Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

"You are more than welcome, Mel. Trust me, I share your desire in not wanting to get swarmed by them.", Túrion offers his fellow Elf a smile, "I am glad I could be of help, so far. You are letting me accompany you, after all, and alone, I would have fallen easily, as well. We are strong as a pack, and I am thankful to be a part of this group and thankful I could contribute to our initial success in our endeavor."
Taking a closer look at her arrows, he raises an eyebrow:"These seem like normal arrows...but it seemed to me the wounds they caused were not deadly. And if it's not the arrows, it is usually the archer. Are you disinclined to use lethal force against foes?" Voice is neutral/curious, not judging.


Yeah I'll chime in for the non-mechanical conversation but you've been exactly right so far.

Kelian smiles somewhat "That's not new, is it Mel? You just have a better way of doing it." He nods to her merciful bow.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

When Kelian asks him his thoughts Fyrtor responds with a a somewhat embarrassed look on his face, "well, I can't be sure, I'm kind of a cleric myself, but not exactly an educated or particularly skilled one. It seems like holy power though. Someone better educated could probably tell you."

As the conversation progresses Fyrtor adds his thanks to that of Mel's. "Turion, I have to echo Mel's thanks. Those pits, and the grease too, they made a huge difference. I noticed the ice I called and the grease worked together quite well. We will have to remember that for future fights."


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"Yes," Melira says, looking down. "I hate killing. So I had my bow enchanted so that it cannot kill. I ... can turn that off. If it is truly necessary."

Kelian, assisted by Fyrtor, dons the plate armor that the orc leader had worn, taking off any insignia that can be easily removed.

"We should move on," Mel says once everyone is situated. "We need to get to those artifacts, retrieve them, and get out. Preferably with all of us alive. Kazador, which path should we take from here?"

Following Kazador's directions, Mel moves slightly ahead of the party, keeping to the shadows.

Mel's going to move a good 60 feet in front of the others. She'll pause at every intersection, look down the any paths, then wait for the party to catch up so that Kazador can point out the next tunnel to take. GM, that Darkvision potion lasts 3 hours; let me know when it runs out. Here are Stealth and Perception checks.

Stealth: 1d20 + 22 ⇒ (20) + 22 = 42

Perception: 1d20 + 15 ⇒ (1) + 15 = 16

Wow. My last four rolls have been 20/1/20/1. On average, I'm doing ... exactly average!


Brookside Campaign Journal

Mel moves silently along the side of the passage. The group passes through another deserted chamber, this one larger, where dwarven homes and workshops once stood. Tools lie scattered. Doors to the individual caverns of family homes and rooms lie broken open. Mel heads down the main passage closer to the city center.

Mel:

You still have a fair amount of darkvision left.

Mel rounds a corner and sees a group of orcs that have taken up a defensive position on an internal wall, which is partially broken down. These dozen orcs looks like they are mostly archers with a few axe-wielding warriors. All have signal horns hanging from their waist. Like before, the passage is 20 ft across. They are discussing something together in orcish.

Can't provide map now but will later today.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Mel moves back to the group swift and silent, holding up a hand to stop them.

"There's a group ahead," she whispers. "Move back a bit." She ushers them back a good ways to reduce the chances of being overheard.

"There are a dozen of them. Mostly archers, with a few axemen. The area looks roughly like ..." she describes the layout, still speaking quietly. "They've all got signal horns. If they get to blow those I have a feeling we're going to be up to our ears in orcs."

I moved us back mainly so I don't have to keep typing {smaller} tags for whispering.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

After a moment of silence Fyrtor speaks, "well, I don't know how we can kill so many without them raising an alarm. Even when there were fewer orcs and we had the captain's silence upon us we didn't manage that. I do have a few spells that we could use if we weren't worried about being heard."

I had this great plan where we could use spike stones and expeditious construction to create a fortress of our own from which we could shoot them, but doing so would have required abundant ammunition, which if it was in Turion's spell book he and I (with my pearls of power) could have provided, but alas it is not meant to be...


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"I'm still puzzled as to how the orcs on the other side of the door back there knew anything was wrong, given the silence," Mel says.

I really wish we had a map!

"Did any of the orcs in the last batch have a signal horn? If so, we could use it to lure them away. Kazador could go blow the horn in some other tunnel, then teleport away from that spot before the orcs show up. If they have any sense they won't all abandon their post, but perhaps we could reduce their numbers that way."

