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Book Two: Chapter Six: "Prosperous Hosts"

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Malazek
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Post  151prooftattoos Sun Aug 16, 2009 11:45 pm

Halcyon wrote:Verity ascends as quietly as his armour permits.
Athletics: 27
Stealth: 30
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Post  151prooftattoos Sun Aug 16, 2009 11:45 pm

Malazek wrote:Juugug does the same ...
Athletics 41, Stealth 47

OOC: tWK and magicspellz said to post for them so ....
They climb up, too; ready to lsay Dwarves ...
Alex: Athletics 39, Stealth 25
Mordax: Athletics 36, Stealth 31


The Rangers, too ...
Ranger 1: Athletics 26, Stealth 27
Ranger 2: Athletics 42, Stealth 40
Ranger 3: Athletics 26, Stealth 29
Ranger 4: Athletics 28, Stealth 26


Finally, Jenna and Garrett ...
Jenna: Athletics 37, Stealth 36
Garrett: Athletics 36, Stealth 28


OOC: Vangg? You coming?
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Post  151prooftattoos Sun Aug 16, 2009 11:46 pm

151prooftattoos wrote:OOC: Yes. Roll for me please.
DM EDIT: Athletics 29, Stealth 32
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Post  151prooftattoos Sun Aug 16, 2009 11:46 pm

Malazek wrote:Quickly and quietly, the strike team scales the wall, undetected by the sentries overhead ... then, suddenly, they spring onto the wall, catching the Dwarves offguard!!

OOC: Give me surprise round actions.
Then, initiative rolls and first round actions
(Include rolls where applicable - e.g. attack rolls, damage rolls)
.
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Post  151prooftattoos Sun Aug 16, 2009 11:46 pm

Swifthand wrote:Per the plan, Davin (and Taal and Reed, I assume) will hold their surprise actions to assist where most needed.

-Swift
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Post  151prooftattoos Sun Aug 16, 2009 11:47 pm

macksgarageusa wrote:Straegis II: HP:75/75 AC:24 Fort:23 Ref:23 Will:20 Healing Surges:8/8 Action Points:1

Straegis will survey the setup of the allies just before they attack. When he attacks the dwarf sentry he will do his best to knock him prone. If he is successful, all of the allies will be able to attempt the same maneuver. He warns everyone that due to their stubborn nature, some of the dwarfs may not fall.

Standard: Knock them Down on the dwarf he is assigned to attack.

Attack: 1d20=12+15+2(C.A.)=29
Damage: 3d8=20+10=30(and Target knocked prone)

Initiative: 1d20=6+7=13

Straegis will quickly change the spear to a longsword and then adjust his position if he sees an opportunity to gain flank with his ally. He will unleash another attack on the (prone?) dwarf in front of him. This time allowing several of his allies to improve their position as well.

Move: Shift to gain flank if possible?
Minor: Polymorph Spear into Longsword.
Standard: Steel Monsoon on Dwarf he attacked in surprise round.

Attack: 1d20=10+16=26(+flank?+prone?=30?)
Damage: 2d8=7+10=17

O.O.C.: On Hit(Warlord- Knock them Down), Dwarf is knocked prone (Dwarf=Save avoids) and ALL allies within 10 sq. can as a Free Action, move up to 3 sq. and make a melee basic attack on a target of their choice. These attacks deal no damage but knock the target prone on hit (Dwarf=Save avoids). On Hit from next attack, 5 allies within 5 sq. of me can shift one square as a Free Action (Warlord- Steel Monsoon). Based on the results of the previous attacks, Straegis may choose to spend AP this round.
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Post  151prooftattoos Sun Aug 16, 2009 11:47 pm

Halcyon wrote:Verity - HP:98/98 AC:28 Fort:23 Ref:23 Will:25 Healing Surges: 11/11 Action Points:1 Init:27

Free
Attempt to knock dwark prone missed

Surprise Round
Standard: Radiant Vulnerability, 29 v Fortitude to hit (17 roll + 10 +2 CA), 14 damage and the target is vulnerable 5 to radiant damage for the encounter.

