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Post by bowinja on Apr 18, 2010 20:54:20 GMT -5
Rafa will move forward into the corridor two spaces. Strike at the same human slaver if its still up with astral seal, otherwise hit the other human slaver.
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Post by TerraDave on Apr 19, 2010 13:49:22 GMT -5
Lucian: you continue to hide. The archers are 15 feet above you, and can be attacked at range (each side has cover at your current position). Climbing, that would be tricky. (and, see below-- you can also ready an attack or other action). Buckthorn: miss once and hit once (10 damage). Rafa: you fail to hit with your seal (roll 4). Torinn: even dazed, you are still able to finish off the second human. Then the daze lifts. The Worg and Krand: Charge…Bart. “You will pay! Kill the wizard!”Bart takes 19 points of damage and is knocked prone by the wolf. Hobgoblin Archers: One moves to the end and takes a shot at Buckthorn, who has cover. The Halfling is missed. There is some sort of shouting back and forth and another hobgoblin emerges. Lucian, just to the West, you see what looks like a bed sheet(?) come down the balcony and hang there. Goblin sharpshooters: wielding hand crossbows enter the fray. One snipes around the corner at Bart. Cover and being prone keeps him from being hit. The other steps out and shoots, and just hits, 7 damage (26 total). Please post by Tuesday night. Attachments:
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Apr 19, 2010 20:17:11 GMT -5
Bart calls on some forced bravado, "Oh yeah, well YOU will pay too! Everybody, get KRAND!!"
And then, shedding all pretense at pride, "Ouch! Rafa, help. Please." (in Elven)
BART HOLDS FOR RAFA (EDITED TURN) BART HOLDS FOR RAFA (EDITED TURN)
AFTER RAFA'S KIND HEALING, BART PROCEEDS: Bart stays prone, trading the +2 defensive bonus against the archers for giving combat advantage to the hulking brutes breathing down his neck. But hey, you only live once, and Krand is bloodied.
Besides, he has all of his allies. He hopes. Bart calls out, "Is anyone able to *mark* the Warg and/or Krand?"
Bart uses a move action to roll the Flaming Sphere 4 squares west, placing it adjacent to the Warg and Krand (to their east).
He uses the Flaming Sphere to attack Krand. He uses his Infernal Wrath encounter power since he was just hit.
-2 (for being prone) +1 (for infernal wrath) +1 (Blood Hunt) +2 from Rafa's Glow gives us a total of +12 (Reflex) to hit/2d6+7 Damage (+1 Infernal Wrath)
The Warg will take 1d4+4 Fire damage at the start of its turn.
Bart says a silent prayer to Kushara that the Chaos will favor our party today.
Bart uses a minor action to sustain the sphere. (OOC, does Bart have to do this every turn? The power card was unclear)
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Post by bowinja on Apr 20, 2010 18:40:32 GMT -5
Rafa will move north one space and use divine glow(close blast 3) targeted to the east. Bart and Torinn will get +2 to attack rolls for the next turn. Krand and Word take a attack +8 vs reflex / 1d8+5 damage.
If Rafa misses either Krand or the Worg, use elven accuracy(racial) to reroll the attack against one of them(+10 vs reflex)(+2 is from a feat)
If an attack is rerolled and if that attack hits, then use Blessing of Correllon(feat) toallow Bart to spend a healing surge. Otherwise, use a healing word on Bart.
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Post by buckthorn on Apr 20, 2010 23:23:30 GMT -5
Buckthorn hear's the wizard's rallying cry.
Buckthorn will designate Krand as his hunter's quarry. Buckthorn will then attack Krand with Singular shot.
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Lucien
Master of the North Wind
Posts: 69
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Post by Lucien on Apr 21, 2010 6:53:21 GMT -5
Lucien sighs in resignation, "Bloody hell". The tiefling steps out of the shadows, takes aim at the archer nearest the blanket and hurls a throwing blade (sly flourish with shuriken) before stepping back under cover.
While exposed, Lucien scans this "blanket" in an attempt to ascertain its purpose.
