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Greebo
20th January 2010, 10:41 AM
After pummeling Jacoby for suggesting that they remain in the deserted crypts under the ruins of Rivenroar to study the local insect life, the party returns to Brindol for a second time, this time loaded heavily down with assorted gear plundered from the remains of their enemies.

One time DM bonus: Gain 100xp each for your improved attention to detail.

Were you planning to sell here or somewhere else?

You return in plenty of time to attend the last of the celebrations in your honor - a grand feast thrown in the Hall of Great Valor. The hall is packed with local nobles, top merchants, and of course the town council sits among you at the head table.

While the celebrations are grand and the mood is high all around, you cannot help noticing the occasional mention of Overlook and the "Dwarves of Bordrin's Watch". However, these are comments only overheard - nobody seems to want to spoil your evening by talking about troubles elsewhere when you've already done so much for the city.

Lycos
20th January 2010, 12:29 PM
Jacoby would like to whisper to the head of the town council that we would like to discuss these troubles in a couple of days. Why ruin a good time with business?

How about we finish partying, and then we take a day to recuperate, and then we dig into the issues at hand with the Overlook, and the dwarves?

Greebo
20th January 2010, 01:16 PM
Any dissension?

Sagar
20th January 2010, 02:15 PM
I say we sell here. Hopefully our fame will get us better prices. I am good with taking a day to rest and contemplate our new skills.

Greebo
20th January 2010, 02:18 PM
As for recuperation - you're pretty much fully rested - you haven't had a good fight in days.

Sagar
20th January 2010, 02:25 PM
I would like to talk about the dwarves the next day, then. Talking isn't hard work anyway.

Greebo
20th January 2010, 02:27 PM
Sagar since you mentioned selling here - gimme a diplo roll please.

Sagar
20th January 2010, 04:01 PM
Raj - Diplo +10
OMG!

11

Greebo
20th January 2010, 04:07 PM
Well during the party Raj happens to engage in conversation with one of the more powerful merchants in Brindol, and attempts to engage in some business discussions (angling for a better deal on the goods you brought back) - but the merchant is offended by the Draconian's rather abrupt topic change and shows no interest in offering you any special favor.

After the evening ends you retire for the night.

The next day, ...

Sagar
20th January 2010, 04:12 PM
Raj lets someone else sell the goods and goes looking for info on the dwarves.

Greebo
20th January 2010, 04:12 PM
Oh you'll get 20% - you were just angling for more ;)

Greebo
21st January 2010, 12:28 PM
Raj goes out into the city of Brindol trying to gain information about the dwarves and the city of Overlook.

Give me streetwise rolls.

Anyone else doing likewise, do the same please.

attriel
21st January 2010, 01:31 PM
Shere decides to go directly to the council for more information on this dwarven issue.

'You mentioned, before, some sort of problem at Overlook Pass, and I hear things about "The Dwarves". Do you have any more information? Do they need assistance?'

Greebo
21st January 2010, 01:43 PM
Going to the friendly council = Automatic information gathering success, no more rolls needed

Tor Shere meets with your friend, Councilman Troyas, who is more than happy to share information about Overlook and Bordrin's Watch.

Overlook is a large mountain city west of the Eldir Vale. To its west, the Dwarven Fortress of Bordrin's Watch defends not only Overlook but the entire vale from repeated assaults by the Orc tribes who live west of the Stonehome Mountains.

For as long as human, and most elvish, memory, the Dwarves of Bordrin's Watch have stood steadfast and the Orc's assaults have done little but paint the fortresses walls black with their blood.

So all the vale was concerned when a call to arms from Overlook was received whilst you were recovering the children of Brindol. Rumors are flying - the new orc host is unlike any other - it has a leader of terrifying size - it's led by a powerful witchwoman - no its led by a massive ogre - the fortress is about to fall, you get the idea.

Brindol was deeply startled by the Red Hand's assault and the city watch was weakened greatly. They cannot spare much of a force - but as you have shown, you are the match of an army of hobgoblins and goblins. Would you, the Heroes of Brindol, set out to Overlook to lend support and assure them that Brindol will send more forces as they can spare them?

Lycos
21st January 2010, 02:30 PM
I may be blind, but I don't see Overlook on that map, but "Sure!" Let's do it! :D

Greebo
21st January 2010, 02:49 PM
I may be blind, but I don't see Overlook on that map, but "Sure!" Let's do it! :D

Overlook is a large mountain city west of the Elsir Vale
What do you think I posted a map of. Hint - it's written in large letters in the middle of the map...

Lycos
21st January 2010, 02:56 PM
Seriously, I still can't see it, and this is a map of Elsir Vale, not Eldir Vale. I know that could be a typo, but with fantasy stuff, I could see there being an Eldir and an Elsir Vale.

Greebo
21st January 2010, 03:04 PM
LOL I'm just giving you a hard time - I thought you all should see a map of Elsir Vale - Overlook is not on it - it's off to the west.

The western border shows the edges of the Stonehome Mountains.

Lycos
21st January 2010, 04:12 PM
LOL I'm just giving you a hard time - I thought you all should see a map of Elsir Vale - Overlook is not on it - it's off to the west.

The western border shows the edges of the Stonehome Mountains.

Basterd! :lowrazz: :lowlol:

Greebo
21st January 2010, 04:24 PM
Any other party business before you leave Brindol? Assume the sales are done and you got the 20% we discussed earlier and update your character sheets with your level 3 data.

If you're done here, once I have updated sheets, we'll proceed.

Sagar
22nd January 2010, 10:00 AM
Sorry. Forgot to do the updates.

I'll make a note to myself...

Greebo
25th January 2010, 10:50 AM
My goodness, I totally forgot - Raj and Urvi are SICK!

Urvi and Raj - Endurance Checks please. You've had effectively 1 extended rest since your return with the prisoners - no combat on the trip back - so just one roll each.

Filth Fever
DC16+ Improve
DC10- Get worse

Urvi is in the Initial phase - if she improves she'll be cured.
Raj is in phase 2 - if he improves, he'll get his defenses back but still be down a surge. If he falls worse, he loses all surges and cannot regain hit points until cured via the ritual "Cure Disease".

Party members may use Heal Check in place of your Endurance check to help with recovery but you need to decide ahead of time if you want to do that.

My recommendation would be for Shere or Duma to try to heal Urvi (Heal 5 vs. Endurance 4) and then if she recovers, for her (Heal 8) to try to heal Raj (Endurance 2).

But as long as Urvi is ill with the same Disease, I don't feel that I can accept a heal attempt from her to try to heal Raj.

Kiir
25th January 2010, 10:56 AM
Can Urvi do a heal check to cure Raj?


Here is her endurance check (+4). Yay totally did not succeed there, 8+4=12.

Since we are in town, Urvi is going to look for a healer to see if they can help her out.

Greebo
25th January 2010, 10:59 AM
I was editing my post when you were working on your post, Urvi - reread please.

Greebo
25th January 2010, 11:01 AM
Disregard : I messed up -
Treat Disease
Make a Heal check to treat a character suffering from
a disease. Chapter 3 of the Dungeon Master’s Guide has
more information about disease.
Treat Disease: Part of the diseased character’s
extended rest. You must attend the character periodically
throughout the extended rest, and you make
your Heal check when the rest ends.
✦ Replaces Endurance: Your Heal check result determines
the disease’s effects if the result is higher than
the diseased character’s Endurance check result.

Looks like you have nothing to lose by trying for a Heal from either party member - assuming you don't mind them staying with you the whole time you rested the first night back.

Kiir
25th January 2010, 11:01 AM
Okay then healing Raj as well. Heal +8.

Oh well fail there, at a 15, unless someone assists me, though I'm not sure if a heal check can have an assist.

Greebo
25th January 2010, 11:03 AM
The mechanics of using heal to treat a disease require the healer to be present during the rest period of the sick party member. This implies to me that the healer must forego that rest.

