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| TelinArtho09-28-05, 10:18 AM | Quest Goal: Boots or Cloak of Elvenkind (my choice!) Questlog: This is a quest for Torgirr Hammerstriker. If you are not TheMagister or myself do not post here. Torgirr is questing for either boots or a cloak of elvenkind, worth 2500gp. Torgirr died in Week 1. You may offer advice now, but please respect the quest and its participants when making comments. Questlog Week 1: Torgirr meets a Giant Praying Mantis and succumbs to its claws... Week 2: Week 3: Items Used: Week 1: Week 2: Week 3: Rewards: Week 1: Week 2: Week 3: |
| TelinArtho09-28-05, 10:18 AM | Torgirr of Clan Hammerstriker Torgirr of clan Hammerstriker Male Dwarf Height: 4' 5" Weight: 187 lbs. Chaotic Good Ranger - 4 Exp: 6,500 Next: 10,000 Vital Stats: STR...16 [+3]...(10 pts) DEX...17 [+3]...(10 pts + level 4 increase) CON...16 [+3]...(6 pts + 2 racial) INT....12 [+1]...(4 pts) WIS...12 [+1]...(4 pts) CHA.....8 [-1]...(2 pts - 2 racial) Hit Points: 33 [HD 8 (1st) + 13.5 (3 ranger) + 12 con) AC 18 [+3 dex, +5 armor], Touch 13, Flat 15 (+4 dodge bonus vs. monsters of the giant type) Initiative: +3 [+3 dex] BAB/Grap: +4/+7 [+4 bab, +3 str] Speed: 20 ft. Saves: Fort +6 [+3 ranger +3 con] Refl +6 [+3ranger +3 dex] Will +2 [+1 ranger +1 wis] +2 racial saving throw bonus vs. poison AND all spells Attacks: Standard Attacks: [Ma]Waraxe +8 melee, 1d10+3 [x3] Throwing Axe +7 ranged, 1d6+3 [x3] [10' range increment] Light Hammer +7 ranged, 1d4+3 [x3] [20' range increment] [Ma]Mighty (+3) Composite Longbow +8 ranged, 1d8+3 [x3] [110 ft. ranged increment] Full Round Attacks with Two Weapon Fighting: Melee: [Ma]Waraxe +6 primary, 1d10+3 [x3] and Throwing Axe +5 off-hand, 1d6+1 [x3] Ranged: Throwing Axe +5 ranged, 1d6+3 [x3] and Throwing Axe +5 ranged, 1d6+1 [x3] Light Hammer +5 ranged, 1d4+3 [x3] and Light Hammer +5 ranged, 1d4+1 [x3] [+1 racial bonus to attack rolls vs. orcs and goblinoids] [+2 favored enemy bonus to weapon damage rolls vs. giants] Feats: point blank shot [1st level] +1 to ranged attack and damage rolls vs. targets w/in 30 ft. track [ranger 1] two-weapon fighting [ranger 1] endurance [ranger 3] quickdraw [3rd lvl] draw sheathed weapon as a free action Racial and Class Abilities: Darkvision 60 ft. Stonecunning +2 +2 racial bonus on search checks made to notice unusual stonework. Allows a free search check when merely passing within 10 ft. of unusual stonework. Can find stonework traps as a rogue. Can intuit approximate depth underground. Weapon Familiarity (Dwarven Waraxe, Dwarven Urgrosh) Stability +4 bonus on ability checks made to resist being bullrushed or tripped when standing on the ground +1 racial bonus to attack rolls vs. orcs (including half-orcs) and goblinoids (including bugbears, hobgoblins, and goblins). +2 racial bonus on saving throws vs. poison. +2 racial bonus on saving throws vs. spells and spell-like effects. +4 dodge bonus to AC vs. monsters of the giant type +2 racial bonus on appraise checks related to metal or stone. +2 racial bonus on craft checks related to metal or stone. 1st Favored enemy - Giant Wild empathy: change attitude of animal with a diplomacy-skill-like check (see PHB pg. 72). Torgirr rolls 1d20 + ranger level + cha mod. Usually takes 1 minute, DM adjustable. Torgirr and animal must be able to see one another. Can influence magical beasts with Intelligence scores of 1 or 2 but takes a -4 penalty on the attempt. Combat Style - TWF (ranger level 1) Skills (49 Points ranger [6 ranger + 1 (int) x 4 (1st lvl)=28+21 (3 lvls ranger) =49 total points]): +6 Climb [+3 rnks, +3 str] [3 rngr] +2 Craft (Weaponsmith) [+1 rnks, +1 int][1 rngr] +3 Heal [+2 rnks, +1 wis] [2 rngr] +10 Hide [+7 rnks, +3 dex] [7 rngr] +4 Jump [+1 rnks, +3 str] [1 rngr] +4 Knowledge (dungeoneering) [+3 rnks, +1 int] [3 rngr] +4 Knowledge (geography) [+3 rnks, +1 int] [3 rngr] +4 Knowledge (nature) [+3 rnks, +1 int] [3 rngr] +6 Listen [+5 rnks, +1 wis] [5 