Aubrey's Rise of the Runelords campaign (Inactive)

Game Master Aubrey the Malformed


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Male Halfling Rogue/11 AC:26 HP: 92{92}

"I have no idea about the army. The tower is alone, and as far as I can tell, there are only the two giants guarding it."


OK, so is that the plan - Darkvision all round and a night attack?


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

That seems to be the case. I need to look at my spell selection, as usual, taking that plan into account.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Seems reasonable to me.


OK, show-on-the-road time?

Following Camlo's experience on the mountain last night, the adventurers decide on a night attack as a group, augmented by Sefayll's night-vision magic.

Off you go!


Male Halfling Rogue/11 AC:26 HP: 92{92}

Survival (aid hopefully): 1d20 - 1 ⇒ (6) - 1 = 5

Perception: 1d20 + 24 ⇒ (10) + 24 = 34


The sun falls and the time for the night assault on the tower arrives. The adventurers prepare themselves.

In the night sky, Camlo can see each and every star with pinpoint clarity. But he has no idea which way to do in the dark.


Male Human (Shoanti) Cleric 11

"We'll attack from the top - I'll airwalk us in once we get close to the tower. That way they won't get to light their beacon."

Survival 13+7=20.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

OK, tweaks to spell list complete. Darkvision for everyone. How long do we expect the trip to take? It might affect when I should cast the spells.


Assuming you don't get lost - and you won't as Alwyn's check is sufficient - it's about half-an-hour to the tower on foot.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

OK, that's within range. She will cast darkvision on each member of the party when they are ready to set out.


After a walk in the dark, the black shadow of the tower looms against the night sky.

OK, you're there.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

"What do you think about silencing the commotion? No casting unless the room is fairly big and no inspirational battle hymns to fight along with, but they wouldn't be able to call for help."


Male Halfling Rogue/11 AC:26 HP: 92{92}

"That sounds like a good plan. But last time they were so far into their cups I don't think it would matter. I'll go and have a scout."

Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Stealth: 1d20 + 28 ⇒ (16) + 28 = 44


Camlo has a look around. Things seem pretty much as they did the previous night.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Illes, are you really at half health? Or is your status line not up-to-date?


Male Halfling Rogue/11 AC:26 HP: 92{92}

"If you give me a few minutes, I can climb to the next level, and then come at them from behind, while you lot storm the front entrance of the tower. They look to be in a drunken state again."


Male Human (Shoanti) Cleric 11

"Let's do it. Wipe 'em all out - but keep in mind that it is critically important that they don't light the beacon. Noise is probably less of an issue, as the camp is pretty far away."

"Also, before you climb up - check the front door and make sure it is unlocked."


Male Halfling Rogue/11 AC:26 HP: 92{92}

"Ah, good plan."

Camlo will check the lock on the front door and disable if need be, then climb up to the first floor, and sneak down ready to come at them from the stairs when the others enter.

Stealth: 1d20 + 28 ⇒ (7) + 28 = 35
Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Disable Device: 1d20 + 25 ⇒ (10) + 25 = 35


Camlo confirms the door is unlocked.

Ready? The rest of the group need to make Stealth checks as well to creep up on the door (unless you want to go with the original plan of Air Walking).

Camlo:

Spoiler:
The windows are arrow slits, albeit giant-sized arrow slits - you'll need an Escape Artist check, DC 30, to get in that way.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Aubs:
I take it I can take 10? That gives me DC34, being small has it's advantages!


Camlo - no probs.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Before we leave the campsite, Sefayll casts mage armor on herself in addition to the darkvision cast on everyone. She will stay back from the tower until the initial incursion takes place. She contributes little to the initial attack and will only increase the chances of them being heard. Once the fighting starts, she will rush in.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Init: 1d20 + 7 ⇒ (7) + 7 = 14


Male Human (Shoanti) Cleric 11

I still want to airwalk us in. If anything, it gives us an easy escape option.

"So, Camlo sneaks in on foot while the rest of us fly. You ambush one giant while Hudak and I rush the other; Illes and Sefayll are support."


OK, let me just get the gist of the plan. I suppose that since you weren't in on the initial scouting, and Camlo hasn't described the building and neither have I to you, you might be a bit confused.

The building is two giant storeys high with a roof, with a single door and some (giant-sized) arrow slits. On the roof is a pyre for a beacon. Camlo saw nothing much in the next story down and on the bottom floor are the two ettins.

So the plan is: everyone except Camlo goes in at roof level, and Camlo goes in through a window. Then what?


Male Human (Shoanti) Cleric 11
Aubrey the Demented/Malformed wrote:
So the plan is: everyone except Camlo goes in at roof level, and Camlo goes in through a window. Then what?

We float down the stairs from the roof (that should be fairly quiet). When everybody's in position, Camlo sneak attacks one ettin and Hudak and I charge the other. Once normal rounds start, this gets repeated.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Are the camped giants actually some distance away? I had imagined the encampment started just beyond the tower, but one of the comments earlier suggested they are far enough away that them hearing our fight wasn't much of an issue.


No, the encampment much further away.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Oops, thought I'd explained about the tower :)


Nevermind, it was a straining experience doing the scouting. Which floor is Camlo going it at? Ground or 1st?


Male Halfling Rogue/11 AC:26 HP: 92{92}

If they are coming down from the top, Camlo will go in at ground.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Illes whispers "What are we waiting for?" while his fingers play over his rapier's hilt.

