This is the in-character thread for the
4e Forgotten Realms game,
Shadowdale.
Table rules:
-I don't care how you roll, where you roll, or why you're rolling. But I trust you to do it fairly.
-The out of character thread is:
http://forums.penny-arcade.com/showthread.php?t=104766 Use it for rules questions and other chatter.
-Game discourse assumes you've read the following setting spoiler. Glossary spoilers describe other terms not detailed therein.
Shadowdale and the Realms at Large:
The Dalelands refer to the mainly human holds and non-forested regions cut into the elven woods north of Cormyr and south of the River Tesh. The Dales recount their history in years since the Dalereckoning, when the elves of Cormanthor (their name for the forest) allowed the humans to settle the open and unclaimed reaches. Currently, it is 1357 DR (Dalereckoning), also known as the Year of the Prince in the records of the great seers Augathra the Mad and Alaundo. Each of the individual dales refers to a community nestled in the forest, then, usually consisting of many farms or fields and one central settlement or marketplace. The Dales are independent and small, often no more than towns in population, but hold a common Dales Council. The Dales include: Archendale, Battledale, Daggerdale, Deepingdale, Featherdale, Harrowdale, High Dale, Mistledale, Scardale (which recently held illusions of ruling the other dales under one Lashan, and now exists under occupation), Shadowdale, and Tasseldale.
Shadowdale is a small farming community nestled in the Dalelands between Voonlar and the Shadow Gap, the main body of the town located where the road passes over the Ashaba River. The dale is hemmed in by the thick to light woods that surround it and the road, often hiding old ruins told to be full of treasure (and danger.)
To some degree, Shadowdale is most famous for its fortitude. Under the leadership of Doust Sulwood (and now one Mourngrym Amcathra, see below), the town has repelled invasions by Zhents from tyrannical Zhentil Keep, the army of Scardale, and even a undead dragon!
Other notable elements of Shadowdale include a thriving inn (The Old Skull), a crafty smith (Bronn Selgard), and a good wagonmaker (Hammerhand Bucko.) Some of the local luminaries are the bard, Storm Silverhand, and Elminster the Sage. News of all of these is spread far and wide by the many adventuring bands who pass through the town, and those who began their careers in Shadowdale, including: Mane’s Band (now lost and gone) and the Knights of Myth Drannor (gone to found their own stronghold deep inside Myth Drannor.)
So far, Mourngrym Amcathra (most often called Lord Mourngrym) has been a good ruler. The native of Waterdeep treats the citizens well, and has had many of the men and women sign an oath of loyalty to serve as a militia in the case of further incursions.
Some of the more notable environs of Shadowdale include the Old Skull (a height containing little more than the tomb of Joadath, once Lord of Shadowdale, often used for shepherding), the Twisted Tower of Ashaba (rumoured to be controlled by weird, subterranean elves, choked full of secrets young and old, far and near), and the Fox Ridge (where many of the dale’s hunters hunt foxes, whose burrows have been used as hiding places for secrets and mysteries since time immemorial.)
To the south and east of Shadowdale, deeper into the forest, lies the lost elven city of Myth Drannor, now ruins choked with plants and trees. Many adventuring bands have delved into the city in search of fame and fortune, never returning. Recently, strange beasts cloaked in flames and smoke have been spotted in the fringes - this may be linked to the recent departure of many of the forest’s elves for their ancestral homeland in a process they call The Retreat.
Most men and women in the Dales take only one name, like Orn or Jhaele. If need be, they can be referred to by town (Jhaele of Shadowdale), or by profession or religion (Orn the Sage, Mantam of Tymora.) Elves and other nonhuman races will usually have house, family, or clan names however.
