Last Seen at Kerrigan's Keep


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Female Human - Shoanti Wizard - 4

Biting down on her lower lip Yin gently removes the straws from the human. "I'm sure we can Manny" She assures the knight in a whisper "I'm no healer myself but should be able to help a little, I think.."

Shivering a little she looks up and over at Manfred. "Do you think maybe you could help me get them down once I've got all of these.. draining devices.. out?"

Heal Check (1d20+2=18) (To make sure she doesn't do something stupid and make them worse)


As Yin pulls the little pieces of straw out, she tears open wounds that had started to scar over. She realizes that to provide any relief she'd need to cauterize or bandage the wounds in some way. Fire springs to mind. She realizes though, looking at them, that there is little chance these creatures will ever recover fully.


Male Dwarf Fighter 2 / Cleric 3
DM Tarren Dei wrote:

The hobgoblin angrily glares out from behind the wreckage of the dwarven still and speaks in goblin.

Spoiler:
"Azubal!" the hobgoblin hisses defiantly. "Azubal will feast upon you and throw your carcass from the spires."

Orlan glares right back with a scowl so harsh and determined that only a dwarf's face could express it. He leans down and takes a fistful of the hobgoblin's ratty tunic and pulls him to his feet.

In Goblin:

Spoiler:
"Yuh listen here, yuh piece o' garbage," he snarls, "I'll mount this Azubal's head on a pike and send ever' last one o' yer kin straight ta the hells that spawned yuh fer this unnatural act! Even goblins and hobgoblins should know better than this...and if'n yuh don't, we'll yuh won't be needin' heads that dumb and misguided anyway. So I'll be seein' the lot of yuh chopped inta tiny pieces and burned ta ash!"

He shoves the hobgoblin against the ruined dwarven still and starts asking even more pointed questions. "Tell me 'bout this Azubal?" he demands, "What manner o' creature it be ta keep a larder full o' bodies ta collect their blood? Where'd all these creatures come from? Another dwarf passed thru here about three months ago. Did he meet this Azubal, too? How many o' yer kin are workin' fer Azubal? Where can we be findin' him?"

Once he gets as much information as he can from the hobgoblin, he shakes it one more time and then hauls back a mailed fist and punches him square in the face.

Orlan's punch with gauntlet... (1d20+5 = 25 to hit with another natural 20! How timely! ...1d3+3 = 4 damage)
Confirm critical threat... (1d20+5 = 15 to hit)
Additional damage from critical hit... (1d3+3 = 6 damage)
Make no mistake, Orlan doesn't pull the punch. He isn't looking to do non-lethal damage. He's looking to break this thing's neck.

He then drops the bloody beast to the floor and spits on it before turning to regard the others. In the strained silence following his brutality, Orlan hears Manfred and Yin questioning what they should do about those hanging from the ceiling.

Sir Manfred VonFalkenburg wrote:
Sir Manfred asks; "Is there anything we can do to help these poor devils? I am no kind of healer."

"Aye...there be somethin' I can do," Orlan nods, "Cut'em down, Manfred. Quarrel? Give 'im a hand. Put 'em on the ground there. Let's get those straws out of 'em. And gather 'em around. We'll see if Torag can't be blessin' these poor souls as well. We get enough of 'em on their feet, we can send 'em outta here. And maybe we piss off whatever's been doin' this enough ta get its attention. And when we do...well, I got an anger powerful enough ta match whatever it might be sendin' our way."

With that, Orlan assists in cutting down the bodies. Any that are still alive, he makes sure they're within the limits of his healing ability. Then, he uses his final channeling ability for the day to offer up another prayer to Torag.

"Forgefather hear my prayer," the dwarf bows his head, "These poor souls have suffered fer far too long in the halls of muh kin. Lend 'em yer strength mighty Torag. Reforge their spirits and protect 'em from the fiend that brought this sufferin' upon 'em. And strengthen us as we bring justice ta those deservin' of a most thorough beatin' fer this act of evil..."

Healing check... (1d6 = 4 hit points restored)

Essentially, Orlan is using his healing powers to try and restore consciousness and health to every creature within 30 feet, including the party members...but primarily those they've rescued from a terrible fate.

