PrP: Ambush
Log Info
- Title: Ambush
- Emitter: Benthus
- Characters: Schneider (Bbn1/Sor6) Lothos (Wtc7) Aldean (Bard7) Kiroth (Pal6)
- Place: Somewhere between Rune and Dran
- Time: Dec 13, 2014
- Summary: A routine patrol goes awry for a squad of Rune Soldiers. It is your job to get them out... or just stay alive.
- APL: 7
- Encounter 1: Champion (giant), CR9
- Encounter 2: ?x magically augmented fighters (CR5), ?x magic users (CR5), CR?
(Start of scene)
Members of the explorers' guild from Alexandria have provided training and advice for the Rune army in their war against the Dranei nation. So it is no surprise to you when the guild has contracted you into training a new batch of Rune army recruits.
The recruits have been under your care for about two weeks already, which is still a short time as training goes, but under your tutelage they have progressed better than any of their other companions. So much so that they have been given the privilege to participate in a live combat mission.
Although you have expressed your concern that the recruits need more time to improve their skill, Rune commanding officers think otherwise. You and your Alexandrian co-trainers have been tasked to lead a group of recruits into a planned ambush on some Dranei supply convoy. Rune intelligence indicates that the convoy is primarily carrying weapons and armaments to supply Dranei soldiers said to be unofficially raiding Rune border settlements.
Whether it was out of pride to show off your trainees to the Rune army, or the promise of doubling your pay, you have accepted the mission.
Of the many recruits that you have trained within the last two weeks, you chose the best five to go with you on this mission.
During mission debriefing, you were to break into your individual groups and enter Dran territory. When you get to your rallying point, the group will combine again and proceed to the ambush point where you will all carry out your objective.
The supply convoy is said to be passing through a certain route once every two weeks. Your group is commanded to wait in ambush on one of these routes.
On the day of the operation, your group proceeded to the rallying point where you all are to gather. Whether you eluded the patrols that are stationed along the borders or have engaged them in battle, only you know the story, but you all manage to get to the rallying point relatively intact.
For now, you wait.
Lothos is not exactly a brilliant military commander or anything, nor is he an excellent trainer. Unique tactics like hitting folks with your hair, is rather hard to train, though he can give spell advice to any apprentice mages, like, always have glitterdust. He has made the rally point, and now waits, his weasel running around as he sits comfortably on the ground.
Schneider has rallied. He's not particularly adept at training, but he thinks positively, and he is always vocal about defeating enemies. Preferably with fire. Wind blows back his hair dramatically as he arrives at the rally point, looking pleased with himself.
At least it got him away from Alexandria for a bit.
Aldean's sitting on a rock, feet stretched out in front of him as he idly fiddles with the panpipes in his hand. While not a military expert, he's skilled at conveying information, especially the common sense nuts and bolts, and he's shown an ability to lead and command at need. Right now, the need for relative quiet as they wait keeps him from regaling the others with a tune to pass the time, so he largely sits in silence. His gear is ready to hand ... just in case.
Kiroth leads his group of five to the rally point. He has been training with them for two weeks and he's done his best as he has had training from the Temple of Daeus. He nods to the others that have all ready gotten to the rally point. Kiroth has his troops fall out as he nods to the other adventurers from Alexandria, "Greetings. Is everyone here?"
Schneider shrugs broadly to Kiroth, and says, "Well, not everyone, but it's war. Someone could have been killed getting here. If we wait, we may wait forever, you know?"
As Kiroth comes up, Aldean looks up. "Missin' the lucht yet," he answers. His own team had opted to elude the patrols rather than fight them -- why advertise? "That lot likely went fer blood." He straightens and tucks the panpipes in his belt.
Lothos nods, "Yes, its quite possible she found a patrol and is now chasing it all the way back to Dran."
Schneider shrugs broadly. "We may as well continue on, and do our best," he suggests. "Otherwise, we won't be able to do what we're here for."
Kiroth nods to Schneider, "Ah we encountered a couple of patrols on our way here, we were able to take care of them. We tried to avoid them, but they followed us and we didn't want to lead them here." He shakes his head a bit as he doesn't want to kill unless he has to, "That's a possibility. She is easily distracted."
Baritone laughter from Aldean greets the witch's suggestion. "If they ain't off playin' in th'snow," he agrees, standing and stretching and gathering his gear together. "Th'wolf'll follow our scents does she make it here," he suggests. "Aye, let's be off an' let 'er follow."
The group gathers together and heads off towards where the supply is going to pass through and sets the area up for ambush...
GAME: Aldean rolls knowledge/geography: (3)+9: 12 You paged Aldean with 'Geography: You and your squad of Rune soldiers are located on top of a hill with the supply route located on its valley. There are tall pine trees that serve as cover for you and your team to hide in. It is difficult terrain for anyone trying to move up from the valley towards the trees. You are aware that the nearest Dran sentry post is about three hours away. There is another settlement about five hours away and to the opposite direction of the Dran sentry point, likely the convoy passed through that place before continuing to its objective.'
Aldean pages: Any loose rock or tree limbs that might be movable into the path? You paged Aldean with 'No rocks or boulders that you can push down, sadly. But the tall pine trees can be cut to fall on the road.'
At the end of their trek, Aldean surveys the ambush point, which consists of a tall pine forest set high above the valley road the supply route will follow. "Closest help be about three hours out ... do we do this aright, they'll not send fer it. I say we bring down them trees so's they fall in th'road, then do th'same behind 'em afore they can turn an' run. Then we strike, aye?"