rngr] +10 Move Silently [+7 rnks, +3 dex] [7 rngr] +4 Search [+3 rnks, +1 int] [1 rngr] +7 Spot [+6 rnks, +1 wis] [6 rngr] +5 Survival [+4 rnks, +1 wis] [4 rngr] +4 Use Rope [+1 rnks, +3 dex] [1 rngr] Note: +2 racial bonus to craft checks involving metal or stone. +2 racial bonus to appraise checks involving metal or stone. +2 racial bonus to search checks involving stonework. Speaks: common, dwarven, and goblin Spells memorized: Spells known: 1 (1/3=.333 rounded up = 1) Level 1: Entangle (CL 2) (Reflex DC 12) Animal Companion: Wally Snake (Medium Viper) Medium Animal HD: 2d8 (9 hp) Initiative: +3 Speed: 20 ft., climb 20 ft., swim 20 ft. Armor Class: 16 (+3 Dex, +3 natural), Touch 13, Flat-footed 13 Base Attack/Grapple: +1/+0 Attack: Bite +4 melee (1d4-1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison (Fort save DC 11, initial and secondary damage 1d6 Con) Special Qualities: Scent Saves: Fort +3, Ref +6, Will +1 Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 Feats: Weapon Finesse Tricks Known (1 + 1 Bonus Trick): Defend, Seek. Notes: Snakes can always take 10 on a Climb check, even if rushed or threatened. Snakes can always take 10 on a swim check, even if distracted of endangered. It can run while swimming. A snake has a +8 racial bonus on swim checks to perform some special action or avoid a hazard. Buffs and Prefight actions: none Equipment Weight/GP: Dusty grey ranger clothing. +1 Mithral Shirt [10 lbs.][2100 gp] Masterwork Dwarven Waraxe [8 lbs.][330 gp] Throwing Axe x 4 [2 lbs. ea. = 8 lbs.][8 gp ea. = 32 gp] Light Hammer x 4 [2 lbs. ea. = 8 lbs.][1 gp ea. = 4 gp] [Ma]Mighty (+3) Composite Longbow [3 lbs.][700gp] arrows x 20 [3 lbs.][1 gp] Carried Equipment: Backpack [2 lbs.][2 gp] [sblock]contains: Tanglefoot Bag [4 lbs.][50 gp ea.] Trail Rations (4 days) [4 lbs.][2 gp] Silk Rope (50 ft.) [5 lbs.][10 gp] Grappling Hook (attached to rope) [4 lbs.][1 gp] Waterskin [4 lbs.][1 gp] Beltpouch [.5 lbs.][1 gp] contains: Potions of: Cure Light Wounds x 8 [0 lbs.][50 gp ea. = 400 gp] Protection from Evil [0 lbs.][50 gp] Oil of Magic Weapon (lasts 3 min.) [0 lbs.][50 gp] Flint and Steel [0 lbs.][1 gp] Signal Whistle [0 lbs.][.8 gp] Small Steel Mirror [.5 lbs.][10 gp] Antitoxin x 2 [0 lbs.][50 gp ea. = 100 gp] Flask of Alchemist's Fire x 6 [1 lb. ea. = 6 lbs.][20 gp ea. = 120 gp] Flask of Acid x 4 [2 lbs.][20gp] Silversheen x 2 [0 lbs.][500gp] Equipment at Home: Wealth: 1002gp, 7s Tanglefoot Bag x 3 [4 lbs. ea.= 12 lbs.][50 gp ea.= 150 gp] Expendable Items: [CL] Potions of: Cure Light Wounds x 8 (previously recorded) Protection from Evil (previously recorded) Oil of Magic Weapon (previously recorded) Antitoxin x 2 (previously recorded) Flask of Alchemist's Fire x 6 (previously recorded) Tanglefoot Bag x 4 (previously recorded) 20 arrows Miscellaneous Statistics: Encumbance: 0-76 lbs. (light), 77-153 lbs. (medium), 154-230 lbs. (heavy) Weight carried: 72 lbs. Character Background: Raised in a hardworking dwarven family, Torgirr did his best to mesh with the system and find his niche with the rank-and-file warriors of the militia. Frustrated with the anonymity and regulation of the dwarven brigade, Torgirr moved around until he discovered the happy, solitary life of the Caver. After several years of scouting and defending his hold from the ever-threatening tribes of subterranean goblins, surface orcs, and greedy duergar, Torgirr's wanderlust struck him again. It bounced him out into the wild underdark, where a combination of skill and luck (mostly luck) led him to the surface city of Gladius. Struck charmed by its riotous combination of adventure, competition, and culture, he has decided that it will be here that he will stake his name in fame, returning one day in glory and wealth to his hold in the Hornhaft Mountains to earn in no uncertain terms his birthright of a clan-name. Default Tactics Will always be sent. Fights results: 1:Aeryn vs. Torgirr (http://boards1.wizards.com/showpost.php?p=7021040&postcount=262), LOSS..., +300 xp/+300 gp 2:Eiletha Surion vs. Torgirr (http://boards1.wizards.com/showpost.php?p=7077653&postcount=286), WIN! +900 xp/+900 gp 3:Torgirr vs. Yoriko Obato (http://boards1.wizards.com/showpost.php?p=7133572&postcount=317), LOSS..., +300 xp/+300 gp 4.Torgirr vs. Greefe (http://boards1.wizards.com/showpost.php?p=7287079&postcount=394), WIN! A surprising upset victory!, +900 xp/+900 gp 5.Torgirr vs. Rebreg (http://boards1.wizards.com/showpost.php?p=7321124&postcount=410), WIN! LVL UP!, +900 xp/+900 gp[/spoiler] Past Expenditures [sblock]Past Expenditures: Used tanglefoot bag (50gp) Purchased Tanglefoot bag (50 gp) Purchased Potion of Protection from Good (50gp) Purchased Flask of Alchemist's Fire x 8 (160gp) Used Potion of Prot. from Good (50gp) Used Flask of Alchemist's Fire x 6 (120gp) Purchased Tanglefoot Bag x 2 (100 gp) Purchased Alchemist's Fire x 4 (80 gp) Purchased [Ma]Mighty (+3) Composite Longbow (700gp) Sell Masterwork cold iron axe/alchemical silver spear Dwarven Urgrosh [765 gp/2 = 382gp, 5s] Purchased 20 arrows (1 gp) Puchased +1 enchantment for Mithral Shirt (1000gp) Used Oil of Magic Weapon Purchased Oil of Magic Weapon (CL3) [50gp] Purchased Silversheen x 2 [500 gp] Purchased Flask of Acid x 2 [40 gp] |
| TelinArtho09-28-05, 10:19 AM | Introduction Blast this forest and its trees! Torgirr mutters to himself. Can't see a blessed thing through all these leaves... Torgirr found himself in the middle of a forest, though which one he couldn't be sure - though he hoped he wasn't too far from Gladius. He had been drinking the night before (at least he hoped it was the night before...), and woke up out in the middle of the forest. The forest around Torgirr is not very dense, but clearly enough to block out the bulk of the mid-morning sun. Torgirr took in his surroundings slowly, trying to get a bearing for himself, but all he could really see were the leaves and trees. Luckily on the ground beside where he woke up, he found all of his equipment - placed neatly in a stack. Even his chain shirt lay on the ground, neatly folded. Donning his armor, Torgirr was surprised to see a note fall out of the inside. He picked it up and looked at the text of it. In elegant flowing script, it read (in common): Welcome to my home. Make yourself as welcome as you like before we start to "play" with you. Be aware, always - and keep your wits about you. See you soon. Adlar. |
| TheMagister09-29-05, 01:05 PM | "Danged playful elves. Ain't they never heared that dwarves don't like games?" Strapping his weapons belt to his waist and slipping his bandoliers of throwing weapons over his shoulders, Torgirr takes the opportunity to turn a slow circle, peering through the gloom for any careless elf sneakers. His hands fasten leather ties and straps automatically, seemingly independent of any conscious thought from their owner. "Up. I need to get m'bearings back to Gladius. Blasted pointy-eared, dwarf-stealin' busybodies. Who ever heared of a dwarf climbin' trees? I hope the clan don't heara this." Look for a tall, sturdy tree to climb, for the purpose of navigation back towards Gladius. Once located, head in that direction with Longbow in hand. TM |
| TelinArtho09-29-05, 01:16 PM | Go ahead and pick a color for your speaking text - it'll just help keeping things clear for our readers :) All rolls are here (http://invisiblecastle.com/rolldice.py) (ID=TorgirrQuest) Torgirr spends a moment looking around for an adequate tree to climb (one that has branches that are within reach...) and looks up at the monstrous thing. He then cracks his knuckles, whispers a silent prayer to not fall and hoists himself up... [Climb check 25 (http://invisiblecastle.com/find.py?id=158794)] Torgirr spends a few minutes climbing and eventually comes to a high enough point that he can look around. Quite some distance away, he is able to see what he thinks to be smoke, and maybe the roof of a house - but otherwise - Gladius is nowhere to be seen. You are 30ft up and the house that Torgirr has spotted a portion of is probably an hour or two of walking away, depending of course on how dense the forest is. |
