Plan?
Subject Plan?
Ok I understand that the party wants to charge in and attack, with Salix casting SNA III when he can get in the room and Allistair and Kal doing MM if they can, but does the party want to cast any prep spells before they go in?
Questions
Subject Questions
Has Allistair responded to Harp's query about additional information about the salemanders?
From: Mark
Subject Questions
Not as far as I know, but Derek did give all the info that I gave him.
Knowledge checks do not give all pertinent information. Depending on the DC and the roll, you get bits and pieces.
From: Derek
Subject Questions
OOC: I was out all day yesterday, sorry.
IC: Allistair shakes his head. "That's about all I know about them. I've never encountered any before, just read about them in a book on creatures of the elemental planes."
From: Kevin
Subject Questions
OOC: Ok, while I know that we are going to have issues, unless someone can come up with a good reason for us to do some additional enchantments, we are going to go in as listed earlier. Harp will cast Bless on the group, as that has been standard procedure for him most of this crawl.
From: Porter
Subject Questions
Um, what about protection from elements? If you're fighting something that lives in fire, it's a good idea to protect yourself from fire -- you don't need any special knowledge for that.
From: Mark
Subject Questions
You do need to have prepared the spell. Did any one prepare Protection from the elements or something like that? I just checked and, no they did not.
Unless I hear differently from any one I will write up the encounter tomorrow around noon.
Just to let everyone know I am on vacation this week, but will be staying at home. So while I will be on line, it may not be as constant as if I was at work.
Once more into the fire
Subject Once more into the fire
Still a good distance back from door Harp lays out the plan. "Mund, since you and Ran are the fastest, you and Ran move in and attack the one furthest from the door. Ragnar and I will move towards the closest. Salix and Kal you are third in the door. Salix, you summon some of those hippogriffs behind the enemy so that we can flank them and give them something else to worry about. Kal, you can either attack or use your mage arrows. Surin, you see if you can get in to position to flank them and get in an attack. Allistair, You stay back by the door and use those mage arrows as best you see fit. Get ready to move if things go against us. Ok everyone have their healing potions?"
Harp kneels and says a quick prayers asking for the battle lord to watch over them and help them in the coming combat. Everyone feels a sense of confidence fill them and they move towards the door. When they are in position Harp nods at Mund and the barbarian throws the door open.
Surprise round
The first thing Mund and Ran see is that one of the salamanders is really close to the door. The other is by the other door in the room. Following Harp's order Mund runs to where the other creature is. He takes up position next to the wall, so that his side is covered. Ran follows him, albeit a bit slower and takes up position next to Mund, running as best he can.
Ragnar and Harp move almost as one, splitting up so that one is on each side of the closest salamander. Salix moves into the room and slides across the back wall, taking in the situation and trying to decide where to summon his ally. Kal also moves in a step behind Ragnar and Harp but between the two, screening Salix and Allistair in case the thing tried to charge through the two in front of him. Allistair moves into position next to Salix also looking to see where he should cast his first spell. Surin moves up the east wall.
OODM: Ok I need round one actions. The surprise round got you into the positions on the map. Here is initiative for the combat.
Round 1: Mund(23), Salix (22), Ragnar (20), Kal (19), Surin (17), Allistair (17), S1 (10), S2 (10), Harp (7), Ranthir (4).
Please let me know your actions. Please pay attention to the order of people, if you are closer to the end you might want to give me contingencies. Also there is a bless prayer going on.
From: Porter
Subject Once more into the fire
Did Mund move to far to attack with a charge during the surprise round?
From: Kevin
Subject Once more into the fire
OOC: Mark, I did not see Kal on the map, but will assume he is back toward Salix and Allistair.
I will also assume that Salix gets to SNA before Harp, his boots loaded with lead this combat, gets in his attack.
IC: With the blessing of the battle lord coursing through him, Harp watches as Salix's allies appear on the other side of the creature. Taking advantage of the distraction, Harp attacks with all his might, hoping to put this creature out as quickly as possible.
From: Jason
Subject Once more into the fire
Ragnar is a little surprised by how quickly he is able to move into position before the fiery devils even have a chance to react. Seeking to capitalize on his unexpected advantage, he moves around to the rear so that it cannot focus on both him and Harp at once. (ooc: That is, unless Salix summoned some allies there, in which case he'll stay where he is.) Quickly getting into position, he mutters a quick but fervent prayer for strength and protection as he lays into the devil with his sword.
From: Mark
Subject Once more into the fire
Yes. He moved over 100 feet and a charge action would only take him 80 feet max.
Also a charge is a full round action that lets you move twice your normal speed and do one attack. In the surprise round a person can only do a standard action.
From: Mark
Subject Kal
Sorry Kal is at K-16
From: Mark
Subject Once more into the fire
Is this just a IC prayer or is the an actual spell?
If it is a spell, which one?
From: Jason
Subject Once more into the fire
Just a RP moment, no real spell.
From: Porter
Subject Once more into the fire
How does it work with provoking AOO? If Ran moves from where he is to the other side from where Mund is, will he provoke an AOO?
From: Karl
Subject Once more into the fire
Salix will sacrifice one of his Call Lightening prayers for SNA3, calling hippogriffs into cells B3, C3 and C4 in that order (depending on how many he gets in the roll).
From: Josh
Subject Once more into the fire
Kal decides to save his magic for later, and follows Mund and Ran into combat. (Attacking the Salamander if he can, otherwise just approaching).
From: Derek
Subject Once more into the fire
Allistair stays where he is and shoots a magic missle at the nearest Salamander.
From: Ashley
Subject Once more into the fire
Surin draws his hatchet, a habit so ingrained in his time in the testing grounds that it seemed to simply appear in his hand. Hesitantly, he moves away from the wall and starts moving further into the room, trying to find the best way to get to the backside of the salamander without risking his or anyone else's neck too overly much. He moves silently and with purpose, making a path between Salix and Ragnar just in case things turn sour toward the magic-users.
