| GM Fuzzfoot |
It will take a few rounds to get Thuradin back to the barricade, but meanwhile let's see if the others want to finish off the last orc.
Round 18: (Bold may act)
Ulark:
Thuradin: (10 dmg)
Gundar (5 dmg):
Round 19: (Bold may act)
Thozar:
Torith:
Belir:
Orcs: Yellow
| Torith Torson |
Torith waits to see what Ulark and Gundar do while he prepares to raise a defensive wall to defend his allies.
| Ulark Twiceforged |
Ulark shifts to retreat a step back and provide the wounded Thuradin cover. He then lashes out for one more - hopefully final - thrust.
"Should have stayed in the waste, you and your men!"
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 for damage: 1d12 + 4 ⇒ (12) + 4 = 16
| GM Fuzzfoot |
The orc barely registers Ulark's words as his face gets destroyed.
With the final orc fallen, you finally have a chance to breath.
| Thuradin Drackenforge |
Thuradin shrugs off the hand on his shoulder "No time for that now. We have a village to save." With that he uses the final charge on his wand, rendering it a useless stick.
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8
| Thozar Earthchanter |
"Damn, that was a good fight! Well done dwarves. Let's heal up and charge the beacon!"
________
Roll any healing you guys need, Thozar will use it on you without question.
| Torith Torson |
"I got myself a little distracted by burning trees and then chased by hounds, but you guys had my back and we defeated everything. These orcs attacked the wrong place at the wrong time! If you're all doing OK, let's go save this town!"
| Thozar Earthchanter |
Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23
Spellcraft: 1d20 + 7 ⇒ (11) + 7 = 18
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft: 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft: 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15
Belir
|
Belir breathes for once as he looks around, no more orcs...for now. He keeps Thuradin on his feet. "You gonna be alright. Need to go back to the med station still?"
| GM Fuzzfoot |
Thozar determines that the potion is cure moderate wounds, and that the wand is cure light wounds (24 charges).
The scrolls just need a read magic spell, and they are:
scrolls of cause fear (2), scroll of charm person, scrolls of grease (2), scroll of remove fear, scrolls of summon monster I (2)
Loot sheet updated.
| Gundar Forgelight |
Gundar finishes wrapping his last open wound - unworthy of the expenditure of healing magic as of yet - and hefts his crossbow, slotting another bolt into the weapon. He speaks as he heads back to the main road through town.
"'e looks fine enough to put down some more orcs to me! C'mon, lads, let's be about it."
Gundar will start heading to the next beacon location, pausing at the gates to survey the next area and wait for others to catch up (if necessary).
| Thozar Earthchanter |
Thozar follows suit, eager for more glory. "To arms!" As he runs up, he grasps the necklace around his neck and draws the energy stored within.
________
Someone else should hold onto the other wand so we can double time healing if we need to. Using a pearl of power to get thunderstomp back. Can't use any of the scrolls, whoever can use a scroll should take it. We could possibly use the rest to barter or just sell them.
| Ulark Twiceforged |
Ulark marches forwards with the rest, towards the path between the blazes. He looks concerned at Thuradin. "Nasty cut there. You still in fighting shape?"
| Thuradin Drackenforge |
Thuradin nods the affirmative "You should see the other guy" he says with a grin.
Belir
|
Grabbing his axe, Belir skirts around the flames and rushes into the smoke to see what new horror is on the opposite side.
"GWWWAAHHHHH!"
| GM Fuzzfoot |
It sounds like you are all headed through the center. Is that correct?
| Torith Torson |
Torith tries on the well made chain shirt before heading off with the rest of the dwarves.
That direction sounds good to me.
| Thozar Earthchanter |
I believe so.
| GM Fuzzfoot |
OK, in that case, welcome to level 3! Go ahead an update your characters while I setup the next scene. I will tell you now, the next section is likely to be exhausting, and you are not getting 8 hours rest first. So, if you gain new spell slots, etc, you can consider those prepared (a little added GM bonus), but any already used resources are used. Likewise, new hit points, etc. are added to both current and max, but you don't auto heal any current damage.
| GM Fuzzfoot |
As you run through the flames, choking with your eyes burning from the burning chemicals, you find yourself approaching a barricade. Another barricade is constructed not far in front of it, and a familiar face seems to be holding the fort down single handed.
