Post by TheUdjat on Jun 15, 2009 15:53:22 GMT -5
SEA GREEN
[Man, I forgot how much work tactical combat is. ]
(Henrick)
[We’ll give him Improved Toughness, always handy to have, especially with his sub-par rolls for HP. I have noticed that he wasn’t on any particular path, yeah.]
(Haste)
Natsumi tries to get a good look at the group’s adversaries—they are humanoid, certainly, and not at all lizard-like as the native inhabitants of Scaland are supposed to be. They appear to be human, but barbaric and wild by their apparel, seeming quite at home in the jungle, even if they are certainly not natives here. [Reflexive Bardic Knowledge] They appear to match the rough description of people from that distant eastern land, called ‘Yexuhl.’
After this quick look, Natsumi moves behind cover of the trees, conjuring a spell to aid her allies in battle with increased speed. Even as she does so, Sean begins to sing a ballad to inspire his friends, overcoming the unfamiliar, uncomfortable environs with his rousing melody.
Gro-bug, his throwing axe in hand, hauls off with a powerful throw at one of the archers, shouting his trademark insult. The whore son takes the axe full in his shoulder, a blow little-softened by the armor her wears. But the archer is by no means out of this fight, wounded shoulder and all. Gro-bug closes the distance towards the man, but as he passes between two trees, a spiked wooden haft swings out at his legs to trip him. He manages to stay up despite the potent swipe, only to be caught by another spiked club that simultaneously descends on him from above, cutting him across neck and shoulders. The archer appears pleased with this, but alarmed that the trap did not feel the big half-orc.
Ella turns her new mount into a charge for another archer, moving swiftly over the opposite side of a massive tree from Gro-bug. She, too, encounters another whip-like club that swings out, though it necessarily targets her mount instead of her. Unfortunately, the dire weasel is caught off-guard by the attack and falls with a startled noise—Ella is sent tumbling from her saddle, but easily recovers on the ground. Behind her she feels a rush of air as the trap’s second component seeks to slam into her head, but the trap is ill-timed, or else made for a larger individual, and Ella is not hit. She finds herself in front of one of this barbaric archers, but in a poor position to attack.
Swift as the appeared, the archers move again, apparently having been waiting for this moment. The two by Ella and Gro-bug deftly tumble to avoid their foes, then fire their bows at a short distance, only to move further into the jungle surroundings, proving tricky to catch. Other archers mirror the tactics, popping out from around trees to fire on Henrick, Gro-bug, and one even firing on Natsumi, then withdrawing just as quickly. Guerrilla tactics, but effective in this place.
Henrick singles out the archer that attacked Natsumi. He pursues the man with his enhanced speed, slamming the mace into the archer’s back with a powerful blow—though not enough yet to fell the archer.
The battle continues…
(Combat Actions)
Initiative: Natsumi (20), Sean (12), Gro-bug (12), Ella (5), Archers (4), Henrick (3).
[As it's clear there are some traps in the vicinity, please take care to tell me what specific squares you're going to, or at least enough of a guideline so that I can figure it out. For your convenience, I've employed a letter-number system to label each square. (Also expanded the map since it was getting close to the left edge).]
Map:
(Character Status)
Ella – 66/77 HP; DR 3/- (4 blocked), Lifedrinking 3 (Lance)
Sean – 47/47 HP; Hide from Undead, Haste [8/9]
Gro-bug – 67/100 HP, DR 1/-, Haste, 2 fort saves in 9 rounds
Henrick – 73/78 HP, Haste [8/9], Fort save in 9 rounds
Natsumi – 42/52 HP, Freedom of Movement, Haste [8/9]
Antyca – No damage [Absent]
Dire Weasel (Has no name ) – No damage
Archers:
1 – No damage
2 – 14 damage
3 – 14 damage
4 – No damage
5 – No damage
6 – No damage
DARK RED
Gildas, Lenny-
[Sense Motive regarding Deathspeakers.] In a peculiarly lucid moment, Gildas finds himself suddenly with an understanding of the quick-talking gnome and his prolific speech. The man talks, and he talks at great length, but one thing Gildas becomes aware of is that the curator makes no effort to conceal the truth. Indeed, he is rather obnoxiously blunt about his personal opinions, which he seems to regard as much as fact as anything else. When he says he has not heard of Deathspeakers, Gildas is certain the man is speaking the truth. [Nice Nat. 20.]
