View Full Version : 02-05 Into the Depths
Greebo
26th May 2010, 01:58 PM
The floor gives way to a massive cavern. A long staircase and series of landings lead down to the cavern floor nearly 100 feet below. A group of orcs climbs the stairs.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Flying Drake0????-?17Tor Shere36/40017/90-Thunder & Echo17Jacoby Intar35/35026/80-Song of Courage14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Scarred Orc0????-?6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 10????-?6Drudge 20????-?6Drudge 30????-?6Drudge 40????-?2Duma33/33024/70-Crown of Retaliation
http://www.primeaxiom.com/rpgt/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
You recognize the belly bolt holding orcs as Bolt Throwers, and you've seen the drudges before. There is some kind of a commander figure, badly scarred, urging the orcs up the mountainside, and a drake of some sort flies around, clearly allied with the orcs.
Map notes:
Don't fall off the stairs. Seriously.
Greebo
28th May 2010, 11:22 AM
The drake (who started in e9) flies up the mountainside and across to line himself up with Shere. This doesn't look promising...
attriel
28th May 2010, 12:35 PM
Since I have no sense of verticality here:
Is the drake within 10 squares of me?
Do I have LoS to the scarred orc?
Greebo
28th May 2010, 12:50 PM
In 4e a diagonal as I understand it is the same distance as a horizontal or vertical, so effectively between the three vertices, (sp?) whichever is greatest *is* the distance. So if something is 2 n 2 e and 3 u from you, then it is 3 from you.
However, since I didn't specify height, I will now - the drake is on the same level as you. It is technically the only mob you have line of sight/effect to.
attriel
28th May 2010, 12:54 PM
Oh yeah, you said it pulled level to me, so it's all horizontal
I was thinking it was still coming up
Shere calls on Sehanine to smite the beast (Standard: Radiant Vengeance: +6 vs Reflex, 1d8+5 radiant, +4THP). He looks quickly and realizes that there is nowhere to hide, really ... 'I hope it doesn't have a breath weapon, guys ...' (11 Nature for identification)
18 vs Reflex
12 Radiant Damage
+4THP
Greebo
28th May 2010, 12:57 PM
(Reminder - you all can do free action knowledge checks on npcs you haven't encountered before to try to glean info about them early on)
Greebo
28th May 2010, 12:59 PM
Shere, quick on his feet, launches a blast of divine energy at the flying lizard (18 vs. ref; hit).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Flying Drake12????-?17Tor Shere36/40417/90-Thunder & Echo17Jacoby Intar35/35026/80-Song of Courage14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Scarred Orc0????-?6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 10????-?6Drudge 20????-?6Drudge 30????-?6Drudge 40????-?2Duma33/33024/70-Crown of Retaliation
Jacoby, Urvi
Lycos
28th May 2010, 01:01 PM
Knowledge check on the drake. Nature or Arcana? +6 Arcana, +4 Nature.
15 on the nature check.
Jacoby maintains his human shield, Raj, and stays where he is.
Casts Cutting Words onto the drake.
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.
Crit. 8 + 5 + 1d8 for the wand, right. = 19 pts.
Jacoby is not going to pull it in.
attriel
28th May 2010, 01:03 PM
Sorry, I was editing in a knowledge check as you were posting about doing them; I got an 11, I didn't learn much :o
Greebo
28th May 2010, 01:04 PM
All mobs are nature checks in this encounter.
Shere recognizes the flying lizard as a flying lizard - that's all...
Greebo
28th May 2010, 01:08 PM
Jacoby recognizes that this must be a "Spiretop Drake" - but cannot remember anything about the flying lizard otherwise.
Greebo
28th May 2010, 01:08 PM
Lycos the eyebyte wand crit is 1d8
Lycos
28th May 2010, 01:15 PM
Lycos the eyebyte wand crit is 1d8
Thanks.
Adjusted above.
Kiir
28th May 2010, 01:24 PM
Having no ranged attacks, Urvi will stay where she is but try to figure out what the orcs that she doesn't know are and more information about the drake.
Nature +10
19 drake
16 on the scarred leader
Asharad
28th May 2010, 02:36 PM
It'll be awhile till my turn, but in the meantime, what is that flying lizard? (16)
Greebo
28th May 2010, 02:50 PM
So far none of you seem to know anything about the Spiretop Drake save it's name.
Urvi recognizes that the scarred orc is an Orog - and is decorated as a Champion of the Orogs, but doesn't know anything more.
Jacoby uses the ever classic "Neener Neener" line on the drake, who is so offended that it nearly dies of shame! (Bloodied, near death - crit; 19 dmg)
Urvi stands around looking a little lost...
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Spiretop Drake27????Bloodied; ?17Tor Shere36/40417/90-Thunder & Echo17Jacoby Intar35/35026/80-Song of Courage14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion0????-?6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 10????-?6Drudge 20????-?6Drudge 30????-?6Drudge 40????-?2Duma33/33024/70-Crown of Retaliation
The bolt throwers and the champion start making their way up the stairs as fast as they can. (running)
http://www.primeaxiom.com/rpgt/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Raj
Sagar
1st June 2010, 10:30 AM
Nature check on the drake: +1
Raj will fire dragonfrost at the drake (+6 vs Fort, d8+7 damage, push 1)
12 nature check
20 vs Fort on the drake
10 damage, push 1 if hit.
Raj will also move towards the wall to get a better angle on the stairs (P20 if that is against the wall).
Greebo
1st June 2010, 11:11 AM
Raj blasts the drake with a blast of fire, and while he still knows nothing about it's origins, he does learn that the drake isn't very tough, as it falls out of the sky and goes bouncing down the steep mountain side.