Speaking of religion, most people of the Dales follow, pray, or swear at multiple deities as appropriate. Some, however, spend more time venerating a certain god or goddess. Most common amongst these are Chauntea (the Earthmother, responsible for crops), Lathander (Lord of the Morning, god of the sun), Mielikki (Lady of the Forest, goddess of hunting and forests), Oghma (the Binder, god of knowledge and invention), Silvanus (the Oak-Father, god of nature), Tempus (the Lord of Battles, god of war), Torm (the True, god of duty), Tymora (Lady of Luck, goddess of magic), and Tyr (the Even-Handed, god of justice.) For rules purposes, all of the above deities are Good, except Silvanus and Tempus, who are Unaligned. Nonhuman clerics worship the following deities, all of whom are Good: Corellon Larethian (elves), Moradin (dwarves), Yondalla (halflings.)
Wizards pray mostly to another deity, however. Mystra, goddess of magic, entrusts them with power over the Weave, the ever-present strand of magic which touches and affects everything. The Art (as working with the Weave is called) is dangerous and a hard study, but rewarding to those who treat it well. Mystra’s small body of true clerics, then, watch out for the Weave itself, caring for it for the good of all.
While the Dalelands is mostly human, some elves (or eladrin) remain on the periphery, members of very small villages or thorps that did not leave with the rest of the Retreat. Halflings and dwarves are also not uncommon, often settling down in the verdant region to build a family after arriving with a caravan or other expedition. Finally, years ago, a strange glowing star crashed into the earth near Shadowdale. Children who have grown up around it since then have an odd penchant for fire and terrifying, demonic features (tieflings), while those who visit the site have gained some proficiency with the same (warlocks.) Dragonborn are unknown in the area.
Glossary:
Glossary entries explain details about the world that would be common knowledge to your characters, but haven't been previously illuminated for you.
Cormyr: A good, just kingdom to the south, ruled by King Azoun Obarskyr the Fourth.
Daggerford: The city at the heart of Daggerdale to the north.
High Harvestmistress Glamerie: Leader of Shadowdale's temple to Chauntea.
The Northride: The trade road that cuts through Shadowdale.
The Raven Kingdom: Another name for Sembia, referring to its coat of arms (a raven and a stack of silver coins.)
Sembia: A kingdom to the south, known far and wide for its mercantilism, its skill at trade - and its greed.
Tilverton: A city in northern Cormyr.
Posts
The Dale is quiet today, tranquil and eternal. Many inhabitants are attending to daily chores, feeding cows or chopping at wood. You can see, from your vantage point outside the Twisted Tower, many roofs with gentle drifts of smoke rising from their chimneys. You inhale deeply, the snap and warm smell of fresh-baked breads and other pastries born to you by the wind, intermingled with the usual dale smell of flowers and grasses. Off in the distance, the great sage Elminster's tower stands tall against the clear blue sky, the stilled windmill a yellow in front of gossamer clouds.
Behind you, the Twisted Tower of Ashaba is a draft of lines and shadows, the unusual contours that give the tower its name bound up in the late morning sun, shifting into suggestions of the tower's purposes as a home for aerial guards one moment, then making it out as a squat, broken thing the next. Nevertheless, your audience inside with Mourngrym Amcathra, Lord of Shadowdale, was nothing less than pleasant.
"Well met, goodmen and maid. Please, sit. I have brought you here to ask of you a request, not an order or some other trifle of rulership."
Lord Mourngrym is tall and slim, with a long black moustache and fine clothing. He almost lounges in his chair, confident if young. His hands are open, making no move for the sword or dagger at his side - Shadowdale's lord bears you no ill.
"As you may know, we currently have a regiment of Cormyrean soldiers in town to aid in the efforts to reclaim Daggerford, and the Knights of Myth Drannor have devoted themselves to reclaiming that fabled city. In other words, my hands - my forces - are caught up in their own charges and concerns, and it would be irresponsible of me to redirect Shadowdale's militia elswhere.