OOC: I think Surin can take two move actions if he can't reach S2 in one round, what with the quick draw feat and all. Tell me if I'm wrong. :)
Round 1 actions, random numbers and round 1
Subject Round 1 actions
OOC: Seriously? A 1 for Ranthir's initiative roll? Man, that Dexterity modifier really can't help that roll much. Sorry I didn't get a reply in earlier. I had today off of work in lieu of Canada Day on Saturday. I'm just catching up now.
From: Randy
Subject Round 1 actions
Ranthir will move to flank the Salamander and then attack. He will dodge if possible.
OOC: Ranthir gets a +4 dodge vs. attacks of opportunity so he isn't too worried about them. He doesn't get to move until the very end though so it probably won't help Mund much this round.
From: Mark
Subject Round 1 actions
He would provoke an AOO from the creature, but Ran took mobility as his feat this past level which gives him a +4 dodge bonus to AC against AOO when he moves through threathened squares which givs him an AC of 24 when doing so.
From: Mark
Subject Round 1 actions
Remember that Hippogriffs are large creatures and take up 4 squares. You can not place them that close to each other.
From: Mark
Subject Round 1 actions
Kal got left off the original map but he is at K-16, just behind Harp and Ragnar, not Mund and Ranthir.
He can attack the salamander that Harp and Ragnar will be attacking.
From: Mark
Subject Surin's move
You can do a double move and not attack this round. Assuming you are trying to hide in shadows you move 10 feet per move action so you could move 20 feet this round.
From: Mark
Subject Round 1 actions
Canada Day? What type of country has Canada Day? Oh yeah, Canada. :)
There were actually three 20's rolled for Init this round and one 1. Sorry, I use an online random number generator and have it roll 8 numbers and then go down the line of the players and assign scores.
From: Mark
Subject Round 1 actions
Actually by the time Ran's turn comes around the creature will probably already be flanked by Salix's hippogriffs.
From: Randy
Subject Round 1 actions
In that case, assuming Ran is still alive, he will attack the creature twice.
From: Porter
Subject Round 1 actions
Mund is pleased to see Ran moving to flank the sally-meaner and lays into himself.
From: Kevin
Subject Random numbers
OOC: To any math whizzes out there, when making 8 d20 rolls, what are the chances that 3 of those 8 rolls will be at the complete ends of the spectrum.
I still question the validity of these "random" number genertors. I remember the first multi disk cd players that had a "random" function. They were never really random, and I think those programmers got hired by some of these game sites.
From: Karl
Subject Round 1 actions
OK, you can adjust accordingly.
From: Porter
Subject Random numbers
Just because the numbers look odd doesn't mean that they aren't random.
From: Derek
Subject Random numbers
I think the chances of that particular occurance actually aren't that small.
Porter or someone else can correct my math if I'm wrong. I understand "3 out of 8 rolls being on opposite ends of the spectrum" to mean two 1's and a 20, or two 20's and a 1. The overall probability P = n/N, where n is the number of times the desired (or not desired, as the case may be) outcome occurs and N is the total number of possible combinations of die rolls. N is 20^8 = 2.56e10.
The total possible ways you can get two 1's and a 20 in eight rolls is the same as saying the number of permutations of size three from a set of size eight. That is 8 possible positions for the first 1 times 7 possible possible positions for the second 1 times 6 possible positions for the 20, giving 8*7*6 = 336. Then there is the same number of ways you can get two 20's and one 1, making the total number of permutations 336*2 = 672. Then we also account for the fact that there are 5 more unaccounted for rolls that can have any value from 1 to 20 is 20^5, so the numerator n = 2*(8*7*6)*20^5 = 2.12e9. Taking the ratio of the two is
P = (2*8*7*6*20^5)/20^8 = (2*8*7*6)/20^3 = 21/250 = 0.084 = 8.4% probability.
So it's really not that unusual or extraordinary of an occurance.
From: Randy
Subject Random numbers
I didn't look too closely at the math so I don't know how this would affect the numbers but this situation was 3 20s and a 1 in 8 rolls. That must change it some. It's been a long time since I have looked at this kind of math so I'm not going to even try to figure it out.
It wouldn't be any more or less likely to have 3 12s and 1 8 though. This set of numbers just happens to suck for Ranthir.
From: Derek
Subject Random numbers
I misunderstood what Karl said then. In that case, the probability of having three 20's and one 1 in eight rolls is:
P = (8*7*6*5*20^4)/20^8 = (8*7*6*5)/20^4 = 0.01050 = 1.05%. Somewhat less likely, but not nearly low enough for me to question the randomness of the random number generator.
From: Kevin
Subject Randomo numbers
I knew one of you number guys would understand this.
I always thought that when my math classes started using more letters than numbers, I had reached my limit of understanding, since I was very poor at English and composition.
Derek, thanks for the information - now my head hurts and I will have to go ease the pain with a beer.
From: Mark
Subject Round 1
Round 1: Mund(23), Salix (22), Ragnar (20), Kal (19), Surin (17), Allistair (17), S1 (10), S2 (10), Harp (7), Ranthir (4).
Mund stands next to Ran, his eyes gleaming. He swings his axe at the things (S1) head (AC17, 10+10, hit, damage 0). His axe blade hits the head squarely but the the steel seems to leave no mark on the burning flesh of his foe. He swings again and connects again (AC17, 18+5=23, hit, damage 0), but the same thing happens.
Salix chants the prayer that would summon his allies and is gratified when Obad Hai responds with three hippogriffs. They appear between the two salamanders and he squawks at them. One of them moves to assist Ranthir and Mund while the other two move towards the one closest to them.
The first Hippogriff (H1) claws at the burning creature (AC 17, 3+6=9, miss) but the creature ducks underneath the attack. The second winged beast (H2) attacks it's foe (S2) with beak and claws (AC17, 10+8=18, hit, 9+8=17, hit, 3+3=6, miss, damage 0). However, the claws seem to have no effect. The third hippogriff (H3) takes a small hop and also attacks in a flurry of claws and beak (AC17, 20+8=28, hit, critical threat, Critical threat roll 1+8=9,miss, AC17, 1+8=9,miss, 19+3=22, hit, damage 0) Again the slashing claw and vicious beak seem to have no effect.
