Orland Basch |
Hrm they are less that 40ft away (One move for Orland) and we have range capability. Its not a matter of even chase mechanics, they can barely if get away, Its more if we want to waste time to do so. They wouldn't even get a round out.
GM Chyro |
Sivar's in favor of not bothering.
What's the opinion of the rest?
Father Burdock |
@GM: Untrained Kn: Local to know if Morlocks would come back with more numbers in retaliation or simply lick their wounds and look for easier prey?
Kn: Local if allowed: 1d20 + 2 ⇒ (4) + 2 = 6
Nope, nevermind.
Burdock shoulders his hammer, unwilling to give chase against the cowardly creatures. "Leave them be. They aren't worth the effort."
Jadwiga Elsa Harcatha |
Elsa is in favor of exerting herself as least as possible...
GM Chyro |
That was the last part of the hike.
And now, the arrival...after any patching up of course.
The morlocks fled down the dark tunnel, and the sounds of their panicked voices fade away. Resuming the trek, you manage to navigate towards where the orc-hammer brothers had shown the Bastion to be.
The tunnel joins an enormous cavern, its floor sown with serrated spikes, scattered bones and broken wooden objects.
Large stalagtites cover most parts of the lower ceiling near where you enter, what parts you can see anyway...as most of the ceiling is obscured without means of light.
But in the distance, an enormous Bastion stands firm.
Through the light of several torches, spread along the battlements and some below at the walls, you can make out a main gate, and a number of duergar watchmen walking on the battlements.
A quartet of sentries stand near the gates.
The gate is about 300 feet away.
Yet the terrain is not an open field, with broken objects and natural pillars scattered across.
Sivar Soulscar |
lesser resto on Grint: 1d4 ⇒ 3
lesser resto on Grint: 1d4 ⇒ 1
lesser resto on Grint: 1d4 ⇒ 3
Sivar casts lesser restoration on Grint until he is restored
"Anyone else? "
Father Burdock |
"More duergar, fallen of my kind who worship a lesser, more cruel god.", Burdock explains to Orland quietly.
"Well, looks like we'll have a fight on our hands, but how should we approach this? The last time we went for a head-on approach against these louts, it turned into an aggravating battle, despite the victory. If only we could get Grint and Elsa into a firing support position without needing light..."
GM Chyro |
1d3 + 1 ⇒ (2) + 1 = 3
Within dark caves, one can potentially encounter darkmantles.
These squid like things attack separated targets mostly.
GM Chyro |
If only there was some way to distract whatever you want to distract...
Orland Basch |
Orland nods, slowly understanding what the Father meant. He gives a toothy thumbs up at whatever Sivar spoke of. He wasnt a finger-waggler so he took the man for face value.
Father Burdock |
@GM: If you have a clever idea, please share :P My brain ain't clevering so well.
Int check for cool idea?: 1d20 + 2 ⇒ (10) + 2 = 12
Heh, probably not :P
"Perhaps, it may catch their attention, but that's cover for us to get close enough. If we can flank the building, I can perhaps weaken some stone or even make a crude door in an area they aren't expecting."
GM Chyro |
Flank the building.....it's a very very large fort, barring the tunnel further into the darklands.
One does not simply flank a fortress. :)
...i've dropped two hints...but, recall the Dungeoneering spoiler, and that unidentified trinket?
GM Chyro |
Actually, you'd know.
Short while ago, it turned out Kn. skills can be taken 10 on, following the same rules as any skill without a price of a fail %.
Father Burdock |
Thanks GM! Missed that little bit in the rest of that post!
Taking 10 on Spellcraft
After seeing Sivar look over the trinket, Burdock takes a look at it and eyes widen in excitement. "Well I'll be. This thing here can create an illusion once a day. It can't make any sound, but we can use that for reaching the door. Perhaps a false image of the background we're coming from so we could literally walk up until we got past the illusion area?"
I'm not that good with illusions if someone has better ideas :)
GM Chyro |
According to silent image, it's an object, creature or force. (undefined). Something that can be interacted with.