After this, we may want to escort these folk back out of the Spires to at least get them on their way. Plus, being down to only one 1st level spell (to spontaeously convert into cure light wounds), we should probably use this as a reason to rest and power up before continuing on...

Thoughts?


Female Human - Shoanti Wizard - 4

Yin gives a small upset sound as she tears open a wound. "I hope Torag can fix them, because I could patch them up, but they wouldn't entirely recover... I.." She shakes her head and takes a step backwards, letting the stronger party members get the bodies down and giving Orlan room to call upon the blessings of his deity.


Male Half-elf Rogue 3

Kamris regards the entire scene with an unreadable expression.

"We were told of the blood-drinker; maybe this Azubal is he."


Male Dwarf Fighter 2 / Cleric 3
Kamris wrote:
Kamris regards the entire scene with an unreadable expression. "We were told of the blood-drinker; maybe this Azubal is he."

"Aye. I only half-believed it 'til now..." Orlan grimly nods, "But this Azubal has a day of reckonin' comin' his way as of right now..."

Any word on whether the channeled healing gets these unfortunates back on their feet?


Just got home. I've been checking from work but my electronic podium in the lecture hall can be viewed by the audiovisual services staff from their offices and I don't feel comfortable typing about cannibalism and blooddrinking in case they get the wrong idea. ;-)

When Orlan calls upon Torag to strengthen the weak, the emaciated victims of Azubal begin to cough and sputter. They are alive and conscious but barely so. Whatever they've been through has left them heavily scarred.


Quarrel looks sadly at his brother. "We go kill Azubal?" he asks.


Female Human - Shoanti Wizard - 4

Yin settles herself beside the human and places a hand tenderly on their forehead in the hopes of keeping them calm as they awaken.


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

Sir Manfred carefully cuts down those victims and lays them down carefully out of the way.


Male Dwarf Fighter 2 / Cleric 3
Quarrel wrote:
Quarrel looks sadly at his brother. "We go kill Azubal?" he asks.

"Nah," Orlan shakes his head and claps the bugbear warrior on the arm, "Yuh get yer brother out o' here, friend. Yuh done seen what the worst o' these goblins and hobgoblins have resorted ta doin' fer this Azubal. Yuh make sure yuh let yer kin know about it and keep'em away from here. The Hammerfoe dwarves'll be returnin' here and we'll take this Azubal apart. And seein' as how I and me cousin are Hammerfoes, maybe we'll be takin' care o' that job long before our kin get here."

The dwarf gestures at the other severely weakened people as well. "It's up ta yuh to get all of these people down from the Spires," he says, "Just see 'em down ta the bridge and then go yer separate ways. It's best if'n yuh don't see 'em back to their village anyway. Their kind might not take kindly ta you and yer brother. But I'll be knowin' yuh if we cross paths again. And I'll make sure me kin know yuh as a friend. Why don't yuh be doin' the same fer me?"

It's Orlan's intention to see that Quarrel has a chance to rescue his brother and get him away from the horrors of Azubal. It's also a chance to make sure the others escape, too. But he doesn't want Quarrel to run afoul of the double crossin' chief they dealt with below. So he's advising him to drop off the others as soon as they're out of the Spires and then go home. Orlan, Yin, Manfred, and Kamris can then continue with their own mission...which has now expanded to include deposing this would-be horror named Azubal.


Male Dwarf Fighter 2 / Cleric 3

Did Orlan manage to get any useful information out of the hobgoblin before he clocked him?


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

So the plan is to escort these people off the tower, rest ,then go back to finish up the tower?


Orlan wrote:
Did Orlan manage to get any useful information out of the hobgoblin before he clocked him?

Not really. He was scared of you but more scared of Azubal.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
Not really. He was scared of you but more scared of Azubal.

All the more reason to break his neck then...

Sir Manfred VonFalkenburg wrote:
So the plan is to escort these people off the tower, rest ,then go back to finish up the tower?

Yes. It's in Orlan's nature to try and save them...no matter what manner of beast they might be. One of them is apparently Quarrel's brother. And, since he helped us in that last fight, it seems worthwhile to aid him in carrying out his mission to rescue him. Those that were abducted from the chieftain's village should be returned as well, if only to patch up things a bit more with them.