| TelinArtho09-29-05, 01:19 PM | Also, just in case it helps keep the narration clear, describe what your character does in regular black and then in another color (I use blue usually), state in game terms what you are doing. You can make your own rolls if you wish. If you do, I ask that you separate your regular bonuses from the bonuses of temporary effects. So if you normally have a +5 modifier to a roll and add 2 to it, list in the roller as xdy+5+2. This is merely my preference, but it helps make sure all rolls have all correct modifiers. |
| TheMagister09-29-05, 01:33 PM | Next time I'll remember to specify to use what I got. That rope and grapple would've made climbing a tree pretty easy, even one with high branches. But, I'll bite the hook you're fishin' with. Oughta be blessed happy tha' th'house ain't in no tree, I s'pose. Breaking out the rope and grapple to aid his descent, Torgirr lowers himself to the ground, re-packs his tools, and sets out at a careful pace toward the smoke sign in the distance. Testing the pull on his longbow, he glides forward, oddly light-footed for such a sturdy figure. Retrieve rope and grapple. Get to the ground. Shake the grapple loose, coil the rope, stow it back in backpack. Draw longbow, set off for the smoke moving at half-speed, moving silently. Feel free to roll for me. When I touch online rollers, they don't roll above 10. TM |
| TelinArtho09-29-05, 01:44 PM | Well, whenever I roll, I seem to roll crits - which is both a blessing and a curse... Torgirr, with a plan set in his mind, hangs his rope from a sturdy branch with his grappling hook and starts to climb down. [Climb check: 9! (http://invisiblecastle.com/find.py?id=158801)] Despite almost tripping over himself as he starts (and dangling 30ft up is a bad time to trip up...), Torgirr manages to catch himself with his rope. He waits a moment for his mind to calm down, and then resumes climbing [new climb check:28! (http://invisiblecastle.com/find.py?id=158802)]. His feet safely on the ground again, he thanks the ground for not hurting him horribly and sets off towards the house and the smoke beyond. |
| TheMagister09-29-05, 01:51 PM | Okay. So...what now? TM |
| TelinArtho09-29-05, 01:52 PM | After a few minutes of walking, Torgirr hears (http://invisiblecastle.com/find.py?id=158804) something moving up ahead - though he is not sure where and it could even be up in the trees. He definitely can't see anything moving though. The approximate distance to whatever is moving is 60ft and it could be as high up as 20ft. There's still plenty of cover from trees and such. I'll get a map up soon. |
| TelinArtho09-29-05, 01:53 PM | I'll probably post things in short bursts - in several posts. This way, if you need to react to something, or want to add in a little special interaction (with yourself or with Wally - where is he by the way), you can do so. |
| TheMagister09-29-05, 01:59 PM | Hah! Wally is like Vaarsuvius' raven familiar (http://www.giantitp.com/cgi-bin/GiantITP/ootscript?SK=154). My new trusted animal companion is here by my side as he has been this entire time! I'll include him in the future. TM |
| TelinArtho09-29-05, 02:13 PM | http://i11.photobucket.com/albums/a180/TelinArtho/q4-climbinganelfa.jpg Had to pick a different color than your speaking text because it was too similar to the background... why does everyone choose green anyway? Anyway, some explanation, the bulk of the area is tree-filled, but at least navigable without penalty. The particularly big trees (or ones that take up more ground space, making it harder to navigate around), are noted. Also, there are a number of squares of underbrush which will be hampered movement squares. These also provide concealment if you are behind them. If you are behind more than 2 of them, you are treated as full concealment. Note however, that these growths are only 4ft high or so, for the most part - so they are not necessarily as effective as a full tree... The body of water nearby is not close enough for you to glean any information from. The source of the noise is somewhere in the range of 60ft in front of you. Let me know if you have any questions. |
