Jarreck Lightfoot
|
"That sounds like a great addition. Didn't know you could do that, ever resourceful.
| Guaire |
"Well...yes, i've nothing to add to that.
I reckon that, as long as we tread carefully, we could pull it off."
The hedgehog grunts, standing a foot next to him.
"I'll have to keep Spike here in check before you throw the web though. His battle spirit is high, then again it's shown he doesn't back off unless handled firmly or the enemy is of no threat anymore. Be that fleeing or dead."
Edit:
"But shall we head off? It sounds to me we've got our tactical plans mostly covered. If this Birdfeed is going to be put down, it won't happen unless we get to it."
Guaire checks the tune of his bowstring before making gesture of being ready to head out.
| Omo Nijj |
"I'm sure we will stumble through whatever needs to be done."
If we seem to pause, then please feel free to move the action along. Scene changes are a gms prerogative.
Jarreck Lightfoot
|
good to go here as well
| GM Niles Iron Gods |
Ok, but I'll need someone to describe how you approach the Hawk Palace. Do you approach all as a group, does someone sneak around the side, Do you hail the guards and try diplomacy, do you wait for the cover of darkness. All those decisions need to be made by players, otherwise I'm just narrating a novel to myself.
| Omo Nijj |
Reasonable concerns. I guess I'm a little confused about the relationship of Hawk Place to the rest of Scrapwall (would it be easy to approach without being seen? How many entrances are there? How many guards on each entrance? What is the bathroom situation? Could we sneak up through a toilet?) Though I do think cover of darkness is best.
| GM Niles Iron Gods |
Refer to this map which is also in my profile labeled "Map of Scrapwall" Hawk Palace is D on the map, the "Entrance" is labeled B. It a little more than 1/2 mile from the Entrance to the Hawk Palace....so only a few minutes walk.
| Seven.teen |
Been really busy tying up loose ends at work before I go away. Depending if there's any wifi this may be my last game post for a bit.
Seventeen considers, "We should try and enter by stealth under cover of darkness. I can turn invisible for short periods if needed. If there's a way of jamming the doors where the men are likely to be sleeping that would be ideal but if we end up in a mass combat I'll web the lot of them and you can pick them off from range. From what I've been reading any plan more complex than this is likely to fail, so we'll simply have to make it up as we go along as Omo says." She looks at Sevoth and says, "You're coming with us, you know the place well and I'd like you to guide us to Birdfood, can you find us a couple of nets by tonight?"
Regardless, Seventeen waits till darkness and then suggests that Jarreck scout ahead to see if the door is open. Just before he does this she'll cast mage armor and summon an earth elemental, which will earth glide following Jarreck. If he's attacked it will try to defend him.
If she needs to avoid being seen during the approach, she'll cast Vanish and double move to the doorway once it's been cleared.
Spells memorized:
1. Mage Armor, Obscuring mist Vanish
2. Web
Seventeen plans to.
1. Pre-cast Mage Armor
2. Summon an earth elemental to begin with, and make use of it's tremor sense to find enemies and soak up some damage.
3. Use obscuring mist vs archers
4. Vanish if she is targeted
5. Use web if she can get 3 or more minions or at least one big dangerous foe
6. Save at least 2 arcane reservoir points and a web for fighting Birdfood.
7. If there's nothing better to do she'll use the wand (30/44 charges used).
Birdfood fight:
1. She will summon a lesser air elemental, it's whirlwind ability may help deal with his hawks.
2. She will try to web him (trying to avoid hitting any players, but it's just too bad if sonic is caught up ;)
3. She will try to throw a net on him (if we get some)
| GM Niles Iron Gods |
And that is how you make a post pushing the action forward. Thanks Seven.
Sevoth nods at Seventeen I've planned on it. I'll leave the others here though, never know when the damned Smilers will show up...all of us gone will make em suspicious.
You guys have a few hours to prepare...
The Party waits until nightfall and then makes its way towards the Hawk Palace, guided by Sevoth Slaid who managed to get her hands on a few mesh nets made of a strange metallic substance (same as the nets fired by those robots under Torch).
Jarreck approaches close enough to see that there are two Orcs and a Smiler at the entrance to the "Hawk Palace"
Map is updated as "Current Map" in profile.
| Mortimer 'Mort' Burrwaddle |
Mort comes back to the party when his transformation ends and he creeps up on them.
"Okay, I've heard most of the plans and information. I've seen one ugly looking manticore though near the garbage dump, we might want to stay out of there if we can."
Mort seems a little on edge and a slightly more feral in some ways, perhaps a reaction to his transformations of late.
