RolePlay onLine RPoL Logo

, welcome to The Heroes Guild

18:41, 11th May 2024 (GMT+0)

Thunderspire Labyrinth.

Posted by NarratorFor group 0
Mittens
GM, 168 posts
Wed 4 Apr 2012
at 03:24
  • msg #3

Re: Thunderspire Labyrinth

The goblin Callie wakes sputters and struggles.  "Gah!  Lemmego!  HEEEELLLP!!" he screams.

Mittens cups her hand to her ear then headshakes.

"Nope.  Didn't think so.  Your allies aren't coming to help you.  And even if they were we'd just overpower them too.  I think you know what comes next.  You tell us what we want to know, or else come the ouchies."

She thumbs at Kitau who's glaring at the goblin with murder in her eyes while thumbing the edge of her axe.
Terdisas
GM, 335 posts
Wed 4 Apr 2012
at 03:41
  • msg #4

Re: Thunderspire Labyrinth

  "Kitau will not let something like iron bars get between her and someone she wants to behead.  You are kind of doomed if you do not talk."

  "Tweet, Her small size just means her rage is highly concentrated.  She bleeds explosions! and blood."
Callie
Sat 7 Apr 2012
at 05:06
  • msg #5

Re: Thunderspire Labyrinth

Callie is just looking aside in a "whatever" kind of manner, her fullblade-to-her sword resting on the ground with her (she's seated). Dido stands like a sentinal as soon as he's done his prayers.
Mittens
GM, 169 posts
Mon 9 Apr 2012
at 01:19
  • msg #6

Re: Thunderspire Labyrinth

"OK OK!" the frightened prisoner panics, "What do you want to know?  Just don't kill me!"

"Well for starters, I want verification that this is in fact the Bloodreavers' hideout."

"...yes?  What else would it be?"

Mittens shrugs.  "A cult trying to open a rift to the Shadowfell for the demon lord of undeath.  Except that was last week."

"...."

"Tell us the layout of your hideout."

The goblin describes the following: (See Link back to this game Game Map 0 for reference)
1. Narthex (C1): A short flight of steps leads up to this
hall. The ceiling is 25 feet high, and a balcony rises 15 feet
above the floor at the north end of the room. Priests of
Torog once stood on the balcony to speak to worshipers in
the narthex. The double door to Location 3 is locked.
2. Balcony (C1): The balcony door is unlocked.
3. Front Hall (C2): The Bloodreavers guard this hallway,
keeping several goblins on watch here. The double
door to Location 1 is locked. The double door to Location
10 is unlocked; it is inscribed with the image of a beholder
and the symbol of Torog, the King that Crawls.
4. Guard Room (C2): This cluttered chamber serves
as a sleeping area for the Bloodreavers. Four goblins and a
bugbear normally keep watch from this room.
5. Bath Chamber: A large pool fills the southern half
of this room. The pool is 5 feet deep. A statue rises from
the pool, depicting a creature that is half-woman, half-sea
serpent. An underground stream replenishes the water, so
it serves as a water supply for the gang.
STOP!
AREA 1: THE CHAMBER OF EYES (C1–C4)
3
6. Sitting Room (C4): This area was a small study for
the priests who tended the shrine. The Bloodreavers’ leaders
now use the adjoining rooms as their own. Two duergar
representatives from Clan Grimmerzhul are here to settle
payment for recently purchased slaves.
7. Acolytes’ Rooms (C4): Some Bloodreavers use
these rooms as personal quarters. A hobgoblin warcaster
resides in the western room, and two human bandits (currently
occupying Location 9) share the eastern room.
8. High Priest’s Quarters (C4): Krand, chieftain of
the Bloodreavers, has taken the former high priest’s room
as his own. He keeps most of the band’s booty here, in a
large locked chest.
9. Refectory (C3): This room serves as the dining
hall and kitchen for the Bloodreavers. Two goblins reside
here on filthy pallets in the storage area. Two human
bandits and three hobgoblins are eating here when the
PCs arrive.
10. Torog’s Shrine (C4): Once a shrine dedicated to
Torog, this room now serves the Bloodreavers as a slave
pen. However, the Bloodreavers have already sold the captives
to Grimmerzhul duergar, so no slaves are present.
Krand’s pet dire wolf sleeps in this room, and two hobgoblins
prepare the room for the next batch of slaves.