She sighs. "I wish we didn't have to fight them at all -- it's dangerous. Kazador, I don't suppose there's an alternate route past this point? Something you would know about but they might not?"


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Kazador shook his head. ”Algric, ye know? The outer defenses were more my...responsibility.” The shattered doors to looted homes was a stark reminder of how he fulfilled that duty. ”I can teleport there and back. But they’ll see me. And I can only go twice. After that the power is done. I...blast it. Algric, any way around this?”


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Natural Stone: 1d100 ⇒ 51

No cutting through from a nearby passage, bummer


Brookside Campaign Journal

Mel, do you mean a map of the complex as a whole? Because you do have that. It's the third slide down. As to the earlier combat, the lieutenant yelled from the other side of the zone of silence before he moved into it and bull rushed Kelian. That's one of those things that happened in my head but I didn't remember to describe him yelling to no apparent effect. I don't think any of you would have been able to hear it anyhow but the visual would have helped make that clearer.

Algric shakes his head. "No, my thane. I know of no such passage. That was the point of this defense. Anyone coming from the western passages must come through here."

Map of chokepoint added as slide 1.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Pondering on the situation further an idea occurs to Fyrtor, "we could do something very much like what we did with the pirates! Kazador could teleport a group of us, including myself behind the wall. There I could create a fog that would prevent the archers from being effective. Then it is an all out brawl. If we surprise them I doubt the archers will be of much effect. Those that didn't go with Kazador should be able to charge up to the wall without having to eat arrows with every step. What do you think? We still will have to deal with the inevitable reinforcements, but at least we can attain a defensible position before they will arrive."


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

”Agreed. Kelian, me, and Brolin. Get in behind them. Same time Mel and Algric Fire. Right after ye drop your spell along with Turion cast yer spells. First fog and then the pit, right in front of them. So when the archers fall back they go right into the pit.”


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

"Unfortunately the spell I have prepared conjures the fog around my person. I will have to be one of those teleported."


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"Túrion, do you have any more of those pits on tap? Because I think you can get as many as six of the ones on this side of the barrier with one of those."

"Brolin, that silence spell was exceptionally helpful at preventing them from alerting others. Do you have another?"

Something else occurs to her. "Algric, you said this was designed as a defensive chokepoint. Why are they manning it? Are they expecting to be attacked for some reason? Surely you don't have 12 warriors just stand around in a hallway all day every day just in case of an invasion?" She looks over her shoulder, as if expecting to see a second tribe of orcs appearing out of nowhere intent on raiding the ones up ahead.

GM, could you elaborate on the 0 ft/5 ft/10 ft/15 ft notation on the map? Is that extra movement cost for entering that square? Elevation? Ceiling height?


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion nods to Mels explanation - it was interesting, and he certainly had more questions, but here, and now - it was not the time.
When they closed in on the chokepoint as the Dwarves remembered, he joined the tactical discussion:"Fyrtor, that ice spell you used previously...it caused the area to freeze so much it was actually painful to stand in the spells effect. If you could do that again, on the main area of the choke, I could follow up with another Web. That may help force them to stay in the cold and suffer for a longer time - it would also block vision for those archers and allow us to deal with the reinforcements sequentially. Do you think that would work to our benefit?"


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

"I wish I did. Unfortunately I only prepared to cast that spell once for today. Unless you have a pearl of power of greater strength than either of my own I won't be able to cast it again today."


Brookside Campaign Journal

Ah yes I meant to say the map shows elevation of the defenses by color.The archers have a nice rampart to hide behind.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

”That orc with the shield. Remember him? How many human warriors can claim to be that skilled. Not many, I’d reckon. Orcs have far greater warriors than most. The reason for this, and why they haven’t conquered everyone, is because they never unify. If not for the elves...well, the council, the orcs could never have taken our home. They unified, and we died. My guess is that one tribe took our home for their own, and now must defend it against their rivals. Hence why they’re like this. Now, looking at the ramparts, I’ll need to teleport us in. And then we’re committed. Are ye all ready?”


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor finds the potion of cure moderate wounds he took from the spoils of the last fight and secures it in his speedsheath. Then with a deep breath nods. "I'm ready. Try to place me somewhere where I won't have to worry about being struck as I cast my spell."

Fyrtor will ready an action to cast obscuring most to be cast immediately after being teleported, not casting defensively, I'm counting on surprise and them being archers. If this goes badly we are in a lot of trouble...


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

"Are ye all ready?"