When Jarreck returns, Mort activates his spell-like ability and casts Chill Touch.
"How shall we proceed? Fast and loud? Or slow and silent? Regardless I think we will alert the others in the building whatever we do, unless one of us could put them to sleep or knock them out in one go we will have to fight to get them out of our way. So I'm voting for fast and loud, but minimize our sound output."
Mort will aim to approach silently together with Jarreck to try and surprise the three guards.
| Seven.teen |
Seventeen accepts a couple of nets and says, "I appreciate you getting these Sevoth. Well I guess this is a good a time as any, since it's full dark." She then tells Jarreck somewhat woodenly, "I believe it's traditional to wish somebody 'good luck' when they attempt something risky. Well good luck! My elemental will be by your side."
Seventeen summons a small earth elemental and bids it stay hidden and to defend Jarreck. Note it has +4 str/con due to her feats.
Seventeen waits for Jarreck's signal that's its all clear, and prepares to Vanish if needed so that she may approach the entrance unseen.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
| Guaire |
Guaire keeps his hedgehog in check, getting it to not make so much sound, as the temperful animal sometimes does.
"I could take a careful peek first, to see if they've anything ready for general alerts."
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
| GM Niles Iron Gods |
Jarreck Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Mort Stealth: 1d20 + 6 ⇒ (8) + 6 = 14
Seven Stealth: 1d20 + 3 ⇒ (14) + 3 = 17
Omo Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
Mort leads the non darkvision having party members forward and you are all hidden only 20 feet from the entrance.
Guaire are you going alone with no light source? Its dim light (moonlight) outside. Map is updated, let me know what is next.
Jarreck Lightfoot
|
apologies all, thanks for progressing things Niles
Jarreck whispers quietly to the others..."Based on the map Sevoth drew for us the barracks should be up the stairs to the left of where those three are right now. A lower entrance to the throne room in front of the barracks and a route to the throne room going around the back side of the barracks and across the elevated walkway to the throne room. I say we keep the high ground and stay on that walkway taking it to the throne room. Guaire can you hit the guy on the right? I'm going to try an sneak up on them an drop the orc on the left before he knows what hit him."
If no one objects, Jarreck will move over towards the room outside the
gates checking them quickly and quietly before scaling the wall(at D4) to come up behind the orc.
stealth: 1d20 + 10 ⇒ (11) + 10 = 21 moving from the group to the room
perception: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12 stopping at the room and checking the door
acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28a running start to make it up the wall and look over
If all of this has been possible without the guards noticing him to this point. Jarreck moves forward quickly and quietly at the last moment drawing his sword to attack the hopefully unsuspecting orc(green).
2H power attack w/adamantine longsword: 1d20 + 5 ⇒ (1) + 5 = 6 just beautiful - nuke 'em Omo -.-
damage if a hit+SA: 1d8 + 6 + 2d6 ⇒ (7) + 6 + (3, 2) = 18
| GM Niles Iron Gods |
Orc 1: 1d20 - 1 ⇒ (19) - 1 = 18
Orc 2: 1d20 - 1 ⇒ (11) - 1 = 10
Smiler1: 1d20 + 7 ⇒ (18) + 7 = 25
Smiler2: 1d20 + 7 ⇒ (1) + 7 = 8
Jarreck scales the wall easily! He moves into the compound and attempts a wild swing, but the 4' high wall in between him and his enemy (they are higher...) interferes
Guaire: 1d20 + 3 ⇒ (4) + 3 = 7
Omo: 1d20 + 3 ⇒ (13) + 3 = 16
Seven.Teen: 1d20 + 3 ⇒ (8) + 3 = 11
Mort: 1d20 + 2 ⇒ (14) + 2 = 16
Jarreck: 1d20 + 4 ⇒ (1) + 4 = 5
Smiler: 1d20 + 4 ⇒ (1) + 4 = 5
Orcs: 1d20 ⇒ 12
Surprise Round
Jarreck swings!
Seven directs the elemental to charge! Charge: 1d20 + 9 ⇒ (14) + 9 = 23 Power Attack!: 1d6 + 8 ⇒ (4) + 8 = 12
Omo
Mort
Guaire
Round 1
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Surprise Round for Omo,Mort and Guaireand Round 1 for Omo and Mort! The party is 20' away from the entrance
Jarreck Lightfoot
|
FYI, sorry if I wasn't clear - I was trying to come up/down the stairs at the orc from where D1 is on the map, its a miss pretty much any way we go
| Omo Nijj |
Omo tosses a lightning bomb at the blue smiler.
