Dr Samuel Ballard |
Wary of any more would-be ambushers dashing out the nearby buildings, Sam tries to keep a close eye as they continue running.
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
GM Fuzzfoot |
Sam notices the sounds of crashing and grunting coming from within the houses at L6.
Round 12: (Bold may act)
Malthu
Sam
Yverstrix
Mortoth
Shivarra
Grod
Active Spells/Effects: None
Dr Samuel Ballard |
Psst! Sam hisses. Over there. and then points out the sounds of crashing from within those buildings.
Delay for now
GM Fuzzfoot |
Grod sees that the front door is open, and notices some orcs inside, ransacking the place. The others headed down the alley see much the same through a small window.
Round 13: (Bold may act)
Malthu
Sam
Yverstrix
Mortoth
Shivarra
Grod
Active Spells/Effects: None
Mortoth Spellborn |
Is the back door open too?
Mortoth circles the house, pulling out a small vial as he goes and taking a swift drink.
Move to the side of the door, then drink extract of shield. +4 AC for 2 minutes.
GM Fuzzfoot |
Not open, but a move action can open it.
Dr Samuel Ballard |
Sam dashes off after Grod.
Double moving!
Yverstrix Halfbloodsson |
Yverstrix rushes up next to Grod, then seeing the orcs, he steps into the doorway and calls into the room, "You're after being surrounded. I don't be thinking this will be ending well for you." He brandishes his axe and snarls, "Especially if you're after foolish enough to try to fight your way out."
Double move to door -- tried to put my figure in the doorway, but hard to manipulate on a tablet
GM Fuzzfoot |
Just waiting on Grod and Shivarra to chime in before I resolve the orcs response.
Grod the Cunning |
Motioning to Cera to make ready, Grod draws his greatsword and yells over Yver's shoulder "Hey! You want a fight, you got one. Get out here and take what's coming to you."
Hmm, I was trying to lure them out to get hit with a readied greatsword and rhino attacks, but given Yver's positioning that probably isn't going to happen. Oh well.
GM Fuzzfoot |
Blue opens the door and is shocked to find Malthu waiting, but his fast reflexes allow him to dodge the blow.
Green and orange both converge on Yver. Green misses, but orange connects a solid blow.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9
Round 14: (Bold may act)
Malthu
Sam
Yverstrix (9 dmg)
Mortoth (+4 AC for 20 rounds)
Shivarra
Grod
Active Spells/Effects: None
Dr Samuel Ballard |
Attack 1, Green: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
Sam snaps off a shot but watches it thud into the side of the house. Determined, he readjusts his aim.
Soft cover is the worst :(
Mortoth Spellborn |
Well, I seem to have a clean shot on Blue, so...
Mortoth raises his falchion, gripping it securely, then makes a textbook cut at Blue.
1d20 + 4 ⇒ (14) + 4 = 18, damage: 2d4 + 4 ⇒ (4, 4) + 4 = 12
GM Fuzzfoot |
Will Save: 1d20 - 1 ⇒ (16) - 1 = 15 Ah, the weak-willed orc...
Mr. Blue is cut deep, and becomes staggered, but he still has rage in his heart and a weapon in hand, so he swings at Mortoth. Then he steps back to let Mr. Pink get a turn, who aims his ire at Malthu. But the attack just misses due to the orcs misfortune.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Crit confirm?: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Misfortune...
Attack A: 1d20 + 5 ⇒ (16) + 5 = 21
Attack B: 1d20 + 5 ⇒ (10) + 5 = 15
Round 14: (Bold may act)
Malthu
Mortoth (+4 AC for 20 rounds)
Shivarra
Sam
Yverstrix (9 dmg)
Grod
Blue (12 dmg, staggered)
Pink (Misfortune)
Green
Orange
Round 15: (Bold may act)
Malthu
Mortoth (+4 AC for 19 rounds, 8 dmg)
Shivarra
Sam
Yverstrix (9 dmg)
Grod
Blue (12 dmg, staggered)
Pink
Active Spells/Effects: Shield on Mortoth
Dr Samuel Ballard |
Attack 1: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Attack 1: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sam tries again, and this time he is able to thread the eye of the needle. The arrow whistles past Grod's ear and thunks home in the chest of the orc threatening him.
