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Thunderspire Labyrinth.

Posted by NarratorFor group 0
Terdisas
GM, 346 posts
Sat 5 May 2012
at 06:13
  • msg #28

Re: Thunderspire Labyrinth

  "Ah, the delightful tingle of a Cleric's care, thank you Callie."  After a moment though, he looks down and mutters "Not that I was helping matters" as he finally thinks to pull the poison barb out of his chest... Sure, not that it would have helped earlier if he did.  But principle of the matter.

  Terdisas wanders down for a straight shot down the hall and over his allies heads, and hits ceiling.  "Chirp, Okay I guess the Goblin only looks like a gentle breeze will fell him."
  Move: F3 to F5
Standard: Lightning Strike vs G5...  Rolled a 2, so misses by... one? wow.

Terdisas HP: 27/37. S 5/6 V 9 AP 2.

EDIT: Looks like Ter map HP/surges never got edited, so now he matches post Callie healing result. SO Glad for Inside Post Numbers to Reference :D

This message was last edited by the GM at 03:52, Wed 09 May 2012.
Dido
NPC, 1 post
With a hammer I serve
The Heavy Metal Dragon
Sat 5 May 2012
at 19:33
  • msg #29

Re: Thunderspire Labyrinth

Dido seems calm, despite his injuries as his hammers starts gathering energy into itself like Bahamut in FFVII gathers energy in his mouth. He steps forward and uppercuts the goblin so hard, it causes the goblin to do an unwilling backflip and collapse in a heap.


Move: J5 to K5
Standard: Doesn't matter v G5. Crit(29)!
 crit dice: 4
 dmg total: 14

But yeah. None of dido's stuff does anything on a miss, so it didn't matter if I did a basic melee or an at-will. The effects are only on a hit and if I hit, the goblin would be done anyway.


G5: 3 - 14 = -11

Callie
NPC, 1 post
Cleric of Sehanine
Lover Halfling
Sat 5 May 2012
at 19:37
  • msg #30

Re: Thunderspire Labyrinth

Callie had made up her mind earlier to heal Kitau next, PLUS she is relatively sure Kitau is slightly more winded than Dido. So she heals Kitau with another prayer. "Let's enter a room, close the door, and rest."


Minor: Healing Word. D6 result: 1. True Callie fashion.

Post-fight resting will take 1 surge from Callie and 2 from Dido. Holding off figuring rest HP in case we get ambushed.


EDIT: Rest info
Callie HP: 37/37. Surges 8/9
Dido HP: 41/43. Surges 6/10


Kitau HP: 23 + 11 + 4 = 38 and -1 surge. 5/8 surges remaining.

This message was last edited by the player at 04:17, Sun 06 May 2012.
Mittens
GM, 195 posts
Sun 6 May 2012
at 04:09
  • msg #31

Re: Thunderspire Labyrinth

The group gathers together and rests up in the room as Callie suggested without any interruption.  Mittens conjures up a vague map from the description given earlier and considers it.

"May as well take that nearby south exit to the prison room," she says, "Considering we were grouped up so nicely for that hobgoblin sorcerer's blast last time, let's try and spread out if there's another blaster among the next group, if not back up to a hallway to force them to funnel to us one at a time."

Kitau HP: 45 of 45.  surges: 4 of 8
Mittens HP: 30 of 33. surges: 4 of 6
Terdisas
GM, 347 posts
Wed 9 May 2012
at 04:32
  • msg #32

Re: Thunderspire Labyrinth

"I left the hall for a reason, even if I did get swatted for my effort.  Still, I would not have been able to help as much as I did otherwise.  hmm, if we go south now than if anyone is in the most northeastern part of the building they could strike at us from behind."

OOC: If it was not already used, I feel it is safe to assume Callie's second charge of  Healing word goes to Dido.  If we're not doing "Multiple Short Rests for max heal powers" angle that is.

Terdisas HP: 27+0= 36/37. S 4/6 V 9 AP 2.

Callie
NPC, 2 posts
Cleric of Sehanine
Lover Halfling
Sat 12 May 2012
at 01:40
  • msg #33

Re: Thunderspire Labyrinth

Callie nods at Terdisas. "On the other hand, if someone heard us, they would have shown up by now. So now it's just a matter of if anyone is patrolling. Let's hit that far room at the end of the hall and see what's in it. Is everyone OK?"

