To Gaze into the Abyss (Inactive)

Game Master Dreaming Warforged

Dreaming Warforged's Wrath of the Righteous


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Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

"How about trickery? Herald, are there merchants or any other business that normally goes through the checkpoint? If so, perhaps we can disguise ourselves and fool them long enough to get close."


Herald raises his palms upwards: "I wish I knew. It's likely that they don't just stay here without any contact..."


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Suppressing a chuckle at Herald's response, Zoresk gently claps the man on the shoulder and whispers, "I suppose you would have at that. My apologies, Herald." Listening to the other suggestions, Zoresk shrugs and whispers, "At this point, I'm don't think we know enough to make any realistic plans. Let's get the lay of the land and we can play it by ear from there." Looking between his companions for a moment, Zoresk continues, "How about you, Eamch, and you Barek, take a quick look at things and then return. We'll be close enough to help out if you get into trouble. Once we know how many guards, we can figure out how to knock them out."


Eamch nods in agreement to the idea. He takes a deep breath to clear his mind, and then strides forward. Each step is lighter than the next, until he is quietly creeping ahead, scanning as he goes. Eamch won't be taking a light source.

Stealth 1d20 + 6 ⇒ (6) + 6 = 12
Perception 1d20 + 11 ⇒ (8) + 11 = 19


Eamch:
You crawl your way slowly, slowly, to bring the entrance to the edge of your darkvision. Two guards stand there, not very attentive, behind a low wall that forms a chicane.


Eamch carefully makes his way back, speaking to the others in a harsh whisper when he gets there.

"It is as they said. Two guards who looked bored. They are on the other side of a low wall." Eamch holds up a hand to show the height of the wall. I'm not sure what that height is; the GM can fill us in on that.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

"Eamch, Barek, do you want to try to sneak up and take them out? Since there's only two, I think you can do it. It's that or we all try to sneak up, which will be difficult."


Eamch grimaces. "I could try, but Barek would need a torch or something. That would certainly alert them."


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"If they spot you, I can neutralise one fairly quickly, so just focus on one of them from a few feet's distance"


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

"Yeah, it's gonna be a lot harder to get the jump on them if I head in with Eamch. The joys of human eyes."


"I doubt I could overwhelm them myself. Perhaps it might be best with a direct charge. We could get as close as possible before we rush them and try to subdue them before they can raise an alarm."


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

"I'm not very apt at sneaking around, but like I said, I only need to be within thirty feet or so to take care of one of them."


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

"I'm fine with the direct charge. Subtlety was never my strong suit."


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Running a hand through his hair, Zoresk gazes through the darkness towards the corner ahead. If we can get them down quickly, then we ought to be able to manage it. Worst case scenario, if they sound the alarm, we'll have a choke point to make things difficult. With a reluctant nod, Zoresk says, "Sneak as close as we can and then charge in if we make a sound. That works well enough by me. If we can partially cover our light, we ought to be able to get pretty close before that gives us away. We should try to make it to the corner at least before the game is up."

If the others are ready to go, I've got a perception and stealth below for our 'sneaky' attack.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Stealth: 1d20 - 1 ⇒ (12) - 1 = 11


Everybody, please make the same rolls, plus initiative. Please mention what your general strategy is (describe your intended first two rounds).


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Having to deal with an emergency at work, so I needed to be botted at least until 4pm est.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

I'm trying to sneak as close to being around the corner as possible. If we make a lot of noise and the guards seem alerted, I'll change tactics to just charging right in. Once we're around the corner, then I'll charge towards the one that's furthest away (if possible) and trip him with my fauchard.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3 Edit: Ouch

Charge attack improved trip attempt with fauchard: 1d20 + 5 + 2 + 2 ⇒ (13) + 5 + 2 + 2 = 22


Perception 1d20 + 11 ⇒ (17) + 11 = 28
Stealth 1d20 + 6 ⇒ (15) + 6 = 21
Initiative 1d20 + 2 ⇒ (6) + 2 = 8

Eamch will try to get past the guards if there is room to cut off their retreat. If that doesn't seem possible, he'll engage one and try to slowly work his way around to flank for the others.


Let me post a map of what Eamch has seen tonight. It will give people a better sense of what they can or cannot do.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Stealth: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


Depending on the terrain, Dalmien will try to use Charm Person on one of the guards, preferentially on one that would be escaping or trying to alert more people.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Stealth: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2
Initiative: 1d20 + 1 ⇒ (13) + 1 = 14

Kord will start with a full charge. Once within melee range, he will attack with his great sword, attempting non-lethal damage.


Map of the entrance

Secret Rolls:

1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (14) + 1 = 15

Sorry about the confusion. Let's do it the normal way... The map should help clear things up. You have the surprise round, then it's your initiative against theirs. Initiatives higher than 12 can act first after the surprise round. Please note that the "walls" provide cover.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

How high are the blockades and how sturdy do they look? Am I correct in assuming there's a narrow gap to squeeze through the blockade between squares I3 and J3?