Shooting at Green
GM Fuzzfoot |
I forgot Yver is out for a bit, so I guess I am holding us up...
Yverstrix swings at the green orc in front of him, injuring him severely. The he steps inside, getting out of Grod's way.
Great Axe Power Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Damage: 1d12 + 9 ⇒ (5) + 9 = 14
Grod may go, and then we will resolve orcs and then Sam.
GM Fuzzfoot |
The one-two power combination of Yver and Grod's strikes is devastating, cutting down the green orc where he stands.
Orange shouts a war cry and swings at Grod, but the attack is narrowly blocked.
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Seeing the first orc fall, Sam redirects his attack, putting a bolt in the (orange) orc's arm. It doesn't seem to slow him down.
Round 15: (Bold may act)
Malthu
Mortoth (+4 AC for 19 rounds, 8 dmg)
Shivarra
Sam
Yverstrix (9 dmg)
Grod
Blue (12 dmg, staggered)
Pink
Orange (3 dmg)
Grod the Cunning |
Shuffling slightly to the orc's side, Grod whistles loudly and yells "Get him!" As he prepares his own strike, cera comes thundering through the doorway, horns lowered.
Attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Since it's a charge, Cera's AC is 16 for the rest of the turn.
As the rhino charges through, Grod bring his massive blade around in a savage overhand chop.
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
Mortoth Spellborn |
Mortoth staggers under the weight of the blow, and tries to cut back - but Pink has replaced Blue, and though the blow lands, it can't finish off Mortoth's intended foe.
Falchion attack on Pink: 1d20 + 4 ⇒ (20) + 4 = 24, damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7; crit confirm: 1d20 + 4 ⇒ (4) + 4 = 8, crit damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
GM Fuzzfoot |
Grod and his rhino do massive damage to the orc in front of the, leaving only a grease stain where he was. Mortoth makes what appears to be a single strike kill, and yet the orc manages to twist just enough to reduce the impact of the blow. Malthu curses as he just misses his target. Pink must have some serious luck on his side.
Shivarra goes, and then I will bot Yver.
Round 15: (Bold may act)
Malthu
Mortoth (+4 AC for 19 rounds, 8 dmg)
Shivarra
Sam
Yverstrix (9 dmg)
Grod
Blue (12 dmg, staggered)
Pink (7 dmg, staggered)
Shivarra |
Shivarra hexes the closer orc with misfortune again and cackles.
"Struggle, wretch! Don't make this too boring for me!"
Will DC16 to negate. As long as my Misfortune is 1 round, I need to cackle in the same turn to extend it before it expires, right?
GM Fuzzfoot |
@Shivarra - Yes, that seems to be the case.
Yver, seeing no enemies in front of him, proceeds to check the opposite door and open it.
Pink attacks Mortoth, frustrated that his luck has turned bad.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Attack, Misfortune roll 2: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Blue fails to notice the door open behind him, and waits for an opening.
Round 16: (Bold may act)
Malthu
Mortoth (+4 AC for 18 rounds, 8 dmg)
Shivarra
Sam
Yverstrix (9 dmg)
Grod
Blue (12 dmg, staggered)
Pink (7 dmg, staggered, misfortune for 1 round)
Dr Samuel Ballard |
Sam turns and begins to run around the other side of the building, hearing the fighting still raging over there.
Map updated
Grod the Cunning |
Grod dashes past Yverstrix, Rhino following close behind. He comes up behind the remaining orc blue and brings his greatsword down in a mighty blow.
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 2d6 + 10 ⇒ (6, 6) + 10 = 22
Just after he attack, his faithful companion slips in the blood on the floor and stumbles past the standing orc.