Ragnar breathes steadily. He had not seen too much combat on this mission but now was the time to step forward. Taking advantage of the distraction provided by the hippogriffs, Ragnar slashes at the salamanders (S2) exposed back. His sword strikes true (AC17, 14+12=26, hit, damage 1) He is surprised to see his sword do almost no damage to the beast.
Kal sees the advantage that the hippogriff's are providing and steps between Harp and Ragnar, forming a solid wall before the spell casters. His rapier darts in (AC17, 3+14=17, hit, damage 9). His thin blade slides into the ribcage of the burning creature (S2) in front of him. He feels the heat of the thing even through his armor.
Trying his best to be unobtrusive, Surin moves cautiously between Ragnar and the two along the back wall, looking for a spot to throw an axe. Seeing that the side is open, he plans on getting into position in the next few seconds.
Allistair chants his mage arrow spell and three bolts of energy streak from his fingers tips. They fly around Ragnar and strikes the salamander (S2) in the chest (Damage 10). They cause obvious pain to the creature who howls when the bolts strike.
The salamanders finally seem to respond. The one by the far door (S1) strikes at Mund twice with his burning spear (AC22, 6+11=17,miss, 12+6=18,miss) but the barbarian easily dodges the thrusts. However Mund does not see the tail snake around and coil around his leg (AC22, 16+9=25,hit damage 16). He feels his skin burn and kicks at the tail (Grapple check, Salamander 14+11=25, Mund 19+13=32, fail). The snake like tail flips around and retreats.
The one nearer the door the party entered (S2) focuses on Kal and strikes at him with his spear (AC18, 3+11=14,miss, 15+6=21, hit, damage 11). The elf dodges the first thrust, but fails to get out of the way of the second and the spear blade creases the skin on his arm. The wound would have been a bloody one except the heat of the blade cauterizes the wound as it is made. The things tail snakes back and grabs one of the hippogriffs (H2) (AC15, 10+9=19,hit, damage 10). The hippogriff bites at the tail as it tries to snake around its legs(Opposed grapple check, S2, 6+11=17 vs. 17+11=28, fail) and the tail retreats.
Harp, a battle cry to the battle lord on his lips, swings his sword with all his might. His sword flashes in the flame light of the room (AC18, 19+13=32,hit, critical threat, Critical threat roll, AC18, 12+13,critical hit, damage 20). The sword crashes down on the things shoulder and cuts a burning bloody swath down it side. Pulling his sword free he makes another backhand cut at the things neck (AC18,.16+8=24,hit, damage 11) and almost cuts the head off. The creature puts a hand on it's neck wound, trying to staunch the flow of blood.
Ranthir looks for a spot to strike. Seeing an opening his blade darts in and hits (AC18, 14+13=27, hit, damage 0) the thing in the side. He curses when he sees his blade do no damage. The fighter spins and slashes again (AC18, 9+8=17, miss) but this time the thing leaps away from the blow and it goes wide.
OODM: End round 1. I need round 2 actions. S2 is looking very beat on. I have attached a new map for the start of round 2
From: Mark
Subject Correction
One correction. Harp does not have 2 attacks per round, so the second attack did not happen and S2 has 11 more hit points.
Round 2 actions and round 2
Subject Random numbers
Wernt me. It was Mark. :-)
From: Karl
Subject Round 2 actions
Seeing so many of his companions, including the hippogriffs, either missing or striking yet doing no damage, Salix wonders what kind of special protection these things have. When they strike back he realizes this needs to end quickly or several of his companions will be badly hurt or killed. He uses his most powerful remaining prayer to once again call lightening down on his foes. He directs the first bolt at the most damaged looking salamander (S2), hoping to take it out of commission.
From: Kevin
Subject Round 2 actions
Harp feels a satisfied crunch as his sword slices into the things shoulder, nearly severing its arm from its body. He also sees Ragnars sword connect with the creature, but seem to do little damage What was causing this? Kal's rapier seemed to be able to do damage, but why not Ragnar's sword.
Too much to think about now. Take this thing down - that was his only task.
OOC: Mark, Harp will attack S2 again, unless of course it is already down. If it is, Harp will take whatever move action is needed to get over to help Mund and Ran with S1.
From: Randy
Subject Round 2 actions
Seeing his blade do no damage despite a solid blow Ranthir calls out to Mund "Mund, we aren't hurting it. Fight defensively until we get some magic to help us out!"
Ranthir gets into a defensive stance and prepares to dodge the Salamanders attacks.
From: Derek
Subject Round 2 actions
Allistair will shoot another MM at the nearest Salamander, assuming it's still alive when his turn comes around. If it's dead already he'll then shoot the far one.
From: Jason
Subject Round 2 actions
OOC Ragnar's turn depends on a lot of contingencies...
If the salamander dies before his turn, he'll make his way towards Ran and Mund, double move.
If it doesn't, he'll delay until a) it dies or b)Allistair acts (I believe that when delaying you can come back in at any time, unlike readying where you have to specify one particular thing you're waiting for? If I only get one trigger, I'll wait until Allistair acts.) If at that point its dead, he'll double move towards Ranthir.
If its alive after Allistair has acted, he'll cast magic weapon on his longsword, concentrating to avoid an attack of opportunity (with his combat casting feat, his concentration check is +17).
IC:
Watching in disgust as his weapon barely scratches the fiery beast, Ragnar immediately realizes they must have magical protection. That had been a good, solid blow. From their experience with the gargoyles, he knows that his companions behind him are unable to overcome such protection on their own. "Ran!" he calls out, "Bring me your weapon!" With that, he (does whatever is appropriate, as described above.)
From: Josh
Subject Round 2 actions
Kal's heart flies as he sees his rapier strike true. "Truly I am an instrument of the Gods." He thinks to himself.
He lunges in for another attack, while also preparing himself to dodge any attacks.
OOC: He attacks the thing and chooses it for his +1 dodge bonus.
From: Porter
Subject Round 2 actions
OOC: I forgot to rage last time. :grumble:
IC: Mund bellows out "We can't hurt it over here! We need magick help over here!" He considers tackling it like the statues, but he doesn't like the look of those flames, so he attacks again.
Mund will rage and fight defensively.