Schneider ehs at Aldean, and wonders, "Won't they figure a bunch of trees across the road means an ambush?" He sounds puzzled more than confrontational. "I mean, we can just hide, and then hit them from both sides so there's no way out for them. We've got enough here to surround them, yeah?"
Kiroth hmms as he looks up and down the road and the ambush point that they have come to. "They might, but this is the road that they have to take. They'll have guards which is why we are here to take care of the guards."
Lothos shrugs, "I can turn most of the road into a swamp, that would definatly suprise them. Especially if they were moving fast, no need to bother with the trees."
GAME: Aldean rolls knowledge/local: (11)+10: 21 You paged Aldean with 'Local: There is a Dran lieutenant by the name of Hews Mountaintusk that controls the Dran forces in this area. The person is said to be a giant-born, skilled as a fighter but is known for his hulking rages. He favours a greatsword and is very, very good at it. He is very intimidating and has won battles by virtue of his presence alone, his frightening stares enough to rout lesser soldiers. He is said to very good in his fighting skills (Tier 2 type). Most likely, he will be in charge in escorting the supply convoy. He will likely have a soldiers with him numbering not less that 40. There is a settlement nearby that is most likely sympathetic to the Dran forces, (Hostile attitude towards you). There is one area near your location that is of concern. A clan of evil ogres have made it their territory so chances of wandering ogres are slightly higher than normal.'
"Aye?" Aldean nods to Lothos, his mobile expression lighting up. "Aye, that be better, methinks," he agrees. "Specially if ye place it beneath the lead wagon's wheels. Oughta sink, aye?" He pauses, and thinks a moment longer. "Want t'keep 'em confused long as we can, doubt they'll number less'n forty hands an' their leader'll like to scare th'piss outta the recruits," he warns. "Watch fer ogres too, might be some about. They've moved inta the area." He pauses, a positively wicked look crossing his features. "Any o' ye speak the giants' language?"
Schneider laughs as he imagines the enemy suddenly bogged down, taken by surprise by an attacking swamp. He nods, "That sounds like a good way to surprise someone." He nods about speaking Jotunn. "Indeed, I learned that tongue from birth as much as the human one."
Kiroth nods, "It might, but it could also hinder us." He shakes his head, "Sorry I don't speak Jotunn. "So we'll let Lothos turn the swamp before we fell the trees to block their way? If we better get started if we've got to get the trees ready to be felled."
Lothos nods, "I can also lay out a field of black tenticles, or put flaming spheres on the wagon to start them ablaze. Trust me, distractions I can make." He grins a bit.
"Mayhaps," Aldean says, surveying the quiet valley road. "Word is this Dran lieutenant name o' Hews Mountaintusk be its leader, leads lot o' forces about this area. May be giantborn hisself. We see an ogre, could be after convincin' 'em this bastard wants their land. " He's thoughtful for a moment. "Dunno where they set up, though. Mind him anyroad, though."
Lothos finds a perch, likely up a tree in a secure spot where he can see a good distance, and cast his magics on the road without too much trouble. Luckly, he can fly, so thats a plus, and climbing with super strength creepy hair is also easy.
GAME: Kiroth rolls initiative: Roll: 16 + Bonus: 1 = Total: 17 GAME: Schneider rolls initiative: Roll: 19 + Bonus: 3 = Total: 22 GAME: Aldean rolls initiative: Roll: 10 + Bonus: 2 = Total: 12 GAME: Lothos rolls initiative: Roll: 9 + Bonus: 4 = Total: 13 GAME: You roll initiative for Hews Mountaintusk: Roll: 14 + Bonus: +1 = Total: 15
As the group prepares for ambush, there is activity on the road. One of your scouts signals that the convoy has arrived...
GAME: Aldean rolls perception: (17)+9: 26 GAME: Lothos rolls perception: (10)+9: 19 GAME: Schneider rolls perception: (13)+6: 19 GAME: Kiroth rolls perception: (20)+2: 22
There are six wagons being pulled by a pair of ox's each. The two lead wagon contains several Dran soldiers in it. There are likely 20 men inside each wagon, a number that is slightly larger than your combined forces. The other four wagons are filled with cache and likely contain the weapons and arms. There are symbols being marked on each of the four supply wagons. They look like runes.
GAME: Aldean rolls knowledge/arcana: (5)+12: 17
GAME: Lothos rolls knowledge/Arcana: (2)+13: 15
GAME: Lothos rolls spellcraft: (13)+15: 28
GAME: Schneider rolls knowledge/arcana: (18)+4: 22
GAME: Aldean rolls spellcraft: (19)+8: 27
You paged (Aldean, Lothos, Schneider) with 'Arcana: Magic symbols marked on the wagons indicate Fire, water/ice, electricity and poison, from third cart to sixth cart respectively.'
You paged (Lothos, Aldean) with 'Spellcraft: There appears to be no active magic on the wagons.'
The lead wagon has a banner flag raised and visible for anyone to see.
<OOC> Lothos says, "I shall fireball da whole wagon and all da troopies!. With, a Rod of Persistant!" <OOC> Lothos says, "DC 18 reflex save....roll twice." GAME: Schneider casts False Life. Caster Level: 6 DC: 15 GAME: Schneider rolls 1d10+6: (5)+6: 11 GAME: Note 11 temp HP added to Schneider.
GAME: Aldean casts Haste. Caster Level: 7 DC: 17
<OOC> Kiroth says, "I'll cast protection from evil on myself."
