Eldarian Stardancer |
I'm assuming that I can "retcon" my last action (retrieving my dagger and arrow) that I declared because I thought we were out of combat.
Round 7 Initiative 19
In hand: Short bow
HP: 8/8
Effects: None
Move action: none
Misc action: 5 foot step back to FC:43
Full Round action: Coup de Grace on Orc in FC:42
Eldarian steps forward and silently whispers a quiet prayer asking for forgiveness for this "cowardly" act of slaughtering a defenseless opponent even one as vile as an Orc.
Coup de Grace damage: 1d6 + 1d6 + 1d6 ⇒ (2) + (1) + (4) = 7
Just as I feared...crappy rolls. Sigh...
GM Tribute |
The healing force mends the mass of bodies at the entrance. Friend and foe alike have their bodies start to close wounds and stop bleeding.
The orcs gasp in surprise and two cough as they awake. There is a dramatic lull in the battle as powerful healing washes over everyone.
6 pts of healing to PCs. If they are positive, they are prone with hands empty, weapons at your side on the ground.
Round 7
Morgan 20 (unconscious)
Eldarian 19 cdg
Mot 17
Grimm 16 (prone) <<<<<
Rowan 15 (prone) <<<<
Elwita 14 (prone) <<<<
Orcs 11
Rowan the Fox |
Rowans eyes snap open as the healing energy washes over him.
"It appears our fortunes have not improved significantly," he says as he regards the cavern and the onrushing horde of female orcs.
Round 7 - Initiative 15
In Hand: See Below
Effects: None
HP: 5/10
Move action: Stand Up
Standard Action: Pick up short sword
Free action:
Grimm Warhammer |
Awareness suddenly floods Grimm's consciousness and he realizes that his wounds have been partially healed and he is still in the middle of a battle.
Round 7 - Initiative 16
In Hand: Nothing
Effects: None
HP: 3/15
Move Action: Stand up
Standard Action: Pick up Warhammer (and shield if needed)
Free Action: Oink like a pig (or Orc..lol)
Elwitta Bad-Axe |
Round 7
Elwitta opens his eyes and grabs his weapons. "What was I doing? Oh yes, killing orcs!"
Elwitta springs to his feet and prepares to engage the oncoming orcen horde.
Elwitta switches over to his dwarven war axe and shield for increased AC
GM Tribute |
After the healing, Grimm is the first to act. Feeling a little better, he tries to rise with a female orc standing over him. Rising he awkwardly squeezes to avoid her.
The scrawny orc and a female with a knife try to hit Grimm.
AoO longtooth: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 6 ⇒ (5) + 6 = 11
AoO female: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 3 ⇒ (2) + 3 = 5
Grimm dodges the knife, but the club that missed him when he was helpless, finds him again as he awkwardly rises, he swoons back to the ground.
The other female standing over him swings too at Grimm.
AoO female: 1d20 + 6 ⇒ (8) + 6 = 141d4 + 3 ⇒ (1) + 3 = 4
The opportunity to stand quickly is seized by Elwitta and Rowan. They rise and grab weapons.
Then two orcs jump to their feet and provoke a response from the quicker Elwitta, who is standing over them with weapon drawn.
Elwitta gets AoO vs severely wounded orcs in FC40 or FD40
GM Tribute |
Elwitta avenges Grimm and sends an orc spinning to the ground clipped by an axe.
The orc male has similar reservations as Eldarian, but he doesn't want to see Grimm get up again.
He hits the helpless dwarf with his club.
cdg2d6 + 8 ⇒ (1, 3) + 8 = 12
Elwitta is the source of the female orcs ire.
fem @+2: 3d20 ⇒ (5, 16, 1) = 22
fem @+4: 1d20 ⇒ 19
male @+5: 1d20 ⇒ 1
Two females hit not as hard as the males, but with claws.
slashing: 2d4 + 4 ⇒ (2, 4) + 4 = 10
GM Tribute |
Round 7 recap
Eldarian manages to kill another orc as the priest channels, healing many. As the two dwarves and the rogue rise, the orcs hit Grimm and knock him to the ground. Two orcs rise, and Elwitta hits one with an axe knocking him to the ground. The orcs then try to finish Grimm for good and surround Elwitta again. Two blows from the females fighting for their home knock Elwitta to the ground.