She checks on each member of the team even as she's talking, checking wounds and such, while occasionally giving a reassuring smile whenever someone she's touching looks at her.
Dido
NPC, 2 posts
With a hammer I serve
The Heavy Metal Dragon
Sat 12 May 2012
at 01:41
  • msg #34

Re: Thunderspire Labyrinth

Dido just blushes when Callie smiles at him, but adds, "The room to the far end of the hall sounds fine. We were headed that direction anyway and that's the direction our resistance seemed to come from, so we know we're going the right way."

He sighs and says, "I wish I knew what drove those goblins. To be so furious in the sight of being so soundly beaten... it's almost as if they cared about the ones we had defeated. That's the only reason I can figure being so angry when certain death offers me an out."
Mittens
GM, 196 posts
Sun 13 May 2012
at 00:58
  • msg #35

Re: Thunderspire Labyrinth

"Good points," Mittens agrees, "Onward with caution, then!"

She sneaks forward and carefully peeks into the room.  She then relaxes and casually steps in.

"Coast is clear.  Looks like the boss's bedroom.  If so, prolly kept his profits locked up in here somewhere.  5 copper says he's got the key on his person."

She scans the room and comments on Dido's commentary.

"Well there were those crazy berserkers in that blood drenched temple of doom earlier.  I'm guessing like them, these guys were just full of blind battle frenzy."

She shrugs.

"Well there's the expected locked chest.  Not trapped from what I can tell.  And over here's a little contract slash invoice slash receipt thingy."

She picks up the paper and reads it aloud.

"'Sold: Riverdown slaves.  Price: 1,000 gold.  Signed: Murkelmor Grimmerzhul.'  This apparently two days ago."


20:52, Today: Mittens rolled 10 using 1d20+5. perc check.

Secret Doors: A PC detects a secret door with a DC
25 15 Perception check. The doors open easily and are not
locked. No check is required to find the exit from within
one of the secret passages

Treasure: A chest in Location 8 holds the Bloodreavers’
treasure. The chest is locked (DC 25 15 Thievery check to
open); Krand carries the key. The chest contains +2 delver’s
chainmail, one potion of healing, five gems worth 100 gp
each, 450 gp, and 500 sp.

nondescript loot that translates to a chunk of whatever the PCs wind up having when they level up.

If the PCs search Krand’s quarters, they discover a
letter. The letter, written in Common, is a contract to purchase
the Riverdown slaves for 1,000 gp; it’s signed by
Murkelmor Grimmerzhul, dated two days ago.
This message was last edited by the GM at 01:00, Sun 13 May 2012.
Terdisas
GM, 348 posts
Mon 14 May 2012
at 23:49
  • msg #36

Re: Thunderspire Labyrinth

  "Hmm, unfortunate.  Now it appears the hard part will be discovering where the slaves were taken."  "Tweet, fighting an entire building full of slavers isn't the hard part?" "Of course not, we already know where they are."

OOC Style: For later, Terdisas initiative 19.
Callie
NPC, 3 posts
Cleric of Sehanine
Lover Halfling
Thu 17 May 2012
at 21:40
  • msg #37

Re: Thunderspire Labyrinth

Callie frowns. "People for sale.." she looks angered again. Granted, Dido is joining in the anger party too, but says nothing.

Callie says, "Good find, Mittens. And good point, Terdisas. We gotta get through this fast so the slaves don't lose any more time free than necessary. Let's keep going and see who else we can find. South?"


Initiatives rolled ahead of time:
Callie: 12 + 3 = 15
Dido: 4 + 3 = 7

This message was last edited by the player at 21:40, Thu 17 May 2012.
Mittens
GM, 197 posts
Sun 20 May 2012
at 02:38
  • msg #38

Re: Thunderspire Labyrinth

"We'll want to interrogate the survivors for clues on where to find them, then.  Maybe a description of the buyer."

She sneaks to the door on the south side of the hallway and caaarefully opens it to peek inside.  She then cantrips what she saw to the others.

Carvings of eyes cover the walls, floor, and ceiling of this chamber.
An idol of a horrible toadlike creature dominates the area.
In the center of the floor, chains are affixed to the flagstones,
though no prisoners are chained there. A huge black wolf lies on
the floor nearby, and a hobgoblin is busy oiling the chains.

