Alwrick Baudry |
Alwrick leans forwards and catches Abduls eye.
*Cast Message*
"Stay within 150 feet and we can whisper to one another Sir. The spell lasts around three quarters of an hour. If you were to come into site again briefly I can cast the spell again."
With the words said he ducks back inside the wagon and decends into brooding silence once more.
Abdul Al'Yemeni |
*Cast Message*
Abdul acknowledges Alwrick's spell with a salute as he took his station well behind the last wagon. He'd start off with them then drop back as they moved away from town. He reached into a pocket and drew out some shelled and roasted almonds which he munched thoughtfully as he watched the captain.
"The orcs are cowards. They won't sick around long enough to kill them all."
The man was blustering. Their presence unsettled him. This was a bad sign. If he couldn't handle allies, how would he bear up in a fight?
Agna Toragsdottir |
Agna watches Garvin and Cireth prepare their magical defenses, then waits until the town is out of sight. Once she judges that they are nearing the edge of civilization, she draws her warhammer and chants a hymn to Torag as she chalks mystic runes on it. Deathstrike rune. It will last for 5 hours (dumping all 4 runes on at once). I'm not certain how much time would have passed between casting mage armor and the runes - ten minutes, maybe more?
GM_Jacob |
The wagons rattle along for about 45 minutes, before they roll down a gentle hill into a depression in the river bank. Just as the first wagon begins to climb out of the dip, a horrendous CRACK shatter the monotony of rumbling wheels.
Bear with me, this is complicated.
DC 30 perception or 25 survival to act in surprise round.
Abdul, you can make it up to the back end of the wagons in a round if you use your horse's entire action to run. Vermathus, you could jump down and make it over to the mounted orcs in one round, but you wouldn't have enough to attack.
End of surprise round/
Round 1
It takes a round to unlatch and open the door to the wagon, so the rest of you will be joining in shortly.
These orcs held their actions to enter at the top of this round.
5 Orcs on mules bolt out of the forest and sling grappling hooks over the second wagon, trying to pull it over.
The captain jumps down from his perch and moves toward the fallen tree.
The caravan drivers jump down and begin to flee the scene.
Abdul and Vermathus are next to act. If you did not get to act in the surprise round, the same options as before apply. If you did, you are in range to attack any of the grappling hook orcs.
Vermathus Silverleaf |
Surv: 1d20 + 12 ⇒ (12) + 12 = 24 for surprise.. And nope..
Round 1
Perc.: 1d20 + 13 ⇒ (5) + 13 = 18
Vermathus notices the captain cut the driver down and takes note.. He then turns his attention to the Orcs.. Grabbing up his curve blade he charges the closest Orc..
Attack: 1d20 + 17 ⇒ (18) + 17 = 35
Dam: 1d10 + 11 ⇒ (2) + 11 = 13
Confirm Crit
Attack: 1d20 + 17 ⇒ (10) + 17 = 27
Dam: 1d10 + 11 ⇒ (6) + 11 = 17
Acrobatics, if needed..
Acro: 1d20 + 13 ⇒ (1) + 13 = 14
If another Orc is in range he will cleave
Attack: 1d20 + 17 ⇒ (20) + 17 = 37
Dam: 1d10 + 11 ⇒ (2) + 11 = 13
Cleave Crit confirm
Attack: 1d20 + 17 ⇒ (5) + 17 = 22
Dam: 1d10 + 11 ⇒ (7) + 11 = 18
AC is 17 from charge, 15 if cleave is allowed..
Abdul Al'Yemeni |
Survival to act on surprise round
Survival: 1d20 + 3 ⇒ (17) + 3 = 20
no surprise
Abdul cursed himself. The orcs were cunning and he was taken in like a country priest. "On your guard, we're under attack!" he messaged to Alwrick, probably unnecessarily.
Round 1
perception: 1d20 + 3 ⇒ (4) + 3 = 7
He doesn't see the captain's perfidy
He spurred his horse forward, drawing his scimitar as he rode. The drivers were fleeing the scene and he was forced to maneuver around them.
GM_Jacob |
Vermathus easily chops down the nearest orc, taking him right off the back of his mule and sending him under the feet of the others.. The other mounted orcs are startled by the ferocity of Vermathus' attack and some of them begin to lost control of their mules, who buck and bray.
Abdul, you're in standard move range from the mounted orcs now.
Another volley of arrows flies into the fray, taking down one henchman as he steps out of the first wagon. A hooded figure emerges from the treeline near the archers to confront the Captain, who is angrily marching that direction. A strangely beautiful female voice comes from the hooded figure saying to no one in particular You take up arms with the Quinns? You are murderers and dogs!
