
"Bandersnatch" McTwilliger |

how far away are we going to be? Screw it enough planning let's go bandy gets a heavycross bow

Urga the Ogre |

Urga nods at the Rangers, "Come with us through the tunnels. We could use more swords."
Urga turns back to the others."It sounds like we have a plan. When do we strike?"

Narissa Sandstone |

I don't think we can do any more planning.
"As stated, 200 ft up, and we will be going up the cliff face at least half a mile from the fort. We'll need to pick up some bullseye lanterns, unless we managed to get up in the afternoon the day before we attack. We don't want them to see us on the cliff if we can help it. But we'll need to be able to see to get in position, so afternoon or bullseye lantern a foot off the ground."

Narissa Sandstone |

I always thought it was spelled youinz.

Narissa Sandstone |

Nope, lived in Southeastern Louisiana though, and it was Youinz there. "Youinz go down to de store, and youinz be sure ta pick me up some fixin's for gumbo."

drbuzzard |

Ok, to sum up and make sure I have the plan down (and in one place).
Narissa and Bander will head up to the overhand to snipe. They will do this in advance from the other side of the mountain so as not to be seen getting in position.
Draingore will set up an automated rock chucker to get attention, then move to assault the walls in his spider on the other side of the fort from the waterfall. I'm a bit curious on the timing of the part, will it wait for some response to the rock chucking or will it be simultaneous?
Lastly, the rest (Urga, Bo, Tirion and the three rangers) will use the commotion to sneak in under the waterfall into the caverns which lead to the secret passage.
Let's say Draingore has started up his rockchucker and let's go from there (that seems the most logical 'go' sign).
Give me initiative and then do you your parts.

"Bandersnatch" McTwilliger |

1d20 + 6 ⇒ (16) + 6 = 22 init
1d20 + 11 ⇒ (11) + 11 = 22 UMD
Bander casts the image from the scroll and then walks up behind it and has a seat, gesturing to Narissa to move into position to fire.

Narissa Sandstone |

That sounds correct. Narissa will begin sniping as soon as the Ogres move to the side of the wall where the rock chucker is hitting. To sow maximum distraction and confusion.
Ok, so : Scope (Half range penalties) -1 per 80 feet. 200 feet up. 3rd Range Increment. Accuracy, halves range penalties again. -1 per 160 ft. So, second range increment for purposes of calculating range penalties. So -1 to hit at 200 ft. Narissa picks up a weapon cord in town before they leave, and ties off the gun. More to keep it from falling off the cliff than anything else. Narissa's AC is +4 against ranged attacks from the ground, plus concealment from the illusion. Also, Narissa's initiative should be +6 (I keep forgetting the +1 trait bonus), not +5.
Initative: 1d20 + 6 ⇒ (8) + 6 = 14

Draingore the Wretched |

Draingore with be with assault mech at the start. Do we have a map?
Draingore pulls a smoke stick free, and rests it on his knee. He then downs a chemichal concoction that causes his legs to bulk with sinew while claws and sharp teeth grow. He smiles at himself in the polished brass mirror. Wicked He giggles to himself. He swallows a bitter tasting psychokinetic tincture. The whirling psuedo spirits make him a bit dizzy, before finally blending into the background noise of his semi-permanent mental haze. He drinks one last potion to make him more armored
He looks at the Assault Mech and says, Repeat mode. Target fort wall. Ready, Aim, Fire
Psychokinetic Tincture
Benefit(s) Once per day, the alchemist can concoct a foul-tasting tincture that harnesses the power of the spirit. By drinking this tincture as a standard action, the alchemist can invite the latent spirits in the area to surround him. The alchemist can channel one spirit for every 4 alchemist levels he possesses. Each spirit channeled this way grants the alchemist a +1 deflection bonus to AC as the spirits whirl around his body. As a standard action, the alchemist can launch one of these spirits toward a target as a ranged touch attack. Launching a spirit this way reduces this discovery's deflection bonus to AC by 1. As a launched spirit passes through its target's body, it emits a terrible wail heard only in the target's mind, causing the target to become frightened for 1 round per alchemist level (Will negates). This is a mind-affecting fear effect. A creature that successfully saves against the wail cannot be affected by this discovery again for 24 hours. The spirits whirl around the alchemist's body for 10 minutes per alchemist level, or until the alchemist has launched all of the spirits.
Feral Mutagen (Dex)
Benefit: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Potion Shield
AC/Touch/Flat 29/22/19 (Armor +4, Dex +7, Nat AC +2, Shield +4, Deflection +2) | Fort/Ref/Will +8/+13/+1 | Init +11
Init: 1d20 + 11 ⇒ (7) + 11 = 18

drbuzzard |

Map is up. Keep in mind that the scale is not really combat practical, and I will likely have to use a separate combat grid (squares are 20' on this map). Right now it is set as the normal current map (link at top), but I may have to switch so we can do a grid for movement.
Forgot to ask, what time of day are you starting the assault?

