Zoren Valkith |
Having gotten the lay of the land Zoren approaches one of the Skullcrushers buying him a drink. "G&! d#*ned Drow", he whispers. "They're gonna give a larger share to the Whitefist Orcs and Ogres. Filthy beasts should not get anything. I just know we're gonna get ripped off too!"
Bluff Swap lie for truth as the Drow claimed an even split. 1d20 + 15 ⇒ (17) + 15 = 32
DireMerc |
The next day a group of male drow soldiers led by a drow female arrive as well as a group of white fist orc soldiers including and older looking orc with a juvenile black Dragon following right behind him. They setup their own tent at the edge of the camp and the drow woman and the older looking orc isolate themselves inside.
Ilithial |
<<It would be nice to know what that group plans.>> Ilithial whispers. <<Nicer still to take them out of the picture, but do we dare jeopardize our primary mission for this goal? And is there a way we could do it quietly with no survivors?>>
Zoren Valkith |
Zoren shrugs, "We could translocate behind the tent and enter invisible. Does anyone have a silence spell to keep the noise down? I am not sure whether we should jeopardize the mission though if we let these creatures slay all of the people we are trying to protect is the mission itself not moot?"
Z'dim Orwinstone |
"We are already involved. If we leave now it will be suspicious. If something disrupts the leadership, then it will make sense for mercenaries to save themselves." He pauses to think a moment on how this can be done. "I don't think we can kill everything, but I don't think we need to. Most of the orcs and hobgoblins are rabble. They're dangerous working in numbers with more powerful forces, but not when dispersed. It's the drow, the giants, a few leaders, and now the dragon that are significant. We need spells that can keep them contained. They're on the edge of camp, so we can isolate ourselves with them if we play it right. Then we can teleport out. A few of us can sneak away if we aren't close enough to teleport."
"Even if we don't wipe out all of the leadership, if we do a strong enough blow then lots of the mercenaries will back out. There's no percentage in following a weak leader."
Both Zoren and illithial have wall spells. And the both have black tentacles. Lovely, lovely black tentacles. I think that can isolate an area pretty well.
How big is the tent? what's the area around it like?
Duskade the Wayang |
Name: Shady
She listens to the plan without saying a word, while she watches the intended target. The tent, to observe the comings and goings of those of the tent, how they move about, tapping the hilts of her daggers.
Ahmose |
The Monk nods.
Surround the tent and isolate it with your magicks, while us melee clear the inner tent. Invisibility or teleport will get us in.
DireMerc |
You cast your spells and teleport to the edge of the tent and cut your way in. The first thing you come across is a pair of very large tough looking orcs holding greataxes. You get a surprise round and can roll init.
The inside of the tent is split into different "rooms" but the walls are just cloth so noise will be heard.
Ilithial |
Init: 1d20 + 9 ⇒ (18) + 9 = 27
Before entering the tent Shimmer moves to Ahmose's shoulder. She casts Guidance on him in the surprise round.
Quick to react, Ilithial catches both orcs in an Intensified Burning Hands spell.
Intensified Burning Hands: 9d4 + 24 ⇒ (4, 2, 4, 4, 1, 4, 1, 4, 3) + 24 = 51 DC 19 Reflex for half.
Z'dim Orwinstone |
Z'dim picks the one on the right and sends a bolt of electricity through him and into the tent beyond.
30' line of lightning through the orc and into the tent. Hopefully hitting somebody else as well. DC22 reflex save for half
lightning damage: 5d6 + 9 ⇒ (3, 6, 2, 3, 6) + 9 = 29
Ahmose |
Thanks Ilithial.