The pole orcs launch bolas at the fleeing drivers, tripping one near the second wagon.
Finally, Agna gets the door to the third wagon open with a hefty smack of her hammer, and the door swings open, revealing clouds of dust and the sounds of struggle.
Those of you getting out of the cart, you have enough action to get out of the cart and move within melee distance should you choose, but not enough to attack, unless using a ranged attack..
Cireth Aldwulf |
Cireth gets out of the wagon and looks around.
Move Action: Leave Wagon
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Seeing the helpless man about to be crushed he quickly casts a spell that might help (note: This will be an atypical use of the spell, since the target is tripped and not grappled)
Immediate Action: Cast Liberating Command
Hopefully that gives him enough freedom to dodge it, best I can do given the situation
Since that's all he really can do for him at the moment he then turns his attention toward the quickly escalating battle and casts another spell, summoning an orb of fire on top of one of the orcs that is shooting arrows.
Standard Action: Cast Flaming Sphere (DC - Reflex 18)
Damage, save means no damage: 3d6 + 3 ⇒ (6, 1, 6) + 3 = 16
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).
School evocation [fire]; Level druid 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.
Level 1 spells remaining - 6
Level 2 spells remaining - 4
Abdul Al'Yemeni |
Abdul spurs his mount into a charge and rides toward the nearest mounted opponent, drawing his shield on as he goes and guiding his horse with his knees.
Attack: 1d20 + 14 ⇒ (6) + 14 = 20
He gets a +4 for charging (Cavalier's Charge) and no penalty to AC.
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Alwrick Baudry |
On hearing the warning Alwrick lunges forwards to the front of the Wagon.
"Ambush." he hisses.
Upon emerging into the fresh air Alwrick stands on the seat to get a good view of the area. He rapidly assesses the situation before launching into an elvish song of inspiration and gallantry.
Move Action: Go to the front seat of the wagon and stand up high to get a good view of the scene.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Standard Action: Bardic Performance - Sing (14 rounds remaining): Inspire Courage
(Depending on the timing others may benefit this round from the bonuses. Initative roll in case relevant: Initiative: 1d20 + 4 ⇒ (17) + 4 = 21)
GM_Jacob |
As the adventurers spill out of the third wagon, Quinn's men do the same from the other two as the orcs are tipping the second wagon. One of the henchmen cuts down a mule, sending its rider hard to the ground.
Alwrick, I take the actions in the order posted to keep things simple unless stated otherwise. Your buff will apply to the next round onward.
End of round 1:
Living combatants: All party members, Captain, tripped driver, escaped driver, hooded orc, 4 archer orcs, 3 pole orcs, 4 mounted orcs, 8 henchmen.
Initiative:
Mounted orcs - Captain - drivers - Abdul and Vermathus - archer orcs - pole orcs - rest of party - henchmen
Round 2
The leader of the mounted orcs, a massive, dark green hulk with scars across every inch of his body yells BELAY TOPPLE!!! Save the driver! The mounted orcs madly scramble to approach the wagon and right it, even as Quinn's men engage them.
The captain moves in to attack the next pole orc, calling out Kill the filthy beasts! as he engages another enemy. His sword sticks hard into the orc's wooden club, locking the two together and showering the orc with embers.
The driver, aided by Cireth's spell, struggles to get his feet free from the bolo, but it isn't quick work - he appears to be still trapped for a bit longer. Escaping a similar bond is a full round action according to the rules.
Abdul, this is where you fall in the initiative lineup, so I'm putting your charge here.
Abdul finally catches up to the caravan and joins the fray, his horse towering over the orcs' mules as he cuts one out of the saddle.
Vermathus is on the same initiative as Abdul, so he's up.
Vermathus Silverleaf |
Vermathus steps and attacks another Orc and will attempt to cleave..
Attack: 1d20 + 15 ⇒ (8) + 15 = 23
Dam: 1d10 + 11 ⇒ (10) + 11 = 21
If is possible..
Attack: 1d20 + 15 ⇒ (18) + 15 = 33
Dam: 1d10 + 11 ⇒ (8) + 11 = 19
Confirm CLeave, if possible..
Attack: 1d20 + 15 ⇒ (20) + 15 = 35
Dam: 1d10 + 11 ⇒ (4) + 11 = 15
GM_Jacob |
Cireth, the archers are too far away for the sphere to reach in one round. It's only got 30'/round.
The orcs are speaking orc...good catch. Except for earlier when the hooded one yelled. That was common.
Vermathus cleaves through 3 orcs with ease using his razor-sharp blade. Blood sprays out in spades and soaks nearby combatants. Wow. Just wow.