Attack: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
GM Fuzzfoot |
And that is the way to end an orc.
Out of combat. Round 17+ actions?
Dr Samuel Ballard |
Sam rounds the corner in time to see the last orc cut down and the small shack turned into what looks like a charnel house.
Urgh.... he groans. I don't think this is over though, I can see the buildings on fire over there, let's hope the poor souls who lived there got out before it took hold.
Will begin moving toward the burning buildings when we are ready to go
GM Fuzzfoot |
Grod: 1d20 + 4 ⇒ (20) + 4 = 24
Malthu: 1d20 + 6 ⇒ (3) + 6 = 9
Mortoth: 1d20 + 6 ⇒ (11) + 6 = 17
Sam: 1d20 + 5 ⇒ (2) + 5 = 7
Shivarra: 1d20 + 4 ⇒ (11) + 4 = 15
Yverstrix: 1d20 + 4 ⇒ (17) + 4 = 21
Most of you notice that there are similar orc raiding each of the other two buildings (in L6).
You also see that the orcs have already looted most of the useful goods and supplies from the homes and piled the valuables outside next to a crude cart stacked with orc equipment. The pile contains mostly clothing and food, but there are other items piled in there.
Within the pile is 3 doses of armor ointment (Ultimate Equipment 102), a bundle of 20 tindertwigs, a golden bird cage (worth 60 gp), four bottles of fine wine (worth 10 gp each), and a masterwork lute. The cart holds a masterwork flail, two orc double axesUC, half a dozen broken falchions, three suits of leather armor, a heavy wooden shield, two climber’s kits, two grappling hooks, and 100 feet of hemp rope.
10 rounds (1 minute) to find and take all you want.
Mortoth Spellborn |
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Mortoth takes note of the recovered loot, but deems it irrelevant to the situation at hand. The orc looters in the other buildings are more concerning.
Do we have any sense of whether the battle for the town is lacking because we haven't lit the beacon yet?
Shivarra |
"Kill! Dispose of this scum while they're disorganized!" Shivarra hisses as she uses the wand to patch up the injured, scowling disapprovingly at Malthu for carelessly using their limtied means of recovery on a civillian.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Yverstrix Halfbloodsson |
Yverstrix nods at Shivarra's comment, "We can be sorting through the pile once the other orcs are after being dead and the beacon is lit."
Dr Samuel Ballard |
Come on then, let's be about it. I feel like we're just scratching the surface here.
Are we going to clear out the other orcs in the L6 buildings? I'd rather not leave enemies behind us
GM Fuzzfoot |
That is my question as well. You are now at round 19 (after two uses of the CLW wand, but I don't know who those are used on), which means less than 2 minutes have passed since the barricade. You can't tell the effect, if any, of the delay, but you certainly don't want to meander. On the other hand, these are orcs behind the lines, and some of the loot might be useful. You are just going to have to decide for yourselves where you want to concentrate your efforts.
Shivarra |
That is my question as well. You are now at round 19 (after two uses of the CLW wand, but I don't know who those are used on), which means less than 2 minutes have passed since the barricade. You can't tell the effect, if any, of the delay, but you certainly don't want to meander. On the other hand, these are orcs behind the lines, and some of the loot might be useful. You are just going to have to decide for yourselves where you want to concentrate your efforts.
Actually, the others are free to start moving at round 17, I'll just trail after them with my single move actions. The injured guys can go catch up the moment healing comes through. Mort and Yver get 2 and 4 respectively (ugh, those rolls), and I move for cleaning out the orcs, largely because I don't want to get surrounded if we run into more at L9 and they follow us. Also, if L7 tower is manned (can we tell if it is?), we don't want the archers to be disturbed by this lot.
GM Fuzzfoot |
Sounds fair. From where you are, you can't tell what's going on in L7, but you don't see anyone on top.
Dr Samuel Ballard |
Sam moves up to the next building but won't go without support. If he sees an orc he will fire
Positioned him accordingly on the map