GAME: Kiroth casts Protection From Evil. Caster Level: 6 DC: 15
Kiroth pauses for a moment to pray to the shining knight and he feels the spell of protection going over him. He nods to the others and he looks over towards those in his group, "Remember your training."
Schneider prepares himself, casting under his breath. His skin deforms for a moment, as if blood clumps the size of firsts were surging under his skin, then everything seems to settle. "I'm ready," he declares.
GAME: Note Haste added to Schneider with a duration of 7 rounds. GAME: Note Haste added to Aldean with a duration of 7 rounds. GAME: Note Haste added to Lothos with a duration of 7 rounds. GAME: Note Haste added to Kiroth with a duration of 7 rounds.
Aldean promptly draws back into the treeline as the scouts alert them to the presence of the convoy, concealing himself behind a tree long enough to survey what they've got. He whistles a slightly longer melody than ones he's used in the past, one that starts slow and speeds up continuously. It's got a curious double-voice effect behind it, too, as if it's more than just him ... and then it fades as he makes a final gesture, and points at several people closest to him, including all of the party members.
GAME: Lothos casts Fireball. Caster Level: 7 DC: 18 GAME: Lothos rolls 7d6: (17): 17 GAME: Benthus rolls 1d20+3: (6)+3: 9
Lothos, from his tree perch pulls out a rod, waiting for the right timing, and then he unleashes it. Arcane words and a few components send a ball of fire exploding among the first wagon! BOOOM!
GAME: Benthus advances the initiative order.
Round One - Init 22. It is now Schneider's turn! Kiroth is next!
GAME: Note Flat-footed on Schneider ended. <OOC> Schneider will cast True Strike.
Schneider sees the enemy is close enough, begins to cast his next spell. "Spirits of fire, guide my eyes, allow me to see the true paths," he chants.
GAME: Benthus advances the initiative order.
Round One - Init 17. It is now Kiroth's turn! Hews Mountaintusk is next!
GAME: Note Flat-footed on Kiroth ended.
<OOC> Kiroth says, "Draw sword and call on divine bond of my sword to put keen on it."
Kiroth sees the fireball go off and he draws his longsword to move his hand over his blade, "Shining Knight guide this blade to do what is neccessary." The blade glows a pure white light as he gets his shield ready.
GAME: Benthus advances the initiative order.
Round One - Init 15. It is now Hews Mountaintusk's turn! Lothos is next!
The first wagon goes out in a fiery explosion and then a wave of fire spreads from its center. Only a few managed to scream their dying breaths out, as most of them were killed instantaneously. But there is one figure that shows life. A giant of a figure. Smoke rises off of its burnt clothing as it slowly turns its head to look at the ones who are attacking them. He stands, and the blood in his veins engorges. He roars out in primal rage.
GAME: Benthus rolls 1d20+18: (9)+18: 27 (Intimidate check) GAME: Note Shaken added to Schneider with a duration of 1 rounds. GAME: Note Shaken added to Aldean with a duration of 1 rounds. GAME: Note Shaken added to Lothos with a duration of 1 rounds.
The second wagon has all of its occupants scramble out of the vehicle, not wanting to be burnt to a crisp like the other soldiers in the first wagon. They manage to dash further away from the wagon, but the difficult terrain didn't allow them to achieve a safe distance.
GAME: Benthus advances the initiative order.
Round One - Init 13. It is now Lothos' turn! Aldean is next!
GAME: Note Flat-footed on Lothos ended.
<OOC> Lothos says, "Ok, Black Tentacles." GAME: Lothos casts Black Tentacles. Caster Level: 7 DC: 19 <OOC> Lothos says, "No save, but they get +7+4+1 on grappling" GAME: Lothos rolls 1d20+12: (15)+12: 27 GAME: Lothos rolls 1d6+4: (2)+4: 6
Lothos doesn't need his rod for this spell, since the rod is too weak to handle it, in fact, this will be his first time using it in a real situation. A bit of squid tentacle, and a few gestures and words. The ground around the second wagon erupts with flailing tentacles of black, grabbing all the soldiers and starting to squeeze them.....there is a lot of surprised screaming.
Team Lothos is a bit surprised by the flames and tentacles, of course, they are apprentices and have seen advanced rune magics, but they didn't quite think the Witch could pull it off. Lothos calls out orders, "Magic missiles, fire!" And the apprentices all start casting magic missile....its the standard of course.
GAME: Benthus advances the initiative order.
Round One - Init 12. It is now Aldean's turn! Schneider is next!
GAME: Note Flat-footed on Aldean ended. GAME: Aldean rolls will+1: (18)+9+1: 28
Whoo. For a moment, Aldean freezes, not liking the look of that guy at all, but after a moment, he shakes his head quickly, and seems to shake it off. If that thing bothered /him/ for a second, what would it do to his recruits, green as they are? Time to bolster them a little. "Stand fast, mates!" he shouts to the archers and woodsmen he'd chosen for his group, pulling his own bow from his back, then raises his voice in song, volume set to be heard across the entire fight and through the trees, like a voice cutting across a storm.
Come cheer up, me lads, 'tis to glory we steer To add something more to this wonderful year
GAME: NEW ROUND!
Benthus advances the initiative order. Round Two - Init 22. It is now Schneider's turn! Kiroth is next!
GAME: Note Shaken on Schneider ended. <OOC> Schneider says, "OK. I will lob a Scorching Ray at the main baddie. Yeah, with TS." GAME: Schneider casts Scorching Ray. Caster Level: 6 DC: 15 GAME: Schneider rolls 1d20+29: (2)+29: 31 GAME: Schneider rolls 4d6: (18): 18
Schneider smiles widely as he strikes a pose as a man with a javelin. He seems to throw it as he chants his spell, and a flaming javelin is cast. It strikes, burning the target, as Schneider laughs with amusement.