| TheMagister09-29-05, 04:48 PM | Torgirr freezes in place for a split second, every sense alert for clues to the strange sound. His mind races as his eyes dart from shadow to shadow, trying to place the sound with a creature or animal that he has knowledge of. Seeing some trees to the east, Torgirr moves about 20 feet to the comforting shadow under the canopy. Move Torgirr 20 feet to the east while moving silently. Also, I'd like the opportunity to use Torgirr's applicable knowledge skills to try to match the noise with a creature. TM |
| TelinArtho09-29-05, 05:09 PM | Initiative (http://invisiblecastle.com/find.py?id=158940) Torgirr 17 Unknown 9 At this point you are both too far away and too uncertain of the sound (it was just a rustling of leaves). You didn't include a standard action - did you just want to move? I'll ready just in case. Torgirr moves to the brush to the side and sets his bow at the ready. He hears the buzzing of wings, like that of a large fly, coming closer and closer, eventually so close, that he expects it to be on top of him. However, he sees nothing. [spot (http://invisiblecastle.com/find.py?id=158941)] From the sound, Torgirr suspects the creature is above the canopy of the forest now, about 40ft above him, and maybe 10-15ft to the north-west |
| TheMagister09-29-05, 05:15 PM | You didn't include a standard action - did you just want to move? I'll ready just in case. Sorry. I wanted to double move at 1/2 speed to negate the -5 penalty to move silently for moving full speed. Roll an applicable knowledge check to identify the creature(s?) as a free action. Depending on the result, I'll decide my action for the rest of the round. TM |
| TelinArtho09-29-05, 05:28 PM | knowledge check (http://invisiblecastle.com/find.py?id=158947) Torgirr is uncertain exactly what it is, but he's fairly certain that the buzzing of the wings is more like an insect than a bird. |
| TheMagister09-29-05, 05:47 PM | Have Wally somewhere close (within 5 or 10 feet) at random since I didn't specify earlier. Double move Torgirr at 1/2 speed 1 to the west and 3 north while moving silently and hiding. I'm resisting the urge to peruse the MM for possiblities...you have no idea how hard I'm trying... TM |
| TelinArtho09-30-05, 08:24 AM | Dropping through the canopy, the flying creature lands right next to Torgirr and Wally - pushing them up against the underbrush. It clacks mandibles menacingly, apparently deciding they must be dinner. It snaps (http://invisiblecastle.com/find.py?id=159177) a claw at Torgirr, but it is deflected by his armor. The creature is clearly insectoid and bears two impressive claws that are shaped like scythes. Despite being relatively slow and clumsy, it appears to have a strength about it that Torgirr does not want to test. You can go ahead and look up creatures in the manual or SRD if you like. I don't always use the "textbook" description - so it may not always help you. However, if you want to play this as close to the game as possible, just keep the books closed and rest assured that I'll not lead you astray. http://i11.photobucket.com/albums/a180/TelinArtho/q4-climbinganelfb.jpg |
| TheMagister09-30-05, 11:45 AM | Firstly, make another knowledge check for identification/weaknesses/strengths purposes. If this information is important, stop here and post it before carrying out the following actions: Secondly, as a free action, attempt to "handle" Wally into attacking. Thirdly, drop the bow as a free action. Fourth, quickdraw my waraxe as a free action, and wield it two-handedly. Fifth, five-foot-step to the north. Sixth, attack with the waraxe. Moradin's beard! Knew where I was th' whole time, didja, ya overgrown housefly? I've got the cure for alla ya ills right here! TM |
