Scales of War #1 Rescue at Rivenroar IC

*Did we pick a leader? I'd be happy to give direction in combat, if you'd like. Why don't you sneaky people move a bit closer, and we'll time our headlong rush down the stairs with your attacks. Oh, and intimidating challenges and battle cries, too.* As Ah-shahran whispers, Gorm ghosts down the stairs a bit.

[sblock=Mechanics]Moving Gorm one square short of where the Goblins can be seen (i.e. if the goblins can be seen from M6, I move him to N6; if Kali can see them now, I move him to O6). This shouldn't require stealth--as a construct, Gorm does not make noise, and I'm keeping him out of sight. This positions him to grant Kyalia a RBA during the surprise round, assuming she moves up to where she can see the Goblins.

I guess this disproves my comment about surprise depending on stealth--stealth here allows for superior positioning, which makes plenty of sense to me.[/sblock]
 
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Freggo prepares to pounce

Upon learning that there is light ahead, Freggo will put away his lantern and torch and join the group on the stairway, ready to attack. He will grin a bit at Ah-shahran's question about leadership, but save such discussions for after the fight. I will gladly follow any advice given that seems wise, and Ah-shahran seems to know what he is doing.

[sblock=OOC Group Stealth]
My preference is the Group Checks rules introduced in Essentials
I agree with this. I actually think it's more realistic to use group checks in situations such as Stealth. If you look at how stealth actually works, a lot of the skill that comes with experience is when to duck, where to hide, how to hunker, etc. An experienced leader can keep an inexperienced group much better hidden than they could be on their own.
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[sblock=OOC Group Stealth]
I agree with this. I actually think it's more realistic to use group checks in situations such as Stealth. If you look at how stealth actually works, a lot of the skill that comes with experience is when to duck, where to hide, how to hunker, etc. An experienced leader can keep an inexperienced group much better hidden than they could be on their own.
[/sblock]

[sblock=Stealth]
That I don't disagree with at all, my own real life experience (as a group leader) comes from my time in the British Armed Forces, and the guy with with 90lb bergen and/or the GPMG (or just foolishly stowed mess tins) tends to stick out or sound off like a kitchen falling down the stairs.

And in the example we're in at the moment you are moving down a set of stairs effectively in the open with nothing to 'duck', 'hide' or 'hunker' behind.

My point being a guy in Full Plate and Heavy Shield, metal Helm and heavy weapon just plain clanks, and would in any reality make noise just by moving...

Regardless, this isn't a deal breaker, some guys on the battlefield are good at stealth, they tend to move away from the clanky people in order to be stealthy- which is why Kali and Kyalia went for a wander and you guys stayed put. Basically that's there thing, in the same way that the clanky person gets to be trained (5 points) in Intimidate and Athletics and wallop around shouting and being macho, that's why Larry rolled his intimidate check.

I'm not saying there's not a between phase I'm just saying you have some clanky individuals and no amount of shushing is going to solve their problems, part of the -4 to their Stealth checks is the encumberance- they don't bend well to hunker, nor do they duck- or at least not without sounding like someone hitting a saucepan with a spoon.

Our stealthy guy gets to put his faith in not doing that- trained in Stealth, Bluff and Acrobatics he goes ahead of the bunch and does what he does best.

Assassins tend not to travel in packs, if they do- they all wear black pyjamas.

In my time in the forces then all of my guys, if we were trying to be stealthy, tended to be stripped to the bone and moving low and light (and fast where possible). We'd hide what equipment we didn't need- no one wore Plate, and we never made group checks.

On the other hand if we were not being stealthy I used to recommend air support and an APC to keep dry in and smoke.

Here's the thing, we'll go with lowest for the moment, if you are seriously down on it then we'll try the Group Method, but I honestly like the danger that metal man brings to you... Also the group method is going to be me rolling for all of you again isn't it...