Terdisas
GM, 336 posts
Tue 24 Apr 2012
at 02:54
  • msg #7

Re: Thunderspire Labyrinth

  Superbird kind of just stares at the Goblin, "Holy Squawk, that's not just the first time anyone spilled instead of getting spilled, it's actually useful. We can't kill him now man, Tweet."

  Terdisas considers the given information.  "Considering our luck in starting off with the upper northern sections, I would not be adverse to continuing along the northern most edge of this place before going anywhere near the larger rooms.  Not to mention the novelty that anyone we encounter will hardly have any room to flee or back off."

  Which is like, the opposite of most 'stuck by entry point of encounter for most of encounter' battles that happen half the time.

OOC Style: Ter's logic even applies without having an itemized "X enemies are in Y rooms" listing and just a general shape outline of the building.  Pick off the edges before approaching main areas? score.
Callie
Fri 27 Apr 2012
at 03:37
  • msg #8

Re: Thunderspire Labyrinth

Callie looks over at the goblin. "The sad part about what Mittens just said is that it's true. The good part is, the cult we fought were not over our heads. Even if the demon lord they were trying to summon would have killed us with a thought."

Callie then says, "I agree with Terdisas. And with Superbird, of course. This place is pretty fancy for a bad guy hideout. Its got me thinking ahead for..." she shakes the thought. "Let's get going. The Bloodreavers are no doubt going to find us out sooner or later."

She heads north.

Dido follows.
Mittens
GM, 191 posts
Sat 28 Apr 2012
at 19:12
  • msg #9

Re: Thunderspire Labyrinth

The staircase up turns right and leads to a hallway that ends in a closed door.  Mits jogs ahead of the group then carefully approaches the door.  She puts her finger to her mouth and caaarefully opens the door to peek through.  She then caarefully closes the door again.  Finally she faces her allies and cantrips an image of what she saw: a Duregar warming itself in the light of a fireplace and a wood pile at the far side of the room.  From where she was standing, she could only see one Duregar, but there was a shadow cast on the floor that suggested there must be two.

She then cantrips her plan to the group: "I'll open the door and the rest of you ambush 'em."

Stealth: 26.  Surprise round for whole group.  Mits surprise round action: readied action - will open door when her allies indicate they're ready.

https://docs.google.com/spread...zY0plSm5ncEhDNkZuNGc
Dido and Callie
Sat 28 Apr 2012
at 19:27
  • msg #10

Re: Thunderspire Labyrinth

Dido pulls out his hammer, shield up, and looks ready to charge. He nods to Mittens to indicate he's ready.

Meanwhile, Callie holds her sword. She also nods to Mittens.


Readied a charge vs first enemy Dido sees when Mitts opens the door. Which is G1. Normally, charging him would provoke opportunity attack from G2, but if G1 and G2 count as surprised when Dido charges G1, Dido will go AoO free.

PHB page 267:
Surprised: If you’re surprised, you can’t take any
actions (not even free actions, immediate actions,
or opportunity actions), and you grant combat
advantage (page 279) to all attackers. As soon as the
surprise round ends, you are no longer surprised.


Meanwhile, Callie's readied action is simply to follow up to be in front of Mittens if possible after Dido and Kitau have entered the room. So going to either F3 or F4.

Also rolled inits. Callie: 16, Dido: 4
This message was last edited by the GM at 19:27, Sat 28 Apr 2012.
Terdisas
GM, 343 posts
Sat 28 Apr 2012
at 22:15
  • msg #11

Re: Thunderspire Labyrinth

  Terdisas and his Familiar are similarly silent.  Considering the crowd and hall, not much else to do but prepare to shoot anyone he could potentially see once the door opens.  Of course, it's not all bad having everyone between you and potential danger.
Terdisas Initiative: 18

Readied Action: Lightning Strike to first visible Target (G1).  17 on the raw dice, so that hits even before modifiers.   17 Lightning DMG to G1.  4 Lightning DMG Arcs to G2.

Terdisas HP: 37/37 S 6/6 V9 AP 2

This message was last edited by the GM at 22:15, Sat 28 Apr 2012.
Narrator
player, 61 posts
For narrating
and convenience
Sat 28 Apr 2012
at 22:38
  • msg #12

Re: Thunderspire Labyrinth

Mittens flings open the door and the Duregar are barraged with a flurry of sudden attacks!  Stab!  Slash!  Zap!  The enemy is taken totally off guard!

