View Full Version : 02-02 Overlook
Greebo
22nd February 2010, 11:40 AM
Details have been sent to those who know anything about the city. Here is the city map for your convenience.
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2078&stc=1&d=1266853188
Asharad
22nd February 2010, 12:09 PM
Bigger place than I was expecting.
Greebo
22nd February 2010, 01:06 PM
Any questions or internal discussions before I carry on with your travel?
Sagar
22nd February 2010, 01:12 PM
"So guys. Anyone know anything about this place? I'd rather not go in clueless if I can help it."
attriel
22nd February 2010, 01:36 PM
"This area was once overrun by Orcs and Ogres. The dwarven slaves rose up and threw off their shackles, sending the godless hordes running. This is the center of their power. Ruled by dwarves, grudgingly accepting of other races."
There are eight districts in Overlook:
- Blister - a rougher part of town with taverns, gambling, prostitution, etc.
- Boneyard - Slaughter houses, renderers, tanners, graveyards - the dirty industrial section
- Elftown - not really elvish at all. Well off community - banks, lawyers, and so forth.
- Forgeworks - middle class - artisans, tradesfolk, warehouses, stables, smithies, etc.
- High Hall - The power center - almost exclusively government related business - only the extremely wealthy live here amidst the ministries and other government buildings.
- Nine Bells - or Nine Hells - is the religious district - overrun with those seeking succor from the temples - beggars, poor, hungry, etc. There are some old vineyards here as well.
- Stonehammer - wealthy, exclusively dwarvish, clean, safe, and resented by other districts.
- Tradetown - melting pot - commercial and retail district, cramped. Some black market activity - much nicer than Blister though overall.
- Shantytown - not really a district - east of town, between the city walls and the forest. Beggars and poor farmers, as well as adventurers no longer fit to adventure, some cults, necromancers, and the generally ugliest part of "town". You'll be passing through it on the way to enter the city, but the Dwarfroad through it is well patrolled and safe.
"I would suggest Tradetown or High Hall would be our best courses for information. Traders might have knowledge, and the council must be aware if something is happening at Bodrin's Watch"
Sagar
22nd February 2010, 02:18 PM
Agreed. I would start with Tradetown.
Kiir
22nd February 2010, 02:33 PM
I agree Tradetown sounds best.
Lycos
22nd February 2010, 03:38 PM
Let's do it.
Being a native of the area, I will give the 10 cent tour as we go through town.
"And off to the left, you will see..."
Greebo
22nd February 2010, 05:26 PM
As you leave the forest and approach the city proper, Jacoby and Shere lead you through an area they refer to as "Shantytown" - for obvious reasons. The main road is well patrolled, however, so you are unconcerned for your safety. You pass through the first city gate, passing between what is clearly an industrial region (Blister) to the sorth and a very "blue collar" kind of district - gambling, seedy taverns, and the like, to the north.
Through the second gate, Jacoby and Shere lead you north, into the area known as Tradetown. Fathers advise their sons, "Have a care in Tradetown, son. You can go there with a full purse and come out with nothing more than a pail of beans." Jacoby is familiar with one inn Tradetown. The first, known as Belden's Rest (Map #10), has a reputation for comfortable rooms, excellent food, and a courteous staff at reasonable prices. Doubtless there are others, but this one is well recommended, according to Jacoby, and Shere confirms that he has also heard of it.
Some of the other places they've heard of in Tradetown - #11 - The Salty Mug - an extremely *dis*reptuable tavern. Merty's (#12) is a rather gaudy shop selling everything - but for high prices. Finally, on the far end of Tradetown, #13 is a shrine to Erathis - a small place that is visited by the locals regularly and reputed for it's healing powers.
The buildings in Tradetown are a hodgepodge - both of style : some stone, some wood - and purpose: warehouses, shops, inns, taverns, everything and everything a person could want in a city. The streets are cramped as merchants pack every corner - and you see all races in the area, including some half-orcs - no doubt descendants of the ancient slave masters of the region.
The sounds around you are almost overwhelming - women laughing, dragonborns growling (not Raj), dogs barking, arguments in the distance, a cry of "thief" from a back alley too crowded to enter, always the merchants hawking their wares, and invitations from second floors to all of you - inviting you to sample the hidden delights therein.
Sagar
22nd February 2010, 05:39 PM
Let's head to the tavern and get settled and pick up some easy news. After that, we can figure out how to proceed with what (if anything) we've learned.
Lycos
23rd February 2010, 10:39 AM
Off to Belden's Rest then to get rooms I suppose. That is a tavern, right Greebo? not just an inn? The description above leads me to think it just has rooms and food.
Greebo
23rd February 2010, 11:47 AM
Sending PMs to Shere and Jacoby with more info on the city.
But for Belden's Rest, this has a lounge and restaurant downstairs, and two floors of private rooms - it's not so much a tavern as it is a fancy hotel where locals sometimes go for special occasions.
Lycos
23rd February 2010, 01:14 PM
As for taverns, there are...
Dergan's XXX Brewery - home of Dergan's XXX Stout - a recipe handed down through generations - popular among the locals as a place to drink away one's wages
The Salty Mug (previously mentioned)
Coxcomb Spirits - a restaurant with bar - much fine food - rumors are it's haunted
Michael's Blond - a down to earth tavern dealing to the working class. Many of the elite's servants supposedly dine/drink here. The elite themselves - not a chance.
Pickled Imp - a tavern for those of ill repute
Oh and its not a place to eat or drink, but the "Grey Redoubt", a tower here, which has had many rumors about it when I was growing up here. I don't remember any off the top of my head, but its a place of interest.
Asharad
23rd February 2010, 01:54 PM
But for Belden's Rest, this has a lounge and restaurant downstairs, and two floors of private rooms - it's not so much a tavern as it is a fancy hotel where locals sometimes go for special occasions.
We need somewhere scummier. :)
Lycos
23rd February 2010, 02:12 PM
Well other inn options are...
#3) Clean Sheets - a not very clean inn that offers shelter and a suspicious meal
#4) Mountain's Hearth - a 3 story inn with clean/neat accommodations, good food, with a fine staff.
#23) Cadrick's Boarding House - dirt cheap rooms - comparable service
And for another tavern option...
#5) Pig and Bucket - a dive - 1 story tavern between two whore houses. Big beer hall, row tables - cheap beer, lots of brawls.
Greebo
23rd February 2010, 02:23 PM
We need somewhere scummier. :)
That sounds more like an Asharad response than a Duma ;)
Lycos
26th February 2010, 11:44 AM
So, we go to Beldin's Rest. Anyone there?
Greebo
26th February 2010, 01:01 PM
You enter Belden's Rest, which is a three level building in a Tudor style (very snazzy for the area). You enter the lobby - a restaurant occupies most of the first floor, with a small lounge off to the left - all very posh. There are a variety of people here enjoying a leisurely lunch, a mix of humans, elves, a dwarf or two, and even a number of tieflings. An elderly gentleman who looks a bit like Ian McKellen mans the bar, and a half elf lady, also elderly, looking much like Judi Densch but with pointy ears, greets you.
"Welcome friends," she says in a warm, cheerful voice, "how may I help you travelers? Are you simply seeking a meal or would you like accommodations?"
Lycos
26th February 2010, 01:23 PM
Jacoby will speak and ask if they have rooms available for our group. Also, we want to know how much they'll cost? And when you say posh, do you mean really out of our league or just nicer than your average inn on the road?
Greebo
26th February 2010, 01:25 PM
Ok, so speak. ;)
Lycos
26th February 2010, 01:27 PM
... and ask if they have rooms available for our group.
Keep reading.
"Hello, do you have any rooms available for us to rent for the night? If so, how much?"
Greebo
26th February 2010, 01:59 PM
They're nice rooms - like Embassy Suites nice - as opposed to "Quality Inn" nice, and definitely not "Ritz Carlton" nice.
"Hello there dear - you sound like you must be from Brindol, by your accent. Just passing through? Did everyone want their own room? We've got the space, though if you'd turned up yesterday I would have told you that I was sorry we didn't, but what with all that's been happening, people are leaving early - not that I blame them. The rooms are all ready, regardless - only a gold a night."
Asharad
26th February 2010, 02:08 PM
People are leaving early? How come?
attriel
26th February 2010, 02:28 PM
'Leaving early?' Rack my memory for any festival or such that would be around now that would have a higher than usual number of people IN town to BE leaving early ...
Greebo
26th February 2010, 02:31 PM
"Well it's the orcs, of course! Haven't you heard? There's supposedly an entire horde just west of Bordrin's Watch threatening to overrun the city and go east from here. Of course, I don't buy it - Bordrin's Watch has held fast for centuries, but rumors will spread, so a lot of our customers are finishing their business early and going home. Otherwise we'd only be able to offer you a couple of rooms."
You remember that you came here because of a call to arms issued by the Overlook Council of Elders to all able bodied men and women of the Elsir Vale. Brindol's troops are a few days behind you, if Councilman Troyas' plans have gone unhindered.
Lycos
26th February 2010, 03:15 PM
What time of day is it?
Greebo
26th February 2010, 03:22 PM
Lunchtime - thus the people in the restaurant eating a leisurely lunch. ;)
Lycos
26th February 2010, 03:27 PM
Ok. ok.
To the group, should we rest here?
Greebo, how much further until we would reach Brodrin's Watch?
Greebo
26th February 2010, 03:32 PM
I'm sorry I gave bad info.
Troyas sent you west in advance of a call to arms being issued - just in case.
Revise the old woman's remarks:
"And now the Council of Elder's has issued a call to arms. All able bodied men and women in the Vale are being asked to come to Overlook, to organize additional defenses. By the look of you, you'ld be welcome at Caer Overlook tomorrow morning. The Elders are asking for the militia and all local adventurers to attend a big meeting. I guess you're new here, but one more group of adventurers won't hurt - not if the orcs really are gathering in the numbers rumored."
Asharad
26th February 2010, 04:37 PM
Sounds like we should hit that meeting.
This place looks lovely but a bit above our means. Any chance we can get a slightly reduced rate, since everyone else seems to be leaving town?
Someone with diplomacy should suggest such a thing.
Lycos
26th February 2010, 09:29 PM
Well, we'll take rooms then, and try and find out where and when this meeting is going to take place. Does the lady have any details on when and where the meeting will happen?
attriel
26th February 2010, 09:35 PM
Any chance we can get a slightly reduced rate, since everyone else seems to be leaving town?
