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Sagar
4th November 2009, 02:12 PM
You will be in this area for about a week. Please post what you would like to do during this time.

Shiz
4th November 2009, 02:22 PM
Definitely track down the old man and give him the book and the scroll from the dragon hoard.

Then report to the mayor and get a message to the Baron about the Bracken events, leaving out Fandango's legal issue, but mentioning that we now have a "chit" with the Lord Provost and the Rat King.

All the treasure we did not spend or sell goes in the treasure room.

DinbinFanfoom
4th November 2009, 02:24 PM
Brunhilde will commend Wendy and the other ladies on their progress, and give Wendy one of the +1 swords we looted (if we don't plan to use it... looks like all our weapon upgrades are nearing +2). If nobody objects, she'll offer the extra +1 bow to the bow-woman too. (I believe Michael already has a +1 weapon, IIRC...)

Home for some good food, a bath and weapon maintenance! :D We'll make sure we'll poke a lot of fun at Fandango.

Lycos
4th November 2009, 02:55 PM
Who are the other ladies at the manor now?

EricStratton
4th November 2009, 02:55 PM
I wonder....

Amaril will like to wander through the town and look for anyone that might have any sort of magical talents. Perhaps someone weird things always happen around. Or someone that can talk to snakes. That sort of thing.

If Brun's starting an army, it could use some finger wigglers.

DinbinFanfoom
4th November 2009, 02:58 PM
Who are the other ladies at the manor now?They don't live there. They live in town. They train at our dojo with sensei Wendy, however. :D

Shiz
4th November 2009, 02:59 PM
Also, what is happening with Solak or will you handle that, Sagar, in the next narrative?

Lycos
4th November 2009, 03:04 PM
Overall, Baladir will be helping out with things around the manor for Michael. He'll talk to Michael, and Wendy and their son. He's going to be using his insight into the answers that they give to make sure they are happy, and feel safe.

What does Michael and Wendy think about getting a couple of dogs around here? I'm thinking we could get some large dogs to help them out in defense of the manor.

Also, while in town, I want to talk to Scorpio, I will tell him that the alchemist in Bracken will have some potions for us in a upcoming period of time. How long did the alchemist say it would take? He'll need to pick them up, and we'll pay him for the cost when he gets back. Also, talk to Scorpio about animals magic and otherwise that make good guard type of pets with kids around. See if he has any suggestions.

Lycos
4th November 2009, 03:04 PM
They don't live there. They live in town. They train at our dojo with sensei Wendy, however. :D

Ok, then who are they?

DinbinFanfoom
4th November 2009, 03:10 PM
Ok, then who are they?Villagers. They've been in the plot since way back when we suggested that Saltmarsh need not be repeatedly sacked by lizardmen, goblins, corrupt officials, evil Mr. Sandbags, etc.

Lycos
4th November 2009, 03:19 PM
I'm ok with "villagers", just checking to see if there were any particular ones there.

Also, it might be a good idea to either give everyone a bonus or some time off. The choice being theirs. If they want the time off, we can give it to them while we are here for the week.

Oh, and we'll share our stories with Michael, Wendy and their son after everyone else is gone.

Asharad
4th November 2009, 03:41 PM
Yeah, no harm in passing a little more money around. I assume Micheal is on salary? I don't remember, really. We should draw something up that, in the event we get eaten by a dragon or maimed by orcs, he gets the house.

Is there anything that needs to be done at the house that is dangerous as opposed to ?

I'll check in with the mayor and make sure there isn't anything of note happening in the area, make sure the goblin stuff has died down, that sort of deal. See if anything needs killing, in other words.

Sagar
4th November 2009, 04:50 PM
Also, what is happening with Solak or will you handle that, Sagar, in the next narrative?

I have a plan for that.

Sagar
4th November 2009, 04:55 PM
The women are ladies from town who realized how dangerous the area can be and want to brush up on their weaponcraft. Everyone gets some weapon training in their teens. These ladies were more interested in boys than bows at the time. Now they see the benefit of being able to defend the town and themselves while the men are off fishing. This particular group has the drive and determination to hike the 4 miles to the house every day and train in addition to all the work they have to do back in town.

Michael confides to you that at least 2 are at the house at all times while you guys are gone. Their kids come and play with Michael's son. They spin or do other chores here instead of at home. They school the kids. Whatever. But they do it here.. with their weapons near to hand.

Sagar
5th November 2009, 09:44 AM
After settling in and eating lunch, the party takes their spoils outside.

With heartfelt gratitude, the party thanks Wendy for all she's done, commends her for her skill and dedication, and presents her with a magic sword to show their appreciation. Wendy actually tears up as she accepts the weapon. Her eyes widen with wonder and surprise as she uses it to go through her basic forms.

All the other ladies look on with pride and, perhaps, a bit of envy.

Baladir, with uncommon insight, then calls Wendy and all the ladies forward.

"In our fight with evil undead hordes under Bracken, we found two more treasures. We think it only just that Wendy, as your leader, hand these out as she sees fit."

Baladir hands Wendy the magic bow and the other sword.

All of the women, Wendy included, seem to stand a bit taller.
Wendy considers a moment and says, "Crystal, as our most accomplished archer, please come forward and accept this bow. You shall be our first line of defense."

The lady you saw with a bow earlier steps forward. With moist eyes and reverent manner, she takes the bow carefully from Wendy's hands. She gently caresses the beautifully carved wood. With a practiced motion, she sets one end against her foot, bends the other end down, and snaps the bowstring in place.

Looking up, she says, "Me da' always said yer first shot with a new bow will tell the tale of your future together."

With that, she turns, pulls an arrow from the quiver at her back, nocks it... pauses... and fires. The target is a good 30 paces farther away than normal and at an oblique angle as she faces it.. but (roll 19) the arrow strikes true and just a fraction off from dead center.

She turns back and, with a thick voice murmurs, "I think we'll get along just fine.."

Wendy turns to the rest.

"As for this last weapon, I think it should stay here. Whoever is on duty will use this."

The women, each maybe a bit disappointed, all nod. You realize that Wendy has just neatly avoided a favoritism contest and made "guard duty" much more glamorous.

Sagar
5th November 2009, 09:45 AM
+75 xp to Baladir for being the first to suggest giving the weapons to the ladies.
+25 xp to everyone else for actually doing so.

Sagar
5th November 2009, 11:55 AM
You are all feeling better after a good night's rest. Alfred prepares you a nice breakfast you enjoy it as you look out over the ocean. Michael arrives as you are finishing and says, "I was told to tell you the old man is not fishing today."

Thus warned, you grab the book and the map and head into town.

You find the old man on his porch again, mending nets. He sees you coming, stands, turns, and walks into the house. Now knowing that is just his way, you follow him in.

He goes to the altar inside and waits for you.

What do you do / say / ask now?

Shiz
5th November 2009, 12:03 PM
Trask will recount our experience with the dragon and the lizardmen, focusing on how the dragon behaved (fleeing the fight), what we found in the hoard (the parchment) and how our symbols strengthened after the fight.

Then he will relate our trip to Bracken, specifically the exploits to get the book from the temple and Fandango's experience watching the beast kill the priest. That will lead to our efforts under the city. Trask will make clear how Victoria seems to have been acting "alone" but certainly prodded and maybe even more directly controlled. He will then direct Baladir to hand over the book.

"We are constantly a few steps behind Malacon. He always knows we are coming. Hopefully this book will give us some insight into his grander objectives and some details on how he might achieve them. If we can neutralize one of his intended puppets ahead of time, it would shake him up."

Trask is leaving out the ambush because he believes that was Sanbalet, not Malacon.

Lycos
5th November 2009, 01:46 PM
Sounds good to me, except Baladir doesn't need to be directed to hand over the book. When Baladir enters the house, he just puts the book down where the old man can see it, and says, "This is the boook that you requested."

Sagar
6th November 2009, 08:54 AM
The old man listens attentively to your story. When you are done, he pulls the book towards him, leafs carefully through a few pages, nods, and sets it aside.

"This will take time to study." He says.

Then he holds his hand out for the paper. You hand it to him and he opens it carefully. He examines both sides. He grunts. He moves to a window and holds it up to a light. He walks back. He sits down.

Turning to Baladir, he says, "Make light."

Baladir looks a bit confused and the old man gestures impatiently at Baladir's holy symbol.

Asharad
6th November 2009, 09:16 AM
Fandango is impressed with Trask's summation and thinks that next time he gets arrested (and it's bound to happen) he'll use the cleric as his attorney.

Lycos
6th November 2009, 09:23 AM
Baladir pulls out the holy symbol, and commands it to shine.

Sagar
6th November 2009, 09:54 AM
As the radiant light from Baladir's holy symbol fall upon the parchment, you see words and a rough map appear on the page. The map is to the tomb of "Aethering, who is call the damned.."

I left the map and stuff at home. I'll have to post it later.

Baladir's light fades and the old man rolls up the parchment and hands it back.

"It will take me a few days to examine this. Meanwhiles, the Mayor wants to see you."

As he says that, you hear a knock at the door. The old man walks over and opens it and you see a small boy, panting and breathless.

"The Mayor needs to see the Heros," he gasps. "The Baron's man just rode in to see them."

The old man nods and holds the door - clearly ready for you to leave.

DinbinFanfoom
6th November 2009, 09:56 AM
Brun will thank him and we'll head over, I suppose.

Shiz
6th November 2009, 09:58 AM
Trask thanks the old man and heads outside.

Lycos
6th November 2009, 10:10 AM
Ditto

Sagar
6th November 2009, 10:17 AM
The party thanks the old man and heads out. Trask notices that the old man head back to the altar and kneels to pray - book close at hand.

The boy leads the party back to the Mayor's house. Inside, the Mayor's wife exclaims how tired and ill fed you all look and bustles off to get you some "proper food". The Mayor leads you to his study. There you find someone you sort of recognize. He stands and offers his hand, "Hello. I am Lt. Swansen. I met you briefly in Bracken before your first.. adventure. You've done quite well in a very short period of time. The Captain and the most of us officers are impressed."

The Mayor invites you all to sit and you make small talk for a few minutes. The Mayor's wife bustles back and places coffee, tea and homemade sweetbreads on the table for everyone. She looks around, smiles at you all, and bustles out - closing the door behind her.

"Now then," starts the Mayor. "What can we do for the Baron?"

Lt. Swansen sips some coffee and finishes a large bite from a muffin. "This is delicious! I need to request this duty more often!

"As you know, the Baron negotiated to supply arms to Defiance and Defiance was, in turn, to trade gems with the Barony. This was all supposed to take place some weeks ago but we hadn't heard from Defiance since the Ambassador and his son left. We do know, however, that they returned home safely.

"The Baron has decided to send a partial load of arms to Defiance as a gesture of good will. He is sending a team to guard the shipment but he wants you to go with it to assure it's safe delivery and to find out what happened to the deal.