Round 1
Minor: Challenge dwarf
Move: Ready Shield
Standard: Holy Strike, Natch to hit, 29 damage (3 Str, 3 Wis, 2 Revenge enchantment, 8 Max Wpn, 8 2d6 on crit, 5 Vulnerability)

Action Point
If original target and Juugug’s target still standing:
Crown of Glory, 18 and 25 to hit vs Will, 19 and 14 damage and slowed.

If original target still standing and not Juugug’s:
Holy Strike, 23 to hit AC (8 roll, 3 Swd, 5 1/2 Lvl, 2 Ench, 3 Str, 2 combat advantage[?]), 17 damage

If only Juugugs target stands;
Fearsome Smite, 25 to hit 18 Damage

DM EDIT: You only get ONE Action during the surprise round, but you're adjacent as soon as you climb up; and you can't spend AP during a surprise round.
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Post  151prooftattoos Sun Aug 16, 2009 11:47 pm

Swifthand wrote:
Halcyon wrote:DM EDIT: You only get ONE Action during the surprise round, but you're adjacent as soon as you climb up; and you can't spend AP during a surprise round.
Straegis wrote:On Hit(Warlord- Knock them Down), Dwarf is knocked prone (Dwarf=Save avoids) and ALL allies within 10 sq. can as a Free Action, move up to 3 sq. and make a melee basic attack on a target of their choice.
I think Straegis' "Knock Them Down" allows a free move, or do you not get free actions granted by an allies power on a surprise round? I know it doesn't matter for Verity, as he is adjacent anyway, but it might for someone else.

-Swift

DM EDIT: You DO get those.
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Post  151prooftattoos Sun Aug 16, 2009 11:47 pm

151prooftattoos wrote:OOC: Map please Sir~~
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Post  151prooftattoos Sun Aug 16, 2009 11:48 pm

Malazek wrote:OOC: Sorry, no. This map would be difficult to create and hopefully it'll only be needed for these two rounds. That's a lot of work for such little use. There's a detailed description (above & quoted below) that describes the distances pretty accurately; I'm hoping that's enough.

DM wrote:[The Dwarves] are spread out in pairs; each pair 10 feet apart.

The area around the gate IS lit, but the crossbows have great range ... and it's not quiet (not with the loud music and all).

Both corridors are 70 feet wide, and 70 feet high. The wall is 130.

The Dwarven wall is 50 feet tall, and approximately 30 feet thick. The portculis is 20 feet high and 30 feet wide. It is crenelated and machicolated. The wallface is adorned with Meurtrieres.

The Barbican (which sits in the center of the wall, over the portculis ) is no higher than the wall, but is 10 feet "thicker" (that is, it juts out 5 feet from the wall, on both sides); it is also 10 feet wider than the portculis (so, 40 feet wide, with the gate occupying the middle 30). The ceiling of gateway (above the portculis) is lined with Murderholes.
Basically, you climb the rope, hop onto the wall ... and the Dwarf you're expected to kill is there in front of you, completely surprised.
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Post  151prooftattoos Sun Aug 16, 2009 11:48 pm

Malazek wrote:Okay, I'll post some the NPCs surprise round actions for Davin/Reed/Taal can react as necessary. I'll post for Mordax and Alex, too ...

Alex ---> Hot Rain. Sentries 1, 2, 3 (22, 18, 14 Damage)
Vangg ---> Sentry 2 ... ??

Ranger 1 ---> Sentry 3, Sentry 4 (21 Dmg, 21 Dmg) Sentry 3 is Bloodied
Ranger 2 ---> Sentry 4, Sentry 3 (9 Dmg, 13 Dmg) Sentry 4 is Bloodied
[Init 18, 17]

Straegis ---> Sentry 5 (30 Damage) Sentry 5 is Bloodied
Mordax ---> Frightening Blow. Sentry 6 (20 Dmg) Sentry 6 is Immobile.

Ranger 3 ---> Sentry 7 (Miss)
Ranger 4 ---> Sentry 8 (Miss)
[Init 24, Init 17]

Juugug* ---> Sentry 9 (11 Dmg)
Verity ---> Sentry 10 (14 Damage) Sentry X is Vulnerable
*[Init 31]

Jenna ---> Sentry 11 (27 Dmg + Ongoing 5) Sentry 11 is Slowed
Garrett ---> Sentry 12, Sentry 11 (23 Dmg, 13 Dmg) Both are Bloodied
[Init 8, 8]

OOC: So, after we know the results of Vangg's attacks, we'll post the actions for Davin, Reed, and Taalgarnuk. Then, I'll do the same thing I did above, again for Round 1.