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Looks like I'll need to go to F3 if I want to try and Charm number 2. I'll try to do that, depending on where everyone else is and how easy I can access this


In the surprise round, I can only advance four squares. I certainly won't be able to get to them or past them to try and block them.


Zoresk of Silverhall wrote:
How high are the blockades and how sturdy do they look? Am I correct in assuming there's a narrow gap to squeeze through the blockade between squares I3 and J3?

You can't see them, but Eamch described them as an assortment of planks and others, forming a barricade of about four feet (providing cover). You can move through the gap, but you can't charge through the gap, as it is too narrow.


Eamch Stone wrote:
In the surprise round, I can only advance four squares. I certainly won't be able to get to them or past them to try and block them.

Unless you start by switching positions with Kord. That can be done without problem.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord will switch places with Eamch, allowing the dwarf and Zoresk to go ahead of him.


Even so, Eamch only has a move of four, and in a surprise round he only gets one move action. I will still advance, but if someone else can reach them and engage them in the surprise round, I would be willing to forgo the lead spot.

I am assuming we worked this out based on Eamch's earlier scouting report. Let me know if you want this in character at the entrance instead.


IC or OOC. As you wish, though my preference goes to IC.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

15 hour work day so my post will necessarily be a little quick. I be tired. :)

-- Before we start our 'assault' --

As Kord begins to take the lead, Zoresk taps the man on the shoulder and motions for him to hold up a moment, "Hold up there Kord. Let me take the lead so that I can trip up the one that Dalmien isn't taking care of. You can follow up at knock the blighter out while he's down." Pausing as he moves in front, he turns and asks quietly, "Any chance you can light something easy to carry and drop? A small rock or something? I'll keep it's light minimal going in and then drop it once we're close to light the way."

-- Surprise round --
I'm assuming that Zoresk is now where Kord is on your map, DW. Also assuming Zoresk has a rock he can drop that has Light on it. If people disagree with my plan, disregard my spoiled IC stuff below.

IC action if plan = ok:

Rounding the bend, Zoresk keeps a fairly tight grasp on the stone in an effort to keep the light from shining too brightly ahead. Gripping his fauchard with the other, he feels ill at ease in the tight passageway. Why does this feel more and more a disaster waiting to happen. Assaulting two guards behind cover where most of us can't see.

Resigning himself to the task, he starts, surprised, when he finally spots the barricade ahead. All uncertainty forgotten, Zoresk springs to action, rushing up to the wall and dropping the stone as he goes. Taking a hold of his fauchard with his freed hand he prepares to trip the nearest of the two (now visible) mongrels behind the barricade.

Moving (advancing) unless I can charge 20 ft and try a trip attempt. Roll below. Add +2 for a charge if I can (doesn't look like it). I'll be moving to H3 from D4 and trying to trip enemy #1 if I can. Using a free action to drop the stone and then grab on to my fauchard with my other hand.

AoO Fauchard trip attempt over cover: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20


No charging, but the move is fine for the surprise round. Other standard actions for the surprise round please.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord nods at Zoresk and switches place with the fighter. Before moving back he hands a small stone with a light spell cast on it to him. "Let's do it."


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Surprise round, Dalmien will simply try to get in position if possible (aiming to be on F3 by next round), otherwise he'll let others go where they can.


Surprise round. Since he is the slowest, Eamch will delay until the others position themselves forward, then he will advance himself.


Barek's Initiative: 1d20 + 3 ⇒ (6) + 3 = 9

The darkness and silence of the cavern are torn to shreds as the group of you barrel down the tunnel towards the barricade. The two mongrelmen, startled and wide-eyed, shuffle for their weapons as you move in their midst.

Ok, Surprise round done. You all have been able to move. Now Kord and Dalmien for round 1, then it's them., then the rest of the group.


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien moves in range to use his spell. Finally! I can be of use.

Charm person, DC 17 on number 2


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Staying behind Zoresk, Kord will double move to get to the wall and then climb over it.

Climb Check: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8


Kord, there is a passage you can use (see the map). Still wish to climb?


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

No, he will just squeeze through the passage then.


Kord, please check the map. This is the situation just before it is their turn. Dalmien is catsing a spell, and you have moved 30 ft in the surprise round, then 10 feet in the first round, ending in front of the door with a standard action to spare. Do you wish to take an action or not?


Human Rogue (knife fighter/scout) 2
Vitals:
HP: 13/13 | AC: 16; T: 13; FF: 13; CMD: 14 | Fort: +0; Ref: +6; Will: +0 | Init: +3; Perc: +5

Got some serious issues going on right now, so I'm gonna need to be botted for a bit. I'll be back just as quick as I can.


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord drops his sword and will grapple number 1.

