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Old 28th September 2009, 04:15 AM   #141 (permalink)
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Gogmorthak takes a moment to catch his breath after thanking Arkavas. Then begins by saying, "Doors work for me then." He picks up his great axe and looks to the others, should anyone want to stop him from banging down the door he gives them ample opportunity. If not then a bashing he will go.

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With Arkavas' healing he only needs to spend one of his own healing surges to get back to full.
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Old 28th September 2009, 12:01 PM   #142 (permalink)
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"I say, Gogmorthak. You might want to-"

*Crash*

"...try the door first."

*Smash*

"It may not be-"

*Bash*

"...locked?"
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Old 28th September 2009, 05:26 PM   #143 (permalink)
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But before Arkavas could test his theory, Gogmorthak had teared down the door. The group see a long empty hallway. On the side, the bar to lock the door was laying on the ground. Arkavas seemed to have been right, the door wasn't lock... not it matters anymore.

The group walk cautiously forward. When the reach the end of the hall, they see to the east, a glowing pool fills a cistern. A magical wall of force glow on the northern wall.

To the west, a smoky campfire burns between four stone coffins. Two coffins are sealed and two are cracked open. Three sealed crypts line the western wall. A fossilized skeleton of a dragon, half chiseled out of a block of stone and free of clutter, rests like a shrine to necromancy along the south wall. Remnants of fires, past meals, bedding, crude implements for spear making, and similar bits are scattered everywhere. Scattered black feathers are prominent among the debris.

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Old 28th September 2009, 08:17 PM   #144 (permalink)
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More feathers... maybe more bird men? Let me take a quick peek. Radtash quietly trots forward and peers into the room to his west, looking for threats such as bird-men or Gelatinous Cubes.
Mechanics
Move to K6 with a stealth check of 1d20+1=16
Perception check into mausoleum for dangers and/or enemies: 1d20+8=24
If I can also ready an action, Radtash will use Wild Shape (minor action) to shift back to K7 if he is attacked.
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Old 28th September 2009, 08:39 PM   #145 (permalink)
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Radtash spots a while flock of Kenku hiding behind the coffins or the piles of stocks gathered along the walls.

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Old 28th September 2009, 09:07 PM   #146 (permalink)
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Radtash quietly retreats back to his spot near his allies. Bad news, I'm afraid. Up ahead to the left are another twelve of the bird-men. They are hiding amidst coffins in what looks like a mausoleum. Radtash silently describes the room and the locations of each Kenku he spotted. I would rather not continue to battle these creatures, but I doubt they would let us slip by without a fight. Any ideas on how to defeat them?
OOC
Radtash moves to L8.
Looks like a bunch of minions and two unknowns. If we could pull them out into a tighter group then I could use Hymn of Resurgence to put them at -2 def, which would setup any other burst/blast to kill the minions.
Any bright ideas on how to pull them out? I could try shouting an intimidate (with aid from everyone else), or perhaps someone could bluff?
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Old 29th September 2009, 12:07 AM   #147 (permalink)
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Strategy idea, because I have too much time on my hands today
I suggest we form two lines in a secure spot in this hallway and try to taunt the enemies out to us. We could be positioned like this:

Front Row:
Gruff at M8, to protect the edge of our line, and because he has the best reach of our melee characters.
Gogmorthak at L8.
Sweetness at K8.

Back row:
Narvala at M9, for the best angle to hit enemies with ranged burst attacks.
Arkavas at L9, in the middle of everyone so that we can all benefit from Magic Weapon.
Radtash at K9.

We could then try to use intimidate to pull out the Kenkus, or any other tricks anyone else can think up. One neat trick could be Radtash telepathically intimidating the three Kenku that would be within his range through the wall, without any of the others knowing what was happening. If that doesn't work, we can always try another strategy.