However, since you got back to town, met with the council, slept, partied, slept again, and left, that would mean IF you recover on night 1, you could tend to Raj on night 2.

Kiir
25th January 2010, 11:04 AM
Well, it doesn't really matter, either way unless Duma or Shere heals me since my rolls sucked. If they do, use the second post for my healing of Raj, which fails anyways, but at least doesn't make him worse.

Greebo
25th January 2010, 11:11 AM
I'm envisioning a scenario where Duma and Shere stay up all night in the sick room with Raj and Urvi, so either Duma or Shere could assist the other (one way only - and foregoing their night 1 extended rest).

But then on Night 2, if you stay up w/ Raj (assuming you recover), they still need their rest before going back to Rivenroar (past tense) so they'd be unable to assist you unless they went back w/o resting - and I can't allow that since you were basically "reset" when you went back.

Of course you *could* go to one of the local temples and ask for a Cure Disease ritual 360gp standard rate - each) - there's *some* risk to that - but it's unlikely that any person able to conduct the ritual would actually get a 0 or lower... ;)

Sagar
25th January 2010, 11:11 AM
Raj ST vs Disease: End +2

You know, I heard that eatting rancid meat can cure a disease.. gobble gobble.

Hmm.. I seem to feel worse...

Greebo
25th January 2010, 11:13 AM
Well someone better try a heal on Raj... ;)

attriel
25th January 2010, 11:59 AM
I'll try healing Urvi; since I spent like a day praying, can that be my extended rest period so I can heal on Raj too?

attriel
25th January 2010, 12:00 PM
Well someone better try a heal on Raj... ;)

Well, Urvi's heal roll at least is better than his 3 ;)

Greebo
25th January 2010, 12:11 PM
I'll try healing Urvi; since I spent like a day praying, can that be my extended rest period so I can heal on Raj too?

No but you can try to heal Raj and Urvi on the same night and on night 2 you can get your rest in.

Tor Shere's tender ministrations manage to cure the ailing Urvi. Filth Fever - removed.

Asharad
25th January 2010, 03:36 PM
For great Urvi!

Greebo
25th January 2010, 03:41 PM
For great Urvi!

EXCELLENT ROLL!

Unfortunately, you just blew an 18 on someone who'd already been healed.

Wanna try Raj this time? ;)

Asharad
25th January 2010, 04:00 PM
****!

For great Raj!

Sorry Raj, you are going to die.

Greebo
25th January 2010, 04:08 PM
atty still has a shot

attriel
25th January 2010, 10:54 PM
Whilst tending Urvi, Shere keeps Raj from deteriorating further?

I guess Jacoby needs to assist Urvi on the second night still ...

Lycos
25th January 2010, 11:03 PM
Consider Jacoby willing and able. If he can help, he will. Do I need to roll or is it a static +2 to assist?

Greebo
25th January 2010, 11:15 PM
I'll take Urvi's 15 for trying to heal Raj on night 2- which is just enough to keep him stable in the full onset but not final stage.

And I will allow Jacoby to assist Urvi that night - so Lycos - roll a DC10 or better for heal to give Urvi a +2.

Lycos
26th January 2010, 02:34 PM
Rollin

Ummm, not. 9 with bonuses.

Greebo
26th January 2010, 02:54 PM
OK - Raj is no worse, no better.

Do you want to seek out a cure disease with your proceeds from looting Rivenroar? Or move on to Overlook?

Kiir
26th January 2010, 02:58 PM
I'm thinking we should go ahead and seek out a cure disease for him. We don't really want to go into a new fight with him still diseased.

attriel
27th January 2010, 12:26 PM
Get a discussion thread you two!

After seeing Raj continue to deteriorate, Shere suggests that this illness is beyond us. 'We must take him to the temple.'

Lycos
27th January 2010, 02:00 PM
While we are in town, Jacoby would like to buy 3 more components for his two ritual spells, total cost 60 gold.

Greebo
27th January 2010, 02:02 PM
While we are in town, Jacoby would like to buy 3 more components for his two ritual spells, total cost 60 gold.

Adjust your gold and inventory totals appropriately please.

Lycos
27th January 2010, 03:32 PM
Adjust your gold and inventory totals appropriately please.

Done.

Also, Jacoby sells his non-magic hand crossbow for 5 gold (20%).

Greebo
28th January 2010, 07:25 AM
Raj? Are you going to let your party decide your fate?

Sagar
28th January 2010, 09:32 AM
I hab a cold. Iv I oben my mouth and snehze.. thab iss bahd.
So I keeb my mouth closed.

We have 2 choices. Save the money and take a few more days to see if this breaks, pay out the nose so we can get moving, or leave me behind and youse guys go on ahead.

360 gold is alot.

I'm for giving healing another shot and spending the money on something else.
I figure, with healing and assists - we have a good shot at getting me over this.

If we stay, here is my endurance check: 13+2. Bah.. just missed.

Lycos
28th January 2010, 10:10 AM
360 gold is alot.

I agree. If he's not going to die at this point. Let's give it another shot. If he's on Death's door, we spend the money obviously.

Greebo
28th January 2010, 10:13 AM
So the party went back to Rivenroar while Raj was still sick. You hauled back a lot of loot, Jacoby underwent a personality change, and Urvi recovered fully.

Now it's back to when you've learned about the trouble brewing in Overlook. You have had no encounters, but it has been several days since your last extended rest.

So while I'm reluctant, I can't justify preventing you from simply hanging out another day and trying again.

I've got Raj's endurance roll. That'll guarantee he doesn't get worse. Let's get heal rolls.

Asharad
28th January 2010, 10:14 AM
Take this heal!

Greebo
28th January 2010, 10:17 AM
With the tender ministrations of Duma, Rajkelleran recovers somewhat. He is now back to the "initial" stages of Filth Fever - lose one healing surge, but no penalty to defenses.

Wait another day, and risk the situation in Overlook becoming worse? Or move out with Raj having a case of the sniffles?

Lycos
28th January 2010, 10:38 AM
Jacoby will try to assist again.


10.

Greebo
28th January 2010, 10:52 AM
No need - he's recovered all he can in one session.

Sagar
28th January 2010, 11:43 AM
Move out with the sniffles.
How far away is Overlook? Will we get another rest on the way?

Greebo
28th January 2010, 11:54 AM
See map posted earlier - Overlook is off the map to the west.

It's easily 100 miles to the eastern edge of the Stonehome mountains, a distance you can make in about 4 days. Once you enter the mountain roads, the city will be about 80 miles further - but the more difficult terrain will take another 4 days to cross.

Greebo
28th January 2010, 11:55 AM
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2020&d=1264095981

Lycos
28th January 2010, 12:37 PM
Oh, now I see it on the map. ;)

Let's move out! Yeeehaw! I'll get our horses. :D

Sagar
28th January 2010, 12:44 PM
I can rest on the way. Let's boogie.

Greebo
28th January 2010, 12:53 PM
To occasional shouts of glad recognition from the residents of Brindol, the party heads out the city's western gate and begins the long trek, on foot, to Overlook.

The weather is warm and pleasant, the skies clear. The road is well maintained and the party makes good progress with no unexpected delays.

At the end of the first day's march, the party sees the town of Talar ahead on the distant horizon - an inviting looking place, but too far to reach by nightfall.

Who will tend to Raj while he sleeps? You should give him first or last watch so he can rest uninterrupted. I'll assume normal order but Raj first.

Tenders will not benefit from a full night's rest but you're all at full health anyway.

Perception rolls, endurance from Raj, heal from the healers. Pick a primary BEFORE you roll to heal please - the others can assist.

Sagar
28th January 2010, 12:56 PM
Perception, +1+5 = 5
Endurance, +2+15 = 17 *WOOT*

attriel
28th January 2010, 01:07 PM
Shere will stay up tending to Raj the first night, alternating prayer & meditation with duty to his sick companion.

He does little as the fever seems to break on it's own :o

Greebo
28th January 2010, 01:08 PM
Raj's fever will, indeed, break on it's own - so perception only now.

