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Post by rhinobullet on Oct 28, 2013 15:14:55 GMT -5
Vetch looks at the elf and construct, then at the human wizard. He says "I can easily track these creatures, and based upon the map and the spoor, it doesn't look like it is too far out of the way. I think it would be best to cross the bridge and leave the roadway, as it will get us to the source of this attack sooner, and the alternatives might risk the cart, or delay us further"
OOC if the party agrees with this course, Vetch will attempt to backtrack the map, and will use his nature skills to track and watch for traps etc.
Nature Roll [dice=20] +8 for a total of 20[rand=5912481262512024747952748708136866303657782067423522491322738657]
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Post by harknail on Oct 29, 2013 1:02:26 GMT -5
The trail was a couple of days old, the gnolls had been here for a while. But between the map and the old trail, Vetch had no problems tracking the gnolls back to where they came from.
Nothing else attacked them along the way. The cart did slow them down a bit in a few places, especially when crossing streams. But a little searching had allowed them to find where they could ford the streams.
Eventually Vetch called a halt. From here Vetch could just make out their target, some stone doors in the cliff before them. What he wasn't sure of if there were sentries. He didn't see any out in the open, but there was plenty of cover. More importantly, if their were sentries, they might not have seen the group yet.
<tag>
Also, how many healing surges does everyone want to spend back when you were resting after the ambush? To get to full HP (with some waisted) would take 2 for Harknail, 3 for Vetch, and 1 for Zem. Resting a bit longer would allow Zem to use his healing word on Harknail and Vetch, which might save them each a healing surge.
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Post by rhinobullet on Oct 29, 2013 9:57:01 GMT -5
I will defer to the more experienced members to make that call.
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 29, 2013 18:34:10 GMT -5
I do also have the feet combat medic so i would like to use this if i can if not that is fine. My second thing is that call is up to the individual player. we need to stay healthy but at times we could win without doing so. dailies were used so that puts us at a disadvantage, also action points were mostly used up, so getting them back would be a better idea then not having them.
Harknail can use the two and still be ok for he has 13 with many still left, So sry to him but he could use 2 of them up laving him 11. Vetch you have 7 used one or two in the fight as i recall. I could use one healing word on you and one on myself, is the best way to go on this I think. so ill have 5 left, Vetch would have 4 and Harknail with 11. if others disagree and have better ideas im open to hear them. My vote is longer rest may make the next fight harder but i rather be prepared then get gunned down/at without action points and hp.
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Post by harknail on Oct 29, 2013 18:42:29 GMT -5
Zem will reach full HP with one more surge (with some left over), he can't make use of the extra healing that a Healing Word would do. As you point out, Vetch is the lowest on healing surges, so I'll give him priority for healing, then Harknail if Vetch only needs one healing word to minimize surges needed.
As for Action Points, the group is still fine there. As it stands they'll get another action point after one more fight. If you rest a night and reset, it will take two fights to get more action points.
Having used most of our dailies makes things a bit harder. But the next fight will be easier because you'll have a better idea of what you're fighting. And you won't be caught by surprise, you'll have Harknail in front to take the brunt of the damage (which is his role). Also, you may be able to get surprise on them if you can set things up right.
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 29, 2013 19:55:12 GMT -5
that was the other option A if people were willing to do that as well. so ya lets have me use one surge, i don't know how many i have left i think total with this included i used 3 ( two in the fight and one right now leaving 5. Seeing what you have been pointing out, ill roll for the healing words on Vetch to see what he would be at. if he is a bit below that should still be ok.
[dice=6]+6=11 +11=22 so i think he is fine with one.
harknail gets [dice=6]+6+12 so i think he is fine as well
and I'm full hp after i use a surge on myself like you said. so all good on hp that is a very good thing.[rand=706019214587286153201368823647554194907401688414719524094834924]
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Post by harknail on Oct 29, 2013 20:27:05 GMT -5
That leaves Harknail at 47 out of 49 HP and 12 out of 13 surges; Vetch with 39 out of 44 HP and 5 of 7 surges; Zem with 39 HP and 3 out of 8 surges;
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 30, 2013 2:44:11 GMT -5
time to for a plan, sneaking in could give great odds but i don't think most of us are cut out for that but one of us, they will hear us with ease. Drawing them out some how could be ok if we do it right. If there a way that will bring them out and away from the front entrance like far enough that they can't hid in there and shoot at us or so far they take cover in the tress, we could win but we have to play this smart. we also need to know the number of them if any that are outside, they will alert the others and that will not be good. That ice spell could be handy to block off them getting back inside as fast. we know they like ranged so far, getting in close without being shot is major to our survival, so Harknial you need to be my moving shield. Wizard your distraction, crowed control like you were last time yet this time try and stay a bit closer if you could. Cause my range is lacking a bit so we need cover fire at the ones we can't get to. Vetch about how good could u get in-tell without being seen? cause its important we get as much as we can without letting them know we are here.
Can we have a map of our surroundings? not for combat but to help plan out what we should do. Also my math may be off but i thought Vetch only took 20 damage that fight and i just healed him for 22 so I think he is at full right now.