Unfortunately, a matter has come to my attention that deserves some concern. Orubel, a merchant from Sembia to the south, just left Shadowdale a tenday ago on his way to Tilverton. The caravaneer was mainly peddling jewelry and trinkets, but he is still a citizen of the Raven Kingdom. I received word from a messenger that Orubel never made it to Tilverton, and several farmers have reported seeing his cart and horses to the side of the Northride.
That is why I have brought you here."
Mourngrym stands up, rubbing his hands together and stepping off the dais to approach you.
"Each of you has proven your valor before, in some way. I ask you now, to band together, in aid of dale and kind. This may not seem like the most important of errands, but we depend upon the Sembians for their goods and trade, and our recent bonds with Cormyr have done nothing to make us new friends. Losing one of their merchants would lose us even more."
Mourngrym looks at each of you in turn, meeting your gaze, then brings his arms up in exaltation.
"For only in duty can we be delivered to Helm's bosom. Of course, you will be paid for your time and effort, and High Harvestmistress Glamerie has agreed to cure any wounds you suffer. So, I ask of you, as citizens of Shadowdale, to go out on the Northride, to go south to Tilverton, to find Orubel and bring him back to safety."
After agreeing, Mourngrym ushered you outside again, where you stand with five almost-strangers: two elves, a dwarf, three humans. The sun beats down on your face, the wind toys at your hair, Shadowdale is spread before you, and to your right, the Northride leads away from the dale. What do you do?
Glossary:
Cormyr: A good, just kingdom to the south, ruled by King Azoun Obarskyr the Fourth.
Daggerford: The city at the heart of Daggerdale to the north.
High Harvestmistress Glamerie: Leader of Shadowdale's temple of Chauntea.
The Northride: The trade road that cuts through Shadowdale.
The Raven Kingdom: Another name for Sembia, referring to its coat of arms (a raven and a stack of silver coins.)
Sembia: A kingdom to the south, known far and wide for its mercantilism, its skill at trade - and its greed.
Tilverton: A city in northern Cormyr.
Rhaine shifts her shoulders to adjust the straps on her backpack, being careful not to lose her balance and fall over, and looks around at the rest of the group. She was relieved to see that she knew at least one person in there; she had purchased a few books from Sindri the last time he had stopped by the village. She had also heard Luc's name in passing every so often, usually as she passed by the groups of hunters gathered around the tavern near the road to her house. Apparently he was the son of a famous huntsman, and he was slowly building up a name for himself as well, but she had never talked to him personally. As for the elves and the dwarf, she had never met or heard of them before, but they seemed nice enough.
Well, she mused to herself, I guess I'd better socialize a bit. Never hurts to gather information on the people you're trusting your life to.
"So, guess I'll start the introductions off," she announces as she smiles and turns to the rest of the group, "I'm Rhaine. Umm...I don't have a lot of experience with this sort of thing, but I'm pretty confident in my abilities. I'm sort of a mage, I guess, but I'm mostly self-taught. I've studied a lot of magical theory, and I wanted to put some of it into practice, so I asked Lord Mourngrym to let me in on this rescue mission. What about you guys?"
Luc looked up at the sky, only to end up shielding his eyes from the sunlight. It'd be nice to find some shade, he thought, in case the introductory session was going to be a long one. Some chairs as well perhaps. Although preferably he wanted to keep it as short and concise as possible so that they could get straight down to business. After all, it'd be safe to assume there'd be plenty of time for idle chatter on the journey.
"The name's Luc. I'm a hunter by trade, but times have been a bit tough lately. I managed to call in an old favour to get a bit of work, to keep me going. Got referred to the Lord and now I'm with all of you. I usually work alone so this is quite the foreign experience. I trust you're all capable to have ended up here though."
The bright sunlight continued to agitate Luc slightly, but he tried not to make it too obvious. Keeping his head low he examined his new associates. Two other humans, both quite seemingly of a less martial persuasion than the others. The two elves both looked like admirable fighters, and would most likely be assets to the group. Luc had always had quite a respect for elves.