Asharad
28th January 2010, 01:37 PM
perception=25

Kiir
28th January 2010, 02:08 PM
Urvi will take one of the middle watches. Perception +8.

Lycos
28th January 2010, 03:04 PM
Perception +9 = 17.

Greebo
28th January 2010, 03:12 PM
Watch Order (marching order but moved Raj)
Raj
Urvi
Shere
Duma
Jacoby

Raj takes first watch, struggling not to relapse. His weakened condition leads to him being unable to maintain a good focus, but then when he relieves Urvi, he falls into a deep sleep. His fever breaks in the middle of the night, and he awakes feeling fully recovered. (Filth Fever cured)

The rest of you spend the night uneventfully, peacefully undisturbed.

The next day, you continue west, passing through Talar and making it to Nimon Gap, where you have the option of camping outside town or staying in the single inn - The Traveling Goat - for 5sp.

Lycos
28th January 2010, 03:18 PM
I vote for the inn.

Asharad
28th January 2010, 03:51 PM
Inns are nice, a such a bargain!

Greebo
28th January 2010, 03:53 PM
Well the plus is, you don't need perception, since you're staying overnight in an inn.

The minus is, the place is pretty low rent. You get a nights sleep - but the outdoor camping was better.

Moving on (deduct 5sp each) you pass through Terrelton and camp at the west edge of the foothills, returning to your normal watch order.

Perception please.

Asharad
28th January 2010, 04:05 PM
perception+5=16

Sagar
28th January 2010, 04:34 PM
Per +1 = 14

Lycos
28th January 2010, 04:54 PM
PERCEPTION!

21.

Kiir
28th January 2010, 05:35 PM
Perception +8 = 12. Ohh I think I need to clean my boots, they are starting to look muddy!

attriel
28th January 2010, 09:23 PM
Wait, why didn't we post a watch in the seedy motel?

Perception 24
!

Greebo
28th January 2010, 10:02 PM
Wait, why didn't we post a watch in the seedy motel?


I kinda sorta maybe had a reason for that - some vague idea about there being a lot of people at the tavern, so lots of noise, so nobody could really listen anyway...and then I thought, "Do I really want to drag this trip out?" and decided no, and so just moved on and forgot to take back the first bit...

attriel
28th January 2010, 10:43 PM
I kinda sorta maybe had a reason for that - some vague idea about there being a lot of people at the tavern, so lots of noise, so nobody could really listen anyway...and then I thought, "Do I really want to drag this trip out?" and decided no, and so just moved on and forgot to take back the first bit...

Ah, I was thinking more along the lines of "gee, what are the odds of someone trying to rob us!" But I agree, it's just an extra set of rolls, and if you WEREN'T going to attack us, there's no point at the inn.

Greebo
28th January 2010, 11:04 PM
Elsir Vale is a remarkably civilized region of the world. The inn was low rent - but not corrupt (PI). The troubles in the region come from other races who resent their highly civilized way of life and subsequent prosperity.

Greebo
29th January 2010, 02:54 PM
Oh crap its my go isn't it....

Ok pending...

attriel
29th January 2010, 03:03 PM
Oh crap its my go isn't it....

Ok pending...

I was just going to look through and figure out if you were waiting on us, since your name was on the last posting ;o

Greebo
29th January 2010, 03:18 PM
Returning watch order to Raj in the middle.

You camp along the side of the road. All is quiet until Jacoby's watch.
You hear sounds of rustling coming from the west, and grunting. The fire is low, you cannot see beyond 25' from the fire. (You remember the terrain from when it was light)

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Lycos
29th January 2010, 03:34 PM
I wake everyone up, by shaking them awake. If I see something coming at me, I'll scream like a little girl. :)

Everyone I wake up, can look at the spoiler.

I will wake up in order of counter clockwise on the map. Tor, Duma, etc.

attriel
29th January 2010, 03:38 PM
"Jacoby, it's just some ani... wait, maybe you're right ..."

Perception: 23 to listen to what he's pointing out

Greebo
29th January 2010, 03:46 PM
Jacoby shakes Tor Shere awake (standard action). Everyone else is asleep. Jacoby then moves to be next to Duma and Urvi.

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Roll initiative.

Jacoby and Shere - you both hear distinctively humanoid sounds coming from the west, and apparently towards your campfire.

The humanoids are ugly, but not like any monsters you've actually encountered so far. Three of them are visible in column A on squares 6, 7 and 8. They carry clubs. It sounds like there are more but you can't see beyond that column - the dim firelight is just too dim.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Jacoby Intar33/35018/82-9Rajkelleran Stormclaw34/34017/70Asleep; Prone7Tor Shere33/40019/90Prone4Urvi49/490113/130Asleep; Prone4Duma33/33017/70Asleep; Prone

Kiir
29th January 2010, 03:54 PM
Init +2

Yay a 7!

attriel
29th January 2010, 04:30 PM
Init +2

Asharad
29th January 2010, 04:40 PM
Iniative +1=9

Lycos
29th January 2010, 05:24 PM
Init +2 = 3.

attriel
31st January 2010, 10:18 AM
For Great Raj!

Greebo
1st February 2010, 11:38 AM
Wow - your initiative rolls are as bad as mine...

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90Prone9Duma33/33017/70Asleep; Prone8Other orc 10????-?8Other orc 20????-?8Other orc 30????-?8Other orc 40????-?8Other orc 50????-?7Urvi49/490113/130Asleep; Prone6An Orc 10????-?6An Orc 20????-?5Rajkelleran Stormclaw34/34017/70Asleep; Prone3Jacoby Intar33/35018/82-

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Jacoby you do not see anything coming because you cannot see beyond 5 from the fire.

Shere, you can make out that they must be some kinds of orc.

Shere - you are first. You are prone. Everyone but Jacoby is asleep. Jacoby is standing.

I remind you that waking someone up is a standard action - shouting to wake them, however, is free.

attriel
1st February 2010, 01:49 PM
I don't think we can see anything yet, so presumably they may also be unable to see us ...

Can I "shout" quietly? As in, call loud enough for the group to hear, but try to pitch it low so that it doesn't carry?

Standing up as quickly and quietly as he can, Shere grabs his flail and calls to the group, 'I believe we're being ambushed in our sleep. Orcs. Wake up!'

If I can't try to be quiet and wakey, I'll kick Duma up, since he's next to me

Well, obviously I can't BE quiet and wakey, but maybe I at least managed quiet?

Greebo
1st February 2010, 02:11 PM
I don't think we can see anything yet, so presumably they may also be unable to see us ...

Can I "shout" quietly? As in, call loud enough for the group to hear, but try to pitch it low so that it doesn't carry?

Standing up as quickly and quietly as he can, Shere grabs his flail and calls to the group, 'I believe we're being ambushed in our sleep. Orcs. Wake up!'

If I can't try to be quiet and wakey, I'll kick Duma up, since he's next to me

Well, obviously I can't BE quiet and wakey, but maybe I at least managed quiet?

When you?re asleep, you?re unconscious (see ?Conditions,?
page 277). You wake up if you take damage or if
you make a successful Perception check (with a ?5 penalty)
to hear sounds of danger. An ally can wake you
up by shaking you (a standard action) or by shouting (a
free action).

Since Shere did not "shout", I'm going to let you each roll perception - 5 to beat a DC11 (20-Shere's stealth roll) to wake up. That's for Urvi, and Raj.

Stand (move) and speak (free) - and kick Duma (shake awake, standard) any other actions, Shere?

Duma is awake and prone.

attriel
1st February 2010, 02:41 PM
Nope, Shere's done for now.

I just figured yelling "HOLY CRAP!" would alert the orcs, and if they're going to sneak up on us, we can be sneaky too :o

Kiir
1st February 2010, 02:47 PM
Perception roll +8

Greebo
1st February 2010, 03:10 PM
Nope, Shere's done for now.

