Plenty big. Probably 20 * 20. You're on the West wall. You entered through the South. The river is on the East. To the North is the opening that leads deeper in. This is where the bad guys entered from.
Got it.
Roll a Dungeoneering check (high DC) and lets find out. If you succeed then you can find a firing position from cover.
Ok. I'm going to pick my way through this. I'll start with this one.
[sblock]Dungeoneering + 8. Rolled 9. 17 fails the high DC[/sblock]
So there is no cover up here. That is ok because there has to be at least partial concealment given that these are humans who need torchlight, in a huge cavern, with no light sources beyond the singular torch. That will allow me to use Wood Elf Reactive Stealth for the first time!
- If you want to do a terrain stunt, then you'll use Dungeoneering (medium DC) and weapon vs AC. If you succeed, then you can locate one of the aforementioned, weak stalactites nearby the grouped marauders for a ranged 10 burst 1, limited-use attack; 1d10 + 7 damage. You can get all 3 bad guys + 1 lizard.
- The bad guys aren't too far from the caves egress (with respect to you guys). No columns are in your way so you have a clear line of sight.
Perfect. I'm definitely going to use surprise round to attempt to loose a stalactite on them. However, first:
1) I'm going to wrap the arrowhead of an arrow in wax or cloth or some kind of blunting material. I want to fire it at the chimney that I dropped down from. I want to signal Terilion's Assault Team and my Bear to enter the cavern. I'm sure that is a trivial shot and I don't need to roll, but if you want me to, I rolled a 7 + 11 = 18.
2) As soon as I can see them, I'm going to stalactite shrapnel bomb these guys. I'll resolve that now. FYI - if the torchbearer and the other guy are minions, I'll spend Elven Accuracy to make sure they're down. If they aren't, then I'll save it for later:
[sblock]Stalactite Shrapnel Bomb!
- Dungeoneering: 11 + 8 = 19. Passes the medium DC.
On Torchbearer - 1 (Elven Accuracy Reroll). 16. Dead if minion. If not, then he takes no damage as I won't be using EA.
On Guy With Wheelbarrow - 8 + 11 + 2 (CA). 21. If that hits and he's not a minion then 1d10 + 7 = 17 damage.
On Guy Who Is Feeding the Lizards and Probably a Leader - 3. If the Torchbearer isn't a minion, I'll use EA for this. 14 + 13 = 27 and hits. 17 damage if EA is used.
On Lizard1 - 13 + 13 = 26. Hits. 17 damage.[/sblock]
3) Saerie Initiative + Reactive Stealth (Stealth check to hide on initiative if any cover or concealment). Initiative is 14 + 7 = 21. Stealth is 13 + 11 = 24.
Bear Initiative = 23. My Bear will delay until 21 so we will both go at the same time.
Assault Team Initiative = 12.
4) If I go first and I'm hidden, then I'm going to rain death upon the guy feeding and interacting with the lizards. I'm pretty confident he isn't a Minion, but if he is, he might be dead. If he is a Standard or better (looks to be a beastmaster type like the rancor monster trainer), then I'm going to turn him into a pin-cushion:
a) Twin Strike (Encounter)
then
b) Action Point RBA with Battle Wrath Stance (with Guidance of the Past Encounter Power).
[sblock]Twin Strike on Rancor Trainer! - Rolled 7 and 17. If I have CA from Stealth, that is 20 and 30 total. If the 20 misses, then just use the first damage roll. 3 + 6 = 9. 8 + 6 = 14.
Action Point RBA with Battle Wrath Stance (with Guidance of the Past Encounter Power) - 20 (!) and 6. 22 damage.[/sblock]
5) My Bear will just double move toward them with a great, bestial roar. I'll need to see the battlemap to figure out where to go.
I'm not going to bother narrating all of that because there is a lot of if/then going on. Once you let me know how all of the above works out, I'll edit this post with the descriptive summation of my turn.
EDIT:
Surprise Round
Saerie
[sblock]Stalactite Shrapnel Bomb!
- Dungeoneering: 11 + 8 = 19. Passes the medium DC.
On Torchbearer Minion - 1 (Elven Accuracy Reroll). 16. Dead.
On Guy With Wheelbarrow Minion - 8 + 11 + 2 (CA). 21. Dead.
On M - 3. Miss.
On Lizard1 - 13 + 13 = 26. Hits. 17 damage.[/sblock]
Round 1
Saerie
[sblock]Reactive Stealth on Initiative (Stealth check to hide on initiative if any cover or concealment). Stealth is 13 + 11 = 24.
Minor: Battle Wrath Stance.
Standard: Twin Strike on M - Rolled 7 and 17. CA from Stealth, so 20 and 30 total. 3 + 6 = 9 and 8 + 6 = 14. 23 total.
Action Point: RBA with Battle Wrath Stance (with Guidance of the Past Encounter Power) on M - 20 (!) and 6. 22 damage.
Move Action: Back one square to B11. Presumably I'm pretty much shrouded in darkness and Total Concealment. If so, then 7 + 11 = 18 for Stealth.[/sblock]
So, both Minions dead, 17 damage on L1 and 45 damage on M. Hopefully stealthed up there.
Bear
[sblock]Move Action: Move East and North to H12. Presumably I'm pretty much shrouded in darkness and Total Concealment. If so, then 7 + 11 = 18 for Stealth.
Move Action: Move straight North to H9 and then Diagonally NE to I8.
Action Point: Challenging Roar Encounter Power CB3 on all 3 lizards. + 10 vs Will. 13 on L1. 23 on L2. 18 on L3.