| TheMagister09-30-05, 11:47 AM | Also, due to the creature's downward movement, Wally may be owed an AoO for the creature's movement through a threatened square (from up to down). TM |
| TelinArtho09-30-05, 12:14 PM | Also, due to the creature's downward movement, Wally may be owed an AoO for the creature's movement through a threatened square (from up to down). TM It didn't come straight down - so no AoO - sorry... |
| TelinArtho09-30-05, 12:27 PM | Normally you are not allowed a second knowledge check (which is why I put it off on the original attempt). You do gain some more information (visual) to help you in this case, so I'll let it be. In the future, I'll give you your knowledge check when I feel it is warranted knowledge check (http://invisiblecastle.com/find.py?id=159218) Torgirr, confronted now by some sort of vermin, orders Wally to attack (handle animal (http://invisiblecastle.com/find.py?id=159217) check succeeds). Wally obeys and strikes forth at the large creature, but the wily snake barely manages to move from the ground (Wally attack (http://invisiblecastle.com/find.py?id=159221)). Torgirr steps to the side to get a better handle on the situation, drops his bow, draws his impressive axe and swings it at the vile creature, but his axe only cuts air (Torgirr attack (http://invisiblecastle.com/find.py?id=159220)). The beast, now fully ready to kill its prey strikes forth with its two scythe-like claws and its powerful mandibles (insect attack (http://invisiblecastle.com/find.py?id=159223)), however Torgirr's armor and dexterity saves him once again. |
| TheMagister09-30-05, 12:43 PM | Okay, I'll trust you with the knowledge checks. Strike at the creature again, and 5-foot step to the north-west. I'm looking to set up flanking with Wally. Is there any way that I can communicate to Wally to move to the northwest after the creature follows me to the north? |
| TelinArtho09-30-05, 12:59 PM | Since Wally is attacking, he will move accordingly. While he won't necessarily move to the north and west, he would at least move 1 space to the north. That's assuming of course that the creature follows you (which is not a guarantee...) Torgirr swings (http://invisiblecastle.com/find.py?id=159226) his axe a few more times at the creature, but his attacks just bounce off of the chitinous exterior of the creature. He then steps away from the creature, attempting to get a better angle on it with his friendly snake. Wally takes a snap (http://invisiblecastle.com/find.py?id=159227) at the creature as well, and manages to catch a little hole in its side. Wally's poison doesn't seem to effect (http://invisiblecastle.com/find.py?id=159228) it however. The insect turns its attention to the creature that actually did harm to it, slicing with its claws and biting once (http://invisiblecastle.com/find.py?id=159229). Wally is severely wounded [11 damage] and is bleeding. Realized I made a mistake in that the creature has one claws attack per round - not two. So - for the first two rounds, ignore the second attack roll. Its a good thing too - because the third attack this round would've done some serious damage (another 1d8+4) if it existed... [Summary] Torgirr 33/33 Wally -2/9 Insect xx-1/xx |
| TheMagister09-30-05, 03:10 PM | Well, if you'd roll better (i.e. higher than a 3) he would've followed me! LoL! Wally! Yull pay fer that, cockroach. Hold on, m'boy! Ah'm comin'! 5 foot step due south, quickdrawing a handaxe into Torgirr's off-hand. Full attack. TM |