I just figured yelling "HOLY CRAP!" would alert the orcs, and if they're going to sneak up on us, we can be sneaky too :o

If it's any consolation, the orcs heard you just fine... ;)

Greebo
1st February 2010, 03:10 PM
Urvi is awake.

Asharad
1st February 2010, 03:33 PM
I'll stand up.

I assume I can't see the orcs because they are out of the light.

Instead of attacking I will make my standard action another move action and go to L5.

I will yell, in giant "Perfect, they have walked right into our trap!"

Edit: it occurs to me I might not know they are orcs. If that's the case I'll just yell at Raj to wake up.

Greebo
1st February 2010, 03:43 PM
Duma - I'll allow that you know they are orcs from Shere's warning.

You stand, bravely move to the rear, shout at Raj to wake up. (Raj is awake)

You then shout "Traka woam dunali mu-ahj! Hae hae hae hae!" You know what it means, the Orcs know what it means, the rest of the party has no idea what you're on about...except Urvi, who understands perfectly.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/909Duma33/33017/70-8Other orc 10????-?8Other orc 20????-?8Other orc 30????-?8Other orc 40????-?8Other orc 50????-?7Urvi49/490113/130Prone6An Orc 10????-?6An Orc 20????-?5Rajkelleran Stormclaw34/34017/70Prone3Jacoby Intar33/35018/82-

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Duma roll bluff please.

Asharad
1st February 2010, 03:49 PM
Bluff!

Greebo
1st February 2010, 03:56 PM
Rather unbelievably, the front line orcs, who appeared ready to charge, pause in their tracks. "Granaka tora janela zobu garag?"
They knew we be coming?
The front line of orcs delay their action, giving Urvi just enough time to take her action.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90-9Duma33/33017/70-7Urvi49/490113/130Prone7Other orc 10????-?7Other orc 20????-?7Other orc 30????-?7Other orc 40????-?7Other orc 50????-?6An Orc 10????-?6An Orc 20????-?5Rajkelleran Stormclaw34/34017/70Prone3Jacoby Intar33/35018/82-

Kiir
1st February 2010, 04:14 PM
"Of course we knew you would be coming, we are well prepared for your arrival." (in Giant), Urvi says as she gets to her feet (move action) and hefts her axe (minor action) preparing for the orcs attack (ready action first orc in range she will use, strength of stone, +7 vs AC, 1d12+4 damage, +4 temphit points, standard action).

Greebo
1st February 2010, 04:50 PM
Urvi stands and pulls out her axe, and rattles off a long, gutteral string to the orcs she cannot see, and prepares to strike the first enemy to get in range.

Shere sees that two orcs in the rear reply and hears, "Duk smalak! Shoth vnoal naka el vura!"

Get moving (insulting tense)! You gave them time to prepare!"

The front line charges Urvi (Urvi initiative reset below the front line again). All but one orc is able to reach Urvi. The first one, as soon as it steps in range, is clouted upside the head by Urvi's axe (16 vs. AC; hit; squelch) and falls to the ground instantly, never getting a chance to strike.

The other three orcs that are able to reach Urvi (#5 is out of range) swing cheap, weak looking clubs. One hits (28 vs. AC19), giving Urvi a little bit of a bruise (5 dmg). The other two are still freaked out, and (fumble; 12 vs. AC) completely miss. The last stands there looking a bit embarrassed at his bad run.

There are twanging sounds and arrows fly out of the darkness the two rear orcs carry longbows at Urvi. One completely misses, landing in the fire (fumble vs. AC). The other flies true (20 vs. AC19) and hits its mark. Urvi is hit solidly (8 dmg).

You have never, ever heard of orcs making it into the Elsir Vale. Borodrin's Watch has kept them out for... centuries!

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90-9Duma33/33017/70-8Other orc 11????Bloodied; Dead; ?8Other orc 20????-?8Other orc 30????-?8Other orc 40????-?8Other orc 50????-?7Urvi36/490113/130-6An Orc 10????-?6An Orc 20????-?5Rajkelleran Stormclaw34/34017/70-3Jacoby Intar33/35018/82-

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble
Raj, Jacoby

Lycos
1st February 2010, 05:10 PM
Move:
Jacoby will shift to L7.

Urvi gets +2 temp hp due to my Virtue of Valor power. I assume that it did not require any action on my part for that.

And Jacoby casts...

Standard:
Song of Courage
Daily Utility Arcane Zone
Effect: The burst creates a zone of inspirational shouts that lasts until the end of your next turn. When you move, the zone (close burst 5) moves with you, remaining centered on you. While within the zone, any ally gains a +1 power bonus to attack rolls.
Sustain Minor: The zone persists.

Everyone is +1 to attack.

Greebo
1st February 2010, 05:14 PM
Jacoby will shift to L7.
Urvi gets +2 temp hp due to my Virtue of Valor power. I assume that it did not require any action on my part for that.

It's a free action - which means you must specify it for it to occur. Applied.

Lycos
1st February 2010, 05:16 PM
It's a free action - which means you must specify it for it to occur. Applied.

Did I do it correctly then for you, or should I have mentioned it when it happened?

Greebo
1st February 2010, 05:21 PM
Given that, from a post perspective, it did just happen, it's fine. If you'd waited 3 rounds, then tried to add it, we'd have a problem. :)

Going forward when someone kills an enemy you can just say "2 thp to ____ for killing/bloodying _____" w/o the long description :D

Kiir
1st February 2010, 06:24 PM
Do his 2 temp hit points stack with the 4 Urvi got for hitting and killing the orc?

Greebo
1st February 2010, 07:22 PM
Oops - totally missed that. Ok so Urvi got 4 thp for killing the orc - which she'd lose by being attacked, lowering her dmg from 13 to 9. Jacoby should save his 2 thp bonus for someone else.

Lycos
1st February 2010, 10:57 PM
Oops - totally missed that. Ok so Urvi got 4 thp for killing the orc - which she'd lose by being attacked, lowering her dmg from 13 to 9. Jacoby should save his 2 thp bonus for someone else.

The way its written, it has to be on the ally that dropped the enemy to 0 hit points or bloodied them. For now, it doesn't matter. But I will keep that in mind the next time.

Greebo
1st February 2010, 11:08 PM
The way its written, it has to be on the ally that dropped the enemy to 0 hit points or bloodied them. For now, it doesn't matter. But I will keep that in mind the next time.

Right - but Urvi's power gives her 4 thp on a hit, and thp don't stack, so rather than have you blow the 2 thp, I let you keep them for another possible use before your turn. In case Raj maybe posts an action and kills one...

Sagar
2nd February 2010, 09:49 AM
The map site has been blocked by my work. I can no longer access it :(

Lycos
2nd February 2010, 10:13 AM
The map site has been blocked by my work. I can no longer access it :(

I or someone else can email you snapshots. Just PM me your email address.

Greebo
2nd February 2010, 11:07 AM
Current map

Sagar
2nd February 2010, 11:27 AM
I discovered I can get the maps on my i-Phone. :)

Suddenly awakened, Raj will jump up (move) and, forgetting his dagger for a moment, resorts to a more primitive attack.
Opening his mouth, he breathes lightning at the two southern orcs (close blast 3x3 square, centered on other orc 5).

23 vs Orc 4
24 vs Orc 5
4 damage on hit.

Gathering his wits, Raj draws his dagger and prepares for more potent attacks.

Greebo
2nd February 2010, 11:45 AM
Rajkelleran the dragonborn stands up, roars at the two orcs nearest him, and they are surrounded in electricity which (23; 24 vs. ac) roasts them where they stand. (deadx2)

Jacoby do you want to give 2thp to raj?