Muse jumps a bit, getting his bearings. "No. I was talking with Legacy, sorry. Tell me the plan again?"

I agree with what Mel's said in the discussion thread; the current plan sounds like a good way to die horribly. Here's an in-character reason to hash out the details (as well as an in-character reason for Muse's muteness).


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Despite the safe distance, Túrion keeps his voice low, looking at the chalk drawing of the corridor:"Are you certain you want to teleport there? A dozen Orcs? Possibly one of their leaders here, too? Seems dangerous...even if your frost spell is not available, I would suggest I use one of the webs the like of which I used in our last fight - the way Mel describes it, it could allow us to cut their forces in two - deny sight to the archers on the barricade, and create a chokepoint both for retreat and assault for them, while we can pick off those Orcs closest to us."
I would focus the Web on the open space of the barricade - that should mostly disable the archers due to the line of sight being impeded even if they are not grappled. Even if they have fire available it seems a decent opening. Plus if they burn it down, we can throw the Keg their way :P


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

"A web would be good," Mel agrees. "But I think we should try to trick them into abandoning their position and coming to us. Like so ..."

She sketches out a plan that involves most of the party approaching the intersection stealthily and taking a defensive position: melee combatants at the front, ranged combatants immediately behind them, spellcasters at the back. Meanwhile Kelian and one other -- a speaker of orcish, so either Brolin or Túrion, who mentions that he knows the language -- retreat well back towards the site of the last fight.

With everyone in position, Kelian and his orcish-speaking compatriot would run forward to this position, making plenty of noise and shouting at one another as if in combat, clashing swords against shields and such. On reaching the party's position, the orcish speaker would call out to the other orcs in orcish for reinforcements.

"I'm hoping we can tempt at least the front rank of axe-wielders to run around the corner and fight us without the benefit of their archer friends," she goes on. "Or more if we're lucky. Then before we assault the barricade, we take that keg of black powder we recovered from Van Beem's ship, light the wick, and throw it around the corner. The noise will be pretty awful, so we should cover our ears." She sighs, looking forlorn. "It seems a pretty terrible way to go, but ... we're low on options, and they're enemies."

"It's going to be a tough fight no matter how we approach it. There are undoubtedly more orcs where these came from, and no matter what we do they're going to know we're here as soon as one of those over there blows a signal horn. So as soon as we have a clear path through, we need to get to the vaults, fast, get those relics, and get out."


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

There could well be a whole army that comes to the call of those horns. If we don't get passed that wall now, how can we expect to after they realize we're here?
Fyrtor begins to voice his ojctections "But..." then looking at the others what he was going to say dies even as it was just beginning. With a sigh he says, "Very well, here I have four flasks of alchemist's fire, anyone who wants one can take one, though I will keep one for myself. If we have to retreat, everyone get further down the passage from me. I can create spikes from the stone which will be a very effective deturent to pursuers, as long as it isn't dispelled that is... Anyways, what happens after we draw out a few orcs and deal with them? What's the second phase of our plan? Is there more than the keg? We probably won't have much time between the fighting the orcs that come to our trick and needing to either attack further or flee."

Sarenrae help us, if this goes badly we may all die. Still there's just not many options. Either we go forward, or we conceed defeat. Blessed Lady of Mercy I hope we aren't going to do both.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Muse feels a little nervous going into a fight without the benefit of false life. In his mind he adds runestone(s) of power to the list of things he needs to buy before the next time he does desperate battle with terrifying monsters while questing for magical relics in the gutted ruins of a hidden city.

When did this become my life?


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Though no one seems terribly happy about it, the band moves to put the plan into effect. Everyone moves into position, and then Kelian and Brolin simulate the approach of a running combat, with Brolin playing the part of an orc fleeing for reinforcements. Mel takes a position in the second rank, an arrow nocked and ready to fly once a target presents itself.

Mechanics:
Mel readies an action to shoot an enemy target that presents itself (taking a five-foot step for position if necessary).

I have taken the liberty of putting everyone in position; please adjust to suit your personal preferences for starting point, keeping in mind that we don't want anyone stepping into line of sight for the orcs just yet. Túrion, I wasn't sure what you'd want to do with Nelly, so I put her at the back with you. There's not a lot of space at the front just now anyway.

Kelian does not ready an action in case of enemy approach; his part is helping to bluff them into coming out to fight us here.