He moves to the right, but the steep stairs mean he has no line of sight anywhere below L15.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used23Spiretop Drake37????Dead; ?17Tor Shere36/40417/90-Thunder & Echo17Jacoby Intar35/35026/80-Song of Courage14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion0????-?6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 10????-?6Drudge 20????-?6Drudge 30????-?6Drudge 40????-?2Duma33/33024/70-Crown of Retaliation
The drudges move twice, running the whole way.
(Revision - the champion should have moved twice as well - updated position) The bolt throwers, however, have taken up positions.
http://www.primeaxiom.com/rpgt/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Duma
Asharad
1st June 2010, 12:32 PM
Move to P17 and wait.
Greebo
1st June 2010, 12:43 PM
Shere, Jacoby and Urvi...
Lycos
1st June 2010, 01:07 PM
Jacoby will cast Cloud of Daggers on L15.
Cloud of Daggers - +1 vs. Reflex - Hit: 1d6 force damage. Area: 1 square within 10. Effect: Any creature that enters the space or begins its turn there will take damage. The cloud remains until the end of my next turn.
How do you want me to do this? Want me to roll hits for all of them and damage for each hit, or damage once?
Greebo
1st June 2010, 01:17 PM
Jacoby will cast Cloud of Daggers on L15.
Cloud of Daggers - +1 vs. Reflex - Hit: 1d6 force damage. Area: 1 square within 10. Effect: Any creature that enters the space or begins its turn there will take damage. The cloud remains until the end of my next turn.
How do you want me to do this? Want me to roll hits for all of them and damage for each hit, or damage once?
No rolls will be necessary - none of the orcs are low enough in wisdom to enter a swirling cloud of sharp pointy things.
Would you like to reconsider this action? 1 time offer only.
Lycos
1st June 2010, 01:34 PM
No rolls will be necessary - none of the orcs are low enough in wisdom to enter a swirling cloud of sharp pointy things.
Would you like to reconsider this action? 1 time offer only.
Yeah. I won't do it.
Does Jacoby have LOS to the orcs or are they being displayed for convienance?
Greebo
1st June 2010, 01:44 PM
Convenience. The cliff face is steep.
To see the field unhindered you'll need to be fully exposed - on the front edge of the hall or on the stairs.
If you stand 1 square back from the edge, you'll be able to see down 3 squares.
Further back and you can't see anything but that standing on the top most stair square.
Duma's position gives him unobstructed view of all N of him, but nothing NW of him.
Lycos
1st June 2010, 01:55 PM
Well, with that in mind, Jacoby will ready the cloud of daggers above, and when four orcs come across L15. He'll plop the cloud of daggers down on L15. Hopefully, they have their fast shoes on and we get one or two of them who can't stop in time.
Sagar
1st June 2010, 02:30 PM
Guys, I would stay back from the ledge so the bolt throwers don't have a clear shot at you. As big as those things are, you very well may be in range even if they are greater than 10 squares away.
Make them come to us if we can.
Greebo
2nd June 2010, 10:58 AM
Waiting on Shere and Urvi
attriel
2nd June 2010, 11:37 AM
There's no LoS on anything right now so ...
Shere and Urvi will both delay until the throwers have gone (and if they stay where they are, we'll wait for the champion and see what he's doing)
Greebo
2nd June 2010, 02:11 PM
Guys, I would stay back from the ledge so the bolt throwers don't have a clear shot at you. As big as those things are, you very well may be in range even if they are greater than 10 squares away.
Make them come to us if we can.
From their current position, because of the angle of the ledge of the cliff, I'm saying that you can have unobstructed LOS on anything on the cliff if you're on the leading edge, but will have cover from anything below you.
And Lycos - c'mon - you know that if you drop a blade barrier on one of the minions, the others are going to stop in their tracks. ;)
Greebo
2nd June 2010, 02:13 PM
Shere and Urvi hold (delay).
As Shere suspected, the throwers stand their ground, allowing their melee counterparts to pass them.
The champion stops his sprint but continues moving up the stairs (double move, speed 5).
Lycos
2nd June 2010, 03:41 PM
And Lycos - c'mon - you know that if you drop a blade barrier on one of the minions, the others are going to stop in their tracks. ;)
Ok, then I instead, I ready Cutting Words. Trigger: I'll let it loose the second an orc enters M15.
attriel
2nd June 2010, 03:54 PM
*sigh*
I was kindof hoping he'd get far enough up to engage.
Urvi will ready an action, if anyone gets close enough to engage, she will attack them
Shere ... waits, to see if the orcs come up ...
Greebo
2nd June 2010, 05:27 PM
They're orcs - no book smarts, but not total morons. They're not gonna give you free CA by double running ;)
attriel
3rd June 2010, 09:03 AM
They're orcs - no book smarts, but not total morons. They're not gonna give you free CA by double running ;)
OK, then we refocus to raise our initiatives ( I don't honestly remember how that works in 4e, but since we never actually took actions, I'm presuming our initiatives reset to where they were when we started not doing anything?)
attriel
3rd June 2010, 09:28 AM
looked it up -- if we don't take our delayed turn before our next initiative, we just start our next turn as normal. So, yeah. I guess it's drudges, then duma and us at the top again :o
Sagar
3rd June 2010, 09:58 AM
You can set up triggered actions (like when the orc shows up). Then your init will be set whenever you took an action.
I would suggest those who haven't moved use triggered actions so they don't effectively lose an attack.
Greebo
3rd June 2010, 12:08 PM
I must say, this has not gone at all as I imagined. I envisioned you all coming to the front of the cliff and raining down deadly attacks on the melees while they were unable to reach you, while taking limited, disadvantaged fire from the belly-bow orcs...