Jacoby moves away from the orcs that are now dead (must smell something fierce) and starts singing a happy tune that fills you with a sense of confidence and power. All party members within 5 of Jacoby gain +1 to hit as long as the zone persists and you remember to include it.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90-9Duma33/33017/70-8Other orc 11????Bloodied; Dead; ?8Other orc 20????-?8Other orc 30????-?8Other orc 41????Bloodied; Dead; ?8Other orc 51????Bloodied; Dead; ?7Urvi40/490113/130-6An Orc 10????-?6An Orc 20????-?5Rajkelleran Stormclaw34/34017/70-3Jacoby Intar33/35018/82Zone 5 +1 to attack to all alliesSong of Courage

Note Urvi dmg revised to account for THP usage.
http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

attriel
2nd February 2010, 11:52 AM
Shere, looking past the nearest threats, determines that the ones in the back are the larger danger. He quickly summons up the spirits of Sehanine and links the two creatures, mind to mind (Standard: Shared Madness: +6 vs Will, 1d10+5 psychic dmg, 2nd creature i can see takes equal; Target orc 1, secondary Orc 2)

edit:
On the very unlikely chance that 12 NO! 13! vs Will works, they each take 10 psychic dmg

Greebo
2nd February 2010, 12:19 PM
You may want to read Jacoby's action and the results again...

Asharad
2nd February 2010, 12:24 PM
I'll hit both orc 2 and orc 3 with hand of radiance (understanding that tor might have killed one).

Attack:+6 vs reflex
vs 2=22
vs 3=boom

damage:
vs2:7
vs3:8

Greebo
2nd February 2010, 12:34 PM
Duma you cannot see Shere's targets - he's targeting the two archers that only he can see in the current lighting. So are you targeting the "front line" orcs?

Asharad
2nd February 2010, 01:03 PM
Oh yes, sorry, I thought that's who he was targeting. I switched he and urvi on the map.

attriel
2nd February 2010, 01:22 PM
You may want to read Jacoby's action and the results again...

I saw it, said "OK, I need to remember that when I post RIGHT NOW" and then totally forgot it ;o updated. Does a 13 hit will? :o (it's +1 ATK but not DMG as I read it?)

Greebo
2nd February 2010, 01:29 PM
Shere launches a psychic lock attack on the two archers that nobody else can see. Despite his efforts, he just can't seem to touch their minds - but then he hears Jacoby's song, and inspired (13 vs will) engages his targets. Two guttural screams ring out from the darkness (10 dmg ea).

Duma in turn unleashes a blast of divine energy at the two orcs remaining in front of Urvi. Both are engulfed in a white glow. They scream, and then fall silent. (22; crit vs. ref; dead).

Urvi, now unchallenged, peers into the darkness, struggling to see the ranged attackers. She then...

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90-9Duma33/33017/70-8Other orc 11????Bloodied; Dead; ?8Other orc 21????Bloodied; Dead; ?8Other orc 31????Bloodied; Dead; ?8Other orc 41????Bloodied; Dead; ?8Other orc 51????Bloodied; Dead; ?7Urvi40/490113/130-6An Orc 110????-?6An Orc 210????-?5Rajkelleran Stormclaw34/34217/70-3Jacoby Intar33/35018/82Zone 5 +1 to attack to all alliesSong of Courage


http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Lycos
2nd February 2010, 01:36 PM
Jacoby do you want to give 2thp to raj?


Yes, unless it's too late.

Greebo
2nd February 2010, 01:37 PM
Yes, unless it's too late.

chart updated

attriel
2nd February 2010, 10:56 PM
Shere says sotto voce, "There's two more back there. They have bows, and they look pissed that you just wiped out their flunkies..."

If I'm the onl one that can actuall see them, perhaps I should mention them :o

Greebo
3rd February 2010, 08:57 AM
Urvi, now unchallenged, peers into the darkness, struggling to see the ranged attackers. She then...

Kiir
3rd February 2010, 11:30 AM
stands there as the evil toddler of doom climbs all over her while the infant of cuteness sits on her lap and tries to type on the keyboard. (Oh wait this isn't a write a sentance to continue the story game)

Move to E8, assuming that the orcs are all coming from the same direction, since she heard the other ones tell the first wave to attack from that direction (move action). If she can then see them she will charge orc1 stopping at B8 (standard, +8 vs AC, 1d12+4 damage). If she can't see them or charge she will ready Strength of Stone (+7 vs AC, 1d12+4 damage, +4 temp hit points, standard) so if either orcs gets within range she will attack the first one to do so with her attack.

Attack 4+8 =12
or 4+7 = 11 vs AC

She misses either way most likely.

Greebo
3rd February 2010, 11:41 AM
.. steps out beyond the bright ring of the firelight and her eyes are completely unable to make out anything in the dim light beyond. She can barely make out her own hands in front of her face.

It is dark. You are likely to be eaten by a Grue.

Greebo
3rd February 2010, 11:51 AM
The rest of you see Urvi step out of the firelight, and save for Shere, you cannot make her out in the only dim light beyond the 5 square ring surrounding the fire.

Since Urvi cannot see her attackers (and couldn't last round either), the two orcs with bows have combat advantage. They make use of it, reloading and firing their bows at the Goliath in the dark. One shot goes wide but the other flies true (11; 24 vs. AC19). The arrow only grazes the Warden, however (5 dmg).

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90-9Duma33/33017/70-8Other orc 11????Bloodied; Dead; ?8Other orc 21????Bloodied; Dead; ?8Other orc 31????Bloodied; Dead; ?8Other orc 41????Bloodied; Dead; ?8Other orc 51????Bloodied; Dead; ?7Urvi35/490113/130-6An Orc 110????-?6An Orc 210????-?5Rajkelleran Stormclaw34/34217/70-3Jacoby Intar33/35018/82Zone 5 +1 to attack to all alliesSong of Courage

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Raj, Jacoby

(Raj - front line orcs gone - Urvi at E8)

Lycos
3rd February 2010, 11:57 AM
Being a half elf. Can I see Urvi using my night vision (infra vision)?

Greebo
3rd February 2010, 12:00 PM
Oops - my mistake - you do have low light vision, Jacoby.

Ok Shere and Jacoby can see the two remaining orcs (which, by the way, nobody has identified either type). Raj, Duma and Urvi are low light blind.

In 4e, it's not "infravision" - it's low light vision and darkvision. Low light = able to see in dim and bright light. Darkvision is able to see in all forms of light.

Lycos
3rd February 2010, 12:06 PM
(free) Jacoby will try and identify the orcs then. Nature +4 (?) = 5, "That sir, is an orc". :D

He will sustain his song. (minor)

Pull out hand crossbow. (minor)

Use daily power of the new hand crossbow, Lightning.

Power (Daily ? Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Crit. 17 points of damage on Orc 1, and 6 points on Orc 2.

Hopefully, that helps to show Urvi where they are.

Greebo
3rd February 2010, 12:09 PM
(free) Jacoby will try and identify the orcs then. Nature +4 (?) = 5, "That sir, is an orc". :D

He will sustain his song. (minor)

Is that all?

Lycos
3rd February 2010, 12:19 PM
Is that all?

updated.

Greebo
3rd February 2010, 12:28 PM
Ranged basic attack I gather, since you have no other bow based ranged attacks.

You forgot to add your 1d6 critical damage on orc 1.

Lycos
3rd February 2010, 12:53 PM
Ranged basic attack I gather, since you have no other bow based ranged attacks.

You forgot to add your 1d6 critical damage on orc 1.

Yes, ranged attack.

I did update with the crit damage.

Sagar
3rd February 2010, 04:23 PM
Raj will strain to see the orcs.. then let Jacoby go first - hoping he will illuminate the situation.

If he does, Raj will move towards the orcs (to I7) and then use his new encounter spell, Dancing Lightning on Orc 1 (or 2, whichever is visible.) Dancing Lightning: R10, +6 vs Ref, 2d10+7 damage. Adjacent creatures take 4 thunder damage.

Bah..

9 to hit vs Ref,
24 damage if hit.

If Jacoby's attack doesn't illuminate the creatures, Raj will reach down and grab a burning branch from the fire. He will move 5 steps to the west (H7 area) and hurl the brand towards the west - hoping it will land close enough to the orcs to illuminate them.
I assume a basic agility roll - no weapon proficiency is required.
+1 to roll.