GM Chyro |
With the duergar vision being 120 feet, being beyond that you're safe.
If you wish to approach closer, before springing your surprise, i'll take stealth checks.
GM Chyro |
Ok, here we go.
Father Burdock fidgets with the charm for a moment, but then gets the idea of how it could work.
With the team just outside of the duergar's vision range, Father Burdock activates it, and an image of a large worm appears.
From the distance, you can make out the voices of the sentries being alerted to a strange presence.
"What is going on? There's a wurm beast over there.
Quick, we must dispatch it, so it will not be a hindrance to returning the patrols.
Spread out."
The 4 of them have a crossbow ready, and they move forward like a unit to shoot.
Bolts: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (18) + 5 = 23
2 bolts miss, and the loose projectiles come flying over the team's heads.
2 of them would be a hit.
Will saves for disbelief, DC 14: 1d20 + 1 ⇒ (12) + 1 = 131d20 + 1 ⇒ (20) + 1 = 211d20 + 1 ⇒ (15) + 1 = 161d20 + 1 ⇒ (19) + 1 = 20
"Huh? Something's fishy, i don't see my bolt sticking out.
We got to check it out, grab your axes."
Ball is in your court.
Father Burdock |
Burdock waits until the duergar get within 30', then casts light on his helmet and moves up closer.
Ideally, the others would have actions readied for this
Using myself as a light source so Grint and Elsa can attack them. That should put the duergar within the dim-lighting range, so they can see them, but 20' miss chance, or no concealment if they move up a bit. Give them the option :)
Sivar Soulscar |
Just before Burdock activates the illusion Sivar casts iron skins, shield of faith and divine favour on himself
+6 AC +1 th and dmg
Sivar waits a bit back, as he really isn't that stealthy
Grint Mavric |
Grint keeps a readied crossbow shot ready for the moment when Burdock uses himself as a lightsource.
Ranged Crossbow, Deadly Aim, PBS: 1d20 + 11 - 2 + 1 ⇒ (3) + 11 - 2 + 1 = 131d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Miss Chance 1-20: 1d100 ⇒ 9
Oh well, would have missed anyway.
GM Chyro |
Well, if you're not making stealth checks, the duergar will surely be able to see you...120 feet darkvision.
The four tuck away their crossbows, and move forward drawing their axes.
Stealthy Elsa: 1d20 + 3 ⇒ (5) + 3 = 8
Father Burdock: 1d20 - 8 ⇒ (18) - 8 = 10
Grint: 1d20 + 1 ⇒ (8) + 1 = 9
Sivar: 1d20 - 1 ⇒ (3) - 1 = 2
Perceptions, distracted penalty: 1d20 + 7 - 5 ⇒ (8) + 7 - 5 = 101d20 + 7 - 5 ⇒ (10) + 7 - 5 = 121d20 + 7 - 5 ⇒ (14) + 7 - 5 = 161d20 + 7 - 5 ⇒ (5) + 7 - 5 = 7
Although their attention was initially on the wurm, the sentries notice the group when they are about 55 feet away.
"By Droskar! It's an attempt at ambush!
That thing is definitely a fake, kill them!"
------------------------
Elsa: 1d20 + 1 ⇒ (6) + 1 = 7
Father Burdock: 1d20 + 1 ⇒ (3) + 1 = 4
Grint: 1d20 + 6 ⇒ (20) + 6 = 26
Orland: 1d20 + 6 ⇒ (4) + 6 = 10
Sivar: 1d20 + 1 ⇒ (6) + 1 = 7
Sivar: 1d20 + 1 ⇒ (3) + 1 = 4
Blue: 1d20 + 2 ⇒ (14) + 2 = 16
Green: 1d20 + 2 ⇒ (3) + 2 = 5
Orange: 1d20 + 2 ⇒ (2) + 2 = 4
Red: 1d20 + 2 ⇒ (5) + 2 = 7
The sentries, round 1
Grint
------------
Blue
------------
Orland
------------
Red
------------
Elsa
------------
Green & Orange
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Father Burdock
GM Chyro |
That could be until after Father Burdock or Sivar, since he can cast light as well.