I didn't expect to be able to move the melees right into your midst... :D
Greebo
3rd June 2010, 12:18 PM
So are Shere and Urvi still holding and waiting, or setting up triggers per Raj's suggestion.
And Raj, if Shere and Urvi are holding, it's your action.
Asharad
3rd June 2010, 12:46 PM
I must say, this has not gone at all as I imagined. I envisioned you all coming to the front of the cliff and raining down deadly attacks on the melees while they were unable to reach you, while taking limited, disadvantaged fire from the belly-bow orcs...
I didn't expect to be able to move the melees right into your midst... :D
Wait..they are below us and not above us?
Greebo
3rd June 2010, 12:50 PM
Wait..they are below us and not above us?
http://www.legendsofwestwood.org/forum/attachment.php?attachmentid=2134&stc=1&d=1275580224
Yes.
Asharad
3rd June 2010, 01:30 PM
Aw. Crap.
I imagine I'm not the only one who completely missed that.
Greebo
3rd June 2010, 01:39 PM
Aw. Crap.
I imagine I'm not the only one who completely missed that.
Perhaps.
I did post this pic before, in the other thread I cropped it to show the very tops of the stairs where you were, and the opener of this thread had the larger sized attachment.
So I'm really not inclined to grant a mulligan - the information was plainly there. :)
Sagar
3rd June 2010, 02:24 PM
I can say that I looked at the pic for several minutes and still wasn't sure what I was looking at.
And I figured the bellybows had greater range than we did since they were lined up 11-12 spaces away. I know most of my ranged are good only up to 10. I figured if we went to the edge, we'd be nice targets lined up for practice. Hanging back from the edge took half of their forces out of the fight.
attriel
3rd June 2010, 02:25 PM
You can set up triggered actions (like when the orc shows up). Then your init will be set whenever you took an action.
I would suggest those who haven't moved use triggered actions so they don't effectively lose an attack.
I tried to set a triggered action for Urvi and was told they won't be moving up that far, so I'm just waiting to see what they DO do now. Continue holding.
And I did know they were below us, but felt that fighting on the inside was a better plan than standing on the landing, since we can't stand at the edge and shoot at them, shrug
Greebo
3rd June 2010, 02:33 PM
I can say that I looked at the pic for several minutes and still wasn't sure what I was looking at.
And didn't ask?
And I figured the bellybows had greater range than we did since they were lined up 11-12 spaces away. I know most of my ranged are good only up to 10. I figured if we went to the edge, we'd be nice targets lined up for practice. Hanging back from the edge took half of their forces out of the fight.
Oh the bellybows have *AWESOME* range - 20/40 - but I figured you all would be willing to risk it for the ability to go all "rain of fire" on them from a distance...
Just goes to show - players can always surprise you. ;)
Greebo
7th June 2010, 02:07 PM
Still Raj's action I think
Sagar
7th June 2010, 02:40 PM
OK.. I KNOW I posted my action last week but I'll be damned if I can find it here.... Grrrrrrrr
Raj will move over to the wall (p19 area. Behind the column) and get ready to fire Dragonfrost at the first orc that gets to the top of the stair.
+6 vs Fort, d8+7 damage, push 1 (aiming for over the edge).
Bah..
13 to hit vs Fort
10 damage if hit
Greebo
7th June 2010, 03:11 PM
Ok so Jacoby and Shere are prepped to attack as soon as something enters, and Shere and Urvi are delaying until after something gets in a possible combat ready range.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere36/40417/90-Thunder & Echo14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion0????-?7Drudge 10????-?6Jacoby Intar35/35026/80-Song of Courage6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 20????-?6Drudge 30????-?6Drudge 40????-?2Duma33/33024/70-Crown of Retaliation
Druge 1 moves up the stairs, then starts charging in Duma's general direction, but as soon as he hits the top step, Jacoby lets loose with a "neener neener"
(need die rolls Lycos)
Greebo
7th June 2010, 03:12 PM
FYI drudge 1 position is square 1 of his charge move.
Lycos
7th June 2010, 03:24 PM
Roll to hit.
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.
19 vs. Will. Hit, dead, right? If not, then push him off the cliff.
Greebo
7th June 2010, 03:32 PM
Jacoby's "neener neener" laced with psychic energy blasts the drudge, destroying his mind, and he falls forward onto the stairs, dead.
Drudge 2 comes on up the stairs, repeating the move - and on his 2nd step of his charge, Raj sends a blast of cold at the Drudge which flies over his head, so he keeps on going and finishes his charge against Duma. The Drudge swings his club at Duma with skillful precision (23 vs. AC), connecting easily leaving a definite mark (5 dmg).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere36/40417/90-Thunder & Echo14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion0????-?8Jacoby Intar35/35026/80-Song of Courage7Drudge 20????-?6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 30????-?6Drudge 40????-?2Duma28/33024/70-Crown of Retaliation
Drudge 3 and 4 double move (not running) up the stairs.
http://www.primeaxiom.com/rpgt/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Duma
Asharad
8th June 2010, 07:20 AM
I'll just basic attack the drudge that is up against me.
Attack:+3 vs ac
Greebo
9th June 2010, 11:33 AM
And shere and Urvi
attriel
9th June 2010, 02:14 PM
Shere strikes at the drudge before him as it threatens Duma. (Standard: Bond of Retribution: +7 vs AC 1d10+4 dmg). But he fails to connect in his attempts to not hurt Duma
attriel
9th June 2010, 02:20 PM
Urvi moves forward (Move: N17), marking drudges 2 and 3 (Free: Nature's Wrath, Mark adjacent), and strikes out with the might of nature at the orc STILL threatening Duma (Standard: Tempest Assault: +7 vs AC, 1d12+4 lightning, one marked enemy w/in 2 squares takes 4 thunder dmg)
25 vs AC Drudge 2
5 Lightning dmg Drudge 2
4 Thunder Dmg Drudge 3
Greebo
9th June 2010, 02:21 PM
Shere strikes at the drudge before him as it threatens Duma. (Standard: Bond of Retribution: +7 vs AC 1d10+4 dmg). But he fails to connect in his attempts to not hurt Duma
You don't maybe wanna oath and roll twice? o.O
attriel
9th June 2010, 02:22 PM
You don't maybe wanna oath and roll twice? o.O
Duh, forgot about that.