From: Derek
Subject Round 2 actions
Allistair shouts back to his brother who looks to be having a tough time. "This one looks pretty hurt, I think it will go down after one more volley. We'll come help you then!"
From: Kevin
Subject Round 2 actions
Harp hears Munds call about the creatures and Ragnars shout. Of course, how could he have been so stupid. That meant that only he and Kal would be able to do any realy damage to these things. Well, then the faster the better.
OOC: Mark, Harp will focus on hitting S2, unless, as per previous instructions, it is already down. He will then make all good speed toward S1, hoping the other 2 (Ran and Mund) protect themselves until he and Kal can get there.
From: Mark
Subject Round 2 actions
I think we have heard from most everyone so I will write up round 2 tonight.
From: Mark
Subject Round 2
Round 1: Mund(23), Salix (22), Ragnar (20), Kal (19), Surin (17), Allistair (17), S1 (10), S2 (10), Harp (7), Ranthir (4).
Mund's mind boils over when he realizes that he is unable to damage the creatures. "Why the hell does this place keep throwing monsters at them that can only be hurt by magiked weapons?" Shouting out to the others
"We can't hurt it over here! We need magick help over here!" He considers tackling it like the statues, but he doesn't like the look of those flames, so he attacks again.
Swinging his axe a bit more cautiously, Mund strikes again and lands another blow (AC18, 10+8=18, hit, damage 3). His solid blow seems to have some little effect on the creature. Spinning back the other way he tries to land a second blow (AC18, 6+3=) that misses completely.
The hippogriffs again attack with all their fury but while several of the beaks and claws find purchase, none of them do any damage.
Salix sees that the Hippogriffs are providing a distraction, but he also sees that they are having little effect otherwise. Left to their own devices, they would soon be overwhelmed. The druid touches the symbol on his armor and chants the prayer to summon the power of the storm. Small clouds form at the top of the room and matching Salix's downward gesture, a stroke of lightning streaks down from the cloud to strike the closest salamander. The creature is so busy defending itself that it never notices the strike until it is too late (REF save, DC 16, 3+7=10, fail, damage 12). The bolt strikes home, bones showing briefly through the skin as the bolt flows through the things body. Although it does not fall, it staggers from the strike.
Ragnar realizes that these creature is almost dead and waits to see if Allistair's next set of mage arrows will kill it.
Almost oblivious to the others around him, Kal darts in again, his rapier flashing almost faster than the eye can see. Again the blade finds purchase in the belly of the beast (AC18, 17+12=29, hit, damage 10) and the thing sinks to the floor, its hands gripping at the blade sticking out from its chest. Kal takes his foot and shoves the thing off his blade.
Seeing their foe drop Ragnar chants a prayer to the battle lord to bless his blade. When he touches his sword at the end of the prayer a faint glow surrounds the edge. Then the dwarf makes his way to assist Ranthir and Mund.
Surin continues his quiet approach to the other combat, looking for an opening as he goes.
Allistair hears his brother call for aid. Just as he is about to send his mage arrows at the closest salamander it falls and Allistair quickly changes targets. Three more bolts of energy fly from his fingers and strike the beast in the chest (Damage 6)
Mund's foe strikes with his burning spear again. The barbarian tries his best to block the blow with his shield (AC22, 13+11=24, hit, damage 12) but just barely misses. He hisses as the burning point digs into his arm. He easily catches the second blow on his shield, driving the point down towards the floor. Ran sees the tail weave like a snake hypnotizing prey but is not caught off guard. When it lashes out (AC20, 4+9=13, miss) he is able to dodge out of the way, blocking the tail with his shield.
Harp almost shouts with joy as the first beast falls so easily when he hears Mund's cry for help. The 1/2 orc tries his best to close and help, but the hippogriff's block his direct path. Moving as best he can he shouts "Hold tight. We will be there."
Ran, takes advantage of the distraction caused by the hippogriff's and strikes a stinging blow to the salamander's shoulder (AC18, 19+7=26, hit, critical threat, Critical threat roll, AC18, 16+7=23, hit, critical hit, damage 0). He howls in frustration when his blow does no damage.
OODM: Round 2 done. I need round 3 actions.
From: Kevin
Subject Round 3 actions
Struggling to get by the beating wings of the hippogriffs, Harp sees Ragnar stop to ask a blessing upon his sword, imbuing it with the power to strike even magically protected creatures. Harp was glad that when he had been given his choice, he had chosen an enchanted weapon. He had always felt that it was better to focus on offense than on defense. He runs forward, trying to get to a point where he can strike at the creature.
OOC: Mark, IF there is an avenue available, Harp will Charge the remaining Salamander. If Ran and Mund stay where they are, then Harp will move as best he can toward the creature, trying to get in an attack if possible.
Round 3 actions, round 3 and round 4 actions
Subject Round 3 actions
Mund holds his ground and attacks again.
From: Karl
Subject Round 3 actions
Salix will order the hippogriff at S1 to back off to give the others a chance to close in and attack. (That's a free action, right?) He will also call lightening on S1.
From: Karl
Subject Round 3 actions
Mark, how high is the ceiling in this room? Is it possible for the hippogriff at S1 to fly up and attack from above, thus opening the floor for Harp & co. to close in? (If so, that's what Salix will order.)
From: Mark
Subject Round 3 actions
I am going to say that it can not do it in this case. Several reasons. The hippogriff is a large creature while the target is Medium sized. The target is located next to a wall and Hippogriffs do not have the best manuvering ability around. In fact they are only average in flight skill. Third, with all of the other people rushing to surround the salamander, it is going to be very close fighting.
From: Karl
Subject Round 3 actions
OK, then the hippogriffs can just back off for the time being. (Salix would dismiss them, but "just in case", ya know.)
From: Jason
Subject Round 3 actions
Ragnar will hustle up towards the salamander, getting as close as he can without endangering himself. (I'm thinking square D3 if the hippogriff moves, he can make it if he runs, or square B2 if it doesn't move.)
From: Randy
Subject Round 3 actions
When the others get close enough to attack, Ran will withdraw.
"My attacks are not hurting this thing!" He cries in frustration.
From: Porter
Subject Round 3 actions
Actually, I'm going to to have Mund withdraw as well and take a couple of steps back. Either it will pursue Mund and invoke AOO from both H1 and R, or it will attack somebody else.