GAME: Benthus advances the initiative order.
Round Two - Init 17. It is now Kiroth's turn! Hews Mountaintusk is next!
<OOC> Kiroth says, "Detect evil in main baddies' direction" You paged Kiroth with 'It is evil.' Kiroth pages: Move forward 10' and cast challenge Evil GAME: Kiroth casts Challenge Evil. Caster Level: 6 DC: 15 GAME: Benthus rolls 1d20+4: (3)+4: 7
Kiroth casts a spell and challenges Hews.
GAME: Benthus advances the initiative order.
Round Two - Init 15. It is now Hews Mountaintusk's turn! Lothos is next!
<OOC> Benthus says, "The giantborn gets its attention focused on Kiroth and as it already has its greatsword out and ready, it begins to swing it at the paladin, specifically his legs..." GAME: Benthus rolls 1d20+18: (7)+18: 25 GAME: Benthus rolls 1d20+13+4: (15)+13+4: 32 GAME: Benthus rolls 2d8+15+2d8: (8)+15+(14): 37 GAME: You damaged Kiroth for 37 points. 33 remaining.
The giantborn swings its huge greatsword and hits Kiroth in his armoured legs. The hit causes the paladin to loose footing and falls on the ground. And then Hews follows his attack by raising his sword high up and then slashing it down on the prone knight... Slick! *blood splutters* "Rwarrr!"
GAME: Benthus advances the initiative order.
Round Two - Init 13. It is now Lothos' turn! Aldean is next!
GAME: Note Shaken on Lothos ended. <OOC> Lothos says, "How far am I from the giantborn guy?" <OOC> Benthus says, "20 feet." <OOC> Lothos says, "Also, second round of grappling, +5 to keep ahold" GAME: Lothos rolls 1d20+17: (2)+17: 19 <OOC> Lothos says, "Thats for the grappling of the minons" GAME: Lothos rolls 1d6+4: (3)+4: 7 <OOC> Lothos says, "And 7 more damage if they are grappled still" <OOC> Benthus says, "Looks like they'll be all dead, Lothos." <OOC> Lothos says, "I'm going to Hex the Giant with Misfortune." GAME: Benthus rolls 1d20+4: (18)+4: 22
Lothos looks around, the sounds of soldiers being crushed by tentacles means those are not a threat. He looks at the giant and focuses his gaze, "I will curse you now." He wills his nasty magics, but...nothing happens.
GAME: Benthus advances the initiative order.
Round Two - Init 12. It is now Aldean's turn! Schneider is next!
GAME: Note Shaken on Aldean ended. <OOC> Aldean Continue bardsong, but Kiroth can't take another hit like that. Drop the bow and pull wand of CLW, aim at KIroth. GAME: Aldean used a Wand of cure light wounds. GAME: Aldean rolls 1d8+1: (1)+1: 2 (EPIC FAIL)
It's to honor we call ye, come stand one and all For stand we together and ne'er shall we fall!
Aldean's voice rings out across the battlefield, but seeing the Sunblade go down like that, that quickly, makes him rethink his tactics. Without dropping the music, he lets the bow fall from his hands with a clatter to the dirt at his feet and pulls from one of his belts a slim stick of silver-wrapped grey wood. He levels it at the downed paladin, and silvery light flashes from it, but doesn't appear to do much.
GAME: NEW ROUND!
Benthus advances the initiative order. Round Three - Init 22. It is now Schneider's turn! Kiroth is next!
GAME: Schneider casts Lightning Bolt. Caster Level: 6 DC: 16 GAME: Schneider rolls 6d6: (21): 21 GAME: Benthus rolls 1d20+3: (14)+3: 17
Schneider watches the fight unfolding, and he sees his chance. "Spirits of Thunder, heed my call and do my bidding!" he commands, gesturing with his hands, "Strike!" A bolt of lighting cascades towards the enemy, but he's able to move aside, and so is only lightly singed by the stroke of power.
GAME: Benthus advances the initiative order.
Round Three - Init 17. It is now Kiroth's turn! Hews Mountaintusk is next!
GAME: Benthus rolls 1d20+18: (5)+18: 23 (AoO on Kiroth for standing up, trip attack: success) GAME: Kiroth rolls 3d6: (11): 11 GAME: You damaged Kiroth for -13 points. 46 remaining.
Kiroth gets up from being tripped only to be tripped again and he puts his hand on his would to heal it before gets back up from that as well, "It's going to take more then that to take me down."
Kiroth shuffles forwards...
GAME: Benthus advances the initiative order.
Round Three - Init 15. It is now Hews Mountaintusk's turn! Lothos is next!
GAME: Benthus rolls 1d20+18: (10)+18: 28 (Trip attack) GAME: Kiroth rolls 1d20+11+2+2+1+1: (4)+11+2+2+1+1: 21 (AoO as Kiroth is already within melee range) GAME: Kiroth rolls 1d8+5+1+2: (8)+5+1+2: 16
Kiroth sees the trip coming and he thrusts his sword forward to hurt the giant before he can be tripped again.
The giantborn grins as Kiroth closes in on him, probably too lazy to attack him from afar. He tries to sweep him off of his feet again, but this time the paladin is ready and engages him in mid-swing. The resultant hit dis-balances the Dran lieutenant who is standing on the wagon, and causes him to fall off to the side of the wagon. He grabs on the side of the charred wagon to pull himself up. He looks at Kiroth and is not happy. Not happy at all.
GAME: Benthus advances the initiative order.
Round Three - Init 13. It is now Lothos' turn! Aldean is next!
<OOC> Lothos says, "Ok, then I'm flying to be over him, 30 foot off the ground, out of his reach." <OOC> Lothos says, "And going to use Rod of Reach + Bestow Curse" <OOC> Lothos says, "So it will be a ranged touch, and then he will get a save." GAME: Lothos rolls ranged: (15)+7: 22 GAME: Benthus rolls 1d20+4: (1)+4: 5 GAME: Lothos casts Bestow Curse. Caster Level: 7 DC: 18
Lothos takes to the air, flying up where he is in the air above the large giantborn. He points his rod down, and grins, "Alright, this time, I'm going to curse you....I think." There is a blackness that flies from the rod to hit Hews Mountaintusk, and he is indeed...cursed.
GAME: Benthus advances the initiative order.
Round Three - Init 12. It is now Aldean's turn! Schneider is next!
<OOC> Benthus says, "Aldean?" <OOC> Aldean says, "Pick up the bow (move action) and fire one arrow (standard). Not a full attack so no extra attack from haste this round. I know about the -2." <OOC> Aldean says, "Free to maintain bardsong adn swift to invoke Arcane Strike." GAME: Aldean rolls shortbow+2-2: aliased to weapon7+2-2: (3)+8+2+-2: 11
"Now! Get 'im lads!" Aldean shouts to his own recruits as the giantborn falls off the wagon, and then the blackness envelops him.He then picks up the next verse of his song, encouraging, lifting spirits, and leans down to pick up his bow, letting the wand take its place at his feet. As he draws the bow, the arrow begins to glow a fiery red, pulsing in time with the music, but the arrow sails wide -- let's hope the recruits who also raise their bows behind him have better aim!
GAME: NEW ROUND!
Benthus advances the initiative order. Round Four - Init 22. It is now Schneider's turn! Kiroth is next!
<OOC> Schneider says, "Another lightning bolt, because ... this is what I do. At the main guy." GAME: Schneider casts Lightning Bolt. Caster Level: 6 DC: 16 GAME: Schneider rolls 6d6: (18): 18 GAME: Benthus rolls 1d20+3: (7)+3: 10
Schneider summons spirits again, chanting, "Spirits of power, I command you, heed me! High voltage .... Strike!" And he hurls the bolt javelin-like towards the giant, hitting true and slamming a tremendous amount of power through him. He laughs, pleased with himself.
GAME: Benthus advances the initiative order.
Round Four - Init 17. It is now Kiroth's turn! Hews Mountaintusk is next!
<OOC> Kiroth says, "Move around the wagon using the hasted speed to get in his face, I know it draws an AoO" GAME: Benthus rolls 1d20+18: (1)+18: 19 GAME: Kiroth rolls 1d20+11+4+1+1+2: (4)+11+4+1+1+2: 23 GAME: Kiroth rolls 1d8+5+6+1+2: (3)+5+6+1+2: 17
Kiroth moves around the wagon and he dodges the giant's blade as the giant manages to trip himself, "Oh Shining Knight guide my blade and let me smite down this evil foe." His blade glows brighter as he slices into the giant and he smiles, "Come stand up and face me."
GAME: Benthus advances the initiative order.
Round Four - Init 15. It is now Hews Mountaintusk's turn! Lothos is next!
GAME: Benthus rolls 1d100: (83): 83 GAME: Kiroth rolls 1d20+11+4+1+1+2: (12)+11+4+1+1+2: 31 GAME: Kiroth rolls 1d8+5+6+1+2: (1)+5+6+1+2: 15 (EPIC FAIL) GAME: Benthus rolls 1d20+18: (9)+18: 27
The Dran giantborn brings himself back to his feet, which elicits an attack from the paladin. That hurts him pretty bad. But he manages to stay on his feet. He roars and draws his greatsword for an overhead swing. When he brings the sword down, it only cuts ice and snow. The paladin has evaded.
------------------------------------------------------------------------------ | Name | Race | Class |E Lev| CHP | HP | AC |CMD |For |Ref |Wil | ------------------------------------------------------------------------------ |Aldean |HUMAN |Bard | 7 | 47 | 54 | 18 | 21 | 6 | 9 | 9 | |Kiroth |HUMAN |Pal | 6 | 46 | 70 | 25 | 22 | 14 | 9 | 13 | |Lothos |HUMAN |Wtc | 7 | 38 | 38 | 15 | 18 | 5 | 7 | 8 | |Schneider |GIANTBORN |Bbn/Sor | 7 | 58 | 58 | 13 | 22 | 6 | 5 | 5 | ------------------------------------------------------------------------------
GAME: Benthus advances the initiative order.
Round Four - Init 13. It is now Lothos' turn! Aldean is next!
<OOC> Lothos says, "Healing hex is 2d8+7" GAME: Lothos rolls 2d8+7: (13)+7: 20 GAME: You damaged Kiroth for -20 points. 66 remaining.
Lothos flips over in the air, standing behind Kiroth, but still floating up above the ground. His hair suddenly extends and simply brushes across the back of the man, healing energies flowing into him....
GAME: Benthus advances the initiative order.
Round Four - Init 12. It is now Aldean's turn! Schneider is next!
