Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21
Lolygert notes the claw marks and nods sagely, calling to the others, "Looks like there's a wee critter down here....bit of water too....and a cave..."
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
To Lolly's alert about the well, Aurora comes over to join him in observing it. "Quite the drop, that is... even if we had enough rope for a rappel, it'd be horribly grueling to climb back up."
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
The dwarf begins peering at the ground around the well; statue; and mausoleums.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
At Talathel’s side, Anzath checks the compartment and handle for signs of a trap.
Perception-Light Blindness+Trapfinding:1d20 + 12 - 1 + 3 ⇒ (17) + 12 - 1 + 3 = 31
Anzath: No traps. You slide it open, cautiously. Inside is an enormous iron key. Tragershen, nearby blasting Detect Magic, sees that it radiates a faint aura of conjuration magic.
Bedlam sees plenty of ratprints, ranging from small to improbably large (even for dire rats). He also sees humanoid footprints. His hunch is that they are undead--occasionally a toe will be missing, or a heel is bone rather than flesh.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Anzath takes the key and takes a longer look at the statue. Any indication who the personage might be?
Kn. Local?:1d20 + 6 ⇒ (19) + 6 = 25
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam points out his findings to the group. The dwarf then studies the statue; before looking over the Mausoleum.
Perception:1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
Anzath knows that this is dwarf was likely from a distant land, someone who traveled here for adventure and to fight the evil of the depths. This, his grave, warns travelers to pass on to their homes and to fight the evil in their hearts instead of the evil in these halls. And yet, the heavy key...
...Bedlam sees that it is precisely the right shape for the keyhole in the central mausoleum.
As one of our too-coo-for school elves leans back against the wall of the mausoleum, one of our longer-haired adventures (likely Tragershen) notices that one of the gargoyles is moving!
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam smirks sarcastically.
Me nev'r seen dis coming!
Tragershen senses the movement an instant before it actually starts. He casts his most powerful spell as a means of alerting his friends; they should know when the celerity rises in their blood that danger is upon them!
With the speed upon him, he glides over to Tslsthel, ensuring that any gargoyle that comes for him has to content with his elven skills first.
Casting haste on everyone except Mone. Drawing his club as he moves next to Tslathel. I am assuming Anzath is close to him, so he'll take a position close to both that minimizes flanking risks.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
After whatever buff Aurora likely casts.
In a flash, Anzath has her crossbow out and loaded. She levels it at one of the gargoyles who has yet to move and aims for a killshot.
Crossbow+Haste vs FF:1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 VS dmg+SA:2d8 + 1d6 ⇒ (1, 8) + (6) = 15 +2 dmg from immediate ST if it hits.
Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!
Knowledge Arcana:1d20 + 9 ⇒ (2) + 9 = 11
Talathel is only a few times more familiar with the nature of gargoyles than the common adventurer.
I must study harder!
How close are the various gargoyles to the elven trio? I'm trying to work out if they're so close I can charge them while covering the others with AOO.
Can Talathel charge while keeping his friends in his threatened range? 1 yes 2 no:1d2 ⇒ 2
Not this time! It'd be a pretty odd configuration that would allow you to do so. However, you can charge the ones grabbing Adelie or the one fighting Lolly, if you're also willing to leave Tragershen and Anzath to their own devices. Or ready/delay. And you can assume that Bedlam bellows what he knows about the monsters.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
As the key is taken to the mausoleum, Aurora hems and leaves the well she was staring down the depths of in favor of staying near the group. She narrows her eyes as the gargoyles spring to life to press an assault against the group, and lofts her holy symbol as she speaks a prayer. If necessary, she adjusts her position as much as she can to ensure as many targets as possible are affected.
Prayer! — Aurora and all of her allies in a 40ft. radius burst gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of their foes takes a -1 penalty on such rolls. 6 round duration.
Lolly, after all, has been attacked by a gargoyle so this makes sense. We'll say he's also within range of Adelie and her devious duo of gargoyles. Bedlam will have to move to reach them, though.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam moves into a flank with Lolly. The dwarf swings his magical heavy pick at a gargoyle attacking the druid.