Surprise round
Initiative: 1d20 + 8 ⇒ (3) + 8 = 11
Ahmose steps up to the orc that the lightning ignored, aiming a kick at his kneecap, attempting to sweep his feet.
unarmed strike kick: 1d20 + 16 ⇒ (15) + 16 = 31
damage: 1d10 + 11 ⇒ (6) + 11 = 17
leg sweep: 1d20 + 16 ⇒ (6) + 16 = 22 Leg sweep monk style strike: trip vs his Cmd
DireMerc |
orc 1 reflex: 1d20 + 5 ⇒ (19) + 5 = 24
orc 2 reflex: 1d20 + 5 ⇒ (9) + 5 = 14
One orc avoids the worst of it while the other takes the full blast.
orc 2 reflex: 1d20 + 5 ⇒ (4) + 5 = 9
Still recoiling from the roaring flames he has no chance to dodge the lighting.
Ahmoes goes after the healthier of the two and while he delivers a solid kick he fails to send the orc to the ground.
Both orcs are still standing.
Ilithial |
Hmm. Only three of us have posted. We need the rest of the team to post their surprise rounds and then we need to know who goes first in initiative. And a map would be helpful as I sling around a lot of area effects.
Zoren Valkith |
Initiative 1d20 + 5 ⇒ (18) + 5 = 23
Zoren Active Conditions - Displacement 50% miss chance, Bulls Strength (offsetting his current strength drain), Invisibility, Haste, Protection from Fire (20)
Surprise Round
His companions having matters well in hand so far and being Invisible, Zoren will pass through this "room" and into the next room as he does not wish to waste the advantage of being unseen just yet.
His goal is to place Black Tentacles near the entrance to prevent an escape out the front of the tent...
DM, what do I see in the next room.
Duskade the Wayang |
Name: Shady
Round 1
Initiative: 1d20 + 8 ⇒ (9) + 8 = 17
Hopefully she was teleported to be close to a foe to be able to do a full round attack and able to flank a foe.
Dagger: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 1d3 + 10 ⇒ (2) + 10 = 12
Dagger 2nd: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d3 + 10 ⇒ (1) + 10 = 11
If flanked or AC denied Dex bonus
Sneak attack damage: 5d8 ⇒ (8, 4, 1, 8, 5) = 26
Bleeding: 5 HP per round, Heal Check of 15 to stop
Condition applied: Bewildered -2 on AC, -6 against rogue.
Slow Reaction: no AoO allowed
Pressure point: 1 Dex point damage. 15 Heal check to remove.
2nd attack if full round possible
Dagger: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d3 + 10 ⇒ (3) + 10 = 13
If flanked or AC denied Dex bonus
Sneak attack damage: 5d8 ⇒ (6, 8, 1, 1, 7) = 23
Ilithial |
And both orc are still up? If So Ilithial will 5' step and loose another burnings that catches both orcs again. I cannot move my icon but the step is to the NE.
Intensified Burning Hands: 9d4 + 24 ⇒ (2, 3, 2, 1, 2, 4, 3, 2, 1) + 24 = 44 DC 19 Reflex for half.
Z'dim Orwinstone |
Sadly, my lightning only goes 30', not 120'. But as they say in the kineticist guilds, it's not how long your bolt is but how many times a day you can fire it off.
Z'dim flies around to the other entrance to discourage the next set of orcs.
Fly to L11 and fire a torrent off northward to catch J11 and E11. Reflex save 22 for half
damage: 5d6 + 3 ⇒ (1, 5, 4, 4, 6) + 3 = 23
DireMerc |
Yeh I need to look into getting interactive maps for now I just do them by hand using paint and stealing maps from google.
Keep in my that setting the whole tent on fire becomes a possibility here
Both orcs were still up after the lightning, burning hands and the kicks.
Didn't apply duskblade's attack yet as a full round wasn't possible.
Ahmose |
Round 1
Ahmose swings a hard kick at the orc on his right.
Full attack
unarmed strike kick: 1d20 + 14 ⇒ (10) + 14 = 24
damage: 1d10 + 11 ⇒ (2) + 11 = 13
free trip attempt: 1d20 + 14 ⇒ (4) + 14 = 18
unarmed kick: 1d20 + 14 ⇒ (7) + 14 = 21
damage: 1d10 + 11 ⇒ (1) + 11 = 12
unarmed kick: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d10 + 11 ⇒ (8) + 11 = 19
Zoren Valkith |
Round 1
DM, if I can see that front entrance, as my first round action, I'm going to drop Evard's Black Tentacles to prevent anyone from running out. If I cannot do it on round 1, I'll do it for Round 2. As it is not an offensive spell, I'll still remain Invisible.