Swift, I know the three of you are spread out, but who's at which end?
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Post  151prooftattoos Sun Aug 16, 2009 11:49 pm

Swifthand wrote:
Malazek wrote:Swift, I know the three of you are spread out, but who's at which end?

Reed is at the end with Alex/Vangg, I am at the end with Jenna/Garrett, and Taal is in the middle.

-Swift
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Post  151prooftattoos Sun Aug 16, 2009 11:49 pm

Swifthand wrote:Davin: HP 76/71; AC 25 Fort 20 Ref 23 Will 22; Healing Surges=8/8, SV:18, Action Points=1
-----------------------------------------------------------------------------------
Hound: HP 105/105; AC 20 Fort 17 Ref 17 Will 15; Healing Surges=8/8 SV:26, Action Points=1

Surprise Round
Free - Hemingr's Accuracy
Standard - Biting Volley 1, Sneak Attack (finally!!!) Sentry 8; Biting Volley 2 Sentry 7
Immediate Reaction - Combined Fire on Sentry 12

Biting Volley 1=38 (crit)
Biting Volley 2=36
Combined Fire=34
BV Damage 1=22
SA Damage 1=24
Bonus Crit Damage 1=9
BV Damage 2=16
CF Damage=29

-----------------------------------------------------------------------------------

Round 1
Minor – Designate Sentries 11, 10, 9, 7, and 6 as my Quarries
Move - Mardogc's Crossbow's Encounter Power (ranged basic attack as a minor action) on Sentry 11
Standard – Attacks on the Run 1 on Sentry 7 (apply HQ Damage), Attacks on the Run 2 on Sentry 9
Action Point - Two-Fanged Strike Sentry 6

Initiative=27
Ranged Basic Attack=31
AotR 1=32
AotR 2=30
RBA Damage=8
AotR 1 Damage=29
HQ Damage=4
AotR 2 Damage=37
Two-Fanged Strike 1=36
Two-Fanged Strike 2=34
TFS 1 Damage=20
TFS 2 Damage=25

Rundown for DM Ease
Sentry 6 - 45 damage (round 1 AP)
Sentry 7 - 49 damage (16 surprise round, 33 round 1)
Sentry 8 - 55 damage (surprise round)
Sentry 9 - 37 damage (round 1)
Sentry 11 - 8 damage (round 1)
Sentry 12 - 29 damage (surprise round)

-Swift
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Post  151prooftattoos Sun Aug 16, 2009 11:49 pm

151prooftattoos wrote:Init: 17 (+2 Straegis)
Roll
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Post  151prooftattoos Sun Aug 16, 2009 11:50 pm

151prooftattoos wrote:WoeVangg: HP: 86/86 AC:24 Fort:20 Ref:18 Will:26 Healing Surges:11/11 AP:1


Surprise Round:
Cast Lance of Faith on Sentry

Free Attack from Straegis: 1d20+6=10
(knock prone if applicable)

Damage: 1d10-1=2



1st round:
Cast Lance of Faith on Sentry



Rolls: Attack 1d20 +11=12, 1d20 +11=26
Damage: 1d8+6=8, 1d8+6=8
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Post  151prooftattoos Sun Aug 16, 2009 11:50 pm

Malazek wrote:
Malazek wrote:Alex ---> Hot Rain. Sentries 1, 2, 3 (22, 18, 14 Damage)
Vangg ---> Sentry 2 (Miss)

Ranger 1 ---> Sentry 3, Sentry 4 (21 Dmg, 21 Dmg) Sentry 3 is Bloodied
Ranger 2 ---> Sentry 4, Sentry 3 (9 Dmg, 13 Dmg) Sentry 4 is Bloodied
[Init 18, 17]

Straegis ---> Sentry 5 (30 Damage) Sentry 5 is Bloodied
Mordax ---> Frightening Blow. Sentry 6 (20 Dmg) Sentry 6 is Immobile.