Omast Frum turns and sees you. "Thank the gods! The orcs are coming! Get behind the defenses and help me fend them off."
You see further up that Omast has also closed two portcullis, but the orcs have already breached one with a battering ram. The second is clearly about to fall, but you have a round or two to prepare.
Omast has managed to stockpile an arsenal of weapons and supplies at the two barricades facing the gate. Omast has gathered a glaive (which has the reach special weapon feature), a guisarme (reach and trip), a halberd (brace and trip), two longspears (brace and reach), and a ranseur (disarm and reach). The weapons are standing upright in a barrel near the westernmost barricade. You, along with Omast, can utilize these supplies to lay waste to the orc hordes coming through the gate.
Some description of the environment:
- Two barricades have been set up on the hill leading toward the western gate. The barricades are approximately 3 feet high and 5 feet wide. A barricade has an AC of 5, hardness 5, hp 20 per 5-foot square, and a break DC of 20. It costs 2 squares of movement to cross a barricade. A barricade provides cover, but only to creatures within 30 feet of it. An attacker can ignore the cover if he’s closer to the obstacle than his target.
- A large boulder that came crashing into Trunau not long after the raid began sits in the middle of the hill between the two barricades (area L11a). The boulder is nearly 10 feet across.
- Two bundles of logs have been lashed to the western side of the westernmost barricade, one on each side of the road (areas L11b).
- The easternmost barricade is equipped with sharpened and splintered wooden fences that Omast salvaged from the wreckage of nearby homes. A PC can ready an action to impale an incoming attacker on the fence posts as though readying a brace weapon against a charge. If readied in this way, the fence posts deal 2d8 points of damage to an orc that ends its movement on the barricade in a square threatened by the PC.
| Thozar Earthchanter |
Thozar picks up a Longspear and tests it's weight. "Not my favorite, but should stick an orc just like any other."
He turns to his companions. "To arms brothers, this will be a fight to remember!"
________
Are we allowed to take pot shots at the orcs while they try to bash the portcullis? What is the function of the log piles? Would they crush orcs if cut free? This tilted compass on the map is a little obnoxious! Stabbing orcs with a fence sounds metal as hell, LET'S DO IT!
| Torith Torson |
"I don't really need weapons to fight so i'll leave these for others to use." says Torith as he clambers over the first barricade and moves up next to Thozar.
"The first one through is getting a rock in his face!" he says with a grin.
Belir
|
Belir looks at Omast. "Piss on that. I'll meet em head on, not hiding behind some wood." Belir clamors over both barriers as he leans against the logs. "Let 'em come." He draws his axe.
| Ulark Twiceforged |
"Careful Belir! It's a fool that doesn't take advantage of the terrain offered." Ulark says as he moved up to the barricade, politely declining the offered weapons as he readies his own longaxe.
Sorry for the delay - work, start of Gameday, and travel drained me. Should be leveled up now.
| GM Fuzzfoot |
No problem - I think I over-committed myself with both gameday and work! And this is a heck of a battle to setup.
The first group got to this point on Aug 16 - they are on round 8. As of my last post, I am sort of expecting a TPK. Choose your tactics wisely.
Are we allowed to take pot shots at the orcs while they try to bash the portcullis?
Taking potshots is fine, but I don't know that it will have any game effect. The number coming through is basically the same. I would allow it to delay the gate breaking by a round or two, if you want though.
What is the function of the log piles? Would they crush orcs if cut free?
Whatever purpose you like, but yes, that would work. Also, the large boulder behind you could be rolled and even lit on fire, since you are curious.
This tilted compass on the map is a little obnoxious!
I agree - although I hadn't noticed it before.
The gate is coming down in 2 rounds, and the orcs are coming.
| Thozar Earthchanter |
Seeing the orcs make head way, Thozar readies himself. He mutters some words and his skin stiffens dramatically, taking on the texture and appearance of a tree.