Someone with diplomacy should suggest such a thing.
Well, we'll take rooms then
Way to go on the negotiations, bard boy. I wouldn't've thought of that tack for getting a lower rate!
It's like when the Ghostbusters are buying the station and Ray just jumps in 'this place is great! we'll take it!'
Lycos
26th February 2010, 10:17 PM
Way to go on the negotiations, bard boy. I wouldn't've thought of that tack for getting a lower rate!
It's like when the Ghostbusters are buying the station and Ray just jumps in 'this place is great! we'll take it!'
Well, if we didn't do something, we would still be back at, "Where do we want to sleep tonight?"
If the gold piece is really going to break you, I'll pay for your room.
But then again, there's always Cadrick's Boarding House.
attriel
1st March 2010, 09:48 AM
Well, if we didn't do something, we would still be back at, "Where do we want to sleep tonight?"
If the gold piece is really going to break you, I'll pay for your room.
But then again, there's always Cadrick's Boarding House.
No, I know. It was just the juxtaposition of Ash's post suggesting negotiating for a better rate, followed immediately by "we'll take it" struck me as humourous :)
After a nights rest and food, we go the next morning to the meeting at Caer Overlook, learn what's known and what the plans are.
Lycos
1st March 2010, 10:01 AM
No, I know. It was just the juxtaposition of Ash's post suggesting negotiating for a better rate, followed immediately by "we'll take it" struck me as humourous :)
After a nights rest and food, we go the next morning to the meeting at Caer Overlook, learn what's known and what the plans are.
Sorry, I read it as a criticism. Let's move on.
Jacoby is following Shere's lead here.
Greebo
1st March 2010, 12:36 PM
You spend the rest of the day and the following night relaxing in the inn - a welcome change after many days on the road. The food is quite good - well worth the price you pay (everyone deduct 1gp please) - and the lodgings comfortable. The only thing that strikes you at all odd is that there are a lot of Tieflings about - but they keep to themselves and you do the same.
In the morning, you head towards the center of Overlook and the seat of Government, Caer Overlook. Rising above all the other districts and buildings in the city, Caer Overlook is a sprawling fortress of stone hauled out from the depths of the earth from the very mines the dwarves excavated during the dark days of their enslavement. The castle consists of eight round towers arranged in a star pattern surrounding a central keep capped with a domed roof. Hedging in all the towers and the keep is another stone wall, taller than the wall bounding the High Hall, and it raises 200-feet tall.
At the entry to the Fortress, after identifying yourself as adventurers, you are led through a maze of corridors until you arrive at the High Hall. This magnificent room measures 200 feet in diameter with a great dome overhead. A dais, raised 20 feet above the echoing chamber, holds the five high-backed chairs for the councilors. The floor around the dais is polished to a mirror finish to reflect the mural on the dome overhead. In it, one can see an artist’s rendition of Moradin’s wrath against the primordials, telling the story of the god’s gift, the betrayal, the Age of Chains, and culminating in the dwarves’ liberation.
Standing on the 20-foot tall dais are the five elders. Each of the three male dwarves have long beards that hang to their feet, and two are old, being gray and wrinkled. The third is younger, with black hair and hard features. The two female elders are both attractive, one with red hair and the other with brown. All five wear the robes of their office—luxuriant purple and silver damask. Arranged beneath them, filling the chamber completely, is a motley crowd of common soldiers, militia, and adventurers, with each race and occupation represented, and most standing in small groups, but a few mingling.
The crowd, elders included, are awaiting the appointed time - so if you wish you have time to mingle as well, if you like.
Lycos
1st March 2010, 02:24 PM
Jacoby will make small talk with people he is standing near. He'll ask their names, where they live, and what they do. He'll ask if anyone has seen any orcs in thier area if they came from some place other than here or where we came from.
Greebo
1st March 2010, 02:41 PM
The nearest people to you turn out to be militia members - some of them looking quite nervous indeed. They haven't seen any orcs themselves - but they all know someone who had a friend who knew a guy who...
There are a couple other obvious groups of adventurers. One seems amiable enough (at this distance - they're not close enough to talk to w/o relocating) - but another group appears to have very high opinions of themselves and don't talk to anyone else at all.
After several minutes of hearing the same rumors - nobodys actually seen the orcs - everyone expects to be murdered in their beds, etc., one of the Elder's calls the meeting to order:
"Welcome to High Hall friends. I am Elder Cadrick. I don’t much see the point in bandying words, so I’ll lay it out for you. War is upon us. A great host of orcs comes from the west. Their intention is clear. They will come through the mountains bent on slaughter. Those they spare can look forward to a short life of slavery. Overlook, and Bordrin’s Watch in the mountains, have long held fast against these raids, but our scouts say never has such an army gathered. Thus, we turn to you brave souls to help defend not only Overlook, but also all the Elsir Vale.
"When the orcs arrive, we’re certain they will come up through the pass. We know this because already there have been attacks from the tunnels below, compromising the fastness. The defenders have fought back the savages, but it’s clear the rest are coming and fast.
"So here’s the plan. Durkik Forgeheart will lead the militias and most of you to bolster Bordrin’s Watch. Orc trailblazers infest the tunnels below, so we’ve tasked their security to the Farstriders. One more mission remains, though. We need a group to evacuate the monastery on the other side of the mountains. It’s dangerous work, what with the orcs and all, but priests need a warning of what’s coming if they don’t know already.
Do we have any volunteers?"
Several moments pass in silence after the call for volunteers...
Lycos
1st March 2010, 03:02 PM
Jacoby looks at the others in the group.
Let's do it. :D
Asharad
1st March 2010, 03:40 PM
Duma will shrug and nod, as if to say "Why not?"
Lycos
1st March 2010, 04:58 PM
As long as no one from the party, grabs his hand. Jacoby will raise his hand to volunteer us for the job, and say, "We'll do it!"
Kiir
1st March 2010, 05:21 PM
Urvi states, "sounds like fun, let's go for it."
Greebo
1st March 2010, 05:33 PM
Elder Cadrick waits for several moments as the silence spreads through the hall until Jacoby raises his hand. "We'll do it!"
The Elder smiles, and says, "Ah, we have not met before - may I ask your..." at which moment a bearish looking human outfitted in the style of a Warlord steps... no stomps angrily forward and demands, "Should I remind the Council of our previous arrangement?"
The Elder nods and makes a placating gesture at the Warlord. Turning back to you he says, "Thank you for volunteering - please remain here for a few minutes.". Raising his voice to the hall, "Everyone else, thank you and please report to your assigned posts. That is all!"
He and the Warlord then step off to one side for a few moments, and after that brief conversation, the Warlord storms out of the hall.
Elder Cadrick then approaches you and you introduce yourselves.
"As I stated earlier - we need you to go to the Monastery of the Sundered Chain on the far side of the mountains. The dwarves there may not be aware of the threat of the orcs. The city will pay you 1,000 gold for your troubles, and if you have no pressing business, we would ask that you depart as soon as possible."
The monastery is noted in the region map.
Lycos
1st March 2010, 06:15 PM
I'll introduce myself.
And add, "What seems to be the problem with the gentleman who just left?"
Insight into his response. 16.
Asharad
1st March 2010, 07:04 PM
I too bring the insight.
attriel
2nd March 2010, 09:54 AM
"Are the monks not yet overrun, then? I had feared the orcs were at Bodrin's gates already. We will leave as soon as we've finished establishing the situation as best we can. Will we need any special gear to reach the monastery? Climbing gear? Will they be able to leave under their own power? Will they be willing to leave at all?"
Shere thinks to the monks at the temple he grew up at. They would not have given over Sehanine's temple to an orc horde willingly. Every brick would have been fought for as though it had the Goddess' spirit itself inside. Perhaps this was not a religious monastery ... But he doesn't recall anything about a monastery in the region from his studies, so Shere is uncertain (History 8)
Greebo
2nd March 2010, 09:58 AM
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2069&stc=1&d=1266602716
Regional map reposted since it's in another thread.
Elder Cadrick seems to think about the question for a moment, then says, 'Oh there's not really a problem - that was Edgar Somerfield - he leads the Farstriders, another adventuring party and one of no small renound around here. Anyone on the street can tell you about their adventures - and we have an arrangement with them that the most dangerous jobs we have will go to them. I simply had to remind Edgar that delivering a warning to a monastery was hardly likely to bring much renound, even if the pay is generous.'
You sense no dishonesty, but you aren't hearing the whole story.
The elder is being truthful - but it's clear that he has some distaste for the adventuring party known as the Farstriders. There is a sense of deep resentment, well suppressed.
The elder continues while directing you to a regional map (above) - "The Monastery is south west of Overlook. The priests there need warning, but there is a bit more too the job, thus the pay. There are tunnels beneath the Monastery just as there are tunnels all through these mountains. We want you to make sure the tunnels underneath are also secure. The priests should be some help - the Sundered Chain is dedicated to preserving the memories of the battles of the past, and train some of our best warriors. Still - adventurers are used to surprises, so no doubt you can help them as much as they help you."
"I recall your names now - you helped the Brindol council out with the 'Red Hand', yes? I saw the reports - that was good work. I think you'll be perfect for this job."
Lycos
2nd March 2010, 10:02 AM
Yes, sir, that's us.
We'll get this done for you.
Do we need a guide to get there or will this be pretty easy to find?
Greebo
2nd March 2010, 10:06 AM
"Are the monks not yet overrun, then? I had feared the orcs were at Bodrin's gates already. We will leave as soon as we've finished establishing the situation as best we can. Will we need any special gear to reach the monastery? Climbing gear? Will they be able to leave under their own power? Will they be willing to leave at all?"
"If the tunnels underneath can be secured, the Monastery will be safe. The only way in from the west is underneath. The Priests will then no doubt want to lend aid at Bordrin's Watch."
Shere thinks to the monks at the temple he grew up at. They would not have given over Sehanine's temple to an orc horde willingly. Every brick would have been fought for as though it had the Goddess' spirit itself inside. Perhaps this was not a religious monastery ... But he doesn't recall anything about a monastery in the region from his studies, so Shere is uncertain (History 8)
Yep, not a clue.
Greebo
2nd March 2010, 10:09 AM
Yes, sir, that's us.