Once they start coming, it should be simple to pick them off with mostly ranged attacks, closing to melee to finish them off.
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AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
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Old 29th September 2009, 01:15 AM   #148 (permalink)
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Agreed that we need to draw them out to us. If anybody has some ideas, or a way to attack around cover, that would be good.
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Old 29th September 2009, 01:45 AM   #149 (permalink)
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Does anyone have an area attack that isn't a daily? Those people could ready actions for creatures moving into either J5 or J6. If we bait them well, we could catch a large number of them all at once.
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Old 29th September 2009, 02:23 AM   #150 (permalink)
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OK guys. I looked at everyone's powers. None of you have large area attacks. I imagine we can get a surprise round here.

I can burn a daily to wipe out 5 of them as soon as their turns start (F3,F4,F7,F8,G9).

Narvala & Gruff: target C3,C4,C7, & C8 with ranged attacks.

Gogmorthak & Sweetness: move up to the doorway (Sweetness J5, Gogmorthak J6) & ready actions against enemies moving to adjacent squares. This will interrupt anyone who makes it through the wall to attack you. If you run in right away you'll be facing a full room.

Radtash: feel free to intimidate the rest into moving forward. That will move them into the wall.

Once the minions have had a turn to die, Gruff, Sweetness, Gogmorthak and I can move into the melee with Radtash, and Narvala lending aid.

Sound Cool? I think we can take out most of them on round 1 before they know what hit them.

Initiative: 1d20+2=19

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Old 29th September 2009, 03:15 AM   #151 (permalink)
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ooc

Works for me, I guess.

Initiative (1d20+2=20)
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Old 29th September 2009, 03:47 AM   #152 (permalink)
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Works for me too. Initiative 1d20+7= 17; roll Roll Lookup )
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Old 29th September 2009, 03:49 AM   #153 (permalink)
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Quote:
Originally Posted by H.M.Gimlord View Post
OOC
OK guys. I looked at everyone's powers. None of you have large area attacks. I imagine we can get a surprise round here.

I can burn a daily to wipe out 5 of them as soon as their turns start (F3,F4,F7,F8,G9).

Narvala & Gruff: target C3,C4,C7, & C8 with ranged attacks.

Gogmorthak & Sweetness: move up to the doorway (Sweetness J5, Gogmorthak J6) & ready actions against enemies moving to adjacent squares. This will interrupt anyone who makes it through the wall to attack you. If you run in right away you'll be facing a full room.

Radtash: feel free to intimidate the rest into moving forward. That will move them into the wall.

Once the minions have had a turn to die, Gruff, Sweetness, Gogmorthak and I can move into the melee with Radtash, and Narvala lending aid.

Sound Cool? I think we can take out most of them on round 1 before they know what hit them.

Initiative: 1d20+2=19

OOC
Could we try baiting them to us instead of us attacking them directly? I think we could kill them that way without even using any daily powers. If baiting them doesn't work, we could always try it your way next.

That said, I am also perfectly happy to go along with what the group wants to do. If you guys want to go that way, just do it and I join without further complaint.
Initiative: 1d20+2=22
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AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
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Old 29th September 2009, 04:20 AM   #154 (permalink)
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Arkavas reaches over his back, next to his blade, and produces a long walking stick that looks like it's seen better days.

He turns his white eyes to the group, and generates a wry smile from his purple lips. Then, pulling his robe over his head, he hobbles over to the middle of the hallway, raises his staff, and begins to chant like some crazy, purple, warlock.

Let's hope these bird brains can't tell the difference between academic and arcane regalia.

"ooyay avehay eenbay upidstay orfay away ootay onglay."

An acidic vapor fills the chamber to the west.

Arkavas winks to the group - a single white glow flickers momentarily form underneath the hood.

OOC
Radtash. Thanks for the concern, but this is all this power is good for, and I can't resist .


Actions

Mionor: Draw Staff of Ruin
Move: L5
Standard: Caustic Rampart 1 square high on G4 - G8. This area is difficult terrain. Creatures starting their turn in or adjacent to it take 1d6+7 damage.