Hmm. What a shame the same couldn't be said for Dwarves. Whether this dwarf would be agreeable or not was yet to be seen, but Luc would have been lying if he ever claimed to know how to get in their good books.
He seems to pick his words carefully, giving a slight nod of the head to each of you in turn although you notice he does not quite meet the gaze of the other elf in the party. Saeral stands around 6 ft tall he has a powerful build for an elf and his armour and shield gleam in the early morning sun. His long blond hair is tied back so as to be out of his face and he seems genuinely happy to be in your company.
“Luc has the truth of it, Rhaine, a practitioner of The Art will be most useful on a journey into the unknown!”
He shifts in his armour, flexing both his hands while he waits for the remaining members to introduce themselves.
He looked around at the others to have answered Mourngrym's call - strange company indeed. A man and girl - the pair of them bespectacled and bookish looking; a tall, wild looking huntsman; a gruff looking dwarf; and... an Elven warrior?
Strange, he thought. The villages that did not join the Retreat are few, and small. So why is a lone warrior here, aiding humans?
Though, he quickly reminds himself, many would question why you are here also, Corunír.
His mind starts to fill again with memories of the ambush. He clears his throat, and snaps out it.
"Greetings, I... I am Corunír, called Celebedhel by some. Lord Mourngrym gave me shelter when I was nearly lost. I am here to repay that debt. I will do whatever I am able to find the Lord's lost merchant."
He then moves to the Elf, Saeral, who has been carefully avoiding Corunír's gaze since meeting.
Corunír speaks quietly in Elvish -
"Your words are few, brother. Greetings, I did not expect to find a fellow Elf here of all places. From which thorp do you hail?"
“Greetings brother. I hailed from the willow haunt, a days travel from the border of Shadowdale and Cormanthor. My thorp chose to retreat just over a month ago, at which time I left to give aid where it was needed most.”
His tone is careful as before, but there is an iciness to the reply, it is obvious he does not wish to say anymore on the subject of his past.
The dwarf didn't feel like saying much at the moment - just those words, spoken with enough force so everyone could hear, would do. His body would do the speech - at the moment, it said something along the line of "Why I'm here is a long story so please don't ask me about it.".
Unlike the rest of the group he sat a certain distance away from the party, not just for being the lone anomaly but also because it gave him a view of everyone involved. This, he thought, made it easier to assess the general situation he found himself in. And while he didn't know anyone of this group, he could get a good idea of how they felt, even at his young age.
Him excepted, there were five others, three humans and two elves. The humans he had no problems with - the hunter seemed quite wary of him, but he assured himself any opinions of each would just rearrange themselves once they got on the road. The wizard and the warlock, he had no opinion of them.
The elves however were a different story. As his family name would suggest, his family never got along with elves, and while any major strife was in the distant past he still wasn't an exception to this rule. Thus, there was still a certain racism in him, making his place here even stranger to say the least. And while the first elf wouldn't be too much trouble supporting, it was the other elf that troubled Drit a bit. A warlord, just like he was.
And that would be the source of major trouble down the road, he knew.
"Well", he continues in Elvish, "it seems we have both lost our homes of late, Saeral. Fear me not Elf, I will trust in your blade."
Passing his gaze across the party once more he spies Rhaine struggling to control a backpack almost as big as she is, he adds with a wry smile, "Should we find trouble, I think we will need it."
And then, with a more serious tone - "But keep an eye on that dwarf. He worries me."
His voice is sociable, and his body language seemed to indicate he was quite relaxed. Looking around, he nods, seeing one of his customers. Drit, the dwarf, seemed distant, though Sindri hoped he world warm up to the group. The elves were chatting with each other, and he caught a few words. An amused smile appears on his face, and he scratches his head.
"If we happen to need an interpreter along our journey, I would be glad to oblige. If you need explosions and blasts, I'd also be happy to oblige."