DireMerc |
Ok So I went back and broke it down to this.
missing a few reflex saves.
Burning hands dc 19:
orc 1 reflex: 1d20 + 5 ⇒ (15) + 5 = 20
orc 2 reflex: 1d20 + 5 ⇒ (6) + 5 = 11
Fire from z'dim dc 22:
orc 3 reflex: 1d20 + 5 ⇒ (14) + 5 = 19
orc 4 reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Ilithial init 27
surprise round: burning hands
round 1: Burning hands again.
Z'dim init 26
surprise round lightning bolt
round 1: Fire at the two near the door.
Zoren init 23
surprise round move into tent (invisible)
round 1 cast black tentacles
ORCS round 1: Orc 2 is down but 1 orc still lives.
On his turn orc 1 will step up to Ilithial and swings his human-bane greataxe at him.
attack 1: 1d20 + 20 ⇒ (20) + 20 = 401d12 + 10 ⇒ (5) + 10 = 15 Human Bane: 2d6 ⇒ (4, 2) = 6
crit confirm: 1d20 + 20 ⇒ (1) + 20 = 211d12 + 10 ⇒ (6) + 10 = 16 Human Bane: 2d6 ⇒ (2, 1) = 3
attack 2: 1d20 + 15 ⇒ (18) + 15 = 331d12 + 10 ⇒ (1) + 10 = 11 Human Bane: 2d6 ⇒ (2, 2) = 4
Black tentacles cmb, it stop neither of them.
orc 3: 1d20 + 15 ⇒ (1) + 15 = 16
orc 4: 1d20 + 15 ⇒ (8) + 15 = 23
They run into the tent moving to attack Ahmose and Z'dim the closest ones they can see.
attack ahmose: 1d20 + 20 ⇒ (6) + 20 = 261d12 + 10 ⇒ (9) + 10 = 19
attack z'dim: 1d20 + 20 ⇒ (6) + 20 = 261d12 + 10 ⇒ (11) + 10 = 21
Duskade init 17
surprise round move into position sneaking
round 1:
Ahmose init 11
surprise round: run up and kick
round 1: full attack
A small section of the tent catches fire and begins to burn.
Ok so now. Duskade needs round 1 can use the above rolls if you want since you can flank and full round orc 3.
then Ilithial, Z'dim, Zoren can do round 2.
Let me know if I missed anything.
Ilithial |
Note that Ilithial has both Greater Invisibility running and Mirror Images. Here are all his current buffs:
Overland Flight - 9 Hours
Mage Armor - 9 Hours
Greater False Life: 2d10 + 9 ⇒ (10, 7) + 9 = 26 temp hp - 9 Hours
Communal Resist energy fire (20) on all - Extended - 30 minutes each
Mirror Image: 1d4 + 3 ⇒ (1) + 3 = 4 images - 9 minutes
protection from evil - 9 minutes
Shield - 9 minutes
Haste - Extended - 18 rounds
greater invisibility - 9 rounds
Bear's Endurance - 9 minutes
So, if the Orcs can see through his invisibility then they still have to deal with images.
Z'dim Orwinstone |
The orc's attack misses by the +1 for haste.
As he barely dodges the orc's attack, he retaliates with a blade made up of lightning.