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Post by TerraDave on Apr 21, 2010 10:57:20 GMT -5
Bart: (Warg Frodo?) you hold Lucian: You hit a very surprised tall orangish skinned goblinoid with a longbow. He’s bloodied (19 damage). The sheet, its sort of like a rope… Buckthorn: a well aimed arrow smacks into Krand (18 damage). Rafa: The holy energy of the compassionate Ryaesa surrounds you and your allies. (its +10 to hit with the house rule). The hit on the Worg is critical, and also pretty good on Krand (13 and 10 damage). Bart: also gets 16 hp back. Bart: (Yes, minor to sustain) you move the sphere and strike with it. It burns Krand for 15 damage. Krand falls off the worg, dead. Torinn: You challenge the worg and strike at it, but miss (roll 4). The Worg takes 6 fire damage, is bloodies, and is not too happy. It tried to bite off Torinn’s head, but just criticals instead, Torinn: takes 12 damage. Hobgoblin Archers: One moves the sheet over and another climbs down it. The third shoots at Lucian and misses. “Krand is dead” . The one on the ground is looking right at Lucian, well, they all are. Goblin sharpshooters: also hold discipline, for now. They switch to Torinn: and one hits for 7 damage, the paladin is bloodied. Please post by Thursday night. Attachments:
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Apr 21, 2010 17:07:01 GMT -5
Bart sees that Torrin is in trouble, and will try to focus on the Worg.
If the Worg is alive at the start of Bart's turn, Bart will first use the Flaming Sphere to attack the Worg.
-2 (for being prone) +1 (Blood Hunt) gives us a total of +9 (Reflex) to hit/2d6+6 Damage.
If Bart MISSES the Worg, he will leave his flaming sphere where it is, so that the Worg gets burned, and will use move action to STAND up.
If Bart HITS the Worg with the flaming sphere, he will then move the sphere one square east to threaten the two Sharpshooters.
If however, the Worg is DEAD at the start of Bart's turn, Bart will instead move the Flaming Sphere one square East to threaten the sharpshooters, and then use his standard action to ATTACK one of them with the flaming sphere. +8 (Reflex) to hit/2d6+6 Damage. If there is a choice between two sharpshooters, he will attack the one who looks most hurt, if applicable.
Those starting turn adjacent to sphere will take 1d4+4 Fire damage.
Bart uses minor action to sustain the SPHERE.
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Post by buckthorn on Apr 22, 2010 22:52:17 GMT -5
Buckthorn names the Worg Hunter's Quarry. He will attack the Worg with Thundertusk Boar strike in an attempt to knock the wolf back from Torrin.
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Post by bowinja on Apr 23, 2010 7:13:49 GMT -5
Rafa will attack the Worg with astral seal +10 vs Reflex.
If Rafa misses the Worg, use elven accuracy(racial) to reroll the attack against it(+12 vs reflex)(+2 is from a feat)
If an attack is rerolled and if that attack hits, then use Blessing of Correllon(feat) to allow Torrin to spend a healing surge. Otherwise, use a healing word on Torrin.
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Post by TerraDave on Apr 23, 2010 9:18:26 GMT -5
Lucian: Delays, perhaps in panic.
Buckthorn: You unleash your strike, and hit with one arrow. You do 14 dmg, but can’t push the big wolf as the sphere (which “occupies a square”) is in the way.
Rafa: Finally hits something with Astral Seal. Torrin, you regain 17 hp.
Bart: Delays, perhaps to make it up to Torinn.
Torinn: With the seal, you just manage to hit the worg. You are fully healed. The Worg is dead.
Terrain: the pile of bodies, which includes the humans and the goblins they were carrying, create difficult terrain.
Bart:: You move the sphere, and inflict 15 damage on one of the goblins.
Lucian: Gets out of there! Perhaps in panic.
Hobgoblin Archers: Pursue. One shoots and hits Lucian: for 10 damage.
Goblin sharpshooters: Are burned and back off from the sphere. But first, they shoot at Torinn, and both miss!
Is there something or someone in the chamber with them, besides that horrid statue?