Melee +1 heavy pick:1d20 + 9 + 1 + 1 + 2 ⇒ (2) + 9 + 1 + 1 + 2 = 151d6 + 6 ⇒ (2) + 6 = 8
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Looks like 5 more just shooting the s%#&...for now!
I think it's time for Lolly to open up a can of his finest whup on these guys, at which point the next five gargles will swoop in on you! I'll randomize it, but odds are Tal will get at least an AOO or few in there, and then you can take your turn with Adelie and Mone. Unless you've gotten bored, and feel like taking a normal turn now, of course, Tal.
Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21
Lolygert fends off the gargoyle's attack, shouting back at Bedlam "Ok, lots of arms and wings! Got it!"
He the sees that two of the critters had attacked his new friend Adelie. Frowning at the unfairness thus displayed, Lolygert got angry fast.
A deep bestial growl come from deep in his chest, his eyes bug out much more than usual, and with a shout he forgets the gargoyle threatening him and launches himself at the nearest gargoyle threatening amelie.
One thing the others note is that Lolygert's sword transforms as well...now showing brilliant patterns of savage animals rending and tearing at unfortunate victims...
Adelie had shoved his scimitar into the gargoyle's stony embrace, doing a paltry amount of damage--but somehow, Lolly's mighty hack took advantage of that crack in the rock!
Ok, now everyone else gets their AOO. I hate grapple. Going to post what I've done so far and eat breakfast.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam pauses; looks at the hidden camera, and grunts.
Me Be lik'n sum breakfast!
Human Druid (6) | HP:50/50 | AC:16 | FF:14 | T:14 | F+7; R+2; W+9 | Init +1 | Perc +10 (darkvision 60)| Active Effects: Wildshape
Can Adelie Wild Shape? If so,
Adelie's small success with his scimitar does little to boost his confidence in it. Giving up on hitting things with a sharp stick, he uses his druid ability to become a dire lion.
Mone won't get an AOO because mobile enemies are smart enough to position themselves advantageously when fighting against foes in the open who aren't wielding reach weapons. Tal got his because he's got the reach to force them to cross his threatened area in order to work their mischief. Wild shape works, though!
Tragershen Gargoyles x 1 Anzath Aurora Bedlam Lolly Gargoyles x 5 (v. Au d8, v. Ad d6, v. Tr d35, v. Ta d13) Adelie and Mone (A is grappled, dire lion by the tail) Talathel
Aww heck I missed that it's Tragershen's turn! You may act, Trag! Note that the one grappling you is at death's door!
In the back of his mind, Tragershen considers options for techniques to deal with grappling.
In the fore of his mind, Tragershen tries to see what the gargoyle is going to do in order to get in a good strike. He drops his club in favor of his dagger; a weapon more suited for the close quarters.
Tragershen Gargoyles x 1 Anzath Aurora Bedlam Lolly Gargoyles x 5 (v. Au d8, v. Ad d6, v. Tr d35, v. Ta d13) Adelie and Mone (A is grappled, dire lion by the tail) Talathel
Sloppy GMing over here, I also forgot that gargoyle DR/Magic would protect them from Mone's bites and Adelie's scimitar. Gotta get my head into the game! I err on the side of the players, though, so only Tragershen will suffer for this discovery. That's not a magic dagger, is it, Trag?
Tragershen's dagger rings against the stony gargoyle, but it doesn't flinch.
The last of the first set of gargoyles moves to fight Lolly:
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam 5' steps into a flank with Lolly. The dwarf swings for the Gargoyle from 1st set.
Melee +1 heavy pick:1d20 + 9 + 1 + 1 + 2 + 1 ⇒ (1) + 9 + 1 + 1 + 2 + 1 = 151d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Lolygert 'Lolly' Endeferr Human Barbarian 7/Cleric 1 HP:88/88 AC:22 CMB:+11 CMD: 25/22ff Fort +12 Ref +7 Will +7 Rage:16/21
Just a note, while raging lolly's hp is 72, ac is 22 from haste
Lolyget smiles balefully as one of the gargoyles confronts him, chuckling as it's claws and horn raise large scratches on his arms, "Hahaha....that tickles "
Then with a swift torque of his hips, the ferociously glowing sword raises and .....falls.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
I forgot Flanking and Light Blindness, which nets another +1 to all attacks.
