Vaarsuvius

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612 posts. Alias of Mur.


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Anyone checking in here?
Just wondering if anyone checks online anymore.


Anyone checking in here?


I'm up for any 4e game.

Giant robots are a plus!
It would be fun to reflavor the current classes... though I have to admitt I only have faint memories of the cartoon from the 80s and the newest movies (for good or bad). But I'm willing to read up on whatever's needed.


I'd vote for a 4e game.
There's never enough of those going on here (I understand why...), and I love the name wraith recon :)

I'd be in for that one.


Etienne said he was going to check in... so we should have an update soon and begin the chase from the Keep.
@Etienne --> Make sure you check your surges and current hp.


Excellent rolls! A crit on Arcana even!

Orla and Savi can't think of any historical references to the word ikensta. Nor do their knowledges of humanoids help them much... Savi has a slight fleeting memory of some arcane connection to the word. Her memory isn't clear, but she remembers reading somewhere in a magic tome about the ikensta or something like it. (The crit is what gives you the small hint of knowledge... perhaps it's a reagent, a magic item, a particular spell caster, who know's... it's just somehow related to magic).

(Even though he didn't roll) Thringorn's the only one that speaks the correct language - it sounds Draconic. Thrin wouldn't know much more, other than it could be a draconic name that means "rock" or "stone".

You will need more research/resources to learn more.

I'll give Etienne a bit to check in before we start "The Run"


Is the intent to try and chase someone down the path, or just make your way back to town? Meaning, are you trying to tail someone or are you just making your way back home and if you find someone down there - that's okay too...
It took you about a day and a half to get here from Karholm - but you also had a small cart to make the travel easier.
You could push it and try to make it back to Karholm in the day --- that would be tough, but doable (some of you may be near dead after the run). Or you could take the standard pace and be there tomorrow sometime.
The answer depends on which checks you'll have to make and how beat up you'll be when you get to Karholm.

Just for information: If Vendis did head back to town, he has a head start on you. He probably moves faster than your group (lightly armored half-elf vs heavy armor wearers) and if he can get his hands on a mount he could easily make it back to town tonight.


Duller does his best to try and match Zvia's steps, but it seems the rest of the group is rightfully just fleeing for their lives and not giving a care to how they step.

After about 15 minutes of hard running, you drop under a slight ledge and collapse in the shade of a few trees to catch your wind.

Stealth Results:

Thanis: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1
Duller: 1d20 + 0 - 2 ⇒ (16) + 0 - 2 = 14

Group's Total: -1 + 10 + 19 + 6 + 4 + 1 + 14 = 53/7 == 7

-You wouldn't guess that the other two groups would be very stealthy either. Rallnik's group has Nirifanya who is very light on his feet, but that group also has 5 armor wearing fighters who sneak about as well as Thrin, Savi, and Alester.

Combat is Over!
You may take a short rest, regain all encounter powers, spend healing surges (Remember Orla grants you +5 hp PER surge spent... that is if she chooses to sing, lol)
As for the negative prison effects, unfortunately you'll need one more milestone... (basically, 2 encounters == 1 milestone; you've had 3 "encounters", you'll need 1 more to get the 2 milestones). The next planned "encounter" will be running from the Keep the remainder of this day - it will be a Skill Challenge - and it will count towards your milestones, so when you break for camp at the end of this day, the three affected characters will be free and will wake normal --- unless the undead get them in their sleep... muahahahahah <cough> <cough>, sorry about that.


Please indicate how many surges you're spending, how many hp and surges you currently have, and any actions you'd like to take in the next short while.

@Savi:
I'll save your Nature Check for later - it is part of the next leg of the journey, and it will be useful.


Excellent. The group decides to head East directly towards the nearest Gallandan Inn that Orla can remember. Thanis, Corin, and Duller will stay with you till you get a chance to rest.

You see the other half of your group disappear to the southwest as they too look for a suitable place to catch their wind. There is no sign of Egger and Feln who were last seen running at full tilt to the south...


Everyone needs to make a Stealth Check at -2. The results will be averaged to determine how well your group can cover it's tracks while trying to run for cover.

Zvia, would you also make a Heal Check DC 11.

Also begin thinking about how fast you want to push yourselves. It is early/mid morning. You can still get a full day's journey under your feet. Do you want to try and travel for more than 10hrs or if you would like to try to run more than one hour today or if you'd like to do both?


Orla, you also get a +2 on the check from Duller's Aid, if someone else rolls an aid check (DC11 Heal Check), then Corin is stable. Zvia? You probably have the best Heal Check with your Wisdom score.


Assuming Zvia succeeds

Will your group be going after Rallnik's group (that's Rallnik, Nirifanya, and the other 4 prisoners) -- they went south/southwest -- away from the inn, but not that bad -- you'd be able to split off and head towards the inn after your rest.

.OR.
Will your group be going after the first two prisoners to flee -- they went southeast -- more in the general direction of the inn.

.OR.
Will your group pick a completely different direction.

(Thrin made it sound like he wanted to stay in a bigger group till after the first rest. That seems reasonable... Savi wondered about heading North, keep in mind that north is Karrnath, the Kingdom that arrested each of you and then left you in Fort Bones -- you may not want to head right back into Karrnath right away... The Mournlands and/or The Talenta Plains give you room to disappear for a bit... just a thought).

Cover and a secure rest spot should be available in any direction.
Whichever direction you pick, Thanis, Corin, and Duller will stick with you till after the short rest and then a decision can be made.

So,... which way?


If you are waiting for Thanis, Duller will take note and shout over to your group, "We'll need your help stablizing Corin, he's in bad shape!"

Duller will assist. Whoever tries to roll the DC15 Heal Check to stablize will get a +2 from Duller.

Thanis slides down the rope and has to eventually drops the remaining 10ft. He's one the ground and ready to run (once Corin is stable).