From: Josh
Subject Round 3 actions
Kal will run toward the remaining Salamander, trying to get as close as possible
OOC: It looks like I can't make it there this round. If I can't attack him, I want to stay at least 10 feet away.
From: Karl
Subject Round 3 actions
So, if Mund moves and S1 pursues, H1 should get an AOO *before* Salix's initiative where he has it move away, right?
From: Derek
Subject Round 3 actions
Allistair shoots another MM missle, this time at the 2nd Salamander.
From: Mark
Subject Round 3 actions
S1 would not persue until it's turn in the initiative order, which would probably be after the griffs will move.
However, OOC, the griffs can not damage the creature. It could stand there all day and not take a single point, unless the griff did a critical hit and then it would be minor damage.
From: Karl
Subject Round 3 actions
Yeah, well, Salix could just dismiss them, then, I guess. (Dang waste of a good high level spell)
From: Kevin
Subject Round 3 actions
OOC: They will be gone by then. They only last Salix's caster level - which will be 6 rounds and they have already been around for 2 going on 3 - no way we finish this and get into the next room in 3 more rounds.
I was really wanting them more for the flanking they provided. I knew they have minimal chance of hitting these things, but our characters did not. It was a sensible thing to do, so I do not think it was wasted.
From: Porter
Subject Round 3 actions
Don't do that. Maybe we can use them in the next room.
From: Karl
Subject Round 3 actions
Only if we get to the next room in 24 seconds. They only last 1 round per level of caster. (i.e. 6 rounds).
From: Mark
Subject Round 3
Round 1: Mund(23), Salix (22), Ragnar (20), Kal (19), Surin (17), Allistair (17), S1 (10), Harp (7), Ranthir (4).
Hearing Harp, Kal and Ragnar respond to their cries for help, the barbarian moves back cautiously from the salamander, keeping his axe and shield up in a defensive position.
Salix sees Harp and the other rushing to Ran and Mund's aid. Having seen the limited effect the hippogriff's have had he screeches at them and they back away carefully from the remaining salamander.
As Ragnar moves to aid the two fighters he shouts "Ranthir, to me!" The dwarf runs at his best speed, clanking so loudly that Surin winces.
Kal, his face bright with battle fire, moves purposely towards the last foe, not running but not hanging back either.
Surin, his ears still ringing from Ragnar boisterous movement continues his slow steady progress.
Allistair is glad to see that his magic affects these things. If only they were not from the plane of fire. A fireball would be normally be called for about now, but that might even help the creatures. So the simple mage arrow would have to make due again. The same simple chant and another three bolts of energy strike the thing in the chest as it turns to block a blow from Ranthir (Damage 10).
With only one target to attack the salamander turns its full attention to Ran. It's spear darts out and catches the fighter in the chest. The spear point is stopped by the fine chain mail but the force of the blow knocks the wind out of the 1/2 elf and the heat of the spear point burns even through the metal (AC22, 14+11=25, hit damage 12). Ran just barely catches the second thrust on his shield, the spear tip clanging off the metal surface (AC22, 15+6=21, miss).
Ragnar is almost surprised when the things tail slithers towards him. He is just able to get his shield up in time to block the tail as it slaps at his head, the force of the blow almost staggering the sturdy dwarf (AC22, 12+9=21, miss).
Harp tries to charge the creature but Ranthir blocks his way. The 1/2 takes up position next to Ran, trying to distract the salamander.
Seeing that Harp and Ragnar are closing in Ranthir makes his retreat, wishing that his weapon was enchanted. This having to back out of fights because his weapon could not damage his foes was getting old fast.
OODM: End round 3. I need round 4 actions.
From: Josh
Subject Round 4 actions
Kal will close and attack, applying his dodge bonus to the guy he's attacking.
From: Kevin
Subject Round 4 actions
Harp takes a full attack, hoping Ragnar moves to the othe side of the salamander in order to flank it.
From: Porter
Subject Round 4 actions
Mund comes back into the fray and tries to distract the saly-mander so that the dwarf can hit it more easily. (aid another)
From: Jason
Subject Round 4 actions
Ragnar will do his best to flank the beast with a 5 foot step (which is probably impossible) and then attack it.
Round 4 and aftermath
Subject Round 4 actions
Shoot 'em if you got 'em. Allistair shsoots another MM at the Salamander, hoping it will go down this round.
From: Karl
Subject Round 4 actions
OOC - I had asked if moving he hippogriffs was a free action so that Salix could also fire a lightening bolt in Round 3. If it wasn't a free action (and Salix should have known this), he would have dismissed them (a free action, right?) and used his lightening bolt.
From: Kevin
Subject Round 4 actions
OOC: Jason, if Ragnar takes a normal move action to D2, C2 and then B3, I don't think there is an AOO. Even if there is, with your AC, you can take the hit.
From: Randy
Subject Round 4 actions
Ranthir stands around feeling useless.
From: Mark
Subject Salix Redux
Calling lightning is a standard action. I will also say that moving the Hippogriffs is a move action, so he could do both.
I will send out an updated turn for Salix.
By the way I am going to be doing the turn early today. The family and I are going to see PoTC II tonight.
From: Karl
Subject Round 4 actions
Thanks. Salix will also call lightening this round.
From: Mark
Subject Salix redux
After calling the griff's back from the salamander Salix makes another motion with his hand, pointing at the creature. Another stroke of lightning streaks from above and strikes the thing. It senses the building static and dodges to the side just as the stroke hits (REF save, DC16, 12+7=19, save, damage 2).
From: Mark
Subject Round 4
Round 1: Mund(23), Salix (22), Ragnar (20), Kal (19), Surin (17), Allistair (17), S1 (10), Harp (7), Ranthir (4).
Mund sees the others rush to surround their last foe and decides that he can at least help distract the creature. Moving forward he swings his shield and axe while shouting at the top of his lungs the most virulent orcish insults he had learned during his years with the clan (Aid other, AC10, 14+12=26, success).