Hit: The bear companion pushes the target up to 3 squares, and the target is marked until the end of the bear companion's next turn.
Miss: The bear companion can push the target 1 square.[/sblock]
Saerie's scanning eyes take in a precarious crack in the hanging stalactite. As soon as her companions' torch comes into view at the bottom of the southern chimney, she takes a knee, pulls, exhales, and looses. Perfect. The stalactite comes free from its earthen casing and rains hell on those below. Two fall before they realize what has happened. The master of the beasts recoils just in time and growls angrily as the creature he is handling is impaled by a shard.
Quick as death she has loosed three more arrows before the huge man can turn around, each finding their mark in his girthy, naked torso. His huge mass is like armor unto itself but he bleeds, so he will fall soon enough.
Her bear lopes with power and fury. It engages the giant lizards with all the primal rage of a mother bear protecting her cubs. His roar shakes the cavern and causes the scaley beasts to flinch and recoil for a moment, sincere effort to escape the bear's ferocity.
@Manbearcat Done. Let me know which lizards are affected. They're pushed 3 and marked or pushed 1.
Assault Team
[sblock]Move Action: Move to P11. From there, I have direct line of sight around the stalagmite in front of me from one of squares to M, L1, and L3.
Standard Action: Coordinated Javelins (Encounter Power) + 12 vs AC on M, L1, and L3. Rolled 12, 7, 16. All of those hit AC 19 so they all hit. 21 damage on M, 23 on L1, 14 (boo!) on L3. Shift to S9 (top right square of AT's space). Swarm can squeeze through medium spaces so can move through Q11.[/sblock]
Just a reminder. L2 will take 5 damage from Spear Hedge aura of they end adjacent to AT. Pretty much guaranteed it looks like!
I know where the positioning is on the map, so I'm going to go ahead and take Saerie's and Bear's turns. You can update the map after that if you wish.
Round 2
Saerie
[sblock]Minor: Mobile Blade Stance.
Standard: RBA with Mobile Blade Stance + 12 (+ 2 CA for Stealth) on M. Rolled 13 so 25 total. 16 damage (Quick Swap Free Action here to stow my bow) and move to edge and climb one square down. Athletics check is 9 + 12 = 21. Cave wall is 15 or 20 if slippery. That should be good.
Move Action: Mighty Sprint. Move + 4, ignore Difficult Terrain, + 5 to Athletics. Climbing all the way down the wall. Athletics check is 24. 30 foot wall total and I'm already down 5 feet. That should get me to the bottom and in the cave one square. I'll end in E10.[/sblock]
Bear
[sblock]Move Action: Shift to N8.
Standard Action: Second Wind (Encounter Power) . Healing Surge and + 2 power bonus to defenses UEoNT.
Minor Action: Loyal Companion's Presence (Encounter Power). Healing Surge + 2d6 (7) HP to Bear.[/sblock]
Edit - Math fail on healing surge value. 41 HP back to bear and + 2 power bonus to defenses UEoNT. Bear is at 60/68 HP.
Terilion and his men wade in, perfectly timing their javelins. They each find a home. The circle right around a stalagmite to flank their enemies. Their spear hedge promises death.
The valiant protector spirit of the bear shrugs off the odds and is renewed by his companions joining the melee fray. As arrows and javelins rain death on his enemies, he knows the fight will turn and is invigorated by it.
Saerie lets loose another arrow from the darkness of the cavern ledge. It finds its mark again, but the big man will not fall. This is a hard world, filled with hard people, and he is yet another testament to it. Seeing her bear fight with such courage against such terrible odds, all for her, sends her into a flurry of activity. Bow slung over her shoulder, she is moving even as the arrow finds its mark. She moves down the wall with the speed and grace of a leopard. When her feet touch down on the cold, stone floor, her eyes narrow at the big man. He must die.
Assault Team
[sblock]Move Action: One square left to Q9 and Q10. I'll eat the 5 damage from the stalagmites at the start of next turn to get L3 in Spear Hedge Aura and attack it with Cage of Spears. Well worth the trade-off.
Standard Action: Cage of Spears + 12 vs AC on L2 and L3 (+2 CA with Bear). [/sblock][sblock]Rolled 16 and 6. 28 and 20. Both hit. 12 and 14 damage. Both are slowed and cannot shift (save ends).[/sblock]
Round 3
Saerie
[sblock]Free Action: Quick Swap to draw my sword.
Minor: Battle Wrath Stance.
Standard: Charge, ending in L8, + 12 vs AC (+ 2 CA and + 1 charge) on M. Rolled 13 so 28 total. Power Attack (No Action Encounter Power) for 27 damage. Given that he was bloodied before, he has to be a Standard. With 5 regen and 5 temp HP, I've gone through 100 HP now. So I'm pretty sure he's dead.[/sblock]
Bear
[sblock]Standard Action: Assuming M is dead, Ursine Crush + 10 (+ 2 CA) vs Fort on L3. Rolled 3. 15 surely doesn't hit.
Move Action: Shift down 1 square to N9 (out of the reach of L1!).[/sblock]
Bear wouldn't hit M on a 3 anyway, so it doesn't much matter if he's dead or not. But I'm pretty sure he's dead.
The battle reaches a crescendo and its peak leaves the huge man impaled on a great sword. As he slumps to the cold stone floor, his lights turn out before he can register just what as happened. Terrilion and his men have two of the massive lizards hemmed in. Its only a matter of time before the cavern grows quiet.
Last edited: