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  #46  
Old 12-25-2009, 07:24 AM
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"Alright, let's get going!" Jezar will fly in the middle of the group, his spiked chain at the ready and only just able to touch the ground, while normal swords can't reach him.

OOCJezar is flying 10ft off the floor, so medium-sized enemies are within his reach but he is not threatened by their melee attacks.
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  #47  
Old 12-25-2009, 08:59 AM
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The trees only thicken on both sides of the tight, weaving path as the group picks its way west, and you are forced to walk single file. Every 20 feet or so, the scout at the front halts the group to look and listen for anything out of the ordinary. After a few minutes of slow going, you can all hear far-away explosions coming from the direction of the mountain...the aerial assault has begun.

After another 100 feet or so, the trail opens up into a wider section of trail (still heading west) which is about 20 feet wide...the trees are just as thick as before. One of the scouts stops to check the surroundings briefly and then motions everyone forward. Up ahead, the trail curves to the right.

Thirty feet ahead, Jezar hears a very distinctive twig snap coming from the right side of the trail...one of the lead scouts, however, signals for a halt and points to the left. Sapphira whirls around and looks to the trees behind you...then everyone can hear the sound of orcs growling and bowstrings being pulled back. You're surrounded.

Although he does a double take to make sure, Jerrod has a horrible realization. He notices a pit trap on the path ahead...a very well-hidden pit trap. Several of the dwarves react quickly enough to start charging towards the trees, but Jerrod frantically yells out a warning about traps just in time...one of the warriors steps directly in the center of a second trap and just manages to grab the ledge as he falls forward. Arrows fly from the treeline in all directions...quite a few are directed at Jezar.

Roll initiative. Azriel takes a -2 to AC the surprise round and the first round for being off-guard. Post first-round actions. The orcs fire an arrow each (some more than one) for the surprise round...I'll roll all those out soon, post results and damage, and post a trail map. Each round, more and more enemies will be pinpointed by various members of the squad. You may spend a standard action to pinpoint all the orcs in a general direction by watching the arrowflights and studying small movements. I'll let you know if you need to roll checks from stepping on a pit trap. If anyone knows the Orc language, you may read the following.

 
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Last edited by bearclaw2825; 12-25-2009 at 09:32 AM.
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  #48  
Old 12-25-2009, 10:35 AM
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In orcish, Jezar shouts furiously in response to the orcish tactics: "Hah! Die, worthless maggots! You cannot defeat me!"
To follow up his words, he quickly sends a tiny ball of flame into the right side of the trail, twenty feet into the trees so that his companions would not get hurt but he would be pretty certain to get quite a few orcs.

 
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  #49  
Old 12-29-2009, 07:54 PM
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Azriel takes a deep breathe to calm himself as the battle errupts into chaos. "We knew this was a very good probability. Now, focus on maintaining your group and may the cycle protect us." Noticing the one dwarf barely hanging on the edge of the pit trap, Azriel moves to aid the dwarf and attemps to pull him up.


RollsInitiative Roll
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+3: (3) + 3 Total = 6


Actions:
1. Moving to the edge of the pit trap and attempting to help pull the dwarf up.
2. Rolling a Str check in case it is needed.
Strength Check:
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20: 14
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  #50  
Old 01-04-2010, 11:40 AM
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Jerrod had experience fighting orcs. He cursed himself for allowing the band to walk right into an ambush - I should have smelt them a mile off! he thought.

He knew orcs were easily underestimated because of their brutish nature, but having defended his village from raiders from, he had learned that they had just enough intelligence and cunning to be extremely formidable if they had a fierce or shrewd leader. Unlike goblins though, orcs would not be likely to scatter if their leader were eliminated: No, far too dim for that.

Bear growled in anticipation of combat but knew enough not to go charging into battle without her master's consent (especially after the previous battle they had fought). Never the less, she had first learned to fight hunting orcs and eagerly anticipated the chance to relive those days.

He crouched down to avoid making himself an easy target and peered into the woods hoping to spot the orcs firing at them, hoping to return the outrage.
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  #51  
Old 01-05-2010, 03:08 PM
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Initiative
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+2: (10) + 2 Total = 12
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  #52  
Old 01-07-2010, 05:11 PM
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Ok, here's the map. It's pretty complicated, but I think it'll do considering the circumstances. Anyone who has been slightly damaged throughout the battle has a white box inside the circle. Medium damage will make the box yellow, heavy damage makes the box black. Anytime an enemy spell is cast with a visible or audible display, I will mention which direction it came from. Anytime you are hit with an arrow, you will automatically detect the offending orc (which is why there are multiple spotted ranged enemies after the surprise round). Anytime you want to move in the forest, you will move at half speed. The only instances I will report about the other friendlies is when one of them is incapacitated/killed or when one of the four spellcasters casts a spell which affects you. Otherwise, you will see their movements on the map. Anytime they detect an enemy, it will show up on the map.