I checked Bluff modifiers for the two Orcish speakers: Brolin has a +3 compared to Túrion's +2, so our honest sea captain gets the part. I will leave the rolls and exact dialog to you. GM, how many Aid Another checks do you want and from whom? Here's one for Kelian since he's involved directly in the fake comabt.

Kelian's Bluff Aid Another: 1d20 + 2 ⇒ (17) + 2 = 19

The heavily armored Kelian clatters along the corridor just ahead of Brolin, shouting a credible-sounding "Stand and face me, orc!" The two of them clash weapons just as they pull into position, sending the sound of metal on stone ringing through the corridor.


Brookside Campaign Journal

Others can aid another Brolin's upcoming bluff check if they find something reasonable to do. But perhaps this party is too honest for this plan to work well. Even our skill monkey has only +4 bluff. We'll see.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor screams a savage battle cry while stiking his sword and buckler together adding to the clamor.

Bluff to aid another: 1d20 + 10 ⇒ (17) + 10 = 27

That conversion domain coming in handy


Brookside Campaign Journal

Oh I forgot Fyrtor was good at face skills. Glad someone has decent bluff.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Inspired by Fyrtor's display, Mel stomps her boots on the floor to add the sound of more feet moving around.

Bluff to aid another: 1d20 + 4 ⇒ (1) + 4 = 5

Unfortunately, she's just too stealthy, and her efforts are lost in the others' din.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion casts Ghost sound to produce the sounds of battle, armored boots on stone, steel meeting steel, a snarl here, an indefinite shout there.
Overall, the volume is lower than that of the main actors, but to those who hear it, certainly a subtle reinforcement of the belief that a battle is taking place nearby.

Technically DC 15 Will Save to disbelief. Not sure if there's a penalty to the save because it just blends in with sounds already there - or whether they should even get a check without active perception checks. Their mind already confirmed the battle sounds are real, so it could be hard to 'unconfirm' that without stopping to listen closer.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Captain Muse takes a deep breath. He's used to making himself heard on a busy ship, but he's worried that when he shouts in Orcish he'll give himself away. Be nice if you could practice this sort of thing.

Orcish "We're being attacked! Help me!"

Bluff: 1d20 + 3 ⇒ (3) + 3 = 6

Fook.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Well ... orcs are generally not the most perceptive/bright. And maybe they'll roll low on their Sense Motive? XD


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Kazador’s face blushed red. He wanted to join in...but he really didn’t. He had never heard of a military strategy like this. So he stood awkwardly, hoping that the orcs would charge them to end the embarrassment.

Bluff Assist: 1d20 - 2 ⇒ (7) - 2 = 5


Brookside Campaign Journal

Counting Turion's ghost sound as a successful aid, Brolin's total comes up to 12.

GM screen:

Sense motive: 3d20 ⇒ (5, 17, 13) = 35

You hear warriors leap to their feet then a voice rings out in orcish.

Orcish:

"Do not follow them! To the wall! It must be a ruse of those human-lovers, thinking they will take this place from us."

Then you hear more footfalls and the clanking of armor but they don't seem to be getting any closer.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

“I’m sorry.” The captain grits his teeth uncomfortably. “They aren’t buying it.”


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

"Well, at least they haven't blown their signal horns yet. Though I suppose now we will be using the keg of that black powder stuff. That will be loud enough that everyone anywhere near will be sure to notice, not that it can really be helped. Then he takes his bow from his back and knocks an arrow, checking the fetching to make sure it's one of his thistle arrows. With a sigh he says, "Shall we get to it then?"

Here I expect Mel/Turion will explain the portion of the plan we've been hammering out in the discussion


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Orcish:
"They did not fall for it! I told you that ruse would be stupid. Let's smash them!", short pause, "What do you mean sneaky dwarven tunnel?"

Bluff: 1d20 + 2 ⇒ (8) + 2 = 10
Realizing he spoke with an Elven accent, Túrion shakes his head, confirming what Brolin said.
Yeah, no. One can still hope for a natural 20 to offset that -10. But not this time.


Brookside Campaign Journal

I'm just going to rule that bluff penalties for shouting lies around a corner are countered by sense motive penalties for not being able to see someone.

GM screen:

Sense motive: 3d20 ⇒ (4, 7, 18) = 29

No motion is heard from the orcs' defensive position.