<OOC> Aldean says, "Maintain bardsong .. he's in melee now right? Still behind cover? Can I move so I'm behind him, i.e. hitting him in the back?" GAME: Aldean rolls shortbow+2-4: aliased to weapon7+2-4: (14)+8+2+-4: 20 GAME: Aldean rolls 1d6+3+2: (5)+3+2: 10
Suiting action to words, Aldean takes off at a magic-fueled run, down the slope to the wagons, his song still audible up and down the slope as he projects it. It roughens the sound some, but it makes it audible.
If they run, why we follow, and run them to ground Their last moment passing with nary a sound
So singing, he lifts the bow and looses an arrow; this one flies true, burying itself in the giantborn's back.
GAME: NEW ROUND!
Benthus advances the initiative order. Round Five - Init 22. It is now Schneider's turn! Kiroth is next!
GAME: Schneider casts True Strike. Caster Level: 6 DC: 14
Schneider calls the power of the spirits, demanding their service. "Spirits of fire, guide my eyes, so that I can see the way!" he calls out in his native tongue, both hands upraised in supplication.
GAME: Benthus advances the initiative order.
Round Five - Init 17. It is now Kiroth's turn! Hews Mountaintusk is next!
<OOC> Kiroth says, "I will slice and dice him." GAME: Kiroth rolls 1d20+11+4+1+1+2: (5)+11+4+1+1+2: 24 GAME: Kiroth rolls 1d20+11+4+1+1+2: (8)+11+4+1+1+2: 27 GAME: Kiroth rolls 1d20+6+4+1+1+2: (13)+6+4+1+1+2: 27 GAME: Kiroth rolls 1d8+5+6+1+2: (3)+5+6+1+2: 17 GAME: Kiroth rolls 1d8+5+6+1+2: (5)+5+6+1+2: 19 GAME: Kiroth rolls 1d8+5+6+1+2: (8)+5+6+1+2: 22
Kiroth blocks the giantborn's blade with his shield and he follows it up with a quick triple attack. He tears into the giant and he finishes with a slash. The gaintborn falls over. He looks over towards the recruits, "Well let's see if we can find anything to take back with us."
Once the giantborn, Hews Mountaintusk, has been defeated, the supply carts are set for destruction. The recruits await further orders from you.
Lothos looks around a moment, floating back down to the ground. He puts his rod away and nods, "Well, that went surprisingly well. Lets make sure we back way way away before we blow up these carts, you never know whats going to happen. Heck, maybe blowing them up summons a demon, that would be bad."
The recruits seem happy with the idea of souvenirs and are more than happy to comply...
Schneider has a precise knowledge of how to conduct an attack, but no one to hit. He grumbles and hurls a small palmful of fire at the giant's body, and looks around for more enemies. "That went well," he suggests, his long hair fanning back in an unfelt breeze.
As the giantborn falls, Aldean lets the song fade, lowering the bow. "Bad business." He turns to head back up the slope to retrieve his wand, nodding to the recruits. "Well done, lads," he tells them as he tucks the bit of wood away. "An' remind me not ta cross ye," he adds to Lothos as he walks by, staring down at the strangled bodies and burnt wagon.
Lothos chuckles, "Alright, lets get some souvenirs for the good of Rune of course." He grins at the troops, then nods to Aldean, "Hey, mercy is for the weak..the enemy deserves no mercy....or, you know, something...I think I heard that somewhere."
Kiroth's recruit only follow Kiroth and they were already on their way checking the wagons even when Lothos told them to caution.
After Lothos has agreed to the search as well, the rest of the recruits go about and plunder the wagons. There's cash and some nice weapons and armours gained in the search, as well as a lot of scrolls and strange looking items. The recruits are happy.
"Mercy be fer th'poor bastards as ain't involved," Aldean agrees, making his way -- this time much more carefully -- down the slope as the hasting spell faded. "An' we'll get paid, too. Have a care o' that last one," he warns the recruits and adventurers alike as they gather around the wagons. "The rune be fer poison." He in turn points out the other runes on the wagons.
Schneider watches curiously as the others move forward. He'll stay back and cover, he supposes, holding his position and watching to see what happens next.
Kiroth looks over to Lothos, "Mercy is not for the weak, if asked I would have granted the gaintborn mercy, he did not ask for it. Sometimes it's harder to grant mercy then it is to kill." He says as he as he leads his recruits on to the second rally point.
Lothos shrugs, "I've seen Dran kill villages, soldiers do horrible things in war, simply because they follow orders." This of course just before things start blowing up, and he is flung aside by an explosion.
You and your group head back to the second rallying point, a place located just within Rune territory. You set your departure hastily, before reinforcements arrive, or something unexpected wanders in.
As you arrive at your second rallying point, your recruits begin to relax. Some even begin to brag about their contribution to the mission's success. Everything seems to be going all right for the group, but you can't shake off the nagging feeling that there is something amiss. And you constantly look behind your back searching for something that isn't there, wondering what it is that is troubling you.
You wait for the Rune transport to arrive and take you back to the nearest Rune garrison. You wait for hours and you become anxious as to what has happened to the transport. You begin to think that there is something wrong. Just as when you were about to call for the group to start trekking back to the Rune garrison on foot, something lands in your vicinity. You can't see it, but you know that it is there. All of a sudden, one of your recruits has his chest spurting out blood as he is slowly rising to the air. Magical shimmers can be seen and the invisibility that had covered your attacker is no more. Standing behind your dying recruit is a man in black uniform, magically altered to become a giant. He has his sword thrust from behind your recruit's back. All around your rallying point, more screams of pain can be heard as they too have been attacked and likely killed. You were about to engage the killer of your trainee when a powerful explosion detonated somewhere near you and a wave of fire comes rushing towards you. (Reflex save vs Fireball DC:18. Fail: 30 damage, succeed: 15 damage)
(Make the reflex rolls, please.)