"As part of the original plan, the Ambassador was to station an agent at a particular tavern on the western edge of the barony in case we needed to communicate with them. You are to escort the shipment to that tavern, find the agent and convince him to either escort you to Defiance or to get someone who can.

"The weapon's shipment will be here in Saltmarsh in 5 days. The baron asks that you be ready to travel at that time."

DinbinFanfoom
6th November 2009, 10:22 AM
The Mayor's wife bustles back and places coffee, tea and homemade sweetbreads on the table for everyone. She looks around, smiles at you all, and bustles out - closing the door behind her.Brun digs into the sweetbread. It's been a while since she's had a good calf pancreas. Mmmmm! Just like oma used to make! Oooh! Is that pig heart?

Asharad
6th November 2009, 10:25 AM
This was all supposed to take place some weeks ago but we hadn't heard from Defiance since the Ambassador and his son left. We do know, however, that they returned home safely.


Just out of curiosity, how do you know this?

EricStratton
6th November 2009, 10:40 AM
"How do we find the agent?"

Sagar
6th November 2009, 11:21 AM
Just out of curiosity, how do you know this?

The Baron had it checked with the augeries. They were fairly definitive.


"How do we find the agent?"

We are not sure. It may be that the agent will find you.

Lycos
6th November 2009, 11:45 AM
Is this all to be done covertly or overtly?

Sagar
6th November 2009, 01:36 PM
Overtly. We are not trying to hide and don't currently think there is a need to do so.

Lycos
6th November 2009, 01:53 PM
I guess we need the details, and we're set. Where do we meet the shipment? Who do we expect to meet with the shipment? Who is in charge of it? When do we expect to meet them? Between 8 - noon, 1 - 5?

Is there a reason that the Baron feels that we might be needed on a routine shipment run?

EricStratton
6th November 2009, 02:37 PM
The first time we heard about Defiance (feels like eons ago), Amaril rolled History for it. Just in case there's anything more to learn, he'll do so again.

History of Defiance (20+14)

---

So I can still roll 20s. Awesome.

Sagar
6th November 2009, 04:00 PM
The shipment is expected here late the day before you leave. Be here shortly after dawn so you can get a full day's travel in.

History check on Defiance: You've heard many stories about this mythical place. It has streets paved with gold. It's home of monsters. It's the home of gods. It's the home of nefarious beings of all sorts. Its an oasis of civilization in the wildlands. It's run but giant steel beings. Some think it was founded by Archmage Archibald. Many say there are fearsome beasts in the area.

The only consistent rumor is that it exists and that no one has found it and returned to tell the tale.

Sagar
9th November 2009, 09:06 AM
Secret map attached:

As you finish your discussion with the Lt and begin to file out, he stops Solak and asks him to stay for a moment.

You all wait outside. After about 2 minutes, Solak reappears.

"It seems like I am being reassigned. The Baron has asked me to go to the northern border to the tieflings there. He wants me to leave tomorrow."

Shiz
9th November 2009, 10:06 AM
"Solak, your initial appearance saved us. We will always be grateful for your help and consider you a good friend. Please stop by Saltmarsh and be our guest any time."

Lycos
9th November 2009, 10:18 AM
... and be our guest ..."

Baladir begins to sing "Be our Guest"...

Then he snaps out of it.

"Whoa! Where did that come from?" :D

Asharad
9th November 2009, 11:10 AM
Thanks for your help Solak.

Can I have Boo?

Sagar
9th November 2009, 12:25 PM
Solak turns to Trask, "I am still one of the Young Hero's, am I not? This is just a sidebar. I will be back, god's willing."

To Fandango, he says, "Sure. You can have Boo. Watch it, though, he bites."

anything else you want to do while you're in town?

Lycos
9th November 2009, 01:23 PM
anything else you want to do while you're in town?

What does Michael and Wendy think about getting a couple of dogs around here? I'm thinking we could get some large dogs to help them out in defense of the manor.

Also, while in town, I want to talk to Scorpio, I will tell him that the alchemist in Bracken will have some potions for us in a upcoming period of time. How long did the alchemist say it would take? He'll need to pick them up, and we'll pay him for the cost when he gets back. Also, talk to Scorpio about animals magic and otherwise that make good guard type of pets with kids around. See if he has any suggestions.

Shiz
9th November 2009, 02:47 PM
We should take Boo, yes. Solak can keep the +2 robes.

Shiz
9th November 2009, 02:51 PM
What does Michael and Wendy think about getting a couple of dogs around here? I'm thinking we could get some large dogs to help them out in defense of the manor.

Also, while in town, I want to talk to Scorpio, I will tell him that the alchemist in Bracken will have some potions for us in a upcoming period of time. How long did the alchemist say it would take? He'll need to pick them up, and we'll pay him for the cost when he gets back. Also, talk to Scorpio about animals magic and otherwise that make good guard type of pets with kids around. See if he has any suggestions.

I agree with the dogs. Let's forget the potions for now. We should be able to find some in Defiance, hopefully.

DinbinFanfoom
9th November 2009, 03:12 PM
Also, talk to Scorpio about animals magic and otherwise that make good guard type of pets with kids around. See if he has any suggestions.Preferably something non-lycanthropic. Brun thinks of suggesting the huge mastiffs that they used to guard the lumbercamps from bears up north, but then thinks that might not be a good idea, with kids around. She still fondly remembers "Morderin" when he was just a wee, fuzzy, snaggle-toothed pup.

Lycos
9th November 2009, 03:12 PM
I agree with the dogs. Let's forget the potions for now. We should be able to find some in Defiance, hopefully.

We seem to go through them pretty regularly. Since they don't go bad, I think having some on hand would be handy, our guards can use them if we have a surplus.

Sagar
9th November 2009, 03:18 PM
You never actually told the guy to make you some more potions. You discussed it a bit after you left the shop.

You can also make an order with Scorpio and let him figure out where to get them. He does have connections.

Lycos
9th November 2009, 03:42 PM
Yes, we want to order the 8 of them.

Shiz
9th November 2009, 04:14 PM
Fine. Let's give Scorpio and order for 8 of the better healing potions, to fill as he can.

Sagar
10th November 2009, 10:18 AM
Scorpio says he thinks he can get what you want. He'll need 400g down and it will probably take 2 weeks to get them. Do you give him the money?

You head back to the house and rest for the evening.
The next morning, Solak packs his horse and takes his leave. He takes all the magic items he's collected (except Boo) and 1000g - as much in gems as he can so he can travel more lightly. He promises to return as soon as he can.

The day seems a bit darker after his departure. Brunhilde goes back to work with the ladies and Baladir joins them in their exercises. Both work on new moves they've heard about but weren't really good enough to pull off before. Trask works with Crystal and her new bow. She improves dramatically under his tutelage.

Fandango disappears for a long while. When he returns for lunch, he has scratches on his hands and knees. He claims he has been practicing climbing. Later, you see 4 long, parallel scratches on eash side of his back and you have your suspicions.

Anything you want to do in the afternoon or during the next 2 days?

Asharad
10th November 2009, 10:21 AM
I've been fighting badgers.

Asharad
10th November 2009, 10:21 AM
I'd like to check in with Alfred. Make sure everything is going well. Actually, I guess Brun should do that.

DinbinFanfoom
10th November 2009, 10:28 AM
Brun gets a status report from Alfred. Sees how things have been, anything unusual, etc.

Shiz
10th November 2009, 11:11 AM
We will give Scorpio the 400gp deposit. Trask will also give him another 250gp to keep an eye out for certain Ritual books to buy with instruction not to spend more than 1,000gp in total:

Cure Disease
Enchant Item
Commune with Nature
Remove Affliction
Water Breathing
Wizard's Sight

Sagar
11th November 2009, 08:04 AM
Scorpio accepts your money and tells you he will send out feelers for those items.

Back at the house, Alfred tells you, "Mistress Brunhilde, all is well with the house and surrounds. Indeed, it was very quiet her in your absence. The ladies are progressing well. We received several smoked hams and venison haunches from Mistress Wendy's relatives. I have them hanging in the basement. Master Michael and he crew are progressing with remarkable alacrity on the repairs - though I am told that, as they move inside, the pace will appear to slow. I expect the floors will be repaired and refinished by the time you return from Defiance.

"Is there anything you would like done while you are away?"

Asharad
11th November 2009, 08:49 AM
Ask him if there is anything he needs. I understand he is a spirit inside a skull and all, but would he like anything? Maybe a hat? Sunglasses? Romance novels?

Lycos
11th November 2009, 10:20 AM
Can Scorpio keep an eye out for the nail that magically seals doors? That is too awesome. And it saved our butts in the last fight. I think 2 would be good.

Other than that, I think I'm good.

Lycos
11th November 2009, 10:30 AM
Oh, one more thing for Scorpio. There have been people coming here to undermine us in town, and we got attacked by someone on the way out to Bracken who killed himself rather than to be forced to talk as a prisoner. We think there might be another person out to get us. Please keep your ears out for someone hiring people to attack us.

Asharad
11th November 2009, 04:09 PM
Your thing in the other thread reminded me, Sagar.

I had said I wanted to go talk to the mayor and see if there was anything of an adventurous nature the town needed (or maybe even of a some-other-nature, if we can help).

Sagar
11th November 2009, 05:00 PM
You talk to the Mayor. He appreciates your offer, he says, but everything seems pretty quiet. Even the annoying little raids on shipping boats have all but ceased.

He at least partially credits the Young Heros for the calm. He tells you that taking out the pirate ship and dealing with the goblins has made most intelligent creatures in the area leery of attacking in the Saltmarsh areas.

He promises, though, that he will let you know if anything comes up.

Sagar
13th November 2009, 02:30 PM
A couple of days pass. You all entertain yourselves as you wish. Early afternoon on the day before you leave for Defiance, a youth runs up the road from town. Finding Brunhilde working with her women's militia, he darts towards her and says, "The soldiers and wagons from Diert have arrived. The Mayor sent me to ask you to come meet them this afternoon. They will be at the tavern."

Shiz
13th November 2009, 02:35 PM
We still have our horses right? We grab them and head to town.

Sagar, are you all set with our levelling?

DinbinFanfoom
13th November 2009, 03:07 PM
Brun tosses the boy a GP in thanks, tussles his hair and yells for the rest of the party to saddle up.

Sagar
13th November 2009, 03:15 PM
The boy grins, grab the coin with both hands, and races back down the lane.

45 minutes later, you have your horses saddled and head into town.

All set with the leveling.

At the tavern, you find 2 small wagons outside. 3 guards stand casual guard nearby. They wave and gesture into the tavern.

Inside, you find 3 more guard and their leader. He waves you over to the table where spaces are waiting for you.

