d-n-dblog

LIke to do and gonna do.

I would LOVE to take on oib BUT at this point in time, if everyone doesnt realize, im just as damaged as everyone.

SOOOOOOOOOOOOOOOOOOOOOOOOO

5' step to bishops ogre, no aoo and 2 swings. Sry acavel.

"BARIK, TAKE CARE OF WHAT YOU CAN, ILL HAVE TO DEAL WITH HEALING LATER! WE NEED EVERYTHING DEAD!!!!!!!!!!!!!!!" with a fierce howl he slams the ogre with everything hes got.

yup...
I'll be tortured with the next 2 months split between Buenos Aires, Sau Paulo, Rio, and Santiago. From the looks of things, I'll actually be spending the next year or two traveling a whole lot... so everyone should let me know what cities you are in. The fall and Spring will be more US and Canada dates and you are all welcome to come see the show closest to your town.
Blue Man in Sao Paolo?
Yo Dru, you really going to South America? On tour with the blue guys? Come on...Vegas in June isn't good enough for you?

As for the location, consider yourself moved 10' diagnoally southeast.

We want Grell. We want Grell.
location location location...
Dru's spot is actually close to what I'd like, just another 10' south-east or so. 40' in the air is great. It should give me a chance to keep an eye on Taur'egk, and help me be set up to start taking out the other hordes if I can ever kill this bastard.

Alright Grell, what's your action... I want to see how this round goes...

Tomorrow I will be leaving for the wilds of South America for the next two months. I should have pretty decent net access, but don't hate me if it takes me a day or so to post sometimes.
Confused about Grell's action; a better map for Round 7b
Regarding Taur'egk, he took full damage from the spell since he was in it when it started, so the theoretical debate is largely mute since Drusilla acts before Taur'egk and has figured out a way to circumvent the problem. For the future, though, gaining full cover from the hail stones will mitigate the damage. As I read the spell, the stones are cold, but it's not like a "cone of cold", which is a higher level spell, so if you can't get hit by the stones you can't be damaged by either the pounding damage or the cold damage caused by the hail stones.

Before I post the next move, I need to better understand Grell's next move. I'm too confused by what he wrote: Grell will try to evade the tentacles as best he can to get out of the area of effects closest side.

Currently, Grell is raging. The only place inside the burning building which is "out of the area of effects" of the hail storm and tentacles an on the "closest side" is to cower in the NE corner of the room.

Does Grell go cower in the corner like a freightened school girl? If you do, please give me some dialogue to go with that.

The following are possible:

Cower like a kobold at the climax of a critical battle, forever enduring my ridicule.

5' step to Acavel. Lose rage. Cast healing. Suffer 2 AOOs.

5' step towards Bishop's Ogre. Smash him. 2 attacks. No AOOs.

5' step out onto the balcony, just avoiding the edge of the ice storm, and take a running leap towards the east to settle the score with the OiB. He's 20' away. I'll allow a single attack at the end of a successful jump check. DC 20 jump check is required to land next to the OiB. If you want to forgo the mace, you can make a DC 20 jump check and attempt to Bull Rush him off his mount. If you're successful, then I'll rule that he takes your falling damage (1d6 subdual) plus and additional 1d6 subdual, + stregth. I'll also give you +2 to your jump check since you'd be leaping from an advantaged position (so it's really a DC 18, if you want to think of it that way).

Charge through Dru's Ice Storm towards Taur'egk. The difficulty of this heroic leap is described in a previous post. The added complication here is that you can't get a 10' running head start without backing up first, which means you either need to suffer an AOO, or double the DC to that jump check.

Meanwhile, I have Drusilla in the correct position, but without showing altitude. The new map notes that. Dru, if you want to be to the north or south, or at a different height than 40', then say so. If you want to move from your current position, please say how far off the ground you are, and if you're over any buildings. This could all come into play and I don't want to unintentionally screw you. So...please try to be more specific about where you fly each round. I hope the new map helps.