GAME: Schneider rolls reflex: (6)+5: 11 GAME: Aldean rolls reflex: (18)+9: 27 GAME: Lothos rolls reflex: (12)+7: 19 GAME: Kiroth rolls reflex: (7)+9: 16
GAME: You damaged Kiroth for 30 points. 36 remaining. GAME: You damaged Aldean for 15 points. 32 remaining. GAME: You damaged Lothos for 15 points. 23 remaining. GAME: You damaged Schneider for 9 points. 49 remaining.
GAME: Aldean rolls initiative: Roll: 3 + Bonus: 2 = Total: 5 GAME: Kiroth rolls initiative: Roll: 1 + Bonus: 1 = Total: 2 GAME: Lothos rolls initiative: Roll: 3 + Bonus: 4 = Total: 7 GAME: Schneider rolls initiative: Roll: 5 + Bonus: 3 = Total: 8 GAME: You roll initiative for Unidentified assailants: Roll: 12 + Bonus: +4 = Total: 16 GAME: You roll initiative for recruits: Roll: 13 + Bonus: 0 = Total: 13
===================== Current Initiative Order - Round 1 ===================== ---Init--Name----------------Notes-------------------------------------------- 16 Unidentified Assaila ------------------------------------------------------------------------------ 8 Schneider Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 7 Lothos Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 5 Aldean Flat-footed (0 rnds active) ------------------------------------------------------------------------------ 2 Kiroth Flat-footed (0 rnds active) ------------------------------------------------------------------------------ ==============================================================================
GAME: Benthus advances the initiative order.
Round One - Init 16. It is now Unidentified assailants' turn! Schneider is next!
GAME: Benthus rolls 1d20+15: (8)+15: 23 GAME: Benthus rolls 2d6+8: (7)+8: 15 GAME: You damaged Schneider for 15 points. 34 remaining. GAME: Benthus rolls 1d20+15: (3)+15: 18 GAME: Benthus rolls 2d6+8: (7)+8: 15 GAME: You damaged Lothos for 15 points. 8 remaining. GAME: Benthus rolls 1d20+15: (2)+15: 17 GAME: Benthus rolls 2d6+8: (9)+8: 17 GAME: You damaged Aldean for 17 points. 15 remaining. GAME: Benthus rolls 1d20+15: (20)+15: 35 GAME: Benthus rolls 1d20+15: (2)+15: 17 GAME: Benthus rolls 2d6+8: (4)+8: 12 GAME: You damaged Kiroth for 12 points. 24 remaining.
More invisible attackers materialize as soon as their attacks connected with their intended targets. Their blades slash through armour and flesh as the advantage of surprise was on their side. But their attacks are not sufficient to kill any of the Alexandrians.
GAME: Benthus advances the initiative order.
Round One - Init 13. It is now recruits' turn! Schneider is next!
"SIR! YOU HAVE TO MAKE AN ESCAPE!" Cries one of the recruits who is doing his best to cover you from incoming attack.
"WE KNOW WE WON'T MAKE IT, BUT YOU CAN! YOU HAVE TO GO WHILE WE COVER YOUR ESCAPE!" Says another trainee as he tries to fire off an arrow at their attackers.
"FIND THE BASTARD RESPONSIBLE FOR THIS AND GIVE THEM HELL!" Says the recruit who spoke first and adds, "It's been an honour serving you!" He then pushes you away as they try to hold back their attackers from getting to you and your Alexandrian allies.
GAME: Benthus advances the initiative order.
Round One - Init 8. It is now Schneider's turn! Lothos is next!
GAME: Note Flat-footed on Schneider ended. <OOC> Benthus says, "Perception check, Schneider." GAME: Schneider rolls perception: (12)+6: 18 You paged Schneider with 'During the attack, you spot one of the visible attackers have a tattoo on its forearm. You commit the tattoo into memory...'
<OOC> Schneider says, "Yes. I'll do a burning hands, then back up." GAME: Schneider casts Burning Hands. Caster Level: 6 DC: 14 GAME: Schneider rolls 5d4: (13): 13 GAME: Benthus rolls 1d20+5: (17)+5: 22 GAME: Benthus rolls 1d20+5: (9)+5: 14 GAME: Benthus rolls 1d20+5: (10)+5: 15
Schneider acks at the sudden appearance of enemies. Forgetting about looking cool for a moment (but only for that moment), he re-centers himself and raises his hands. Flames shoot out, and though some of the enemy are surrounded, none seem horribly put out. And then he's backing away hastily.
GAME: Benthus advances the initiative order.
Round One - Init 7. It is now Lothos' turn! Aldean is next!
GAME: Note Flat-footed on Lothos ended. <OOC> Benthus says, "Roll perception." GAME: Lothos rolls perception: (15)+9: 24 You paged Lothos with 'You sense something not so far your position. Something invisible. You don't know the numbers, but you can hear them murmuring incantations, preparing to cast another spell in your area. The are pretty spread out. Probably 30 feet away.' <OOC> Lothos says, "I glitterdust the area I think...rod of Persistent. So if they make their save, they have to try again." <OOC> Lothos says, "10 foot radius blast of glitter" GAME: Lothos casts Glitterdust. Caster Level: 7 DC: 17 <OOC> Lothos says, "So DC 17 will save, twice" <OOC> Lothos says, "And, I will fly 50 foot up" GAME: Benthus rolls 1d20+8: (14)+8: 22 GAME: Benthus rolls 1d20+8: (1)+8: 9 (EPIC FAIL) GAME: Benthus rolls 1d20+8: (6)+8: 14
Lothos tilts his head for a second, hearing the murmur of arcane words. He points his rod towards the murmuring and tosses out a bit of glitter, it streaks towards the spot and explodes, two invisible folks now glittering...and blinded. He then shoots up into the air out of reach of most normal weaponry.