Declaring Orc 2 as his Oath Target initially, Shere stries at him!
On the very off chance that a 14 hits, Urvi would do the same thing but at M16 instead of N17 ... but it seems unlikely to be an issue
Asharad
9th June 2010, 02:38 PM
I appreciate all the attempts at saving me!
Greebo
9th June 2010, 02:42 PM
Duma is alarmed enough by the approach of the Orc that he completely fails to make a connection with his attack.
Shere also seems out of sorts, and misses his attack (too bad he didn't flank...)
Urvi, however, keeps her wits about her, and sets forth an assault that is so powerful it completely destroys both the drudge that scared Duma and the one right behind it.
(More later, work interfering damnit)
Greebo
10th June 2010, 12:09 PM
The throwers begin moving up the ramp behind the rapidly falling melees.
The champion climbs the stairs and backs up near the ledge, then charges at Urvi with a massive sword (Greatsword). A big sword, however, is no excuse for skill (14 vs. AC), and the attack goes wide. Urvi doesn't even flinch.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere36/40417/90-Thunder & Echo14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion0????-?8Jacoby Intar35/35026/80-Song of Courage6Rajkelleran Stormclaw34/34025/70-Lightning breath6Drudge 40????-?2Duma28/33024/70-Crown of Retaliation
http://www.primeaxiom.com/rpgt/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Jacoby, Raj
Lycos
10th June 2010, 01:35 PM
Uses Cutting Words on the remaining Drudge.
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.
Your Mom sucks donkey balls!
24 vs. Will.
Sagar
10th June 2010, 02:41 PM
I can't get the map server to respond now. All other web apps on my phone seem to work but the maps give me "server stopped responding" messages.
This just started a few minutes ago. I was able to update and see maps until about 1:20.
attriel
10th June 2010, 03:08 PM
I can't get the map server to respond now. All other web apps on my phone seem to work but the maps give me "server stopped responding" messages.
This just started a few minutes ago. I was able to update and see maps until about 1:20.
It's not you, it's them
Lycos
10th June 2010, 03:33 PM
It's not you, it's them
Hmmmm, I remember hearing that a lot growing up, except they were prettier. :D
Greebo
11th June 2010, 10:38 AM
New map link: http://www.rpgtool2demo.org/maptool/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Sagar
11th June 2010, 12:30 PM
Raj will cast Dancing Lightning on the champion. (+6 vs Ref, 2d10+7 lightning damage, adjacent creatures take 4 thunder damage.)
Do we have one of those rerolls available? if so, I'd like to use it. This is my best damage spell.
I'll reroll in case it's available.
*sigh*
11 or 8 vs REF.
19 damage if hit
4 damage to Urvi and Drudge if hit
attriel
11th June 2010, 12:57 PM
Do we have one of those rerolls available? if so, I'd like to use it. This is my best damage spell.
Nope, I didn't have LoS on the champion, so I couldn't declare him my oath target yet
Sagar
11th June 2010, 02:39 PM
Oh good. At least I didn't waste it.
Greebo
14th June 2010, 11:58 AM
Jacoby sends such a powerful scathing remark to the last Drudge that he keels over backwards, and falls onto, then off of, the steps. You can hear his body bouncing down the cliff for some time...
Raj is distracted enough by the sounds of bouncing that he completely flubs his own attack.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere36/40417/90-Thunder & Echo14Urvi48/49019/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion0????-?8Jacoby Intar35/35026/80-Song of Courage6Rajkelleran Stormclaw34/34025/70-Lightning breath2Duma28/33024/70-Crown of Retaliation
http://www.rpgtool2demo.org/maptool/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Duma, Shere, Urvi
Asharad
14th June 2010, 01:36 PM
Nature as to what an orog is.
Then I'll try and hit it with Avenging Light.
Attack:+5 vs fort=21
Damage:1d10+4 radiant=11
Greebo
14th June 2010, 01:39 PM
Common knowledge - Orog's are a type of orc that prefer living underground. If this were a Forgotten Realms campaign, they'd reside in the Underdark.
attriel
14th June 2010, 04:08 PM
Shere steps up beside Urvi (Move: M17), crying his oath at the Orog (Minor: Oath of Enmity) and strikes with his flail (Standard: Bond of Retribution: +7 vs AC, 1d10+5 dmg (1d10+4 +1 Censure of Unity) dmg, 2 Radiant Dmg if another strikes me)
14 vs AC
I'm assuming that that's a miss
attriel
14th June 2010, 04:13 PM
Urvi slides up behind the Orog (Move: Shift, O16), marking the beast, and strikes at it with the soul of the earth (Standard: Strength of Stone: +7 vs AC, 1d12+4 dmg; +4THP)
25 vs AC
15 dmg
+4THP
Greebo
15th June 2010, 10:49 AM
Shere steps up beside Urvi (Move: M17), crying his oath at the Orog (Minor: Oath of Enmity) and strikes with his flail (Standard: Bond of Retribution: +7 vs AC, 1d10+5 dmg (1d10+4 +1 Censure of Unity) dmg, 2 Radiant Dmg if another strikes me)
14 vs AC
I'm assuming that that's a miss
Yeah, but... still no oath? Have you forgotten your powers?
attriel
15th June 2010, 11:02 AM
Yeah, but... still no oath? Have you forgotten your powers?