So, in Round 7 we got:

Barik (barkskin: +4 to AC)
Taur'egk (moved out of line of sight, then unknown)
Slthm (used medallion of black tentacles)
ogre in building (struggling with the grapple)
ogres in the street (trying to get out of the hailstorm, now under the balcony)
orcs in the street (starting to panic, trying to get out of the ice storm, or waiting for orders)
Orc in Black (staring at Grell, waiting, twin swords drawn)
OiB's Dire Wolf Mount (fidgeting)

Next up:
Grell (hasn't acted yet, Raging until Round 9)
Dru (casting Ice Storm again)
Acavel (bleeding to death)
Bishop (sword & flying shield in hand, action is unknown)
Humbaba (unknown)

Here's a new map. The Ice Storm and those wounded by it are marked. Taur'egk was also wounded by it.

By the way...the building you're in is burning down. Given his knowledge of stonework, Barik does know at some point this ends badly. In "real time", it's been burning for under 45 seconds, but there's a lot of fuel and wall of fire doing it's thing.

Acavel's thought balloon
"yes, please, everyone listen to Barik! Grell, stop me from dying, and Bishop, move Taur'egk along towards dying!"

But of course I can't say so out loud. :-)
Okay, slightly emended next action...
Barik struggles to free himself from the tentacle, shouting, "GRELL! Acavel needs healing, NOW! Bishop, show them what that bow can do -- start with the strongest and work your way down!" (I'm assuming Barik can't see that Tau'regk and OIB're still on the field.)

If Barik does get free, since he and Acavel seem to be pretty much next to each other on the map, he's going to use the rest of his turn to apply the LAST (for real!) dose of sweet turquoise-blue jelly-gel on Acavel, assuming he's still unconscious at that time.

----------

I'm on the road tomorrow, but I'll be back Sunday night. If you can work in another combat round by then, here's Barik's general plan of action:

- he doesn't want to stay in range of the tentacles, but he will if he needs to heal Acavel
- if Acavel gets conscious, we'll try to mess about with Aid Anothers to get out of the tentacles and out of the building
- at that point, he's happy to provide melee cover for archers on the balcony, hacking ogres and orcs left and right. If they're smart enough not to come up here, he'll shoot with bow or jump down into the fray...but I can't see the fortunate scenario for which that would be a decision that needs to get made before Sunday.
2 cents

If hes in the area of effect but in shelter, no pounding damage, but he should get some cold damage in my opinion.

Grell will try to evade the tentacles as best he can to get out of the area of effects closest side.

Naw, he got the feathers beaten off of him
Anyone caught on the ice storm when cast will take damage from the spell. It looks like Taur'egk got beaten up by it, and took cover with a purpose.

I'd put up a new move, but Grell's a ragin' and acts before Dru, and he's no longer facing an ogre, so I have to wait for him to post.
ummm...
wait... so does that mean Taur'egk didn't take ANY damage last round? The spell has the reflex save built into it to take partial damage from the cold. But using the action of stepping out of the storm shouldn't be enough to avoid all damage from the thing.

Either way, my intentions for this round are the same. 2nd storm, under under the roof, making sure to get the globe in the area as well.
Ice Storm
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area.

So, Drusilla picks a disk in space, and the hail comes down from there. If you can duck under a table, you avoid the hailstone which are pounding down. So, on the last spell, Taur'egk can take cover in a sheltered area which is covered on top and protected on 3 sides. I've been in a New England hailstorm, and you're pretty much OK if you stand in the doorway to your home. The definition also reads "pound down".

But, there's nothing stopping Dru from redefining the top of her next spell to "just above Taur'egk's head", which will certainly be a surprise to him!

Also, amidst the hail, Drusilla notices that the globe of invulnerability was not, and is still not, centered on Taur'egk. It's centered to his right (to the west) by 5'.
I see your point...
...after/while I was posting it, I thought that "straight down" was too restrictive. By my description, though, you'd still have to have better-than-average cover -- if you were on one side of the cylinder, the hail could hit you from a shallower-than-45 degree angle.

But yes, it's basically academic. I'm just running my mouth because "Barik tries to get out of the tentacles" isn't a very snazzy action to declare. :)
Have any of you...
ever been in a hail storm? Even with the stones coming from straight over head it is difficult to not get hit by them. If there is any wind at all (which I would assume in this spell there would be) the cover would have to be very substantial in order to protect against them.