We'll get this done for you.
Do we need a guide to get there or will this be pretty easy to find?
"We don't really have the people to spare to guide you - but it's not too difficult of a journey. We'll give you directions. Just be careful, who knows what may have slipped through with the Orc Horde threatening."
Sagar
2nd March 2010, 10:59 AM
Sounds like time is of the essence.
Lycos
2nd March 2010, 11:22 AM
Well, we'll wait until Shere's questions are answered and then head out I guess.
attriel
2nd March 2010, 11:36 AM
Well, we'll wait until Shere's questions are answered and then head out I guess.
"I'm satisfied with the answers, I think we have enough information to move on. We should hurry. It's early in the day, we should be able to reach the monastery tonight or tomorrow morning, depending on how difficult the mountains are."
It looks to be ~15-20 miles, which should be well within our daily travel range, discounting difficult terrain like mountains :o
Lycos
2nd March 2010, 01:03 PM
Well, unless someone objects, I think we're off to kill us some orcs. :D
Greebo
2nd March 2010, 04:22 PM
You are correct, the Monastery is about 20 miles away, high in the mountains, beneath "The Hammer" - a peak that loosely resembles a down turned hammer.
You waste no time, return to the inn, gather your meager possessions, and hit the road. By late morning you are out of town and headed southwest. You keep up a good pace, but as the climb becomes more and more difficult, you all begin to feel the lack of oxygen catching up with you.
Everyone roll endurance please.
Lycos
2nd March 2010, 05:56 PM
Jacoby +3 End + 10 = 13
Kiir
2nd March 2010, 06:04 PM
Endurance +4 = 17
Sagar
2nd March 2010, 06:29 PM
Raj Endurance Roll: 12+2 = 14
attriel
2nd March 2010, 07:03 PM
Shere perseveres!
Endurance 19
Greebo
3rd March 2010, 09:47 AM
4 will do.
As the party starts to struggle with the atmosphere, Shere and Urvi, experienced mountaineers, teach the party some techniques to help them cope with the higher altitudes, such as more rapid, shallow breathing, and longer, more fluid motions.
You continue climbing the steep path, but as you get further and further from Overlook, you start to grow concerned. There are few sounds of nature about - sounds you've grown accustomed to hearing wherever you go. You begin to wonder why you aren't hearing the normal travel noises.
You're also starting to encounter more and more mountain paths made by animals that look an awful lot like the path you're following. It's growing harder to be certain that you are, indeed, on the right road.
What do you each do?
Lycos
3rd March 2010, 09:59 AM
Jacoby wil use his perception to try and make sure we stay on the path that is our way.
16
Sagar
3rd March 2010, 10:01 AM
Raj will ask the party to halt so he can catch his breath. He will then ask, in a low voice, if it's natural for it to be so quiet.
As he breathes and appears to rest, he will hide the fact that he draws his dagger and subtly look around for signs of trouble. (Percep +1) and try to remember himself if high altitudes like this are quiet. (Nature +1)
Greebo
3rd March 2010, 10:05 AM
I'm only going to take one roll from Raj right now. Trust me, it's better for you that way... ;)
Raj listens carefully and looks around for signs of enemies, but the sun gets in his eyes and they tear up, blocking his vision.
Asharad
3rd March 2010, 10:42 AM
I'll try and remember if I know anything about this area that might be helpful.
Kiir
3rd March 2010, 10:59 AM
Urvi will use her skill in Nature to check the paths and make sure we are still following the correct one. Nature +10 = 24
Greebo
3rd March 2010, 11:01 AM
I'll try and remember if I know anything about this area that might be helpful.
You remember a great deal about the history of the area - you know an awful lot about the enslavement of the Dwarves by the orcs and giants, for example, and the names of the original founders of the Monastery, plus those of many of the renound heroes they've produced through the ages.
None of which, I'm afraid, is helpful in your figuring out which path you should take, as the paths have shifted over time, nor in determining if there are enemies about.
But if you want details of all the details you DO remember, I'll be happy to PM them to you. ;)
Greebo
3rd March 2010, 11:03 AM
Urvi will use her skill in Nature to check the paths and make sure we are still following the correct one. Nature +10 = 24
Urvi surveys the mountain paths, and quickly determines which route takes you further along to your goal. You can see the Monastery in the distance - although at present your route does seem to be rather round about. However, you're completely confident that Urvi knows what she's doing and that the current route WILL get you there - although there may be other routes that will serve as short cuts.
Greebo
3rd March 2010, 11:04 AM
Jacoby wil use his perception to try and make sure we stay on the path that is our way.
16
Jacoby examines the possible routes looking for said short cut, but is unable to locate an alternate route. You continue along the lengthy path outlined by Urvi.
Greebo
3rd March 2010, 11:07 AM
At this point, you have traveled about 10 miles. The monastery must be some ways off - but the clear mountain air does make it visible from time to time.
You hear rustling sounds in the distance - could there be enemies about? Can you avoid them?
Sagar
3rd March 2010, 11:08 AM
/em whispers "Anyone see anything out there? Anything dangerous?"
Greebo
3rd March 2010, 11:12 AM
Hint - if you're vewwy vewwy quiet...
Lycos
3rd March 2010, 12:27 PM
Jacoby will signal to the group to stop, look and listen. Possible enemies around.
stealth +3 and perception +9.
12 16, respectively.
Greebo
3rd March 2010, 12:31 PM
Jacoby motions for everyone to be silent - and then trips over a branch.
Moments later, you hear grunts, shouts, and the sounds of footsteps approaching from all around you. You've walked into an apparent ambush!
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Please select positions east of M, between 3 and 9.
And roll initiative...
Lycos
3rd March 2010, 12:32 PM
Jacoby P8.
11
Kiir
3rd March 2010, 12:33 PM
N7 init +2
attriel
3rd March 2010, 01:18 PM
O6!
+3!
16!
Asharad
3rd March 2010, 01:56 PM
o7 and 11
Sagar
3rd March 2010, 02:04 PM
Init +1:
Total 5.
I hope that's the end of my bad rolls...
Put me at N8
Greebo
3rd March 2010, 02:23 PM
And one more thing - everyone (except Jacoby who already rolled) please roll perception.
Sagar
3rd March 2010, 02:35 PM
Perception, +1
16 for me.
Asharad
3rd March 2010, 02:41 PM
Perception (20)
Kiir
3rd March 2010, 03:47 PM
Perception +8 = 9
What is up with the 1s?
attriel
3rd March 2010, 04:28 PM
Look, up in the sky!
Perception 22 (it's +5, and I checked that twice before typing in +3; I dunno)
Greebo
3rd March 2010, 04:30 PM
Everyone but Urvi hears the approaching noises, and so is unsurprised as a group of orcs (hitherto of a type unseen) pop up in a semi circle blocking your path.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc 10????-?15Orc 20????-?15Orc 30????-?15Orc 40????-?15Orc 50????-?15Orc 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw34/34217/70-3Urvi49/490113/130Surprized
Everyone but Urvi gets 1 action in the first round. Urvi gets 0.
Shere
Sagar
3rd March 2010, 04:35 PM
Please leave me a gap to AoE without frying friends. kthxla.
Lycos
3rd March 2010, 05:17 PM
Jacoby will pull out his hand crossbow and wand. (minor) (minor)
If I can't get both out. The crossbow will come out first.
Greebo
3rd March 2010, 05:26 PM
Jacoby will pull out his hand crossbow and wand. (minor) (minor)
If I can't get both out. The crossbow will come out first.
I generally take it as given that the items on your character sheet marked as "equipped" are actually equipped, as opposed to stowed, so this is unnecessary.
And it would have been 2 actions anyway - 2 minors. ;)
Lycos
3rd March 2010, 05:55 PM
I'll attack with the crossbow then.
Orc 6 is my target.
11, I assume a miss.
attriel
3rd March 2010, 06:58 PM
Seeing the orcs spring up, Shere quickly calls upon Sehanine to link two minds together. Lacking any badgers to transmute into the orc's bodies, he chooses two orcs at random (Standard: Shared Madness: +6 vs Will Orc 5, 1d10+5 Psychic Dmg Orc 5, Equal Dmg Orc 2)
At the same time he ponders ... what does it seem their strengths and weaknesses might be ...
20 vs Will
9 Psychic Orc 2, 5
23 Nature (or dungeoneering) to determine what kind of orcs they are ...
Lycos
3rd March 2010, 10:01 PM
Same here. Both dungeoneering and nature are +4.
Greebo
4th March 2010, 10:28 AM
These are Orc Raiders - they have the ability to move fast when charging (+2 to move), carry great axes and hand axes (which they love to throw at targets whenever possible) and once bloodied, can regain hps as part of a melee basic attack (encounter power). They also ignore cover and concealment when throwing their axes at targets within 5 squares.
Greebo
4th March 2010, 10:40 AM
Shere, reacting with lightning speed, sends his powers out to bind two of the orcs together in shared madness. The orcs have no will (20 vs. will) to defend themselves against his sudden onslaught, and they scream in pain (9 dmg; orcs 2 & 5)
The orcs, alarmed by Shere's quick reaction, single him out and, as one, fling their axes at him. Orcs 3, 4 and 6 are affected by cover (distance to target >5) - Orc 5 ignores the fact that Urvi and Duma are in the way. The axes fly (14, 14, 15-2, 11-2, 10, 16-2 vs. AC17) at Shere - and past him as his facial expression transitions from "Oh ****!" to "Wow, you all SUCK!"
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 59????-?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw34/34217/70-3Urvi49/490113/130Surprized
Jacoby levels his crossbow at one one of the orcs but the bolt misses - probably because Jacoby was overcome by laughter at the 6 missing axes in unison...
Duma, Raj - One action only
attriel
4th March 2010, 10:43 AM
Seriously, they're not closing? bastards!
"I think these guys might be chargers, although hopefully they're as good at that as they are at throwing ..."
Greebo
4th March 2010, 10:54 AM
Seriously, they're not closing? bastards!
Read the spoiler - basically they'll throw all their ammo at you as long as they can.
Asharad
4th March 2010, 11:17 AM
I will hit orc4 and orc5 with KNives of the Soul.