4 total roll. Oh well.

Good thing I am fire resistant.

Greebo
3rd February 2010, 04:29 PM
Since you cannot see the orcs, the basically have total concealment. They're not stealthy - so you can hear them. That will mean a -5 to all attack rolls for the low light blind.

Greebo
3rd February 2010, 05:01 PM
Raj...waits...

Jacoby stares dully at the orcs, trying to place them and failing.

Partly because you're so shocked at seeing an orc this side of Overlook - they orcs have NEVER been seen in the Vale before!

He keeps singing his cheerful tune like a happy elf.

And he pulls out his crossbow, which shimmers with lightning. He draws a bead on the orc and the bolt flies true, briefly illuminating the night and the orcs for all to see - for a split second. There is a scream from both orcs and you are shocked by a dazzling white bolt of light that stretches between them. (Crit: 17 to orc1 bloodied; 6 to orc 2)

Raj...*snicker* ... roll strength please... and a 1d9 please

Greebo
3rd February 2010, 05:02 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40019/90-9Duma33/33017/70-8Other orc 11????Bloodied; Dead; ?8Other orc 21????Bloodied; Dead; ?8Other orc 31????Bloodied; Dead; ?8Other orc 41????Bloodied; Dead; ?8Other orc 51????Bloodied; Dead; ?7Urvi35/490113/130-6An Orc 127????Bloodied; ?6An Orc 216????-?3Jacoby Intar33/35018/82Zone 5 +1 to attack to all alliesSong of Courage2Rajkelleran Stormclaw34/34217/70-

Sagar
3rd February 2010, 05:53 PM
Str Roll:

D20+4+1d9

Str roll =16.
D9 = 1

Greebo
4th February 2010, 10:14 AM
Raj moves west 5 spaces (putting him in G7 not H7) with a makeshift torch (2' light radius). He attempts to throw the torch west to light up the archers, but the throw goes wild, flies north, and lands at the base of the bushes at G4. The dry midsummer foliage catches in the undergrowth and the bushes starts to burn, illuminating a 3 square area around the bushes - and getting brighter.

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Shere, Duma, Urvi

Sagar
4th February 2010, 10:51 AM
Are the burning bushes isolated and unlikely to cause a forest fire or is there enough dry grass and other foliage to suggest this could get out of hand if left unattended?

Greebo
4th February 2010, 10:56 AM
Are the burning bushes isolated and unlikely to cause a forest fire or is there enough dry grass and other foliage to suggest this could get out of hand if left unattended?

Roll nature please

Sagar
4th February 2010, 12:16 PM
Nature, +1

19 total

Greebo
4th February 2010, 12:23 PM
Raj, with a serious thought of "Oh ****, what have I done??", stares at the fire - but it becomes clear that while the bushes themselves are pretty much done for, the surrounding grass isn't dry or dense enough to allow the fire to spread easily. Unless some sparks fly from the bushes and land elsewhere, the fire should stay contained.

Asharad
4th February 2010, 12:38 PM
I'll pick up a torch and move to H8.

I know I still can't see the orcs (and Raj has me worried about burning down the whole forest) so I'll just go defense until my next turn.

Greebo
4th February 2010, 12:40 PM
These aren't "torches" - they're burning branches - as such they don't emit nearly as much light as a torch - about 2 squares worth.

Are you sure you wouldn't maybe want to think of some OTHER light source you might have quick access to?

Asharad
4th February 2010, 12:41 PM
Ah..yeah, good point.

I'll graba sunrod, crack it and move to h8. If I still can see the orcs I will pitch the sunrod in their general direction.

Greebo
4th February 2010, 12:48 PM
Shere?

attriel
4th February 2010, 01:09 PM
Shere advances while declaring the bloodied orc's demise (Move: E7, Minor: Oath of Enmity Orc 1), and then lashes out with Sehanine's vengeance (Standard: Radiant Vengeance, +6 vs Reflex, 1d8+5 Radiant, +4 THP)

24 vs Reflex
9 Dmg (Radiant)
+4 THP

Greebo
4th February 2010, 01:17 PM
Shere advances (DM liberal interpretation) and puts his oath upon the first archer (Emnity). The Avenger then lashes out with divine magic, and you hear a scream from the darkness (24 vs ref; hit- 9 dmg).

Duma reaches into his backpack, pulls out a sunrod, and activates it. The entire map is suddenly illuminated and you can all see two orcs with bows preparing to fill Urvi with another volley. (That's a double minor action - so instead of moving or throwing, I'm letting you revise your move)

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40419/90-9Duma33/33017/70-8Other orc 11????Dead; ?8Other orc 21????Dead; ?8Other orc 31????Dead; ?8Other orc 41????Dead; ?8Other orc 51????Dead; ?7Urvi35/490113/130-6An Orc 136????Bloodied; Emnity: Shere?6An Orc 216????-?3Jacoby Intar33/35018/82Zone 5 +1 to attack to all alliesSong of Courage2Rajkelleran Stormclaw34/34217/70-

Duma then....

Asharad
4th February 2010, 01:31 PM
Thanks boss!

I'm still just a bit out of effective range so instead of a standard action I'll make a move action and advance to H8.

Greebo
4th February 2010, 01:32 PM
Done. Urvi?

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Lycos
4th February 2010, 01:38 PM
Jacoby will move to F8.

Minor: Sustain my song of Courage, everyone is still +1 to hit.

Standard: Majestic Word to Urvi. Surge +4.

Majestic Word
You utter words laden with preternatural inspiration, restoring your ally's stamina and making wounds seem insignificant.
Encounter (Special) ✦ Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain +4 additional hit points. You also slide the target 1 square.

Kiir
4th February 2010, 03:18 PM
Since Urvi can now see the orcs she will move to B8 (move action). She will then mark both orcs (free action). She swings her axe using the power of Earth Grasp Strike at Orc 2 (+7 vs AC, 1d12+4 damage and you knock the target prone, since I have EarthStrength: The Target can't stand up until the End of My Next Turn, and the first time it stands up before the end of the encounter it takes 1d10+4 damage, Standard action)

Doubting a 14 hits, but if it does 8 damage.

attriel
9th February 2010, 03:41 PM
I think we're waiting on the orcs, greebo?

Greebo
9th February 2010, 03:52 PM
Huh - I think you are too. I didn't see Urvi's move before then I thought you guys were afk...

Urvi advances on the Orcs, and swings at one of the archers (who are still unidentified), but her swing goes wide and the orc side steps easily.

Both orcs drop their bows and draw scimitars. They shift east, flanking Urvi, and swing in unison! (22, 19 vs. AC19; 8+4=12 dmg) Urvi is bloodied - meanwhile the bloodied orc seems to recover his strength as he shouts in triumph. The orc is still bloodied, but clearly much further from death than before.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40419/90-9Duma33/33017/70-8Other orc 11????Dead; ?8Other orc 21????Dead; ?8Other orc 31????Dead; ?8Other orc 41????Dead; ?8Other orc 51????Dead; ?7Urvi23/490113/130Bloodied; 6An Orc 125????Bloodied; Emnity -> Shere; Mark -> Urvi?6An Orc 216????Mark -> Urvi?3Jacoby Intar33/35018/82Zone 5 +1 to attack to all alliesSong of Courage2Rajkelleran Stormclaw34/34217/70-

http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Jacoby moves forward and sends healing music to Urvi. Urvi looks much better!

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40419/90-9Duma33/33017/70-8Other orc 11????Dead; ?8Other orc 21????Dead; ?8Other orc 31????Dead; ?8Other orc 41????Dead; ?8Other orc 51????Dead; ?7Urvi39/490113/130-6An Orc 125????Bloodied; Emnity -> Shere; Mark -> Urvi?6An Orc 216????Mark -> Urvi?3Jacoby Intar33/35018/81Zone 5 +1 to attack to all alliesSong of Courage2Rajkelleran Stormclaw34/34217/70-

Raj, Shere, Duma

Sagar
10th February 2010, 07:53 AM
Raj, limited in his options with a party member in the midst of the orcs, falls back on Dragonfrost (+6 vs Fort, 1d8+7 damage, push 1) on Orc 1.