While the area part of the spell is interesting, I feel like its a little academic. I've always been able to pick the starting height of the storm (if Taur'egk had been 80's in the air I would have hit him, and the stones would have vanished before hitting the ground) and so I don't see any reason not to create the storm just under the height of whatever cover he has.
my 2 cents
The spell's effect is widely subject to interpretation, of course, but personally I find Jacob's first argument (you can put the "top" where you want) more compelling than the second (the hailstones fill the cylinder).

I'd've thought you can cast Ice Storm in a dungeon, and the "top" is just at the roof of where you are, usually not 40' up. So, if Dru wanted the hail to start flying out of a disk in the sky positioned just over Tau'regk's head, I can't see why not.

But my vision of the spell is that hailstones and freezing cold rush down from a disk in space. So if you happened to be under a table or something and the disk was at the ceiling, you'd be protected from the hail (but not the cold).

The cylinder area of effect sounds more like what Jacob's saying, though -- there's a cylinder in space, and everything in that cylinder (unless it's surrounded on all sides, like something in a chest) gets affected. Certainly that's what the cold damage should do. If the hailstones bounced all around the cylinder, that might make sense, but if, like me, you think of them all flying out of the top, I'd think the hailstone damage would have an area of effect something like "if there's line of effect between you and any point on the top disk of the cylinder, then you're in the area of effect". Can't imagine why they wouldn't want to write it that way in the rulebook. :)
kibbitzing and rule lawyering
As I read the ice storm spell description, there's certainly nothing to suggest the caster doesn't have control over its placement. The cylinder is 40' high, but that doesn't mean its top has to be 40' off the ground. Placing the top of it at a height that's less than the height of the doorframe looks kosher to me.

For that matter, it's not clear to me that the hail just falls from the top of the cylinder in a way that makes it possible to hide under an umbrella. Arguably the hailstones fill the whole cylinder. Certainly the cold damage happens to anyone in the cylinder, ledge or no ledge. As far as the hailstones:

Cylinder: A cylindrical area is something like a spread. The area extends from the point of origin in a horizontal circle, and then extends downward. The rules say a cylinder ignores obstructions in its area, which isn't too helpful. In effect, this means that line of effect for a cylinder isn't blocked so long as you can trace an unbroken line from the point of origin without leaving the confines of the cylinder. (You still need line of effect from you to spell's point of origin, however.)


And "something like a spread" means: Spread: A spread is similar to a burst, except that it can turn corners. When line of effect from the point of origin is blocked, just go around the obstacle, tracing a path that's as long as the spread's radius. confirming that obstacles are ignored and the space gets filled.

So the cylinder won't go through the floor and continue on the top floor of the building below. But it "ignores obstructions," and fills the area under the ledge if that's within its area of effect.
questions...
So is Dru right next to Taur'egk now? my last post mentioned Readying the move and only closing the distance if he was running. Further more, I didn't want her moving into the Ice Storm.

So, I'll assume Dru is still roughly where she was before. Higher than the balcony, outside, out of the range of the ice storm, but still close enough to follow Taur'egk if he moves.

Is he now under some kind of shelter that would protect him from another ice storm? even if I lowered the next ice storm to start 1' over his head but take up the same area?

If I can pull that off, nail him, and all the same baddies I just did, that's my plan. She'll stay with the Readying her move action plan.

If, due to the shelter or something else, the Ice Storm won't work, Dru casts Shout and aims it at Taur'egk, catching as many of the bowmen as she possibly can. If this is what happens, directly after she casts she'll fly to a nearby location that gives her roughly the same view, but doesn't leave her exactly where everyone just heard the big nasty noise from.
dammit!
yes, you're right, I'm unconscious.
Note...the Ice Storm
Was centered slightly south of Taur'egk's last position, and so all those Orcs around him are seriously wounded. The ogres down on the street are also hurt. Soooo...the situation, while grim, is a little better than the map might portray. Still, Slthm can be a real pain in the...
Top of Round 7
Might be delayed. I'm going out of town for the weekend.
* * * * * *

Barik casts Barkskin on himself.

Taur'egk shouts out a command: "That bastard on the balcony is an imposter. Kill them! Stand your ground!"

Taking his own advice, he backs up 5' from his current spot in order to take shelter from the ice storm in the doorway, the entrance of which is protected (and also in the Globe of Invulnerability.)