When Lenny has the chance to speak, he wastes no time getting to the heart of the matter.
“Is that what you want?” the gnome blurts out, almost laughing. “Well certainly, I can tell you all about Garor and his war with ‘the Master’ and all his undead hoard. I know the story well—the whole old museum is devoted to it, really. Old Mordrock’s obsession.” He pauses. “But if you gentlemen are being remembered, this is a negotiation, not a history lesson. Knowledge is power, you look smart enough to know that, and I think it’d be pretty foolish of me to hand something over without getting a little something back.”
“Information is worth something, but even I’ll admit the Skullsplitter is worth more than the tale. What else do you want? Come come, I want to reach an agreement so we can all be happier humanoids.”
Wanderer grumbles, but says nothing aloud, leaving the matter to Gildas and Lenny to decide. He does hold the Skullsplitter close, though, and keeps an eye on the room’s only door. And probably an ear open, as well.
Tyrano, Norven-
[Tork - Just a quick note since you’re new. I do rolls like Hide/Move Silently in secret so players don’t get to know the result.]
Norven considers the matter of which group to follow, uncertain where to go. He ultimately suggests the group heading into the University, for reasons his own. But Tyrano speaks up, [per PM] shaking his head. “The one’s going deeper into the city. They have purpose to their steps.” Tyrano reasons that with the ‘Speakers always seeming a step ahead, perhaps now they can learn something by tailing them.
[Norven can split up and follow the others alone if he likes, or follow Tyrano’s advice. I’ll assume the group going to the city is followed, at least.]
It proves easy enough to follow the group of men to the elevators, and then to catch another lift down that they’re not on, carefully keeping track of them. The men apparently don’t suspect they are being followed, or else the pair is just that good at tailing their quarries. Either way, it is easy enough to keep behind them.
The three men stay in the lower city for a time, moving briskly across town, crossing city-spanning bridges and riding lifts in a complex pattern as only those that are well-acquainted with the city could do. Tyrano and Norven keep up, but know it will take quite a bit of effort to work out a path back to the university without guidance. Soon they are riding up to the high reaches of another part of New Ravenshead, high up to a place that it soon becomes obvious is wealthy and privileged.
And then they see it: the Blackwing Council Hall. From what Tyrano has picked up from Lockheart and close listening, the council that governs all the Blackwing Kingdom—and New Ravenshead—resides in that chamber hall.
The somber men in black move directly to it, speaking some words to the guards and then slipping inside, undisturbed.
What could this mean?
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP
Norven – 71/71 HP
Lockheart – No damage
Wanderer – 90/90 HP
[Man, I forgot how much work tactical combat is. ]
(Henrick)
(Henrick is missing a fighter bonus feat for last level up. I forgot to add it. I was thinking either Shield Specialization for an additional +1 to AC w/ shield, or the old fall back Improved Toughness. He's not really on any particular feat path, that's why I was having trouble at the time.)
(Haste)
[Yeah, Ella’s too far away. As is the Weasel.
A wise course of action. And I will certainly make mistakes.]
(Nothing against Ella, just trying to play fair so that I can call the DM on his mistakes with a clear conscience )
Natsumi tries to get a good look at the group’s adversaries—they are humanoid, certainly, and not at all lizard-like as the native inhabitants of Scaland are supposed to be. They appear to be human, but barbaric and wild by their apparel, seeming quite at home in the jungle, even if they are certainly not natives here. [Reflexive Bardic Knowledge] They appear to match the rough description of people from that distant eastern land, called ‘Yexuhl.’
After this quick look, Natsumi moves behind cover of the trees, conjuring a spell to aid her allies in battle with increased speed. Even as she does so, Sean begins to sing a ballad to inspire his friends, overcoming the unfamiliar, uncomfortable environs with his rousing melody.
Gro-bug, his throwing axe in hand, hauls off with a powerful throw at one of the archers, shouting his trademark insult. The whore son takes the axe full in his shoulder, a blow little-softened by the armor her wears. But the archer is by no means out of this fight, wounded shoulder and all. Gro-bug closes the distance towards the man, but as he passes between two trees, a spiked wooden haft swings out at his legs to trip him. He manages to stay up despite the potent swipe, only to be caught by another spiked club that simultaneously descends on him from above, cutting him across neck and shoulders. The archer appears pleased with this, but alarmed that the trap did not feel the big half-orc.