________
Barkskin on myself. If only we had a way to throw that rock! What if we move the rock in front of the portcullis and lit it on fire? It could slow their advance down and maybe damage them. Just a thought, idk that we could do it in two rounds. If there are more than three orcs in front of my log pile, I'm going to cut it loose on them. Just fyi. Any other thoughts on how to tackle this? Going to be a rough one with out Kragmyr! When we have 1 round left, Thozar will begin summoning.
Belir
|
Runic circles appear on Belir's full plate armor as it seems to gain a bit of protection. Running his hand along his blade it increases in density as the orcs prepare to burst through.
Round 1: Lead Blades (lasts 3 minutes)
Round 2: Aegis on armor: Increase AC +1 (Lasts 1 minute) Ac now 23 (27 vs giants)
| GM Fuzzfoot |
Flaming Boulder: A large boulder that came crashing into Trunau not long after the raid began sits in the middle of the hill between the two barricades (area L11a). The boulder is nearly 10 feet across, and the PCs can roll the stone down the hill (toward the gates) at almost any angle. Additionally, the boulder picked up some of the same alchemical reagent that set fire to the trees in area L8, and can be ignited with a
torch. Starting the boulder on its journey downhill requires a move action and a successful DC 13 Strength check. The boulder travels in a 10-foot-wide line, attacking all creatures in its path. The boulder has a melee attack bonus of +10; on a successful hit, it deals 3d6 points of bludgeoning damage (plus 1d6 points of fire damage if it’s on fire). In addition, any creature struck by the boulder must succeed at a DC 10 Reflex save or be knocked prone. The boulder crashes through any
barricades in its path, but comes to a halt when it hits a sturdy solid object such as the inner quarter’s wall.
Rolling Logs: Two bundles of logs have been lashed to the western side of the westernmost barricade, one on each side of the road (areas L11b). This timber can be cut loose to roll downhill with devastating effect. Releasing the lashings of one of the log bundles requires two full-round actions (thus, releasing a bundle takes one character 2 rounds, and two characters 1 round; four characters could release both bundles in 1 round). Alternatively, a bundle can be released as a standard action by dealing at least 2 points of damage to the lashings with a slashing weapon. When unleashed, a bundle of logs tumbles down the hill in a 20-foot-wide line, attacking all creatures in its path. A bundle of rolling logs has a melee attack bonus of +15; on a successful hit, it deals 3d6 points of bludgeoning damage. In addition, any creature struck by the logs must succeed at a DC 15 Ref lex save or be knocked prone. The rolling logs stop when they reach the western curtain wall.
Party Status:
Belir: (lead blades through round 28, aegis through round 9)
Gundar (5 dmg)
Thozar: (barkskin through round 299)
Thuradin: (10 dmg)
Torith:
Ulark:
| Thozar Earthchanter |
"Anyone have a torch? A flaming boulder rolling into the orcs might be well worth the trouble!" he remarks, enjoying the thought of rolling it down the hill.
________
Thuradin is down 10?! Take the wand warpriest and heal thy self! You too Mr. Ranger, take a hit on that wand.
| Torith Torson |
Tortih doesn't really have any prep he can do unless he puts up a couple of his walls. Those could ne used to block our attacks on the orcs so i'm not keen to do it."
"That sounds like a great idea, Thozar. Use their own rock against them! It's a shame it's much heavier than i can move, though i should be able to help guide it by cutting a furrow in the dirt."
(Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
| Thuradin Drackenforge |
Actually, I show I'm only down 2 hit points. I was at 1 out of 17 after we finished off the orc looters. Thozar used his wand and cured 2 points, I used the last 2 charges from the wand we found in the Plague House and healed another 4 with the first charge and then another 8 points from the last charge, which should put me at 15 hit points. Add to that the 7 points from leveling up and 3 points from the Toughness feat and I should be at 25 out of 27 hit points at level 3.
| GM Fuzzfoot |
Yep, you're right - I missed noting that last wand charge. So only 2 damage for you right now.
| Thozar Earthchanter |
Is everyone ready? I don't have anything else I can do with the 2 rounds before they break through.
| Thuradin Drackenforge |
Round 1: Thuradin will cast Divine Favor (+2 Deflection bonus to AC) upon himself. it will last for three minutes.
