Xabulba |
Balic fades ever distant behind the caravan, soon the caravan will be beyond the tenant farms and military outposts, beyond the relative safety of civilization.
Hunger, thirst and death await you as crawl your way from village to town to city bringing the trade that will support life for another few months under the burning sun.
Every year's journey there are deaths among the caravan, disease, accidents are as much to blame as raiders and wasteland predators.
Unfortunately this year’s first death is caused by a small band of elven scouts. The caravan’s outriders were ambushed and one was killed before they were able to escape and report back to Qaqalil. Furiously Qaqalil orders a contingent of guards to track down the elves and extract revenge upon them. Preventing the elves from reporting back to their camp was also mentioned in Qaqalil's curse ridden orders.
Gather your weapons and wits and begin tracking because life on the trail getting interesting again.
Give me tracking checks everybody DC15. Perception or nature are the primary skills, dungeoneering can be used as a secondary skill.
Xabulba |
The band heads to the ambush site and try to find tracks showing where the elves have headed. Paxs and Th'Kal can't make out much more than a fight took place within 2 hours. Gorad on the other hand easily follows the iron tang smell of fresh blood to a concealed pathway leading off to the northeast. It also appears to Gorad that the elves carried off the body of Farquid, the out-rider killed in the attack.
You need one more tracking success, DC15, to find where the elves went and two successes to sneak up on them.
Th'Kal |
Perception 1d20 + 5 ⇒ (15) + 5 = 20
Now that Gorad has gotten us here my senses are awakened. "We shouldn't be too far off now... this way."
I was assuming this was like a skill challenge, were we supposed to roll again?? If not just ignore my post, sorry
Xabulba |
With clever eyes and alert ears Th’Kal and Gorad guide the band up a shallow wadi to where it joins with a larger. The elves have set up cover in the shallow of the wadi. Sounds of soft spoken conversation and the smell of grilled meat wafts in the dry air, they have concealed themselves from sight but not sound and smell.
You can position yourselves anywhere on the south bank of the wadi as you get a surprise attack.
Initiative:
Elf scout 1
Elf scout 2
Elf scout 3
Elf Archer 1
Elf Archer 2
Th'Kal |
Not that it matters, since we succeeded in our perception checks (and those of us that failed, failed by more than 1), but remember that Carric is an Elf and I think Megan's Bard (Cantrell?) is also an Elf, we all gain +1 to Perception checks when we're within 5sqrs of him/them... Next time, lol :)
Xabulba |
I didn't post the map with the elf raiders positions, here it is.
Reposition yourselves if you want to.
Combat will start as soon as the other players log in.
Xabulba |
You were able to sneak up on the elves so you get a suprise attack.
you can take a standard action, a move action, or a minor action. You can also take free actions, but you can’t spend action points. After every nonsurprised combatant has acted, the surprise round ends, and you can act normally in subsequent rounds.
Initiative:
Gorad
Th’Kal
Cerric
Paxs
Scout 1
Scout 2
Scout 3
Scout 4
Archer 1
Archer 2
Gorad is up.
Th'Kal |
I will charge to K11 and use Howling Strike on the elf at L10 (I can use that in place of my basic on a charge -- I don't know that elfs number, but I think it's one of the scouts)
Howling Strike: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16 (the +1 is for the charge) vs AC;
if it hits, damage: 1d12 + 1d6 + 4 ⇒ (11) + (5) + 4 = 20
Knowing we have the drop on them, Th'Kal charges the first elf on the dunes hoping to take his head off before the others notice our presence. He know it's a strong swing, but Th'Kal wonders at the last moment if it's aimed correctly...
PS. Are there 3 scouts or 4? There's 4 on the second list, but 3 on the original and the map... just curious :) Maybe he's got a better hide roll than the others.
Xabulba |
Sorry RL is slowing down my posting.
@Th’Kal – I reduced the number of scouts because Meagan won’t be able to post for a week or 2, If I didn’t the encounter would be a bit to hard.
Gerad, who was scouting a little bit away from the main band finaly catches up and will join the combat after the surprise attack.
Gorad shouts out an ancient chant calling forth his spirit guide to assist in the combat. A small bulette burrows up from the sand in front of Gorad and looks menacingly at the elves.
Th’Kal leaps at scout 3 and buries his axe deep in the scouts shoulder blooding the elf.
Carric reaches out and grabs the wind throwing it at the elves. All the elves barley avoid the unnatural winds chilling effects.
Initiative:
Gorad
Th’Kal
Cerric
Paxs
Scout 1
Scout 2
Scout 3 (bloodied)
Scout 4
Archer 1
Archer 2
Gerad
Paxs is up.
Th'Kal |
Claws of the Eagle, giving Th'kal a melee basic attack on S3 On hit S3 will give combat advg until the end of my next turn.
Basic Melee vs Elf Scout 3: 1d20 + 7 ⇒ (16) + 7 = 23 vs AC
Hit: 1d12 + 4 ⇒ (11) + 4 = 15Th'Kal responds to Gorad primal spirit's call and slams his axe into the scout.
-- I think that will kill the scout... if it doesn't he now grants us combat advantage. So before I act for my actual turn, I'm going to wait to see the outcome.