The other obvious thing is the guy in the plate would in reality have to have someone show him where to step et al every stride he takes (between encounters too). That's mostly why they stuck those guys on horses- walking in armour is an issue, thank heavens we're in fantasy land.

Lowest check goes for now, stealth is somebody's thing- don't take their thing away from them, it's theirs. As I said previously I'll mitigate for this by getting you in close where I can, I promise.
[/sblock]
 

On the ready line...

You each catch your breath, hold it- ready for the word.

[Sblock=Movement/Stealth]
K is the Stealthy line, you need to make a Stealth check to get here, fail and the encounter triggers. If you want to move forward of 'K' then you need to make a very good stealth check.

O is the start line for the none stealthy guys, everyone can start their move from here, forward of 'O' and you need to make Stealth checks.

There everyone can get in with a charge-ish.

Remember I'm on your side 50% of the time at least.

Anyone wanting to make Stealth checks to move to K, do so now- Kali is already there.

Then, we go, or else I'm about to roll your initiative, you decide what happens from here.

PS I've given Freggo 4 Temp HP from the summoning of Gorm.
[/sblock]

[sblock=Combat]
Encounter #6

Turn: The Entrance to the Katykoombs

Initiative (* = Next to play)

25 Kyalia*
16 Velani
11 Kalimaru
11 Viator
5 Ah-shahran
4 Freggo

HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 (4 Temp HP) Surges 9/9
Kalimaru 25/25 Surges 8/8
Kyalia 26/25 Surges 8/8
Magnus 38/38 Surges 13/13
Viator 26/26 Surges 8/8

Monsters

Actions To Date

Turn #1

Kyalia-

Velani-

Kali-

Viator-

Ah-shahran-

Freggo-

[/sblock]

Kyalia (see above regards Stealth) when the fighting begins you're first to roll (Surprise round unless you mess up a Stealth check)
 
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Freggo will wait near the stairs for the signal to charge and attack.

OOC: O-line for Freggo.


[sblock=Stealth]
That I don't disagree with at all, my own real life experience (as a group leader) comes from my time in the British Armed Forces, and the guy with with 90lb bergen and/or the GPMG (or just foolishly stowed mess tins) tends to stick out or sound off like a kitchen falling down the stairs.

And in the example we're in at the moment you are moving down a set of stairs effectively in the open with nothing to 'duck', 'hide' or 'hunker' behind.

My point being a guy in Full Plate and Heavy Shield, metal Helm and heavy weapon just plain clanks, and would in any reality make noise just by moving...

Regardless, this isn't a deal breaker, some guys on the battlefield are good at stealth, they tend to move away from the clanky people in order to be stealthy- which is why Kali and Kyalia went for a wander and you guys stayed put. Basically that's there thing, in the same way that the clanky person gets to be trained (5 points) in Intimidate and Athletics and wallop around shouting and being macho, that's why Larry rolled his intimidate check.

I'm not saying there's not a between phase I'm just saying you have some clanky individuals and no amount of shushing is going to solve their problems, part of the -4 to their Stealth checks is the encumberance- they don't bend well to hunker, nor do they duck- or at least not without sounding like someone hitting a saucepan with a spoon.

Our stealthy guy gets to put his faith in not doing that- trained in Stealth, Bluff and Acrobatics he goes ahead of the bunch and does what he does best.

Assassins tend not to travel in packs, if they do- they all wear black pyjamas.

In my time in the forces then all of my guys, if we were trying to be stealthy, tended to be stripped to the bone and moving low and light (and fast where possible). We'd hide what equipment we didn't need- no one wore Plate, and we never made group checks.

On the other hand if we were not being stealthy I used to recommend air support and an APC to keep dry in and smoke.

Here's the thing, we'll go with lowest for the moment, if you are seriously down on it then we'll try the Group Method, but I honestly like the danger that metal man brings to you... Also the group method is going to be me rolling for all of you again isn't it...

The other obvious thing is the guy in the plate would in reality have to have someone show him where to step et al every stride he takes (between encounters too). That's mostly why they stuck those guys on horses- walking in armour is an issue, thank heavens we're in fantasy land.