Then, Slthm acts. From where, nobody knows. However, everyone is familiar with the new danger, and its source, when the room magically fills a dozen rubbery black tentacles. These waving members spring forth from the ceiling and floor of the second floor room. Each is 10' long (Large), and all immediately begin attempting to grapple the PCs and ogre on the 2nd floor. A couple on the balcony wave menacingly, ready to grasp the ogres below if they make a move up the wall.

Acavel and Barik are immediately grappled by the tentacles, and need to make grapple checks to escape. They suffer 7 points of crushing damage from the attack. (And, I believe, Acavel loses consciousness from the brute force of the attack. Acavel, please post a correction if I'm wrong.)

The ogre is also gappled. Grell and Bishop manage to evade the tentacles' grasps, at least for the moment.

The room is now littered with the tentacles, each threatening a 10' radius.

Map:

...I wouldn't make a very effective one-man Taur'egk Revenge Squad quite yet.

Barik wouldn't be half bad. That Stoneskin would get used up pretty quick if I could get two full melee attacks in. And believe me, he'd be happy to have the chance.

(Of course, he'd be even _better_ if he'd had time to cast his other protective spells.)

But getting from here to there would be tricky even for Acavel, and I don't have a Cricket potion. And I've got a stone leg.

OOC, Taur'egk's not using offensive spells because he doesn't have a bead on anybody. I'd like to think he's out of gas, but there could be a lot more magic missiles or worse burning a hole in his pocket.

---------

Barik's really keen to go all whirling dervish, but I find I have to do some housekeeping first. So Barik'll cast Barkskin on himself, and pick up his melee weapons from the floor.

Sorry I'm not more dramatically useful at this dramatic time. I'm hoping that these couple recharging rounds will pay off in the long run. (I thought of shooting at Bishop's ogre, but I'm thinking a higher AC Barik will last longer in later combat rounds.)

If Barik sees Grell seeing his twin, he calls out, "We need you with this one! Buy me just a little time, please!"
thoughts...
The thunderstone thing isn't going to be but so useful (I thought about Shout to deafen him as well). However, he's not casting attack spells here. I think he's pretty well spent.

With no map, I'm not quite sure where Dru is in relation to everything. However, if I can (given that Taur'egk hasn't done anything I figure Scott will be ok with this), after casting the Ice Storm, Dru will stay where she is, but Ready her move action if Taur'egk starts to run (the idea will be to follow him if he tries to run at all). She won't run into the ice storm, but if he flinches, she doesn't want to let him get too far away.

If he doesn't move, second verse same as the first. Dru will Drop a second Ice Storm into the same area, hopefully killing the bowmen, hurting the ogres, and leaving Taur'egk very much alone.
yeah...
thought about that leap. Thought about my potion of cricket leap.

Then thought about being one hit away from death and visible and decided that I wouldn't make a very effective one-man Taur'egk Revenge Squad quite yet.
Clarification
I should have said, "The 3 previously unwounded ogres in the street, however, are enraged by the attack. Bruised, and looking around for enemies, they appear ready to draw blood."

Acavel, you do not need to sheath your bow to throw a thunderstone. The street is 10' wide and the balcony overhangs the street by a couple of feet.

Random thought for the truly heroic...

Taur'egk is 3 squares back (15') from the edge behind two rows of bowmen, so from your angle you can't much see him (9/10th cover) but you can make out his head. It's 8' across and 8' up to the next building, which makes it a 11' diagnol jump into a bunch of bady wounded orcs if someone is insane enough to do it. You have to pass over several threatened squares, since the spear wielding orcs would get an attack of opportunity on anyone passing overhead. If you did it before Dru's round you'd suffer 15 points of hail damage. Failure puts you in the street. Success would need to be accompanied by a DC 25 tumble check to pass through the orcs, or increase the height of the jump check to accomodate another 6 vertical feet and 10 linear feet to clear two rows of orcs. You need a 20' running start or the DC is doubled.

And, unfortunately, only Barik moves before Taur'egk and Slthm. Damn.
well...
I'm glad that Bishop didn't manage to get out the door and have to face six ogres and a hundred orcs by himself.

Now it would be good for Bishop to get to the balcony and provide backup for Dru, and Acavel tells him so in no uncertain terms. The Stormbazooka can do more good out there than Bishop's sword arm can do in here right now.