"Afternoon. Got two wagons o'goods for the trip. Easy so far. You folks ever travel with wagons? No? Goes slower than you might think. Figure on 2 days to Bracken, another 2 days to the tavern west o'that. You need to bring yer own supplies. We're trying to maximize payload. Only got food fer ourselves. We got cooking gear, though. You don't need that lessen you want to bring yer own. We leave here 7am sharp tomorrow. We got mile to cover. Any questions?"

One of the guards rolls his eyes and says, "Sarge, you COULD introduce yourself..."

The leader growls then offers you a hand, "Name's Sarge. There here are my boys."

The "boys" shake their heads and introduce themselves. They also introduce the guys outside.

One of them starts to ask you a question but is cut off by Sarge. "Save questions fer the road. Plenty of time to talk then. This is DRINKIN' time." He gives the guard a meaningful glower.

Lycos
13th November 2009, 03:42 PM
Sounds good to me. I don't see much to discuss. He seems to have covered the general questions. Baladir will offer to buy the guards and Sarge a round of drinks. Baladir will pay if they're willing to accept his offer.

He'll ask the usual questions. Where are you from? How long have you guys been working with Sarge? Ask Sarge about his background. See what he has done in his past. What do they know about getting to Defiance?

Also, we won't forget the necklace with the Defiance symbol on it that was given to us by the ambassador.

Shiz
13th November 2009, 03:49 PM
Brun still has the pendant/necklace but Trask bids her quietly to keep it hidden for now.

Trask will head into town and pick up a fortnight of rations for each of us. He is also carrying - as a reminder - enough components to cast his rituals twice. Traveling Feast will feed 5 Medium creatures or 2 Large for 24 hours.

Baladir has the magic campsite. Trask will urge him quietly to keep that a secret as well.

Lycos
13th November 2009, 04:40 PM
I'll keep the campsite quiet, but we are going to use it. When everyone has their back turned, we'll use it to make the campsite. We'll be real fast camp setter uppers. :D

Asharad
13th November 2009, 05:26 PM
Man...can we never avoid Bracken?

EricStratton
13th November 2009, 05:50 PM
Amaril will Insight the bunch to make sure everyone's cool. Sorta like the guy on Lie To Me. :lowlol:

Insight 12+9 = 21

Sagar
13th November 2009, 07:49 PM
Amaril: The guys seem square. The Sarge is an older guy - very seasoned. The other guards seem to like and respect him. You're insight tells you they are all what they seem to be. You also notice that there is not a junior guy in the bunch. These are good fighters.

Baladir, the guards and especially the Sarge accept your drink offer with great gusto. They seem friendly enough and willing to accept you as a comrade. When you ask Sarge about his background, he roars to the tavern, "Sonny, this ain't time for talking. This is time for DRINKIN'!" The tavern salutes this with a roar of "AMEN BROTHER!" They all salute with their mugs and drain them dry. This seems to be a tavern ritual you didn't know about.

When you ask about Defiance, before you can even get half the word out, one of the guards yells over you, "Drink heartly, Sarge. There's naught but swill along the road from here on out."
Someone kicks you under the table.

DinbinFanfoom
13th November 2009, 08:10 PM
Brun could get use to these guys. She likes their style.

Greebo
13th November 2009, 08:56 PM
Man...can we never avoid Bracken?

You probably won't appreciate having to go there as Duma then... ;)

Lycos
14th November 2009, 11:52 AM
OK, no more mentioning Defiance. I didn't realize we had an audience

Sagar
14th November 2009, 07:26 PM
OK, no more mentioning Defiance. I didn't realize we had an audience

An audience? In a TAVERN? Who'd a thunkit?

:lowrazz:

Is there anything you'd like to do before you go?

DinbinFanfoom
16th November 2009, 08:56 AM
"Drink heartily", duh.

Shiz
16th November 2009, 09:08 AM
We can move along whenever you are ready Sagar.

Sagar
16th November 2009, 11:57 AM
The party drinks with the soldiers for a while then heads back to the house.
Bright and early the next morning, they breakfast waiting, their horses packed and ready and the road beckoning.

Heading out into the cool dawn air, they meet the soldiers and the wagons outside the tavern. You head out of town and turn towards Bracken. One soldier ranges ahead, another falls back to scout the rear. Two more tether their horses to the wagons and drive. The other 2 and Sarge take up positions to either side of the wagons.

(where do each of you want to travel - in general. It will be assumed that you move up and back to chat, etc. The "travel location" will be used if you have an encounter on the road).

Also, please give me one D20 roll for the party. This will be the morning encounter roll.

I would also like one for the afternoon encounter roll.

Lycos
16th November 2009, 12:12 PM
Shiz likes to do formations. I'm not picky. I defer to Shiz's formation prowess. :D

Morning Roll
Afternoon Roll

DinbinFanfoom
16th November 2009, 12:28 PM
Ditto. Brun's not about strategy, and she's not particularly perceptive. Middle of the formation gives here equal opportunity to get to the front or back, but she'll go ahead of the wagon if given the choice, but behind the scouts so she won't interfere.

EricStratton
16th November 2009, 12:34 PM
Amaril will be toward the rear.

Shiz
16th November 2009, 01:01 PM
Trask will pair up with the forward scout.

Baladir and Brun stay in the pack. Fandango should probably help the rear scout, but he can speak for himself.

Sagar
16th November 2009, 01:10 PM
The morning passes quietly. The horse drawn carts are slower than you'd like, but it makes for a nice ride. It certainly isn't taxing the horses - which is good considering they are toting 14 days of food for each of you.

The soldiers are not snickering about your obvious fear of starvation. No, they are certainly not making any comments about Bracken being only 2 days away and a tavern being, at most, 2 more days after that. And they CERTAINLY haven't made more than a dozen or so references along the lines of volunteering to eat heavily during the next few days... purely to spare your horses. :p

Ribbing aside, you pass from akward silence to companionable chatting and story telling as you ride along. One of the guards regales you with story after story of his romantic encounters. Some are bawdy, some are funny, some are down right tragic.

The miles pass quickly.

You stop briefly for lunch in a clearing on the side of the road. All is quiet and none of the travelers you meet report any problems or concerns ahead.

Mid-afternoon, you do have an encounter of sorts. You see an elderly man leading a small group of pilgrims in the opposite direction you are heading. At that very moment, Baladir, Fandango and Trask all exclaim some version of "Son of a BITCH!"

Seeing the old religious man reminded them that no one every went back to talk to the old man in Saltmarsh.. the one that said come back in a few days to see what he found about Malacon.

Hopefully that will not come back to haunt you all.

Shiz
16th November 2009, 01:25 PM
Oh Good lord...

Lycos
16th November 2009, 01:27 PM
One of the guards regales you with story after story of his romantic encounters. Some are bawdy, some are funny, some are down right tragic.

Introduce this guy to Fandango. Kindred spirits! I tell ya!

EricStratton
16th November 2009, 02:29 PM
Dammit. I really gotta start taking notes....

Asharad
16th November 2009, 03:11 PM
God damnit.

Okay, we are traveling slow. one of us should ride fast back to saltmarsh, find out what we didn't find out and then catch up.

Shiz
16th November 2009, 03:33 PM
Don't split the party. Ever. We have to live with the oversight.

Lycos
16th November 2009, 03:33 PM
OOC: How long would it take Sagar for someone to do what Ash is recommending?

Shiz
16th November 2009, 03:36 PM
We all go or none go, but then we would be advocating our job to guard the caravan.

DinbinFanfoom
16th November 2009, 03:38 PM
We all go or none go, but then we would be advocating our job to guard the caravan.YOUR HONOUR, I OBJECT!

It's "abdicating". :D But yes, I agree, probably should wait until we get back.

...and find him dead.

...and the book gone.

*sigh*

Sagar
16th November 2009, 04:05 PM
OOC: How long would it take Sagar for someone to do what Ash is recommending?

It's about 2 hours till sunset now. If you ride hard, you could make it half-way back to Saltmarsh before it became too dark to ride safely. Then you would have to hope the old man isn't out fishing. If so, he could be gone for at least a day. Then the time to talk to him.. and the ride back.

If you don't want your horse ruined, and if you are not attacked while alone, you can expect to reach the wagons again, or what is left of them, sometime on the 3rd or possibly 4th day.

Shiz
16th November 2009, 04:20 PM
We stay and deal with our oversight.

Lycos
16th November 2009, 05:05 PM
Yeah. Agreed.

Sagar
17th November 2009, 07:41 AM
You continue on for about another 90 minutes and, as dusk falls, the Sargent calls a halt.
"Double time, ladies! We have a camp and defenses to set!"

The guards set to work with practiced ease. Several break off to find wood. One digs a fire pit. One moves the wagons to provide cover then gets the horses together and hobbles them. One tosses Baladir a bucket and points to a stream down the hill.
"Hey platemail. Make yourself useful!"

He tosses Fandango another bucket, "You too, pretty boy."

In a remarkably short time, a fire is burning in a small pit and a large pot of water is suspended over it. One of the guards goes to a wagon and pulls out a bundle wrapped in oilcloth. He takes it to the pot and dumps the contents in. Seeing your curious glances, he says "Premade stew. Dried meat, vegetables, and spices all ready to go."

What are you guys going to do for grub?

Also, what are you going to do for watch. You need 3 watches. 1 on first watch, 2 each on the second and 3rd watches.

Lycos
17th November 2009, 09:00 AM
For food?

Well, since we brought all that food. I assume we'll eat it. We'll share if they want any.

The watches can be Fandango for the first watch since he's Mr. Stealth. The second can be me and Amaril. The third can be Brun and Trask.

Shiz
17th November 2009, 09:15 AM
Horses will graze and we will eat from our ration supply.

Watches as Lycos said is fine.

Sagar
17th November 2009, 09:41 AM
I need a D20 for watch 1, 2 and 3.

DinbinFanfoom
17th November 2009, 09:41 AM
Watch 3

Watch Result: 16
Perception: 22 (if needed... makes sense on watch)

EricStratton
17th November 2009, 09:43 AM
Watch 2

Asharad
17th November 2009, 09:47 AM
watch1

Sagar
17th November 2009, 10:17 AM
Watch 1 passes quietly. Fandango and the bawdy soldier alternate sitting quietly, back to the fire and pacing a silent sentry around the camp.

During watch 2, Amaril goes slightly farther out so the fire doesn't interfere with his night vision. Again, the watch passes in alert but companionable silence.

During watch 3, however, the Soldier seems to want to chat up Brunhilde - until Sarge opens one baleful eye and glares at him. The soldier falls silent and leaves the metal clad warrior to watch in camp while he does sentry duty just outside.
Time passes quietly.

As dawn breaks the horizon, the Sargent stirs and then so does the rest of the camp. The fire is stoked and the soldiers have a quick steak and potato hot breakfast. Then camp rolls are packed away, the fire is quenched and buried and, with the sun only 45 minutes into the sky, the soldiers are ready to roll.