Aside from that, all of us could probably use a rest after that long climb, fight with the spider, goblin dogs, goblins and hobgoblins, the bugbear, etc. I'm not sure of the time of day at this point, but it would seem natural to take a rest at this point. Plus, we'll use at least a few more hours of daylight if we escort these people out of the tower and back into the mountains. That's a better chance for them (and us while resting!) to avoid Azubal and whatever minions he still has in the tower.

Anyone have any other ideas or suggestions?

One thing I think we should do is at least question Quarrel's brother and the others we rescued. Maybe they can tell us more about Azubal and what we'll be facing? And maybe one of them can confirm what happened to Orlan's cousin?


Male Human

I second, let's telescope time and make it so.


Sorry for freezing the game for a moment. My head is in my thesis and I'm pushing against a deadline (on top of which my wife is sick and I'm doing childcare). I am hoping to submit a near-completed draft of my dissertation tomorrow and will really want to do some PbPing after.


Okay, it's being photocopied now. The last 48 hours have been a blur. Back to the fun stuff. I need to get home and add up your XP. I don't know if you are ready to level up but you might want to start thinking about what you will do when you level up. Alpha 3 is up so check and see if you need to convert anything. Also, decide how long you are going to rest before you pay Azubal a visit.


"Quarrel go with brother. Quiver no die."

He looks fondly at the dwarf, nods curtly to Manfred and Kamris, and cocks a head towards the fireweaver before saying to Orlan "She tough."

Pointing a finger at Orlan he pronounces carefully: "Dwarf battle-rajjah."


Male Dwarf Fighter 2 / Cleric 3
Quarrel wrote:

"Quarrel go with brother. Quiver no die."

He looks fondly at the dwarf, nods curtly to Manfred and Kamris, and c&!#& a head towards the fireweaver before saying to Orlan "She tough."

Pointing a finger at Orlan he pronounces carefully: "Dwarf battle-rajjah."

"Hunh? Oh, I get it now!" Orlan laughs, "Dwarf...battle...rager?" He nods his head. "I can't say I hold a candle ta me kin who truly know that discipline. But I got me a powerful rage fer battlin' those that tread the halls of me kin and do evil in this world. Yuh take care of yer brother and see 'im back ta yer people. Quarrel beetle-rajjah too!"

I'm assuming we rest for only a day or so? No need for anything longer than that unless we're leveling up and need the extra time for "training" purposes?

P.S. In terms of Orlan's next level, it will likely be Fighter again. It's his favored class. He's shown an unnatural knack for combat. And the Cleric thing is a side-class he'll dabble in now and then to demonstrate his deep, spiritual side. In addition, Alpha 3 rules have 2nd level fighters getting a bonus against fear effects and that seems appropriate considering what we're probably facing with Azubal.


Female Human - Shoanti Wizard - 4

Yin beams brightly at the bugbear's words and gives a small wave in his direction. "Take care Quarrel, and Quiver" She declares, shifting her gaze to the other bugbear to include him as well.

And again we have the 'where does Yin get all of these mystery books?' problem..


I've added up the XP. You fall just short of what is needed for third level. You have 3155 and need 3300.


"Yes. Quarrel beetle-raja!" he says cheerfully before glancing again at his brother and remembering his grief and rage. The bugbears and the various other humanoids parade out of the spires in pain but on their own feet. Before they go, they answer your questions about the Azubal.

All tell pretty much the same tale. They were kidnapped. A goblin drank their blood and left them exhausted and near death. Once they were almost dead, they were hung like this so their blood could be slowly drained. Those who tried to kill themselves were made to suffer but kept alive.

Any other questions?


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:

All tell pretty much the same tale. They were kidnapped. A goblin drank their blood and left them exhausted and near death. Once they were almost dead, they were hung like this so their blood could be slowly drained. Those who tried to kill themselves were made to suffer but kept alive.

Any other questions?

Orlan asks about Klyndak or if any of them have seen any other dwarves in the Spires.


Quarrel pauses for a long time and then decides.