Attack:+5 vs reflex
Orc4:8
orc5:11
mother ****.
damage (yeah right!):19
5 damage to me if either of those hit. or maybe just five damage to me period. hard to say.
attriel
4th March 2010, 11:19 AM
Read the spoiler - basically they'll throw all their ammo at you as long as they can.
Yeah, I know. I guess that was more of an IC comment, because life would be simpler if they came to us :o I was hoping to have at least enraged the pair I zapped
Greebo
4th March 2010, 11:33 AM
You enraged em all - they just missed you ;) You bastard...
Sagar
4th March 2010, 12:24 PM
Raj will cast Dragonfrost at Orc 5 (+6 vs Fort, d8+7 cold, push 1)
20 vs Fort
8 damage.
Greebo
4th March 2010, 12:35 PM
Duma is also shaken, uncharacteristically so, by the sight of 6 axes, all missing their target. He attempts to keep his composure - and fails, and also fails to hit his targets.
Raj, however, keeps his cool - and sends it flying at Orc 5, who is suddenly (20 vs. fort) a bit more chilly than he was before (8 dmg).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40019/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 517????-?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw34/34017/70-3Urvi49/490113/130-
THP from prior battle cleared
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
And - Shere again - full rounds this time.
attriel
4th March 2010, 12:43 PM
Swearing and cursing as only a cat can (Minor: Oath of Enmity, Orc 5), Shere calls upon Sehanine to lay out vengeance upon the target of his ire (Standard: Radiant Vengeance: +6 vs R, 1d8+5 radiant dmg, +4 THP)
"URVI! Pick a target!" He tries to snap Urvi out of her surprise!
19 vs Reflex
8 Radiant Dmg
+4THP
Greebo
4th March 2010, 01:27 PM
Shere swears his customary oath upon Orc 5; and sends divine vengeance upon him. (19 vs. ref; 8 dmg; 4thp). The Orc is bloodied, and bloody angry.
The other orcs, save #5, pull out a 2nd axe each (of 4) and think about throwing at Shere, but being team players, and not wanting to hurt one of their own, change targets. Since Raj hurt one of them too, they throw at Raj - some stepping forward to optimal range before releasing.
Meanwhile, Orc 5 moves into position by Raj and Jacoby - and also targets the Sorcerer by drawing out a nasty looking Great Axe and taking a swing.
Hand Axes - 14,27,21,18,26 vs. AC16 = 4 hits; 24 damage; bloodied
Great Axe - 18 vs. AC16; hit; 6 dmg
The 5th orc, as part of his swing, roars in triumph and takes a healing surge, and suddenly looks a LOT less bloody.
Raj is looking very very unsteady on his feet, suddenly.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40019/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 514????Emnity: Shere;?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw10/34017/70Bloodied; 3Urvi49/490113/130-
Your turn (all)
Lycos
4th March 2010, 01:42 PM
I change my turn.
Healing Word to Raj.
Healing Word -
Daily - Divine Healing
Close burst 5(10 at 11th, and 15 at 21st)
The target can spend a healing surge and regain an additional 1d6 hit points.
Minor: Put away wand.
Minor: Pull out sword.
Greebo
4th March 2010, 01:52 PM
What do you mean, change your turn?
Lycos
4th March 2010, 01:57 PM
What do you mean, change your turn?
I posted an attack right before your post of the results from the orc attack. So since, you hadn't recorded my move yet, I was changing to healing Raj.
Greebo
4th March 2010, 02:02 PM
I posted an attack right before your post of the results from the orc attack. So since, you hadn't recorded my move yet, I was changing to healing Raj.
Do you mean post 88? That was dealt with in #92.
attriel
4th March 2010, 02:07 PM
Do I have any sense of how many hand-axes these guys may be hauling? Like, can I see two more heads on Orc 1's belt, or Orc 5 has 4, now that he's closer I can see? 19 Perception to notice the detail as a free or minor; I'm not interested in spending a real action on it :o
Greebo
4th March 2010, 02:10 PM
Each orc started with 4 axes - all but 1 have thrown 2 and have 2 left, and #5 has 3 left.
Lycos
5th March 2010, 09:39 AM
I think its Duma, Raj and Urvi's turn.
Greebo
5th March 2010, 09:47 AM
I think its Duma, Raj and Urvi's turn.
Ayup
Sagar
5th March 2010, 10:33 AM
Raj will use tempest breath (close blast 3, +6+1 vs Reflex, 2d6+7 acid damage, target can't get CA on anyone until EoNT, I get concealment until EoNT (-2 to melee, ranged attacks).
The attack will be centered at N10 and affect only orc 5.
(Bah.. my damage rolls SUCK!)
18 vs Ref to hit (+1 is racial bonus when bloodied).
10 damage to orc 5 if hit.
No CA for orc 5 until EoRT3
I gain concealment until EoRT3
I also get +2 AC while bloodied due to Scale of the Dragon.
I will then shift to O8 and use an action point to cast burning spray (CB3, centered on same spot to get orc 5, +6+1 vs Ref, d8+7 damage (fire), I get a fire shield which does 3 fire damage to the next melee attacker that hits.)
(figures.. NOW I get a good damage roll)
14 vs Ref to hit
14 damage if hit.
fire shield - 3 damage to next melee attack that hits me.
Greebo
5th March 2010, 10:47 AM
Raj: See Jacoby's action - by the time your turn comes up, you will not be bloodied anymore. (surge+2 = 11 hps regained)
Please adjust accordingly.
Asharad
5th March 2010, 10:51 AM
OKay....
Preservers Rebuke on orc5.
Avenging Light on Orc5.
Attack:+9 vs fort
hmm..and Memory of a Thousand Lifetimes
so..
22 vs fort
Damage:11
Sagar
5th March 2010, 11:15 AM
Raj: See Jacoby's action - by the time your turn comes up, you will not be bloodied anymore. (surge+2 = 11 hps regained)
Please adjust accordingly.
Sorry. When you questioned his turn, I read it that you were saying he couldn't change it. Looking back, I see he doesn't have to "change" anything.. it's just a new action.
Can I change my second action? I was going to take a second wind but I didn't want to lose the bloodied defense bonus. If it's already gone, I need the second wind defense bonus.
If you agree, my second action will be to take a second wind (+9 hp, +2 to all defenses).
Greebo
5th March 2010, 11:17 AM
Sorry. When you questioned his turn, I read it that you were saying he couldn't change it. Looking back, I see he doesn't have to "change" anything.. it's just a new action.
Can I change my second action? I was going to take a second wind but I didn't want to lose the bloodied defense bonus. If it's already gone, I need the second wind defense bonus.
If you agree, my second action will be to take a second wind (+9 hp, +2 to all defenses).
Sure - no problem. Just waiting on Urvi and Shere so I can do one mass turn completion.
attriel
5th March 2010, 11:27 AM
I was waiting to see what the outcome was of the other four attacks, so ...
If Orc5 dead, Mior: Oath on Orc 2, else no change. then:
Shere calls down Vengeance once again onto his Oath target's head
(Standard: Radiant Vengeance: +6 vs R, 1d8+5 radiant dmg, +4 THP)
19 vs Reflex Orc 5/2
11 Radiant Damage Orc 5/2
+4THP Shere, non-stacking (although I guess my ones from last turn got used up?)
Greebo
5th March 2010, 11:42 AM
Jacoby whistles a happy tune that makes Raj feel better (+11 hps) while he switches to his sword.
Duma, seeing Raj being attacked, invokes a rebuke (imm react), granting him a bonus to his next attack, which comes in the form of Avenging Light (7+5+4 rebuke +6 motl vs fort) which easily blasts the Orc doing some nice burning damage (5 + 4=9dmg - raj is not bloodied any more so no +2). The orc is bloodied again.
Please post the details of your powers with your attacks - you have to look them up anyway.
Raj sends a blast of acid at his attacker, which engulfs him (17 vs. ref) and sears his skin (10 dmg). He shifts to a safer seeming spot (?? O8 ??) and then takes a moment to catch his breath (2nd wind, ap used; +9 hps; +2 all def EONT)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 533????Bloodied; Emnity: Shere;?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi49/490113/130-
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Urvi
Kiir
5th March 2010, 11:49 AM
Urvi moves to N8 (move action), marks orc 5 (free), and attacks with Strength of Stone (+7 vs AC, 1d12+4 damage, +4 temp hit points to me, standard).
Greebo
5th March 2010, 12:00 PM
Urvi is apparently still somewhat shocked, because she moves next to the Orc, swears at it, then swings her axe over her head and down into the ground, completely in a different direction from where the Orc is standing.
Shere calls upon his God again, and the divine power flows over the Orc (19 vs. ref). The orc looks... very unsteady ... but is still standing.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 544????Bloodied; Emnity: Shere;Mark: Urvi?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi49/490113/130-
Orc 5 shifts southeast - and draws another hand axe. He shouts a gutteral command in Giant to the others.
"Target the ugly oversized woman!"
The others also draw hand axes, and as one, they fling their axes at Urvi. (22;26 and a bunch of misses vs. AC19: 5+7=12 dmg). Fortunately, most miss their mark - but a few strike glancing blows.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 544????Bloodied; Emnity: Shere;Mark: Urvi?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi37/490113/130-
And new round...everyone...
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Lycos
5th March 2010, 12:07 PM
What do the dark green squares represent on the map? Can Jacoby see Orc 5 now?
Greebo
5th March 2010, 12:09 PM
Trees - you can see through them but they provide cover.
Lycos
5th March 2010, 01:49 PM
Jacoby will use Cutting Words on Orc 5.
Cutting Words - +6 vs Will, 1d8 + Charisma modifier (+5) psychic damage, and you pull the target 2 squares. Increase damage to 2d8 + Charisma modifier (+4) at 21st level.
22, hit?
9 points of damage.
Greebo
5th March 2010, 04:15 PM
Jacoby finishes off Orc 5 - adjust plans accordingly.
Asharad
5th March 2010, 04:19 PM
Avenging Light on...Orc1.
Attack:12
damage:13
Greebo
5th March 2010, 04:23 PM
Avenging Light on...Orc1.
Attack:12
damage:13
Again I'm going to ask you to please post the details of what your attack does with your attack.
Asharad
5th March 2010, 04:58 PM
In this case if the attack hits, it does damage (+4). Nothing special.
Sagar
5th March 2010, 05:32 PM
O8 to stay in melee range of Orc 5. They ignore the concealment when using ranged, but not for melee. Staying close gave me +2 AC vs the melee attack.