Sarge says, "Baring trouble, we should make Bracken by Evening. We'll be stayin' in the tavern in the village. You 5 going into town or stayin' in the village.. or would ye be campin' outside maybe?"

Sagar
17th November 2009, 10:20 AM
The D20s are for random encounters. Given that you are in a fairly tame area, there is only a small chance of running into something. But there is a chance. On the other side of Bracken, encounter opportunity will increase significantly.

I'll need 2 more - one for morning and one for afternoon.

Asharad
17th November 2009, 10:44 AM
I'm not entirely sure I should return to town so soon.

DinbinFanfoom
17th November 2009, 10:57 AM
I'm not entirely sure I should return to town so soon.
Stay in the car. I mean, wagon. Or we could leave you outside town. Kinda like you can't take anything but seeing eye dogs into Wendy's.

Lycos
17th November 2009, 11:07 AM
We should stay together. Either the village or camp outside of town.

Shiz
17th November 2009, 12:10 PM
Stay out of Bracken for sure.

Sagar
17th November 2009, 01:38 PM
The morning passes quietly again. Up ahead, you hear Fandango and the bawdy guard riding point and exchanging stories that grow ever more fantastic and implausible and, in some cases, probably biologically impossible.

Lunch is just a quick break for the horses and a cold meatroll for the riders and you resume your trek.

In the afternoon, Fandango tells the soldier about his adventures with women in Bracken and how he almost got married to the noble's tart. The soldier begins to respond when both fall suddenly silent.

A few minutes later, the two ride swiftly but silently back to the now alert Sargent.

"Sarge, There may be bandits at the pinch. Fandango and I both saw the glint of light on weapons and the woods are far too quiet."

"Right," Sarge replies. He looks around at the wagons and at the party. "We can't leave the wagons - this could be a ruse to take them from behind. Besides, if things go bad, they can provide cover. This is what we'll do. Bows and crossbows ready but hidden. We'll pull in the sentries and pull tighter to the wagons. Look loose and relaxed. About a bow and a half from the pinch, Lurch the second wagon to a halt and call out broken wheel. We'll gather around and make them come to us."

Looking ahead, you realize the "pinch" must be their name a curious area on the road ahead. Fandango tells you that, around the curve ahead, the road cuts between rocky outcroppings covered with heavy trees and lined with brush. "It's a nice ambush spot," he adds.

Do you wish to change your order? Right now, Fandango is riding point, Amaril is in front, Baladir and Trask are to the sides and Brunhilde is still sucking dust in the back. Also, go ahead and roll initiatives...

And is there anything else you'd like to do to prepare?

DinbinFanfoom
17th November 2009, 01:40 PM
Brun likes his plan. If they haven't seen us yet, Brun would like to hop up into one of the wagons and serve as a "surprise" should the bandits make a run for them. Since she's near the rear, maybe they don't know she's in the party.

Edit: Brun runs ahead and kills the bandits while they eat their sandwiches. We move on. JK.

Initiative: 20+10+1 (Baladir's bonus) = 31

Lycos
17th November 2009, 01:47 PM
We will change our order by moving the casters to the back.

When we all get together at the wheel for the fake breakdown. Baladir will use:

One Heart, One Mind (Daily) - Minor Action, (Divine) Close burst 6, You and your trusted allies form a telepathic bond. Targets: You and each ally in burst Effect: Until the end of the encounter, targets can communicate telepathically with each other out to a range of 20 squares, and your aid another actions give a +4 bonus instead of +2.

Check... Check... Is this thing on?

I'm assuming it will include the guards and Sarge since they are trusted allies.

Sagar
17th November 2009, 01:57 PM
Brunhilde tries under the tarp in the rear wagon. These are low, flat wagons pulled by 1 horse not big covered wagons pulled by a team.

She wonders if she could get out from under it quickly enough if attacked.

Baladir uses his daily power to put all in the group in contact with each other. The guards seem surprised and all begin to babble. Sarge does not seem at all surprised. His mind voice, just as harsh and authoritarian as his speaking voice, yells "PIPE DOWN and MOVE OUT!"

The wagon begins moving.

DinbinFanfoom
17th November 2009, 02:04 PM
She wonders if she could get out from under it quickly enough if attacked.Under the tarp she finds a gun with the word "Chekov" inscribed on it. "Vas is dis?" she thinks.

OOC: I assume it'll take at least a MP to get out of the wagon, likely only at the rear. Let me know in advance what it'd take to do that vs standing up with a big "AHA!", throwing back the tarp, etc.

Shiz
17th November 2009, 02:04 PM
Everyone gets +1 init from Baladir. Let's not forget this time.

Trask init +8 = 28

Baladir should be on point with some of the soldiers. Trask will fall back to the rear. The others should be floating around the wagon.

EricStratton
17th November 2009, 02:12 PM
Amaril will drift to the rear as well.

INIT 1+8+1 = 10

Let's get that 1 out of the way now....

Asharad
17th November 2009, 02:15 PM
INt=17

Lycos
17th November 2009, 04:55 PM
Once everyone calms down about the walkie talkies, Baladir says, "Gentlemen and Lady, this power is being brought to you by the god, Pelor, the Letter A, and the number 7." :D

Give them the quick rundown on how it works. And that we would prefer that they use this method of communication rather than voice to prevent the enemy from knowing what we know and do. Sarge is in charge. If he needs us to do something, we'll gladly do what he needs done. If he has no preferences, we'll do what we do best and go from there.

Do you agree Sarge?

Sagar
17th November 2009, 05:40 PM
Sarge sends mental assent and the wagon moves on. It takes 10-15 minutes for the wagons to get into place. The second wagon grounds to a halt. The guard jumps off and exclaims about the wheel (bluff 22). You all almost believe him even knowing he is just acting. Several guards move to look at the wheel (getting partial cover from the wagon.)

Silence reigns...

Sarge tells everyone to hold fast and try to act normal.

Everyone tries to act normal.

Time stretches on uncomfortably.

Finally, you hear a noise from the woods ahead. The sound of birds and other wildlife.

Sarge orders 2 men to scout forward and 2 to scout to the rear. He tells the party to stand fast and look alert.

After about 10 minutes, the forward scouts return. They say they found evidence of bandits but it looks like they left in a hurry.

After another 5 minutes, the rear scouts return and tell you they see nothing in that direction either.

Mentally, Sarge asks "Suggestions?"

Shiz
17th November 2009, 07:49 PM
"Move along. We aren't going to sit here all night."

Sagar
18th November 2009, 08:05 AM
Sarge agrees with Shiz. Traveling closer together, the group starts up and moves on. You pass through the pinch without incident and after putting a mile or two behind you, you begin to relax. Sarge sends scouts point and behind and you continue as you were.

There were bandits waiting in ambush. One, however, was part of your original ambush. He recognized Fandango and convinced the leader to exit - stage left lest they become roadkill.

You travel on until dusk and Sarge tells the men to break out sunrods and to keep going. Twenty minutes later he tells you, "Bracken village is about 10 minutes ahead. You coming to the tavern or shall we meet you in the morning on the other side?"

Lycos
18th November 2009, 09:27 AM
Meet on the other side unless someone objects.

DinbinFanfoom
18th November 2009, 12:14 PM
Agreed. I forget why we don't want to go there, but let's not go there by going there.

Lycos
18th November 2009, 12:28 PM
Agreed. I forget why we don't want to go there, but let's not go there by going there.

Because less than a week ago, we got Fandango "Can't keep it in his pants" out of jail and a vindictive Noble woman and her daughter waiting to string us up. We're waiting for the cooling off period to end. :D

Sagar
18th November 2009, 01:47 PM
You split off from the wagons as you near Bracken. You find an area outside of the village and set up your magic (and very comfortable) campsite. You set up watch rotations with Amaril (who needs less sleep than the rest of you) pulling a double shift. All of the watches pass quietly though the sounds and odors coming from the nearby tavern taunt you far into the night.

Morning dawns and the soldiers - some looking a bit bloodshot - meet you just out of town. You notice two more guards have been added to the crew.

"Buck up, me laddies," growls Sarge. "We'll be leavin' the civilized parts soon enough. We're liable to see worse than bandits the more west we go. We'll be travelin' 2 point and 2 rearguard. The rest of ye' keep with the wagons and don't be wanderin' off on yer own. Ye may be more valuable as dire bear droppin's but ye won't be feedin' em on MY watch!

"Move out!"

Two guards (and Fandango?) head to point about 1/2 mile ahead. Two more guards hang back as the wagons move on. You notice that the wagons now have a spare horse each tethered and walking along side. The air of the expedition has definately gotten more serious.

I need a D20 for the morning and another D20 for the afternoon.

DinbinFanfoom
18th November 2009, 01:53 PM
Encountrixes!

Shiz
18th November 2009, 01:57 PM
encounter rolls

Shiz
18th November 2009, 01:58 PM
Fandango should not be on point. Baladir should. A plate wearing paladin is more intimidating.

DinbinFanfoom
18th November 2009, 02:08 PM
Fandango should not be on point. Baladir should. A plate wearing paladin is more intimidating.But he's clankier. I read point as "scouting ahead". If that isn't what it means, then yes, Baladir up front, and Fandango out fronter.

Asharad
18th November 2009, 02:25 PM
If scouting ahead is more stealthy I'll be up there. If it's just sort of clearing a path, Baladir is fine.

Lycos
18th November 2009, 02:31 PM
That's fine. Put me where ever you want me.

Sagar
18th November 2009, 03:12 PM
On point is scouting ahead. The idea is you detect trouble before it detects you.

Baladir will never be allowed on point unless he is stripped nekkid and wrapped in camoflage feathers of silence.

Shiz
18th November 2009, 03:19 PM
Ok, I misunderstood. Baladir should be in front of the wagons, not scouting.

Asharad
18th November 2009, 03:38 PM
I'll move on up then I guess.

Sagar
18th November 2009, 10:34 PM
The morning passes quietly. The day is overcast and cool, but it doesn't look like rain. The wind picks up at times but overall, it's not unpleasant. You pause to eat lunch and let the horses rest a bit. The spare horses are used to pull the wagons as you head out after lunch.

In the afternoon, the scouts pick up hints of creatures on one kind or another moving near you, but all seem to give your party wide berth. Afternoon moves towards evening and still all is quiet and uneventful. It has been hours since you passed the last traveler and the track you are on grows ever rougher and narrower. It's easy enough for the horses, but the wagons face the occasional obstacle. At increasingly common intervals, you have to dismount to help get a wheel out of a rut or to clear underbrush from the path so the wagons can pass. Sarge calls a early evening break to switch horses and get a quick bite to eat for all.

"Don't get comfortable. I want another hour or two before we stop. I don't like the feel of these woods." You take about 20 minutes to rest, water and lightly feed your mounts and yourselves and you are back in the saddle again.

Asharad
19th November 2009, 09:38 AM
Did these look like the natural obstacles that just fall across a forest path as a matter of course, or are they only meant to look like that?