The battle reaches a new level of desperation for both sides.
Order of action ROUND 8
Eldarian 19 <<<<
Mot 17 <<<<
Grimm 16 (unconscious)
Rowan 15 <<<<
Elwita 14 (unconscious) <<<<
Orcs 11
Rowan the Fox |
Rowan's heart sinks as he sees Grimm and Elwita both fall again.
Round 8 - Initiative 15
In Hand: short sword
Effects: None
HP: 5/10
Move action: none
Standard Action: atk female at FB41
Free action: 5 ft step to FC42
attack: 1d20 + 1 ⇒ (5) + 1 = 6
damage: 1d6 + 1 ⇒ (3) + 1 = 4
GM Tribute |
Oops--started things without Eldarian--let us wait for him!
Two females and the recently healed orc go for Rowan.
female1: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (3) + 2 = 5
female2: 1d20 + 2 ⇒ (17) + 2 = 191d4 + 2 ⇒ (1) + 2 = 3
male: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 4 ⇒ (6) + 4 = 10
Oh No! The females catch him with their knives. Rowan falls and the recently risen orc stands over his fallen body.
It is looking desperate!
Eldarian Stardancer |
Totally forgot that I didn't make a gameplay post yet after posing my question about whether we would stay and fight or turn tale and run. Eldarian is still in favor of running, btw. ;) Additionally, I think I was actually supposed to go before Tribute made the moves for the Orcs, so I am treating my action based on what the map looked like before their move for round 8. There wasn't an orc female right next to me when my initiative turn came up, so no AoO against me...I hope.
Round 8 Initiative 19
In hand: Short bow
HP: 8/8
Effects: None
Move action: none
Misc action: 5 foot step back to FC:44 (After attack)
Standard action: Fire bow at orc female in FC:40
Short bow attack: 1d20 + 3 ⇒ (8) + 3 = 11
Short bow damage: 1d6 ⇒ 5
GM Tribute |
Mott lands the only blow staggering a female. The frenzied females continue their rampage continuing until Rowan is bloody and beaten on the ground.
Fleeing out of the cave into the light, the two survivors spot a party of four that are cautiously entering the ravine. They are about a minute away and proceeding cautiously, obviously impressed by the surroundings. The orcs retreat into the cave, the light has deterred them from active pursuit.
Mott and Eldarian spot the replacements a good minute away. I may be sad if the dwarven participation ratio drops, but those are the breaks.
Mot Zon C'uiz |
Before Mott runs … it may be cruel, but he channels and yells, "Stay down, you're dead!", then doing the best taunt he can muster he tries to get the orcs to chase him … stopping, pushing his nose up, yelling, "oink, oink", and making snorting sounds … running forward … pumping his arms in the air, "Argh!" … picking up and throwing a rock … repeating as necessary. If they don't chase, he'll just keep pelting them with rocks ...
Channel: 1d6 ⇒ 4
Taught (bluff, intimidate … all the same: 1d20 ⇒ 16
And if they don't chase him right off … Mott will channel again …
Channel: 1d6 ⇒ 2
Arik Fletcher |
As the company come into the canyon, Arik scans the area for any sign of his quarry. The men at the keep had said Rowan had headed out with a group of treasure seekers, and this was their destination.
perception: 1d20 + 4 ⇒ (19) + 4 = 23
He notices the commotion near a cave mouth in the canyon, and he figures this must be his mark. "Look, up ahead. It appears someone is already here working up the natives."
Arik will head for the cave entrance, bow in hand and arrow nocked.
Warchyld |
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
"Hmm. Just two? The tracks show at least five, and a couple of dwarves. Those two ain't dwarves. Looks like they bit off more than they could chew."
GM Tribute |
From inside the cave you can hear chanting: "Bear orc, bear orc, bear orc." There is howl and the sound of strong creature slamming the side of the cave with a huge club or hammer making the very earth rumble.
What is this Bear Orc? You don't think you saw him in the cave. You know the orcs are ready--it is gut check time--the powerful elven magic that worked so well is mostly gone.