Bombs Away (RT): 1d20 + 8 ⇒ (13) + 8 = 21
Lightning Damage: 3d6 + 5 ⇒ (6, 3, 2) + 5 = 16 The two orcs take 8 damage (17 Ref for half damage) and the blue guy is dazzled for Rounds: 1d4 ⇒ 1.
| GM Niles Iron Gods |
@JArreck oh, you typed D4 earlier....
Omo hurls an electric bomb! The Smiler takes 14 damage and the two orcs
Reflex Red: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex Green: 1d20 + 2 ⇒ (1) + 2 = 3 each take 8. The Orc wounded by the elemental goes down!
Omo and Mort gets a Round 1 action. Mort and Guaire, I need surprise round actions.
Jarreck Lightfoot
|
Hmm so I did, unfortunately all I can do is chalk that one up to fat fingers and a lack of proofreading before submitting, sorry for the confusion.
| Mortimer 'Mort' Burrwaddle |
Mort takes a move action to come closer to the enemies in the surprise round.
Round 1
Mort approaches blue and zaps him with his Chill Touch spell. Coming just south of him
Chill Touch Attack: 1d20 + 5 ⇒ (12) + 5 = 171d6 ⇒ 5 DC 16 Fort save or lose 1 Str
| Guaire |
Guaire shoots at blue as well.
Shot, PBS?: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Dmg, PBS?: 1d8 + 1 ⇒ (4) + 1 = 5
Round 1
If by his turn blue is still standing, Guaire shoots at blue, otherwise on the closest target to come.
Rapid, PBS: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 Dmg: 1d8 + 1 ⇒ (3) + 1 = 4
Rapid, PBS: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 Dmg: 1d8 + 1 ⇒ (5) + 1 = 6
| GM Niles Iron Gods |
Omo hurls a bomb, dropping an Orc and wounding the others.
Mort casts Chill Touch
Guaire fires his bow, hitting for 5.
Round 1
Omo Waiting on Action
Mort moves and touches the Smiler Fort: 1d20 + 5 ⇒ (7) + 5 = 12 Mort hurts the Smiler for 5, and he loses 1 STR.
Orcs
Seven
Guaire
Jarreck
Smilers
I need Omo's Round 1 Action
| Omo Nijj |
Omo pulls out his crossbow, attempting to feather the smiler. Unfortunately, the bolt misses by a wide margin.
krr-pow: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d6 ⇒ 5
| GM Niles Iron Gods |
Omo hurls a bomb, dropping an Orc and wounding the others.
Mort casts Chill Touch
Guaire fires his bow, hitting for 5.
Round 1
Omo pulls out a crossbow and fires it, missing
Mort moves and touches the Smiler. Mort hurts the Smiler for 5, and he loses 1 STR.
Orcs
Green attacks Mort with a vicious downward chop of his falchion Falchion: 1d20 + 6 ⇒ (16) + 6 = 22 hitting the gnome for 2d4 + 7 ⇒ (4, 2) + 7 = 13
Seven levels her wand at the orc and blasts it! 31/44 2d4 + 2 ⇒ (1, 4) + 2 = 7 Her elemental bashes the Orc! Bash: 1d20 + 7 ⇒ (17) + 7 = 24 Bash!: 1d6 + 8 ⇒ (5) + 8 = 13 the Orc goes down.
Guaire fires two arrows, slaying Blue!
Jarreck
Smilers
Need Jarreck
Round 2
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Jarreck Lightfoot
|
Niles how high is it up to the elevated walkway where Green is? Jarreck has 40' of movement, can he make it jumping down and skirting the edge of the building with 2 good acrobatic rolls? Still being able to attack?
acrobatics(jump down): 1d20 + 10 ⇒ (18) + 10 = 28
acrobatics(jump up): 1d20 + 10 ⇒ (18) + 10 = 28
Jarreck jumps down and runs quickly along the main building jumping up to the level where the guy is on the upper walkway.
2H power attack w/adamantine longsword: 1d20 + 5 ⇒ (20) + 5 = 25
damage if a hit+SA?: 1d8 + 6 + 2d6 ⇒ (4) + 6 + (5, 3) = 18 added SA because I don't see where this guy has joined combat
confirm?: 1d20 + 5 ⇒ (14) + 5 = 19
damage(confirm): 1d8 + 6 ⇒ (1) + 6 = 7
| GM Niles Iron Gods |
The elevated walkway is 6 feet above the other level. So you could make it with those awesome Acro rolls, however no attack this round.
Jarreck impressively makes it to the walkway to threaten the smiler.
