough is enough. He fires a parting reaping strike at Sigurd (14 vs AC: miss) but still manages to nick him (2 damage) and turns to flee into the jungle, as Sigurd takes a parting shot (OA, 11 vs AC: miss). Bleeding heavily, he beats a hasty retreat (more west) and is quickly out of sight. Sigurd is bloodied.
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 110-----24Clubber 137dead----22Damelon4-21/256/7--17Darter 20-----15Sigurd14Dazed, Enemy attacks +2 until SoNT14/287/9--15KT9prone16/256/9--12Togar11-19/3011/11--10Clubber 231retreated----5Erik0-25/257/7--3Crashing0-27/277/7-1Clubber 324bloodied, -2 AC until EoNT KT----
Erik...
EricStratton
19th August 2009, 12:48 PM
Erik watches Clubber 2 run off wishing there was something he could do about it.
Turning his attention back to more immediate threats, he targets Clubber 3 with Chaos Bolt.
Chaos Bolt: 4+4 vs WIL
Dmg: 1d10+6 = 2+6 = 8 psychic dmg.
Erik feels his power build a nice little shield around him (an even roll on my first attack roll = +1 AC until SoNT).
DinbinFanfoom
19th August 2009, 12:49 PM
The woods are difficult terrain (or they are when Sagar uses that tile). Can Clubber 2 really move that far?I was in the middle of moving him back, yes. :D
Round 2:
Erik totally blasts the crap out of the branches behind Clubber 3 (8 vs WIL: miss). Clubber 3 looks concerned at the tide turning against him.
Crashing...
Lycos
19th August 2009, 01:52 PM
Round 3 for Sigurd:
Move to I4.
Hit Darter 2 with a Howling Strike.
Howling Strike; +7 attack, 1d12+1d6+4 damage, When charging, you can use this power in place of a melee basic attack. If you are raging, you can move 2 extra squares as part of the charge.
11. I doubt that hits, but if it does, feel free to roll the damage Dinbin.
I'm going to use my AP and use Second Wind. 7 hps recovered and +2 to all defenses until the start of my next turn.
Asharad
19th August 2009, 05:33 PM
I'll send the alligator to H6. That puts it right next to Clubber2 at sets it up for the following OA:
Spirit's Shield (triggered by OA)
Attack:4 vs reflex
Damage:4 damage and one ally within 5 squares get +4 hit points.
Then I'll try haunting spirits again. this time on clubber three.
Attack:+4 vs will= 18
damage:1d6+4 and dam gets ca= 8
DinbinFanfoom
20th August 2009, 10:31 AM
Round 2 (continued):
Crashing utters a combination tongue-click and whistle, and his reptilian companion winks out of existance (minor). It reappears in the jungle, visible, but just barely (minor) out where Clubber 2 was last seen. The shaman then turns his attention to Clubber 3, and the latter howls in fear at the imagined threats around it and looks about to collapse (standard, 18 vs WIL: hit, 8 damage, AC granted to Damelon).
Clubber 3 decides that he's probably hung around too long as it is. He swings his cudgel at Damelon (standard: 25 vs AC: hit) and connects, but in it's haste, does minimal damage (4) and the clubber rolls backwards (shift SE) and then tears off into the jungle in a generally SW direction (move).
End of Round 2
Round 3:
Darter 1, now standing face-to-face with Togar, switches tactics. She quickly pulls out her dagger (minor) and takes a wild stab at the fighter (24 vs AC: hit), also doing minimal damage (2). She then turns and runs NW (move), which Togar takes advantage of, (OA, 23 vs AC: hit) gashing the fleeing darter's back (6).
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 116retreating----24Clubber 137dead----22Damelon8-17/256/7--17Darter 20-----15Sigurd14Dazed until EoNT Darter 2, Enemy attacks +2 until SoNT14/287/9--15KT9-16/256/9--12Togar13-17/3011/11--10Clubber 231retreating----5Erik0+1 AC until SoNT Erik25/257/7--3Crashing0-27/277/7-1Clubber 332bloodied, -2 AC until EoNT KT, CA to Damelon, retreating----
Map (http://www.primeaxiom.com/rpgt/scene.asp?ID=uphloziz5squc8q231hsj536qnjgptu1ko88z g1xyjylnpxipfmelgo1ft2gt1kz)
Edited to fix shifting of Clubber 3 and Darter 1, and added an OA for Togar.