The gargoyles, sensing that they are getting the worst of the fight, do not retreat. Is that a stony grin spreading across their faces, or were they always carved that way?
vs. Adelie: 17 AC normally, +1 haste, +4 natural armor as large creature, -5 loss of armor/shield, -1 dex penalty for large, -2 dex penalty grapple = AC 14, I think! Plus factor in that the gargoyle takes -2 for grappling. Did I forget anything?
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Bedlam’s will always be impressive in that it was a single attack.
HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)
It occurs to me I calculated my starting equipment using a level 1 Ranger's average gold. Was there supposed to be a bump to the gold for level 2? I'm always bad about figuring that stuff in unless someone gives me the number during chargen, lol.
Yeah, easy to miss that in the shuffle since we decided to go level 2 on the fly. You get your 1000 gp for being level 2, minus whatever you've spent already. Feel free to spend it, or you can just have it jingling in a sack until you get a chance to shop at Zelkor's Ferry--there might be a few deals available for anyone willing to jump into the negotiations between Elma Bourse and her in-town supplier...
Erm, I think your accomplices have formed a pretty solid wall o' death between you and the kobolds. But you can double move to be part of the wall, ready to get into it next turn (currently limited supply of kobolds permitting).
But Bites Ears is sitting next to the only kobold not in the main group (except of course the one who is currently hightailing it up the river)...
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
There's only so many of those many, many kobolds that can actually be attacking us at once... right? Taking out the ogre sounds like a good idea to me, and it doesn't look like we have much in the way of ranged capability so it looks like we might just be wading into a sea of kobolds to do that.
I echo joden's concern. If we are falling back to the town, why wouldn't we use the raft and want to get back inside the town, as opposed to trying to fall back through the enemy forces?
Female Human Cleric of Nethys 8 | 71/71 HP (4/4 TEMP) | AC 22 (20; Haste, no Shield), T 12 (13), FF 20, CMD 21 | Fort +10 (+11), Ref +5 (+7), Will +13 (+14) (+1 vs. fear) | Init +1 | Perception +5 | 2/6 Channel Energy; 6/8 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Haste, Prayer, Aid
I'm good with taking the cautious approach as well. It's not as epic as facing down a whole army but it is vastly less likely to see us TPKed at the start, and we're only level 2.
The party seems to want to save its own skins--I'll rewind the scene to have you all fall back to the boat and then head around to the town. I'll warn you ahead of time that you face a strong likelyhood of being teased by Captain Lamb and the locals for abandoning the surprise attack; but probably (probably) no repercussions that are too serious...
Also my many apologies for jumping to the wrong conclusion earlier. I'll be more careful in the future!
Trying to get a bit of clarity, and perhaps it is simply my trouble with visualizing your description, but if we spot a gauntlet with two columns of kobolds on either side of the road, 10 deep, with an ogre at the terminus of it, being forced into this setup seems a little suicidal (they've clearly set up a gauntlet to meet us coming from behind, our surprise attack being blown?), which is why I think the proposal to fall back was made. I would think we would rather attack on the end of the battle line, trying to affect a break there and have it roll up, but being immediately forced to the center (seems like its the option you want us to face with how you jumped from one post by Tragershen to us moving to that scene) of 100 kobolds capped by an ogre, an intelligent and rather unseasoned party would likely forego facing the ogre if possible and choose to fall back.
Now, if you are open to us making an attack on another part of the line I would propose that, but it simply seemed like the only option being laid before us was striking at the vanguard of their assault, hence me echoing Joden's thought to fall back and reinforce.
Sigh. Let's take a day to get everyone on the same page. Everyone, please rank the following options based on your preference:
1. Fortunes Fortes Juvat: you attack the ogre and kobold army, trusting that the plan you concocted with Captain Lamb will succeed despite long odds--the first version.
2. Brand's Reassessment: You attack the kobold army in a way that tries to avoid the center and the ogre--would be a new post, adapting the first version.
3. Cautious Boatride: You go back to the longboat and approach the combat from within the walls--the second version.
While I originally intended to suggest option 2, I would be game to try 1 or 3. I would say 1; I still think if we can down the ogre quickly, the kobolds would break.