Smilers
Green shouts What's this then! and hastily backs up drawing his pistol and leveling it at Jarreck Bang: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d8 + 1 ⇒ (4) + 1 = 5
Perception: 1d20 ⇒ 11
Round 2
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Need actions from Mort, Guaire and Jarreck again!
| Mortimer 'Mort' Burrwaddle |
Mort moves further down the stairs until he comes close to the end of the stairs, he takes a good look around to see if there are more enemies to be seen before risking a hasty assistance to help Jarreck.
Moving to the square four places south of the smiler on the walkway.
| GM Niles Iron Gods |
Jarreck impressively makes it to the walkway to threaten the smiler.
Smilers
Green shouts What's this then! and hastily backs up drawing his pistol and leveling it at Jarreck hitting him for 5
Perception: 1d20 ⇒ 11
Round 2
Omo drinks his cognoten and moves up.
Mort moves down the stairs
Orcs Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Seven moves up and the elemental moves also.
Guaire double moves sorry no attack, and your posted action didn't give me any description of where you are moving or you didn't draw an arrow. I was nice and doubled moved you to a spot where you can attack next round. I also moved your Pilo, since I think you might've forgotten about him.
Jarreck
Smilers
Just waiting on Jarreck's action
Round 3
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Jarreck Lightfoot
|
Its a shame my previous rolls didn't carry over :(
Jarreck winces momentarily as the round hits him. "That wasn't very nice, tsk tsk Suddenly a dagger appears in his off hand and he steps back into the Smiler's face.
swift action use sping loaded wrist sheath to draw dagger
5' step towards green
longsword(main): 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d8 + 2 ⇒ (6) + 2 = 8
dagger(off): 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d4 + 1 ⇒ (3) + 1 = 4
a real shame....
| GM Niles Iron Gods |
Jarreck attacks in a flurry, but the poor lighting conditions coupled with the rickety walkway make his attacks wild.
Smilers
Green shouts Up and at em! Up and at em! and backs up, he reloads his weapon.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Round 3
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Omo and Mort are up
| Mortimer 'Mort' Burrwaddle |
Mort drops his shield, draws his blowgun and fires a single dart at the green smiler, a dart laced with blackadder venom.
Blowgun dart, Beyond firing range: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 221 = 1 Fort Save DC 11 or 1d2 Con Damage.
| GM Niles Iron Gods |
Round 3
Omo drinks a shield extract and moves up...
Mort fires his blowgun and hits! Fort: 1d20 + 5 ⇒ (15) + 5 = 20
Orcs 1d20 - 1 ⇒ (13) - 1 = 12
Seven blasts the Smiler 2d4 + 2 ⇒ (2, 3) + 2 = 7 32/44 The Elemental stands in front of the door and prepares to do battle.
Guaire
Jarreck
Smilers
Guaire and Jarreck
| Guaire |
"You'll get him Jarreck, let me soften him up a bit."
Guaire 5ft step if possible NW, otherwhise he moves to the square below Mort.
If 5ft possible, rapid shot.
Rapid, PBS: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 Dmg, PBS: 1d8 + 1 ⇒ (3) + 1 = 4
Rapid, PBS: 1d20 + 9 - 2 ⇒ (3) + 9 - 2 = 10 Dmg, PBS: 1d8 + 1 ⇒ (4) + 1 = 5
Spike heads to the square west of Mort.
Jarreck Lightfoot
|
Even though frustrated with the last attack, Jarreck presses his attack keeping the smiler off balance
5'step and full attack
longsword(main): 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d8 + 2 ⇒ (3) + 2 = 5
dagger(off): 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d4 + 1 ⇒ (2) + 1 = 3
| GM Niles Iron Gods |
Round 3
Omo drinks a shield extract and moves up...
Mort fires his blowgun and hits!
Orcs
Seven blasts the Smiler for 7 32/44 The Elemental stands in front of the door and prepares to do battle.
Guaire fires twice, hitting once for 4.
Jarreck continues his assault, but misses the wildly dodging Smiler.
Smilers
Green backs up and fires at Jarreck Bang: 1d20 + 8 ⇒ (4) + 8 = 12 but Jarreck's assault forces him into an awkward shot and he misses!
Red opens the door to the barracks and sees attackers! He fires at the Elemental Bang: 1d20 + 8 ⇒ (10) + 8 = 18Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Perception: 1d20 - 1 ⇒ (16) - 1 = 15 Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Gold also fires on the Elemental Bang: 1d20 + 8 ⇒ (13) + 8 = 21Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Round 4
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Omo and Mort
| Mortimer 'Mort' Burrwaddle |
Mort hears and sees new enemies apporaching, sighs and drops his blowgun then picks up his shield again,a fter that he is ready for the new enemies.