Grapple: 1d20 + 4 ⇒ (14) + 4 = 18


The Traitor’s Den - The Entrance
Round 1 - The Righteous Underdogs

Secret Rolls:

1d20 + 4 ⇒ (19) + 4 = 23

Dalmien moves in range to use his spell. Finally! I can be of use.
//The mongrel is unphased though, as the spell can’t break his will.

Kord moves through the gap in the defenses and puts his back against the door. He drops his sword and leaps to tackle one of the mongrels.
//His arms close around him and he feels the other one tensing, but unable to do anything.

Round 1 - The Traitors’ Sentinels

The grappled mongrel shrieks in a mix of fear. He drops his sword and tries to wrestle out.

Secret Rolls:

1d20 + 2 ⇒ (17) + 2 = 19

Perhaps through pure luck, the mongrel escapes the powerful arms of Kord by slipping under and twisting away. He bends and picks up his sword.

The second sentinel snarls: ”We’re attacked!” and hits a bell with his sword, sending it flying in a great clattering of metal that resonates through the caverns.

Map

All of you are up.


Male
Skills:
Climb +7, Craft(Weapons) +8, Know(Arcana) +7, Know(History) +6, Know(Local) +6, Know(Nature) +7, Know(Planes) +8, Know(Religion) +6, Perception +4, Sense Motive +8, Survival +5
Kellid (Human) (AC 17/12Tch/15FF, HP 28/28, Fort +4, Ref +3, Will +4, Init +2, Per +4) Lore Warden (Fighter) 3

Right, cover prevents AoO. So never mind that plan.

Cursing as the mongrel manages to ring the alarm bell, Zoresk steps into position, trying to get clear of the barricade. Reaching out and trying to snag the foot the mongrel fighting Kord, Zoresk finds it difficult to maneuver his unwieldy weapon in the narrow confines of the passage.

5 ft step to I4 and try to trip Mongrel 1

Improved Trip at Mongrel 1: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9


Male Human Cleric of Iomedae 1; HP 12/12, AC 21, Fort +5, Ref +1, Will +5, Init+1, Perception +7, Greatsword +4 (2d6+6/19-20x2)
Track Resources:
2/4 1st Level Spells; 3/3 Channels

Kord attempts to grapple number 1 again.

Grapple: 1d20 + 4 ⇒ (19) + 4 = 23


16/16 Init +1 AC 11 FF 10 T 11 Fort +4 Ref +3 Will +2 CMD 11 Percep +1
Resources:
Spells per day: - | 1/5 Wasting Ray: 5/7
Human (Taldan) Sorcerer 2

Dalmien Will try to cast Charm Person again, still on number 2, DC17

"We're trying to avoid conflict! Call out and say it was a false alarm!"


Eamch and Barek (if you can) are up. I will place your actions before Dalmien's and Kord's.


Eamch moves to I2 and tries to silence one of the traitors with a precisely placed blow. Unarmed strike with Stunning Fist.

To hit 1d20 + 4 ⇒ (3) + 4 = 7
Damage 1d6 ⇒ 1

That doesn't look like a hit to me. First of two daily uses expended.


The Traitor’s Den - The Entrance
Round 1 and 2 - The Righteous Underdogs

Cursing as the mongrel manages to ring the alarm bell, Zoresk steps into position, trying to get clear of the barricade. Reaching out and trying to snag the foot the mongrel fighting Kord, Zoresk finds it difficult to maneuver his unwieldy weapon in the narrow confines of the passage.
//The mongrel lifts his leg at the last second and spoils Zoresk’s attempt.

Barek finds a spot where he can provide support if needed, unsure of where this is all going.

Eamch moves and tries to silence one of the traitors with a precisely placed blow. Unarmed strike with Stunning Fist.
//His blow can’t find the mongrel. He has cover from the barricade.

Kord attempts to grapple the mongrel again.

Secret Rolls:

1d20 + 4 ⇒ (8) + 4 = 121d8 + 3 ⇒ (1) + 3 = 4

//The mongrel raises his blade in defense, but the tip misses by a hair as Kord moves in and wraps his arms around the guard.

"We're trying to avoid conflict! Call out and say it was a false alarm!" says Dalmien as he tries to charm the other guard again.

Secret Rolls:

1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28

Round 2 - The Traitors’ Sentinels
The mongrel looks at Dalmien, obviously unaffected: "You think I'm an idiot!? UPLANDEEEEEERS!!!" he screams as he tries to get his sword inside Kord.

Secret Rolls:

1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (6) + 3 = 9
confirm: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 3 ⇒ (5) + 3 = 8

//(-9 hp to Kord)

The grappled mongrel shrieks curses, drops his sword again to try to wrestle out of Kord’s grip, but fails.

Secret Rolls:

1d20 + 2 ⇒ (4) + 2 = 6

Map

All of you are up.

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