Ranger 3 ---> Sentry 7 (Miss)
Ranger 4 ---> Sentry 8 (Miss)
[Init 24, Init 17]

Juugug* ---> Sentry 9 (11 Dmg)
Verity ---> Sentry 10 (14 Damage) Sentry X is Vulnerable
*[Init 31]

Jenna ---> Sentry 11 (27 Dmg + Ongoing 5) Sentry 11 is Slowed
Garrett ---> Sentry 12, Sentry 11 (23 Dmg, 13 Dmg) Both are Bloodied
[Init 8, 8][/i]
Here is the rest of the Surprise Round ...

Swift ---> Sentry 7 (16 Damage)
Swift ---> Sentry 8 (55 Dmg) Sentry 8 is Dead
Swift ---> Sentry 12 (29 Dmg) Sentry 12 is Dead

Reed ---> Sentry 2 (Miss, Crit: 42 Damage) Sentry 2 is Dead

Taal ---> Sentry 5 (19 Dmg) Sentry 5 is Dead

...

OOC: I'll try to summarize round 1 from work. Gotta go.
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Post  151prooftattoos Sun Aug 16, 2009 11:50 pm

magicspellz12 wrote:Right. I'm done. I'm back. Can someone fill me in and I'll level myself up and everything.
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Post  151prooftattoos Sun Aug 16, 2009 11:51 pm

Swifthand wrote:
151prooftattoos wrote:Rolls: Attack 1d20 +11=12, 1d20 +11=26
Damage: 1d8+6=8, 1d8+6=8

151, don't forget to add the attack/damage bonus from your Raven Queen Feather implement (+2). Also, everyone is +2 to attack on the surprise round for having Combat Advantage.


magicspellz12 wrote:Right. I'm done. I'm back. Can someone fill me in and I'll level myself up and everything.
Welcome back, Magic, and I hope your exams went well!

Quick recap: we successfully navigated the rest of the Underdark road and have made our way into Dwarven territory. We think we are only several hours away from the Wise Stone. We sent messages to Jenna, the Velatian Vanguard, and the Emperor to tell them of our progress and that we needed help to take over the Wise Stone and garrison it once we change it's elemental alignment from Earth to Water. The posse came to us in the Underdark via ritual, and now we are pulling off a plan to destroy the Dwarven forces that stand between us and the Wise Stone.

Another quick point - we know that Brigit Sallowmane has artifacts that will allow us to change the elemental alignment of a nexus, but we still don't know how it is done. So, get to work, Maelstrom! (hehe)


EDIT - Verity and I posted at virtually the same time (just to show you all the love you get from us)! His recap has more info on whats happening right now in combat, so they are both useful!

-Swift
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Post  151prooftattoos Sun Aug 16, 2009 11:51 pm

Halcyon wrote:OCC:
Welcome back Magic! Hope the finals went well.
You're timing is great, we need your skills.

Probably most of this is clear but to catch you up:
We are at the border of the Dwarven Kingdom, atop the defensive wall. We need to open the gate so our army can enter and surprise the dwarf army stationed here, and then maintain control of the Nexus.
In front of you is a Dwarf sentry (not bloodied) who must be dispatched before he sounds the alarm. Next to him is another sentry, lying dead after the surprise round. Next to you stands Vangg.
10 feet away are two more (bloodied) sentries facing two of Reed Canfield's rangers.

You will want to:
1. Roll awesome initiative so you can take someone out before they sound the alarm.

2. Drop a big bomb on one or more of the dwarves nearby. An action point might be in order.

3. Catch up on any of the story you missed, there was some cool stuff in there.


Verity and I posted at virtually the same time (just to show you all the love you get from us)! His recap has more info on whats happening right now in combat, so they are both useful!

Edit: Great minds think alike, and so do Swift and Halcyon. Ha-ha!
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Post  151prooftattoos Sun Aug 16, 2009 11:52 pm

151prooftattoos wrote:OOC: Welcome back Alex!~~~
DM . . . bonuses I forgot change anything?

DM EDIT: You should be +14 to hit during the surprise round, and +12 during the first round. You are normally +12 with your implement, and you have Combat Advantage while they are surprised
.
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Post  151prooftattoos Sun Aug 16, 2009 11:52 pm

Malazek wrote:Couldn't post from work. Poetry books are hard to grade properly.
Fortunately, I got out early (it's the first of several exam days).