GM Tribute |
With the ferocity of the orcs and sheer numbers, and you noticed a brutal swing to the back of Grimm's head, you do not think you can mend damage faster than the orcs can dish it out. The orcs were in a frenzy, but directed mostly at the dwarves who they seem to harbor a particular hatred.
Your taunting has produced a 'Bear Orc'.
Sorry....loved Inglorious Bastards.
Mot Zon C'uiz |
Mott Forgoes the last channel then … cringing at the though of making those poor bastards experience dying again ...
When he sees the reinforcements rushing in he is confused for a bit, and then apprehensively follows them back towards the caves … "Uh, guys … there's a lot of orcs in there …and one really nasty sounding one."
As he follows them … he thinks that a near TPK twice in a day would be quite the tale ...
Ozmund the Evocator |
Just so you know, I have changed Burke the Warrior to Ozmund the Evocator, a militant wizard looking to grow his power in the mystic arts, and earn some coin to build his own stronghold and tower
Arik Fletcher |
Arik approaches the cavern cautiously, arrow nocked and ready to fire.
'What in the gods name is a 'bear orc'?" he thinks out loud. He gives a nod to the elf wizard, obviously shaken, and motions for him to take cover outside the caves.
He then says to the wizard's spear-wielding companion. "What is in there? What can you tell me about the tunnels?
Xanthar Hammerhand |
A stout dwarf decked out in scale mail and sporting a large shield comes jogging up, his cheeks puffed out with exertion and his chest heaving like a bellows he declares, "Oof...Moradin never intended for Dwarves to go running about like them flighty elves..." he pauses to watch as an elf bolts from the cave and runs screaming off into the plains.
"I've heard tell that some maggot-spawned Orc vermin have taken it into their thick skulls to dare lay hands on some of my brothers. Moradin will not brook such an insult to any of his sons and I am here to claim the right of vengeance on these foul beasts!
Having finished this screed, he glances warily with undisguised suspicion at the large creature with obvious Orc-ish taint standing outside the cavern entrance.
GM Tribute |
The bear orc waits in the darkness. The orcs chanting echoes ominously in the cavity that is the underground cave.
The group prepares to rush inside after they decide on a formation. It is hard to keep dwarves from rushing after taunting orcs. Still, the value of the armor and weapons inside, and the danger of allowing the orcs to use them for evil weighs heavily on your mind.
Although the fighters are heavily armored, Mot points out that when he was in the second rank, he missed some opportunities to stab advancing orcs. But then he is a healer.
The group looks to Mot, the battle hardened veteran for leadership. The blood-stained spear he carries a testament to the fact that he has been 'blooded'.
Are we going to change up the marching order? Consider Mott the caller/leader for now.
Arik Fletcher |
"I think my skills will best used in the rear, where I can continue to riddle them with arrows."
I think order should be Crom/Xanther, then Mot/Warchyld, then Arik/Ozmund.
Warchyld |
Works for me.
Warchyld smiles at Xanthar's expression.
Good. This dwarf hates orcs. He is the perfect ally for this fight.
"You think I'm ugly? You ought to see the horde of dirty green-skins in there," he says to Xanther, pointing to the cave with his nocked bow.
"Wanna kill a few?"
Mot Zon C'uiz |
"Order sounds good … there is a 10 foot wide tunnel entering their cave… we need to stay in that bottleneck, five or ten feet back from where it branches off. Last time we got too far in and we were surrounded and separated. Let's fight two at a time, not the whole tribe!"
GM Tribute |
The group quickly gets organized and heads into the caves. The orcs seem to know you are coming and dwarven darkvision quickly determines the orcs are staying out of sight in the darkness. No easy sniping targets from the threshold of the cave, they are too far back.
A massive orc retreats his head, which was looking for your entrance, out of sight. He bellows in common: "I'll take you one at a time if ye got honor, or we fight to the death all of us."