My status line must be out of date, yes. I've had the opportunity to burn all of my 1st level slots as clw at the end of the day now twice so I'll bump to full.
Okay- no silence then.


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Acknowledging the cleric's plan and battle prowess, Sefayll changes her plans and will bring up the rear for those coming in through the top of the tower.


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Male Human (Shoanti) Cleric 11

I'm going to boost myself up with Righteous might and Divine power. After that, we come down the from the roof like the world's angriest Santa Claus.


As Camlo squeezes through the narrow gap, the others take flight to the top of the tower.

Going to spoilers.

Camlo:

Spoiler:
Camlo squeezes through the gap. The two giants - ettins, judging by their surfeit of heads - slump under furs. One head mumbles to itself but the other three seem to be asleep.

The others:

Spoiler:
The group - minus Camlo - land gently on the roof of the tower. A large, heavy-looking trapdoor leads inside the tower.


Male Halfling Rogue/11 AC:26 HP: 92{92}

Aubs:
Camlo will wait until he sees the others coming, and then charge at the one with an awake head. In the mean time, he will prep dagger and rapier, and keep quiet.

Stealth: 1d20 + 28 ⇒ (10) + 28 = 38


Male Human (Shoanti) Cleric 11

Non-Camlos:
"Illes, can you make sure the trapdoor doesn't make any sounds?" Alwyn mutters a pair of incantations and starts to grow, his armour plates creaking and popping as his normally lanky frame grows in both height and girth. Finally, the process ends, leaving Alwyn looking like an approximation of a frost giant. " Let's go and kill some giants", he grins, directing his now dwarfed brother into position.

I'll cast Divine power and Righteous might on myself, while Illes casts Silence on the trapdoor. We then open it, fly down and start choppin'.


Non-Camlos:

Spoiler:
The trapdoor opens silently and the adventurers walk down steps of air. The chamber at the top of the tower is empty. The staircase winds round the inside of the outer wall, leading up to the trapdoor and down to the ground floor.

Camlo:

Spoiler:
Ettin Perception check: 1d20 + 12 ⇒ (10) + 12 = 22

Camlo hears a faint clank of armour from the floor above. The ettin hears it too. The awake head grunts something in an incomprehensible pidgin and the other head opens its eyes blearily. The giant sits up and looks around, although it doesn't notice Camlo crouched in the dark.


Male Human (Shoanti) Cleric 11

Non-Camlos:
Seeing no enemies, Alwyn continues down to the ground level, closely followed by Hudak.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

As Alwyn and the others enter the ground floor room, one of the giants hollers and grabs for its weapons as the other one jerks awake.

End of spoilers, roll initiative. Map to follow.


Male Human (Shoanti) Cleric 11

Initiative Alwyn 11+1=12.

Initiative Hudak 13+2=15.


HP 78/67, AC 26, T 14, FF 23, CMD 21 Performance 37/37 CHA DAMAGE: 5

Init: 1d20 + 2 ⇒ (15) + 2 = 17


Enchantress 8/Oracle (flame) 1/Hellknight Signifier 2; AC 24, FF 21, T 15, CMD 19; F 8, R 9, W 14; hp 72/72; Init +4; Perc +6; Irresistible Demand 7/8; Effects: Flying disk, Overland Flight

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

I was sure I posted to roll init! Gah

Init: 1d20 + 7 ⇒ (7) + 7 = 14


Map.

This is the ground floor of the tower. It's quite large inside as it's desgned for giant-sized occupants. The darkest grey is the walls, which are made of drystone and are, as you can see, quite thick. They are also fairly climbable. The lightest grey is the actual floor, which is packed earth. The brown is the door, made of wood, and the red is the fireplace. The ceiling is 20' high.

The medium grey is the staircase. It winds up the inside of the wall, starting at ground level at E-G/12 and disappearing into the floor above at O-P/9. So the guys coming down from above enter the chamber at O-P/9. The stairs are stone and have no rail, so you can just step (or fall) off the edge to the floor below. The stairs also are built out of the wall rather than being attached to the floor, so you can move under them except at the very end where they reach the ground floor and the clearance is too low. Being built for giants, they are difficult terrain.

Ettin 1 heard you coming and is alert, but prone. Ettin 2 is just waking up. Please place yoursleves on the map as appropriate - the crew coming in topside will be within one or two squares of O-P/9. Camlo can hide more-or-less where he likes, although probably not too close to the ettins. Under the stairs might be a good place.

Ettin 1 1d20 + 3 ⇒ (7) + 3 = 10
Ettin 2 1d20 + 3 ⇒ (9) + 3 = 12

Initiative
Illes 17
Hudak 15
Camlo 14
Ettin 2 12+ (surprised)
Alwyn 12-
Ettin 1 10
Sefayll 4


Male Human (Shoanti) Cleric 11

Wrong map. Looks interesting, though.

Dark Archive

Wintergreen's CE PA IT Geek 10/Daddy 9/Physicist 3/Cartographer 1/Runner 3/Cub Scout Leader 2/Musician 1

Heh, that's the map for the 4e Darksun game Aubs posted in just prior.....


Try this map.


Male Halfling Rogue/11 AC:26 HP: 92{92}

P8, under the stairs, and ready to charge out at the ettin when someone gets in front of it.

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