OK guys. You don't have to do it my way, but I suggest avoiding the following squares:

F3, G3, H3
F4. G4, H4
F5, G5, H5
F6, G6, H6
F7, G7, H7
F8, G8, H8
F9, G9, H9

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Old 29th September 2009, 08:25 AM   #155 (permalink)
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Gogmorthak offers only a smirk when the door falls beneath his axe and doesnt look to be locked, "Coulda been trapped...".

Gogmorthak moves up with Arkvash and stands in the entry way to cover the group and hold the line, his axe barred in white-knuckled hands.
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Old 29th September 2009, 09:08 PM   #156 (permalink)
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Radtash waits for the rest of his allies to advance.
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Male Kalashtar Cleric 4
Medium natural humanoid
Initiative +2; Senses Passive Insight 23, Passive Perception 18
HP 39, Bloodied 19, Surge Value 9, Surges 8
AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
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Old 29th September 2009, 10:50 PM   #157 (permalink)
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Arkavas advance and create a wall. he hears a many voice chocking under the acid fumes. The kenku react to his attack by launching javelin and dagger at him, receiving three of them.

After a moment, he hears a scream, than a second. Arkavas tries to see what is happening, but the fumes gives cover to the kenku. He then discerns a kenku defending his life against a ghostly figure.

OOC
Combat have started. The kenku was well aware of your presence (thanks to door bashing), so you had no surprise round. They have been delaying until you enter or attack... the second seems to have happen first.

Arkavas have act.

The remaiming tribals throw there javelin and move (sneak). Attack rolls: 25, 23, 11, 17. Two hits for 10 damages.

The two sneaks too throw daggers and move (sneak) at Arkavas. Attack rolls: 26 and 13, Damages: 18 damages.

The specter attack (Attack roll: 11) the kenku but miss.

Map updated


Status

Arkavras 13/41 [6], Bloodied
Gogmorthak 55/57 [10], 1AP
Gruff 44/49 [10]
Narvala 38/38 [4]
Radtash 33/39 [7], 1 AP
Sweetness 40/40 [6]

Arkavas : Caustic Rampart used
Gogmorthak :
Gruff :
Narvala :
Radtash :
Sweetness :

Kenku Tribals
HP 1; a missed attack never damages a minion.
AC 17; Fortitude 15, Reflex 16, Will 15
Spear (standard; at-will) ✦ Weapon
+8 vs. AC; 5 damage.

Kenku Sneak
HP 42; Bloodied 21
AC 18; Fortitude 15, Reflex 17, Will 15
Dagger (standard; at-will) ✦ Weapon
+9 vs. AC; 1d4 + 6 damage.

Specter
Spectral Chill (Cold) aura 1; enemies in the aura take a –2
penalty to all defenses.
HP 30; Bloodied 15
AC 16; Fortitude 16, Reflex 16, Will 17
Immune disease, poison; Resist 10 necrotic, insubstantial
Vulnerable 5 radiant
Spectral Touch (standard; at-will) ✦ Necrotic
+7 vs. Reflex; 1d6 + 2 necrotic damage.
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Old 29th September 2009, 11:14 PM   #158 (permalink)
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...The kenku react to his attack by launching javelin and dagger at him, receiving three of them...
OOC
I was afraid something like that would happen. However, the addition of the specter is interesting. I would suggest we pull back to the relative safety of the hallway and let them fight it out, while Arkavas maintains the Caustic Rampart. The rest of us could delay our turns until an enemy comes into range or attacks, just like the Kenkus did.
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AC 21; Fortitude 14, Reflex 14, Will 19; Speed 5
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Old 29th September 2009, 11:42 PM   #159 (permalink)
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Old 29th September 2009, 11:50 PM   #160 (permalink)
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drothgery
You need to be able to move 7 squares to go to H2 (L7 - K6 - J5 - I5 - I4 - I3 - H2). You cannot cut the corner of a wall, you need to do the full move, which means you cannot do J5-I4, you must go through I5.

As your movement is 6 square, I'll ask you where you want to move to do that blast.
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Hold
Opale di Senzio in Hero's must rise (LEW)
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