Lycos
5th March 2010, 05:42 PM
O8 to stay in melee range of Orc 5. They ignore the concealment when using ranged, but not for melee. Staying close gave me +2 AC vs the melee attack.
Orc 5 is dead.
Lycos
5th March 2010, 05:45 PM
In this case if the attack hits, it does damage (+4). Nothing special.
I may be wrong here, but I think Greebo is looking for this...
At-Will: Avenging Light
range:10
Divine,Implement, Radiant
+5 vs Fort
1d10+4 radiant. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to CON modifier (+3)
attriel
5th March 2010, 06:07 PM
I may be wrong here, but I think Greebo is looking for this...
At-Will: Avenging Light
range:10
Divine,Implement, Radiant
+5 vs Fort
1d10+4 radiant. If a bloodied ally is adjacent to the target, the attack deals extra radiant damage equal to CON modifier (+3)
I use a shortened form ala Standard: Avenging Light: +5 vs Fort, 1d10+4 radiant, +3 if adjacent bloody ally ;;; it doesn't give the at will/encounter/etc, or the range, but I figure there's enough trust to not try using encounters more than once an encounter :o
Sagar
6th March 2010, 01:14 AM
Orc 5 is dead.
It wasn't when I posted the move.
Greebo
6th March 2010, 08:33 AM
It wasn't when I posted the move.
Yeah it was...
Greebo
8th March 2010, 09:43 AM
Jacoby wraps psychic energy into a vicious taunt ("Neener neener neener!") and the fifth orc (22 vs. will) wraps his hands around his head, wimpers, and collapses to the ground, dead. (9 dmg)
Duma attempts to send a blast of divine energy at the first Orc - but (12 vs. fort) the light simply gives him a nice tan.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 10????-?15Orc Raider 29????-?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi37/490113/130-
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Raj, Urvi, Shere
Sagar
8th March 2010, 10:57 AM
Raj will move to P6 and shoot dragonfrost at orc 1 (+6 vs Fort, d8+7 damage, push 1)
25 vs Fort
13 damage
push orc to M3 (setup for AoE's)
Greebo
8th March 2010, 11:18 AM
Raj takes a couple side steps and fires a blast of cold air at the first Orc in the bunch. The cold (25 vs fort) hits him square in the face, pushing him backwards towards the bushes as his nose turns solid (13 dmg).
Kiir
8th March 2010, 11:31 AM
Urvi will move to M3 (N7-N6-N5-N4-M3, move action). She will then mark orcs 1 and 2 (free action). She then uses Earthgrasp Strength against orc1 (+7 vs AC, 1d12+4 damage, target knocked prone and can not stand till EoNT (mine) first time it stands before the end of the encounter it takes 1d10+4 damage, standard action).
Greebo
8th March 2010, 11:38 AM
Urvi will move to M3 (N7-N6-N5-N4-M3, move action). She will then mark orcs 1 and 2 (free action). She then uses Earthgrasp Strength against orc1 (+7 vs AC, 1d12+4 damage, target knocked prone and can not stand till EoNT (mine) first time it stands before the end of the encounter it takes 1d10+4 damage, standard action).
Raj is gonna love you for that...
Sagar
8th March 2010, 11:46 AM
Raj is gonna love you for that...
It's ok. Fried Urvi is a delicacy.
attriel
8th March 2010, 11:47 AM
Minor: Oath Orc 2
Shere calls down Vengeance once again onto his Oath target's head
(Standard: Radiant Vengeance: +6 vs R, 1d8+5 radiant dmg, +4 THP)
14 vs Reflex Orc 2
3+5+1 (Oath property, +1 dmg for each ally adjacent to oath target) = 9 dmg
If 14 hit that is
Greebo
8th March 2010, 12:02 PM
Raj chuckles, "Aha, the orcs are lined up perfectly now for my area spell! Watch that spot people!"
Urvi, still apparently suffering from the effects of surprise, says, "Go to that spot! Got it!" and rushes forward into Raj's targeting area, swinging her axe at one of the orcs, missing. (yuck vs. AC). She also makes rude gestures at them, which focuses their attention on her (marked).
Shere says something cryptic sounding about Orc 2's mother and army boots (Oath of Emnity). He then calls, once again, upon Shehaine, who rather reluctantly responds (14 vs. ref; hit) and slams power into the 2nd orc (9 dmg).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 113????Mark: Urvi;?15Orc Raider 218????Mark: Urvi;?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi37/490113/130-
The orcs, each having one axe left, adjust their positions to get in range of Urvi. 1 and 2 shift backwards, away from her, while the others move closer. As one, they fling the last of their hand axes: (9; 23; 22; 26; 22 vs. AC19 - 8 + 6 + 8 + 5 = 27 dmg; bloodied) and four of the five strike home. Urvi is suddenly in pretty awful looking shape.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 113????Mark: Urvi;?15Orc Raider 218????Mark: Urvi;?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 60????-?11Jacoby Intar35/35018/82-11Duma33/33017/70-5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi10/490113/130Bloodied;
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Jacoby, Duma, Raj, Shere, Urvi
Lycos
8th March 2010, 12:34 PM
Jacoby casts Majestic Word onto Urvi.
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.
Free Action: Raj, I can move her a little. Where do you want her to go?
I'll move her one square if Raj gives me the go ahead. Otherwise, she stays where she is.
Greebo
8th March 2010, 12:48 PM
Spreadsheet updated - Jacoby only had 1 heal left.
Greebo
8th March 2010, 12:50 PM
Free Action: Raj, I can move her a little. Where do you want her to go?
I'll move her one square if Raj gives me the go ahead. Otherwise, she stays where she is.
I like how you're asking Raj permission to move Urvi ;) But you might want to view the map - Raj's OA spells have been rendered largely useless I think at this point.
Asharad
8th March 2010, 01:04 PM
I will attempt to hit Orc1 with Crown of Retaliation.
Ranged 10
Attack:+5 vs will (24)
Damage:2d6+4 radiant (13)
Effect: UNtil save, target take 5 radiant damage whenever on of my allies within 5 squares of it takes damage.
Lycos
8th March 2010, 01:07 PM
I like how you're asking Raj permission to move Urvi ;)
I have vowed to do everything that Raj tells me to do. It's safer that way since he runs Game 3. :D
attriel
8th March 2010, 01:17 PM
"Raj, they're out of axes! Let them bunch up for close quarters, once they close on Urvi, let her back up then blast them."
He follows up with another blast from Sehanine on Orc 2 (Standard: Radiant Vengeance: +6 vs R, 1d8+5 radiant dmg, +4 THP)
I don't think a 12 works, so not rolling the damage
Greebo
8th March 2010, 03:35 PM
Waiting on Raj's answer to jacoby
Sagar
9th March 2010, 08:03 AM
Raj was helping me work in the yard yesterday. :p
Raj doesn't care at the moment. As Greebo said, the placement made his AoE's of limited usefulness at the moment.
Attriel has the right of it, I think. We'll let them group up and then I can AoE some.
attriel
9th March 2010, 09:24 AM
Raj was helping me work in the yard yesterday. :p
Raj doesn't care at the moment. As Greebo said, the placement made his AoE's of limited usefulness at the moment.
Attriel has the right of it, I think. We'll let them group up and then I can AoE some.
Raj still needs to post an action for hisself
Greebo
9th March 2010, 09:55 AM
Raj still needs to post an action for hisself
True but now I can resolve Jacoby and Duma. :) Just after I finish my other morning routines...
Greebo
9th March 2010, 11:07 AM
Jacoby sings a little ditty and Urvi is magically restored of some health (16 hps; no longer bloodied).
Duma unleashes the whoop-ass - and a crown of magical energy (24 vs will) materializes over Orc 1's head, causing immediate searing pain (13 dmg; bloodied) and an ongoing after effect that wraps you all in a feeling of protection.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 126????Bloodied; Mark: Urvi; Takes 5 dmg if ally PC w/in 5 takes dmg - SE?15Orc Raider 218????Mark: Urvi;?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 60????-?11Jacoby Intar35/35018/81-11Duma33/33017/70-Crown of Retaliation5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi26/490113/130-
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Urvi, Shere
Sagar
9th March 2010, 11:48 AM
Raj will dragonfrost orc 1 (+6 vs Fort, d8+7 damage, push 1)
24 vs Fort - Orc 1
10 damage
Push to M1
attriel
9th March 2010, 11:50 AM
Since Orc 1 is the current punching bag, I'll change my attack to hit 1 instead of 2. There was no benefit from my oath, so nothing changes.
I just oath for consistency :)
Kiir
9th March 2010, 02:20 PM
Urvi shifts to L4 (move) and marks orc 2 (free). She then uses strength of stone against it (+7 vs AC, 1d12+4 damage, 4 temp hit points to Urvi, standard).
I know everyone is focusing on orc 1, but I wanted to be a more central location so hopefully the orcs will converge around me. And I wasn't putting myself in flank between orc 1 and 2. Not that it likely matters considering my rolls so far this fight.
15 vs AC
15 damage if it hits haahahaha (I doubt it does)
Greebo
9th March 2010, 02:43 PM
Raj sends a blast of cold at Orc 1 which slams him in the face again. His nose falls off and he staggers backwards (24 vs fort, 10 dmg).
Raj - Cannot push to M1 as it is not 1 further from you. Consider the orc to be at M0. I'm not retooling the map tho ;)
Urvi changes position, maintains her mark on Orc 2 (#1 no longer marked), swings her axe, and (15 vs. ac) misses.
Shere tries an attack on #1 as well - but his shot (12 vs. ref) is easily dodged.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; Takes 5 dmg if ally PC w/in 5 takes dmg - SE; (@M0)?15Orc Raider 218????Mark: Urvi;?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 60????-?11Jacoby Intar35/35018/80-11Duma33/33017/70-Crown of Retaliation5Rajkelleran Stormclaw30/34007/70+2 all def - eont;3Urvi26/490113/130-
Orc 1 shouts in pain, presumably about his nose, but also retains enough wits to shout something else, as he backs away from the fray.
Get the casters! Don't hit the tall ***** or I'll die!
The other orcs draw their great axes as one.. Orc 2 stays put. 3 and 4 charge Duma. #6 charges Jacoby.