Katsuye wrote:
Do you mean that it would be strange for the tracks to be orc-made?

Sorry, I wasn't clear. It is strange for the orcs to be working with humans (Vendis). The Jhorash'tar Orc Tribe is known to kill nearly all non-orcs on sight.

Katsuye wrote:
Do we have any idea how many people may have been with Vendis based on who was missing from the large gathering room and who we've killed since then? I am just thinking about the number of paths leading away and what Kat's approach would be.

Vendis left with four others. You killed 3 of them in the trophy room you just left and so that leaves just Vendis and 1 other.


@Cover: The immediate area around the Keep is relatively clear and free of cover (as you'd expect). You will easily find cover the farther you get from the wall. You would expect if you-all kept running for 10-20mins or so you would be able to get out of sight of the wall, take a 5minute break, and recatch your bearings (short rest).

@The Nearest Gallandan Inn:
It's about 75 miles away.
At your speed, if you did a standard overland travel speed, it will take you 4 days to get there (10hr of walking a day == 20miles in this terrain).
You can Push Yourselves during the day and try to keep walking for more than 10 hours... but that will require DC 20+ Endurance checks (failure means loss of healing surges, but you do get to keep going - see running below).
You could also opt to Run. You cover twice the distance per hour of running... BUT! You may only run 1 hour a day without penalty. If you run longer than that, you lose a healing surge per extra hour spent running. If you run out of surges, you start taking damage equal to your surge values instead. You still gain the benefit of the run, you're just exhausting yourself.

PS. Undead do not tire (one of the reasons the Karrnathi use them). They will move their fastest speed after you in pursuit. Your best bet may be to push yourselves or run.


Cog is easily able to tell that the immediate space outside is clear of enemies.

He's also able to note that there are several tracks that lead from this area. You think you might be able to make out a few "recent" ones. None of you are true woodsmen, but there seems to be four paths.

Two lead off deeper into the foothills and two lead off back to town (Ironholm).

Vendis may have gone back to Ironholm to try and collect his own reward (no one there would know that he double crossed House Tharashk or that he murdered his guild page). Plus, from the town he could buy/steal a mount and be off to Irontown (a large city with its own Lightning Rail and passage to anywhere in Khorvaire).

The paths into the foothills could be made by Vendis or they could be made by the orcs that teamed up with his men (by the way, that would be very strange).

You don't have to talk to Kartus, you know his vote -- he wants to report back to Ironholm, as soon as possible... and he thinks that either of the paths that leads to Ironholm would be fine.


Zvia gets to spend a healing surge (When you have negative hp and you receive any healing, your HP first reset to ZERO and then you get the full healing power... so, Zvia should be at 7hp and conscious).

Zvia wakes from what felt like a strange dream. Savi supports her as she gains her bearings. She is conscious and as healthy as can be expected after falling 30-40 feet.

Zvia Only:

You remember everything that happened to you in our spoiler text chat.

Asside from Thanis hanging from the top of the rope (carrying Corin) and Duller waiting for him at the bottom. The rest of your fellow-prisoners are already gone. (Most headed S/SW, while the first two to run were headed SE into the Talenta Plains). You party is up and ready to go. Thringorn and Alester are hanging back. Orla had a plan...

For Orla:

Way back in 2011, you checked for Ghallandan Inns -- you remembered the closest one was actually due EAST of your location, on the road from Vulyar (a Karrnathi City) to Getherhold (the Halfling "capital" in the Talenta Plains). There should actually be several small way points along that road. And being mid/early summer, if you decide to travel south, Gatherhold should be full.

<< Map of the Area >>


Even though we're still in rounds, feel free to discuss your next move. Which way would you like to flee?
SE towards Egger, Feln, and the Talenta Plains (Halfling country)
S/SW towards the rest of the group and the Mournlands
Wait for Corin, Duller, Thanis?
Pick a completely different route and follow nobody?
Walk back into Fort Bones and turn yourself in? lol
...
You will definitely need to find someplace to catch your wind (a short rest - heal/regain encounter powers) and somewhere to hole up for the night (an extended rest - completely heal/regain all powers).

Thoughts?


We'll keep you in turns just a moment longer... as you decide on plans for the next few moments.

Nirifanya offers a small prayer of thanks and wishes his summoned guardians well as they are left behind to hopefully slow down the horde that is sure to follow (that and Thringorn's disabled door).

Egger and Feln have run off to the southeast.
Aeb, Gossen, Haas, Rallnik, Nirifanya, and Beeld all appear to be heading to the southwest.
Thanis and Duller run for the rope. Duller goes over first - slides partway down and then lets go, leaping to the ground below in a painful, but survivable fall. Thanis follows but doesn't get very far down the rope while carrying the unconscious Corin (He's got a good Athletics Normally, if he rolls well he might be able to make it to the bottom next turn... maybe) Duller looks like he will wait for them at the base of the rope.

-- ROUND 11 --

COMBAT DETAILS:


::ALLIES::
All Allies are retreating.
Duller makes a Fast Rope Check: 1d20 + 8 ⇒ (18) + 8 = 26 giving him 3 free squares and he's able to climb 3 squares on his own. He then leaps for the ground, taking 2d10 ⇒ (7, 6) = 13 falling damage, but he's ready to run next turn.
Thanis (carrying Corin on the Rope) also make a Fast Rope Check: 1d20 + 10 ⇒ (2) + 10 = 12... it doesn't get him very far, and he is only able to climb one square while carrying Corin.


::ENEMIES::
UNKNOWN

Total Damage to PLAYERS:
none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14

Map Notes:

There are rocks near the Keep's wall (dark brown).
--You cannot move on the Dark Brown (unless you're climbing). It's a DC 25 Athletics Check to freehand it (or DC 10 with the rope).
--The path by the gate is Difficult Terrain until you reach the grassland (that's the reason for the white V marks).