Ella turns her new mount into a charge for another archer, moving swiftly over the opposite side of a massive tree from Gro-bug. She, too, encounters another whip-like club that swings out, though it necessarily targets her mount instead of her. Unfortunately, the dire weasel is caught off-guard by the attack and falls with a startled noise—Ella is sent tumbling from her saddle, but easily recovers on the ground. Behind her she feels a rush of air as the trap’s second component seeks to slam into her head, but the trap is ill-timed, or else made for a larger individual, and Ella is not hit. She finds herself in front of one of this barbaric archers, but in a poor position to attack.
Swift as the appeared, the archers move again, apparently having been waiting for this moment. The two by Ella and Gro-bug deftly tumble to avoid their foes, then fire their bows at a short distance, only to move further into the jungle surroundings, proving tricky to catch. Other archers mirror the tactics, popping out from around trees to fire on Henrick, Gro-bug, and one even firing on Natsumi, then withdrawing just as quickly. Guerrilla tactics, but effective in this place.
Henrick singles out the archer that attacked Natsumi. He pursues the man with his enhanced speed, slamming the mace into the archer’s back with a powerful blow—though not enough yet to fell the archer.
The battle continues…
(Combat Actions)
- Natsumi takes a 5’
eastwest and casts Haste. Natsumi, Sean, Henrick, and Gro-bug all affected. - Archers delay.
- Sean starts a-singing. Inspiring Courage, I assume. I have his bonus at +3 (+2 level 8 Bard, +1 Song of the Heart).
- Gro-bug hauls off and throws his axe at someone (I’ll assume Archer 3) and then closes the distance to him. Attack roll is 33 (w/ bonuses from Sean & Natsumi), a hit. 14 damage (w/ Sean) to Archer 3. On moving, a trap is sprung. Touch attack roll for trap vs. AC 17 (+2 Dex, +1 Def, +3 for Trap Sense, +1 Haste): 31, hit. Opposed trip attempt, Gro-bug @ +7 for Str: 20 (Trap) vs. 21 (Gro-bug), he is not tripped. Second attack for Trap vs. AC 23 (+3 Trap Sense, +1 Haste): 23, hits. Gro-bug takes 15 damage, or 14 after DR. Since he wasn’t tripped, Gro-bug can continue to close with Archer 3.
- Ella charges Archer 1, also running afoul of a trap. Touch attack goes after the Dire Weasel (Touch AC 14, due to charge): 33, hits. I’ll allow Ella a ride check to avoid it, per Mounted Combat. Ride @ +17: 30, not enough. Trip attempt (Weasel @ +6 for Dex): 26 (Trap) vs. 16 (Weasel), weasel is tripped. Ella falls off, but can auto-pass the DC 15 for Soft Fall, taking no damage. I have placed her in the logical spot momentum would take her (next to Archer 1).
50/50 chance that the trap’s second effect hits Ella or Weasel: 44, Ella. Attack roll vs. AC 22 (no mounted dodge, -2 Charge): 17, miss. Charge is effectively ruined this round. - Archers act. 1 and 3 tumble (both pass), moving, firing on the run, and moving some more. Other archers follow suit with various targets.
Archer 1 attacks Ella (AC 24): 25, hit. 11 damage, or 8 after DR.
Archer 2 attacks Natsumi (AC 22, +1 from Haste): 23, hit. 10 damage.
Archers 3 and 4 both attack Gro-bug (AC 20, +1 from Haste): 21, 22, both hit. 9 and 10 damage, total of 17 after DR 1/-.
Archers 5 and 6 attack Henrick (AC 26 w/ Haste): 18, 25, both miss. - Henrick acts. He goes after Archer 2. Power Attack for 5. Attack @ +12 (+13 normal, -5 PA, +3 Morale, +1 Haste): 20, hit. Deals 1d8+13 damage (+4 Str, +1 Enhancement, +5 PA, +3 Bardic): 14. Nice rolling, buddy.
- Initiative returns to Natsumi.
Initiative: Natsumi (20), Sean (12), Gro-bug (12), Ella (5), Archers (4), Henrick (3).