I did oath. 14 was the good total.
Greebo
15th June 2010, 11:42 AM
Oh duh...never mind
Duma, recovering from the shock of the onslaught of the powerless drudges, sends a blast of light at the Orog, searing him with divine sunburn.
Shere steps up to the Orog and spits in his face while making an Oath. The Orog backsteps a bit, and Shere's swings go wide.
Urvi swings her axe at the Orog, marking it, and slamming it into his side (25 vs. ac; hit; 15 dmg). The Orog grins.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere36/40417/90-Thunder & Echo14Urvi48/49419/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion26????Mark: Urvi?8Jacoby Intar35/35026/80-Song of Courage6Rajkelleran Stormclaw34/34025/70-Lightning breath2Duma28/33024/70-Crown of Retaliation
Up the stairs come the bolt-throwers, taking up positions behind their champion. They heft their belly mounted crossbows and take aim. #1 targets Jacoby and (17 vs. AC14; hit) lands a painful (12 dmg) shot which pushes Jacoby back. #2 and #3 follow the lead of #1 and also fire at the bard (nat 1; 15+ac14; 1 hit), and Jacoby stumbles backwards again (15 dmg; bloodied).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere36/40417/90-Thunder & Echo14Urvi48/49419/130-13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion26????Mark: Urvi?8Jacoby Intar10/35026/80Bloodied; Song of Courage6Rajkelleran Stormclaw34/34025/70-Lightning breath2Duma28/33024/70-Crown of Retaliation
The Orog sneers at Urvi (Champion's Scorn; close blast 5; fear; one creature; the target becomes the object of the orog’s scorn. The orog scarred champion’s melee attacks deal an extra 1d10 damage to the target) and mocks her (scorned). He swings his massive greatsword in a wide arc (close burst 1) and lands a blow on Shere (22 vs ac) but misses Urvi (10 vs. AC). Shere is knocked backwards by the might of the blow (12 dmg - 4 thp).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere28/40017/90-Thunder & Echo14Urvi48/49419/130Scorn: Champion;13Bolt Thrower 10????-?13Bolt Thrower 20????-?13Bolt Thrower 30????-?12Orog Scarred Champion26????Mark: Urvi?8Jacoby Intar10/35026/80Bloodied; Song of Courage6Rajkelleran Stormclaw34/34025/70-Lightning breath2Duma28/33024/70-Crown of Retaliation
http://www.rpgtool2demo.org/maptool/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Party turn
attriel
15th June 2010, 12:17 PM
Waiting for Jacoby, Raj and Duma before deciding what I do
Lycos
15th June 2010, 12:58 PM
For Jacoby:
Free Action: "Owwwwww..."
Minor: Healing Word cast on myself.
Healing Word -
Daily - Divine Healing
Close burst 5(10 at 11th, and 15 at 21st)
You or one target can spend a healing surge and regain an additional 1d6 hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
12 pts back to me. :D
Move back to N19.
Standard: Stirring Shout onto the Champion.
Stirring Shout - +6 (CHA) vs. Will, Rng: 10, Hit: 2d6 + Charisma modifier (+4) psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier (+4).
22 to hit vs. Will
Damage: 9 pts
Anyone who hits him gets 4 hps back.
Greebo
15th June 2010, 01:19 PM
Healing word is a minor.
Sagar
15th June 2010, 01:24 PM
Raj moves forward (to 017) and waves a burning spray across the orcs (centered on bolt thrower 1). (+6 vs REF, d8+7 damage, fire shield - next melee attack that hits, attacker takes 3 damage).
Raj will then burn an action point to cast Tempest Breath, centered on the same location. (+6 vs REF, 2d6+7 damage, targets can't gain CA, Raj gains concealment).
You have got to be farking kidding me. 8 rolls, only 1 > 10???
Counting my last rolls, only 1 of 10 has been above 10 and only 2 of 10 have been above 5.
I call MISDEAL!!!
Raj, after heroically putting himself in harms way to deal extreme punishment on the orc, finds himself the brunt of a colossal cosmic prank.
Orc 1, 2, 3: 6, 15, 17 vs REF, respectively.
Orog: 11 vs REF.
14 fire damage if hit.
Orc 1, 2, 3: Natural 1, 10, 8 vs REF, respectively.
Orog: 11 vs REF.
12 poison damage if hit.
Fire shield (maybe), 3 damage to melee attacker.
Gain concealment (does this effect require a hit to activate?)
Lycos
15th June 2010, 01:25 PM
Healing word is a minor.
Edited accordingly.
attriel
15th June 2010, 02:40 PM
Shere dusts himself off, fires off a burst of shared madness at the bolt throwers (Standard: Shared Madness, +6 vs Will, 1d10+5 psychic dmg, equal damage to second in view).
He then steps forward (Move: M17) and brings his flail down at the Orog with divine anger flickering along it's length like lightning (AP: Sparking Wounds: +7 vs AC, 1d10+5 dmg, EONT-Orog: Each adjacent enemy takes 5 fire & lightning dmg, if no adjacent then Orog takes 5 fire & lightning)
22 vs Will Thrower 1
7 dmg Thrower 1, Thrower 2
20 vs AC Orog
10 Dmg
5 Fire & Lightning to all enemies adjacent to Orog at the end of Orog's next turn; if no adjacent, Orog takes 5 fire & lightning
Greebo
15th June 2010, 03:14 PM
Jacoby calls upon divine powers rarely used and restores substantial health to himself (+12 hps), advances closer to the enemy, and calls down another rare power - a tremendous shout that fills you all with encouragement, bloodying the Orog and surrounding him in music that is restorative to you all.