All grassland is the same, the light brown path is just for looks.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warrior
: 2: Hit with Saga of Rivalry (se)*, Marked by Savi
Alester
Thringorn
Savi
Orla
Zvia: Saga* +2 to hit SkelWarrior2, Dying (Failed Death Saves: 0/3)

Nirifanya: carries AllyB (5 squares off the map heading S/SW -running)
Rallnik: Bloodied! carries AllyB (5 squares off the map heading S/SW -running)
Rallnik's men
: Aeb : stable - being carried by Gossen and Haas
: Beeld : stable - being carried by Rallnik and Nirifanya
: Corin : dying
: Duller :
Thanis's men
: Egger : (28 squares off the map heading SE - running)
: Feln : Bloodied! OUTSIDE! (28 squares off the map heading SE -running)
: Gossen : Bloodied!, carries AllyA (14 squares off the map heading S/SW - running)
: Haas : Bloodied! (near dead), carries AllyA (14 squares off the map heading S/SW - running)
Thanis: Bloodied! Slowed by carrying AllyC, 1/10 squares down the Rope
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)
*"Saga of Rivalry": Target take -5hp if they do not end up adjacent to Zvia.

All players are up!
AND ZVIA needs to make her Death Save from last turn.

<<map>>


Thrin, Savi, sounds good.

Zvia Only:

The voice in the darkness continues (In it's deep James Earl Jones voice), "Your time here is over. We will meet again soon... but you will have found the ikensta."
"Good luck little one."

The darkness fades for a moment and you get the feeling of scales and dragon's breadth.

Zvia still needs to make her Death Save for this turn, but I don't think it will impact things too much... even if she fails she'll be okay soon enough.


LoL -- "That is *NOT* how you apply a bandage... ewwwww."
...
No, they've done away with critical failures on skill checks - and really even critical failures in general are gone (they only really hurt the players in the long run, so I can see why they're gone).


@Savi: I was going to write the same thing as Orla -- she's already used all her actions. You would be better spent, either:
A) Starting to move Zvia -- you can get 4 squares away, if you spend two move actions... Next turn you could carry her another 2 sqrs and Orla could still catch up on that turn, stablize Zvia, and then on turn 3 you two could both carry her forward...
--or--
B) Spend two actions attempting to stablize her yourself. You need to hit a DC 15 Heal Check - it's unlikely, but possible. And there's no harm in trying especially if you're just going to wait for Orla's next turn.

@Thringorn: sounds good... I'm going to have to work on my 3D modeling so it all makes sense :P


Nice roll, Thrin!

Thringorn uses his blade to wedge the door closed. You imagine that it will hold for a bit... it may provide you a few turns before they get through it.

You may not want to move to J10 -- you would still be on the "ledge" of the Castle Bone's mound, and you would have to climb/jump down the small cliff which is about 25-30 feet down to the ground from this ledge.
Now, you do have the athletics to probably attempt it... so you can, just pointing it out.


As Alester tries to back out of the courtyard, the Karrnathi Warrior reaches out with its blade and tries to use the magic of undeath to shock Alester's mind. But (I'm assuming) Savi-Kai's arcane shield springs up in the space between and saves Alester from any damage.

Karrnathi Warrior OA (Death Touch) vs Alester: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 vs (any defense) WILL, HIT! for 1d8 + 6 ⇒ (1) + 6 = 7 damage.


That was your "Hop Down" Check - failure means you're falling the last 5 ft.
Since you're trained in Acrobatics you can make a free check to reduce your falling damage. There is no damage for 5ft, so being trained just means you can land on your feet those last 5ft...

Orla slides down the rope, tries to gracefully dismount at the end... it doesn't look as fancy as she hoped, but her training kicks in and she cooly lands on her feet. Orla is now on the ground outside the walls.


Alester can't really see it, but Thanis has a clear view from up on the wall. And in a near panic he yells out, "We've got more incoming! MOVE IT!!"

I'm sure on Alester's turn, he will be moving out of the courtyard.
@Thringorn: you might consider trying to find a way to wedge/break/force the door shut - something to slow them down this path and maybe even make them go around.

If you have an action point, it can be used for extra actions - like a move.
And remember you can also take the RUN Action (a move action that gives you +2 to your base speed but means you grant combat advantage to all enemies and you take a -5 to attack rolls for that turn)


The retreat continues... Nearly everyone is out of the courtyard. Duller drags Corin and is almost to the top of wall and Zvia's rope. A few of your allies are long gone now (Egger and Feln).

Niri takes a moment to stablized Beeld and shouts over to Savi, "Savi! Do you need a hand over there?!"

Thanis hurls a daggers at the last archer and adds a bit of his natural fighter strength. The archer expolodes in necrotic energy (the last archer is now dead). Thanis then runs to help Duller carry Corin.

The Karrnathi Warrior begins spinning its blades. Alester easily dodges the first, and the second should've made contact, but Savi arcane distraction and the bolstering presence of Niri's dragon spirit save Alester from a nasty wound (that second swing just misses Alester).

-- ROUND 10 --

COMBAT DETAILS:


::ALLIES::
Nirifanya: stablizes Beeld (1d20 + 10 ⇒ (14) + 10 = 24-success!) and then moves with Rallnik and AllyB (Tiger moves to E8 to flank the warrior).
Rallnik: double moves to H6 - Nirifanya now helps with the dying ally.
Rallnik's Men: Duller grabs Corin and runs for the wall and Zvia's rope down.
Thanis: thrown dagger vs Archer3 + fighter power bonus: 1d20 + 8 ⇒ (10) + 8 = 18 vs AC, hit! for 2d4 + 3 ⇒ (3, 4) + 3 = 10 - this drops the archer!
Thanis's Men: #E/#F are now off the map... they are not waiting for anyone, #H catches up to #G and together they carry #A


::ENEMIES::
Warrior2: Karrnathi Skill 2 attacks and can shift at any point during the attack. He ignores Savi's mark and goes after Alester:
Scimitar1 vs Alester: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 vs AC, miss
Scimitar2 vs Alester: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22 vs AC, would be a hit, but the Spirit of Eberron grants a +1 to all defenses to adjacent allies -- so miss!!