Duma - Roll OA vs. Orc 5
Orc 1 - Total defense - moves west (and south 1) to I1.
Orc 2 - Total defense - shifts east.
Orc 3 & 4 vs. Duma : 16, 26 vs ac 18 - one hit - 6 dmg
Orc 6 vs. Jacoby: 27 vs. AC dunno - hit - 6 dmg
Orc 1 saves, and shouts again:
I'm OK now!
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; ?15Orc Raider 218????Mark: Urvi; +2 all def; EONT?15Orc Raider 30????-?15Orc Raider 40????-?15Orc Raider 60????-?11Jacoby Intar29/35018/80-11Duma27/33017/70-Crown of Retaliation5Rajkelleran Stormclaw30/34007/70-3Urvi26/490113/130-
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Jacoby, Duma, Raj
Sagar
9th March 2010, 02:52 PM
My original thought was to push it north.. but I didn't want you to have to redo the map.. that is a pain...
Asharad
9th March 2010, 03:08 PM
Shift to p7.
Lay down blades of astral fire at o7 (maybe an oa there).
area burst 1
Attack:+5 vs reflex
3: BOOM!
4: 6
6: 24
Damage:1d6+4
on orc three:10 radiant
on 6:5
Every ally in the burst get +5 to AC until EONT.
BONUS ROUND!
I'll use my action point.
Death's Denial
Close burst 5
When a nonbloodied ally becomes bloodied or someone drops to 0 they can use a surge until eont. (note, I don't know if the have to be nonbloodied and then dropped to zero or if it is just dropped to zero. The wording isn't super clear.)
Greebo
9th March 2010, 03:35 PM
Duma - you have an OA outstanding
Lycos
9th March 2010, 03:41 PM
Move: Shift to Q7.
Standard: I will cast Eye Bite at Orc 6.
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.
25 to hit. +1 from wand.
7 points of damage
Also, using an Action Point.
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 hit, until EOMNT
Greebo
9th March 2010, 04:52 PM
Eyebite is ranged. You will take an OA
Asharad
9th March 2010, 05:19 PM
Duma - you have an OA outstanding
Meaning I have one to take one or one is incoming on me?
Incase I have one to take:
Attack:+3 bonus (9)
damage:5
Greebo
9th March 2010, 09:14 PM
You take one - am I putting too much info in my updates? I tried to make it clear:
The other orcs draw their great axes as one.. Orc 2 stays put. 3 and 4 charge Duma. #6 charges Jacoby.
Duma - Roll OA vs. Orc 5(should have said orc 6 not 5 but anyway...)
Asharad
9th March 2010, 09:38 PM
You take one - am I putting too much info in my updates? I tried to make it clear:
Weird. I even went back and looked for it. It's even bolded!
attriel
9th March 2010, 10:33 PM
Weird. I even went back and looked for it. It's even bolded!
Yeah, I think I was considering it a header :o
Lycos
9th March 2010, 11:03 PM
Eyebite is ranged. You will take an OA
Can I shift to Q7, and then Eyebite? If I can't I will rethink my move then.
Greebo
9th March 2010, 11:13 PM
Can I shift to Q7, and then Eyebite? If I can't I will rethink my move then.
Yes you can
Lycos
9th March 2010, 11:15 PM
Yes you can
My move has been adjusted.
And you're still up? Woah!
Greebo
10th March 2010, 11:33 AM
Duma swings at Orc 6 as it passes, but the orc easily dodges the blow.
Jacoby steps back and unleashes a blast of searing energy at Orc 6's face. The orc's eyes glow (25 vs. will), the orc roars in pain (7 dmg) and when he can see again, he cannot see Jacoby. Jacoby then (ap used) begins singing, and the rest of the party feels greatly encouraged (+1 to all allies w/in 5 of Jacoby)
Duma summons his powers and surrounds himself with astral fires. However, while he is busy summoning the powers, the three orcs near him sense an opportunity, and take it. (10, 12, 20 vs. AC18) One hits, and lands a nasty blow on Duma (11 dmg; bloodied).
The blades of fire do their work - Orc 3 particularly suffers (10 dmg, crit), and orc 6 is also cut for 5. Orc 4 manages to duck (6 vs. ref).
Duma isn't done! (ap spent) - He calls upon his god, and the party is wrapped in protective energies.
My take on it is "non bloodied ally" is bloodied or "non bloodied ally" drops to 0. I also read ally as "someone in the part not you".
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; Takes 5 dmg if ally PC w/in 5 takes dmg - SE; (@M0)?15Orc Raider 218????Mark: Urvi; +2 all def; EONT?15Orc Raider 310????-?15Orc Raider 40????-?15Orc Raider 613????-?11Jacoby Intar29/35008/80Invis to Orc 6, BONT; Ally w/in 5 gains +1 to attackSong of Courage11Duma16/33007/70Bloodied; Spend surge if bloodied or dropped from non bloodied - EONTCrown of Retaliation5Rajkelleran Stormclaw30/34007/70-3Urvi26/490113/130-
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Raj, Urvi, Shere
Sagar
10th March 2010, 11:50 AM
Raj will cast dancing lightning on Orc 4 (R10, +6 vs Ref, 2d10+7 damage, adjacent creatures take 4 thunder damage.)
11+6+1 = 18 vs ref, Orc 4
17 damage to orc 4.
4 thunder damage to adjacent creatures. (Sorry Duma. Tor loses THP, I think. 4 damage to orc 3 and 6)
Asharad
10th March 2010, 03:54 PM
Duma summons his powers and surrounds himself with astral fires. However, while he is busy summoning the powers, the three orcs near him sense an opportunity, and take it. (10, 12, 20 vs. AC18) One hits, and lands a nasty blow on Duma (11 dmg; bloodied).
The first thing I did was shift away, they all three still get OAs?
Greebo
10th March 2010, 03:57 PM
The first thing I did was shift away, they all three still get OAs?
No - I missed it - only 6 gets an OA and his 10 misses. Noted on sheet- back to 6 dmg for you.
(darn)
Greebo
10th March 2010, 03:57 PM
Also means Raj doesn't hit you with his ae
attriel
10th March 2010, 04:52 PM
Seeing the orcs group together, and knowing that this is likely the best grouping he's likely to get, Shere quickly swings his flail around, looking toward Sehanine to guide the blow and wreak havoc (Standard: Sparking Wounds: +7 vs AC, 1d10+4 dmg; EONT Target - each adjacent enemy takes 5 fire & lightning, if no adjacent, target takes 5 fire&lightning)
"Urvi, if you don't mind bringing those over here to play?"
24 vs AC Orc 4
9 dmg Orc 4
5 fire & lightning to adjacent orcs EONT Orc 4, or 5 fire & lightning to Orc 4 if none adjacent
Kiir
10th March 2010, 05:01 PM
Urvi shifts to M5 and then marks orc 3(move and free action). She then attacks orc 3 with her Tempest Assault (+7 vs AC, 1d12+4 lightning damage, one enemy within 2 squares of me that is marked by me other then the target takes 4 thunder damage (orc 2)).
I am just rockin' this fight!
Greebo
11th March 2010, 10:28 AM
Raj creates a field of lightning which (17 vs. ref) dances around on Orc 4 (17 dmg) and creates a thunderclap that slams into Orcs 3 and 6 (4 dmg).
Urvi shifts southeast, commands the 3rd Orc's attention, swings, and (9 vs. ac) misses.
Shere calls upon Sehanine and swings his flail which is suddenly charged with holy electrical fire. (24 vs. ac) The flail slams into Orc 4, searing him, and setting up a chain reaction who's results are yet to be fully known... (9 dmg; bloodied - and eont more havoc). Then he gets snitty with Urvi.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; ?15Orc Raider 218????Mark: Urvi; +2 all def; EONT?15Orc Raider 314????-?15Orc Raider 426????Bloodied; Sparkling wound - EONT Shere 5 dmg to adjacent enemies or to self?15Orc Raider 617????-?11Jacoby Intar29/35008/80Invis to Orc 6, BONT; Ally w/in 5 gains +1 to attackSong of Courage11Duma27/33007/70Spend surge if bloodied or dropped from non bloodied - EONTCrown of Retaliation5Rajkelleran Stormclaw30/34007/70-3Urvi26/490113/130-
Cured of his curse from Duma, Orc 1 charges Urvi (+1 to hit). Orc 2 shifts to M4, and Orc 4 to M6, setting Urvi up in a double flank. Three of the four (16, 28, 27, 27 vs AC19) swing and hit - the last swings and misses. Meanwhile Orc 6 swings at Duma (10) but Duma deftly blocks the blow with his quarterstaff. Urvi is hit by 3 axes - (8+6+5=19 dmg). Orc 4, meanwhile, uses his attack as an opportunity to recover some of his strength by feeding on his rage (+11 hps, not bloodied).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; ?15Orc Raider 218????Mark: Urvi; +2 all def; EONT?15Orc Raider 314????-?15Orc Raider 415????Sparkling wound - EONT Shere 5 dmg to adjacent enemies or to self?15Orc Raider 617????-?11Jacoby Intar29/35008/80Invis to Orc 6, BONT; Ally w/in 5 gains +1 to attackSong of Courage11Duma27/33007/70Spend surge if bloodied or dropped from non bloodied - EONTCrown of Retaliation5Rajkelleran Stormclaw30/34007/70-3Urvi7/490113/130Bloodied;
BUT - thanks to Duma's magical protections, Urvi is able to heal as well (+12 hps)
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; ?15Orc Raider 218????Mark: Urvi; +2 all def; EONT?15Orc Raider 314????-?15Orc Raider 415????Sparkling wound - EONT Shere 5 dmg to adjacent enemies or to self?15Orc Raider 617????-?11Jacoby Intar29/35008/80Invis to Orc 6, BONT; Ally w/in 5 gains +1 to attackSong of Courage11Duma27/33007/70Spend surge if bloodied or dropped from non bloodied - EONTCrown of Retaliation5Rajkelleran Stormclaw30/34007/70-3Urvi19/490113/130Bloodied;
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Jacoby, Duma, et al...
attriel
11th March 2010, 10:32 AM
Actually, it's EONT target, not me. So, basically, immediately, since they're next :o
Kiir
11th March 2010, 10:46 AM
FYI my surges are really 14 not 12, because of Tribe of Enduring Mountain, I regain 2 additional hp when I spend a surge.