Narissa Sandstone |

I believe we said we were going to start at either dawn or noon. Either way, it would have been something like 'When light touches the top of the wall' or 'when the sun is directly overhead'. Dawn is probably best, as it leaves the sneak party some deep shadows to sneak through to get up to the waterfall.

Robert "Bo" Hardin |

Bo Init: 1d20 + 4 ⇒ (13) + 4 = 17
Bo will cast Heightened Awareness before he enters the secret passage..
Gives +2 Perc and all Knowledge Checks that im trained in.. Also can burn the buff for a +4 to init, lasts 10m per level.

Narissa Sandstone |

Where Narissa would set up her sniper's nest is under a black box. So... I guess it's stealth and perception checks from her and Bander when they get there?

Draingore the Wretched |

Speed 40 ft.
Melee greatclub +20 (2d8+13)
Ranged rock +12(1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks rock throwing (180 ft.)
Round 1
*Whirrr..Chunk...Pop*
Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 13 ⇒ (6) + 13 = 19

Narissa Sandstone |

Narissa and bander should be there a while before Draingore attacks.
Narissa let's Bander take the lead, knowing he's stealthier, about 30 or 40 feet so she doesn't mess him up.
Perception: 1d20 + 20 ⇒ (17) + 20 = 37
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

Urga the Ogre |

Urga follows Tirion into the tunnel, weapon ready.
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

drbuzzard |

The odd device tosses a good sized rock which impacts on the bridge with a loud crack, doing some damage (gonna take a while to break a bridge at this rate, but it will happen eventually- 14 damage gets past the hardness but a bridge is a large thing.).
The Ogres standing on the walls are all alarmed by the loud noise and move over towards the source to get a look at it.

"Bandersnatch" McTwilliger |

1d20 + 13 ⇒ (6) + 13 = 19 percep
1d20 + 20 ⇒ (15) + 20 = 35 stealth

Urga the Ogre |

Urga follows behind Tirion, trying to be stealthy.
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12

Narissa Sandstone |

Need a response from GM before Bander & I can do anything, given the black space where we need to go on the map

Narissa Sandstone |

Where Narissa would set up her sniper's nest is under a black box. So... I guess it's stealth and perception checks from her and Bander when they get there?
Sounds good.Draingore, you want to give me to hits from the assault mech?
Narissa and bander should be there a while before Draingore attacks.Narissa let's Bander take the lead, knowing he's stealthier, about 30 or 40 feet so she doesn't mess him up.
Perception: 1d20 + 20 ⇒ (17) + 20 = 37
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 13 ⇒ (6) + 13 = 19 percep
1d20 + 20 ⇒ (15) + 20 = 35 stealth
So, what do we see at the blacked out map portion, is there something stopping us from setting up there, what did our perception rolls see, did our stealth rolls work?

Robert "Bo" Hardin |

At the movement of the Ogre's Bo moves towards the waterfalls, hopefully with his team in tow..
Stealth: 1d20 + 4 ⇒ (14) + 4 = 18

drbuzzard |

Since the Ogres are both dumb as a box of rocks, and pretty damned bored, they are easily distracted by the commotion at the NE gatehouse/bridge. They have all gone over there and the contingent at the south end are able to sneak behind the waterfall without any issues.
Behind the waterfall you see:
The floor of this cave is dotted with puddles. Patches of pale moss and fungus grow in sheets on the wall, while to the north, a five-foot-wide passageway angles up into darkness. A walkway of soggy planks leads from this opening southeast to a second opening curtained by cascades of falling water.
The floor is quite slippery, and you will need acrobatics checks to avoid falling down (DC 12). If you take your time (real slow) you shouldn't have any issue.