Total Damage to PLAYERS:
none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14

Map Notes:

There are rocks near the Keep's wall (dark brown).
--You cannot move on the Dark Brown (unless you're climbing). It's a DC 25 Athletics Check to freehand it (or DC 10 with the rope).
--The path by the gate is Difficult Terrain until you reach the grassland (that's the reason for the white V marks).

All grassland is the same, the light brown path is just for looks.

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warrior
: 2: Hit with Saga of Rivalry (se)*, Marked by Savi
Alester
Thringorn
Savi
Orla: 3/10 squares down the rope
Zvia: Saga* +2 to hit SkelWarrior2, Dying (Failed Death Saves: 0/3)

Nirifanya: carries AllyB
Rallnik: Bloodied! carries AllyB
Rallnik's men
: Aeb : stable - being carried by Gossen and Haas
: Beeld : stable - being carried by Rallnik and Nirifanya
: Corin : dying
: Duller :
Thanis's men
: Egger : (14 squares off the map - running)
: Feln : Bloodied! OUTSIDE! (14 squares off the map -running)
: Gossen : Bloodied!, carries AllyA
: Haas : Bloodied! (near dead), carries AllyA
Thanis: Bloodied!
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)
*"Saga of Rivalry": Target take -5hp if they do not end up adjacent to Zvia.

All players are up!

<<map>>

Other Important Notes:

The exit is I6. It leads to a sloping path that is the only way down from Fort Bones without a difficult Athletics Check. The path is diffult terrain until it levels out on the grassy plain: J6, K6, and L6 are all Difficult Terrain, the dark brown is impassible (without a DC 25 Athletics Check)

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (H22), or you can Climb up any of the walls (Athletcis Check, DC 22)

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

There is a ROPE hanging over the edge of the Keep at I18.

Climbing Rules:

Climbing - an Athletics Check (DC 10 for a rope) made while moving (once per Move Action)
Fail by four or less and you lose your Move Action (don't move). You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 50 feet up on its southern side, so that's 10 squares of climbing, or 20 squares of movement. That also means, that most characters need TWO or THREE Move Actions to get to the bottom (and thus, TWO or THREE Athletics Checks) -- unless you decide to drop down off the rope towards the bottom.

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this rope, the DC to avoid falling is 15). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.

HOP DOWN
Make an Acrobatics Check (DC 15) to hop down 10 feet and land standing.
Action: Free check as part of a Move Action
Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.

REDUCE FALLING DAMAGE (Trained in Acrobatics only)
If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
Action: Free action. The Acrobatics Check is a response to falling.
Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.

FAST-ROPING:
Free Action as part of a Move Action to decend a rope or similar surface.
Athletics Check = DC for surface you are climbing (rope DC = 10).
For every 5 you beat the DC, you gain one free square of decent.
However, you also take (0-3)hp of damage per free square (unless you are Trained in Athletics).
IF you fail the DC by any amount you are FALLING.
This "Fast-Roping" check can be performed ONCE per Move Action, and you can still perform the rest of your Move Action (like continuing to climb).


hmm... my mapping software is failing me.
will try to fix it and post later :(


Alright... assuming you open the door cautiously and proceed forward.
The door opens into a 30x30 enterance/guard room of the dwarven hold you have been traveling in. In front of you is the door to the outside - the actual door has long been destroyed and you can see out into the Ironroot Mountain's foothills. You would guess that it is midmorning sometime, and it is still overcast (it was rainy and gloomy when you first arrived... the weather hasn't changed much).

The room is empty and has been fully looted long ago.

Kartus bursts with excitement, "We're finally clear!!" He takes off for the exit out.


Orla's arcane insult is enough to bloody the last skeletal archer.

Alester, you're up.


Nice Roll!!!
Katsuye's expert theivery is able to piece the Arcane Lock. Cog and Aurr sense a little pop (like your ears popping when you change altitudes... only this time it's something internal that your arcane senses pick up). The Lock is broken. It's creator (probably Vendis) knows...

The door can be openned.


@Alester: Sorry, Savi can't shield you from the warrior's hit - I had forgotten she had already used it. You take the full 15hp


@Orla: About sliding down a rope:
There's nothing in the rules anywhere about it, but it seems a reasonable action - I think the military calls it "fast-roping"... and it's very effective. Basically, it sounds like a controlled fall.
Since there are already rules for catching yourself when you're falling, I think we can just adapt those rules to this situation. I've been trying to think of a good athletics mechanic that would make it a reasonable action, but not something that anyone off the street should be able to do...
Here's my thought:
Fast-Roping:
Free Action as part of a Move Action to decend a rope or similar surface.
Athletics Check = DC for surface you are climbing (rope DC = 10).
For every 5 you beat the DC, you gain one free square of decent.
However, you also take (0-3)hp of damage per free square (unless you are Trained in Athletics).
IF you fail the DC by any amount you are FALLING.
This "Fast-Roping" check can be performed ONCE per Move Action, and you can still perform the rest of your Move Action (like continuing to climb).


Zvia is now at L18 on the map.

For Zvia Only:

(Again in the deep Mufasa voice - with the mixture of caring and anger)"WISE... BUT ONE SHOULD NOT ARRIVE SO EARLY."