Lowest check goes for now, stealth is somebody's thing- don't take their thing away from them, it's theirs. As I said previously I'll mitigate for this by getting you in close where I can, I promise.
Sounds good to me. As far as experienced people helping, I was thinking about how they can tell folks not to walk along the top of hills, and what not to step in and stuff. What you say makes plenty of sense though, advice doesn't help sneak down stairs without clanking. Also LOL multiple times, black pajamas indeed. :)
[/sblock]
 
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[sblock=Updated Combat]
Encounter #6

Turn: The Entrance to the Katykoombs

Initiative (* = Next to play)

25 Kyalia*
17 Freggo
16 Velani
11 Kalimaru
11 Viator
5 Ah-shahran


HP & Conditions

PCs
Ah-shahran 30/30 Surges 8/8
Freggo 27/27 (4 Temp HP) Surges 9/9
Kalimaru 25/25 Surges 8/8
Kyalia 26/25 Surges 8/8
Magnus 38/38 Surges 13/13
Viator 26/26 Surges 8/8

Monsters

Actions To Date

Turn #1

Kyalia-

Freggo-

Velani-

Kali-

Viator-

Ah-shahran-

[/sblock]
 

[sblock=Initiative Bonus]I grant everyone a +2 bonus to initiative; looks like you applied a +1 bonus. Unless I'm missing something, everyone should be 1 point higher on initiative--too early to say whether that matters or not, since we haven't seen enemy initiative yet :-)[/sblock]
 

[sblock=Initiative Bonus]I grant everyone a +2 bonus to initiative; looks like you applied a +1 bonus. Unless I'm missing something, everyone should be 1 point higher on initiative--too early to say whether that matters or not, since we haven't seen enemy initiative yet :-)[/sblock]

OOC: if some +1 bonuses were erroneously applied, velani missed hers entirely. w/ a +2 she'd be at +7 overall....
 

Velani

<whispering to the party> "Target the brutes watching the stairs...I'm headed for the goblin."

OOC: The following turn goes off either after Kayalia and/or Freggo get surprise rounds or of they decide to delay


In Goblin (yes, Velani speaks Goblin!), she yells, "The Red Hand was bloodied and beaten years ago, and soon your corpses will add to the tally of dead! For Fallcrest!" (utilizing her Intimidate roll of 27 from post #234)

OOC:
Minor: Defender's Aura: Aura 1, enemies are -2 hit anyone else and if moves or makes an attack that does not include Velani, takes 6 radiant dmg
Move: to K6
Standard: charge to F6, provoking an OA from Grouch at +2 all defenses (heavy blade expertise) (unless he's surprised, then she just saunters on by), MBA vs. Jeff
AP: Vengeful Strike vs. Jeff
Free: Heroic Effort if 18 vs AC misses
Free: Holy Smite - 5 addl radiant dmg vs. Jeff and Jeff dazed until end of Velani's next turn
 
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Kyalia

[SBLOCK=OOC]Ok, Stealth Check coming... sneaking to the square next to Kali (N6).[/SBLOCK]


Surprise Round (if we get one)

As they are sneaking up to the enemy, Kyalia readies her bow and once they decide that it is time to jump on their foes, the elf releases two arrows on the nearby goblins.

[SBLOCK=OOC]Twin Shot on Hobgoblins #1 (Gung Ho) and #2 (Grouch).[/SBLOCK]


Regular Round 1

Once the goblins begin to stir, Kyalia leaps forward, drawing two arrows, and fires them at the closest targets.

[SBLOCK=OOC]Move to M6; Hunter's Quarry on Hobgoblin #1 (Gung Ho); Twin Shot on Hobgoblins #1 (Gung Ho) and #2 (Grouch).

In case they are minions and already down, any extra attacks go to Goblin #3 (Unholy Jeff).[/SBLOCK]
 

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