Round 2: he will pick up a longspear and use his Good blessing to imbue it with holy power. i.e. it will do +1d6 damage against evil creatures and is considered good for the purpose of overcoming DR for 1 minute.
| Torith Torson |
| 1 person marked this as a favorite. |
Dwarf Avengers Assemble!
| Ulark Twiceforged |
"Anyone have a torch? A flaming boulder rolling into the orcs might be well worth the trouble!" he remarks, enjoying the thought of rolling it down the hill.
Ulark winces for a moment. "No, I'll admit to getting over confident in dwarven eyes. I forget there's more to fire than just a light."
Having no buffs to cast and no plan better than stand and fight, Ulark waits and Braces himself for the coming attack.
| Kragmyr Grudgekeeper |
Inspired rage to take effect on round of combat. Gives all who accept it +2 Str, +2 Con, +1 Will, -1 AC, and 2x natural weapons if they choose to use them, in the form of spectral axe and hammer
"Lo, there do I see my father,
His mail split by orc axe.
Lo, there do I see my mother,
Her blade and bodice stained red.
My sisters and my brothers,
Taken before their time.
Lo, there do I see the line of my people,
Dead, defending hearth and home.
Lo, they do call to me,
They bid me take my place among them
In the Halls of our Ancestors.
Where the brave shall live forever,
Where thine enemies have been vanquished,
Nor shall we mourn but avenge,
For those who have died
The glorious death."
As he says this he will put his bloodied hammer on his back. Holding his hands out there will appear a spectral hammer and axe, both translucent.
"Our ancestors are with us! See now brothers, that kith die, kin die, but a good name lives forever!" As he says this beads of sweat appear on his brow, at the concentration it takes to keep the weapons in his hands.
If you accept the rage song the natural weapons make dual wielding actually work. 1d6 damage +strength Bonus, 2 attacks with no penalties. So for example, Kragmyr gets 2 attacks, both at +4 hit, 1d6+5 damage when using power attack
| GM Fuzzfoot |
OK, shall we begin? I am just going to warn you, this is not going to be a quick combat, as wave after wave of orcs are coming...
Belir: 1d20 + 3 ⇒ (15) + 3 = 18
Gundar: 1d20 + 1 ⇒ (3) + 1 = 4
Kragmyr: 1d20 + 2 ⇒ (10) + 2 = 12
Thozar: 1d20 + 4 ⇒ (3) + 4 = 7
Thuradin: 1d20 + 1 ⇒ (16) + 1 = 17
Torith: 1d20 + 3 ⇒ (10) + 3 = 13
Ulark: 1d20 + 1 ⇒ (3) + 1 = 4
Orc: 1d20 + 0 ⇒ (16) + 0 = 16
Orc: 1d20 + 0 ⇒ (11) + 0 = 11
Orc: 1d20 + 0 ⇒ (14) + 0 = 14
Orc: 1d20 + 0 ⇒ (14) + 0 = 14
Orc: 1d20 + 0 ⇒ (2) + 0 = 2
Orc: 1d20 + 0 ⇒ (6) + 0 = 6
The second gate falls, and the orcs come pouring in.
Round 1: (Bold may act)
Belir: (lead blades through round 28, aegis through round 9) 18
Thuradin: (2 dmg, divine favor thru rnd 28, Good blessing thru rnd 9) 17
Red Orc: 16
Green Orc: 14
Yellow Orc: 14
Torith: 13
Kragmyr: (5 dmg) 12
Purple Orc: 12
Orange Orc: 11
Thozar: (barkskin through round 299) 7
Blue Orc: 6
Ulark: 4
Gundar (5 dmg) 4
Belir
|
Belir stays his ground.. Seeing the orcs line up he yells back at the group from his position. "Roll the boulder down on em!"
Delay.
| Thuradin Drackenforge |
What would it take to get the boulder lit and moving? Can that center section of the barricade be moved out of the way and then replaced?
| GM Fuzzfoot |
Instructions were in a spoiler above, but here is the part most relevant to your question.