"Dwarf over bridge. Ugly like you. Tough fighter." he grins a toothy grin.

He then departs with his brother and the motley crew you have rescued.


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

So then we rest for the evening and go back up the next day.


Female Human - Shoanti Wizard - 4

Yin settles herself once camp is set up, is mostly oddly quiet for a change and offers to keep watch first as she doesn't especially need to rest.


Spells memorized? Any other preparation before you go back up? I assume you are staying in a chamber on the stairs?


Let me know if there were any special actions you took and where you slept last night. I'm assuming you stuck with your plan to rest. Check you hp.

When you return to the spire and begin to ascend the stairs, a gruesome sight greets you. The head that Orlan had discarded has been retrieved and set upon a goblin's dogslicer that has been stuck into the body of one of the goblins you slew yesterday.

On the wall near the body someone has scrawled in common in blood:

Spoiler:

"You will serve as slaves to Azubal"


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
Spells memorized? Any other preparation before you go back up? I assume you are staying in a chamber on the stairs?

Trading out mending for stabilize just in case. Also swapping out shield of faith for protection from evil. After a single night's rest...and with all the channeled healing from the previous day...I believe we should all be at full hit points.

Tarren the Dungeon Master wrote:

When you return to the spire and begin to ascend the stairs, a gruesome sight greets you. The head that Orlan had discarded has been retrieved and set upon a goblin's dogslicer that has been stuck into the body of one of the goblins you slew yesterday.

On the wall near the body someone has scrawled in common in blood:

"You will serve as slaves to Azubal"

"Hunh! Looks like we got somebody's attention yesterday," Orlan grunts. He once again removes the dwarven head. And for good measure, he summons enough acid from Torag to burn away the bloody message. In its place, he leaves behind two dwarven runes.

In Dwarven:

Spoiler:
Hammerfoes Return!

"Alright," Orlan announces when he's finished, "Let's be on our toes. We cut down any enemy that gets in our way. And those that bleed, we be tossin' off the Spires so this Azubal has nothin' left ta be drinkin' ever again. We send a clear message that way. We aim ta take away everythin' this creature needs until we hunt it down and deliver Torag's justice upon it fer these unnatural crimes."

"Yin?" he looks to the wizard, "No more movin' ahead o' yer shield-bearers. Yuh stay back and burn anythin' that tries ta get past us. Yuh see a big group o' goblins or hobgoblins...yuh got my okay ta light'em up."

"Manfred? Yuh stick close with me, muh boy!" he encourages, "And the halls o' me kin will run red with the blood o' those that traffic in evil."

"Elflin'? Yuh're a sight better at spottin' things afore the rest o' us," he concedes, "Yuh see somethin' dangerous, yuh point it out quick. Take it out with yer bow if'n yuh can. And while yer targets are dodgin' yer arrows, me and Manfred will close in on 'em..."

"Ever'body understand their part?" the dwarf asks, "Anybody got any other questions or suggestions ta improve our tactics?"


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

"I understand Milord Orlan, I will not fail you."


Female Human - Shoanti Wizard - 4

"Fine" Yin answers quietly with a tiny shrug. Stretching her arms slowly a smile soon returns to her face, although it seems a little forced. "Lets go deal with this Azubal then.."


Male Dwarf Fighter 2 / Cleric 3

Hefting his axe, Orlan nods and leads the way back into the Spires, confident in the blessings of Torag to see them through.


Where do you head in the spires?

Also, everybody rested 1 day and healed 2 hp, right?


Female Human - Shoanti Wizard - 4

All rested and ready to go! Lets find something to burn!


As no one has suggested anything different, I'm assuming you are heading back up to the 'upper nest' that you found the bodies in and do so by the most direct route. Is that true?

You make your way up the spire stairs and to the smaller, second balcony without any incident. Along the way, you do see places where corpses have been deformed or removed from where you left them. Something nasty has been feasting on one of the corpses that you left on the large balcony. You do not see a single goblinoid.

You reach the second balcony and peer into the cave where you fought the nasty bugbear with the friendly bugbear Quarrel* by your side. The cave looks the same as you left it except the body of the bugbear guard is missing.