Feel free to edit in the results here.
Kitau charge:

G1 HP: 60-17(Ter)= 43/60
G2 HP: 60-12-4(Ter)= 44/60

DIDO: G1 HP: 43-6 = 37

This message was last edited by the GM at 01:11, Sun 29 Apr 2012.
Narrator
player, 62 posts
For narrating
and convenience
Sun 29 Apr 2012
at 00:53
  • msg #13

Re: Thunderspire Labyrinth

"The hells?!" the Duregar snarl, "Krand!  Intruders!"

One retaliates against Dido, his warhammer catching fire as he brings it to bear against the paladin, but Dido deflects the attack in a shower of sparks and flame!

The other looks ready to take a swing at Kitau.

shift h3 to h4.  mWarhammer (standard; at-will) ✦ Weapon
+11 vs. AC; 1d10 + 3 damage.
Infernal Anger (minor; recharge ⚄ ⚅) ✦ Fire
Until the start of the duergar guard’s next turn, it deals 4 extra
fi re damage when its melee attacks hit, and if an adjacent enemy
moves or shifts during this period, the duergar guard can shift 1
square as an immediate reaction.

Missed!  If adjacent PC moves, will shift to H5.  Terdisas next in initiative.
This message was last edited by the player at 00:53, Sun 29 Apr 2012.
Terdisas
GM, 344 posts
Sun 29 Apr 2012
at 01:48
  • msg #14

Re: Thunderspire Labyrinth

  Terdisas had the feeling he may regret this, but he just can't reasonably expect every enemy to kindly walk into his line of sight from the safety of the hall.  As it is, it would be difficult shots in the hall.

  The sorcerer walks past his allies to reach the side of the fireplace, and gets clipped across his shoulder with a hammer for his trouble (fortunately, not the one on fire).  "Well, it seems I have two options.  Complain loudly..."  "Tweet, Oh! I know this one! or REVENGE!"  "Correct."

  That said, the offending Duergar gets halfway to flash frozen for his trouble.
  Terdisas
Move: From A3 to F2
  G2
Attack Of Opportunity Vs Terdisas: Hits (25 AC), 6 DMG
  Terdisas
Standard: Frostbind Vs. G2. Hits (22 Fort). 19 Cold DMG.

Effects: -2 AC to G2, Until End Of Terdisas next Turn.

G2 HP: 44-19=25/60
Terdisas HP: 37-6= 31/37
S 6/6 V 9 AP 2
Narrator
player, 63 posts
For narrating
and convenience
Sun 29 Apr 2012
at 03:24
  • msg #15

Re: Thunderspire Labyrinth

Teeth chattering from the cold, the Duregar hit by Terdisas' powerful blast wallops Kitau hard across the face who vanishes, leaving only the blood splattering on Callie and the echo of her short scream as evidence she was ever there.  The infernal Dwarf takes a step back and shoots a poison quill at the sorcerer... with his beard.  Don't ask.

The sound of a door opening followed by hurried footsteps can be heard to the east.

R Beard Quills (minor; encounter) ✦ Poison
Ranged 3; +11 vs. AC; 1d8 + 3 damage, and ongoing 2 poison
damage and –2 penalty to attacks (save ends both).

G2 beard quill v terdisas

1d20 +11 >= 17
11 + 11 = 22 ... success

Accidentally skipped Krand last post.  He moves to Q5, minor to open door, then moves to K5

Terdisas HP: 31-9= 22, ongoing 2 poison damage and –2 penalty to attacks (save ends both).
Kitau HP: CRITTED! 45-13=32,
Fade Away activated.  Now invis
Mittens
GM, 192 posts
Sun 29 Apr 2012
at 03:50
  • msg #16

Re: Thunderspire Labyrinth

"Beard quill," Mittens mutters, "That's a new one."

She heads into the room and unleashes her burning hands on the enemy!

K HP: 64-17=47
G1 HP: 37-17=20
G2 HP: 25-17=8
Kitau
Player, 1 post
Sun 29 Apr 2012
at 04:17
  • msg #17

Re: Thunderspire Labyrinth

Kitau reappears, slashing the freezing Duregar across his face!  He falls dead.  Kitau spits on his corpse.  Then she finishes off the other Duregar with two axes to his chest!  Finally she points her axe down the hall and says, "You're next!"


kitau funneling v g1,2 with ca

1d20 +11 >= 21
1: 3 + 11 = 14 ... failure
2: 9 + 11 = 20 ... failuresuccess thanks to Ter's debuff!

minor: quarry g1
ACTION POINT!

twin strike v g1 1d20 +9 >= 21
17 + 9 = 26 ... success
13 + 9 = 22 ... success

G1 HP: 20-13-10=-3 dead!
G2 HP: 8-13 = -5 dead!