You feel as if you are being scrutinized...(but it's near pitch black)

--------
Zvia: Failed Death Saves: 0/3


Cog, the door has been sealed with Arcane Lock.
You remember reading something about it in the lead artificer's ritual book (months/pages ago, you rolled an Arcana Check and got a nat 20, I told you I'd give you a bonus later on...). You're not sure if this is the same ritual from that book, but you think that you can help direct someone (like Katsuye) in openning the Lock (Cog grants a +2 bonus for anyone trying to open/break this lock).

One last thing. There's no way to tell if this lock was placed to keep people in (like you guys), or keep things out (like the Jhorash'tar Orcs). But you do know this, Cog, when the lock is broken or bypassed, the creator of the Lock will know it's been openned.

Arcane Lock: A 4th level Ritual, it takes about 10minutes to cast and requires a Theivery or Str Check to break open (DC in this case is 24) or an Unlock Ritual/Dispel Magic -- I don't think you guys have either of those.)


For Zvia Only:

Time seems to slow as you fall to the ground.
You have time to recollect a great many things in your adventures... long enough to ponder whether this is the first time you've faced death and lost - and to a rope of all things...
Long enough to ponder the meanings of death and mortality...
Long enough to wonder if your new friends will be able to make it out of this place without your aid.
You consider your journies, your challenges, your path of enlightenment...

That's a lot to consider, but the fall does seem to take a long while.

And then you're positive you feel the ground.
No pain, just an instant of shock and the world goes black.

Black and cloudy/smokey??? (it's black, you can't see the clouds, but you feel them...)

A voice fills your mind, [deep and all James-Earl-Jonsey] "YOU ARE NOT ONE OF MINE. YOUR PROPHECY DOES NOT END NOW, LITTLE ONE. WHY ARE YOU HERE?" There's a strange mixture of concern, apathy, anger, and care in the voice. A mixture that both comforts you and chills you...

Most Githzerai don't have a religious bent - they perfer personal enlightenment to worship, and you have a very low Religion Skill (makes sense), so you do not recognize anything "afterlifey" in the statement -- your character may be convinced that everyone experiences this upon dying or you might be convinced that you are special.


You can only use Acrobatics to reduce damage if you are trained in in it - I don't think Zvia is... so you are falling the full 30ft.

Zvia was so excited in catching herself the first time that she misjudges the next handhold on the rope and falls. Zvia is probably too cool to scream on the way down, but everyone hears the disturbing and unmistakable sound of her body hitting the ground below (a combination of hollow thump and too many sticks snapping at once).

Damage to Zvia: 3d10 ⇒ (3, 6, 8) = 17

Zvia is now unconscious and dying.

DEATH AND DYING:
At the end of every turn Zvia needs to make a regular saving throw.
Success = no change in your condition.
Failure = 1 "death mark", if you accumulate 3 death marks, you're dead-dead.
Natural 20 = You Recover! You get to spend a healing surge and you bounce back from unconsciousness.
Ps - all healing applied to someone at negative hp: FIRST, the person's hp is reset to zero; THEN, the full healing power is applied.

Zvia needs to make her first Death Save.


Makes perfect sense to me.


Maybe it's Zvia's Githzerai nature showing (calm and zen-like) or just her high wisdom that keeps her level headed in the face of death... a slip on the rope, a moment of panic (from the DM who thought for sure you were dropping like rock), and Zvia is back firmly attached to the rope and actually a bit closer to solid ground.

Sure, I think dropping 5ft is reasonable.)

Zvia's Progress on the rope: 4/10 squares


Zvia, you are "falling". You get one free check to try and regrab the rope the Athletics Check is now a DC 15. If you fail this one, you fall the rest of the way down. If you make it, no worries and you're still climbing.
7squares or 35 feet -- which will cause 3d10 damage... but at least you'll be on the outside :{


Note, I adjusted the map, since most of you are outside now. The only new thing is the rocks near the Keep's wall.
--You cannot move on the Dark Brown (unless you're climbing). It's a DC 25 Athletics Check to freehand it (or DC 10 with the rope).
--The path by the gate is Difficult Terrain until you reach the grassland (that's the reason for the white V marks).
Everyone's relative position remains the same.

The retreat continues...
Nirifanya's spectral tiger claws through the last archer on the ground. It explodes in necrotic energy that rains harmlessly to the ground.
Rallnik gives a thankful nod to Alester on his way past, as does the last ally heading that way. Everyone else is heading for the rope that Zvia is climbing down.
Thanis takes a moment to slide up to the enarest archer and finish him off, then he nods to Orla, "Miss, I can hold the line here - you are welcome to go first." He may be bloodied and beaten, but he is a proud soldier of Karrnath and some habits die hard (he has 8hp).

The skeletal warrior advances on Alester and begins whirling its scimitars, just barely catching the paladin with one swing. Meanwhile the last archer leans over the wall and tries to take out Zvia while she's climbing on the rope. A perfect shot catches her, threatening her grip on the rope.

ZVIA - YOU NEED TO MAKE AN IMMEDIATE ATHLETIC CHECK (DC 10) TO AVOID FALLING FROM TAKING DAMAGE.

-- ROUND 9 --

COMBAT DETAILS:


::ALLIES::
Nirifanya: moves to I6 (under the walkway) (dragon to F6); Attack with Spectral Tiger vs Archer8: 1d20 + 5 ⇒ (20) + 5 = 25 vs Will, CRIT! for 8 + 4 = 12 ---> Archer8 dies, only the tiger is in the area and even on a hit, its explosion can't hurt the tiger.
Rallnik: double moves to H6 - Nirifanya now helps with the dying ally.
Rallnik's Men: Duller grabs Corin and runs for the wall and the rope down
Thanis: use halfelf power (minor) to shift forward and attack Archer3: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 vs AC, hit! for 1d8 + 4 ⇒ (4) + 4 = 8 ---> Archer3 dies (Immediate Reaction) burst vs Thanis: 1d20 + 5 ⇒ (9) + 5 = 14 vs REF, HIT! for 1d6 + 2 ⇒ (4) + 2 = 6 necrotic damage, then he moves towards the rope.
Thanis's Men: #E and #F flee running on a double move, #G will move with Savi, #H runs and makes it outside.