Narissa Sandstone |

Ok, that's fine then. Wasn't sure what the blacked out portions represented. Moving Narissa now.
Narissa lays down inside the illusion, props her self on a rock, and aims down at the Ogres. After it looks like they're properly distracted by rocks, she aims at whichever one seems to be giving the orders.
Perception: 1d20 + 20 ⇒ (6) + 20 = 26
Sense Motive: 1d20 + 6 + 1d6 ⇒ (12) + 6 + (5) = 23 Inspiration
Attack, Steel Bullets: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24
Damage: 2d8 + 5 ⇒ (7, 4) + 5 = 16
Attack, Steel Bullets: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20
Damage: 2d8 + 5 ⇒ (7, 2) + 5 = 14

Robert "Bo" Hardin |

May we take 10 on the acro?
Bo pulls his new x-bow and readies it as they move..

drbuzzard |

Yes, you are not under any threat, so you can take your time to avoid falling down.
Narissa puts two bullets into an ogre who is wearing armor which appears to be of better quality then the rest, and has been ordering them around. He takes the shots in a spray of blood, but does not go down. The ogres start milling around and shouting. The 'leader' runs for cover inside a building (B3) shouting, though it is pretty far away so you can't make out the words, though since you speak Giant, you can pick out some words such as "cover" and "bonehead".
There are still 5 ogres outside in the yard looking quite agitated and confused.

Narissa Sandstone |

Narissa grins. She's less worried about killing people than keeping them in their bunkers until her allies can get in and kill them.
Picking the next most well equipped ogre, she puts two more massive rounds down range.
Attack, Steel Round: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17
Attack, Steel Round: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Damage: 2d8 + 5 ⇒ (6, 4) + 5 = 15
Damage: 2d8 + 5 ⇒ (3, 2) + 5 = 10

Draingore the Wretched |

*Crackle*...In the land of the blind, a one eyed man is king
Ponder that Dink, No one's firin' at us. Kinda dissappointin' The tiefling reclines a bit in his seat, and pulls out a small vial of powder. Uncorking the top he puts it into his left nostril. He closes his right nostril with his index finger and sniffs hard. Zing baby!
The massive mech continues it barrage.
Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 13 ⇒ (6) + 13 = 19

"Bandersnatch" McTwilliger |

Bander continues to focus on his camouflage, but he uses a move action to pull out his crossbow, just in case the illusion breaks.
Tirion gets to have all the fun. he mutters

drbuzzard |

Narissa puts a couple bullets into another ogre (who reels with the wounds, but doesn't quite go down), and they all get it through their thick skull that someone is shooting at them from somewhere they can't see. Eventually their lonely neurons realize that going inside a building would be a good idea, and they all run into the same building as the slightly brighter one that was leading them.

Narissa Sandstone |

The following assumes there's no obvious way onto the heights other than climbing the cliff
Narissa grins. "Well, the wall will be down soon, and the rest will be able to sneak in without any problem. I'll keep watch up here. Give it a minute or so to make sure there's no way to get up here from down there, and I'll quaff the potion and carry you down on the other side of the waterfall. You can join the others, head in through the waterfall, under cover. I'll run back up and start watching the windows on the buildings. I may need to move over the waterfall though to get the angle. Don't want to draw attention to it until you're gone." She tells Bander.

drbuzzard |

If by soon you mean in a day or two, yes I suppose the wall will be down soon.
By the game numbers (and historically) catapults (or trebuchets for that matter) were pretty damned poor at reducing fortifications. It wasn't until canons that there was really much danger of someone taking down a castle in anything other than a prolonged siege.

Narissa Sandstone |

My assumption was it was firing them with significantly more accuracy than a catapult tossing rocks. A large part of the issue was that the things didn't hit where they needed to. Horribly inaccurate. A stone giant (isn't that what it's based off of) has a very high to-hit with it's rock throwing than the average real world catapult using indirect attack arcs.

drbuzzard |

Masonry wall 1 foot thick has 90 hit points. This wall looks to be at least 10 feet thick. That's 900 hit points. Each hit does (17.5-8= 9.5 HP and we can round down to 9 since you still miss on a 1). So 100 rocks later and you will have a small breach (maybe 1 square foot).
I'm pretty sure there is no huge mound of rocks sitting adjacent to the launcher, so he will have to collect rocks after so many shots, and that will get harder and harder as he goes along since he will deplete the supply of appropriate rocks within a short distance.
Yea, so a couple of days.

"Bandersnatch" McTwilliger |

maybe I should have let the thingy throw my brother and me...

Narissa Sandstone |

Ah, I was thinking of him attacking the wooden doors, not the 10 foot thick stone wall. :) If it's the stone wall, then yeah...

drbuzzard |

The wooden doors have a steel portculis which is currently down. That will be a bear to break down.
Right now he's breaking the bridge, and that won't last terribly long.
Truth be told, the point of the exercise was a distraction to get the rest into the waterfall entrance, and that certainly worked.

Narissa Sandstone |

Aww, you're bumming my geekyness of figuring out a way to break the toy. Draingore? I happen to know where there is a large pile of wet rocks that could be lobbed over the wall at the buildings inside the fort. :)