The ogres in the street are described as getting pelted by hailstones, and later described as unwounded...?

There's just one living ogre in the room, right? And Bishop is the only one currently in melee range of him, right? If Grell and Barik haven't killed it by my turn, I do the hide-in-smoke thing then sneak attack it with an arrow.

If they've killed it, and I happen to be within 5' of the unconscious ogre, then I swap weapons on a 5' step and drive Nightshade into it for a coup de grace (automatic critical = automatic healing for me)

If they've killed it, and I don't happen to be within 5' of him, then I move quickly toward the balcony until Taur'egk is in my field of vision, drawing my thunderstone en route. As soon as I see him, I shotput the thunderstone at him. (I stop as soon as I can see him; no need to move father out on the balcony than need be.)

To throw a thunderstone, I don't think I need to either drop or sheathe my bow; I just hold it in my off hand. DM< let me know if that's not right.
Equipment List Notes
Drusilla is wearing Thulkas' robes. They are white with rainbow trim, and Slthm described the power (it will make your enemies blind, as if they look at the sun), and taught Drusilla the command word. I also updated a couple of other items.
Round 6b
Grell takes a 5' step towards the adjacent ogre, and swings twice with his holy mace. The first is a solid blow to the chest (12 points), followed by a thundering overhead strike to the ogre's right shoulder (13 points). The ogre focuses on Grell, ready to draw blood...

Until Drusilla casts her spell. Invoking powerful magic, Drusilla summons an ice storm. Great magical hailstones pound down mercilessly (1 full round), dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. All told, tenty-six shock troop orcs are caught in the storm, including 16 on the rooftop, and another 10 in the street. In addition, all 3 street-bound ogres are caught by the stones, as well as the lone ogre on the balcony opposing Grell. Altogether, each creature caught in the storm's radius suffers 15 points of damage. The orcs are completely overwhelmed by the storm, with most dropping to their knees in pain. They do not appear dead, but are so bludgeoned by the onslaught that they are wounded to the point of immobility.

Taur'egk staggers back, pummeled by hail stones. Amidst the storm, she sees a shimmering globe of energy surrounding the shaman, but the globe is not effective in stopping the hailstones. Studying the globe briefly, Drusilla (again) makes her spellcraft check and identifies the magic as a Minor Globe of Invulnerability. (Read it.)

Likewise, the ogre on the balcony staggers weakly, trying to keep his feet. Seeing an opportunity, Acavel tumbles away from the ogre nearest to him, gaining free ground in the haze 10' away. He fires an arrow at the distracted, nearly dead ogre. The shot strikes true for 7 points, sending the beast careening backwards and off the balcony.

The 3 unwounded ogres in the street, however, are enraged by the attack. Looking around for enemies, they appear ready to draw blood. This lasts until their buddy, Borat, falls back first on his second cousin Kronnis, who suffers 1 hit point of damage.

Meanwhile, the rest of the orc troops spend the round taking cover under their shields or in doorways, worried about the potential health effects of a wandering ice storm. A few others are equally concerned about falling ogres.

Bishop, having tried to pry open the front door (his lost action, alas, it is barred from the outside) takes flight through the hole in the wall. He gains the second floor, and attacks the orgre which had been assailing Acavel with his longsword. Unfortunately, the blow falls short, clanking harmlessly off the creature's armor.

Humbaba is off somewhere, unseen.

Top of Round 7:

Barik, you are 10' away from the ogre attacking Bishop. You can move in and flank with Bishop, or fire your bow. The ogre is unwounded.

Taur'egk is not effectively in your line of sight.
Move tomorrow...
Too busy with work. But in the meantime, two thoughts. Grell, you have more rounds of rage left. It lasts for 6 rounds. You're good.

As for Taur'egk, you've only ever faced him once. Same with Katrine. Ditto the OiB (thought you did kill him, what a pity you didn't destroy him). It'd hardly have been fun if you killed Taur'egk at 4th level. Besides, DMs loooove recurring bad guys. So does Hollywood. How badly would Star Wars have sucked if the Emperor didn't make it out of Episode 3. Or Darth Vader. Come on!
cut-and-runners
5: Taur'egk, Katrine, Humbaba, Slthm, and the OIB are all enemies we've faced who've gone walkabout. It would be a lovely, lovely thing if we could successfully kill one or even two in this fight.