::ENEMIES::
Warrior2 ignores Savi's Mark and Orla's Power and moves to Alester to use: Karrnathi Skill (2 attacks)
Scimitar1 vs Alester: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 vs AC (that just hits you, the dragon gives you +1 defense, but 23 is the magic number), HIT! for 1d8 + 8 ⇒ (7) + 8 = 15
Scimitar2 vs Alester: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11 vs AC, miss!

Save vs Orla's Power: 1d20 ⇒ 9 -- failed.
-
Archer Ranged Shots vs AC:
2: Moves to start shooting at Zvia on the rope: 1d20 + 6 ⇒ (20) + 6 = 26 CRIT!! for 8 + 4 = 12

Total Damage to PLAYERS:
Alester: 15 (assuming Savi invokes her shield on you) it's only 6hp damage.
Zvia: 12

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warriors
: 2: Hit with Saga of Rivalry (se)*, Marked by Savi
Skel Archers
: 2:
Alester
Thringorn
Savi: carries AllyA
Orla
Zvia: Saga* +2 to hit SkelWarrior2, 3/10 squares dowm the rope

Nirifanya: carries AllyB
Rallnik: Bloodied! carries AllyB
Rallnik's men
: Aeb : stable - being carried by Savi and Gossen
: Beeld : dying - being carried by Rallnik and Nirifanya
: Corin : dying
: Duller :
Thanis's men
: Egger : OUTSIDE!
: Feln : Bloodied! OUTSIDE!
: Gossen : Bloodied!, carries AllyA
: Haas : Bloodied! (near dead) OUTSIDE!
Thanis: Bloodied!
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)
*"Saga of Rivalry": Target take -5hp if they do not end up adjacent to Zvia.

All players are up!

<<map>>

Other Important Notes:

The exit is I6. It leads to a sloping path that is the only way down from Fort Bones without a difficult Athletics Check. The path is diffult terrain until it levels out on the grassy plain: J6, K6, and L6 are all Difficult Terrain, the dark brown is impassible (without a DC 25 Athletics Check)

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be accessed by the ramp (regular movement) on the Eastern side (H22), or you can Climb up any of the walls (Athletcis Check, DC 22)

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade. Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

There is a ROPE hanging over the edge of the Keep at I18.

Climbing Rules:

CLIMBING - an Athletics Check (DC 10 for a rope) made while moving (once per Move Action)
Fail by four or less and you lose your Move Action (don't move). You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 50 feet up on its southern side, so that's 10 squares of climbing, or 20 squares of movement. That also means, that most characters need TWO or THREE Move Actions to get to the bottom (and thus, TWO or THREE Athletics Checks) -- unless you decide to drop down off the rope towards the bottom.

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this rope, the DC to avoid falling is 15). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.

HOP DOWN
Make an Acrobatics Check (DC 15) to hop down 10 feet and land standing.
Action: Free check as part of a Move Action
Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.

REDUCE FALLING DAMAGE (Trained in Acrobatics only)
If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
Action: Free action. The Acrobatics Check is a response to falling.
Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.


Aurr quickly notes some issues:

1. This is an exterior door or perhaps a door that leads to an exterior gateroom, either way, you should be very close to outside (Cog's halfling senses confirm that he is close to the outside... there's just something in the air that lets him know he is close to the green scrub grass of the Ironroot Mountains).

2. This door has a locking mechanism on *this* side of the door -- the lock is not engaged so the door should open easily, but it doesn't - it feels locked.

3. Both Cog's and Aurr's natural arcane senses tell them the door is locked magically from the outside -- if this is the path that Vendis took, he has sealed the door behind him (Arcana Checks to learn more).


I'm assuming Aurr or someone will be actively "Percepting".
Katsuye will be ready to disable traps.
Rive is close to the front to tank.
Spellcasters will be "Arcana-ing"...
I'm also assuming one of you has a light source?

The stairs lead up to a dusty enterance hall -- although clearly built by dwarves, there is plenty of space for the taller folk in your group. Small alcoves dot the walls where dwarven craftsmenship would've been on display, and you can imagine that at one point this walk must've been inspiring. Nothing of its former glory remains, though -- everything has either been removed by the owners or pillaged long ago.

The hall is clear of danger for the first 40 or 50 feet or so, no trace of magic or traps... there are some tracks in the dusty floor and the hall ends at a single large door - it is locked.

Plan?
PS. Make sure someone puts on that Lucky Charm - it gives you a +1 to Fort/Ref/Will and gives you a daily boost to any d20 roll.


@Cog: Scatter among the thugs, goblins, and orcs you find 210gp, 2 malachite gems valued at 100gp each, and one of the thugs was wearing a Lucky Charm +1 about his neck (it grants +1 to your non-AC defenses and gives you kind of a free action point -- see below)

You find that the two bodies in the southeast corner are wearing House Tharashk Finder's Guild crests. Kartus can confirm that one was the guild page sent with Vendis's group and the other must've been his bodyguard. They were clearly executed.

"Lorbask Torrn will not be happy about this. Vendis has made some powerful enemies today."

The Eastern door is locked from this side, and Aurr's natural perceptive nature can tell that the stairs have definitely been used. The stairs go up, and this room appears to have once been an entry foyer, so it makes sense to think that the stairs are the way out. And perhaps the way after Vendis.

Lucky Charm +1:

Monkey's paw or rabbit's foot, this lucky charm helps you snatch victory from the jaws of defeat.
Lvl 4 +1 840 gp

Neck Slot

Enhancement Bonus: Fortitude, Reflex, and Will

Power Daily (No Action) Trigger: You miss with an attack or fail a skill check, ability check, or saving throw.