Shiz
19th November 2009, 09:52 AM
Trask will examine the tracks and sign as carefully as he can.

Nature +9 = 17

DinbinFanfoom
19th November 2009, 10:08 AM
Brun looks around for the sign that Trask is looking at... wha?

Lycos
19th November 2009, 10:10 AM
Baladir asks Brun, "Whatcha lookin' for?"

DinbinFanfoom
19th November 2009, 10:13 AM
Baladir asks Brun, "Whatcha lookin' for?"
Brun shrugs. "Dunno... I'm looking for vhat he's looking for..." *points at Trask*

Where do you see "a sign", Shiz?

Lycos
19th November 2009, 10:17 AM
Brun shrugs. "Dunno... I'm looking for vhat he's looking for..." *points at Trask*

Baladir says, "Aaaaahhh, he probably saw some cow dung and wants to inspect it." :lowlol:

"How does it taste Trask?" ;)

Sagar
19th November 2009, 10:29 AM
This is just what happens to very infrequently used paths. No one fixes the ruts and there isn't enough traffic to keep the undergrowth down.

Trask determines that there has probably been nothing but light foot traffic on this path in over a week. No horses and certainly no carts. Otherwise, he sees nothing sinister.

Shiz
19th November 2009, 10:38 AM
Onward!

Sagar
19th November 2009, 10:54 AM
You continue onward. The party gets a distinct feeling of Deja Vu. Then Trask realizes this is very near where the Young Hero's had their first battle together.
In fact, you can see the T intersection ahead. And you can see Fandango and the two scouts hightailing it back to the main group.

The lead scout pulls up hard. "Sarge, we got bogeys. 6 half-orcs just up the northern intersection."

Sarge growls, "What are they doing?"

"They appear to be waiting."

Time for the party to take the lead.

Shiz
19th November 2009, 10:57 AM
Let's advance together. Brun, have the Defiance pendant ready.

DinbinFanfoom
19th November 2009, 11:01 AM
Let's advance together. Brun, have the Defiance pendant ready.
"Sure, though it is nose-ring, not pendant."

OOC: At least, IIRC. Be prepared to name-drop "Ambassador Kalak and his son Lakar", though these could just as easily be enemies of the ones we aided, so be on your toes.

Lycos
19th November 2009, 11:23 AM
Baladir informs Sarge that these may be the people we came to see. So, no one get trigger happy. But keep your eyes peeled if this goes down badly.

Lycos
19th November 2009, 11:24 AM
"Sure, though it is nose-ring, not pendant."

OOC: At least, IIRC. Be prepared to name-drop "Ambassador Kalak and his son Lakar", though these could just as easily be enemies of the ones we aided, so be on your toes.


We have the pendant from the Ambassador, and Fandango has the nose ring from the orcs or half-orcs who tried to kill the ambassador.

Lycos
19th November 2009, 11:25 AM
Let's advance together. Brun, have the Defiance pendant ready.

Agreed.

Sagar
19th November 2009, 06:20 PM
What are you going to do? You've mentioned a nose ring and a medallion. What are you going to do with those? What about the wagons and guards? I need details here. :p

Shiz
19th November 2009, 06:37 PM
Fandango and Brun have to decide what they want to do. I wouldn't flash the orc ring, but maybe I am wrong.

Asharad
19th November 2009, 08:06 PM
Yeah, I'm keeping it in my pocket until we see what's what.

DinbinFanfoom
20th November 2009, 01:10 AM
I say we stride forward and ask them if they're friend or foe.

Sagar
23rd November 2009, 03:12 PM
Lacking adequate information, I'll just make this up...

The whole group rides forward. Nearing the crossroads, the party dismounts. Leaving the horses, soldiers and wagons behind, they proceed north. The half-orcs are a savage looking lot sitting casually in the middle of the road. As they see you approach, they stand and settle their gear. They look relaxed, alert and capable. The half-orc leader speaks in rough common.

"We have come to take care of you as we have been ordered to do." The leader pauses, looking you over. "But there supposed to be six. Where is other.. the devil looking one?"

Baladir says "Solak is not with us. He had other business."

The half-orc nods. Turning to his own group he points at one and barks something in orcish. The archer he talks too looks sullen at first, then nods and, picking up his bow, runs off into the woods.

"There. Now is even again."

Shiz
23rd November 2009, 03:28 PM
Baladir speaks (16+14 Diplomacy=34):

"We seek an escort to Defiance. My friend Brunhilde has proof of our good intentions. If you know of us at all then you also must see that we have grown in wisdom and experience since we last encountered one of your clan. We would consider it an honor and privilege to visit Defiance and we pledge to help your home in any way we can while we are guests. I am a servant of Pelor. My elvne companion Trask there is a servant of Sehanine. We come with only good intentions."

Asharad
23rd November 2009, 04:29 PM
Insight to see if these guys are being straight with us (although I suspect they are).

Also, I just realized everyone in my group always get +1 to diplo.

Sagar
23rd November 2009, 04:50 PM
Baladir is a master of sincerity. Even a stone would believe him. The orcs seem unsurprised.

The half-orc leader says, "We know you go to aid the abomination. My forces have surrounding the wagons now. The weapons will help us much. Our victory will make us honored in Orc Nation."

He turns to the others, "Kill them."

As one, the half-orcs in front of you draw weapons and attack.

Fandango, you suspect this might be a ruse and the guys are really friendly and just playing around.

Shiz
23rd November 2009, 05:02 PM
Trask turns to Baladir: "Well, this is unexpected."

EricStratton
23rd November 2009, 05:11 PM
Amaril will also attempt an Insight check.

Insight 19+9 = 28

Lycos
23rd November 2009, 11:38 PM
Map please.

Does the leader wear a nose ring?

DinbinFanfoom
25th November 2009, 01:22 PM
Brun tries to perceive body language (Insight: 7) while being ready for an attack, cuz that's only prudent. (That's +3, not +2, not that it matters...)

OOC: Ooh! Orkies! What do you mean by "they attack?" As in "they swing a weapon at us?" cuz... that's pretty hard to misinterpret...

Asharad
25th November 2009, 01:57 PM
I believe he was being sarcastic.

DinbinFanfoom
25th November 2009, 02:03 PM
I believe he was being sarcastic.
OOC: Who? Sagar? Or these guys? "As one, the half-orcs in front of you draw weapons and attack." Not a lot of room for interpretation there...

Asharad
25th November 2009, 03:04 PM
Sagar.

Shiz
25th November 2009, 03:55 PM
Sagar. Fan rolled a 2 for Insight so Sagar told him the opposite of the truth.

Sagar
1st December 2009, 10:25 AM
The half-orcs get surprise (they would not have if you had a successful insight check).

Please roll init. I'll get the map up as soon as I can but it's crazy here this week so the map might be delayed.

Shiz
1st December 2009, 10:26 AM
Baladir gives all allies +1 init.

Trask +8 = 9

EricStratton
1st December 2009, 10:27 AM
Init: 8+8+1 = 17

DinbinFanfoom
1st December 2009, 10:28 AM
Init +10+1 = 13

Lycos
1st December 2009, 10:29 AM
Init 3+9 = 12

Lycos
1st December 2009, 10:32 AM
Does the leader wear a nose ring?

Do we notice this?

Asharad
1st December 2009, 12:31 PM
INit+9=15

Sagar
1st December 2009, 01:23 PM
Do we notice this?

You do not see a nose ring.

Sagar
1st December 2009, 10:26 PM
Surprise round:

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj

GravenStone
14th December 2009, 11:55 AM
At the rate this is going, I'll be closer to Defiance (Ohio) than you guys ever will to the fictional variety.

Lycos
14th December 2009, 02:40 PM
We understand that the holidays are time consuming, and everyone needs a break from time to time. :D I don't mind.

Lycos
15th December 2009, 11:26 AM
Sagar, to make it clear here. We are waiting for your guys to get a surprise round in here, right? And then we need to know the battle order.

Sagar
15th December 2009, 10:34 PM
Correct. You are waiting for their surprise round and initiative order.

Every day I go into work thinking "I can carve out a few minutes to update this." Every day, I am proven incorrect. Then I leave thinking, "I can update this tonight." Again, I am proven hopelessly optimistic.

So lets just admit that I'll not get a chance to update the fight until probably the 23rd. Just too much year end stuff to do :(

Lycos
16th December 2009, 09:58 AM
Understood. Plus a little break is never a bad thing. :D

Sagar
28th December 2009, 10:43 AM
I hope you all had a nice holiday. I know I did :)

And now, it is time to continue this adventure. Prepare for battle!!!

Surprise round:

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader0????-?20H/O Fighter 10????-?17Amaril53/530190-17H/O Marksman 20????-?16H/O Fighter 20????-?14.5Fandango53/530190-13Brunhilde68/6801130-12Baladir63/6301140-12H/O Marksman 10????-?9Trask50/500180-

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj

The half orc leader gestures with a totem (Trask notices this appears to be a rotting human head dangling from a gnarled rod of dark wood. The wood appears to have been soaked in blood and there are fel sigils carved into it.) Dark energy surges forward and expands in black cloud (burst 1, centered on Amaril) that engulfs the entire party. A swarm of viscious flies explodes into being.
Amaril (30 crit vs 17 fort) is hit for 17 damage.
Baladir (12 vs 18 fort) takes the brunt of the blast on his shield.
Brunhilde (23 vs 19 fort) takes 13 damage.
Fandango (28 vs 17 fort) takes 13 damage.
Trask (30 crit vs 18 fort) takes 17 damage.
Ouch!
The flies continue to swarm around biting and stinging (5 damage if in zone) and trying to get into your eyes (no line of sight past 3 squares out of the zone).

The two fighters move forward and attack Baladir with their great axes. The first gets overly excited and almost drops it's axe (natural 1). The second swings hard (19 vs AC 24) but Baladir easily blocks the blow.

The two marksmen also fire at Baladir. The first misses (15 vs AC 24). The second almost hits (23 vs AC 24) but Baladir just manages to deflect it with his shield.

Sagar
28th December 2009, 10:53 AM
Round 1:

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader0????-?20H/O Fighter 10????-?17Amaril36/530190in cloud17H/O Marksman 20????-?16H/O Fighter 20????-?14.5Fandango40/530190in cloud13Brunhilde55/6801130in cloud12Baladir63/6301140in cloud12H/O Marksman 10????-?9Trask33/500180in cloud

The orc leader gathers dark energy in his hand and touches Baladir with it (19 vs Fort 18). Baladir's body jerks as the dark energy strikes (8 damage+ 3 furious assault bonus). Baladir also loses any necrotic immunity or resistance and will take 5 ongoing energy (SE both). The leader then shifts back one square.

Fighter 1 shifts to east to cover the leader's movement and then swings his axe at Baladir. This attack (29 vs AC 24) hits home and hits hard (17 damage +8 furious assault bonus). Baladir is bloodied.