By huge they mean "large."  Dire Wolf Level 5 Skirmisher Large natural beast (mount)

http://img.photobucket.com/alb...ll/chamberofeyes.png
Terdisas
GM, 349 posts
Sat 26 May 2012
at 07:14
  • msg #39

Re: Thunderspire Labyrinth

  "I shall assume, unless you were taking as swift a look as possible so as to lessen chances of discovery, you did not detect any arcane backing to all those eyes."   Superbird nods, "Tweet, that many eyes on the walls is just screaming for a pile of EYE LASERS.  I heard about this group of badasses having problems dealing with just one eyeball on a wall, chirp."  Level One Dominate. LoS Range. Whooooo.

  "At the very least, we will not have to worry about protecting innocents in the heat of battle...  Mittens, are you thinking what I am thinking when it comes to the dangerous animal in chains by open oil containers?"  Show of hands, who thinks the module accounted for flammables in this encounter?...  One, two, three.... Zero.  Zero hands.
Callie
NPC, 4 posts
Cleric of Sehanine
Lover Halfling
Tue 5 Jun 2012
at 16:01
  • msg #40

Re: Thunderspire Labyrinth

Callie and Dido perk up. Callie starts nodding emphatically. "Setting them on fire is *definitely* a plan..." Callie whispers. Callie then looks over the rest of the group. "After what Superbird just said, I think we should just blast 'em and wait here at the door. Those eyes firing at us would be a very bad thing if they fire at people."

Her stomach growls a little and she ducks her head, blushing a little.

(OOC: Had this post ready for a while now. >.< Oh well. Happens to us all.)
Mittens
GM, 201 posts
Thu 7 Jun 2012
at 04:08
  • msg #41

Re: Thunderspire Labyrinth

"Good points," Mits whispers, "Gimme a sec.  Commencing magic detection."

She mutters and gestures a few moments.  "Not detecting any magic from the eyes, but I like the 'luring them to us' plan just to be safe.  Mechanical traps a possibility too."

She fires a scorching burst at the chain, catching it on fire!  The hobgoblins shriek and the dire wolf yelps!  The flask of oil is dropped to the ground, spilling oil, which then ignites!

Kitau readies her javelin for the first enemy to come into view.

http://img.photobucket.com/alb...well/TorogShrine.jpg
PC surprise round.
Mits used surprise action to blast the chain.  Mits is standing in i3.
Kitau uses surprise action to ready an action: ranged twin strike attack with javelin.  Kitau is standing in i1.  (With Dido Presumably in i2)

A2 HP: 39-12=27

I9 is on fire until the end of the 1st non surprise round.  Creatures who enter the square or end their turn in it take 5 fire damage.
Monster stats
Thu 7 Jun 2012
at 04:12
  • msg #42

Re: Thunderspire Labyrinth

A1 location: J4
A2 location: i9
A3 location: h11
Dire wolf (upper left corner of large creature) location: d5

Hobgoblin Archers (A) Level 3 Artillery
Medium natural humanoid XP 150 each
Initiative +7 Senses Perception +8; low-light vision
HP 39; Bloodied 19
AC 17; Fortitude 13, Refl ex 15, Will 13
Speed 6
m Longsword (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8 + 2 damage.
r Longbow (standard; at-will) ✦ Weapon
Ranged 20/40; +9 vs. AC; 1d10 + 4 damage, and the hobgoblin
archer grants an ally within 5 squares of it a +2 bonus to its next
ranged attack roll against the same target.
Hobgoblin Resilience (immediate reaction, when the hobgoblin
archer suffers an effect that a save can end; encounter)
The hobgoblin archer rolls a saving throw against the eff ect.
Alignment Evil Languages Common, Goblin
Skills Athletics +5, History +6
Str 14 (+3) Dex 19 (+5) Wis 14 (+3)
Con 15 (+3) Int 11 (+1) Cha 10 (+1)
Equipment leather armor, longsword, longbow, quiver of 30 arrows

Dire Wolf Level 5 Skirmisher
Large natural beast (mount) XP 200
Initiative +7 Senses Perception +9; low-light vision
HP 67; Bloodied 33
AC 19; Fortitude 18, Refl ex 17, Will 16
Speed 8
m Bite (standard; at-will)
+10 vs. AC; 1d8 + 4 damage, or 2d8 + 4 damage against a prone
target.
Combat Advantage
The dire wolf gains combat advantage against a target that has
one or more of the dire wolf’s allies adjacent to it. If the dire
wolf has combat advantage against the target, the target is also
knocked prone on a hit.
Pack Hunter (while mounted by a friendly rider of 5th level or
higher; at-will) ✦ Mount
The dire wolf’s rider gains combat advantage against an enemy if
it has at least one ally other than its mount adjacent to the target.
Alignment Unaligned Languages —
Str 19 (+6) Dex 16 (+5) Wis 14 (+4)
Con 19 (+6) Int 5 (–1) Cha 11 (+2)