So, current Sentry Status (going into Round 1):
Sentry 1 Damaged. -- Init 15
(Sentry 2 DEAD)
Sentry 3 Bloodied*
Sentry 4 Bloodied*
(Sentry 5 DEAD)
Sentry 6 Damaged, Immobile.*
Sentry 7 Damaged.*
(Sentry 8 DEAD)
Sentry 9 Damaged*
Sentry 10 Damaged, Vulnerable*
Sentry 11 Bloodied, Slowed.*
(Sentry 12 DEAD)

() Killed during the Surprise Round
*Killed during Round 1.
_____ _____ _____ _____ _____

And onto the Round 1 Recap ...


Init 31
Still trying to avoid any "bright" radiant powers, Juugug calls upon the "Weapon of da Queen" and pounds the Dwarf with his mace.
Sentry 9 takes 12 more damage, then (AP) 9 More.
Sentry 9 is now Bloodied and -2 to AC
.

Init 27
Verity strikes the sentry before him with holy fury, and then the holy light of the queen explodes from him a crown of glory!
Sentries 9 & 10 are DEAD.

Init 26
Reed fires at the sentries in front of his closest rangers.
23 and 20 Damage.
Sentries 3 and 4 are dead


Init 25
OOC: Posting for Mordax until Sunday ...

Mordax "pounds the scales" with his hammer; and then, like a Jackal, he attacks his foe's wounds. Like the dog of war he is, Mordax moves to the next foe;
9 Damage and then (Jackal Strike: Crit) 36 Damage.
Sentry 6 is Dead.

(AP) Move to Sentry 7 and attack; 14 Damage.
Sentry 7 is Bloodied
.

Init 24
Ranger #3 continues to fire at his designated sentry, even as Mordax stands there beating the poor Dwarf.
Miss and Miss, then (AP) 7 and 13 Damage.
Sentry 7 is Dead


Init 23
Dead Sentry.

Init 21
Dead Sentry.
Dead Sentry.


Init 19
Dead Sentry

With only two sentries remaining, Taalgarnuk is forced to hurry toward one of the remaining Dwarves; but he gets there before the Dwarf can react.
Move to Sentry 11. 29 Damage.
Sentry 11 is Dead


Eleven down, one to go ...
_____ _____ _____ _____ _____


OOC: Okay, I waited an extra 10 hours to finish, but times up.
Here's the rest of Round 1 ...


Init 19
OOC: Posting for Alex ...
Alex casts Distracting Hydrology (considering the current odds, it might be wise to save some his his bigger spells for the emenint battle).
Sentry 1 takes 12 damage (that's 36 total) and is Bloodied

Init 18
Ranger #1 shoots at the last remaing sentry, bus misses.

Init 17
Ranger #2 shoots at the last remaing sentry, and strikes true witha lethal blow.
Crit! 17 Damage. Sentry #1 is Dead.
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Post  151prooftattoos Sun Aug 16, 2009 11:52 pm

Malazek wrote:As soon as the last sentry falls, the heroes notice a roar of voices rising from the crowd of dwarves at the party below (on the other side of the wall). The music hasn't stopped, and most of the Dwarves seems oblivious; but a few, spread out within the crowd, have apparently noticed what's happened!!! Time is of the essence!
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Post  151prooftattoos Sun Aug 16, 2009 11:53 pm

macksgarageusa wrote:Straegis turns quickly to Davin and says, "E sanel avire han biele sem, tunsaer!" (You and your boys better get that gate open, quickly!) He tells the rest of the group "We've been spotted, we need to provide cover so the gate can be opened. Someone needs to head back down the wall and start spreading the word for the troops to be ready to attack."
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Post  151prooftattoos Sun Aug 16, 2009 11:53 pm

magicspellz12 wrote:I don't have much of an idea of whats going on still - still need to catch up- but I could place a Fogwall to cover the guys on the wall?
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Post  151prooftattoos Sun Aug 16, 2009 11:53 pm

The Witch-King wrote:Mordax silently roars "Tha' gates, now!" and scrambles to find the mechanism that would open them.

OOC: Internet will be down for another week. I'll be sporadically posting from work starting Tuesday. Mal, I need to figure out if you just roll better than me, or if I'm not including bonuses. 😉


DM EDIT: You're not adding all your bonuses. I keep editing them into your posts. Hehe.
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