Starting the boulder on its journey downhill requires a move action and a successful DC 13 Strength check. The boulder travels in a 10-foot-wide line, attacking all creatures in its path. The boulder has a melee attack bonus of +10; on a successful hit, it deals 3d6 points of bludgeoning damage (plus 1d6 points of fire damage if it’s on fire). In addition, any creature struck by the boulder must succeed at a DC 10 Reflex save or be knocked prone. The boulder crashes through any
barricades in its path, but comes to a halt when it hits a sturdy solid object such as the inner quarter’s wall.
Regarding the barricade, no - it is too late to try to move it. It would take minutes, not rounds. So after the boulder, there will be a lrge gap in it.
| Thuradin Drackenforge |
Thuradin will move to the pile of lumber on the opposite side from Belir and ready an action to cut the logs loose once the orcs break through.
| GM Fuzzfoot |
OK, so here we go!
Red, green and yellow surge forth. Double move. They can't charge because of the barricade.
Omast has a readied spear waiting, but fails to hit the orc.
Readied Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Thuradin's readied action also kicks in.
Readied Attack vs AC 5: 1d20 + 6 ⇒ (12) + 6 = 18
The logs are cut free, and start tumbling at the orcs.
Hit Green?: 1d20 + 15 ⇒ (17) + 15 = 32
Damage: 3d6 ⇒ (2, 3, 4) = 9
Reflex Save: 1d20 + 0 ⇒ (13) + 0 = 13 Knocked prone
Round 1: (Bold may act)
Thuradin: (2 dmg, divine favor thru rnd 28, Good blessing thru rnd 9) 17
Red Orc: [16]
Green Orc: 9 dmg, prone [14]
Yellow Orc: [14]
Torith: 13
Kragmyr: (5 dmg) 12
Belir: delaying (lead blades through round 28, aegis through round 9) 18
Purple Orc: 12
Orange Orc: 11
Thozar: (barkskin through round 299) 7
Blue Orc: 6
Ulark: 4
Gundar (5 dmg) 4
| Gundar Forgelight |
Apologies for the absence. If Gundar can retro-actively do his prep, he will take a longspear, carry it to his spot on the barricade, and prepare his crossbow. If not, he has no longspear.
Gundar watches with a disapproving eye as Belir spurns the fortifications, however poor they may be. That is not the way our ancestors held their own, Gundar thought. He imagined the haranguing a dwarven soldier in his long-left home would have gotten from his mother if they dared show such lack of discipline. But Gundar held his tongue. In this group he was neither captain nor sergeant, and had no place giving orders. He put his thoughts to the battle ahead, hefting his crossbow and looking for a good target.
| Torith Torson |
Torith focuses his earth gathering powers and gets ready to send the rock hurtling at the orc in front of him. Each time he does it seems to get a little easier, and this time the rocky batter seems even denser and harder than before.
"Hey toothy! Trunau don't want you here. Sod off!" he says as the rock hurtles towards the orc from point blank range. I think the cover means no opportunity attack.
earth blast, point blank: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
earth blast damage: 2d6 + 5 + 1 ⇒ (5, 5) + 5 + 1 = 16 Yikes that's gotta hurt!
Torith takes a step back from the barricade to give his dwarven allies more room to maneuver.
| GM Fuzzfoot |
Unfortunately, the cover also means you can't attack red or yellow. I am not sure from your description, so you might have meant green, and since he is the only one you can attack, I'll go with that.
The green orc, lying on the ground bleeding from the log roll, suddenly bursts into pieces as shard of earth shred him.
Purple charges Thuradin, but slips at the last second and fails to land a blow.
Attack: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Orange double moves and climbs over the log pile (so no cover at present, but is ready to jump over the baricade.)
Round 1: (Bold may act)
Thuradin: (2 dmg, divine favor thru rnd 28, Good blessing thru rnd 9) 17
Red Orc: [16]
Yellow Orc: [14]
Torith: 13
Kragmyr: (5 dmg) 12
Purple Orc: -2 AC for 1 rnd [12]
Orange Orc: on top of logs 11
Thozar: (barkskin through round 299) 7
Belir: delaying (lead blades through round 28, aegis through round 9) 18
Blue Orc: 6
Ulark: 4
Gundar (5 dmg) 4