Effect: Roll a d6 and add the result to the attack roll, skill check, ability check, or saving throw.


The death touch of the skeletal warrior is met by a shimmering field that absorbs the damage and Gossen and Savi quickly make their exit carrying the unconscious (but stable) Aeb.

@Savi, once outside you feel refreshed and finally get to enjoy the summer sun... Your spellcraft senses tell you that the keep is shrouded in a strong and complex transmutation and a bit of abjuration (transmutations alter the world and abjurations are protection magics). Particularly the dungeon area you came from. Now that you are outside of it, you can really feel the difference. But no illusion magic that you can sense. The summer sky is real.

Alester, you're still up


Gossen nods to Savi and tries to keep up with her even with the cold touch of the Skeletal Warrior breathing down on you both.
@Savi - When you two move, the Warrior will take an OA on Gossen:
Karrnathi Warrior OA (Death Touch) vs Gossen: 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16 vs (any defense) WILL, HIT! for 1d8 + 6 ⇒ (1) + 6 = 7


@Orla: Since the Effect line follows both Hit/Miss, it takes effect regardless of the outcome. So, you can still do the, "choose an ally within..." part.
ALSO, you still have a move action if you want to start down the rope too...


@Zvia: It's a Minor Action to pull out the rope, it's a Standard Action to make sure it is tied up correctly. You still have a Move Action left over if you want it.

Climbing Rules:

Climbing - an Athletics Check (DC 10 for a rope) made while moving (once per Move Action)
Fail by four or less and you lose your Move Action (don't move). You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 50 feet up on its southern side, so that's 10 squares of climbing, or 20 squares of movement. That also means, that most characters need TWO or THREE Move Actions to get to the bottom (and thus, TWO or THREE Athletics Checks) -- unless you decide to drop down off the rope towards the bottom.

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this rope, the DC to avoid falling is 15). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.

HOP DOWN
Make an Acrobatics Check (DC 15) to hop down 10 feet and land standing.
Action: Free check as part of a Move Action
Success: The creature hops down, lands standing, and takes no falling damage. The downward move uses no movement from the action.
Failure: The creature falls.

REDUCE FALLING DAMAGE (Trained in Acrobatics only)
If a creature that has training in Acrobatics falls, it can make an Acrobatics check to reduce the amount of falling damage it takes. The creature can make this check whether or not the fall is intentional.
Action: Free action. The Acrobatics Check is a response to falling.
Result: The amount of falling damage that the creature takes is reduced by one-half the check result (rounded down). If the falling damage is reduced to 0, the creature lands standing.


The archer tries to catch Thrin, but it is not even close... it does provide a momentary openning for the Karrnathi Skeletal Warrior to strike -- it touches its blade to Thringorn and he feels the sharp and painful touch of the grave in his mind.

Archer OA vs Thringorn: 1d20 + 6 ⇒ (2) + 6 = 8
Karrnathi Warrior OA (
Death Touch) vs Thringorn: 1d20 + 6 ⇒ (11) + 6 = 17 vs (any defense) WILL, HIT! for 1d8 + 6 ⇒ (4) + 6 = 10 damage.

Total Damage to Thringorn: 10


Also...

Everyone can now easily hear the sound of reinforcements coming...
You don't have long.


Thringorn misses his openning as the skeleton tries to hack at Niri. Nirifanya steps easily towards the exit, brings his dragon spirit closer to lend aid (Everyone gets +1 Def while adjacent to the dragon - not the tiger), and commands his tiger to harass the archer to no real effect.

Most of your other allies listen to the shouts for retreat and continue to make for the exit (Rallnik is slowed as he drags the body of AllyB - his speed = 2). Thanis stays to fight, taking a solid chunk out of the archer on the wall... causing it to explode outwards in necrotic energy that falls harmlessly.


@Savi: you are helping Gossen(AllyG) carry the fallen AllyA... he will move with you, and you two are not slowed since you're sharing the load

-- ROUND 8 --

The Karrnathi Warrior singles out Corin and in a whirl of scimitars shows why Karrnathi undead should be feared. Corin drops to the ground, dying, from two terrifying wounds in his chest. The warrior then advances on those of you fleeing letting loose an undead howl-like noise.
Two of the archers continue to use their shortswords to not too much of an effect. And Alester feels an arrow fly past him from the archer above him on the wall.

COMBAT DETAILS:


1st up: Archer8 OA vs Niri: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14, miss.
...
::ALLIES::
Nirifanya: moves to R2 (dragon to N5) - draws an OA from the archer8; Attack with Spectral Tiger vs Archer8: 1d20 + 5 ⇒ (5) + 5 = 10 vs Will, miss.
Rallnik: double moves to N3.
Rallnik's Men: Attack Warrior2 and then shift away (1 hit - minor damage)
Thanis: attack Archer3: 1d20 + 9 ⇒ (14) + 9 = 23 vs AC, HIT! for 1d8 + 4 ⇒ (7) + 4 = 11
: Archer3 is Bloodied! --Skeleton immediate reaction to Bloodied and/or Death:
: Close Burst 3 (everyone within 3sqrs of U11), attack vs REF for 1d6 + 2 ⇒ (5) + 2 = 7 necrotic damage.
: Thanis : 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5, miss
: Zvia : 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14, miss
Thanis's Men: #E and #F flee running on a double move, #G will move with Savi as far as she moves, #H runs