In an ongoing effort to find a way for Tim to be able to continue to play D&D while at work, locations of monsters and PCs will be put into posts and a googledocs spreadsheet will not be kept.  Here's hoping this works.
Callie
NPC, 5 posts
Cleric of Sehanine
Lover Halfling
Sun 10 Jun 2012
at 05:17
  • msg #43

Re: Thunderspire Labyrinth

Callie prepares herself for the influx of enemies, anxiously awaiting Mittens to gtfo so Dido and Kitau can take their rightful places.


Callie
Is standing at H1 so Ter can stand in J1.
Surprise Action: Standard: Full Defense


----------------
Dido holds his shield up, preparing to defend his allies while stepping aside just enough for Mittens to get behind him and the others.


Dido
Is standing at I2 right behind Mittens.
Surprise Action: Standard: Full Defense

This message was last edited by the player at 05:23, Sun 10 June 2012.
Narrator
player, 66 posts
For narrating
and convenience
Sun 10 Jun 2012
at 05:37
  • msg #44

Re: Thunderspire Labyrinth

Init order

Kitau 24
Dire Wolf: 22
Terdisas: 19
a3: 18
Callie: 15.3
a2: 11
a1: 8
Dido: 7
Mittens: 6

01:29, Today: Narrator rolled 18 using 1d20+7 with rolls of 11. a3 init.
01:28, Today: Narrator rolled 11 using 1d20+7 with rolls of 4. a2 init.
01:28, Today: Narrator rolled 8 using 1d20+7 with rolls of 1. ar1 init.
01:27, Today: Narrator rolled 22 using 1d20+7 with rolls of 15. Dire wolf init.

Detail implied but not spelled out: Mits had to spend a round caaaarefully cracking the door open again before blasting or she would have had to spend her surprise round flinging the door open.  So the door is only barely cracked open.  And because you can't ready actions on surprise rounds, Dido and Callie were stuck just using full defense.  Oh well.
This message was last edited by the player at 05:39, Sun 10 June 2012.
Terdisas
GM, 351 posts
Sun 10 Jun 2012
at 05:42
  • msg #45

Re: Thunderspire Labyrinth

  Terdisas leans upon his staff, taking one of those rare moments where he can legitimately relax in battle.  It would be silly to run ahead of the ones with armor and shields taking up defensive stances after all.
Stands there! J1. Standard: Readied action, L strike if anything somehow enters his attack line... which would require the enemy taking Dido's place at I2. Yup. Stand there.

This message was last edited by the GM at 23:52, Wed 13 June 2012.
Dire Wolf
Sun 10 Jun 2012
at 06:13
  • msg #46

Re: Thunderspire Labyrinth

The dire wolf charges up the stairs, barely able to squeeze onto the narrow balcony, and swings it's paw at Mittens, but only gets a paw full of door.

SQUEEZE: MOVE ACTION
✦ Half Speed: As part of the same move action, move
up to half your speed.
✦ –5 Penalty to Attack Rolls: You have a –5 penalty
to attack rolls until you return to your normal space.
✦ Grant Combat Advantage: You grant combat
advantage to all enemies until you return to your
normal space.

Dire Wolf HP: 67 of 67  Location: H4

Kitau
Player, 4 posts
Sun 10 Jun 2012
at 06:18
  • msg #47

Re: Thunderspire Labyrinth

Kitau is losing her patience, but manages to keep to the plan.

Kitau couldn't have readied an action because you can't ready actions in the surprise round.  So instead I'm just holding actions till she can do anything.  Flaw in the plan: didn't account for initiative mechanics.  Mits goes last and she's the only one in the team close enough to the door to open it wider.
Kitau HP: 45 of 45.  surges: 4 of 8  Location: i1.
This message was last edited by the player at 06:20, Sun 10 June 2012.
Rolen
player, 7 posts
Wed 13 Jun 2012
at 22:14
  • msg #48

Re: Thunderspire Labyrinth

Cowering against a corner of the chamber, the small wolf shakes in fear. His fur is matted from dirt and blood -- the latter coming from wounds suffered only days ago. Though hungry Rolen has managed to reserve some strength, in hopes that someone from his tribe would come to his aid.