Critical hit. 15 damage, push 1 (To A7)

Asharad
10th February 2010, 12:39 PM
Blades of Astral fire focused on Urvi.

Attack:+5 vs reflex
orc1:10
orc2:23
damage:7

Urvi gets +5 to ac until EONT

attriel
10th February 2010, 04:15 PM
Shere calls forth Sehanine's vengeance upon the orcs (Std: Radiant Vengeance: +6 vs Reflex Orc 1, 1d8+5 radiant, +4THP)

He then circles around to flank Orc 2 (Move: end up at B10, arcing down then up to avoid the OA)

23 vs Reflex Orc 1 (an extra +1 from Jacoby's motivational speaking; and +1 from my censure of unity)
7 Radiant Damage

edit: If Raj killed Orc 1, then I oath orc 2 and target him instead

attriel
10th February 2010, 04:19 PM
Urvi, seeing two targets, takes the advantage that Shere grants her and strikes with her greataxe (Std: Tempest Assault: +7 vs AC Orc 2, 1d12+4 lightning, 4 thunder to Orc 1)

11+7+2+1 = 21 vs AC Orc 2
5 lightning dmg Orc 2
4 Thunder dmg Orc 1

Greebo
11th February 2010, 10:47 AM
Raj sends a powerful blast of cold at the first Orc, which hits him square in the chest (critical hit; 15 dmg). The orc staggers backwards (push A7) and looks very very unsteady on his feet.

Shere calls vengeance from his god upon the Orcs. Sehanine sends powerful magics against the first archer (21 vs. ref) and the Orc is smote (7 dmg; dead) while Shere is shielded by divine power (thp - no stack). He then moves in a southern arc, past the bushes and into a flanking position on Orc 2 while he vows to destroy him (Oath).

Duma surrounds Urvi with fiery blades. The only remaining orc (10 vs. ref) avoids them.

Urvi turns her attention to the sole remaining Orc, and swings her axe, connecting solidly (21 vs. AC), causing thunderous damage that is more show (or sound) than significance (5 dmg).

Orc 2 swings his blade again at Urvi while roaring as his companion did moments before. His wounds lose their severity as his battle anger is restored (healing; no longer bloodied). His swing against the Warden, however, is weak (10 vs AC) and Urvi doesn't even need to flinch to avoid it.

InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used10Tor Shere33/40419/90-9Duma33/33017/70-8Other orc 11????Dead; ?8Other orc 21????Dead; ?8Other orc 31????Dead; ?8Other orc 41????Dead; ?8Other orc 51????Dead; ?7Urvi39/490113/130+5 AC EONT Duma6An Orc 147????Dead; ?6An Orc 217????Mark -> Urvi; Emnity -> Shere?3Jacoby Intar33/35018/81Zone 5 +1 to attack to all alliesSong of Courage2Rajkelleran Stormclaw34/34217/70-


http://www.primeaxiom.com/rpgt/scene.asp?ID=chii1odxuvtka4v5i1to1e97b4esqhqtratfi medasiynhhflycazw39d947nble

Lycos
11th February 2010, 03:02 PM
minor: Jacoby sustains the Song of Courage.
minor: Jacoby pulls out the wand.

Standard: Casts

Eyebite - +6 (CHA) vs Will, Hit: 1d6 + Charisma modifier (+4) psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier (+4) at 21st level.

with the wand at the remaining orc.

17 to hit.

If I hit, damage is 6. And I am invisible to him.

attriel
11th February 2010, 03:16 PM
minor: Jacoby sustains the Song of Courage.
minor: Jacoby puts his hand crossbow away.
minor: Jacoby pulls out the wand.

Standard: Casts


you get three items, thats 4

OTOH, a hand crossbow is one-handed, so you could technically have the crossbow and the wand, i think

Greebo
11th February 2010, 03:36 PM
My take on Jacoby is he keeps the wand off hand, bow or sword right hand. No need to switch if you stay ranged.

Lycos
11th February 2010, 03:46 PM
My take on Jacoby is he keeps the wand off hand, bow or sword right hand. No need to switch if you stay ranged.

True. I change that to just pulling out the wand then with my other hand. Dual weapon. How cool do I look now? ;) :lowlol:

attriel
11th February 2010, 10:22 PM
Shere quickly strikes at the flanked orc (Std: Bond of Retribution: +8 vs AC, 1d8+4 dmg). "Die. Now."

Crit, 12 damage (apparently i need to invest in a magic weapon after this adventure)

attriel
11th February 2010, 10:25 PM
Urvi, seeing the creature stagger under her allies blows, follows up (Std: Strength of Stone: +7 vs AC, 1d12+4 dmg, +4THP)

If its still up, she follows with a second blow (AP, same attack, using Shere's divine guidance for a second roll)

26 vs AC
6 dmg (pffft)

12 vs AC (AP)
11 vs AC (DG)

Sagar
12th February 2010, 08:11 AM
Raj uses Dragonfrost (+6 vs Fort, 1d8+7 damage, push 1) on Orc 2.

24 vs Fort
13 damage
no push. Leave him where he is.

Greebo
15th February 2010, 11:25 AM
Jacoby keeps his song going, everyone still gets +1 to ATK (but you need to remember to include it). He pulls his wand out of his belt (ewwww) and sends a blast of magical energy at Orc 2, which (17 vs. will) slams into the Orc, who suddenly cannot see Jacoby, and is also bloodied (6 dmg).

Raj sends a blast of cold at the Orc, which slams (24 vs. fort) into him, freezing his limbs (13 dmg).

The orc isn't looking too good...

Shere gets a very "Clint Eastwood" look in his eyes, and says to the Orc, "Die, Now", and swings his flail. The flail slams into the Orc's skull, crushing it (12 dmg). The last thing the orc says is, "Ok", as he crumples to the ground, dead.


End of encounter

Lycos
15th February 2010, 11:36 AM
How satisfying. :D Let's check them for intel and phat lewt. Then back to bed?

ZZZZZZZZZZZZZZzzzzzzzzzzzzz...

Greebo
15th February 2010, 11:43 AM
Being a native of Elsir Vale, you know that orc excursions into this region are unheard of. You are deeply troubled to find orcs of any kind on this side of Overlook pass.

The unidentified archer orcs carry basic gear - leather armor, scimitars, longbows - 2 of each and they both have 18 arrows each left in their quivers.

The unidentified grunt orcs have even less impressive stuff - hide armor and clubs.

Between the bodies you also scrounge up 75 gold coins - most of them on the two archers.

Lycos
15th February 2010, 11:56 AM
We'll take their stuff for resale, except for the clubs and hide armor.

I'll tell everyone about how unusual it is for orcs to be out this way. I'm deeply troubled. Something tells me that the defenses that have held for all this time have fallen.

I'm bushed. I need to get some sleep. ZZZZZZZZZZzzzzzzzzzzzzz... :D (j/k) If its worth going back to sleep I will. If not, then I guess we decide to move out or not.

Greebo
15th February 2010, 11:59 AM
Y'all can finish your extended rest here now.

Lycos
15th February 2010, 05:01 PM
Do we wake up???

Greebo
15th February 2010, 05:21 PM
If everyone else wants to finish the rest period w/o further discussion/investigation - yes.

Asharad
15th February 2010, 06:17 PM
Sorry, been shoveling.

I'd like to look them over for any clue about where they came from (more specifically).

After that I'll go to bed and then wake up.

attriel
15th February 2010, 06:26 PM
Shere looks for telltale marks to give him some idea of where they may have come from, how they got past this watch ... He passes anything suspicious on to Jacoby, who has more knowledge being from the area

perception 13 to find anything
History 19 to know if it's unusual enough to be important

Greebo
16th February 2010, 11:29 AM
Sorry, been shoveling.