GAME: Benthus advances the initiative order.
Round One - Init 5. It is now Aldean's turn! Kiroth is next!
GAME: Note Flat-footed on Aldean ended. <OOC> Benthus says, "Perception check, Aldean." GAME: Aldean rolls perception: (1)+9: 10 (EPIC FAIL) <OOC> Aldean says, "Cast haste, free action to shout a couple of words, then bug out." GAME: Aldean casts Haste. Caster Level: 7 DC: 17
Staggering under the force of the spells that hit them out of nowhere, Aldean swears a blue streak. "Knew sommat was amiss. Follow if ye can. Run fer it!" They can't stand against this kind of assault, and he knows it. Still, he raises his voice again, whistling that same cadence that starts slow and speeds up, this time designating as many as he can before turning and running with magic-fueled speed.
GAME: Benthus advances the initiative order.
Round One - Init 2. It is now Kiroth's turn! Unidentified Assailants is next!
GAME: Note Flat-footed on Kiroth ended. GAME: Kiroth rolls 3d6: (15): 15 GAME: You damaged Kiroth for -15 points. 39 remaining. GAME: Kiroth rolls 1d20+6+1+1: (10)+6+1+1: 18 GAME: Kiroth rolls 1d20+6+1+1: (10)+6+1+1: 18 GAME: Kiroth rolls 1d20+6+1+1: (14)+6+1+1: 22 GAME: Kiroth rolls 1d8+5+1: (7)+5+1: 13
Kiroth fronts as he gets pushed aside, "Not yet, you recruit need to get out of here this is not something you can handle." He slashes at the one that hit him before and he manages to hit once out of his three slashes.
GAME: NEW ROUND!
Benthus advances the initiative order. Round Two - Init 16. It is now Unidentified assailants' turn! Recruits is next!
GAME: Kiroth rolls reflex: (5)+9: 14 GAME: Benthus rolls 5d6: (18): 18 GAME: You damaged Kiroth for 18 points. 21 remaining. GAME: Benthus rolls 1d20+15: (1)+15: 16 (EPIC FAIL) GAME: Benthus rolls 3d4+3: (5)+3: 8 GAME: You damaged Lothos for 8 points. 0 remaining. (DISABLED)
More fireballs are being fired at the recruits. More of the recruits die to the explosion and heat. Those that survive the attack are immediately finished off by the black, armoured giants wielding great swords.
One of the huge attackers swings his great sword at Kiroth, but a dying recruit distracted him just as he did so and the attack resulted in a miss.
Out of nowhere, a magical projectile hurtles out of nowhere and strikes the flying Lothos in the air. The warlock is very badly injured but manages to keep himself from falling unconscious. But he is in a great deal of hurt.
GAME: Benthus advances the initiative order.
Round Two - Init 13. It is now recruits' turn! Schneider is next!
The recruits try their best to hold the line for their Alexandrian trainers to escape. But the onslaught of fireballs and giant-sized attacks are breaking through their wall and their numbers. Soon, there won't be anyone left.
GAME: Benthus advances the initiative order.
Round Two - Init 8. It is now Schneider's turn! Lothos is next!
GAME: Schneider casts Lightning Bolt. Caster Level: 6 DC: 16 GAME: Schneider rolls 6d6: (27): 27 (THREAT) GAME: Benthus rolls 1d20+8: (9)+8: 17
Schneider takes advantage of the caster's illumination to fire a spell at them, chanting in a sonorous tone as he invokes the spirits of fire to attack his enemies. "Burn them, burn them to a cinder!" Fire licks out from his fingertips, and nearly incinerates the mage.
GAME: Benthus advances the initiative order.
Round Two - Init 7. It is now Lothos' turn! Aldean is next!
<OOC> Lothos says, "I get one action, and it shall be to healing hex myself" GAME: Lothos rolls 2d8+7: (13)+7: 20 GAME: You damaged Lothos for -20 points. 20 remaining.
Lothos takes the magic missile hit, and starts to pass out almost, slowly floating downwards. He touches himself, focusing his energies into his own body, and his eyes snap open as wounds begin to heal.
GAME: Benthus advances the initiative order.
Round Two - Init 5. It is now Aldean's turn! Kiroth is next!
Aldean has escaped.
GAME: Benthus advances the initiative order.
Round Two - Init 2. It is now Kiroth's turn! Unidentified Assailants is next!
<OOC> Kiroth says, "Healing myself and then ordering a retreat." GAME: Kiroth rolls 3d6: (10): 10 GAME: You damaged Kiroth for -10 points. 31 remaining.
Kiroth heals himself again as he sees the other recruits have fallen. He frowns as he heals himself and he raises his shield as the only thing that he can do is move back towards the forest.
GAME: NEW ROUND!
Benthus advances the initiative order. Round Three - Init 16. It is now Unidentified assailants' turn! Recruits is next!
The black armoured giants attempt to pursue after the survivors, but the haste spell makes it impossible for them to catch up.
(End of scene... For now.)