Amaril...

Shiz
28th December 2009, 12:00 PM
Guys, for my Daily, try and stay so I can hit everyone in a Close Blast 5. Don't scatter to the winds. I will have to move behind everyone which shouldn't be a problem. That will give us all Resist 5, sustain minor.

Or I might Spiritual Waepon him so Fandango can kill him fast.

EricStratton
28th December 2009, 12:18 PM
Amaril, Round 1.

Amaril FIRST curses Fighter 1 THEN gets the hell out of the cloud but surprises everyone by running toward the half-orcs (to F9 via F12 -> E11 -> E10 -> F9). Then he casts Otherwind Stride teleporting behind Fandango (G14) which triggers Shadow Walk gaining concealment.

His wake:

Marksman 1: 7+9 = 16 vs FORT
Leader: 17+9 = 26 vs FORT
Fighter 1: 14+9 = 23 vs FORT

Hit: 1d8 + 6 = 8+6 = 14 dmg (14+5 (curse dmg) = 19 to Fighter 1) and are immobilized until EoNT.

Sagar
28th December 2009, 01:26 PM
Since it didn't occur to me that these guys being half-orcs would be misleading (duh!), I will tell you that this is your only planned significant encounter today. Don't feel like you have to hold back.

DinbinFanfoom
28th December 2009, 01:38 PM
Brun will trigger Rain of Steel (Daily, Stance, Minor, 1d12 damage to adjacent targets at start of target's turn)

R1 DAM: 3

Brun will move to F9 via E11 and E10 (Move, Avoiding OA, yes I know I'm flanked).

Brun will unleash Comeback Strike (Standard, Daily, Reliable, +14 vs AC, 2d12+8 dam, Spend healing surge) on Half-Orc Leader.

ATK: 31 vs AC
DAM: 14
Brun heals 17.

Brun will burn an AP (Free).

Brun will follow up with Sweeping Blow (Standard, Encounter, Close Burst 1, +15 vs AC, 1d12+8 dam)

ATK vs Marksman 1: 17 vs AC
ATK vs Leader: 29 vs AC
ATK vs Fighter 1: 24 vs AC
DAM: 19

All 3 are marked, if I can do that, I can't remember. If not, just the leader then. Brun is in her element.

Sagar
28th December 2009, 01:41 PM
The half-orcs cheer their leader and sense a quick end to the fight.

Amaril takes 5 damage from the stinging flies as he circles around Brunhilde and runs towards the half-orcs, cursing the nearest fighter. They seemed surprised to see a skirt-wearer running towards them. The are even more surprised when Amaril disappears in an explosion of wind and debris. The marksman avoids the wind but the Leader and Fighter are caught squarely (14 damage to the Leader and 19 to the fighter.) Both are immobilized and Amaril vanishes from view (concealed behind Fandango).

The orcs stop cheering.

Marksman 2 moved over to the bushes (partial concealment) and, deciding Baladir is too well armored, fires at Trask. The arrow (29 vs AC) hits easily and buries itself deeply in the healer's shoulder (8 damage +7 furious assault bonus). Trask is bloodied.

The second half-orc fighter swings his axe at Baladir but (15 vs AC 24) the paladin easily avoids the blow.

Fandango..

Sagar
28th December 2009, 01:45 PM
Brun, please roll your RoS damage this round (until your start of turn 2) unless you want me to do it...

Shiz
28th December 2009, 02:38 PM
Amaril needs a ST too.

Sagar
28th December 2009, 02:45 PM
Why? The cloud damage only applies while in the cloud. No ST. Baladir's ST if from a different attack.

Shiz
28th December 2009, 03:12 PM
Oh. My misunderstanding.

Asharad
28th December 2009, 04:46 PM
saving throw if I need it.

I will take two steps over to f13.

For now I will just hit H/O marksman1 with sly flourish with added sneak attack damage.

Attack:+12 vs ac BOOM
damage: 30

Sagar
29th December 2009, 09:35 AM
Fandango, not liking biting flies (5 damage), moves out of the cloud. Spotting one of the marksmen, he makes a flamboyant gesture then whips his dagger at the half-orc. (The half-orc has acted already during the surprise round - you do not have CA and can't get sneak attack damage.) The attack is perfect, striking the marksman hard and deep (14 damage). Fandango grins as the dagger reappears in his hand.

Brunhilde sets up her rain of steel and moves out of the flies to avoid more bites (5 damage). She glides forward as a deadly rain of steel and death and slams her axe into the leader with a vicious comeback strike (31 vs AC). The leader staggers (14 damage) and Brunhilde is heartened (+17 hp, surge used).

Baladir...

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader28????Immobil until EoAT2?20H/O Fighter 119????Immobil until EoAT2?17Amaril31/53010/90Concealed until EoT217H/O Marksman 20????-?16H/O Fighter 20????-?15Fandango35/53010/90-13Brunhilde67/68011/130RoS = 312Baladir27/63010/140Bloodied; in cloud; no necro resis, 5 ongoing SE12H/O Marksman 114????-?9Trask18/50010/80Bloodied; in cloud

Asharad
29th December 2009, 09:52 AM
Rats!

DinbinFanfoom
29th December 2009, 10:27 AM
Brun wasn't done, see above.

Lycos
29th December 2009, 12:38 PM
Baladir shifts to F10.

He casts Hallowed Spot. EVERYONE gets +3 to defense within the area of D12, D8, H8, and H12. Also, any enemy in there gets damaged. I'll roll to hit all of them. +9 to hit.

Hallowed Spot (Divine, Implement, Zone) Close Burst 3, Target: Each Enemy in burst, +9 vs. Reflex (2d6 + 4)
Effect: The burst creates a zone of bright light. You and each ally within the zone gain a +1 power bonus (+2 from symbol, +3 total) to all defenses until the end of the encounter.

8 points of damage to whomever is hit.

Then Baladir uses his action point to Paladin Judgement on the leader.

Paladin's Judgement (+11 to hit vs AC, 3d10 + 5 Damage for strength and sword) 1 Ally within 5 squares gets a healing surge
Miss: 1 Ally within 5 squares gets a healing surge.

24 points of damage, if I hit.

Trask receives the healing surge.

I'm going to be out doing errands for a while. Sagar, feel free to roll any other rolls that I didn't do properly or missed.

Shiz
29th December 2009, 12:59 PM
Close Burst 3 is a 5x5 square so H13 to I7, C7 to I13 so Marksman 1 gets hit too.

Trask is waiting for resolution of Brun and Bal.

Sagar
29th December 2009, 01:54 PM
Brun wasn't done, see above.

Sorry. My work computer informed me it was going to reboot in 5 minutes and, in my haste, I skipped that.

BAD UPDATE!!

Sagar
29th December 2009, 02:19 PM
Brunhilde yells to Fandango, "But wait, there's more!". Her axe continues in a great sweeping blow that slams into the warrior and leader (19 damage each) and just misses the marksman. The leader is now bloodied.

Baladir swats at the bugs (5 damage as he shifts out of the cloud). He also suffers from the necrotic energy coursing up his arm (5 ongoing damage). Grasping his holy symbol, the paladin unleashes a blast of holy energy that slams into the hunter and both warriors (19, 21, 24 vs ref, 8 damage). The leader manages to avoid the attack. Seeing this, Baladir lunges forward, calling down paladin's judgement on the half-orc leader. This, the half-orc can't avoid (20 vs AC 19) and the blow (24 damage) caves in the death mage's chest. With a vile scream, the half-orc death mage throws his final spell - a death mark on Baladir. The necrotic energy slams into the holy warrior (15 damage), leaving him staggering and barely alive (2 hp left). A healing surge hits Trask, however, and he feels much better (+12 hp).

The half-orc marksman whips out a battleaxe and makes an evasive chop at Brunhilde (17 vs AC) and darts away (shift 1 as part of the attack. He then turns and darts into the cover of the bushes to the north (Partial cover).

The third half-orc marksman (called Archer 2), reappears out of the woods to the north and draws a bead on the party.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader71????Bloodied; Dead?20H/O Fighter 146????Immobil until EoAT2?17Amaril31/53010/90Concealed until EoT217H/O Marksman 20????-?16H/O Fighter 28????-?15Fandango35/53010/90-13Brunhilde67/68011/130RoS = 312Baladir2/63010/140Bloodied; 12H/O Marksman 122????-?9Trask30/50011/80in cloud

Shiz
29th December 2009, 02:49 PM
Trask:

Minor: Healing Word to Baladir, 15(surge)+d6+4= 21hps healed
Minor: Bastion of Health (encounter) to Baladir as well, 20hps healed (surge+4(WIS)+1(CHA))

Std: Encounter Power Evasive Strike, +11 vs AC, 2d10+6dmg
Special: You can shift a number of squares equal
to 1 + your Wisdom modifier (+4) either before
or after the attack.

Fighter 1: 26 vs AC, 16dmg

As part of the power, Trask will shift to L10 getting partial cover then attack the already hurt Fighter 1.

Action Point: Command vs Archer 2, +10 vs WIL, hit: dazed, slide to F8

Archer 2: 17 vs WIL

Elven Accuracy used.

Sagar
29th December 2009, 03:04 PM
Trask ignores the bugs (5 damage) to heal Baladir (21 and 21 again). He then darts out of the cloud and, from the (partial) cover of the bushes, turns and fires at the first orc fighter (26 vs AC). His arrow strikes home, buring itself in a small gap in the orc's armor (16 damage). The orc fighter is bloodied.

Sagar
29th December 2009, 03:07 PM
End of Round 1:

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader71????Bloodied; Dead?20H/O Fighter 162????Bloodied; Immobil until EoAT2?17Amaril31/53010/90Concealed until EoT217H/O Marksman 20????-?16H/O Fighter 28????-?15Fandango35/53010/90-13Brunhilde67/68011/130RoS = 312Baladir44/63010/140-12H/O Marksman 125????-?9Trask30/50011/80in cloud

Shiz
29th December 2009, 03:38 PM
I edited in an AP use. You can update or ignore.

Sagar
30th December 2009, 09:30 AM
Edit: Trask quickly focuses his will on the half-orc archer. Locking eyes, Trask forces the archer to step forward, out of the bushes. The archer takes half a step then the wind blows a branch in front of his face - breaking the eye contact. The archer falls back and averts his gaze. (17 vs Will 16+2: miss).

Sagar
30th December 2009, 09:53 AM
Warrior 1, in retaliation for being bloodied by Trask, lashes out at the closest enemy. The great axe (14 vs AC 24+3) is easily deflected by Baladir. The warrior continues the swing and, with a bloodfury attack (28 vs AC 24+3), slams the axe into Baladir (15 damage) and is heartened by his success (heal 10). Baladir is bloodied. The orc tries to shift, but cannot (immobilized). It also takes 3 damage from the rain of steel.