* I don't know why Quarrel appeals to me so much. He's a bugbear of unusual wisdom (for a bugbear) and a heart of gold. His full name, given by his tribe's shaman, was 'Dies-in-a-quarrel' and for that reason, he resolved to avoid conflict and had done a good job of it, living alone, until recently when his brother was kidnapped.


Female Human - Shoanti Wizard - 4

Yin moves forward to start investigating areas the group hasn't looked into yet but quickly stops herself with a sigh. "So, where first?"

I adore Quarrel, if he didn't have his brother to look after Yin would so have wanted to keep him along with the party.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
As no one has suggested anything different, I'm assuming you are heading back up to the 'upper nest' that you found the bodies in and do so by the most direct route. Is that true?

I'm absolutely lost as to where we are...what our options are for further exploration...etc. Just take us where it makes sense to go. Or, if you've got a new map I can understand, that'd be fine, too. ;-)

Tarren the Dungeon Master wrote:
You make your way up the spire stairs and to the smaller, second balcony without any incident. Along the way, you do see places where corpses have been deformed or removed from where you left them. Something nasty has been feasting on one of the corpses that you left on the large balcony. You do not see a single goblinoid.

Orlan stops to make sure they toss any remaining corpses (deformed or otherwise) off the next balcony or stairs. "We leave nothin' behind from here on..." he states.

Tarren the Dungeon Master wrote:
You reach the second balcony and peer into the cave where you fought the nasty bugbear with the friendly bugbear Quarrel* by your side. The cave looks the same as you left it except the body of the bugbear guard is missing.

"Looks like this Azubal be down ta feedin' on his own, if'n he be a goblinoid," Orlan notes aloud, "Let's keep movin'..."

Yintarah Fireweaver wrote:
I adore Quarrel, if he didn't have his brother to look after Yin would so have wanted to keep him along with the party.

"He's not a puppy, lass..." ;-D

Yintarah Fireweaver wrote:
Yin moves forward to start investigating areas the group hasn't looked into yet but quickly stops herself with a sigh. "So, where first?"

"I'm in favor of lettin' the elflin' pick our way," Orlan notes, "If'n anyone can find sign o' where our quarry might be, he's the best one ta find it."


I was assuming that you were returning to this room as it is where the prisoners would have indicated Azubal's lair was. You explored the two corridors that head down on the map (southwest, I think). You did not explore the hall heading to the right (southeast, I believe).

You have also left the hole that reeked of death unexplored.

On the lower balcony, there was a bridge that had been broken but some logs designed to span the distance rest on the lower balcony.

I'll try to put all the maps on one sheet tonight.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
I was assuming that you were returning to this room as it is where the prisoners would have indicated Azubal's lair was. You explored the two corridors that head down on the map (southwest, I think). You did not explore the hall heading to the right (southeast, I believe).

Yep. I'm with you up to that point. It's just harder trying to remember which passages were available to us. Sounds like we're going southeast, seeing as how we've explored every other exit.

Tarren the Dungeon Master wrote:
You have also left the hole that reeked of death unexplored.

Yes, I'm thinking we won't be finding Klyndak there. And Azubal is probably hanging out somewhere else in the Spires if he fancies himself master of the place. So, it doesn't seem like a place we really need to visit.

Tarren the Dungeon Master wrote:
On the lower balcony, there was a bridge that had been broken but some logs designed to span the distance rest on the lower balcony.

Is this what Quarrel meant when he told Orlan that the "other dwarf" was across the bridge? If so, it sounds like this is our next area of interest following what we find on this level.

Tarren the Dungeon Master wrote:
I'll try to put all the maps on one sheet tonight.

Much obliged.


Yes, southeast is the only passage that you haven't explored. Marching order?

The southeast five-foot wide passage continues for about 15' before it widens into a hall about 10' x 15'. From the ceiling of this rectangular and well-carved room hangs a large stalactite. The remains of body of the bugbear you slew yesterday are piled in a corner. The corridor continues beyond.


Male Human Cavalier L1-- AC 18-(T10-F18) | hp 13/13| F4, R0, W2 | Init+0 | Percep +0 | Status: OK

Sir Manfred looks up. "A stalactite? In a tower? This makes no sense. Milord Orlan, are your kinsmen prone to putting such things in their towers?"