The sentries, round 1
Grint delays.
------------
Blue turns invisible, and moves.
------------
Orland
------------
Red
------------
Elsa & Sivar
------------
Green & Orange
------------
Father Burdock
GM Chyro |
Not what i had planned, aside from the rock you mentioned hiding behind.
Orland Basch |
Alrighty
Orland Rushes out like a bat outta heck and engages red. His blood starting to bubble as he starts his warrior tempo.
Haymaker: 1d20 + 11 ⇒ (4) + 11 = 151d6 + 12 ⇒ (6) + 12 = 18
GM Chyro |
The sentries, round 1
Grint delays.
------------
Blue turns invisible, and moves.
------------
Orland rushes red, with considerable force. The ashen-skin dwarf deflects it with his shield though.
------------
Red
"An orc?"
Axe: 1d20 + 8 ⇒ (19) + 8 = 271d10 + 3 ⇒ (6) + 3 = 9
The axe comes in, but Orland shrugs off part of the impact.
------------
Elsa & Sivar
------------
Green & Orange
------------
Father Burdock
Jadwiga Elsa Harcatha |
Elsa gathers power and unleashes it in a blast at Orange
Die!: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 3d6 + 4 ⇒ (2, 1, 3) + 4 = 10*1.5 = 15 Cold damage.
GM Chyro |
Sivar lights up his weapon, and strides forward.
Elsa takes advantage of this, and launches an icy blast at orange.
Hit, 21+ is good: 1d100 ⇒ 99
And the blast hits, much to the duergar's chagrin.
-------------
Green joins his fellow sentry, and swings his axe at Orland.
Waraxe: 1d20 + 8 ⇒ (13) + 8 = 211d10 + 3 ⇒ (9) + 3 = 12
The axe comes in hard.
Orange steps aside, grabs a potion and gulps it down.
2d8 + 3 ⇒ (3, 4) + 3 = 10, recovering some health.
------------
Father Burdock & Grint
Father Burdock |
@GM: I corrected my HP to full since I believe everyone should have been topped off before the battle, Orland's new wounds notwithstanding :P
With Sivar providing illumination, Burdock instead charges forward, letting the evil cousins taste true dwarven steel and help relieve pressure from Orland.
Leaving your charge lane Sivar :)
Charge @ Green: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage on hit: 1d8 + 2 ⇒ (5) + 2 = 7
AC would 23 until my next turn
GM Chyro |
There hadn't been healing between the morlocks and now.
Where'd you reckon it came from, those buggers did hit a few times.
Father Burdock's charge hits the mark, landing his hammer onto the shoulder of the sentry.
Grint
Father Burdock |
So I thought I healed myself up since then. If you'll allow a minor retcon to zap myself with a wand twice (or thrice, depending on the dice), I'd be happy, otherwise, back down to 33.
Grint Mavric |
Grint 5-foot steps south, then fires a single shot with a crossbow at the closest duergar (green) and reloads for the next shot.
Single Shot, Deadly Aim, moved: 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 271d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Miss Chance 1-20, Dim light: 1d100 ⇒ 99
GM Chyro |
On top of being hit, a bolt hits the ashen skinned dwarf as well.
"Grr!"
---------------
The sentries, round 2
Blue grows in size, and moves.
---------
Orland
---------
Red
---------
Elsa & Sivar
---------
Green (-12) & Orange (-5)
---------
Father Burdock & Grint
Orland Basch |
Picking up the tempo once more Orland sent two jabs at Green
Right Jab: 1d20 + 9 ⇒ (19) + 9 = 281d6 + 13 ⇒ (1) + 13 = 14
Left Jab: 1d20 + 9 ⇒ (10) + 9 = 191d6 + 13 ⇒ (2) + 13 = 15
He then takes a step back.
5ft step AC goes up by one