The archers are picking their targets more carefully now, focusing on the captain and the nearest henchmen, one of whom is taken down by multiple shots.
The pole orcs begin to fall back towards the main group as they continue wage war on Quinn's men. A few blows are exchanged, but, save for the captain, the groups are evenly matched.
Rest of the party, go ahead.
Agna Toragsdottir |
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
A question, Why are they trying to save him, flicks briefly through Agna's mind as she brings her warhammer down, missing one of the mounted orcs.
Attack: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
Cireth Aldwulf |
Cireth takes a moment and concentrates, rolling his flaming sphere into a nearby orc.
Move Action: Roll Sphere
Damage (DC Reflex - 18 negates): 3d6 + 3 ⇒ (6, 2, 5) + 3 = 16
He then will step up and chant a spell firing two rays simultaneously, each at a different orc.
Free Action: 5' closer to the battle
Standard Action: Cast Scorching Ray
Ray #1 (touch AC): 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 4d6 + 5 ⇒ (4, 3, 1, 2) + 5 = 15
Ray #2 (touch AC): 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 4d6 + 5 ⇒ (2, 3, 3, 1) + 5 = 14
Time to light these fellas up
Alwrick Baudry |
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Intelligence: 1d20 + 1 ⇒ (8) + 1 = 9
Blunted arrows? Why would they use... Alwrick quickly dismisses the thought half finished.
Alwrick stops singing but the +2 to hit and +2 damager persists for 2 more rounds due due to Lingering Performance
Snatching arrows from his quiver Alwrick quickly looses two shots at the nearest pair of Orc.
Rapid Fire: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Rapid Fire: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
-1 to hit if no targets within 30 feets - Point Blank Shot
GM_Jacob |
Garvin slips behind the only mounted orc left, the massive, scarred leader. He tries to stick the orc in the back, but the orc is too wuikc, smacking Garvin's hand out of the way, but leaving his side open for two quick arrows to the gut from Alwrick. He groans, but doesn't go down.
Cireth's flaming sphere engulfs an archer, leaving him charred and shaking on the ground. Two more beams find their marks, blowing the other archers back. Only the hooded archer remains, moving in to engage the captain.
The remaining henchmen start to back off the scarred orc, not wanting to risk their lives while the adventurers are doing all the dirty work.
With the mounted orcs down, the wagon teeters and rocks. The hooded orc yells No deaths! Grizdalg! But it's too late. The wagon comes crashing down on the driver, instantly stifling his hurried grunts.
End of round 2.
Remaining combatants: Grizdalg - 2 pole orcs - Hooded orc - Party members - captain - assorted henchmen.
Initiative: Mounted orcs - Captain - Abdul and Vermathus - archer orcs - pole orcs - rest of party - henchmen
Round 3
The orc called Grizdalg shouts as he attempts to deflect blows Retreat! Protect the child! He throws his head to the sky and emits a powerful roar OOOOAAAAAAAAAAAAAAARRRRRRRRRR!!! His eyes steel, his veins pulse and swell, and he raises his enormous club to crush Agna.
Attack: 1d20 + 17 ⇒ (6) + 17 = 23
Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Damage: 1d10 + 11 ⇒ (6) + 11 = 17
Damage: 1d10 + 11 ⇒ (8) + 11 = 19
The club comes smashing down against Agna twice, forcing her down to one knee as the sheer power of the blows weakens and bruises her.
The captain disengages from his enemy, one of the pole orcs, and shouts Let 'em go, boys! Our friends can handle this.
Vermathus and Abdul, you're up. You're all essentially flanking the big, scarred orc now, except for Alwrick and Cireth, so all melee attacks get the bonus.
GM_Jacob |
Grizdalg takes two more blows that would have ended a lesser fighter, but his rage pushes his body beyond its limits. He shrugs off deep gashes on his chest, becoming angrier still, but his momentary distraction leaves him open for a killing blow... next hit will take him down
The two remaining pole orcs pull their mules around and begin to flee. The hooded off calls out in a broken voice Grizdalg! No! but she understands the gravity of the situation too well, so she turns and runs into the treeline. Your name will live on, my brother! she calls as she flees.
Agna Toragsdottir |
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
A brief twinge of sympathy for the female orc is not enough to prevent Agna from hammering on Grizdalg.
Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
If that drops him into the negatives, it triggers the deathstrike runes. ("Deathstrike: The inscribed weapon stores a death knell spell that triggers immediately if a blow from the weapon reduces a target to negative hit points.") I'm not certain what the save DC on the death knell is, though.