Various map links:

Ignoring the red stuff, this was the first layer. The only thing not on here is the hole that reeked of death, which was at the end of the corridor off of the room behind the hide banner. The corridor that cuts almost straight across is the hastily dug shortcut the dwarves made when the stairs on the outside were knocked apart.

This shows the balconies and the top level as explored so far. The room off to the side is where you smacked around the hobgoblin and rescued Quiver.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
Yes, southeast is the only passage that you haven't explored. Marching order?

I believe Orlan led the way into the next chamber. Kamris would supposedly be right behind him with bow ready. Yin behind him with flame ready. And Manfred bringing up the rear, ready to move around and aid as necessary.

Tarren the Dungeon Master wrote:
The southeast five-foot wide passage continues for about 15' before it widens into a hall about 10' x 15'. From the ceiling of this rectangular and well-carved room hangs a large stalactite. The remains of the body of the bugbear you slew yesterday are piled in a corner. The corridor continues beyond.

"Make a note ta carry that out and toss it over the side inta the valley 'fore we continue too far," Orlan says to Kamris.

Sir Manfred VonFalkenburg wrote:
Sir Manfred looks up. "A stalactite? In a tower? This makes no sense. Milord Orlan, are your kinsmen prone to putting such things in their towers?"

"In a tower? No. Below ground, aplenty," he replies, "It does seem a might strange. Let's see what it might be hidin'..."

Orlan lifts his hand and summons another dart of acid, hurling it upwards at the stalactite to see how fragile it might be.

Apologies for slowing down a bit more than normal. I've had internet connection problems off and on over the entire Memorial Day weekend.


Orlan wrote:


Orlan lifts his hand and summons another dart of acid, hurling it upwards at the stalactite to see how fragile it might be.

Make your attack roll Orlan.

As Orlan raises his hand the stalactite moves and unfurls itself. The long scar on its belly is familiar. This is the very same dire bat that Orlan struck with his axe but that later flew off. It seems to recognize Orlan as well.


SURPRISE ROUND
Orlan
Bat


ROUND 1
Kamris
Orlan
Yin
Bat
Manfred


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
As Orlan raises his hand the stalactite moves and unfurls itself. The long scar on its belly is familiar. This is the very same dire bat that Orlan struck with his axe but that later flew off. It seems to recognize Orlan as well.

Orlan gives a start as the stalactite begins to move...

Tarren the Dungeon Master wrote:
Make your attack roll Orlan.

Orlan's ranged touch attack with acid dart... (1d20+3 = 23 to hit with natural 20!... 1d6+1 = 6 damage)

Confirm critical threat... (1d20+3 = 19 to hit)
Critical hit damage... (1d6+1 = 3 additional damage)
Total damage from acid dart = 9 hp

The bat seemingly opens its wings just in time to take a glob of acid to the nose.

"Sure'n that's gotta hurt..." Orlan grunts.


The bat emits a hiss and directs his gaze towards Orlan. With the blinders that he wore when mounted off, he can see for the first time the shape that his sonar had already identified as that of the barrel-like creature with the axe. Oh, yeah. He remembers you, Orlan!

The bat launches himself at Orlan and locks on with his talons. For good measure he sinks his fangs in too. 5 points of damage and Orlan is grappled.


Male Dwarf Fighter 2 / Cleric 3
Tarren the Dungeon Master wrote:
The bat launches himself at Orlan and locks on with his talons. For good measure he sinks his fangs in too. 5 points of damage and Orlan is grappled.

Just to clarify...because I truly don't understand all the new CMB rules, and I think it's probably an important element of playtesting combat maneuvers...am I understanding what happened correctly? It seems that the bat was able to move, perform an attack action to initiate a grapple, succeed with the grapple and then also immediately bite for additional damage...all as part of its surprise round action?

If so, I have a couple of questions. Do surprise round actions allow for movement and an attack? I thought you only got to do one or the other? If the bat has the Fly-By Attack feat, I guess it could do all of that with one standard action. But, if it's "flying by" that doesn't sound like it would be sticking around to grapple. The last time we fought these things, I thought they had to end their movement next to us to attack? Maybe not. That was a long time ago.