Move action to pick up my shield, another move/standard action to fasten it again.
| Omo Nijj |
Omo will scurry quickly (Double Moving) to get around the lip of the stairs so that he can see into the barracks but use the wall as some amount of cover.
Current AC: 24
| GM Niles Iron Gods |
Round 4
Omo moves as indicated on the map thank you for drawing the lines!
Mort picks up his shield and straps on.
Orcs rouse themselves from sleep.
Seven casts Create Pit Reflex 1: 1d20 + 9 ⇒ (8) + 9 = 17 Reflex 2: 1d20 + 9 ⇒ (5) + 9 = 14 One of the Smilers falls into the pit 2d6 ⇒ (4, 1) = 5 but the others dodges aside. The Elemental jumps into the pit 2d6 ⇒ (6, 5) = 11 and attacks the Smiler! Bash: 1d20 + 7 ⇒ (9) + 7 = 16 Bash: 1d6 + 8 ⇒ (6) + 8 = 14
Guaire
Jarreck
Smilers
Guaire and Jarreck
| Guaire |
"Darn, he's moving out of my sight."
Guaire moves up the stairs, to the square above Omo.
"Now i can see you again."
Shot & smiler, PBS: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 Dmg, PBS: 1d8 + 1 ⇒ (1) + 1 = 2
Curses...
Jarreck Lightfoot
|
Jarreck coñtinues to follow his opponent in as much a dance to keep from getting hit while connecting with sword or dagger.
5'step and full attack
longsword(main): 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 2 ⇒ (1) + 2 = 3
dagger(off): 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 + 1 ⇒ (1) + 1 = 2
| GM Niles Iron Gods |
Round 4
Omo moves as indicated on the map thank you for drawing the lines!
Mort picks up his shield and straps on.
Orcs rouse themselves from sleep.
Seven casts Create Pit One of the Smilers falls into the pit taking 5 but the other dodges aside. The Elemental jumps into the pit taking 11 and attacks the Smiler!hitting for 14
Guaire fires his bow, hitting for 2
Jarreck keeps up his attack, hitting once for 3
Smilers
Green backs up again and reloads his pistol
Gold lets go of his pistol and draws his dagger. He attacks the Elemental from prone Attack: 1d20 + 2 - 4 ⇒ (19) + 2 - 4 = 17 the elemental is destroyed.
Red reloads and shouts at the Orcs to Get up! and stop loafing!
Birdfood appears on the walkway behind Jarreck. Oho! We have company! he fires an arrow at Jarreck's back! Bow: 1d20 + 12 ⇒ (10) + 12 = 22 hitting Jarreck for 2d6 + 3 ⇒ (4, 6) + 3 = 13
Sevoth Slaid appears behind the Green Smiler and Beatdown: 1d20 + 7 ⇒ (7) + 7 = 14 grabs him! flatfooted CMD!
Round 5
Omo
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Birdfood
Sevoth Slaid
Omo and Mort
| Omo Nijj |
Worried about the noted marksmanship of Birdfood, Omo moves to where he can see the archer through the door and tosses a shock bomb up to land at his feet. It explodes with devastating force!
Bombs Away (RT): 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Electrical Damage: 3d6 + 7 + 1 ⇒ (2, 4, 5) + 7 + 1 = 19
Bombs Away (Critical Confirmation): 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Electrical Damage: 3d6 + 7 + 1 ⇒ (1, 1, 2) + 7 + 1 = 12
Birdfood is dazzled for Rounds: 1d4 ⇒ 4.
| GM Niles Iron Gods |
Round 5
Omo goes boom and Birdfood feels it. 21 damage.
Mort
Orcs
Seven
Guaire
Jarreck
Smilers
Birdfood [dazzled 4/4]
Sevoth Slaid
| Mortimer 'Mort' Burrwaddle |
Mort takes two steps north and begins casting a spell, suddenly a cloud of mist surrounds him as he stands in front of the door, obscuring anything that happens behind him.
Casting Obscuring Mist so that I block sight to the rest of the party.
| GM Niles Iron Gods |
@Omo I made a math error, you did 31 damage.
Round 5
Omo goes boom and Birdfood feels it. 31 damage.
Mort casts obscuring mist
Orcs arm themselves with javelins and falchions
Seven says I can't see! Where is everyone
Guaire
Jarreck
Smilers
Birdfood [dazzled 4/4]
Sevoth Slaid
Guaire and Jarreck are up, the circle is Obscuring Mist. No vision beyond 5'