Salix points again and third bolt of lightning strikes down from the ceiling. This time all of the distractions around the creature are its downfall. It never sees the bolt (REF save, DC16, 1+7=8, fail, damage 10) and is struck dead on, the stroke striking the spear tip and passing through the creature.
Ragnar pushes Ranthir behind him and moves around the creature, trying to get into position on the other side of Harp. When there he slashes at the creature (AC18, 10+12=22, hit, damage 12) and catches the thing off guard, cutting deep into its back.
Kal moves forward with a visible purpose, to vanquish their foes. His attack lacks the usual fluid grace of the bladesingers but it still finds the mark (AC18, 13+12=25, hit, damage 10). His rapier darts in and pierces the chest of the creature.
Allistair chants again, almost getting bores with the repetition until he remembers the pain of the manticore spikes. Maybe boring was not so bad. He watches as the three bolts of energy strike the salamander (Damage 11) and the creature die from the damage that they cause. It slides to the ground, its tail flailing uselessly, twitching the things death throws.
OODM: Combat is over. What now?
From: Kevin
Subject Map
Mark, can you provide an updated full dungeon map?
Thanks
From: Mark
Subject Map
Does any one have the last XLS sheet I sent out? It would have been late June?
From: Karl
Subject Aftermath
Salix breathes a sigh of relief. It had looked like these things were going to be really tough to fight, but with the right weapons they went down surprisingly easily. What surprised him most was Kal. Maybe Salix just hadn't paid attention earlier, but Kal seemed to be especially proficient this battle. He probably did more damage to these creatures than anyone else this battle, and that probably prevented some bad burns, or worse for the party. Too bad he was such a hot-headed, self-centered, creature. Still, skill was skill and Kal's was to be admired. He passes by Kal on his way to check Mund's wounds. "Nice swordwork," he says simply, wanting to give the compliment without particularly inviting conversation. "Mund, let's take a look at those burns".
(OOC - My home computer is having troubles right now so I'm offline until Monday. Salix wants to check the wounded and see who is worse off and consult with Ragnar about healing. He has a few very minor healing prayers and will use them if necessary.)
From: Kevin
Subject Aftermath
Harp watches as the last of the snake like creatures falls under the onslaught from the rest of the team. When they had the right weapons, they could do a lot a damage really fast, but without that, these encounters would have been impossible. They would have to keep that in mind as they moved forward.
Calling the group together he says "If any of you have any potions of healing left, lets break them out now. I want to try and use those before we call on the healing grace of our dieties - we may need that grace in some other fashion. Salix, would you and Ragnar look after Mund and Ran. I will take a look at Kal. Surin, go with Allistair and take a quick, quiet peek through that next door. Just open, look, and close."
OOC: Mark I do not remember how many potions we had or how many we have used. If we need to use some prayer to get Ran and Mund up in HP we will do so. If I remember correctly, the bless spell lasts for 1 min/lvl, so Harp's would last 3 minutes, and we have used up about 30 seconds to 1 minutes worth. Ragnars Magic Weapon should last 5 minutes. Harp will want to try and get the group through the next door in the next minute or so, if possible.
From: Porter
Subject Aftermath
"Hmmmm. OK." Mund growls, deeply frustrated at his impotence against so many creatures in this damned place. Maybe he should beat up the elf and take his magic toothpick.
From: Jason
Subject Aftermath
A: 43/48
H: 50/58
K: 26/37
M: 39/59
Rg:45/47
Rn:34/53
Sa:38/39
Su:27/27
I believe we've only used 2 of our potions, the ones Allistair and (IIRC) Salix drank at the manticores. That leaves us with 8, 3 of which are in Ragnar's posession. If Harp wants, we could probably get very close to full with just the potions. Ragnar's instinct would be to cast CMW on Ranthir and Mund (sacrificing Hold person and shield other), CLW on Kal (Sanctuary) and let Salix or Harp cure Harp and any others who need it, but he'll follow Harp's lead.
From: Porter
Subject Aftermath
Mund thinks that we should save as many potions as possible for emergencies.
From: Mark
Subject Aftermath
I thought I sent this to the whole group.
Mund's total includes 12 HP from raging that will go away soon. His actual total is 27 out of 59.
From: Kevin
Subject Aftermath
OOC: Guys, I am on the fence on this - the cleric types can sacrafice spells to heal, but we may want some of those spells later on. I mean, doe Mund want Harp to sacrafice a magic weapon spell that he could cast on Munds axe, or does Mund want that sacraficed to heal the wounds that could be healed with a potion.
I mean, I have no problem giving up 4 0 level spells to cure 4pts, but giving up a "Prayer" that will benefit the whole group for one person to get 15 hp seems a big trade off. Even if someone gets cut down to 0 or below, a quick cure minor will stabilize him.
I would prefer to use the potions and save our spells as we encounter the remaining creatures. If we encounter a creature where we need one of these, and it has been sacraficed, we may have to wait another night.
Harp will express this and will be pretty adamant that the remaining grace he, Ragnar and Salix have be kept for the upcoming encounters.
From: Kevin
Subject Aftermath
Harp does not need or want any healing.
Priority is Mund, then Ran and Kal. Everyone else can wait.
From: Porter
Subject Aftermath
Mund says "Instead of throwing away our only emergency potions, why don't I hang back during this next encounter? I'm pretty good with a bow, and if they need it, I'll come in and help out."
Healing
Subject Healing?
Any decision on what the party is going to do about healing?
More healing and taking a peek
Subject Healing
I would say that Ragnar would immediately cast a CMW on Mund. He'll definitely do what Harp tells him to, but seeing how Mund is fairly near him, he would probably cast the spell before Harp has even taken stock of the situation. It'd just be automatic for him. So, unless Harp speaks up very quickly, he'll cast CMW. Other than that, he'll follow whatever guidelines Harp sets out.
From: Josh
Subject Healing
Kal says to no one in particular: "Don't bother with my wounds. I will be able to keep myself alive for the next fight. The pain is managable."
From: Kevin
Subject Healing
Ragnar can do that, and then we will use 3-4 potions to get Ran and Kal up to closer to normal.
Josh, Harp is probably going to have himself and Kal in the front line entering the next room with Ragnar and Ran after them. They both have magical weapons in case we hit some the the same resistance. Mund can hang back with Allistair and use his bow unless we need him to run up and help out.