::ENEMIES::
Warrior2: Karrnathi Skill 2 attacks, and can shift at any point during the attack (he shifts first to O11)
Scimitar1 vs AllyC: 1d20 + 9 ⇒ (9) + 9 = 18 vs AC, HIT! for 1d8 + 8 ⇒ (8) + 8 = 16
Scimitar2 vs AllyC: 1d20 + 9 ⇒ (13) + 9 = 22 vs AC, HIT! for 1d8 + 8 ⇒ (7) + 8 = 15
-
Archer Ranged Shots vs AC:
2: Shoots Alester: 1d20 + 6 ⇒ (12) + 6 = 18, miss!
3: (shortsword) attacks Thanis: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7, miss! it shifts
8: (shortsword) attacks Thringorn: 1d20 + 6 ⇒ (10) + 6 = 16, miss! it shifts

Total Damage to PLAYERS:
none

Current Player Imprisonment Status:

Orla: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
Savi-Kai: suffering minor imprisonment effects (lose 1 Healing Surge per day).
Zvia: suffering imprisonment effects (-2 to all skill checks and lose 1 Healing Surge per day).
**Imprisonment effects last till you reach 1 more milestone.

Enemy Defenses:

Skeletons == AC: 17, Fort: 14, REF: 13, WILL: 12
**They explode with Necrotic Energy when Bloodied or Killed

Karrnathi Skeletal Warriors == AC: 20, Fort: 16, REF: 18, WILL: 14


Map Notes:

The exit to the SouthWest (U2), but it is blocked by a gate (T2). Several other doors lead from the courtyard.
There is walkway about 30feet up - it provides cover (+2 AC) to those on it - it can be accessed by the ramp on the Eastern side (T18) or

climbing.
There is probably a main enterance to the Keep on the other side of the courtyard (off map)

The ally npcs are colored green (lettered A-H).
Rallnik, Thanis, and Nirifanya are labeled with thier first initial.
BLUE CORNERS on ally's are reminders to me that they are effected by something special (like slow)

RED DOTS indicate bloodied npcs (ally and enemy, players are NOT indicated).
ORANGE DOTS indicate Savi-Kai's mark.
PURPLE DOTS indicate Thringorn's mark.
BROWN DOTS are NPC marks.


======================================================================
Initiative!:
INITIATIVE -- bold shows who's turn it is
Skel Warrior
: 2:
Skel Archers
: 2:
: 3: Bloodied! Marked by Savi
: 8: Bloodied! Marked by Thrin
Alester
Thringorn
Savi: carries AllyA
Orla
Zvia

Nirifanya
Rallnik: Bloodied! Slowed (as he carries AllyB)
Rallnik's men
: Aeb : stable - being carried by Savi and Gossen
: Beeld : dying - being carried by Rallnik
: Corin : dying
: Duller :
Thanis's men
: Egger : OUTSIDE!
: Feln : Bloodied! OUTSIDE!
: Gossen : Bloodied!, carries AllyA with Savi
: Haas : Bloodied! (near dead)
Thanis: Bloodied!
======================================================================
*"Hit by Z": Target takes a –2 penalty to ranged and area attack rolls (Zvia's bow property)

All players are up!

<<map>>

Other Important Notes:

The exit is to the Southwest (U2), but it is blocked by a gate (T2). You will need to Break it/Lift it/Pick it/Blow it up in

order to get past. All of which takes a Standard Action when you're adjacent to T2.

There is walkway about 25feet up that runs along the wall - it provides cover (+2 Defenses)[b/] to those on it - it can be

accessed by the ramp (regular movement) on the Eastern side (T18), or you can Climb up any of the walls (Athletcis Check: DC 22 and

requires 10 squares of movement - see "Climb Rules" Below). You take 2d10 if you fall off the top of the wall.

There is [b]debris all over the courtyard. It doesn't affect movement, but you can spend a Move Action to Create a Barricade.

Pick TWO squares you want it in, and it provides cover (+2 Defenses) from all attacks that pass through those squares (as long as you are

closer to the barricade than the attacker), additional Move Actions can provide additional squares of cover with the same rules.

Climb Rules
Climbing - an Athletics Check made while moving (once per Move Action)
Fail by four or less and you lose your Move Action. You don't fall, and you can spend another Move Action to keep trying.
Fail by five or more and you lose your Move Action and you are FALLING.

Climbing is effectively Difficult Terrain (it costs two squares of movement to move 5ft). The Walkway is about 25 feet up, so that's 5

squares of climbing, or 10 squares of movement. That also means, that most characters need TWO Move Actions to get to the top (and thus,

TWO Athletics Checks)

TAKING DAMAGE: If you take damage while climbing, you need to make another Athletics Check at the same DC (or DC+5 if you are Bloodied). If

you succeed, no harm - you are fine. If you fail the check, you are FALLING.

FALLING: You may attempt to grab hold as a Free Action, it is an Athletics Check, DC + 5 (so, in the case of climbing this wall, the DC to

avoid falling is 27). If you succeed, you're fine. If you fail, you actually fall and take 1d10 per 10feet of the fall.


Nirifanya makes ready to move towards the exit, purposefully trying to draw the mindless undead archers attention, and give Thringorn an openning.

Niri is about to move to R2 which will draw an Opportunity Attack from Archer8, but since Thrin has it marked - he will get an Opportunity Attack on archer8 first!

@Thrin: you get an OA on archer8
- I'm going to wait till that's resolved before posting the rest of the actions, b/c it's possible that you could kill archer8 with one shot.


Plans on what to do next?

You can search the room, the new bodies (orc, thug, goblin), the two old bodies in the corner.

You can take a short rest (spend surges). (Someone needs to stablize Aurr, or he just keeps rolling death saves -- Heal Check, DC 15)

Your current goal is:
1) Find Vendis, if possible -- he stole an important journal/ritual book from a fallen Cannith Artificer and he's responsible for the ambush that you just lived through.
2) Get back to Ironholm and collect your reward.

There are two noticable exits from the room. The stairs to the north (that lead up) and the closed doors to the east.

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