[As it's clear there are some traps in the vicinity, please take care to tell me what specific squares you're going to, or at least enough of a guideline so that I can figure it out. For your convenience, I've employed a letter-number system to label each square. (Also expanded the map since it was getting close to the left edge).]
Map:
(Character Status)
Ella – 66/77 HP; DR 3/- (4 blocked), Lifedrinking 3 (Lance)
Sean – 47/47 HP; Hide from Undead, Haste [8/9]
Gro-bug – 67/100 HP, DR 1/-, Haste, 2 fort saves in 9 rounds
Henrick – 73/78 HP, Haste [8/9], Fort save in 9 rounds
Natsumi – 42/52 HP, Freedom of Movement, Haste [8/9]
Antyca – No damage [Absent]
Dire Weasel (Has no name ) – No damage
Archers:
1 – No damage
2 – 14 damage
3 – 14 damage
4 – No damage
5 – No damage
6 – No damage
DARK RED
Gildas, Lenny-
[Sense Motive regarding Deathspeakers.] In a peculiarly lucid moment, Gildas finds himself suddenly with an understanding of the quick-talking gnome and his prolific speech. The man talks, and he talks at great length, but one thing Gildas becomes aware of is that the curator makes no effort to conceal the truth. Indeed, he is rather obnoxiously blunt about his personal opinions, which he seems to regard as much as fact as anything else. When he says he has not heard of Deathspeakers, Gildas is certain the man is speaking the truth. [Nice Nat. 20.]
When Lenny has the chance to speak, he wastes no time getting to the heart of the matter.
"Garor and his friends fought a great war against an undead army. Tell us of their enemy, the Master that raised so many undead and threatened to take over the world. Tell us how they came to rid of him. Were they enchanted with rare powerful items, ones that granted special powers to help them?"
“Is that what you want?” the gnome blurts out, almost laughing. “Well certainly, I can tell you all about Garor and his war with ‘the Master’ and all his undead hoard. I know the story well—the whole old museum is devoted to it, really. Old Mordrock’s obsession.” He pauses. “But if you gentlemen are being remembered, this is a negotiation, not a history lesson. Knowledge is power, you look smart enough to know that, and I think it’d be pretty foolish of me to hand something over without getting a little something back.”
“Information is worth something, but even I’ll admit the Skullsplitter is worth more than the tale. What else do you want? Come come, I want to reach an agreement so we can all be happier humanoids.”
Wanderer grumbles, but says nothing aloud, leaving the matter to Gildas and Lenny to decide. He does hold the Skullsplitter close, though, and keeps an eye on the room’s only door. And probably an ear open, as well.
Tyrano, Norven-
[Tork - Just a quick note since you’re new. I do rolls like Hide/Move Silently in secret so players don’t get to know the result.]
Norven considers the matter of which group to follow, uncertain where to go. He ultimately suggests the group heading into the University, for reasons his own. But Tyrano speaks up, [per PM] shaking his head. “The one’s going deeper into the city. They have purpose to their steps.” Tyrano reasons that with the ‘Speakers always seeming a step ahead, perhaps now they can learn something by tailing them.
[Norven can split up and follow the others alone if he likes, or follow Tyrano’s advice. I’ll assume the group going to the city is followed, at least.]
It proves easy enough to follow the group of men to the elevators, and then to catch another lift down that they’re not on, carefully keeping track of them. The men apparently don’t suspect they are being followed, or else the pair is just that good at tailing their quarries. Either way, it is easy enough to keep behind them.
The three men stay in the lower city for a time, moving briskly across town, crossing city-spanning bridges and riding lifts in a complex pattern as only those that are well-acquainted with the city could do. Tyrano and Norven keep up, but know it will take quite a bit of effort to work out a path back to the university without guidance. Soon they are riding up to the high reaches of another part of New Ravenshead, high up to a place that it soon becomes obvious is wealthy and privileged.
And then they see it: the Blackwing Council Hall. From what Tyrano has picked up from Lockheart and close listening, the council that governs all the Blackwing Kingdom—and New Ravenshead—resides in that chamber hall.
The somber men in black move directly to it, speaking some words to the guards and then slipping inside, undisturbed.
What could this mean?
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP
Norven – 71/71 HP
Lockheart – No damage
Wanderer – 90/90 HP