Secondly, a grapple attack still provokes an attack of opportunity...unless of course the bat has Improved Grapple. Is that the case? If so, that means Orlan suffers the grappled condition...and even though the bat succeeded, it too is now considered grappled. So we both lose -4 to our Dexterity and take -2 on our attack rolls. According to the latest Alpha rules, the "grappled" condition is described as:

Alpha 3 Rules wrote:
A grappled creature is being restrained by another creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to their Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character that attempts to cast a spell must make a Spellcraft check (DC 15 + the spell’s level) or lose the spell. Grappled creatures cannot make attacks of opportunity.

So, does that mean Orlan can attack the creature grappling him (at a -2 penalty?) or attempt to break the grapple (with no penalty)? If so, judging by the numbers, it doesn't seem like low-level characters have any reasonable chance of succeding on combat maneuvers. The DC = 15 + target's CMB modifier. Orlan's CMB is +4...and assuming, the bat's is similar...he'd need to roll higher than DC 15...so a 25% chance of success, otherwise he wastes a round trying to break free. In the meantime, a simple -2 penalty on attack rolls against whomever he's grappling stands a much higher chance of hitting. Orlan's normal attack roll with his waraxe is +4 to hit. Reduce that by -2 as a result of being grappled. And, as long as the grappling bat (which should have a -4 penalty to its Dexterity as well, since it's also participating in the grapple)...that's pretty much a wash. So, it sounds like Orlan should just swing away with his axe and forget about trying to break the grapple...which seems odd. Is that how combat maneuvers for grapple are supposed to work? Or am I misreading something?


You're right about the rules. It is such a small chamber 15x10 with the bat pretty much dead in the centre that I guess I envisioned it as a 5' step (probably more like 7.5 if Orlan didn't step into the chamber.

The bats do have improved grapple. I gave them that as a training feat earlier to make up for the fact their harnesses were denying them their bite and yet the CR 2 wasn't adjusted downward by the adventure. I figured for a creature with no attack other than grapple (and a weakened Alpha 1 version of grapple) to have a CR 2 that grapple better be damned good. Of course, now its harness is off and he's pissed. This leathery guy is part of an ancient race of pissed. He was born pissed and now he's pissed at you because you cut him up bad.

The bite was way out of line though. He wouldn't get to make that bite until next round if you didn't manage to break the grapple and if he managed to pin you.

Anyhow, let me start that again assuming Orlan has not entered the room (and therefore outside of a 5-foot step).

The bat launches himself at Orlan with his talons signalling his intentions and his fangs bared.

Now, if the bat survives to its turn in the initiative then we'll see about the grapple.


Orlan wrote:
So, does that mean Orlan can attack the creature grappling him (at a -2 penalty?) or attempt to break the grapple (with no penalty)? If so, judging by the numbers, it doesn't seem like low-level characters have any reasonable chance of succeding on combat maneuvers. The DC = 15 + target's CMB modifier. Orlan's CMB is +4...and assuming, the bat's is similar...he'd need to roll higher than DC 15...so a 25% chance of success, otherwise he wastes a round trying to break free. In the meantime, a simple -2 penalty on attack rolls against whomever he's grappling stands a much higher chance of hitting. Orlan's normal attack roll with his waraxe is +4 to hit. Reduce that by -2 as a result of being grappled. And, as long as the grappling bat (which should have a -4 penalty to its Dexterity as well, since it's also participating in the grapple)...that's pretty much a wash. So, it sounds like Orlan should just swing away with his axe and forget about trying to break the grapple...which seems odd. Is that how combat maneuvers for grapple are supposed to work? Or am I misreading something?

I think 15+CMB is a bit high. At least they fixed the alpha 3 and made it equals or exceeds the DC. Before it was just exceeds. I think it should be 12+CMB to make combat maneuvers attractive options. In the case of this attack, if the bat had managed to grapple Orlan (which it has yet to do), I would just hack away at it. If it manages to pin you, which it probably would, it would get its dex bonus back, but until then its AC is reduced making it actually hitable. Combat maneuvers may be easier to manage but are they less attractive options now?

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