Dido
Tue 1 May 2012
at 22:28
  • msg #18

Re: Thunderspire Labyrinth

Dido moves over to the far wall and says quietly, "See if you can put our enemy in front of me, Kitau. Then we'll flank 'em." He looks down the hall and yells, "Come get us if you have the courage!" and then gets a frown as he breathes in deep and with a heft that would make a dwarf proud, throws his hammer right at the hobgoblin, hitting the guy square in the chest with a rather audible THUD that seems to resound with quiet thunder. The hammer then rematerializes into Dido's hand with a holy sound like a distant choir.


Move: G3 to F5
Minor: Divine Challenge on K
Standard Action: Basic Attack v K. CRIT!
 Dmg: 10, Crit d6: 3 = 13 total

Just so happens W is exactly 5 squares from Dido, which is the range of his divine challenge AND the short range of the throwing hammer.


Note for Kitau: If Kitau uses her Goblin Totem (mace) with Weapon Master's strike, she can slide Krand from H5 to G5 and then shift to H5 to flank with Dido. This is what Dido was hinting at.

Krand HP: 47 - 13 = 34

This message was last edited by the GM at 06:21, Wed 02 May 2012.
Narrator
player, 64 posts
For narrating
and convenience
Wed 2 May 2012
at 05:55
  • msg #19

Re: Thunderspire Labyrinth

From inside a room down the hall comes a robed Hobgoblin wielding a staff.  "I got this, Krand!" he shouts.  With a swing of his staff, he fills the entire room with a huge wave of force that injures hits all the heroes hard!  Just... not as hard as the warcaster expected.  "Ok... maybe not."

Out from the farther room come the two goblins that fled the earlier combat!  They take aim and fire at Dido, but the bolts just bounce off his armor and shield.

"Gah!" Krand shouts when chest-hammered!  "They killed the Duregar!  Do not underestimate them!"

He then rushes Dido with his spear but is unable to get through the halfling paladin's defenses!  As he passes Kitau, the gnome misses but Mittens cracks him upside the back of his head hard!

"Wise words," she says, "We slew a dragon, and that was just our first day.  Surrender."


C Force Pulse (standard; recharge ⚅ ) ✦ Force
Close blast 5; +7 vs. Refl ex; 2d8 + 4 force damage, and the target
is pushed 1 square and knocked prone. Miss: Half damage, and
the target is neither pushed nor knocked prone.

Force Pulse v Ter, Cal, Kit, Mit, Dido

1d20 +7
Ter: 8 + 7 = 15 miss
Cal: 6 + 7 = 13 miss
Kit: 10 + 7 = 17 miss
Mit: 7 + 7 = 14 miss
Dido: 4 + 7 = 11 miss

damage
2d8 +4
8 + 6 + 4 = 18/2 = 9

Terdisas HP: 22-9=13
Callie HP: 37-9=28
Kitau HP: 32-9=23
Mittens HP: 31-9=22
Dido HP: 43-9=34

Mits AoO CRIT damage!
2d6 +10
4 + 5 + 10 = 19
This message was last edited by the player at 06:18, Wed 02 May 2012.
Terdisas
GM, 345 posts
Wed 2 May 2012
at 06:43
  • msg #20

Re: Thunderspire Labyrinth

  "To be fair, I was not around yet for the dragon slaying."   "Chirp, but you're the one who shoved a Necromancer face first into the Shadowfell, all Ironic Death Style."  "True, speaking of that particular spell..."  It's that time again kids, For the Super Robot Attack like named Thunder Slam!

  Like the warcaster, Terdisas was expecting better results.  On the other hand, 'light' damage for a sorcer is still rather severe...

  Shame about that botched save throw.
Save Throw: 7.  even with my +2 Bonus vs poison and such it's not enough ;.;
  Move: shift to F3.
  Standard: Thunder Slam Vs Warcaster. Hits (26 Fort). Damaged, Double 2s so 15 Thunder DMG. Push 1.

My hit dice are burning hot for once, just as my damage dice are ice cold.  Not that it matters on a Sorcerer, whoo.  So using a second wind next turn, even if I make my next save throw.

Effect: Push Warcaster 1.

Warcaster HP: 46-15= 31/46
Terdisas HP: 13-2= 11/37 HP. S 6/6 V 9 AP 2.