"Well, since we all seem to be itching to get on the road, what say we head out? Lord Mourngrym said that the merchant's cart was seen to the side of the Northride, but it could be anywhere along that road. Best to make time while we can, right?" She shifts the straps of her backpack again, eager to get moving and take her mind off the weight of her supplies. I should've put more time into learning Tenser's Floating Disk, she sighs inwardly to herself.
"Aye, onward! Orubel's safety may well depend on us making haste."
He starts a brisk pace towards the Northride.
"It's always pleasant when an agreement is reached with such haste. Let us move on then, there is no better time than the present."
"Ah, we're going then, the most important step is the first, or something like that!"
As you walk by, the hammered bronze gates swing open, and High Preceptress Eressea Ambergyles rides out on a fine horse, the long blue and gold robes of Tymora’s faithful hanging over the sides like the poor thing was being propelled on sails. Despite the regal golden headdress she wears, the elaborate bob and sway of her black hair, and the long, even look she gives you from steel-grey eyes, Eressea smiles, waving openly as she wheels her mount towards the Twisted Tower. “May Tymora bless you, adventurers!” She reaches into a saddlebag, flipping a single golden coin your way - marked with a shamrock on both sides, the symbol of Tymora.
As the priestess disappears behind you, and with her, Shadowdale, Cormanthor leans closer and closer to the Northride. Outside the Lady’s House, the road was flanked by meadow and ditch; a short distance thereafter, the trees run straight to the edge of the ride. You stick to the center of the road, the branches folding inwards as to make the edges dangerous for anything man-height, let alone someone mounted. The dale is located in what is sometimes termed the “rimwood”, a thick border of pines that encircles Cormanthor proper. Here, despite the deep, heavy trees, there is little undergrowth, the needles simply too thick on the ground for such things.
Similarly, there’s little in the animals - meat or plant eating - to see along the way. The wolves go where the sheep go, and the sheep do not go where the grass isn’t, you’ve heard it said. It applies here, at least. Still, you do catch the odd vision and sound - birds above, a strange low growl in the woods, a place where the pines have been broken in half to make a rough trail into the depths of Cormanthor. Myth Drannor may have fallen long ago, but the Elven Woods still hold their secrets close.
Eventually, once the sun has climbed high in the sky, the pines begin to thin out once again. You can see gaps in the treeline where bright meadow shines through, verdant and green in the noon sun, sprinkled with pale white and blue flowers you know as “ghost bells.”
Cormanthor peels away from the Northride again, and what was once a wall of pines turns into a low vale as you walk down the rise, copses and stands dotting the valley before it rises into another forest on the far side. Here, the birds are louder, and you can hear the cry of an eagle as it preys on wild rabbits. There’s a smell in the air - a stench, a rotting corpse - something must have died close to the ride. You turn past a copse and see that dying body: a bull, taken down and now swarming with flies. Clustered around it are an unusual sight - glistening, black and red bodies, that hum and move with insectoid purpose. Two of them rush over another, and a spark flares - a sudden blast of flame that scorches the meadow as the beetles rush to tear at the remnants.
Suddenly, all goes silent in the air, the only sound the low hum of the flies. You look at the spectacle, and the beetles turn in concert - mandibles unfolding, ticking a slow beat in the air. One of them, somewhere, drips blood. And then they rush forward, their swaming malice aimed at you.
Here’s how this goes. Everyone rolls initiative, then we all act in order according to that initiative. I roll my monsters all as one block, just to make things simpler. I’ll post an explanatory guide to a few more things before combat really starts in the OOC thread.
In addition to rolling initiative, please also roll a Nature check and an Arcana check.
Thanks!