See you Sunday
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Post by TerraDave on Apr 26, 2010 10:05:17 GMT -5
The two previously met duergar and some hobgoblin soldiers joined the fray, but the hobgoblin’s flails and armor and the duergars’ erratic resistance to fire was not enough to save them. When it was done, one goblin sharpshooter was questioned, but only really confirmed that the duergar were taking the slaves (and created some confusion on his name…). Rendil Halfmoon, the tied up halfling, was not a cousin of Buckthorn, but thought he overheard “Grimerzhul”, a clan of duergar that had a trading post in the hall. EDIT: Rafa believes the statue to be Tsathoggua, an ur-demon not worshiped in these parts for many centuries, as far as he knows. The Chamber was thoroughly searched and treasure was found, and each received 100 gold, 100 silver, and 2 pieces of onyx (100 gp each). A fancy cape and a wand were also found, the sad remains of a very unlucky magician. Lucian claimed the +1 Cape of the Mountebank, and Bart retrieved the +2 Masters Wand of Ray of Frost. On returning to the Seven Pillared hall, they learn that Rendil is the nephew of Halfmoon Inn owner Erra Halfmoon. All the party can stay at the inn for free! A few days are spent resting, and then Buckthorn, Lucian and Raffa start following up on the little they learned. They meet the Duergar at the Grimmerzhul Trading Post. Lucian ingratiates himself with the gray dwarves, and confirms they are not selling “servants”. But they strongly imply someone is buying. They then try the drow Gendar again. He happens to know where the local Grimmerzhul fortress is, but he wants a favor in return. A skull scepter of ornamental value…that one of the duergar happen to have. When trustworthy Buckthorn swears to help retrieve it, Gendar tells how to follow the Road of Shadows to a great chasm to reach the fortress. Lucian also decides it might be good to get a little assistance, and with Rendil’s help, meets Garron “Hammerbash”. The dwarf wants a new warhammer, and a chance to bash some Duergar.
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Post by TerraDave on Apr 27, 2010 10:10:01 GMT -5
Deciding to “scout” the Horned Hold, Lucian, Buckthorn, Rafa and Garron head out on the Road of Shadows, find the great chasm, and eventually come upon the hold: they see a gated entrance on their side, and two bridges crossing the chasm to a great bastion on the other side. As they approach, brutish almost piglike humanoids with long spears and crossbows stand on the other side of the portcullis/gate. They are correctly recognized as orcs. The party approaches and make a game attempt to talk their way in. It doesn’t really work. They leave, then come back. This time the crossbows are being loaded…But then Buckthorn fires his bow, Lucian tosses in some Alchemist fire, ironically bought from the Grimmerzhul, and then uses his quick fingers to pop the lock on the gate. The orcs don’t last too much longer, and none escape to sound the alarm. As they leave the room, Garron (then the rest of them) hear the tale-tale pounding of a hammer on an anvil. (or that’s what he thinks, the others aren’t quite so sure). They explore a wide hall with many doors. (see map). An armory and barracks are found. And some doors with the dinging sound coming from behind them. Most of the party lines up behind one set of double doors. But not Lucian. His luck holds. He opens a door, and catches the master smith by surprise with a throwing knife, right were it hurts (critical). The smith survives being pushed in the forge, calls fire from the forge…other duergar turn invisible, there are orcs…But when the smith is finished off, its all downhill from there for them. Until two duergar escape. Informed by the surviving orc that the escapees are getting the “duergar champion” the four face a dilemma. They eventually decide to hot-foot it over the first bridge. Make it through another locked door, and close it behind them. They avoid where they think the bigger second bridge leads to (and it possible guards), find a rarely used battlement, and make it through to another room. Cold shadows seem to cling to this long-ruined chapel. In the center of the room stands a damaged statue that depicts a fierce demonic minotaur. One arm has broken off and lies in pieces at the statue’s feet. Portions of the ceiling have fallen in, partially filling several small chambers behind the statue. A rusty iron door stands in the western wall.They start to explore. Rafa thinks the statue is Baphomet, demonic incarnate worshiped by the minatours. Then: From out of the rubble lurches the body of a long-dead human warrior in tattered black mail. Sunken flesh clings to its bones,and its lips have drawn back from its black teeth. It raises a rotting hand, revealing jagged claws as it hisses and attacks.Barrow wights (not wraiths, as the DM may have briefly thought) emerge and strike the party, draining their very vitality (healing surges). Lucian immediately heads for the door, but Rafa leaves a little more slowly, and unleashes radiant energy. The fight is on. One wight is destroyed, another is “ichored”, all hurt…but the band has been drained and drained. Attachments:
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Post by TerraDave on Apr 27, 2010 10:37:46 GMT -5
In this order from here on out (HP /HS): Lucian (31/0) Buckthorn (37/5) Rafa (15/4) Garron (32/6) Then the wights. Please post by Thursday Night. Attachments:
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Lucien
Master of the North Wind
Posts: 69
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Post by Lucien on Apr 28, 2010 12:29:28 GMT -5
Lucien draws a shuriken and attacks the ichored Wight with a sly flourish.
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