Harp will still want Surin to check out the next door (quietly opening it and taking a quick peek in, and then closing it).
From: Mark
Subject Taking a peek
Harp takes a look at the injured, deciding on how to use the healing they have at their disposal. Before he can say anything Ragnar has approached Mund and already said a prayer for some serious healing (CMW, heal 16). Harp curses to himself for not making a decision faster but breaks his silence. "We need to move fast. Ran you take a couple of those healing potions. You too Kal." The 1/2 orc holds up a hand at Kal's protest that he is fine. "You and I will be in the lead on this charge. Ragnar and Ranthir will be the second wave with Mund using his bow and helping out if needed. The bless will only last a few more minutes and Ragnar's blessing on his sword will only last a few minutes. Ragnar, if you have another of those blessings, use it on Ranthir's sword. I will do the same on Mund's bow."
"Surin, you do the usual sneak and peek, when we go in. Kal and I will take the lead, Ragnar and Ranthir will be the second wave. Mund you use your bow as you see fit and come running if we need help. Salix and Allistair are support with Surin doing what he thinks best under the circumstances. Everyone understand?" As Harp is speaking Ranthir swallows a couple of the healing potions (CLW X 2, heal 21) and Kal reluctantly takes one as well (CLW, heal 10). The others nod and with in a minute take their place at the door in the west wall.
Surin wishes he could take more time but Harp has made it clear that time is of the essence. He takes a quick listen at the door and turns to the others. " I hear something moving on the other side. I can't tell what it is though." At Harps gesture Surin pops open the door just a bit. He takes a peek in and see three large creatures about 20 feet away. About 9 feet tall the are unusually thin with long arms and legs that are still very muscled. The hide is green and the hands end in claws.
Just as Surin is starting to close the door something grabs it and pulls it open. Surin looks up and sees two of the creatures standing on either side of the door.
OODM: The creatures opening the door all the way was their surprise round. Mund's last rage has ended. Surin is in front with Harp and Kal behind him, Ragnar and Ranthir behind them and Mund with Allistair and Salix in the back row. Ranthir and Ragnar have Magic weapon on their swords and Mund has it on his bow. This will only add to damage and count towards Damage reduction if needed. It specifically states in the Magic weapon spell description that the +1 to hit and damage does not stack with Masterwork weapons. So Masterwork weapons will only gain +1 to damage.
Round 1 Initiative: Mund (21), Harp (18), Salix (18), Surin (17), T1-5(15), Ranthir (12), Ragnar (11), Allistair (10), Kal (9)
From: Jason
Subject Healing
I would say that Ragnar would immediately cast a CMW on Mund. He'll definitely do what Harp tells him to, but seeing how Mund is fairly near him, he would probably cast the spell before Harp has even taken stock of the situation. It'd just be automatic for him. So, unless Harp speaks up very quickly, he'll cast CMW. Other than that, he'll follow whatever guidelines Harp sets out.
From: Josh
Subject Healing
Kal says to no one in particular: "Don't bother with my wounds. I will be able to keep myself alive for the next fight. The pain is managable."
From: Kevin
Subject Healing
Ragnar can do that, and then we will use 3-4 potions to get Ran and Kal up to closer to normal.
Josh, Harp is probably going to have himself and Kal in the front line entering the next room with Ragnar and Ran after them. They both have magical weapons in case we hit some the the same resistance. Mund can hang back with Allistair and use his bow unless we need him to run up and help out.
Harp will still want Surin to check out the next door (quietly opening it and taking a quick peek in, and then closing it).
From: Mark
Subject Taking a peek
Harp takes a look at the injured, deciding on how to use the healing they have at their disposal. Before he can say anything Ragnar has approached Mund and already said a prayer for some serious healing (CMW, heal 16). Harp curses to himself for not making a decision faster but breaks his silence. "We need to move fast. Ran you take a couple of those healing potions. You too Kal." The 1/2 orc holds up a hand at Kal's protest that he is fine. "You and I will be in the lead on this charge. Ragnar and Ranthir will be the second wave with Mund using his bow and helping out if needed. The bless will only last a few more minutes and Ragnar's blessing on his sword will only last a few minutes. Ragnar, if you have another of those blessings, use it on Ranthir's sword. I will do the same on Mund's bow."
"Surin, you do the usual sneak and peek, when we go in. Kal and I will take the lead, Ragnar and Ranthir will be the second wave. Mund you use your bow as you see fit and come running if we need help. Salix and Allistair are support with Surin doing what he thinks best under the circumstances. Everyone understand?" As Harp is speaking Ranthir swallows a couple of the healing potions (CLW X 2, heal 21) and Kal reluctantly takes one as well (CLW, heal 10). The others nod and with in a minute take their place at the door in the west wall.
Surin wishes he could take more time but Harp has made it clear that time is of the essence. He takes a quick listen at the door and turns to the others. " I hear something moving on the other side. I can't tell what it is though." At Harps gesture Surin pops open the door just a bit. He takes a peek in and see three large creatures about 20 feet away. About 9 feet tall the are unusually thin with long arms and legs that are still very muscled. The hide is green and the hands end in claws.
Just as Surin is starting to close the door something grabs it and pulls it open. Surin looks up and sees two of the creatures standing on either side of the door.
OODM: The creatures opening the door all the way was their surprise round. Mund's last rage has ended. Surin is in front with Harp and Kal behind him, Ragnar and Ranthir behind them and Mund with Allistair and Salix in the back row. Ranthir and Ragnar have Magic weapon on their swords and Mund has it on his bow. This will only add to damage and count towards Damage reduction if needed. It specifically states in the Magic weapon spell description that the +1 to hit and damage does not stack with Masterwork weapons. So Masterwork weapons will only gain +1 to damage.
Round 1 Initiative: Mund (21), Harp (18), Salix (18), Surin (17), T1-5(15), Ranthir (12), Ragnar (11), Allistair (10), Kal (9)
I need round 1 actions.
From: Porter
Subject Healing
Mund is *not* going to use his own potion.
From: Porter
Subject Healing
Mund holds back and lets the first wave go through this round.