Map:
Initiative:
Luc 26
Rhaine 18
Beetles 18
Drit 17
Sindri 13
Corunir 13
Saeral 11
Fire Beetle 1 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 2 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 3 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 4 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 5 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 6 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 7 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 8 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Spitter 1 25/25 hp | AC 13, Fort 14, Ref 15, Will 11
Fire Spitter 2 25/25 hp | AC 13, Fort 14, Ref 15, Will 11
Corunir 24/24 hp | AC 18, Fort 14, Ref 15, Will 12 | 8/8 HS
Drit 25/25 hp | AC 14, Fort 15, Ref 11, Will 13 | 8/8 HS
Luc 23/23 hp | AC 17, Fort 12, Ref 17, Will 13 | 6/6 HS
Rhaine 23/23 hp | AC 16, Fort 12, Ref 15, Will 16 | 7/7 HS
Saeral 27/27 hp | AC 19, Fort 16, Ref 14, Will 12 | 10/10 HS
Sindri 27/27 hp | AC 13, Fort 13, Ref 13, Will 16 | 8/8 HS
Nature :- 18 (11+7) http://4e.orokos.com/roll/11576
Arcana :- 11 http://4e.orokos.com/roll/11577
Arcana: 1d20+9: 20 [1d20=11]
Nature: 1d20+3: 9 [1d20=6]
Sindri coughs and pulls out his implement, glancing around as he does so. He then notices the beetles and shrugs.
"Huh. Do beetles normally breathe fire?"
Arcana: 1d20+6: 14
Nature: 1d20-1: 0
There is something strange here, he thinks as he widens his senses - attempting to detect any hint of magic about the bugs.
"Ready yourselves!", Corunír shouts.
Seems that trouble found us sooner than later, he says to himself, tightening the grip on his sword.
Arcana: 1d20+11 21
Nature: 1d20-1 11
Arcana: 1d20+0 19
Nature: 1d20+0 5
He flourishes his sword a full 360 as a low growl escapes his lips.
Arcana: 1d20-1 15
Nature: 1d20+4 11
Luc drew his bow and trained it on the nearest beetles. The hunt was on.
Again, my apologies for the delay. No one made the Nature check's difficulty.
Next Up: Luc (Daius)
"I'll try to take these two out now! Try to clear out the other group!"
A new trick he'd recently picked up, Luc had not had much practice with his twin strike. Pulling two arrows from his quiver, he attempted to quickly fire them off in succession. Disappointingly he was so engrossed in trying to get it right that he failed to release them from the bow properly. The arrows, at a quite leisurely speed, arced through the air before bouncing quite embarrassingly off the two beetles' carapaces.
"Ah. Yeah, that's the hubris kicking in."
Luc was now slightly regretting moving up, as the two beetles stared him down. Well, in whatever way a Beetle can.
Using Twin Strike, Target Fire Beetles 1 and 2.
Fire Beetle 1:- Failed
Fire Beetle 2:- Failed
Next: Counter_Break (Rhaine)
Fire Beetle @ (X,34): 21 vs Reflex (Hit)
Fire Beetle @ (X,35): 20 vs Reflex (Hit)
Fire Beetle @ (X,36): 22 vs Reflex (Hit)
Damage: 8 fire damage
I had originally planned to roll all three attacks in the same roll, but forgot to set it up that way before I rolled the first time. I rolled the second two attacks separately, but didn't roll damage because that was rolled in the first roll. Sorry for the confusion.
Next Up: Beetles (Arivia)
The other beetles rush forward, leaping at your lines. In two places they hit, tearing at Rhaine and Corunir, leaving bleeding gashes in their clothing.
The other, larger beetles seem to still, then come alive in a flurry of motion. They catapult gobs of flaming spittle into the air, that fall and explode over you. Rhaine is hit, but Sindri is injured the most, almost falling to the ground.
Anyone who ends their turn in the fire (red/orange squares) takes 1d4 damage.
Squares more than 50% filled with tree grant cover. Squares completely filled with tree count as difficult terrain (take 2 squares of movement to move through.)