Erik: 1d20 + 3 ⇒ (4) + 3 = 7
Xanthar: 1d20 + 2 ⇒ (19) + 2 = 21
Crom: 1d20 + 2 ⇒ (12) + 2 = 14
Mot: 1d20 + 2 ⇒ (15) + 2 = 17
Warchyld: 1d20 + 2 ⇒ (20) + 2 = 22
Ozmynd: 1d20 + 2 ⇒ (17) + 2 = 19
Bear orc: 1d20 + 2 ⇒ (1) + 2 = 3
Orcs: 1d20 + 1 ⇒ (2) + 1 = 3
The party has gotten the jump on the orcs. To see the orcs and adjust to the dark you will have to step in further than Xanthar and Crom already are.
Party can all act.
Warchyld |
"A filthy orc speaking of honor? Prove it! Bring forth the bodies of our fallen, and do no further harm to them. If you do so, I will accept your challenge. If you are faithless, you will die, down to the last runts of your litters!" Warchyld responds in Orcish.
Ozmund the Evocator |
I have marked in blue on the map the area of effect my sleep spell will cover...hope that is OK
Ozmund warns his allies, "I am starting a powerful sleep spell that covers the area right in front of us. Do not move lest you be caught in its effects. Try to goad the orcs out so we can knock them out!"
With those instructions, Ozmund starts the incantation for his spell.
Which will go off just before his turn next round. Also I was unsure if he can hold the spell beyond the 1 round and "release" it at a later time? I know it works for touch spells, but thought I would just ask...might take a concentration roll maybe??
GM Tribute |
Ozmund rubs sand and rose petals together and begins casting. The orcs do not seem to move, except the Bear Orc produces a head of Elwitta and holds it around the corner and speaks in common in a falsetto voice as a puppeteer moving the head back and forth. "The orcs are too powerful, I was unable to resist them. I am lost. Do not save me, save yourself!"
1Grimm/2Elwitta: 1d2 ⇒ 2
Intimidate vs Warchyld to demoralize: 1d20 + 9 ⇒ (4) + 9 = 13
Warchyld is shaken for one round.
The other orcs seem content to wait.
Ozmund does not wish to risk blowing the spell, so he continues. The sleep completes and you wait to see what happens.
Order of Action Round 2
Ozmynd <<<<<<
Rest of Party (delayed)<<<<<
Orcs (delayed)
Bear Orc 3
Crom Iron Cudgel |
Perception:1d20 ⇒ 20
"One orc fell to the right. Many more still left. Let's go!"
Crom moves forward on his turn, attempting to stay shoulder to shoulder with Xanther. He will engage the nearest orce.
Attack:1d20 + 5 ⇒ (6) + 5 = 11 Damage:1d10 + 3 ⇒ (4) + 3 = 7
Warchyld |
Warchyld shakes with cold fury at the desecration of the dwarf's body.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
He forces himself to step forward, until he can see a glimpse of the large orc beyond the corner.
He draws back and looses an arrow at the foul thing.
Shooting at Bear Orc: 1d20 + 5 - 2 + 1 ⇒ (15) + 5 - 2 + 1 = 19 Shaken penalty. Bless bonus. According to the PRD, the bear orc has no cover from this square.
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Mot Zon C'uiz |
Round 2? - Initiative 17
In Hand: Spear
Effects: Destructive Smite
HP: 8/8
Move action: none
Standard Action: atk female Bear Orc
Free action: None
Presuming others are "moving up" Mott positions to attack bear Orc
Don't forget Blessed
Spear Blessed: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7,Damage w/Destructive Smite: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
And the rolls continue… if bear orc advances, taking a OOA
Xanthar Hammerhand |
A feral shout of rage erupts from Xanthar at the sight of a fellow dwarf humiliated in death, "By Moradin's mighty hammer, I'll see your head in my hands this day, foul wretch!
Xanthar rushes forward to attack the "Bear Orc".
Round 2, Initiative 17(??)
In hand: Dwarven Waraxe and Heavy Shield
Effects: Bless
HP: 12/12
Move Action: Move to FB:41
Standard Action: Attack Bear Orc with Waraxe
Waraxe Attack: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Waraxe Damage: 1d10 + 2 ⇒ (5) + 2 = 7
Man, what is up with these rolls. We have no hope of surviving even these intro encounters if we all keep rolling like this. Ugh...