Empowered kinetic blade. If the orc in front of him falls on the first or second blow, he'll step up to attack the next orc. If not, he'll step back at the end of both strikes.
touch attack: 1d20 + 18 ⇒ (14) + 18 = 32
electric damage: 5d6 + 3 ⇒ (2, 5, 5, 2, 3) + 3 = 20 Empowered=30
touch attack: 1d20 + 18 ⇒ (6) + 18 = 24
electric damage: 5d6 + 3 ⇒ (1, 1, 6, 5, 3) + 3 = 19 Empowered=28
touch attack: 1d20 + 13 ⇒ (18) + 13 = 31
electric damage: 5d6 + 3 ⇒ (3, 1, 5, 3, 4) + 3 = 19 Empowered=28
Zoren Valkith |
Round 2
Satisfied that his Tentacles will at least give pause to any who seek to flee, Zoren heads to the doorway area G12 on the map to see who may be in that next room. If the leaders are close enough, he will drop a fireball on them before they are able to disperse.
Depending on what Zoren sees in that section of the tent DM he may change his action. Zoren is currently Invisible, has Displacement active, Haste, Protection from Evil, and Bull's Strength. Zoren also naturally have some energy resistances.
DireMerc |
@Ahmose The bane if vs humans only doesn't apply to you.
@Z'dim the orc you are attacking is fresh. All three attacks hit dealing 86 damage but he is not down (targeting orc 4).
@Duskade Gotcha so targeting orc 3 you hit but because of Uncanny dodge he is not flat-footed. 36 damage to orc 3.
@Zoren The main area is currently home to a juvenile black dragon and a male drow. No sign of the two leaders so far.
Orc 1 rages and attacks Ahmose all out
attack: 1d20 + 22 ⇒ (20) + 22 = 421d12 + 16 ⇒ (8) + 16 = 24
attack: 1d20 + 17 ⇒ (16) + 17 = 331d12 + 16 ⇒ (4) + 16 = 20
Orc 3 does the same.
attack: 1d20 + 22 ⇒ (19) + 22 = 411d12 + 16 ⇒ (6) + 16 = 22
attack: 1d20 + 17 ⇒ (19) + 17 = 361d12 + 16 ⇒ (1) + 16 = 17
Orc 4 rages and attacks Z'dim
attack: 1d20 + 22 ⇒ (10) + 22 = 321d12 + 16 ⇒ (9) + 16 = 25
attack: 1d20 + 17 ⇒ (9) + 17 = 261d12 + 16 ⇒ (4) + 16 = 20
Edit: notice I forgot to move you guys will fix it later
and confirm crit
confirm + extra damage if confirmed (X3 crit): 1d20 + 22 ⇒ (2) + 22 = 242d12 + 32 ⇒ (3, 10) + 32 = 45
You can all post again.
Ilithial |
Ilithial, not wanting to expend too many resources on orcs casts yet a third burning hands (from his staff). He steps 5' away to catch two orcs with out burning any of his party.
Burning Hands: 9d4 + 24 ⇒ (4, 4, 2, 2, 2, 1, 3, 4, 2) + 24 = 48 Reflex DC 19 for half
Ahmose |
Round 2
Ahmose swings a hard kick at the orc on his right.
Full attack
unarmed strike kick: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d10 + 11 ⇒ (1) + 11 = 12
free trip attempt: 1d20 + 14 ⇒ (3) + 14 = 17
unarmed kick: 1d20 + 14 ⇒ (1) + 14 = 15
damage: 1d10 + 11 ⇒ (7) + 11 = 18
unarmed kick: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d10 + 11 ⇒ (2) + 11 = 13
Hmmm...not inspiring.
The monk draws upon his Ki.
Swift action ki strike
extra ki attack: 1d20 + 14 ⇒ (18) + 14 = 32
damage: 1d10 + 11 ⇒ (5) + 11 = 16
Z'dim Orwinstone |
The orc's blow hits his aura of force and draws no blood. Once again, his blade flashes out, filled with extra energy.
touch attack: 1d20 + 18 ⇒ (16) + 18 = 34
electric damage: 5d6 + 3 ⇒ (3, 1, 1, 3, 1) + 3 = 12 Empowered = 16
touch attack: 1d20 + 18 ⇒ (12) + 18 = 30
electric damage: 5d6 + 3 ⇒ (1, 2, 4, 4, 6) + 3 = 20 Empowered = 30
touch attack: 1d20 + 13 ⇒ (1) + 13 = 14