I need round 1 actions.
Round 1 actions
Subject Taking a peek
Don't forget, though, that Salix can't trade anything for healing. He has healing prayers ready, but he can only trade things in for Summon Nature's Ally. (Not that this changes your point, at all, but I just want to make sure it's clear.)
From: Karl
Subject Taking a peek
Salix will sacrifice Flame Sphere for SNA2, calling a hippogriff into the p3-q4 square. He hopes to flank the creatures by the door as well as block the others so the party doesn't have to deal with them all at once.
(OOC - Anyone have any idea what the heck these things are?)
From: Derek
Subject Taking a peek
Can Allistair tell what they are? (OOC I'm pretty sure I already know, but...)
Can Allistair get line-of-sight to shoot a fireball through the door that would explode around O4? (I forget the blast radius, though I think it was 20 ft?) Everyone will have moved by the time Allistair's turn comes up, so have Allistair target the fireball in a place that will get as many of the T's as possible without burning his companions.
From: Mark
Subject Taking a peek
I will do a knowledge check tonight after I go to the Band Boosters meeting with the wife. :(
From: Kevin
Subject Round 1 actions
OOC: Like Derek, I know what they are. (Hint: how many lick does it take to get to the center of a t.roll?)
From: Mark
Subject round 1 actions
Harp becomes deaf, dumb and blind and staggers around not knowing anything.
From: Porter
Subject Round 1 actions
Mund steals his magic sword.
From: Kevin
Subject Round 1 actions
Harp does not know this ( at least not yet). I will play him as I always do - within the limits of his knowledge. What he does know is that there are large creatures on the other side of the door and good tactics will tell him to bottle them up at the door with one of each team on either side to flank a creature when and if they come through, and another team member in the middle to block their ability to move into the room. That will be good tactics no matter what these things are.
From: Karl
Subject Round 1 actions
Great, we're all gonna die.
From: Kevin
Subject Round 1 actions
OOC: Mark, I am going to ask for a clarification from you related to large creatures with reach and their ability to fit through and fight around doorways (specifically AOO when one of our creatures is on one side and the creature is on the other.
IC: Harp hears the little halfling's grunt of surprise as the door is ripped open from the other side. On the other side, he sees the large creatures. Harp instictively reaches up and pulls Surin to the side (move action to T5) and as he takes a short step up to the side of the door (move action to S5) and yells to the others "Ran and Kal, flank on the other side of the door. Ragnar, try to hold them where you are!!!"
From: Kevin
Subject Round 1 actions
No we are not ALL going to die, but we might acutally have to work on this. If we can keep the attacks to only one at a time, we can do this. It will take a while, but it is better than the alternative of trying to beat all five at one time. If we can surround them as they enter our room we can get 5-6 melee attacks to their 1 (assuming they have moved in the round). If Allistair can get a line of sight into the room and get of a FB or two, we can weaken them before they even get too us. However, they may fill up the doorway too much to get one through. We shall have to see.
From: Mark
Subject AOO's
As far as I am concerned, wall and such prevent AOO from happening in both directions. So while you might techinically be in a threatened square, you can move through it becuase the wall prevents the AOO from happening. Right now the only real threatened squares are the two on either side of the open door.
On a general note, large bi pedal creatures have a 10 foot reach and so can make AOO in that reach area.
Let me know if any one is unclear on this.
From: Jason
Subject Round 1 actions
Ragnar will try to get in an attack, but he won't enter the other room unless others have already done so. If he can't get in position to attack, he'll cast Spirit Weapon and have it attack from behind any troll that is getting attacked by his companions (not that it flanks, but at least it won't be in the way.)
From: Mark
Subject Round 1 actions
Don't dwarves get bonus to AC when fighting giant type creatures? Guess what trolls are?
From: Karl
Subject Round 1 actions
Oh, I didn't mention before, but Salix will command the hippogriff to attack one of the trolls flanking the doorway.
From: Ashley
Subject Round 1 actions
With a shock, Surin looks almost straight up at the monster opening the door. Harp had wanted to move along quickly, but this was getting out of hand...His hatchet appears in his hand and heads straight for the thing's head as soon as he is able to react.
OOC: Ignore this if Harp moving Surin out of the way puts him out of a good position to hit someone--if this happens he'll load his sling and wait for one of them to charge in.
From: Kevin
Subject Round 1 actions
OOC: Mark, you know me - always asking for more.
T1 could reach S4 and S3, but not S5 and S6 (wall is in the way). T2 can reach S4 and S5, but not S1 and S2?
This is going to get confusing - the fog of war.
If you decide that our charcters will just have to learn the hard way, that's OK with me.
From: Jason
Subject Round 1 actions
Yeah I did notice they are giants... fun stuff. If I'm reading what Harp is shouting correctly, I think he wants Ragnar is square T4 or T5, keeping the trolls from flooding out into the room while the other fighter types flank the doorway. He'll do this (he gets +4 to his AC and to his checks to resist bullrushing!) while shouting out taunts and insults in orcish, which they may or may not understand, but orcish probably sounds pretty nasty whether you understand it or not.
From: Kevin
Subject Round 1 actions
Exactly, and I had forgotten about his bonuses vs. giant sized creatures.
If Mund wants, he can step up in a few rounds and help out if needed.
From: Porter
Subject Round 1 actions
I was already planning on doing so.
From: Randy
Subject Round 1 actions
Ranthir moves to get into position flanking the door (S5 or S3 depending on where Kal goes) his sword drawn and ready to attack the first troll that gets near him.
From: Porter
Subject Round 1 actions
Oh, also, if Mund is able to get off a shot with his bow this round (unlikely, I know, he will do so).
From: Josh
Subject Round 1 actions
OOC: I don't know if this is possible Mark, but I don't think it's too much to ask. I had planned to cast bull's strength right before we opened the doors. It was a pretty reasonable assumption to think we were gonna fight something in here. I thought we were gonna have another "approaching the door" email sent out before we opened this one, and I had planned on saying it then.
If you allow that, Kal will step forward one square to his left and attack the creature if it came out of the door. (Kal's acting last so he'll have this information), otherwise he'll stay where he is and cast bull's strength.