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Post by blackarrow on Feb 4, 2016 0:39:23 GMT -6
OOC: So, I guess we need to pick where we'll all poof in, right? Izzy, I'm thinking it might be best for us to be pretty close and move in with the rapiers rather than using bows, since spellcasters tend to dislike getting hit in the face. Maybe we port in a clean 30ft away, preferably away in the direction of our escape route, not the orc horde? Any other ideas?
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Post by Art Teach on Feb 4, 2016 2:36:11 GMT -6
To a more exact drop spot. The city is built in levels up the wall of the large cave. Each level is 30' above the last. Smaller buildings are 10' high and larger are 20' high. Circled buildings are towers which are 30' high. The tracked bridges are 30' off the ground. Red dots orcs and ogres, green trolls, yellow the Shadar Kai Witch.
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Post by Issarian Lockwood on Feb 4, 2016 21:03:55 GMT -6
I think you and me drop in at 28-w, about 4:30 from her facing; Olly and Tleyar drop in at 28-t, about 7:30 from her facing; and then next round Fargrim and Mal drop in at 26-t, about 10:00 her facing. Doesn't look like there's a lot of space on that top platform in front of the doors. Am I correct in assuming that the two doors are actually vertical against the top platform of the staircase, and all that space on the map next to the platform is actually solid rock?
Fargrim blocks her from getting down the stairs, Olly hits her with ranged spellwork, and you, me, Mal, and Tley jump her at the same time and stab like the wind. Any other suggestions or objections?
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Post by Sithramir on Feb 5, 2016 5:47:52 GMT -6
Let's do it.
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Post by Art Teach on Feb 5, 2016 7:30:09 GMT -6
Yes the door is straight up with rough stone around it. This tomb and the statue of moradin are the oldest things in the mine. Noone built right next to the tomb, though their are buildings above it on the highe r levels.
Please roll stealth with advantage to see how quiet you are and initiative so I know your order of movements. Will the first four just stand still until the second round?
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Post by Issarian Lockwood on Feb 5, 2016 11:19:50 GMT -6
Izzy's Stealth total, w/ advantage: 22/17. Init: 8.
Fargrim's Stealth total, w/ advantage: 3/1. Aaaaaand that's why we had him come in last, yeah? Init: 19.
Yeah, we drop and hold until Fargrim Thunderfeet drops out of the blue loudly chanting an ancient dwarven sneaking song.
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Post by Sithramir on Feb 5, 2016 12:04:22 GMT -6
Malik- init 10 and stealth 8 (no adv with heavy armour).
Oloric init 22 and stealth 22/22. Apparently he likes 22?
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Post by blackarrow on Feb 5, 2016 13:29:11 GMT -6
Delrin's Stealth: 21. Init: 13.
He'll pull out his rapier and shield before they 'port over. The last thing we need is a loud sound of steel sliding on steel right before we attack.
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Post by Art Teach on Feb 6, 2016 17:23:47 GMT -6
Flynn's song covers you invisibility and his you walk through the gate to the stone steps. The step are ancient and looking you see the edges and corners have years of dust and debris. The steps have a path worn through the dust, many people have passed recently. Delrin and Izzy pass through first stepping behind the witch in a small swirl of mist. She stands at the edge of the stone walkway looking at the flowing lava and the hundreds of working orcs, ogres, and trolls. They notice a small swirl to the left of them but can not see Tleyar and Izzy step through. All four see woman's tense back as she mutters to herself. "Damn, These orcs, damn these dwarfs, damn this whole plane. No money is worth handling this beast. His stink will never wash away." In seconds another portal opens and Fargrim stumbles forward stepping in the mire still on the edges of the steps. The edge crumbles a pile of rock breaking and falling down the stairs. You feel your bodies tense with each crash of stone echoing in the cavern. OOC: Oloric can act, Fargrim and Malik can not move but do have an action. She can not see Fargrim, but did hear him and sees the falling rock. She has not seen any of you (that you know of). Malik will pass through at his initiative. The orcs may or may not notice you. There is a lot of stones being ripped and tossed around right now. Initiative (stealth): Oloric 22 (22), Fargrim 19 (3), Witch 18, Tleyar 16 (19), Delrin 13 (21), Malik 10 (8), Orcs 9, Izzy 8 (22)
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Post by Issarian Lockwood on Feb 6, 2016 19:58:25 GMT -6
Fargrim shamefacedly casts Hold Person on Madame Spooky-chick, who now gets to make a DC 14 Wisdom save or be paralyzed.
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Post by blackarrow on Feb 7, 2016 0:08:16 GMT -6
OOC: I'm a little sketchy on how holding/reading/delaying an action works, but would the people who came in last round be considered waiting with actions that trigger when Fargrim arrives and casts Hold Person? It could make a big difference whether we're able to act before or after the Shadar Kai gets a turn.
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Post by Art Teach on Feb 7, 2016 0:40:00 GMT -6
OOC I would allow the delayed actions, but would ask that you formally declare you are delaying your action after this.
It doesn't really matter because she is frozen in place.
Fargrim pops into sight.
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Post by Sithramir on Feb 7, 2016 6:16:41 GMT -6
Ooc: no delays exist in 5e. You can ready a single action and have no movement. Then Fargrims spell would start, readied actions would go off, then init as normal. If this is surprise round then the witch wouldn't get to act on her init during it.
Oloric would ready a firebolt and fire it. Attack rolls with advantage are 1 and 2 so BLARG he misses damnit.
Witch misses her turn so basically we all get an turn (since oloric was only one before Fargrim) before her next turn. Advantage on attacks and all hits are crits with hold person. She auto fails dex saves.
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Post by Sithramir on Feb 7, 2016 6:24:26 GMT -6
Here is Maliks attack assuming g she lives of something funky happens.
Attack: 23 smite, damage: 21 (almost all 1's. Can my roller be broken?) Attack 2: 21 damage: 36 Extraordinary success if her AC is 18 or less Attack: 22 damage 50
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Post by Art Teach on Feb 7, 2016 10:58:43 GMT -6
Malik steps out of the gate and seeing Fargrim with the witch turned toward him unleashes the fury of Magnus on her. He chops into her side nearly chopping her in two. His second blow finishes the job and her upper torso begins to spin away as he slices downward removing the head from the shoulders. The legs fall on the top step between the group. The torso is flopping down the second flight of steps. The head flies over the east edge of the steps landing on the ground 30 feet below bouncing into the shadows. The black blood of creatures of the Shadowfell pour upon the steps dripping down the edges.
The orcs north west by the water pool are gathering stones when one looks up to see Malik appear and eviscerate the witch. The orc begins to call to his fellow soldiers, "Dwarfs and murder, by Grummush! Dwarfs and murder." He rushes toward you and others begin to follow.
OOC The orcs are 100' away. The giant double doorway behind you is partially opened and has a soft greenish light within.
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