The newest marksman (archer 2) starts to aim for Trask, realizes he doesn't have a clear shot, and reaims at Brunhilde. The arrow slams into the warrior (27 vs AC 19+3) sinking deeply into her side (13 + 9 furious assault bonus damage).

Amaril...

EricStratton
30th December 2009, 11:52 AM
Amaril round 2:

I don't know if Amaril can see through the swarm. The wording could go either way, I guess. So:

Amaril curses Fighter 2 and then casts Crown of Madness on him. If Amaril will take a penalty from casting through the swarm, he'll move to J14 triggering Shadow Walk.

Attack: 11+9 = 20 vs Will
Hit: 2d6 +6+1d6 (curse) = 10+6+3 = 19 psychic damage.

Crown of Madness - Daily
Attack: +9 vs. Will
Hit: 2d6 +6 psychic damage.
Miss: Half damage.
Sustain Minor: The target makes a melee basic attack against one of its adjacent allies of your choice (save ends).

--

Then Amaril will use his AP and cast Witchfire on Fighter 2.

Attack: 19+9 vs. Reflex
Hit: 2d6 + 6 + 1d6 (curse) = 6+6+4 = 16 fire damage, and the target takes a –6 penalty to attack rolls until the end of your next turn.

Hmm. On second thought I guess that wasn't the smartest move I've ever made. He'll get to attack an ally but then take -6 to do so. Whoops. Mental note for next time - not a great spell combo.

Asharad
30th December 2009, 12:58 PM
I'll move to e7.

I'll use Blinding Barrage to the north on ho marks1 and archer2.

Attack:+12 vs AC=22 to both
Damage:2d4+6=13 and they are blinded. If I missed they take half damage.

In the event that one of them is not blinded, I will use Boo on the seeing one.

I think I got these guys for now if y'all wanna get the fighters and then move up to help. I've got CA on them both and an action point to burn.

Lycos
30th December 2009, 02:02 PM
After Brun makes her move, I'll see where we stand before I make a move.

DinbinFanfoom
30th December 2009, 08:22 PM
Brun shifts to G9. She then unleashes a Crushing Surge (At-Will, Invigourating, L1: +13 vs AC, 1d12+8, +7[con] THP on a hit) against Fighter 1, marking him.

ATK: 20 vs AC
DAM: 11
Brun gets 7 THP if it hit (it might not)

Sagar
30th December 2009, 08:33 PM
The swarm rules state only that you can't see more than 3 squares if you are IN it. Nothing about seeing through it. I assume the bugs swarming in your eyes cause the problem, not the bug density. You can see through it without issue.

Amaril curses Fighter 2 then gathers his will and casts a crown of madness on it. The attack (20 vs Will) burrows into the orc's mind and scrambles it's frontal lobe (19 damage). He then casts witchfire (AP used) on the same fighter and flames begin to spurt out of it's eyes (16 damage). The orc can't see (-6 to attack until EoAT3).

Marksman 2 decides Amaril is the most dangerous target and takes careful aim before firing (natural 20). Amaril crys out as an arrow appears in his right shoulder (15 damage). Amaril is bloodied.

Fighter 2 attacks fighter 1 (21-6 vs AC) but misses due to it's blindness. The fighters are no longer immobilized. The orc also shakes off the crown of madness (11 st).

Sagar
30th December 2009, 08:44 PM
Fandango slides north and unleashes a blinding barrage on the two marksmen (22, 22 vs AC+2). Despite their cover, he hits them both. Each screams (13 damage) as blood runs into it's eyes (blinded until EoFT3). Marksman 1 is bloodied.

Brunhilde shifts east and unleashes a crushing surge on fighter 1. The blow lands (20 vs AC) hard (11 damage). Brunhilde feels a surge of adrenaline and grins evily at her foe (7 thp)

Baladir...

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader71????Bloodied; Dead?20H/O Fighter 166????Bloodied; ?18H/O Marksman 20????-?17Amaril16/53010/90Bloodied; 17H/O Marksman 313????blinded EoFT3?16H/O Fighter 243???? -6 attk EoAT3?15Fandango35/53010/90-13Brunhilde45/68711/130RoS = 312Baladir29/63010/140Bloodied; 12H/O Marksman 138????Bloodied; blinded EoFT3?9Trask30/50011/80-

DinbinFanfoom
30th December 2009, 08:46 PM
Brun's RoS for the next round.

EricStratton
31st December 2009, 11:16 AM
Wow, Amaril got down in HPs fast. :-/

Shiz
31st December 2009, 01:51 PM
Brun shifts to G9. She then unleashes a Crushing Surge (At-Will, Invigourating, L1: +13 vs AC, 1d12+8, +7[con] THP on a hit) against Fighter 1, marking him.

ATK: 20 vs AC
DAM: 11
Brun gets 7 THP if it hit (it might not)

Your con mod is not 7. That is your level adjusted con mod. You don't get your level bonus.

Invigorating: If you are trained in the Endurance
skill, you gain temporary hit points equal to
your Constitution modifier when you hit with a
power that has this keyword.

If you interpret it your way, then my heal mods are not +4. They are +7. Yet the character builder says +4.

Shiz
31st December 2009, 01:59 PM
Is H/O Marksman 3 in the init list = Archer 2 on the map?

Shiz
31st December 2009, 02:06 PM
First a correction on surges (not that I think it matters if this is the only fight of the day). Trask healed Baladir 2x. Both of those heals reduced Baladir's surge pool. Trask has not spent a surge.

Trask:

Std: Target the most damaged Fighter still standing with a Lance of Faith, +10 vs REF, d8+6, +2 bonus to Brunhilde.

29vs REF, 8 dmg, +2 bonus to Brunhilde's next attack roll vs that target (including on an OA.)

Move: none

Lycos
31st December 2009, 02:38 PM
Baladir draws back his sword and pulls it over his head in a large arch. "Pelor, in thy holy name assist me in smiting thy enemies."

Righteous Smite on Fighter 1.

Righteous Smite (Charisma (+11) V. AC, 2d10 +5 Damage for Strength)
Effect: 2d10 + (5) Charisma modifier damage and sword, and you and each ally within 5 squares of you gain temporary hit points equal to 5 + your Wisdom modifier (2).

25 to hit.

13 points of damage to Fighter 1.

+ 7 temp hps for any ally within 5 squares of me.

DinbinFanfoom
31st December 2009, 03:16 PM
Your con mod is not 7. That is your level adjusted con mod. You don't get your level bonus.I was unsure about that. Thanks for the clarification. Sagar, reduce my THP to 4 from 7.

Sagar
5th January 2010, 12:09 PM
Sorry for the delayed update:

Baladir calls upon his god and smites the orc fighter most righteously (25 vs AC). The blow strikes wicked hard (13 damage) and everyone takes heart (+7 thp)... except for the orc. He is taking a beating.

Markman 1, still blinded, takes a pot shot at Fandango (22-6 vs AC) but misses.

Trask piles targets the 1st fighter as most wounded and slams it with a Sehaine's Sting (29 vs Ref, 8 damage). The orc glows in Brunhilde's eyes giving her an advantage on her next attack vs the orc (+2 to hit).

End of round 2:

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader71????Bloodied; Dead?20H/O Fighter 187????Bloodied; ?18H/O Marksman 20????-?17Amaril16/53710/90Bloodied; 17H/O Marksman 313????blinded EoFT3?16H/O Fighter 243???? -6 attk EoAT3?15Fandango35/53710/90-13Brunhilde45/681111/130RoS = 11, +2 hit vs Orc Fighter 112Baladir29/63712/140Bloodied; 12H/O Marksman 138????Bloodied; blinded EoFT3?9Trask30/50711/80-

Sagar
5th January 2010, 12:19 PM
Round 3:

The orc deathmage (leader) is still dead.

Half-orc fighter 1 turns in a vicious arc to slash at Baladir and spins right into Brunhilde's rain of steel. Her axe chops through a gap in the armor between his head and shoulders, ripping out the back of his neck in a shower of blood and bone fragments. The half-orc looks confused as his arms drop and his legs turn to jelly. Bonelessly, he slowly topples to the ground.

Archer 2 continues to shake blood out of his eyes but delays his attack until he can see.

Amaril...

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used25H/O Leader71????Bloodied; Dead?20H/O Fighter 198????Bloodied; Dead?17Amaril16/53710/90Bloodied; 16H/O Fighter 243???? -6 attk EoAT3?15Fandango35/53710/90-14H/O Marksman 313????blinded EoFT3?14H/O Marksman 20????-?13Brunhilde45/681111/130RoS = 11, +2 hit vs Orc Fighter 112Baladir29/63712/140Bloodied; 12H/O Marksman 138????Bloodied; blinded EoFT3?9Trask30/50711/80-

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj

EricStratton
5th January 2010, 12:35 PM
Aww, no one for Fighter 2 to attack. :(

First Amaril will Sustain Minor Crown of Madness. Just in case.

Then Amaril will cast Ol' Faithful (aka Eldritch Blast) on Fighter 2.

EB: 2+9 vs REF
Dmg: 1d10+6+1d6

Having lost his train of thought mid-spell, Amaril will just run into the western woods and take cover from the archers (B13).

Sagar
5th January 2010, 02:09 PM
Amaril tries to maintain the crown of madness, not realizing the half-orc had slipped free of it's bonds already (st 11 last round). He then fires an eldritch blast at the ground, hitting it squarely (11 vs Ref). The ground doesn't seem to notice. Finally, Amaril darts into the woods (B13). Ftr 2 is no longer eye-bit.

Marksman 2 also tries to shake blood out of it's eyes as it holds it's attack until it can see.

Ftr 2, no longer blinded, turns to Brunhilde and gets whalloped by her roving axe (11 damage - RoS). It is now bloodied. Between the whallop and stumbling on the unseen corpse of Fighter 1, the half-orc doesn't get a good attack off (natural 1).

Fandango...

Asharad
5th January 2010, 02:36 PM
I'll shift to e6.

I will sly flourish marksman 1.
Attack:+14 vs ac=32
Damage:1d6+11+2d8=27 damage

If he is alive I will use an action point to attack him again. If he is dead I will use an action point to attack archer2 (aka Marksman 3, I think).

Attack:+14 vs ac=23
Damage:1d6+11+2d8= 26 damage

If marksman 1 is dead (and I don't see how he can still be alive) I will, as minor action, sic Boo on Marksman3 so he is blinded another turn.

Sagar
5th January 2010, 05:39 PM
Fandango shifts closer to the marksmen and, after flourishing his new sword, uses it to slash the throat of marksman 1 (32-2 vs AC, 27 damage). The half-orc gargles and chokes, then slumps to the ground.