Lycos
11th March 2010, 10:54 AM
minor: Sustain Song of Courage.
free: Drop Sword.
minor: Pull out hand crossbow.
standard: target Orc 3, and if I hit I use the Daily Lightning power of the crossbow.
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.
+5 vs. AC
14, I'm assuming I didn't hit.
Greebo
11th March 2010, 10:58 AM
Actually, it's EONT target, not me. So, basically, immediately, since they're next :o
FYI my surges are really 14 not 12, because of Tribe of Enduring Mountain, I regain 2 additional hp when I spend a surge.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 136????Bloodied; ?15Orc Raider 218????Mark: Urvi; +2 all def; EONT?15Orc Raider 319????-?15Orc Raider 415????-?15Orc Raider 617????-?11Jacoby Intar29/35008/80Invis to Orc 6, BONT; Ally w/in 5 gains +1 to attackSong of Courage11Duma27/33007/70Spend surge if bloodied or dropped from non bloodied - EONTCrown of Retaliation5Rajkelleran Stormclaw30/34007/70-3Urvi21/490113/130Bloodied;
Updated - damage applied to #3
Asharad
11th March 2010, 11:19 AM
Shift to q6.
I don't think I have LoS on orc1 so I will hit orc2 with Avenging Light.
Attack:+5 vs fort
Damage:1d10 +4 (radiant) +2 cause Urvi is bloodied. (16)
Greebo
11th March 2010, 11:24 AM
You have LOS on 1 - but it has cover from 2.
Sagar
11th March 2010, 12:15 PM
Raj will hollar "Urvi, MOVE!". He'll then wait for Urvi to shift / move away and then shift to O5 and lay down Lightning Breath where Urvi formerly was.
(+6 vs Ref, Close Blast 3, 3d8+12 damage per my character sheet, Miss = 1/2 damage. Effect: Until endo of next turn, lightning shield - on melee hit, push 1 and 5 damage. Sustain minor).
Working from the top:
Orc 1: 25 vs Ref
Orc 2: 14 vs Ref
Urvi (if still present): 10 vs Ref
Orc 4: 25 vs ref
Orc 3: 19 vs Ref
27 damage on hit.
13 damage if missed.
Sagar
11th March 2010, 01:00 PM
Oops. Forgot +1 from song of courage to all those attacks.
Kiir
11th March 2010, 03:07 PM
Urvi will mark orcs 1, 2, 3 and 4 (free action). She will call upon Stone's Endurance (5 resist all damage till EONT, minor). She will then attack with Roots of Stone the orcs surrounding her(standard, +7 vs AC, close burst 1, The burst makes a zone of rippling earth that lasts till EONT, Target: Each enemy in blast, so Orcs 1, 2, 3 and 4, 1d12+4 damage and the Target is knocked prone and takes 4 damage when it leaves the zone), she then shifts to N5(move), and uses her AP to shift to O4 (AP).
Orcs 1, 2, 3 and 4 marked by Urvi
5 resist all Damage to Urvi until EONT
Orc 1 2 + 7 +1 (SOC) = 10 vs AC (miss)
Orc 2 5 + 7 + 1 (SOC) = 13 vs AC (miss)
Orc 3 15 + 7 + 1 (SOC)= 23 vs AC
Orc 4 20 + 7 + 1 (SOC)= crit! 28 vs AC
Damage to Orc 3 8 + 4 = 12 damage
Damage to Orc 4 12 + 12 + 4 = 28 damage
If Orcs 3 (if hit) or Orc 4 leave the zone before the EONT (mine) they are knocked prone and take 4 damage
I hit I hit I hit!
attriel
11th March 2010, 04:15 PM
I know thiswould be convenient if I posted here ...
But I think there's enough damage on the table to possibly kill or maim a few orcs, so I'm going to wait to see what's still standing at my turn and who's bloody
attriel
11th March 2010, 04:19 PM
Minor: Oath Orc 2
Hey, I thought I'd done that somewhere, only took 3 pages to find it :o
So, Raj or Urvi can re-roll their attack vs Orc 2 with my Divine Guidance Imm Int; Ally w/i 10 attacks Oath Target, can re-roll 1x/encounter
Since Raj does half on miss, the other half is probably equiv to Urvi's rolled damage on the other orc, so I don't think it much matters who takes it
Greebo
11th March 2010, 04:24 PM
Urvi your crit is not +12 it's +1d12. So your base dmg: 1d12+4 - it maxes, then you roll 1d12 on top of that.
Greebo
11th March 2010, 04:36 PM
There is a thud as Jacoby drops his sword, a swish as he raises his hand crossbow, and a "twang" as the bolt flies (14vsac) into the trees. Followed by an angry "SQWUAAAWK!" sound.
Duma sets his attention on Orc 2 - and his avenging light blasts into the Orc's eyes (CRIT), searing him with pain (16 dmg; bloodied).
Raj yells, "URVI, MOVE!!!"... (delay)
Urvi nods at Raj, and then roars with primal rage and magical earth power surrounds her in protective weaves as the stone itself rises up around her, lashing out at her enemies. Orcs 1 and 2 manage to avoid the flying rock, but 3 is not so lucky (23 v.s ac; 12 dmg; bloodied) and four is hit square in the back with a massive amount of rock. (crit: 28 dmg; bloodied). Grinning like a fool, she then shifts, and shifts again (AP used), while she nods at Raj...
...and Raj, the pins set up, lays down a blast of lightning that engulfs and burns Orcs 1, 2 and 4. (Urvi not present, die rolls shifted). Orc 3 manages to duck, and is singed badly but not as bad as the others. Not that it matters, one bit. Each orc is blackened, and their charred remains collapse to the ground, dead, dead, dead, and dead.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40419/90-15Orc Raider 163????Dead; ?15Orc Raider 261????Dead;?15Orc Raider 344????Dead; ?15Orc Raider 470????Dead; ?15Orc Raider 617????-?11Jacoby Intar29/35008/80Ally w/in 5 gains +1 to attackSong of Courage11Duma27/33007/70-Crown of Retaliation3Urvi21/490013/130Bloodied; DR5 all EONT; 2Rajkelleran Stormclaw30/34007/70Lightning ShieldLightning breath
http://www.primeaxiom.com/rpgt/scene.asp?ID=fjmdqrbfsdmfybm7j7krxu15o9af4kswql4sm iyt4khdqgujjf6wc6j8no6dg5bi
Orc 6 gulps.
Shere?
attriel
11th March 2010, 07:36 PM
Preparing to step forward, Shere is momentarily taken aback as EVERYTHING in front of him turns to electric rocky death.
Turning around, Shere looks at Orc 6. "Boo." Stepping forward (Move) he mutters a curse (Minor: Oath of Enmity) and attacks (Standard: Bond of Retribution: +7 vs AC, 1d10+4 dmg), bringing his flail around.
26 vs AC (Oath of Enmity allows me to roll twice in melee against my oath target)
15 dmg (10+4+1 (Censure of Unity, +1/ally adjacent to target))
attriel
11th March 2010, 07:40 PM
Seeing the last orc reeling, but not falling, Shere decides to finish the job (AP: Bond of Retribution: +7 vs AC, 1d10+4 dmg), bringing his flail on a back swing, but the orc is still doubled over from the first blow (13 vs AC)
Greebo
12th March 2010, 12:42 PM
Shere tries to spook the orc - but instead the orc only seems to get angry again. Evidently (passive insight) he'll fight to the death - even though death is pretty certain to him at this point. Shere advances on the orc, swings his flail (26 vs ac) and connects (17 dmg; bloodied). He swings again (ap used) but misses.
The last orc snarls, "I die in the service of Tusk!", and swings his axe at Duma again. The axe (25 vs. ac) slices a nasty cut into Duma's skin (9 dmg). The orc, is emboldened by his attack (+11 hps; no longer bloodied).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40409/90-15Orc Raider 621????-?11Jacoby Intar29/35008/80Ally w/in 5 gains +1 to attackSong of Courage11Duma18/33007/70-Crown of Retaliation3Urvi21/490013/130Bloodied; DR5 all EONT; 2Rajkelleran Stormclaw30/34007/70Lightning ShieldLightning breath
Mortal combat.... finish him!
Lycos
12th March 2010, 12:47 PM
Minor: Sustain Song of Courage.
Standard: shooting the orc with the hand crossbow.
Ranged Basic Attack: +5 attack, 1d6+2 damage
13, let me know if I hit.
Asharad
12th March 2010, 01:12 PM
Shift to P6
Avenging Light which, in this case, is just an attack.
Attack:20 vs fort
Damage:14 radiant
Sagar
12th March 2010, 01:59 PM
Raj gives Urvi a High-5 then turns and blasts the orc with dragonfrost (+6 vs fort, d8+7, push 1).
14+1 vs Fort
10 damage if hit
push 1 south
Greebo
15th March 2010, 10:28 AM
Jacoby attempts another shot at the Orc with his bow, opting not to use any of his other available ranged powers in an unconventional tactic which, sadly, yields no fruit.
But then Raj and Duma pretty much blast the last orc into oblivion - so it's all good.
Lycos
15th March 2010, 10:48 AM
Check for goodies on these guys.
Any valuable intel on these guys?
Lycos
15th March 2010, 10:50 AM
Jacoby picks up his sword.
Greebo
15th March 2010, 11:43 AM
The orcs all wear standard leather armor and carry greataxes. There are a total of 24 hand axes scattered around the battle.
You also find in their pouches a number of braids (as in the kind made from humanoid hair) that have been clearly roughly cut from the heads of their former owners.
Sagar
15th March 2010, 12:01 PM
Raj will check arcana to see if anything these guys had was magical.
Also, are the braids human or perhaps are they of dwarven origin?
Arcana: 17
Greebo
15th March 2010, 12:15 PM
Raj will check arcana to see if anything these guys had was magical.
Also, are the braids human or perhaps are they of dwarven origin?
Arcana: 17
You sense no magic on the orcs.
For the braids - looking closer you see that while one end is tied off with crude leather strings, the other end - the neat end - is tied off with decorative leather strips that all have similar patterns on them.
Roll nature to determine humanoid class of hair origin.
Roll history to identify the decorative strips.
Asharad
15th March 2010, 12:39 PM
History on the strips:21
attriel
15th March 2010, 12:48 PM
Shere looks over the braids briefly, but is unable to discover anything of note or interest in his cursory examination.