| TelinArtho09-30-05, 03:19 PM | All you said you were concerned about was me rolling 20s... now we see that you are worried about much more... just kidding - I'll do what I can... Torgirr, enraged at the insect's instincts, draws another axe and starts hacking (http://invisiblecastle.com/find.py?id=159282) away at the creature. [9 damage] A successful hit from his axe forces it to refocus its attention on him, its claws covered in Wally's blood. Wally doesn't (http://invisiblecastle.com/find.py?id=159285) stabilize and bleeds. The creature then takes a swing and a bite (http://invisiblecastle.com/find.py?id=159286) at Torgirr. The claws strike in a weak spot of Torgirr's armor, but Torgirr is able to twist (http://invisiblecastle.com/find.py?id=159289) away from it before it severs an arm. [9 damage] [Summary] Torgirr 24/33 Wally -3/9 Insect xx-10/xx |
| TheMagister09-30-05, 03:26 PM | 5 ft. step to the east, full attack. Torgirr quietly hums an old dwarven mining tune as he dodges blows and seeks openings. The up-tempo medley compliments the blaze in the vengeful dwarf's eyes... TM |
| TelinArtho09-30-05, 03:33 PM | Torgirr continues to hack (http://invisiblecastle.com/find.py?id=159297) away at the insect, and although its chitin continues to protect it, it is still looking quite hurt. [5 damage] Wally doesn't (http://invisiblecastle.com/find.py?id=159298) stabilize. The insect then seems to change its tactics a little. Instead of immediately reaching out with both claws and its bite, the claws reach forward (http://invisiblecastle.com/find.py?id=159299), but they are deflected off of Torgirr's armor yet again. It then brings in a bite (http://invisiblecastle.com/find.py?id=159300) which rips a hunk off of Torgirr's shoulder. It revels in the taste of his blood. [3 damage] [Summary] Torgirr 21/33 Wally -4/9 Insect xx-15/xx |
| TheMagister09-30-05, 03:39 PM | 5 ft. step to the south. Full-attack. Same thing next round until Torgirr's standing over Wally. Fight in this position until Torgirr is reduced to 15 HP. TM |
| TelinArtho09-30-05, 03:55 PM | I see then that you meant to step to the east in the above round - just edit it in and that's fine. |
| TelinArtho09-30-05, 04:03 PM | Torgirr continues to attack (http://invisiblecastle.com/find.py?id=159311) with both of his axes, but this time, the creature's chitin is too strong. Wally doesn't (http://invisiblecastle.com/find.py?id=159312) stabilize. It attacks with its claws (http://invisiblecastle.com/find.py?id=159313) and its bite (http://invisiblecastle.com/find.py?id=159314). The bite latches onto his shoulder hard (http://invisiblecastle.com/find.py?id=159315) [4+4=8 damage] [Summary] Torgirr 13/33 Wally -5/9 Insect xx-15/xx |
| TheMagister09-30-05, 04:56 PM | You're a killer, man. A stone cold killer. Torgirr has to save his own skin. Since Torgirr is smaller than the bug, he moves around corners quicker. Standard action, total defense. Move action, move around the tree on a southward course, hugging the tree's trunk as best as I can. I'm going for cover here, so that I can drink a potion without an AoO [next round] (no AoOs through cover). Although, total defense won't help if you keep up those 20s... TM |
| TelinArtho09-30-05, 05:57 PM | While trees are located throughout the area, the terrain you are next to are just brush, which confers as hampered terrain. It does qualify as cover as well - but I figured I'd remind you that you can move through it (albeit at double movement costs). Sorry about the crits - and that last set of attacks you did were just so untimely. Hopefully luck will come back for you in time to restore Wally to health. |
| TheMagister09-30-05, 06:08 PM | Qualifies as cover, eh? +4 to AC and no AoOs? I'll buy thatfor a dollar! All right, then. Standard action, total defense. Move action, move 10 feet east into the brush (normally 20 ft, but 1/2 speed because of hampered movement), make an auto hide check (made possible because of the cover). TM |
| TheMagister09-30-05, 06:11 PM | BTW, last post till tomorrow morning. TM |
| TelinArtho09-30-05, 06:11 PM | Actually, I meant concealment... see my initial notes about the terrain - apparently I'm not paying enough attention. Also, stepping away will still provoke when you do your move action. |