EDIT: Upon seeing a fire suddenly burst on upper walkway Rolen's hope for a rescue is renewed . Raising his head, his ears perk-up. Help! he calls, but it only comes out as a loud "Woof!".
___________________________________________________________________________________
Location: G10 (chained to the wall = prone)
Initiative (once freed): 14
HP 46/46
OOC: I hope everyone wasn't waiting for me -- sorry for the late post.

This message was last edited by the player at 23:35, Wed 13 June 2012.
Terdisas
GM, 358 posts
Thu 14 Jun 2012
at 00:01
  • msg #49

Re: Thunderspire Labyrinth

  "Chirp, another fight, another crowded wait in a hallway, or a staircase... Or both." Superbird comments on business as usual in fight land.  "Should I attempt to circle around through the room to the east, or wait here?"

Hold action too.
Hobgoblin archer
Fri 15 Jun 2012
at 04:37
  • msg #50

Re: Thunderspire Labyrinth

The third hobgoblin fires at Mittens but its arrow sticks into the door.  It then hurries around the balcony to the east to get closer.

The second hobgoblin runs to the bottom of the southern stairs and takes a shot at Mittens that misses her by an inch!

The first hobgoblin swings the door open wide then slashes it's longsword at Mittens!


[hr] HR!
Callie hold actions.  A3 move to L9.  A2 move to d11.  A1 remains at j4.  Opens door completely, Mits no longer has cover.  All miss their attacks.
This message was last edited by the GM at 04:38, Fri 15 June 2012.
Callie
NPC, 7 posts
Cleric of Sehanine
Lover Halfling
Sat 16 Jun 2012
at 17:46
  • msg #51

Re: Thunderspire Labyrinth

Callie fires some white flame from her hands at the archer, burning him and empowering Mittens. "Careful, Mittens!" Callie warns, as she doesn't want to see Mittens hurt. But with the extra protection, hopefully Mittens won't get hurt badly.


Callie
Is standing at H1.
Standard: Sacred Flame v Archer 1. Hit(24)!
 dmg: 5

4 thp goes to Mittens.




Dido points at the archer at the door. "I am your opponent!" he yells as he throws his hammer at the archer. The hammer goes wide a bit, but comes right back to Dido's hand and he catches it. He doesn't care much that he missed this attack since he at least caused the archer to prefer firing at Dido instead of Mittens. But the archer will have to step back somewhere, lest it provoke an attack from Mittens.


Dido
Is standing at I2.
Minor: Divine Challenge on Archer 1.
Standard: Throw Hammer v Archer 1. Miss(13)

This message was last edited by the player at 17:47, Sat 16 June 2012.
Mittens
GM, 212 posts
Sun 1 Jul 2012
at 01:40
  • msg #52

Re: Thunderspire Labyrinth

Kitau throws her javelin at the dire wolf, catches the weapon when it returns, then steps over to the right.

Mittens blasts the approaching enemies then carefully backs up behind Dido.

"I heard a woof," she says, "It sounded... normal.  Not beastly like that giant monster wolf thing trying to balance on the balcony."


Kitau marks dire wolf.  Hit, hit.  19 damage.  Move to g1

ACTION POINT! (0 remaining) Burning hands hits all 3 both targets in range!  13 damage.  Double move to I1.

Dire Wolf HP: 67-19-13=35 of 67  Location: H4
A1 HP: HP 39-13=26 of 39  Location: j4
A3 HP: HP 39 of 39  Location: L9 (oops.  juust out of range.)
Mittens HP: 30+4 thp of 33  4 of 6 surges.  Location: i1
Kitau HP: 45 of 45.  surges: 4 of 8  Location: g1.

Rules minutia.  Mittens couldn't shift back 1 square because Dido was standing there.  Couldn't shift then move her speed either because she would still end the first move action in Dido's square.  She would have to take an AoO from the Dire Wolf and a1 to back away.  So Kitau had to go first to make room for Mits to "double move" to i1 with 2 combined shifts.

New init order!  Badguys > Goodguys!  Meaning after Ter's turn the badguys go.
This message was last edited by the GM at 02:40, Sun 01 July 2012.
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