GM_Jacob |
Agna's hammer finds the opening beneath Grizdalg's arm, audibly cracking his ribs and sending him tumbling to the ground. He coughs heavily and collapses to the ground, moaning and gaping as if trying to speak. Unfortunately, the magic embedded in Agna's hammer is greater than his strength of will, and he gently closes his eyes as he slumps into death.
Agna Toragsdottir |
Well, I certainly hope that his dying words weren't important.
How many hit dice did Grizdalg have? It may matter for the duration of some of death knell's effects. (Link)
Temp. hp: 1d8 ⇒ 5
Vermathus Silverleaf |
Vermathus looks around at the carnage.. "Theres more than seen going on here.." Pulling a wand he will quickly healing anyone in danger of death.. He works hs way over to the driver cut down by the captain..
Heal Check: 1d20 + 5 ⇒ (11) + 5 = 16 Looking at the captain.. "You will answer for your actions with this man.. Why would you cut down your own? Why the use of blunt arrows and use of non-lethal tatics by them? Alot doesn't make sense here and i want some answers.."
Let me know how many wand charges to use..
GM_Jacob |
7HD, Agna.
As you inspect the battlefield, you find a most curious thing - the few henchmen that were defeated by the orcs are only unconscious, and none of them have life threatening wounds. There are many dead orcs, and the two drivers that were killed, but one Orc who got knocked off his mule early on is still alive but not stable. He raises his hand for help. The captain quickly signals one of his men who draws a knife and walks toward the injured Orc. The captain answers We're not paying you to ask questions. Your job is follow the orcs back to their camp and kill them. So get on with it. You're losing them.
Vermathus Silverleaf |
"Last time i checked you weren't the one paying me.. You will answer why you killed that driver or i will not follow a single track.." Looking towards the man with the knife.. "And you sir will halt.. The Orc could provide ample information about the encampment.. I think it wise to stave your bloodlust captain, if it is to perhaps give us advantage at the camp.." Vermathus readies himself to disarm the knife if the man refuses to obey.. "And why the hell were these orcs trying to take us alive? Ive never seen tactics such as those used by them.."
Vermathus Silverleaf |
Vermathus will intercede between the orc and the knife wielder.. "I said thats enough.. Now i wish to question him before any fate becomes him.. And i wish my questions answered Captain! Now i have no strong love for Orcs, matter of fact i hate them, but something is a miss here and i plan on finding out what.." Looking at the knife wielder.. "If you take another step i will remove a limb.. Now captain, why did you murder that driver?" He readies an attack on the man in front of him.. If he takes another step he will attempt to disarm him..
Cireth Aldwulf |
Assuming Cireth's Flaming Sphere is still up and active he will interpose it between the fallen orc and the soldier that is moving to kill him.
Not a good idea He tells the soldier.
Cireth smiles, but it isn't at all friendly. For good measure he will also aim at the sky and draw upon the powers of his blood - shooting a 30' ray of fire into the air.
So what shall it be captain? My fire and his blades or the truth?
Intimidate: 1d20 + 10 ⇒ (17) + 10 = 27
7/8 Bloodline Rays Remaining
6/8 Level 1 Spells Remaining
3/5 Level 2 Spells Remaining
Alwrick Baudry |
Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23
Addressing the henchman Alwrick says "The way I see it your hands are clean. The captain here may need to answer some questions but you, all of you..." turning to address the rest of the men.
"...you've done no wrong in my eyes.
Do you really want to jump into the fire with him?" he gestures at the captain.
GM_Jacob |
The henchman freezes mid-step, obviously very conflicted and scared, now that all of the attention is on him. He gawks at the adventurers for what seems like forever. You can almost see the gears turning in his head. The silence is broken by the Orc moaning in pain, obviously begging for help. The henchman, frightened by Cireth's fiery display, turns to Alwrick, who appears more amicable, and says Ah, fine. I won't fight you. He drops his dagger and backs down. The captain, obviously surprised by the turn of events, quickly interjects We'll double your pay if you chase them now!
Vermathus Silverleaf |
Vermathus steps over with his wand.. "Bind him and then i will heal him.." Looking to the captain.. "You still have not answered why you cut the driver down.. I have half a mind to take you back to town too face the justicar.. I signed on for this to help rid the world of bandit orcs and the more i see it im not so sure thats the case.. This is your last chance to come clean captain.."
Agna Toragsdottir |
Agna is torn. As much as she would like to see the orc dead, she must needs bow to larger things - the mission at hand, the need to get the rest of the team moving, group dynamics.
She casts stabilize on the orc, then wipes the blood off her hammer and heals herself. I'm not certain how many she'll have time for, so I haven't adjusted her hp.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8