Th'Kal |
@ Xabulba and Th'kal ** spoiler omitted **
@ Xabulba and Gorad
Th'Kal |
Whether Gorad rolled or Th'Kal did... if Scout#3 is now dead it changes my next move. If the scout dies, I'll trigger my free action Swift Charge and go after Archer #2 (Charging to N12). And then take my normal turn on Archer #2... before Carric casts his burst on him and moves him.
If my basic attack from Gorad's power missed or didn't kill him I'll just end up shifting up to L11 and attacking the bloodied Scout#3 and the untouched Scout#2
Xabulba |
@ Gorad & everybody else - I usually have the recipient of an extra attack roll for the extra attack. If the power is some kind of domination effect then the caster would roll for the attack.
@Andar – I’m putting you at the end of the Init. List because you came into the combat late.
Gorad guides his spirit to advance on scout 3 opening up an attack for Th’Kal.
Th’Kal takes advantage of the extra attack and plunges his axe deep into the scout again. The elven scout is mortally wounded but somehow manages to keep standing.
Carric pulls the chill breeze through the battlefield again, this catching and dragging scout 1 & 3 a few feet from where they were.
Th’Kal is up.
Th'Kal |
I'll Shift up to M11 (move) and use Kreen Claws (minor) on both Scout 2 and Scout 3.
Thri-Kreen Claws: 1d20 + 7 ⇒ (20) + 7 = 27 vsScout2 AC
Thri-Kreen Claws: 1d20 + 7 ⇒ (20) + 7 = 27 vsScout3 AC
Damage to both: (max) 1d8+6 = 14
-- that's got to kill Scout3.
With my standard action I hit Scout2 with Pressing Strike
1d20 + 7 ⇒ (18) + 7 = 25 vs Scout2 AC for: 1d12 + 4 ⇒ (10) + 4 = 14damage
This also Pushes Scout2 1 sqr
Not letting his enemy get away from him, Th'Kal slides closer. Rumbling a growl from deep in his abdomen, he lashes out with his lower arm's claws while at the same time swinging his greataxe to force his new oppenent to back up.
(ummm... WOW! do my eyes decieve me or is that two crits -- oh why couldn't it have been with my AXE! lol)
HP: 29 (Temp: +2), Surges: 10, AP: 1
Used: Kreen Claws
Th'Kal |
Paxs, I think you're up. Cerric went before me (did damage and pushed guys), and my action relied on his forced movement. Xalbulba, I don't mind being shifted down in the initiative to after Cerric to reflect this -- it's like I delayed on my turn then.
Paxs |
Move to M9
Sword of Sigils close burst 1
1d20 + 10 ⇒ (6) + 10 = 16 vs ac against Archer 1
1d20 + 10 ⇒ (9) + 10 = 19 vs ac against Scout 2
1d8 + 4 ⇒ (3) + 4 = 7 damage and the target is marked until the end of my next turn, until the mark ends if the target makes an attack that does not include me it takes +4 damage and the damage done is reduced by 3
Aegis of Shielding on Scout 1, you mark the target, and it remains marked until you use this power against another target. If the target hits someone within 10 squares of you, you can use an immediate interrupt to reduce the damage dealt by that attack to any one creature by an amount equal to 8
A blaze of light sheds forth for an instant around Paxs sword as he slashes at the two nearby elves, he then turns his attention to the elf a few steps away.
Xabulba |
Paxs weaves an exploding magic light that damages both archer and scout, he them follows up placing a compulsion on the scout to focus on him alone.
The surprised elves finally manage to rally and fight back against the band.
Archer 1 and scout 2 attack Paxs wile archer 2 and scout 1 focus on Th’Kal.
Paxs:
Scout attack vs ac, 1d20 + 7 ⇒ (18) + 7 = 25, damage = 1d8 + 7 ⇒ (1) + 7 = 8
Archer attack vs ac, 1d20 + 9 ⇒ (10) + 9 = 19, damage = 1d10 + 4 ⇒ (2) + 4 = 6
Th’Kal:
Scout attack vs ac, 1d20 + 7 ⇒ (16) + 7 = 23, damage = 1d8 + 7 ⇒ (1) + 7 = 8
Archer attack vs ac, 1d20 + 9 ⇒ (13) + 9 = 22, damage = 1d10 + 4 ⇒ (1) + 4 = 5
Everybody give me a perception test.
Initiative:
Gorad
Th’Kal
Cerric
Paxs
Scout 1
Scout 2 (bloodied)
Archer 1
Archer 2
Gerad
Andar
Gerad is up.
Gerad |
Gerad looks around. Something's odd.. Shrugging, he narrows his eyes at the nearest elf, and sends some arrows at him.
Minor, Perception check, 1d20 + 6 ⇒ (13) + 6 = 19
Minor, Hunter's Quarry, J12
Standard, twin strike, J12
Attack 1, 1d20 + 7 ⇒ (5) + 7 = 12 vs AC, damage 1d10 ⇒ 8
Attack 2, 1d20 + 7 ⇒ (9) + 7 = 16 vs AC, damage 1d10 ⇒ 4
Quarry bonus if either attack hits, 1d6 ⇒ 2