Abra Lopati

Arik Fletcher's page

21 posts. Alias of wolfheart.


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Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I am thinking of going with a cleric of Pelor, with healing domain and selective channeling, and of course toughness.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I am awaiting clarification on where we are at, if I read it right we just had a TPK but technically won because we managed to kill all the males and the females are not strong enough to hold the caverns against other forces in the canyon.

If I read this right, we are on to version 3.0 of the heroes and I would like us to come on the scene just following the fight, so we could take the stuff of our past incarnations.

We could be the hapless adventurers who got a little lost on the way and are looking for some shelter for the evening. Or stumble on the scene the following morning once the females have fled.

If we do need to start with our next set of adventurers, we might want to add a second cleric. I would be willing to move to that role if someone else wanted to play a rogue, or I can stick in the rogue role too.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

You can't have my bow, but I'll let you have an arrow"

Round 6 - Initiative 7
In Hand: Short Bow
Effects: Bless
HP: 10/10

Standard Action: atk bear orc
Move Action: none
Free action: 5 ft step to FC46

Attack: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14

damage: 1d6 ⇒ 1


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Arik is getting desperate, he takes one more shot hoping it can turn the tide.

he takes a 5 ft step to FC 45 and then fires at bear orc

Round 5 - Initiative 7
In Hand: Short Bow
Effects: Bless
HP: 10/10

Standard Action: atk bear orc
Move Action: none
Free action: 5 ft step to FC45

Attack: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Damage: 1d6 ⇒ 6


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I agree that we should get out of here. Withdraw and return after we have gained some experience and we don't have the whole clan standing there waiting for their turn to whack us.

Every good adventuring group needs to have that nemesis that they need to come back and deal with later, when their power has increased so they can tangibly mark their progression.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Arik fires another shot at the bear orc.

Round 5 - Initiative 7
In Hand: Short Bow
Effects: Bless
HP: 10/10

Standard Action: atk bear orc
Move Action: none
Free action: None

Attack: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12

Damage: 1d6 ⇒ 1

and curses to himself as his shot misses it mark.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Arik continues to snipe at the orcs, turning his attention to bear orc.

Round 4 - Initiative 7
In Hand: Short Bow
Effects: Bless
HP: 10/10

Standard Action: atk bear orc at FC40
Move Action: none
Free action: None

attack: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Damage: 1d6 ⇒ 3


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Arik fires at the wounded orc, hoping to finish him off. He then retreats back down the entry tunnel hoping to lure the orcs in.

Round 3 - Initiative 7
In Hand: Short Bow
Effects: Bless
HP: 10/10

Standard Action: atk orc at FD40
Move Action: move to FB44
Free action: None

Attack: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Damage: 1d6 ⇒ 3


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I have a tactical thought, we should all be foot stepping back down the hall so we can limit the number of attacks we will be exposed to. We need them to come into the bottleneck.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Is the map accurate right now. It does not show any of the orcs to the right as being out, or did another orc step into longtooth's square.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Arik steps up into the tunnel, staying tight against the wall to his left, approaching the intersection he scans the tunnel to his right and lets fly an arrow at the first orc he sees.

Round 2 - Initiative 7
In Hand: Short Bow
Effects: Bless
HP: 10/10

Move action: Move to FB42
Standard Action: atk orc at FE40
Free action: None

attack: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
damage: 1d6 ⇒ 4


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I say roll the dice with sleep in center of tunnel intersection, bless on all of us and lets try to keep our lines together and press in. We can always withdraw if it gets to hairy.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Can we center the sleep spell on FB41. Since we know he is there from the taunts, and being the closest to center of spell we should be able to get him down at least.

We could then come forward to edge of intersection, do as much damage as possible and then step back down the entry tunnel and hope they follow.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

Do we want to all hold our actions for this round, waiting for the sleep spell to go off and go in hard behind it. If we can take the orcs out to the right we can hold the intersection much like we talked about holding the entry tunnel, only fighting a couple at a time.

The trick will be to do this without overly exposing ourselves from the left in the meantime.

Since we all have the initiative, we can order our actions for next round to be:

Ozmund casts sleep
Crom and Xanthar move up and hold line at intersection
Arik and Warchyld take shots at orcs to right
Mot attacks with reach or adds healing where needed.

Just my 2 coppers, would be open to alternatives.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

"Sound advice. Do we have any way of goading them to come out to us."


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

"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.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

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?


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I think we should still try to negotiate for Morgan's release and the return of the bodies of the fallen.

Arik would be motivated to do this as he needs proof of Rowan's death.

Or we could go in arrows flying and kill us a bear orc

I should also mention, since we are talking about our characters, that I plan for Arik to take some fighter or ranger levels to add to his potency.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

I wanted to just run through what our goals are here for this next phase of our story. Please correct me if I have anything wrong.

Arik is going in to find Rowan dead or alive. My intention is to run with Arik as I think he has a better chance at survival and his build will work better tactically. I can role play a solution if Rowan lives (Rowan trades a finger and personal item for his life and flees toward Furyondy or the Nyr Dyv.)

Warchyld is going to try to save Morgan. Intention is for Morgan to continue and Warchyld to be NPC/backup muscle in area.

Crom can be Elwita's replacement, not clear on whether he wishes to salvage Elwita or stick with Crom.

Burke is going in as mercenary, and we hope to save Grimm.

Mott and Eldarian are alive and outside cavern.

orcs are shying away from the light at the cave mouth.

When the replacements arrive at the cave, we either will go into the cave in a much better tactical position. Or, we can try to negotiate for the return of the fallen. We could work the angle that the two remaining males are in a much better position in the tribe (having all the females for themselves) and returning the captives would keep us from returning with even more reinforcements.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

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.


Male Human Rogue 1 | AC 16 FF 13 Tch 13 | HP 10/10 | Fort +1 Ref +5 Will +0 | CMB +2 CMD 15 | Init +3 Pcpt +4 | Move 30
tracked resources:
38/40 arrows

This is Rowan's backup, he could help cover the escape if it comes to that.

I wanted to post him so DMTribute could look him over.

I also noticed I am off by one round in the post above. Rowan will try to withdraw in round 9, if he survives round 8.

We should also remember that orcs have light sensitivity and getting outside in the daylight might stop their pursuit.