When Bear splits off from Jerrod, I'll give her a separate marker. Feel free to squeeze your character into a square with a friendly for this battle (the spaces are rather liberal 5 x 5 squares). Post initiative if you haven't yet and then we'll start the first round. The orcs have pretty high initiative, so there will probably be some melee orcs added to the battlefield before your actions.
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Last edited by bearclaw2825; 01-07-2010 at 05:12 PM.
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  #53  
Old 01-07-2010, 05:13 PM
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Damage from surprise round arrows:

Azriel: 4
Jezar: 22
Jerrod: dodged all attacks
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Last edited by bearclaw2825; 01-07-2010 at 05:13 PM.
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  #54  
Old 01-07-2010, 09:40 PM
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Damage from first round:

Azriel: 6

The friendly cleric has cast Bless on you all.

Here's the map...I'll post a surprise round/first round wrap-up after everyone finalizes actions:
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  #55  
Old 01-11-2010, 03:50 PM
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Once he saw his foes, Jerrod bared his teeth just as fiercely as Bear did. He had seen by watching Jezar just how much damage a caster could do to a large group as tightly packed has they were so he let loose his arrows against the nearest caster.

As he did so, Bear, finally released from her master's restraint pounced on the nearby orc archer.

[spoilerbutton]Attacks against caster nearest Jerrod.
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+20: (8) + 20 Total = 28
d20+20: (17) + 20 Total = 37
d20+15: (10) + 15 Total = 25

damage
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d8+8: (4) + 8 Total = 12
d8+4: (7) + 4 Total = 11
d8+4: (3) + 4 Total = 7

extra damage if the orcs are evil
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
2d6: 6, 3Total = 9
2d6: 1, 4Total = 5
2d6: 3, 3Total = 6


I Just in case I kill the orc caster, I want the remaining arrows to be directed at the same orc archer that Bear is attacking.

Bear's attack, damage and trip
Dice Roll:
(as this is an older post, these rolls are interpreted by the older (more basic) dice roller code)
d20+6: (17) + 6 Total = 23
d6+2: (5) + 2 Total = 7
d20+2: (5) + 2 Total = 7
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  #56  
Old 01-24-2010, 06:21 AM
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Jezar looked around and saw orcs converging on their ranged and spellcasting support, and found himself a nice target for his fireball.

He flew over to hang above an orc spellcaster, determined to disrupt its casting. He hoped it had not noticed that he could reach it with his spiked chain.

 
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  #57  
Old 01-24-2010, 01:20 PM
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Roll damage, please.
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  #58  
Old 01-24-2010, 05:19 PM
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For? The fireball? That's 51, in my initial post.
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  #59  
Old 01-24-2010, 06:46 PM
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Ah, yes. Forgot to look back there. I'll work on the next post then.
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Old 01-31-2010, 02:43 PM
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Round 1 Recap, remember, east is to the bottom of the map


After the surprise attacks made by the orcish archers, all hell breaks loose as warriors charge from the treeline towards you and the dwarves and human fighters run to block their attack. Furious hand-to-hand combat breaks out on all sides and arrows and bolts fly in all directions. The first casualty of the fight is taken from your own side...a dwarf, obviously a bit too eager to shred some orc flesh, steps in the middle of another hidden pit trap and plunges screaming and flailing into the dark pit. Nothing more is heard from him...

A second fighter nearly meets the same fate, but he manages to grab hold of the ledge of the pit before falling to his death. Azriel quickly moves to the pit and pulls him up so that he can rejoin the fight.

Sapphira moves to the southeast, flanked by another dwarven warrior, towards a charging orc and three archers in the trees.

The temptation to set something on fire is too much for Jezar, and he moves into the woods. Seconds later, the entire northeast section of trees explodes in flames. One of the archers runs from the area completely on fire and then drops dead. A second can be heard screaming in pain from inside the burning area. Both orc warriors on the northeast flank are burned as well, but they continue to fight.

Jerrod picks a mage to fire at...all three shots are well-aimed, but the trees provide the orc with cover from one of them. Two still hit, however, and the cleric (obvious because of the heavy armor) roars in anger right after casting a buffing spell on nearby orcs. Bear, unleashed by the ranger, charges into the trees and tussles with the cleric as well.

That's the recap of round 1...the next post has a map which includes NPC actions for round 2 since they're all ahead of you in initiative.
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Last edited by bearclaw2825; 01-31-2010 at 02:46 PM.
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