Nature 8
Kiir
15th March 2010, 01:24 PM
Urvi checks to see if she can determine anything about the Nature of the braids (+10)
Nature 20
Greebo
15th March 2010, 01:41 PM
History on the strips:21
The patterning on the strips is consistent with designs used by priests in the service of Moradin. (I suppose religion would have been more fitting but oh well)
Greebo
15th March 2010, 01:43 PM
Urvi checks to see if she can determine anything about the Nature of the braids (+10)
Nature 20
By the texture and thickness of the hair, from your experiences in early life when your highest ambition was to be a multi-cultural hair dresser, you quickly identify this as dwarvish hair.
Lycos
15th March 2010, 01:59 PM
Do the strips appear to be worthless now that these orcs got their hands on them?
We should take the great axes.
Jacoby is going to check with his recollection of religious knowledge to determine how to best handle the hair. Do we take it to the church or should we dispose of it here. Religion +6, 12.
Greebo
15th March 2010, 02:22 PM
Jacoby searches his mental knowledge of the customs of the Dwarvish priests - and comes up with nothing. You have no idea if the hair demands any special treatment.
Lycos
15th March 2010, 02:38 PM
In that case, I think if we err on the side of bringing it with us, we can nicely ask the priests what we should do with hypothetical locks of hair from dead dwarves, we would do better than leaving it here.
Greebo
15th March 2010, 02:39 PM
Very well - you collect the great axes (who gets to carry them) and the braids.
And then you...
Lycos
15th March 2010, 02:45 PM
Continue following the trail that we were on before.
Greebo
15th March 2010, 02:47 PM
You've gotten somewhat disoriented as a result of the battle. You're not sure exactly which way you were heading.
attriel
15th March 2010, 02:50 PM
Shere looks around before picking a direction at complete random.
"That way?"
Nature: 8
Perception: 6
Greebo
15th March 2010, 02:56 PM
Can I get endurance checks on everyone please. And other ideas for how to progress (not shere, got his)
attriel
15th March 2010, 03:03 PM
Shere effortlessly bounds through the thin mountain air in whatever direction the group's consensus leads him
Endurance 23!
Lycos
15th March 2010, 03:50 PM
Endurance 3 + 9 = 12.
Jacoby is also making effortless bounds through the mountains. ;)
Its obvious on which way to go. You follow the trickle of water here on the ground. It's going down, we go up!
Kiir
15th March 2010, 04:00 PM
Endurance +4, perception +8, Nature +10
The Mountain air seems to be getting to Urvi (endurance 9) and effecting her knowledge of the natural (nature 18) areas around here as well as her perception (17).
Greebo
15th March 2010, 04:03 PM
Endurance +4, perception +8, Nature +10
The Mountain air seems to be getting to Urvi (endurance 9) and effecting her knowledge of the natural (nature 18) areas around here as well as her perception (17).
Could you please tell me how you intend to *use* the nature and perception rolls?
Kiir
15th March 2010, 04:04 PM
Could you please tell me how you intend to *use* the nature and perception rolls?
Nature to look at the wildlife and area around us and the sun to see if I can figure out what way to go. Perception to see if I note anything that might help us on our way.
Asharad
15th March 2010, 04:54 PM
Historically it seems like I should have some idea as to where this place is...
Sagar
16th March 2010, 09:42 AM
Raj gathers the braids of the dwarven priests and wraps them carefully in a clean cloth. This he tucks into a belt pouch to hold until we meet a dwarven priest and see how these should be handled.
"We may be too late. It could be that these are the braids of the dwarves from the monestary. We must proceed cautiously, but I do think we should proceed in case there are still survivors."
Endurance, +2, 18 total
Greebo
16th March 2010, 10:14 AM
Fortunately for you, the thin air has not affected you despite the extra exertions of combat.
Shere tries to start going back the way you came, but Jacoby grabs him silently, turns him around, and points. Shere raises an eyebrow, Jacoby nods, Shere shrugs, and the party moves out continuing on the correct path.
As you continue to travel, Urvi notices that there is a natural stair formation in the rocks that parallels your current path. Following her mountain instincts, the party moves over to the much easier path.
You feel you must be close to the Monastery - as you continue up the stairs, you reach a small landing, and on the other side of the landing you see an easy path which descends into a slight depression in the mountains. Standing prominently in the valley is a high stone wall reinforced by plinths in a square formation up against the far mountain wall to the east. A 30' high double door stands in the center of the western wall.
Looking down from your vantage, you can see rows upon rows of statues evenly spaced in a sand covered courtyard. IN the center of the courtyard stands an octagonal structure with a red tiled roof. The walls are covered with bas reliefs. You can see brutish figures moving around the courtyard, apparently causing destruction.
Roll stealth.
Lycos
16th March 2010, 10:18 AM
Stealth +3 +2 = 5
Greebo
16th March 2010, 10:23 AM
Stealth +3 +2 = 5
That'll do....
Lycos
16th March 2010, 10:28 AM
That'll do....
:roll:
Using Jacoby's best Jack Bauer impersonation...
DAMN IT!
:eek!:
attriel
16th March 2010, 10:32 AM
Il bastardo!
Stealth 16
And please tell me the dots ALL OVER the courtyard aren't orcs? Perception 9
Greebo
16th March 2010, 10:35 AM
No the dots are statues - and the stealth is too late ;)
attriel
16th March 2010, 11:31 AM
No the dots are statues - and the stealth is too late ;)
Oh good.
And I didn't know if you wanted stealth from everyone or not, so I figured I'd roll :o
Greebo
16th March 2010, 12:29 PM
Well if everyone had succeeded, that'd have been different...
But Jacoby looking down, seeing the orcs, and shouting "GREAT GOOGA MOOGA" kinda killed it for you.
Greebo
16th March 2010, 12:29 PM
FYI new thread coming later - dealing with the repercussions of having 1500 emails go out to the same person in 5 minutes from one o fmy processes...
Sagar
16th March 2010, 12:31 PM
Jacoby leans back and ever so gently nudges the suit of armor sitting on the lip of the well. It crashing clatter reverberates throughout valley and the 3 adjoining universes.
Jacoby says, "oops"
Greebo
16th March 2010, 01:56 PM
Can I assume the party wants to advance on the Monastery?
attriel
16th March 2010, 02:00 PM
Did we ever count our surges after the last encounter? I'm pretty confident that we spent the 5 minutes, what with the careful consideration of severed hair and the like, but I don't see that we actually posted healing for those who need it ...
retcon?
Greebo
16th March 2010, 02:08 PM
Yes you can have a past tense short rest.
Kiir
16th March 2010, 02:25 PM
In the past short rest Urvi used one surge at 18 hit points regained (12 base, 2 for tribe of enduring mountain, 4 from bard).
Greebo
16th March 2010, 02:29 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40409/90-11Jacoby Intar29/35008/80-Song of Courage11Duma18/33007/70-Crown of Retaliation3Urvi39/490012/130-2Rajkelleran Stormclaw30/34007/70-Lightning breath
Sagar
16th March 2010, 02:29 PM
Anyone else want to surge? I'll go as I am.
I'd recommend it. We don't have a great excess of healing available during fights.
Sagar
16th March 2010, 02:30 PM
Also, is there any cover here? Anyplace we can hide so they only think Jacoby is here? Or can we see that we've been spotted already?
Greebo
16th March 2010, 02:38 PM
Gimme a perception check please Raj
Kiir
16th March 2010, 03:56 PM
I hate to point this out since it is to my benefit to have 12 surges still, but I believe Jacoby healed me once and Sagar once during the last fight.
Asharad
16th March 2010, 03:57 PM
Oops. yeah I will surge twice to full.
Greebo
16th March 2010, 04:06 PM
I hate to point this out since it is to my benefit to have 12 surges still, but I believe Jacoby healed me once and Sagar once during the last fight.
You're right. I missed all the surge updates last fight.. Wow
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used16Tor Shere40/40009/90-11Jacoby Intar29/35008/80-Song of Courage11Duma33/33005/70-Crown of Retaliation3Urvi39/490010/130-2Rajkelleran Stormclaw30/34006/70-Lightning breath
Sagar
16th March 2010, 04:37 PM
Perception: +1
Why is it my perceptive character never has to roll these...
*sigh*
Greebo
16th March 2010, 04:42 PM
The orcs have moved out of sight (blocked by the wall) since you noticed them, but you did not notice any kind of a reaction among them after jacoby ... oopsed....
Sagar
16th March 2010, 06:16 PM
I'd like to move to cover or concealment if any is available. I'll also draw my knife and be ready to blast away.
Greebo
16th March 2010, 07:03 PM
You are up on a hillside opposite a small valley from the Monastery. A direct crossing of the valley will be relatively brief - but the only way to cross with cover the entire way looks that it will require you to circumvent the entire valley and travel on the quite treacherous appearing slopes into the valley.
This geography explains why the Monastery with it's underground tunnels is the only way into the Overlook region from this part of the mountains - you are on the ONLY exterior path from Overlook to this valley that is safe to travel.
Lycos
16th March 2010, 07:28 PM
Jacoby will surge once to full from our little rest as well.
Your description hast me a bit confused. Are we on the slope at the bottom of the picture? Or are we on the road at the top of the picture? If we are at the top of the picture, I would suggest using the entrance as a bottle neck if we can. Otherwise if we are at the bottom of the picture, we have the advantage with our better postion above them, let them try and come to us.
Greebo
16th March 2010, 09:28 PM
You are on the west side of the valley. Yes, I know, you came from the east. The mountain path, however, wound you south around this little valley and then north up over a rise that allows passage into the valley. The monastery is on the east side of the valley. You are up on the lip of the edge of the valley looking east at it. To get to the monastery will mean descending into the valley first OR being the first people ever to discover a non-fatal path around the perimeter of the valley up along the mountain walls.
Lycos
17th March 2010, 10:13 AM
How many orcs look like they noticed us and are coming our way?
Greebo
17th March 2010, 11:47 AM
How many orcs look like they noticed us and are coming our way?
Raj asked that too - roll perception.
Lycos
17th March 2010, 02:14 PM
Raj asked that too - roll perception.
16
Greebo
17th March 2010, 02:43 PM
16
As far as you could tell, the orcs didn't react if they heard your outburst.
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