Raj starts out feeling confident but quickly loses faith in his abilities as his most powerful attacks only barely manage to singe two of the four orcs, once (2 & 3 hit by burning spray).
I'm ruling that Dragon Magic creates the effect hit or not
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere28/40017/90-Thunder & Echo14Urvi48/49419/130Scorn: Champion;13Bolt Thrower 10????-?13Bolt Thrower 214????Bloodied; ?13Bolt Thrower 314????Bloodied; ?12Orog Scarred Champion35????Bloodied; Mark: Urvi; + hps to all attackers who hit it?8Jacoby Intar22/35026/80-Song of Courage; Healing Word; Stirring Shout6Rajkelleran Stormclaw34/34015/70Concealed EONT; Fire Shield 3 fire to next melee attacker EONTLightning breath2Duma28/33024/70-Crown of Retaliation
Duma
attriel
15th June 2010, 03:19 PM
Oh, if I hit the Orog, I get 4 HP healed up, in adition to everything else
Asharad
15th June 2010, 03:40 PM
I will cast blades of astral fire (area burst 1 within 10). It will be focused on n16.
Attack:Wisdom vs reflex
Oorgo: 17
BT1: 20
BT2: 15
Bt3: 12
Damage:1d6+4 radiant= 8
Urvi gets +5 to her ac until EoNT
Greebo
15th June 2010, 04:54 PM
Duma recovers himself at last, and lays down a ring of astral swords covered in fire. The Orcs, by no means terribly nimble, are almost all hit - only the 3rd thrower avoiding the burning blades of death. (8 dmg to 1,2 and orog)
Shere sends psychic energy lashing at the first thrower, which drives him mad, Mad, MAD. The first thrower grabs the second thrower and smacks him with his belly bow, knocking #2 off the ledge (25 vs will, hit, #2 killed - 7 dmg ea).
He then steps forward (AP) and his blade sparkles with energy as it slices at the Orog (20 vs. ac; hit) and magical energy lingers in the air, threatening his allies and himself.
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere32/40007/90-Thunder & Echo14Urvi48/49419/130+5ac EONT13Bolt Thrower 115????Bloodied; ?13Bolt Thrower 231????Dead; ?13Bolt Thrower 314????Bloodied; ?12Orog Scarred Champion53????Bloodied; Mark: Urvi; + hps to all attackers who hit it; burning - 5 dmg to adjacent eont, or self?8Jacoby Intar22/35026/80-Song of Courage; Healing Word; Stirring Shout6Rajkelleran Stormclaw34/3402-15/70Concealed EONT; Fire Shield 3 fire to next melee attacker EONTLightning breath2Duma28/33024/70-Crown of Retaliation
http://www.rpgtool2demo.org/maptool/scene.asp?ID=avm2h129kzsldn6ofgvho4uuxhqrxkdfk3ov9 4qqpq28vibg4ltqpj3rh5s6rmh6
Urvi
attriel
16th June 2010, 01:29 PM
Urvi presses the attack on the bleeding Orog, putting her strength behind the strikes (Standard: Strength of Stone: +7 vs AC, 1d12+4 dmg, +4THP)
18 vs AC Orog
13 dmg if hit
4 THP (non stacking, no effect)
Greebo
16th June 2010, 02:31 PM
Urvi brings her sword up in a practice maneuver that slips past the Orog's defenses and (18 vs. ac; hit) lands squarely in it's chest (regain 1hp). With a look of contempt, she pushes the dead orc off her blade, and glowers at the bow wielding orcs in front of her. (13 dmg - exact kill).
The Bolt throwers, recognizing the immediate danger, redirect their fire at Urvi:
(14, 22, AC19; 4-4(thp) = 0dmg).
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere32/40007/90-Thunder & Echo14Urvi49/49019/130+5ac EONT13Bolt Thrower 115????Bloodied; ?13Bolt Thrower 231????Dead; ?13Bolt Thrower 314????Bloodied; ?12Orog Scarred Champion66????Dead; Mark: Urvi; + hps to all attackers who hit it; burning - 5 dmg to adjacent eont, or self?8Jacoby Intar22/35026/80-Song of Courage; Healing Word; Stirring Shout6Rajkelleran Stormclaw34/3402-15/70Concealed EONT; Fire Shield 3 fire to next melee attacker EONTLightning breath2Duma28/33024/70-Crown of Retaliation
Greebo
16th June 2010, 02:32 PM
Bah, had a natural 20 and then realized one of my throwers was already dead...
attriel
16th June 2010, 02:53 PM
That's twice that Shere's used that blasting power, and twice that the target died before it went off!
Greebo
16th June 2010, 02:53 PM
I'm starting to think that these encounters are underpowered for you guys - but the adventure is supposed to get you to level 3 so...
Lycos
16th June 2010, 02:54 PM
Urvi also gets 4 hps back from the Orog, and my Stirring Shout.
Greebo
16th June 2010, 02:55 PM
Urvi also gets 4 hps back from the Orog, and my Stirring Shout.
She had 1 damage, killed the Orog, regained that 1 hp, then got shot. She's correct. In fact, she's at full... o.O
Lycos
16th June 2010, 03:06 PM
Thanks. :D
Greebo
16th June 2010, 04:39 PM
Jacoby...
Lycos
16th June 2010, 11:38 PM
Jacoby casts Cutting Words on the Bolt Thrower 1
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.
14 to hit.
9 points of damage.
Pull him to N16.
I will use an AP and do the same to the other Thrower.
11 to hit.