DinbinFanfoom
20th August 2009, 10:36 AM
The gator cannot move without provoking at least one OA from clubber3, but I cannot find anything about shaman pets triggering OAs so they must. Clubber 3 can "kill
" the pet with a hit of 10+dmg.
I noticed that a companion can be dismissed as a minor and summoned as a minor, so as long as Crashing doesn't move in Round 2 (he didn't), he can do minor (dismiss), minor (summon), standard (attack).
And to clarify something else... the "retreating" NPCs are still there, you just can't see them. You can't even be certain where they are, save how far they could reasonably run in the cover, and the direction you last saw them take.
Shiz
20th August 2009, 11:03 AM
Round 3 Damelon:
Hunting for Clubber 3!
He could not shift into difficult terrain and I though he was in difficult terrain.
Not sure how to do this best in forum play, but he will first move to L9. If he doesn't see the clubber then K10 (3 moves used). If he still doesn't see him, then J11.
If at any point he does see him and can move adjacent, he will do so and attack w/ melee. If Damelon sees him but cannot get adjacent, then he will throw a dagger.
Perception +5 = 23
Attack is a miss, so hopefully Damelon can get adjacent.
Asharad
20th August 2009, 11:23 AM
The spirit companion can move equal to my movement, although in this case I was thinking along the same lines as Din (sorry, should have specified).
DinbinFanfoom
20th August 2009, 11:26 AM
The spirit companion can move equal to my movement, although in this case I was thinking along the same lines as Din (sorry, should have specified).I assumed he'd just walked there at first too, but figured you'd never knowingly have your alligator beat on, so I looked it up. :D All: Make sure you indicate what types of actions you take are... standard, minor, move, free... it's not just for my benefit, it'll help you guys keep it straight too.
Shiz
20th August 2009, 11:30 AM
Someone try and kill/pursue Darter 2, although I doubt we can get them all.
Round 3 Togar:
Togar wants to circle Darter 1 and get to J0, but I don't know what the terrain is like off the north side of the map. Assuming K0 is normal and J0 is difficult, Togar can get there in 5 (L2, L1, K0, J0). He will then attack with Reaping Strike.
19 vs AC, 6dmg on a hit, 4 on a miss
If the terrain prevents his move, then he will burn a double move to get to I0 to block escape and use that attack roll for any OA.
DinbinFanfoom
20th August 2009, 12:19 PM
Round 3 (continued)
Damelon nips down the road, listening as he goes and then moving SW into the forest. Along the way he does not see Clubber 3, but he does hear the sounds of someone moving, somewhere west or northwest of him (perc: 23 vs stealth: 11).
Darter 2 also decides that there is no way to salvage this operation, given the strength of the attackers. She fires one last dart at Togar (23 vs REF: hit) and while it does minimal damage (5), it still manages to make Togar feel... woozy. She bolts west. (Togar is bloodied and dazed until EoNT Darter 2) Sigurd shakes off the effects of the mild anaesthetic.
How far into the jungle do you wish to charge, Sigurd?
Do you want to revise, Togar?
InitPlayer/NPCDamageEffectsHPSSurgesDailiesHeals25Darter 116retreating----24Clubber 137dead----22Damelon8-17/256/7--17Darter 20retreating----15Sigurd14Bloodied, Enemy attacks +2 until SoNT14/287/9--15KT9-16/256/9--12Togar18Bloodied, Dazed until EoNT Darter 212/3011/11--10Clubber 231retreating----5Erik0+1 AC until SoNT Erik25/257/7--3Crashing0-27/277/7-1Clubber 332Bloodied, -2 AC until EoNT KT, CA to Damelon, retreating----
Shiz
20th August 2009, 01:04 PM
Round 3 (continued)
Damelon nips down the road, listening as he goes and then moving SW into the forest. Along the way he does not see Clubber 3, but he does hear the sounds of someone moving, somewhere west or northwest of him (perc: 23 vs stealth: 11).
Any chance I can modify based on this information and use my standard action to move again?