Callie
Wed 2 May 2012
at 15:46
  • msg #21

Re: Thunderspire Labyrinth

Callie as ever, is keeping an eye out to see how her allies are doing when she notices Terdisas isn't doing too well. He's doing worse than Kitau at the moment, so she quickly reaches a hand to touch Terdisas. "I've got you covered, Terdisas." and heals up Terdisas.

She then immediately turns around, grips her bastard sword, and slashes Krand across the side, making a nasty gash that almost drops him. "They won't believe that, Mittens, even if it IS true."

Terdisas admitting he "wasn't there for that one", though, helps the story as why wouldn't he join in taking credit for that one? But then, Superbird's interlude probably helps too.

Callie steps to the side, still staying close to Terdisas. "Flames of Sehanine!" Callie yells as Krand catches white fire and collapses before the the fire seems to dissipate. Terdisas is feeling even BETTER as he can't feel the poison doing anything anymore.


Minor: Healing Word on Terdisas
 D6: 4
Standard: Basic Melee v Krand. Hit(24)!
 dmg: 10
Move: Shift from F4 to G3
ACTION POINT!
Standard: Sacred Flame v Krand: Hit(22)!
 dmg: 7
GRANT SAVE THROW FOR TERDISAS!
 Save throw: 10 (+2=12) SAVED!

Terdisas HP: 11 + 4 + 3 + 9 = 27
Krand HP: 15 - 10 - 7 = KO

Mittens
GM, 193 posts
Thu 3 May 2012
at 03:37
  • msg #22

Re: Thunderspire Labyrinth

"And once again the villain goes down faster than he can cry, 'uncle!'"

"Nice one, Terdisas!  They're all clumped up for a nice double-kaboom!"

Scorching burst is go!  Kaboom!  She then rushes up to the Warcaster and follows up with her new spell: Fire Shroud!  Kaboom!

"Making room for the melee types!"

Mittens drops prone.



W HP: 31-10-11=10 and Ongoing 5 Fire DMG (Save Ends).
G4 HP: 47-10-11=26 and Ongoing 5 Fire DMG (Save Ends).
G5 HP: 29-18CRIT!-11=8 and Ongoing 5 Fire DMG (Save Ends).

Kitau
Player, 2 posts
Thu 3 May 2012
at 05:03
  • msg #23

Re: Thunderspire Labyrinth

Kitau moves forward to stand over Mittens then hacks the Warcaster's leg off at the knee, dropping him.

"Cantrips for washing blood out of your pigtails," Mittens mutters, "Gotta love 'em."



W HP: 10-12=-2
Dido
Thu 3 May 2012
at 05:48
  • msg #24

Re: Thunderspire Labyrinth

Dido heads toward the nearest enemy, going past Kitau and standing on the one Kitau just defeated. "I don't think they understand they are throwing their lives to the wind." he says as he swings his hammer at the goblin in front of him. But he doesn't hit hard. However, both that enemy and the goblin behind it are marked.


Move: F5 to J5
Minor: Divine Challenge on G4
Standard: Valorous Smite v G4. Hit(27)!
 dmg: 7 >.> double 1's. BUT G4 and G5 are marked.

G4 HP: 26 - 7 = 19

This message was last edited by the GM at 05:49, Thu 03 May 2012.
Narrator
player, 65 posts
For narrating
and convenience
Fri 4 May 2012
at 05:37
  • msg #25

Re: Thunderspire Labyrinth

The two remaining burning goblins fly into a rage and attack Dido fiercely!  The far one with the crossbow misses, but the closer one slashes Dido with a battleaxe!

sadly, 2nd chance didn't help.
Battleaxe (standard; at-will)  Weapon
+6 vs. AC; 1d10 + 5 damage, or 2d10 + 5 while bloodied.

Dido HP: 34-13=21
G4 HP: 19-5=14 failed save
G4 HP: 8-5=3
succeeded save
This message was last edited by the player at 05:46, Fri 04 May 2012.
Mittens
GM, 194 posts
Fri 4 May 2012
at 05:44
  • msg #26

Re: Thunderspire Labyrinth

Mits crawls back and stands back up.  "Ahem.  Kaboom."
The closer goblin erupts in flame!

Scorching burst hit, miss.
G4 HP: 14-11=3
This message was last edited by the GM at 05:46, Fri 04 May 2012.
Kitau
Player, 3 posts
Sat 5 May 2012
at 05:25
  • msg #27

Re: Thunderspire Labyrinth

Kitau impales the nearest goblin with her javelin, killing it.

Up next: Terdisas, Callie, Dido.  In any order.
Sign In