6 pts of damage
Pull him to M16
Greebo
17th June 2010, 02:34 PM
And everyone else please... ;)
Asharad
17th June 2010, 02:46 PM
Shift to o18.
Take this, Bolt Thrower 1 and 3!
Hand of Radiance! (ranged 10, up to three enemies)
Attack: +5 vs reflex
bt1:21
bt3:23
damage:6
Greebo
17th June 2010, 03:01 PM
Jacoby lines em up.
Duma smacks em down.
The final attack from Duma destroys the last two throwers in one hit, and both fall to the ground dead.
End of Combat
Lootable corpses are throwers 1, 3, the orog and IIRC 3 of the 4 drudges.
Sagar
17th June 2010, 03:27 PM
Raj will move forward and begin searching the orog looking for items and detecting magic on anything found.
Perception, +1
Arcana, +7
Arcana: 25
Perception: 5
Lycos
17th June 2010, 03:38 PM
Did we rest the 5 minutes the last time? I don't think we did. I need to get my healing power back or we'll be going forward with no healing.
Also, Jacoby uses a surge to 34 pts.
Remember everyone to use the extra +4 hp when surging up because of my lovely singing voice. :D
Greebo
17th June 2010, 03:48 PM
The orog is carrying a small pouch which radiates mild magic. Within you find a single potion of healing, as well as a small statue (a statuette) made of ivory worth 250g, as well as 120g and 300s in coin.
Greebo
17th June 2010, 03:49 PM
InitCombatantDmgTHPA/PSurgesHealsEffectsDailies Used17Tor Shere32/40007/90-Thunder & Echo14Urvi35/49019/130-8Jacoby Intar34/35025/82-Song of Courage; Healing Word; Stirring Shout6Rajkelleran Stormclaw34/3402-15/70-Lightning breath2Duma28/33024/70-Crown of Retaliation
Greebo
17th June 2010, 03:50 PM
The rest of the equipment:
orog: plate armor, greataxe
bolt throwers (2): leather armor, battleaxe, bellybow w/ 8 bolts left each
drudges (3): hide armor, club
Sagar
17th June 2010, 03:55 PM
Does the magic come from the potion, the statutte or both? Raj will pocket the gold and examine the statuette. I think Urvi should take the potion.
Greebo
17th June 2010, 04:21 PM
Oh sorry, it's clearly the potion that radiates magic. Everything else is just normal stuff.
Sagar
18th June 2010, 08:34 AM
Let's grab the potion (Urvi?) and the ready valuable (me) and keep moving. We can pick the rest of the stuff up later.
Unless someone wants to wear the plate...
Lycos
18th June 2010, 09:42 AM
I have a question about the status information above. The 2 heals above. Are they available to me or that's what I have used?
attriel
18th June 2010, 09:50 AM
I have a question about the status information above. The 2 heals above. Are they available to me or that's what I have used?
Typically remaining; and since we're doing a short rest, it would reset to the full count for next battle, so 2
Greebo
18th June 2010, 10:12 AM
I'd been forgetting to reset it - but it means you have 2 left.
Greebo
18th June 2010, 04:16 PM
Anyone else before you move on? Down the stairs, I presume?
Lycos
18th June 2010, 04:31 PM
Yup, down the stairs.
Greebo
21st June 2010, 01:04 PM
Busy day at work - will update when I can
Greebo
22nd June 2010, 11:42 AM
Completing the search of the fallen enemies, you proceed carefully down the steep, long stairs. The stairs descend down into a small, flat valley that shows signs that the flat nature of the valley is by design. Apparently the dwarves maintained this area at the base of these stairs for a reason.
The valley - if one can call it that - is roughly oval in nature, about 500 feet wide (E-W) by maybe 700 feet long (N-S) and is lined with the rocky cliffs you've come to expect seeing in this high mountain range.
Greebo
23rd June 2010, 11:33 AM
On reaching the bottom of the rocky valley, finding themselves in what appears to be a dead end, our heroes...
Lycos
23rd June 2010, 12:03 PM
Are there any signs of foot steps? Search for secret doors.
27
Greebo
23rd June 2010, 12:18 PM
There are no indications of any hidden passages in the immediate vicinity of the base of the stairs. However, there are CLEARLY numerous tracks around the base of the stairs.
Roll Nature to try to interpret them.
Lycos
23rd June 2010, 12:28 PM
Hmmm, my Nature sucks. +4
But today, I'm all about nature! :D
Greebo
23rd June 2010, 01:31 PM
The tracks are pretty clearly defined in the grass and dirt around the base of the stairs (this valley captures most of the rain it gets, so it's greener than the desert on the plateau you arrived on).
Dwarven tracks are clearly going to and fro this point, off to the north. Orc tracks, with no effort of concealment, only come from the north to here.
Lycos
23rd June 2010, 01:44 PM
I reveal what I have learned above to everyone.
My question is do these tracks look fresh or old. Does it look like some dwarves may have gone to the North recently?
What do we want to do guys?
Asharad
23rd June 2010, 01:55 PM
So this was the orc's way of coming in and probably the general ingress and egress for the dwarves.
We miss a door somewhere?
attriel
23rd June 2010, 02:44 PM
Shere will follow the steps and touch the wall, wondering if it is illusory ...
Also, he'll rack his brain a little, but comes up with nothing about how these monks might have hidden a switch or a door :/
(religion: 11)
Greebo
23rd June 2010, 04:08 PM
The tracks clearly lead away from the stairs, off to the north, across the valley. There are no tracks around the base of the stairs except at the very bottom - nothing along the walls.
It's pretty evident that the dwarves use the stairs frequently, going back and forth between the stairs and something in the northern part of the valley, but the orcs came from there and attacked the monastery from below.