| TheMagister10-01-05, 06:42 AM | I'll take my chances. Total defense, move 2 squares to the east. TM |
| TheMagister10-01-05, 02:46 PM | [Whistles theme from Jeapordy while he waits...] TM |
| TelinArtho10-01-05, 02:56 PM | Torgirr starts stepping back with his guard fully up. The insect reaches out with its claws (http://invisiblecastle.com/find.py?id=159774) and catches Torgirr's shoulder, leaving a hefty gash. [10 damage] Wally doesn't (http://invisiblecastle.com/find.py?id=159777) stabilize. He moves into the underbrush, doing his best to hide under the concealment. However, the insect strides forward and strikes at him again (http://invisiblecastle.com/find.py?id=159776) - however its claws get tangled up in the bushes. [Summary] Torgirr 3/33 Wally -6/9 Insect xx-15/xx http://i11.photobucket.com/albums/a180/TelinArtho/q4-climbinganelfc.jpg |
| TheMagister10-01-05, 04:23 PM | Man, you are on FIRE... Move 5 ft. to the northeast and 5 ft. to the east (this at 1/2 speed), into the little clear space between the two bushes. From this square, move 5 ft. to the northeast again, followed by a 15 ft. move to the northwest (this at full speed). The monster should be tangled in the brush for a little while longer because of its bulk. I'm at your disposal 'till 5:15 central. Lets see if we can finish this fight. Oh, and, can Torgirr get a potion of CLW out of his beltpouch as a free action as part of a move? I don't think he can... TM |
| TelinArtho10-01-05, 04:36 PM | Torgirr again retreats from the large insect, hoping to put some distance between him and it, but doing so draws another set of claws (http://invisiblecastle.com/find.py?id=159779) coming for him, and the intervening brush (http://invisiblecastle.com/find.py?id=159780) does nothing to help him. [11 damage] This makes 3 characters in 3 weeks. I can't say I feel like I've been running things in an overly nasty way - so let's take some time to review this one as well. I've got to go for a few hours, but later tonight I'll offer some commentary. Anyone who would like to offer comment on the quest may do so now. |
| TheMagister10-01-05, 04:39 PM | Hey, I can't do anything about that. When the dice hate me and love the DM, I'm doomed from the start. Sigh. TM |
| TelinArtho10-01-05, 10:25 PM | Okay - here's what I see: First of all, you know it is a natural creature (or at least can assume so, when you see it is an insect). Therefore - you can probably assume that its AC is not realistically about 20. Given that - I think you are better off TWF from the get-go - instead of wielding the axe two-handed for the first two rounds. Also, when you are reduced to 13hp, I'm not sure that I would've done a maneuver to not only draw an AoO, but also not end up healing me. If you took a 5ft step back, drew and drank and potion of healing - that's a big difference. You'd have to drop your hand axe at this point - but that's of no consequence. However, I'm not even sure I would've tried healing. For all I've told you, it is entirely likely that one good attack round for you will see you victorious. At the point that this happens, it actually has 11hp left - and its AC is only 14. The chance of you downing it in a single round of attacks is pretty good. Even reducing it to 5 or less though (pretty much guaranteed if you hit with either attack), might've dissuaded it enough for it to run away (though since it is mindless, I guess it wouldn't... hmmm...) There's also the issue of your AC. For the quest, you have very little for expendables to help you out - and boosting your AC would've been a solid option to pursue. AC18 at ECL4 is really nothing special and you can't just burn through HP to heal later. Well - that's what I see right off. Hope it helps for the future. It looks to me like you don't lose much for the quest though - just 500xp and maybe some gold (I don't think so on the gold part though). /d |