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Post by rhinobullet on Oct 30, 2013 11:42:05 GMT -5
Vetch looks at the elf and then back at the cave entrance. He says "I can easily scout the front of the caves, and can almost certainly guarantee I won't be seen. I would advise that you let me scout things, and then return and finalize a plan. Might be we can draw them out as you say. Might be another way in as well that might let us surprise them even further."
Vetch will advance using Stealth, once he gets closer (and preferably where the others won't see), Vetch will activate his gloaming hide armor and render himself invisible. At that point he will search the front of the cave area for traps, and for sentries. He will also look for other entrances/exits and make sure he has a clear understanding of the layout before returning to report to the party.
Stealth Roll: [dice=20] +12 from Training +2 from Booths of Stealth Total: 23[rand=44683728815266990284338675125944767385692854175675053498955809872]
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Post by harknail on Oct 31, 2013 2:21:47 GMT -5
Vetch managed to sneak closer without being noticed. He finds two gnoll guards, hiding in different trees. Although better armed (longbows and battle axes instead of short bows and daggers), Vetch gets the impression that these guards are not as well trained. Their equipment is older and not well maintained. And they aren't doing a very good job of guarding.
He finds them inattentive, but worse, they keep chatting with each other, giving away their otherwise somewhat hidden positions. It's obvious that these guards have not seen the group. And they are so inattentive they might as well be sleeping if the group wants to sneak up on them.
OK, not quite as bad as sleeping, but they have -5 on perception rolls. Sleeping is -10 on the roll.
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Post by at on Oct 31, 2013 5:07:01 GMT -5
When Vetch returns with the news Barbatos considers the situation, "I can force them out of the trees with a cloud of blades but it won't be subtle or quiet"
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 31, 2013 5:39:45 GMT -5
any others? we need a silent approach or subdue them at best. If they sound off its all but over and i know if they come in force that will be bad. What we need is quite but something that will force them away, ok what do we have that can be used?
(( At: you do have ghost sound but Zem has no idea that you do have it, it would/should do the trick.))
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Post by at on Oct 31, 2013 7:03:52 GMT -5
"Minor illusions, sounds, a nasty smell" Barbatos shrugs, "if they have any familiarity with magic it may tip them off, and i'm not sure even a Gnoll is stupid enough to climb down from his tree to follow a mysterious sound or trail of glittering coins"
"Of course I could blow him clean out of the tree and you could club him before he regains his senses, but there is still the matter of his friend"
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Post by rhinobullet on Oct 31, 2013 8:48:47 GMT -5
Vetch considers these options. "These vermin are not paying attention at all. I believe I can sneak back and be in position to take one of them out. We could time it so that the Wizard here strikes at the same time. That should allow us to take out the sentries. How loud would the blow be though? The magic itself might raise the alarm we are trying to avoid. It is possible, possible mind you, that I might get them both with stealth, but that seems a low probability"
Vetch pauses and scratches his head and considers further. He says "Might be I could take one sentry out, and then you use some of those spells to distract the other guard long enough for me to creep over and take him out."
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Post by at on Oct 31, 2013 9:42:52 GMT -5
"A sound to turn one around perhaps, but not for long."
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Post by harknail on Nov 1, 2013 1:54:35 GMT -5
Just a reminder, the stone doors are closed. These are likely to block sound fairly well and are likely to take more effort to open than normal doors (though if dwarves were involved, that might not be the case). In any case, it looks like it's not going to be easy for the guards to sound the alarm.
Also, 4th Edition uses group stealth rolls. In 3rd Edition, when the group tries to sneak, if one person fails, the entire group fails. In 4th Edition, when the group tries to sneak, everyone rolls stealth. If at least half the group makes the roll, the group is successful at being sneaky. The assumption is that the sneakier members are helping those who aren't so sneaky. It also means the group can sneak even if you have a couple of characters who are very bad at stealth.
I thought these two items might affect your plans.
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Post by rhinobullet on Nov 1, 2013 8:28:27 GMT -5
OOC: Based on these comments we should either (1) let my char. sneak up on one, and have At blast the other; or (2) all try to sneak up on them and take them out in one fell swoop. What do you guys think?
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Post by at on Nov 1, 2013 9:13:46 GMT -5
(Blasting, or a cloud of knives should get one out of their tree but i'll need someone on the ground to finish it off)
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Post by rhinobullet on Nov 1, 2013 10:36:30 GMT -5
I think then that Vetch, Zem and perhaps Hark should sneak down there, and I will set them up under the first tree to take out the first sentry, and you blast the second guy after I get close enough to finish him off. What say you? Blast?
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Post by harknail on Nov 1, 2013 11:23:10 GMT -5
Another clarification, these are untrimmed trees, which look like big bushes with branches going all the way to the ground. The sentries are standing on the ground, but among the branches (which gives them melee cover/ and ranged concealment). A tree square is difficult terrain. But they do not have to be chased out of the trees to attack them, though it would make it easier.
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