Cast yer votes, Brand and Joden: I think it'll be best if you let us know what you think, even if #1 has a commanding lead at the moment. There will likely be other moments where the party needs to come to a consensus before taking a risk, probably best to establish a dialog early.
I appreciate the layout clarity. I confess, being told to run a column gauntlet with an ogre at the top was part of the reason that Brand would have counseled attacking the flank from his scouting vantage point. As my interpretation of the post was clearly incorrect, combined with the fact that 4 of the 6 players have already voted for option 1 (giving it a majority), it looks like Option 1 it is!!!
Hope this clears it up. Note that the kobolds aren't in nearly so perfect ranks in "reality," I arranged them regularly to help me keep count. The big circle in the road is the ogre. The big blue line is the wall, with its slightly offset gate. The blue slashy line things are water.
Love the your parrot hanging out on the map! Yeah, that is totally different from what I was picturing. Hell, my idea of striking the flank doesn't even work. I was thinking it was a LONG line of 120 hitting the wall, with my envisioned "U-shape Gauntlet" before the gate.
Joden, what do you think? Will the ranger be dragged, grumbling, into a foolhardy attack on an entire army? Will he choose to fade into the woods? While there would be story repercussions for playing it super safe, I doubt anyone would blame Joden--though he'll either miss out on an invitation the victory party or have a lot of graves to dig, depending...
HP: 21/21 | AC 16 [17] (T13, FF 13 [14]) | CMB: +4 CMD: 17 | F:+5 R:+6 W:+1 | Speed 20 ft. | Init +1 | Dark vision: Per +8 (several bonuses depending on situation)
Sorry, figured you were just going by majority vote. My character’s statement is still hanging in the air as Chases and Hakram get ready to lead a roaring charge into what sounds like a line of rooted infantry. So...someone should probably answer him. :P
Hakram has not posted in any of his threads since Monday, March 26th (I am playing in a game he is GMing). Are you okay with botting him for the combat? In his last post he said Hakram was all for attacking the battle line, and given his enhanced size, would likely charge the ogre.
Hmm, hope our foxy groundhog is ok. Yep, I'm ok with the occasional botting--usually I'd try to do something less drastic than a full on coordinated charge when botting. But let's try Brand's plan. If Chases Moonlight and Jod are game, Hakram will follow.
Female Shoanti Lunar Oracle (Spirit Guide) 1 | HP: 19/19 | AC 20 (T14, FF 18) | CMB: +5 CMD: 13 | F:+3 R:+3 W:+5 | Init -2 | Low-light vision, Perception +8, Sense Motive +10, Diplomacy +7 | Speed 20 ft. | Spells lvl1: 2/5 | Wolf HP: 18/19 AC: 19 | Active Effects: Shield of Faith
So I wanted to apologize for my lack of activity. I've been working lots of 12 hour days and I haven't had a day off in two weeks. I think I'll be able to get things settled down soon, but for now, please bot me as needed.
I will try to post as I can.
As for the plan, Chases Moonlight is down to charge for sure.
No apology necessary, I have been working my tail off myself--and while I've had days that long, I also have had days off in the last two weeks. Yeesh. That's a lot of work.
Maybe we should take a couple days off ourselves. Let's hold things up until Saturday, and then hopefully we can get things back into the swing of a post per 24 hours, as I'd originally (and knowingly optimistically) hoped. I very much want this game to succeed and it would be amazing to watch you all discover some of the deeper depths of Rappan Athuk, but it'll take commitment and patience (among other virtues and vices).
Absolutely no hard feelings if anyone ever needs to bow out, and that's not a veiled hint at all. I hope you can all play a while yet, at least until you reach the outer layers of the megadungeon. PbP is sooo slooww though, which, of course, is part of its beauty.
If you receive this message, please post something short so I know, I'm checking the forums several times a day since my last work-wave crested. As they used to say,
"You must gather your party before venturing forth."
It does seem everything has become a bit disjointed. I am actively checking at least twice daily, and will continue to do so, hoping the rest of the party checks in and we get back on track!
Aurora, tell me more about this biweekly game--do you have a very determined group of adventurers willing to do biweekly IRL? Via screens? A very leisurely PbP? Just curious...