In the same motion (AP used), Fandango whips the blade around at Marksman 3. The bushes impede the strike (23-2 vs AC), but not enough to prevent a stout blow to the marksman's helm (26 damage). The 3rd marksman is bloodied.
Boo requires an attack roll. Dex vs Ref. I need a D20 + dex adjustment (+7 for you).

Asharad
5th January 2010, 06:17 PM
Get'em Boo!

20!

Sagar
6th January 2010, 08:01 AM
Fandango grabs Boo from his pouch and tosses him at the remaining marksman and yells, "Get em, Boo!". Unfortunately, those were not the correct keywords and Boo remains inert. The figurine bounces off a branch in any event (20-2 vs Ref).

The marksman, blood no longer in his eyes, darts out and hits Fandango with an evasive chop (shift, hit, shift as one attack). The attack hits (29 vs AC) and Fandango (14 damage) is bloodied. The half-orc darts back into the bushes and then shifts to deeper cover in the trees (Full cover, -5 to hit).

Brun...

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj

Shiz
6th January 2010, 09:20 AM
"Go for the eyes" Fandango.

Sagar
6th January 2010, 11:57 AM
Brunhilde...

Baladir...

Trask....

FYI: Tomorrow, I am leaving to go to Disney World to run the half-marathon with Murgos. Won't be back until the 16th.

I might have a computer there, though, but no promises.

Shiz
6th January 2010, 12:01 PM
Trask:

Move: to I5 (speed 7)
Minor: Healing Word to Fandango (surge+d6+4=13+2+4=19hps)
Std: Ranged Basic Longbow attack vs Marksman 2 (ignores cover), 17 vs AC probably misses

DinbinFanfoom
6th January 2010, 12:15 PM
Brun will target fighter 2 with another Crushing Surge (At-Will, Invigourating, L1: +13 vs AC, 1d12+8, +4[con] THP on a hit), marking him.

ATK: 27 vs AC
DAM: 9
Brun +4 THP (overrides previous)

Brun will shift to H9.

Shiz
6th January 2010, 12:17 PM
+4 con THP.

Lycos
6th January 2010, 02:20 PM
Does Brun's attack take out Fighter 2? If so, I'll need to figure out who I am going after.

Shiz
6th January 2010, 02:24 PM
If so, Marksman 2 please.

Sagar
6th January 2010, 04:44 PM
Brunhilde unleashes a crushing surge against the remaining fighter (27 vs AC) but doesn't hit squarely (9 damage). The fighter is marked and Brunhilde in encouraged (4 thp).

Baladir...

Marksman 1 remains deceased.

Trask moves briskly as only an elf can (to I5). There, he throws Fandango a healing word (19 hp healed) and fires an arrow at Marksman 2. The marksmans sees it coming though (17 vs AC) and ducks.

Lycos
6th January 2010, 06:12 PM
Baladir attacks Fighter 2 then with Piercing Smite

Piercing Smite (+11 to hit vs Reflex, 2d10 + 5 Damage for Strength)
Adjacent targets are marked until the end of my next turn.

A 26 to hit vs reflex.

I assume its a hit. 17 points of damage.

Sagar
7th January 2010, 11:22 AM
While the others are fighting, Baladir slips in a piercing smite (26 vs ref) and the attack lives up to its name (17 damage).

End of round:

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Amaril16/53710/90Bloodied; 16H/O Fighter 280????Bloodied; Marked - Brun?15Fandango53/53711/90-14H/O Marksman 339????Bloodied; ?14H/O Marksman 20????-?13Brunhilde45/68411/130RoS = 11, +2 hit vs Orc Fighter 112Baladir29/63712/140Bloodied; 9Trask30/50711/80-

Round 3:

Amaril....

DinbinFanfoom
7th January 2010, 12:35 PM
Brun is H9, not I9, btw...

If he's still next to me when it's Brun's turn...

Brun will repeat her last attack, striking at fighter 2 with another Crushing Surge (At-Will, Invigourating, L1: +13 vs AC, 1d12+8, +4[con] THP on a hit), marking him.

ATK: 24 vs AC
DAM: 18 (That SHOULD finish him)
Brun +4 THP (overrides previous)

If that kills him, Brun will move to J8 and engage that mob next round.

If someone kills F2 first, Brun will move to J8 and attack the other marksman with the attack above, marking him.

EricStratton
7th January 2010, 12:54 PM
Amaril, Round 3:

From the trees, Amaril casts Eldritch Blast at Fighter 2. (And curses him if it's not cursed already).

EB: 8+9 = 17 vs REF
Dmg: 1d10+6+1d6 = 3+6+5= 14 dmg

Asharad
7th January 2010, 01:09 PM
Move to E4, however necessary to avoid OAs.
Attack:+12 vs AC (Staggering Assault)=15 so probably a miss but..
Damage:14 and slowed

Sagar
8th January 2010, 09:55 PM
Amaril fires a blast at the fighter but (17 vs AC) it dodges. Amaril curses thr fighter.

Archer3 fires at Brunhilde but the arrow slips (natural 1).
the archer whistles loudly in a particular pattern and a group of the orcs attacking the wagons peels off and charges the party.

The fighter gets clipped by Brunhilde's RoS (6 damage). It attacks Brunhilde (18 vs AC) but she avoids the blow.

Fandango moves and tries a clever new attack (15 vs AC). The half orc dodges easily.

Brunhilde unleashes another wicked attack and (24 vs AC) crushes the orcs armor with her axe. The Orc undeneath the armor doesn't fair well either. It dies.

Lycos
9th January 2010, 12:03 AM
Brunhilde...


Fandango

Isn't Brun's attack at #233?

Sagar
19th January 2010, 03:55 PM
As far as I can tell, I am still waiting for Baladir and Trask...

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Amaril16/53710/90Bloodied; 15Fandango53/53711/90-14H/O Marksman 339????Bloodied; ?14H/O Marksman 20????-?13Brunhilde45/68411/130RoS = 11, +2 hit vs Orc Fighter 112Baladir29/63712/140Bloodied; 9Trask30/50711/80-010 orc grunts - incoming0????-?

There are 10 orc grunts rushing towards you from the direction of the wagons.

You also notice that there are about 20 orcs attacking the guards at the wagons. They have formed a tight defensive perimeter and are fighting well. 10 orcs or so lie dead and several of the guards are wounded but they look to be able to hold out a while more.

Shiz
19th January 2010, 04:04 PM
Just to refresh, Trask has used 1 healing surge, Bastion of Health, Evasive Strike, Command and Elven Accuracy.

Hmm, +8 vs AC with the longbow and no cover or +10 vs REF with cover...

Trask will Lance of Faith Marksman 3, +10 vs REF(+2 for cover), d8+6, +2 bonus to Fandango.

17 vs REF+2, 10dmg

Another miss I imagine....

Lycos
19th January 2010, 04:09 PM
Sorry, I didn't realize you were waiting on me because I think you updated Brun's attack in your last post, and the thread doesn't show that its been updated unless there is a new post.

Baladir charges Marksman 2.

(+12 to hit vs AC) = 19

If I hit, 5 + 5 = 10 points of damage.

Sagar
20th January 2010, 09:05 AM
Baladir turns and charges Marksman 2. It looks like the paladin might skewer the half-orc, but at the last second, his blade gets fouled in foliage and misses (19-2 vs AC).

Trask shoots a bolt of radiant energy at marksman 3 (17-2 vs Ref) but the orc ducks behind a thick branch and avoids the blast.

The orc grunts run towards you covering 1/3rd of the distance to the party.

End of Round:

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Amaril16/53710/90Bloodied; 15Fandango53/53711/90-14H/O Marksman 339????Bloodied; ?14H/O Marksman 20????-?13Brunhilde45/68411/130RoS = 11, +2 hit vs Orc Fighter 112Baladir29/63712/140Bloodied; 9Trask30/50711/80-010 orc grunts - incoming0????-?

EricStratton
20th January 2010, 10:56 AM
Amaril, Round 4:

Amaril curses Marksman 2 and casts Eldritch Blast on it.

EB: 19+9 vs REF
Dmg: 1d10+6+1d6 = 3+6+4 = 13 dmg

Asharad
20th January 2010, 11:43 AM
I'll move (or shift) to e5.

Hit HO marksman with...Sly flourish.=29 vs ac
Damage:14

Lycos
20th January 2010, 12:39 PM
Round 4, Baladir:

He'll attack Marksman 3 again.

Divine Challenge (minor) on Marksman 3.

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

Then Holy Strike on him.

Holy Strike! (+11 to hit vs AC, 1d10 + 5 Damage for strength and sword) + 2 more in damage if marked.

14, I assume a miss.

Shiz
20th January 2010, 12:57 PM
From what direction are the orc grunts coming? Where will they enter the map roughly?

Lycos
20th January 2010, 01:18 PM
From what direction are the orc grunts coming? Where will they enter the map roughly?

from the south. That's where the wagons are.

Shiz
20th January 2010, 01:25 PM
Brun and Bal shouild form a front while we clean up the Marksmen. brun and Bal should not be adjacent to each other, thoguh. Spread out a bit.

DinbinFanfoom
20th January 2010, 01:28 PM
Brun and Bal shouild form a front while we clean up the Marksmen. brun and Bal should not be adjacent to each other, thoguh. Spread out a bit.
"NONE SHALL PASS!"

OOC: Is that cloud thing still there? How long does it persist after the demise of it's caster?

Sagar
20th January 2010, 01:29 PM
Amaril takes careful aim and, despite being almost at the limit of his spell, shoots a blast at marksman 2.
The blast expands as it travels (28-2 vs Ref) and is too big for the half-orc to avoid. It gets lightly roasted (13 damage).

Fandango slides into the bushes and tries to hit the half-orc hiding behind the tree. He feints left and then stabs right (29-5 vs AC). The marksman falls for the feint and dodges right onto the blade (14 damage). Marksman 3 is bloodied and reeling.

Marksman 3 tries an evasive chop on Fandango (shift - attack - shift) but misses (15-2 vs AC). Finding itself on the road, it weaves through the battle to join it's companion.

Marksman 2 pulls out a battleaxe (minor) and attacks Baladir (26 vs AC 24+1). Despite being within the hallowed circle, Baladir is hit hard (14 damage). Heartened, the marksman shifts back into the deeper woods.

http://www.primeaxiom.com/rpgt/scene.asp?ID=o8r4td2kywpulqb318omt2yrhxzxgvtrbjjr4 ufydx51l7jgwt738bry4a39mxxj
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Amaril16/53710/90Bloodied; 15Fandango53/53711/90-14H/O Marksman 353????Bloodied; ?14H/O Marksman 213????-?13Brunhilde45/68411/130RoS = 11, +2 hit vs Orc Fighter 112Baladir15/63712/140Bloodied; 9Trask30/50711/80-010 orc grunts - incoming0????-?

Sagar
20th January 2010, 01:30 PM
From what direction are the orc grunts coming? Where will they enter the map roughly?

They are coming from the south and east. They will come in near K-L 16.