Initiative:
Luc 26
Rhaine 18
Beetles 18
Drit 17
Sindri 13
Corunir 13
Saeral 11
Fire Beetle 1 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 2 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 3 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 4 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 8 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Spitter 1 25/25 hp | AC 13, Fort 14, Ref 15, Will 11
Fire Spitter 2 25/25 hp | AC 13, Fort 14, Ref 15, Will 11
Corunir 20/24 hp | AC 18, Fort 14, Ref 15, Will 12 | 8/8 HS
Drit 25/25 hp | AC 14, Fort 15, Ref 11, Will 13 | 8/8 HS
Luc 23/23 hp | AC 17, Fort 12, Ref 17, Will 13 | 6/6 HS
Rhaine 7/23 hp | AC 16, Fort 12, Ref 15, Will 16 | 7/7 HS | Bloodied, 1 ongoing fire (save ends)
Saeral 27/27 hp | AC 19, Fort 16, Ref 14, Will 12 | 10/10 HS
Sindri 7/27 hp | AC 13, Fort 13, Ref 13, Will 16 | 8/8 HS | Bloodied, 1 ongoing fire (save ends)
Next Up: Drit
In a split second, Drit leaped out of the back he was in, side-stepped a nearby bush, readied his weapon and prepared to land a vicious blow on a not too far away beetle, a sacrifice for getting nearer to his final target.
A satisfying crunch sound let him know he had succeeded. The following satisfaction, he hoped, would be conveyed by his body and inspire the others to follow suit.
Charge Attack vs Fire Beetle 8 AC: 1d20+7 26 1d10+4 13
Minor Action: Inspiring Word to Sindri.
NEXT: Sindri
Sindri mumbles something under his breath and points at a beetle. Staring at one of the firespitters, he attempts something much more flashy, and frowns when nothing happens.
Witchfire vs Fire Spitter (Z40) 15 Ref: 1d20+4 6 2d6+4 10 Fail
Placing Warlock's Curse on Beetle at R34.
Fire Save: 1d20 10 Success
Next up: Corunir
Cursing his lack of focus, he shouts out to Rhaine - "Fine work dispatching those first three, wizard! Now steady yourself and keep it up!"
Minor: Inspiring Word on Rhaine. Rhaine can spend a healing surge plus an extra 1d6: 4 hitpoints.
Move: Shift to U30.
Next up: Saeral.
His swing glances harmlessly off the carapace of the first and is deflected, going well wide of the second.
He shifts his grip, ready to make the next attack count.
Cleave vs AC: 1d20+8 11 MISS against beetle at S34
Beetle now marked if it shifts or attacks someone else I will spank it's chitinous ass!
Next up: Luc
"Blast. Not good."
Readying his arrows once again, He stared straight down at the offending beetle, the shot clear and easy as he'd like. Letting the arrow fly, it pierced the carapace with ease. Seeing an oppurtunity to fire off another shot, Luc swiftly spun around on his heel, hoping to catch the fiery insect troubling Corunir. Unfortunately the projectile skirted just wide.
"Close down on the spitters! I'll try to head south and get a clear shot of them!"
Target Fire Beetle 1 with Twin Strike:- Critical Failure
Target Fire Beetle 2 with Twin Strike:- 24 versus AC, Hit, 9 damage.
Next - Counter_Break
Disappointed that one of the beetles survived her attack, Rhaine quickly steps back next to Sindri and focuses on the nearest spitter before muttering another, more elaborate spell. A small ball of force energy blasts from the orb in her hands, but her haste has altered its course slightly, and it explodes in the dirt a few feet behind the creature. "Well, so much for that," she comments under her breath. She tries to pat out the fires that are slowly creeping up her robes, but the spittle is more resilient than she anticipates, and the fires continue to burn.
Take 1 ongoing fire damage, dropping Rhaine to 15.