I'd like to look them over for any clue about where they came from (more specifically).

After that I'll go to bed and then wake up.

Shere looks for telltale marks to give him some idea of where they may have come from, how they got past this watch ... He passes anything suspicious on to Jacoby, who has more knowledge being from the area

perception 13 to find anything
History 19 to know if it's unusual enough to be important

Perception: From where they were headed, it's pretty clear they came from the west. Beyond that - there's no real indications. You might try a nature roll to see what you know about the specific orcs, if anything.

Shere - your historical knowledge is no better than Jacoby's innate knowledge as a native of the region - which he has shared with you - no additional insights.

Based on what Shere and Jacoby know, you pretty much all conclude something is wrong at Overlook and or Bordrin's Watch.

You camp for the rest of the night, which passes uneventfully (cliche warning). In the morning you proceed west. You have completed 3 nights of your expected 8 on this journey.

Perception for night 4 please.

Lycos
16th February 2010, 11:33 AM
Night 4:

Perception + 9 = 14

Asharad
16th February 2010, 12:01 PM
perception+5= 10

Greebo
16th February 2010, 12:05 PM
Ash your perception roll reminds me of the Juffowup in Star Control 3

Kiir
16th February 2010, 01:53 PM
Perception +8

Yay a big old 12 *grin*.

Sagar
16th February 2010, 02:27 PM
Perception: +1

18
21
15
14
10

attriel
16th February 2010, 06:40 PM
Perception +5 Night 4

mmmm 12

Greebo
16th February 2010, 11:11 PM
To save time, give me perception rolls for the next 5 nights - assuming that will get you where you want to be. :)

attriel
16th February 2010, 11:25 PM
Perception, nights 5-9

Night 5: 15
Night 6: 25
Night 7: 8
Night 8: 23
Night 9: 23

Kiir
16th February 2010, 11:26 PM
Perception +8

Night 5 6 + 8 = 14
Night 6 1 +8 = 9
Night 7 13 + 8 = 21
Night 8 6 + 8 = 14
Night 9 19 + 8 = 27 (I can finally see something of course that means there is nothing to find)

Sagar
17th February 2010, 07:50 AM
Updated above.

Asharad
17th February 2010, 09:17 AM
four more!+5
14
25
11
10

Lycos
17th February 2010, 09:51 AM
Perception

Night 5: 11
Night 6: 27
Night 7: 16
Night 8: 23
Night 9: 27

Greebo
17th February 2010, 12:15 PM
Your fourth day of travel takes you through and across Drellin's Ferry. None of the locals have heard of any orc invasions, suggesting that the orcs you encountered may have been a scouting party that bypassed denser population areas and saw you as an easy target. (So much for that idea).

By the fifth day, you are on dirt roads and paths climbing into the mountains, which slows your progress greatly, and you see almost no signs of civilization for several days, while your nights pass uninterrupted. While still in the foothills, however, you spy a small group of elves dressed in woods gear in the distance. They appear to be heading south across your road - but they spy you as you spy them. They wave from the distance in greeting in a neutral fashion suggesting that they are ambivalent to your presence.

Do you wish to catch their attention or let them proceed on their way?

attriel
17th February 2010, 12:40 PM
"They may have more information, we should stop and talk with them"

Lycos
17th February 2010, 12:53 PM
I agree.

Greebo
17th February 2010, 12:58 PM
As you wave back you signal to them to wait - and they seem happy enough to do so. They set their small packs down beside them on the road and take comfortable stances as they wait for you to approach.

As you approach you...

Lycos
17th February 2010, 01:39 PM
We greet them when we get close enough.

Hail and well met friends.

Where have you come from?

Any news? Any difficulties in your travels that we might need to hear about?

Greebo
17th February 2010, 02:04 PM
We greet them when we get close enough.

Hail and well met friends.

Where have you come from?

Any news? Any difficulties in your travels that we might need to hear about?

Give me a diplomacy roll please.

Lycos
17th February 2010, 02:10 PM
Diplomacy + 12 = 23

Sagar
17th February 2010, 02:12 PM
Raj will watch the elves' reactions: Insight, +6

Pokerfaced little bastards....

Greebo
17th February 2010, 02:25 PM
"We come from the forest of Westdeep - which lies on the plateau to the west, before the city of Overlook. We have been plagued by those who would violate the forest for their own gain of late, and have come down from our lands in pursuit of them. Are you going that way?"

Greebo
17th February 2010, 02:28 PM
Geography: To the west as you climb the mountains you will reach a large plateau that is somewhat oval shaped to the north and south. The road passes through Westdeep before entering Overlook and beyond Overlook, the mountains continue to rise to the fortress known as Brodrin's Watch. It is through the pass that fort guards, and through this plateau, that any invaders from the west must pass to reach the Elsir Vale.

Raj you have absolutely no sense of their intentions or their general mood.

Asharad
17th February 2010, 02:54 PM
I too will be all insightful.+10

Greebo
17th February 2010, 03:21 PM
I too will be all insightful.+10

They aren't lying, but they aren't telling you the whole story either. There's more than anger behind their coming down here.

attriel
18th February 2010, 01:57 PM
"We saw a few orcs a couple days ago. Looked like an advanced scout party. Any news from Bordrin's Watch?"

Greebo
18th February 2010, 02:08 PM
You saw the orcs day before yesterday...

attriel
18th February 2010, 02:33 PM
You saw the orcs day before yesterday...

Ah, I thought that it was longer

By the fifth day, you are on dirt roads and paths climbing into the mountains, which slows your progress greatly, and you see almost no signs of civilization for several days, while your nights pass uninterrupted.

I thought this discussion was taking place after the several days and nights; editing

Greebo
18th February 2010, 02:37 PM
Shere roll diplomacy please.

attriel
18th February 2010, 03:07 PM
Diplomacy: 6

Greebo
18th February 2010, 03:26 PM
The elves look at you somewhat disdainfully - like they don't think much of you. "No, we don't deal with the city folk."

Lycos
18th February 2010, 04:42 PM
Jacoby adds into the conversation...

What my friend meant to say...

Diplomacy 2 + 12 = 14

That we ran into these orcs a few nights ago, and I have lived in that location for many years, and I'm not sure how they got that far. Has anything changed that orcs could get that far without being noticed?

Greebo
18th February 2010, 05:14 PM
"We do not know what may have changed, or about any orcs. We wish you well on your journey. As long as you do no harm to the forest of Westdeep, you will be allowed to pass in peace. Fare well to you!"

Greebo
18th February 2010, 05:25 PM
The elves wave farewell and resume traveling their way, and you resume yours.

On the 6th day you crest the plateau and Westdeep forest lies before you. It will take you a few days to pass through.

Greebo
19th February 2010, 02:05 PM
No response so I'll assume you want to pass through as quickly as possible.

Two more nights pass - uneventfully. As you emerge from the forest, you can see the city of Overlook off in the distance.

http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2069&stc=1&d=1266602716

One more night and one more day of travel and you should reach the city borders.

Lycos
19th February 2010, 02:50 PM
Onward.

Greebo
19th February 2010, 03:15 PM
Let me get Streetwise from all of you please - to determine what you all know about Overlook. :)

Kiir
19th February 2010, 03:20 PM
Streetwise +2

Sagar
19th February 2010, 04:11 PM
Raj, SW +5

Overlook? Where!?! I wanna see the pretty vista!!!

Asharad
19th February 2010, 04:13 PM
streetwise+1=13

Greebo
19th February 2010, 04:30 PM
Ghod is amused that the mountain dwelling Warden knows more about Overlook than you urbanites...

Oh - Jacoby - +5 to you for this check since you're a native of Brindol.

Lycos
19th February 2010, 05:58 PM
+10 +5 + 8 = 23

attriel
19th February 2010, 06:34 PM
Streetwise: 22