Greasebeard was another, but we finally got him (though he continues to haunt our afterlives). We also finally got Purskul-- a character Acavel started surveilling on the very first day of the campaign and who made his escape from us on the third.

We haven't ever faced the Nazgul or the white dragon (thank god), so they don't count; and if we're lucky they're both on very, very distant walkabouts today.
Last ups

I believe this is the last round of my rage so i use it to destroy the closest ogre, then come the penalties!!

I agree with (i think dru said it) that i get tired as a player of recurring bad guys that you have pretty much no chance of cornering or defeating and now we have 4 of them. Or is it five?

here's the plan
Dru casts Ice Storm aiming it to get Taur'egk, whatever bowmen, and whatever street riff-raff she can manage. She will then fly towards Taur'egk, staying out of the storm, but closing the distance so that if he runs she can follow easily, without getting right next to him close.
A couple of notes
I'll try to get a half-round action up tonight. Some quick notes, though...

This is the initiative: Barik, Taur'egk, Slthm, Grell, Hextor's Warrior, Dru, Acavel, Bishop, Other Agents of Doom. Slthm and Grell are up. If Slthm acted, you don't know what it is.

In terms of the rooftop on which Taur'egk stands, there is easy rooftop access through a roof door. It's 30' from his current position. Dru, let me know if you change your actions.

There are 2 ogres in the building, and 3 in the street. Those in the building don't know whether or not they are climbing up. Drusilla sees they are still standing around waiting orders.
hmm.
Have we skipped an action of Bishop's? It would be understandable, since Scott's got a lot of characters to juggle and the players post and amend actions all the time even when there are fractions-of-rounds left. But as I read things:

On Round 3, Bishop blew up an orc with the Stormbazooka and his new shoot-around-corners feat. For reference, this is when Grell smashes Humbaba.

On Round 4, Bishop did... nothing?... while Grell jumped up to the second floor.

On Round 5, Bishop got around to sheathing his bow and equipping his sword and shield while Grell bull-rushed an ogre.

Now we're on Round 6.

Maybe the DM knows the actions Bishop secretly took down below; hell, maybe he skewered Humbaba. But it strikes me as possible that Bishop's Round 4 action got lost in the chaos, and that he actually should have spent Rounds 4 and 5 equipping/ jumping/flying so that he'd actually be here on the second floor ready to act by Round 6.
order of action
so in round 6 we've got:

Barik (healing)
Taur'egk (healing)
Slthm (unknown)
ogres (have acted)

Grell (hasn't acted yet, only taken an AoO)
Dru (casting a spell)
me (depends on what Grell does etc)
Bishop (getting to the second floor at some point, one hopes)
Humbaba (unknown)
My thoughts, shallow though they may be
I think that Grell, Acavel, and Bishop have moves before Barik's next one.

My impression was that Scott was restating: of the three ogres in the room, one is out of action, and there are two left, one near the balcony (and dangerous to flank) and one next to Acavel. No new ogres (at least, not yet).

I guess I should hold off until we see what the other people in the room do. In broad terms, if there's ogres still in the room, Barik's gonna either shoot at them or pick up his weapons and attack with those, depending on positions and so forth.
stupid healing bad guy...
Dru is so over this guy...

How easy is it to get OFF the roof Taur'egk is standing on? Is there a big easy door? or did they have to climb up somehow?

If the roof is a little tricky to get off, Dru casts Dispel Magic at Taur'egk.

If it seems like it's going to be just as easy for him to slip inside the building as fly away, then she sticks with the original plan and casts Ice Storm on top of him (At least Stoneskin only protects him from weapons).

Again, after she casts, she'll move her position by 20 feet or so just in case some insanely lucky bowmen heard her cast over the roar of the fight inside.
Just for reference:
This is from one of the DM's posts quite a ways down, but I found myself referring to it enough that I wanted to repeat it before it fell off the bottom of the front page:

Initiative: Barik, Taur'egk, Slthm, Grell, Hextor's Warrior, Dru, Acavel, Bishop, Other Agents of Doom
they did the ogre mash
Are we now up to five ogres-- one attacking me, one unconscious, one near the balcony, and two on the balcony? Are they now climbing in?

