Chapter 6: The Iron Door mission

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drpete
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Re: Chapter 6: The Iron Door mission

#401 Post by drpete »

I assume the intention was to extend the fire duration by a turn, so I'm ok with that.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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kalstone
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Re: Chapter 6: The Iron Door mission

#402 Post by kalstone »

Ok. I agree with throwing the spears on the fire then.

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drpete
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Re: Chapter 6: The Iron Door mission

#403 Post by drpete »

While you guys are discussing, people have been drifting back to pick up things and decide what to take, leaving Ranulf and Zim on guard.

As you get to this point in the decision making process, two kobolds run up to the fire break and toss flasks of oil at Ranulf and Zim!

Ranulf gets splashed by the oil (5 damage!) and Zim is hit by one flask, and splashed by the other (5 damage!). Ranulf gets off a shot, but misses the kobolds, who look like they are about to run back into cover. Zim is on fire!
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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kalstone
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Re: Chapter 6: The Iron Door mission

#404 Post by kalstone »

Solaine yells out, "Ok, grab anything you want, but we're leaving now!" She will grab one of the chests and start moving back up the corridor. She will wait until everyone is past her, then throw caltrops in the corridor behind them.

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Re: Chapter 6: The Iron Door mission

#405 Post by barkman »

Randolpho will grab some of the leather armour, or a blanket, and wrap it around Zim to beat the flames out, making certain his henchman is not on fire.

After that, he'll make certain that the adamantine armour and warhammer are on someone, himself, if necessary, then check if the chests are picked up and ready to go. If not, he will attempt to grab the lightest, and carry, or share carrying duties with someone else, or worse comes to worse, start to drag it.

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Zorroroaster
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Re: Chapter 6: The Iron Door mission

#406 Post by Zorroroaster »

Torgyr grabs Guran's warhammer and one of the chests, dropping his own weapon on the floor.

"Run for it!"
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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drpete
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Re: Chapter 6: The Iron Door mission

#407 Post by drpete »

In terms of perspective on speed, the seriously wounded folks (Quinn, Torgan, the dwarf who lost his hand) can move at 10 ft per round. They are in Guran's cave, so it'll take them 5-6 rounds to move across the tactical map space shown during the first part of this conflict.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Chapter 6: The Iron Door mission

#408 Post by Zorroroaster »

Guys, is this even doable? If not, we might have to make a stand.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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drpete
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Re: Chapter 6: The Iron Door mission

#409 Post by drpete »

I'll grant you that you're in a tough spot. Mechanically, I'll offer this... "readied" missile weapons prepared the round before (waiting for their target) can shoot during the enemies "move" so if you're expecting them with bow cocked, you get a chance at a kill shot as they run up prior to their attack (if they repeat this tactic). A nod from the "Perrin Conventions" to counter the lethality I think the kobold tactic here has btb.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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kalstone
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Re: Chapter 6: The Iron Door mission

#410 Post by kalstone »

Could Solaine throw her caltrops over the fire into the intersection beyond? That could at least put a damper on the hit and run tactic.

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drpete
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Re: Chapter 6: The Iron Door mission

#411 Post by drpete »

kalstone wrote:Could Solaine throw her caltrops over the fire into the intersection beyond? That could at least put a damper on the hit and run tactic.
Sure... they can cover a 10x10 area, so that's like 4 of those fire icons (which are 5x5). There'd be a chance of them getting not quite the coverage you intend (let's call it hitting AC zero, with range increments like oil. Missing will "scatter" them around, but there'll still be caltrops in the general area, just each of the bits might be short, or off to the side from where you intended, or something).
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Chapter 6: The Iron Door mission

#412 Post by Zorroroaster »

So, if we are all cocked and aiming...that's what, 9 of us including dwarves? Add caltrops to that, plus Torgyr has 6 or so flasks left...maybe we can hold them off? What do folks think? I just think we stand a better chance if we control the fight rather than inching back and having them harry us the whole way. It's a long way to anywhere defensible.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Chapter 6: The Iron Door mission

#413 Post by barkman »

I think we're better to try a last stand than spread out and get defeated in detail.

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Re: Chapter 6: The Iron Door mission

#414 Post by Stirling »

At least try to cast the spell from the rubbing runes. Kobolds are servitors races, you can command obedience in them. Who has the copy, Randolpho?

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Re: Chapter 6: The Iron Door mission

#415 Post by Zorroroaster »

Good idea.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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drpete
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Re: Chapter 6: The Iron Door mission

#416 Post by drpete »

Though it's a good idea, that rubbing isn't a "scroll"... a scroll is a one-use magic item, and you need to be able to read a scroll to use it.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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kalstone
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Re: Chapter 6: The Iron Door mission

#417 Post by kalstone »

Solaine tries to throw her caltrops into the intersection beyond the fire.

Thrown caltrops: [1d20+1] = 4+1 = 5

Doh.

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drpete
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Re: Chapter 6: The Iron Door mission

#418 Post by drpete »

Round 2

Togyr grabs up the stuff, and rushes to the intersection, thinking of a plan.

Randolpho grabs a blanket and rushes to Zim, extinguishing the flames.

Ranulf shoots at the retreating kobolds, but misses.

Solaine runs out and tosses caltrops into the space past the fire, but they scatter about some, and these kobolds are not harmed.

The healthy dwarves start helping Torgan move up the corridor from Guran's cave, as do Quinn and the dwarf who lost his hand. Galen and Ajax move with them.

Audi stuffs Guran's chainmail into her pack. Emm moves to the intersection with Ranulf.

Torgyr hears the feminine voice in his head, again:
"Oooh, make a stand! So daring! Isn't it more noble to surrender and make peace? Do you think the door is clear? There is nowhere to go, Torgyr. You are caught in my web. Join us..."
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Chapter 6: The Iron Door mission

#419 Post by Zorroroaster »

Torgyr signals the dwarves and the others to set up a firing line, prepping his crossbow and taking aim at where the kobolds are hiding.

"We can't run, they'll just pick us off as we limp away! Let's make an end of it here! Everyone who can fire, prepare yourselves! Be ready and when they come running we let them have a volley and then reload!"
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Chapter 6: The Iron Door mission

#420 Post by barkman »

Once Zim is out, Randolpho will join the firing line with a dwarven crossbow.

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