DC 18 K eng, can RP aiding, guidance, etc:

Though the fuse and explosive are strange to you, you can decipher the approximate burning speed of the fuse by snipping and burning a small sample. You feel confident you could shorten the fuse somewhat or jury-rig additional fuse from cloth on hand if you wish. The minimum fuse time you can accomplish is six seconds while the maximum is 1 minute.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Kn (Eng): 1d20 + 8 ⇒ (16) + 8 = 24

"Quickly, get the powder," Mel says. Then she switches to elven.

"Túrion, olisi mukavaa olla huomaamaton. Myös jauheen tynnyri, kun se on palanut."

Elven:
"Túrion, it would be nice to be unobtrusive. The powder keg too, once it's lit."

Mel rigs it for four rounds, as close as she can get. She wants enough time to get in, place it, and leave.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

"I do not concur with your analysis, but will go along with your judgment. If you believe this to be necessary and have a greater impact, so be it."
Fetching one of his spellbooks from their satchel, he opens it with a colored cord, focusing on the runes sketched inside for a moment.
GM: Spending one Reservoir point for Quick Study to swap Mirror Image out, Invisibility in.
As soon as they are ready, he casts on Mel who vanishes from sight, then waits for the Keg to be lit and casts on it as well the moment it is lifted up.


Brookside Campaign Journal

No stealth check required from Mel since the dice can't alter anything here. Mel, I assume you are creeping up now?


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Edit: Ninja'd!

Stealth: 1d20 + 22 + 20 ⇒ (7) + 22 + 20 = 49

Mel clicks her heels, feeling the boost of speed take hold. Moving as quickly and quietly as she can, Mel skirts around the corner, face to face with the orcs. She moves in and places the keg as close as she can to the base of the barrier, and then gets out.

Mechanics:
GM, positions may have changed a bit on the orc side of things since the last time we looked. Bear in mind that the map is squished because I got the aspect ratio wrong - the corridor is twenty feet high. Unless they've come out and formed a line in front of it, there's probably enough space for Mel to just walk in between them without bumping any of them.

Also note that she has both the Fast Stealth rogue trick (no penalties for moving at full speed while stealthy), and the level 2 Stealth unlock which halves any penalties for rapid motion. She has 60' of motion, or 120 for double moving, which should be enough.

If Mel makes it back without any complications:
"Ears!" Mel calls out as she gets back, reminding everyone to cover their ears due to the blast.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Kazador crouched down and put his hands over his ears, while his hammer lay at his feet.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Fyrtor looks a bit odd, sticking his thumbs in his ears while still holding his bow with an arrow nocked. He bounces a bit on the balls of his feet trying to dispel his nervous energy.


Male Paladin (Hospitaller) 6, HP: 51/55, AC: 24:10:24, CMD: 19 Saves: 9:4:8 (immune fear, disease), Init +4; Status: hasted
Skills:
Acro -5 (-9 jump), Climb +0, Diplomacy +7, Handle A +10, Heal +5, Kn (nature +1, rel +4), Prof (farmer +10, soldier +5), Ride -1, Sense M +6, Swim +0

Kelian covers his ears, as does Mel.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Túrion doesn't cover his ears, instead opening his mouth wide. He had experience with blasts, and found that method of pressure compensation worked better for him.


Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |

Nelly waited patiently, Túrion pressing her ears flat on her head, her mouth lightly opened. Sudden sounds did not scare her, even if they were loud, but it was painful to her all the same, so some precaution seemed desirable.


Brookside Campaign Journal

GM screen:

Dam, DC 15 reflex for half: 5d6 ⇒ (4, 5, 5, 3, 2) = 19
Reflex saves: 12d20 ⇒ (9, 20, 11, 13, 5, 18, 2, 1, 14, 19, 12, 10) = 134
Inits: 6d20 ⇒ (11, 4, 3, 9, 11, 6) = 44

Well that was a relatively inexpensive 149 points of damage...

A shockwave rushes through the tunnel, its force channeled right into every single one of you, the roar of the keg almost too loud for you to hear it, your heads ringing.

Take -4 to auditory perception checks for 1 hour. It's -8 for the orcs.

The orcs shout and try to collect themselves while the heroes rush into action!

Everyone but Kazador won init. GO!!!

Upon rounding the corner:

Debris has been blown from the ramparts! The ramp of broken material leading up onto it is now 10 ft across but difficult terrain. The orcs, stunned and burnt, try to regroup. Except their leader, who appears untouched by the flames.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Are the normal orcs prone, or still on their feet? Fyrtor's "around the corner" but I'm trying to decide if he's charging in, or shooting

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