You remember that the City's concern was that Orcs would find passage through the network of tunnels through the mountains. Another party was going to seal the "nexus" - a central point in the tunnels that had to be controlled, or else. YOUR goal was just to warn the Dwarves - but apparently its clear now that the orcs found the dwarves already through the tunnel network.
So the entrance to the network of tunnels must lie to the north - and you have no way of knowing how many orcs are ahead, or if the nexus has been sealed. If the nexus hasn't been sealed, then the monastery is one of a limited number of paths the orcs could use to swarm the city side of the mountains.
Lycos
23rd June 2010, 04:30 PM
So, I assume that we're done.
Should we turn around and go back and along the way look for any signs of anyone holed up in some secret room or something? Or should we just get out of here?
Either way, I think we're heading back the way we came.
Greebo
23rd June 2010, 04:59 PM
So, I assume that we're done.
So you don't want to follow the tracks where the dwarves frequently went both directions but the orcs only came one way from?
Lycos
23rd June 2010, 05:10 PM
So you don't want to follow the tracks where the dwarves frequently went both directions but the orcs only came one way from?
Sorry, I'm having a hard time visualizing what you're saying.
So, my answer is Yes, we want to try! :lowlol:
Greebo
23rd June 2010, 05:24 PM
Sorry, I'm having a hard time visualizing what you're saying.
So, my answer is Yes, we want to try! :lowlol:
I'm not trying to steer you - I'm trying to see if you are understanding my descriptions.
Lycos
23rd June 2010, 05:55 PM
I'm not trying to steer you - I'm trying to see if you are understanding my descriptions.
What I was thinking is that it sounded like we have dwarf prints going either way which could mean that they ran up this way after seeing the orcs, and that they were probably made tracks to the North before that when they were doing their usual activities.
attriel
23rd June 2010, 07:38 PM
Well, I'm confused.
I thought we were in a dead end valley, no apparent exits. Tracks leading to the north wall: dwarf in and out, orc out only.
Then it sounds like we're not in an enclosed valley, but rather a long one, and that the tracks are leading north towards a presumed tunnel/cave network through the mountains.
Now it seems like there's that up that way, but the tracks lead to a different place?
"Clearly the dwarves travelled this way often, and the orcs found their way into the valley from the North. We should continue North into the cave network, make sure that the 'nexus' is secure ... "
Do we have any idea how to find this nexus area?
Greebo
23rd June 2010, 07:44 PM
[i]Well, I'm confused.
I thought we were in a dead end valley, no apparent exits.
The valley is several football fields in length and width nestled in a craggy mountain range. You are all at the base of the stairs, and have not explored the valley in any detail except in the immediate area.
Do we have any idea how to find this nexus area?
As far as you know, it's nowhere near here. A completely different group was hired for that - the rather arrogant one in the introduction.
Sagar
24th June 2010, 09:48 AM
As I see it, we have 3 choices:
1. Follow the tracks and see what we find.
2. Go back and ransack the monestary for loot. We didn't really look much - being in a hurry.
3. Call ourselves done and head back to town.
I vote for searching the monestary for items and then continuing north - following the trail.
What time of day is it? Are we in danger of running into darkness?
Greebo
24th June 2010, 10:18 AM
Rather than going back and trying to remember the arbitrary time I set for your arrival here, I'll say it's going on noonish...
Lycos
24th June 2010, 10:41 AM
I'm ok with going back to the temple and looking for loot. I'm also ok with the, "OMG, people are dying, we must keep moving to save lives!!!!" But I think finding survivors are slim since we have seen that the orcs have found everything so far.
Greebo
25th June 2010, 01:34 PM
So you all want to do...what?
North to investigate? Back up to loot? Back to town claiming victory? Off to a completely unscripted adventure?
Lycos
25th June 2010, 02:10 PM
I vote for more killing. Go North young man. I suspect the other group failed their mission. :D
Asharad
25th June 2010, 02:32 PM
Do we feel like we've looked all around the monastery? Could there still be survivors there?
Lycos
25th June 2010, 02:38 PM
Do we feel like we've looked all around the monastery? Could there still be survivors there?
No, because of the issue of possible survivors who need our help now.
Yes, it's still possible.
Greebo
25th June 2010, 02:57 PM
Following the easily discernible tracks to the north, as you approach the northern wall of the valley, you can see that there is a small but well maintained cave mouth set into the wall. The rocks around the base of the mountain concealed it from immediate view at the base of the stairs, but as soon as you get within 200 feet, you can tell it's an extension of the monastery. Possibly more quarters.
The tracks lead directly towards the cave.
Lycos
25th June 2010, 03:04 PM
Oh. Ok, we keep going I assume. More chances for survivors. :D
Asharad
25th June 2010, 04:01 PM
Yeah, that seems to make the most sense.
Greebo
25th June 2010, 04:29 PM
Entering the narrow cavern you hear and smell sounds and scents that set your teeth on edge.
You smell smoke, fire, and blood. You hear from up the corridor the roar of fire, and above that, you hear sounds of jeering and taunting in the harsh gutteral language of the orcs...and ... another sound... a pure voice, deep, rich, angry - and speaking Dwarf.
Sagar
25th June 2010, 05:50 PM
Let's ready our armaments and go see what's afoot.. no dawdling but trying to be quiet about it.
Lycos
28th June 2010, 12:30 PM
Let's do it. <Place Nike swoosh here>
Greebo
28th June 2010, 01:37 PM
Let's do it. <Place Nike swoosh here>
Yeah, you ... um... are...
http://www.legendsofwestwood.org/forum/showthread.php?t=16365 ;)
Lycos
28th June 2010, 01:44 PM
I'm going to wait on the more heavily armored people to decide a course of action.
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