Thunderwave against Fire Beetle 3 and Fire Beetle 4:
Fire Beetle 4: 10 vs Fortitude (Miss)
Fire Beetle 3: 16 vs Fortitude (Hit)
Damage: 5 thunder damage
Shift to space (Q,32)
Spending an action point to cast Force Orb on Fire Spitter 2:
Fire Spitter 2: 10 vs Reflex (Miss)
Rhaine gains 2 hit points via Drit's Inspiring Presence. New total: 17
Save vs ongoing fire damage: 7 (Fail)
Next up: Enemies (Arivia)
In the center of the flames, Drit stands alone as the spitter beetles rain flames down upon him. One gobbet of spit misses by a yard, the other lands firmly on the dwarf, burning into his skin.
Anyone who ends their turn in the fire (red/orange squares) takes 1d4 damage.
Squares more than 50% filled with tree grant cover. Squares completely filled with tree count as difficult terrain (take 2 squares of movement to move through.)
Initiative:
Luc 26
Rhaine 18
Beetles 18
Drit 17
Sindri 13
Corunir 13
Saeral 11
Fire Beetle 1 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks)
Fire Beetle 4 1/1 hp | AC 14, Fort 15, Ref 13, Will 10 | Minion (takes no damage from missed attacks), warlock’s curse, fighter’s mark (Saeral)
Fire Spitter 1 25/25 hp | AC 13, Fort 14, Ref 15, Will 11
Fire Spitter 2 25/25 hp | AC 13, Fort 14, Ref 15, Will 11
Corunir 16/24 hp | AC 18, Fort 14, Ref 15, Will 12 | 8/8 HS
Drit 14/25 hp | AC 14, Fort 15, Ref 11, Will 13 | 8/8 HS | 1 ongoing fire (save ends)
Luc 23/23 hp | AC 17, Fort 12, Ref 17, Will 13 | 6/6 HS
Rhaine 17/23 hp | AC 16, Fort 12, Ref 15, Will 16 | 6/7 HS | 1 ongoing fire (save ends)
Saeral 27/27 hp | AC 19, Fort 16, Ref 14, Will 12 | 10/10 HS
Sindri 13/27 hp | AC 13, Fort 13, Ref 13, Will 16 | 7/8 HS |
Next Up: Drit
And fumble before he has any chances to strike.
Melee Basic Attack vs Fire Spitter AC: 1d20+6 8 1d10+4 11 - FAIL
Minor Action: Second Wind (+6 HP, +2 to all defense -1 Healing Surge)
Fire Saving Throw: 1d20 17 - SUCCESS
Next: Sindri
Minor Action: Warlock's Curse on beetle at U29
Next up: Corunir (undefined)
Corunir suddenly flickers, and then disappears completely - flickering back into view as he comes crashing through the fire, his blade raised towards the fire spitter.
As his longsword punctures the beetle's carapace, Corunir presses his advantage shouting "Dwarf! Finish it!".
Drit's Warhammer crashes down upon the pinned beetle's body, utterly crushing it into the dirt.
"One down."
Standard: Charge to Z39 attacking Fire Spitter 1: Melee Basic Attack vs AC: 1d20+6 19 1d8+5 9
(oops, forgot the +1 to hit for charge, but it hit anyway)
Spending Action Point.
Regain 2 HP from Drit's Inspiring Presence (putting me at 18).
Attack FS1 with Commander's Strike (Drit): 1d20+6 24 1d10+4+4 18
and Fire Spitter 1 is DEAD. Woohoo, something worked!
Next up: Saeral
He gathers himself and this time leads with his shield slamming it in to the beetle pushing it over on to it's back and then slicing its belly open. Seeing what has happened with the others he knows better than to move up after the attack.
Seeing the lone beetle remaining Saeral sprints to try and stop it unleashing more volleys of fire upon his companions.
Spend action point for another tide of iron.
Tide of Iron vs AC: 1d20+8 20 1d8+4 7 HIT!!!!
Run to W41
I now grant combat advantage to any enemies and if either of the warlords use me for a commanders strike i take a -5 penalty to the attack roll, until the start of my next turn.
Next up: Luc