Assuming Damelon is at J11, move I10, H10, G9. Once again, trying to get adjacent to the fleeing Clubber so adjust his movement as would make the most sense with that goal in mind.
Making a Stealth check at -5 penalty.
Stealth = 12
Perception = 16
Shiz
20th August 2009, 01:08 PM
Someone try and kill/pursue Darter 2, although I doubt we can get them all.
Round 3 Togar:
Togar wants to circle Darter 1 and get to J0, but I don't know what the terrain is like off the north side of the map. Assuming K0 is normal and J0 is difficult, Togar can get there in 5 (L2, L1, K0, J0). He will then attack with Reaping Strike.
19 vs AC, 6dmg on a hit, 4 on a miss
If the terrain prevents his move, then he will burn a double move to get to I0 to block escape and use that attack roll for any OA.
Togar, not feeling so well, decides to give up the pursuit. He will use his one action (dazed) to go Total Defense (+2 to all defenses).
DinbinFanfoom
20th August 2009, 01:23 PM
Any chance I can modify based on this information and use my standard action to move again?Assuming the Clubber can in turn "adjust his movement as would make the most sense with the goal in mind" (escaping) then, sure. :D
Damelon continues onwards into the woods, arcing around northwards again. He sees no sign of the sneaky clubber anywhere (Perc 16 vs Stealth 23).
Shiz
20th August 2009, 01:28 PM
NPCs can double move, sure. Unless anyone has any ideas, Damelon is giving up the chase.
Can Togar get a heal before the encounter ends?
DinbinFanfoom
20th August 2009, 01:39 PM
Round 3 Continued:
Sigurd charges northwest, but arrives to find Darter 2 already gone. (I'm guessing you don't want to burn your SW now?)
Not sure what KT wants to do... probably doesn't have a TON of options, so I'll process Togar out of turn...
Togar, incensed that his quarry has escaped, growls in frustration and looks around, ready for any counterattack.
Lycos
20th August 2009, 02:16 PM
Sigurd charges northwest, but arrives to find Darter 2 already gone. (I'm guessing you don't want to burn your SW now?)
Correct. I'm good where you put me. :D
Shiz
20th August 2009, 02:17 PM
Since we have a Bard, best to not SW in combat if you can help it. We get a bonus for surging after the encounter.
Lycos
20th August 2009, 02:17 PM
Sigurd will address the ex-captive, "Are you ok?" Can I get a description of this guy? Is he badly hurt, we need to leave here before those guys show up with their brothers. If this guy needs help, I will offer it so that we can begin to move.
DinbinFanfoom
20th August 2009, 02:22 PM
Is it safe to say combat has ended? Do any of you want to chase more?
Lycos
20th August 2009, 02:31 PM
Nope, chasing usually turns out badly. There's probably weasels about! :D
Shiz
20th August 2009, 02:37 PM
Chase over.
Zyzzyx
20th August 2009, 02:38 PM
I'm not running off into the woods!
DinbinFanfoom
20th August 2009, 02:46 PM
As the group recongregates in the clearing, they hear the faint sounds of the wounded remaining mauraders as they retreat.
Combat Encounter Over
(Total XP Awarded: 85 x 5 mobs = 425ish / 6 party members = 70 xp each: see other thread)
The party heads over to where the captive was last seen. She has hardly moved since combat began, and now lies in a half fetal position, bound hands covering her head. Her dark hair is pulled back in an intricate (though slightly disheveled now) knot with bamboo through it, and she wears what looks like a long, rough linen tunic which is now rather muddy. Hearing Sigurd so close, she rolls over and scoots backwards away from the party, eyes wide in fear and a hint of defiance. She holds her hands out in front of her, palms open, as if to keep you away. She shouts something that you don't understand, wheezing. Her left eye is swelling a bit.
Shiz
20th August 2009, 02:59 PM
Make and exp Tracker thread?
edit: NM
Shiz
20th August 2009, 03:01 PM
"Let's go check on the abductee. Who wants to do the talking?"
Damelon eyes the bard. Don't forget the Word of Friendship, but let's see if we can actually communicate first.
Also everyone who surges up gets +4 per healing surge used.
Damelon surges once to full. Togar surges twice to full.
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