Standing still and going toe-to-toe with an ogre seems like a poor plan for the now-one-hit-from-death armorless rogue. Is there any way for me to take a 5' step in some direction and be out of AoO zones? An ogre with a spear threatens a lot of territory.

1) If Grell has seen fit to come flank this ogre, then I do this unless my character's understanding of the physics of the world tells him that it's a colossal screw-up and the rules of reach and AoOs don't work this way:
a) move action: tumble in under the spear's reach so that I get to the sqaure adjacent to and flanking the ogre. A tumble is a move action, so I'm able to sheathe my bow during it.
b) free action: draw Nightshade
c) standard action: sneak-attack the ogre with one stab.

(Description: "Acavel ducks his head beneath the ogre's spear and leaps into a cartwheel. The ogre is unable to figure out where the Nightwatchman is for the crucial second-- his feet are where his head should be, and he seems to be moving in a strange direction. During his flip Acavel sheathes his bow; and then he unexpectedly pops up right next to the ogre, directly opposite Grell. Acavel whips Nightshade out and directly up into the belly of the beast.")

If either Grell isn't flanking the ogre, or Acavel understands soemthing I don't about thje tumble/ AoA rules, then:

2) I check for any spot that I can get to in a 5' step that would let me fire three arrows. If I find such a spot, then I take that step (preferably not toward the firewall, but I'll take fire damage if I have to) then fire three arrows at my ogre.

3) Failing both the tumble-sneak attack move and the 5' step- three arrow move, I take the hell-out-of-dodge move: tumble away 15', then take my move action to hide in shadows and set up sneak attack shooting next round.

I'm tempted by the sack of healing goodness that is an unconscious opponent meeting Nightshade, but I have the feeling that that would leave me right out in the middle of everything with 3-4 ogres viewing me as the obvious target, so I don't do that.
Round 6a - That Healin' Feelin', a Hurtin' Ogre
Barik pulls out the beautiful blue gel, and uses one of TWO remaining doeses, slathering it on a fresh wound. Magically, the wound heals up, restoring 30 hit points of damage.

Meanwhile, Taur'egk pulls a potion out of a belt pouch, downing it. Magically, his wounds also appear to heal completely, or at least nearly so. (Drusilla, not sure if you're going to change your action based on this.)

Drusilla, on a spellcraft roll of 30, you recognize the spell in effect which saved Taur'egk as Stoneskin. Due to the roll, you know what this spell does (read it).

The first ogre, opposing Grell (and the one who was shot by Acavel), stops focusing on Grell and searches around for Acavel. Spoting him, he charges the sniper angrily. This, of course, draws an attack of opportunity from The Fake Orc in Black, who knocks him flat for 10 more points of damage. The ogre falls to the ground, unconscious.

One of the three ogres stand dumbly for a moment still looking at Grell, then shouts out towards Taur'egk in orcish: "Hey, Lord Taur'egk, which one of these is the Captain?"

The third ogre appears confused, but is willing to follow orders, at least against an obvious opponent, and so charges Acavel with his spear out, connecting for 13 points of damage.

Actions?

Notes...

...There are two ogres on the balcony.

...Barik can easily flank the ogre attacking Acavel, but not the one near the balcony.

...If anyone moves to attack him and wants to set up the flank for another player, you can do so but are then fighting alongside the balcony and fully lose the benefit of the smoke, making yourself an easy target for bowmen.

...Acavel can attempt to "hide in shadows" (move) against an opponent more than 10' away and get a one-arrow sneak attack due to the cover provided by the smoke.
ah.... what to do.
I think Scott has put the fear of taunt-us-with-the-bad-guy-then-have-him-run-away one too many times.

I've seriously been contemplating casting Dispel at Taur'egk just to make sure he loses his fly, fire protection, and now Shield (I think that's what happened with Barik's arrow) just so he can't run anymore.

However, he just doesn't have the many hitpoints left, he just ran away so he can't have taken a healing potion, and I'm nearly positive after my Nightmare spell he doesn't have much magic left. So...

Dru dumps an Ice Storm on Taur'egk, centering it in a way to hit the largest number of bowmen on the roof (and any of the guys in the street) that she possibly can.

Again, I would point out that Ice Storm lasts the whole round, making spell casting a difficult proposition at best.

There shouldn't be any bit of the spell that traces this back to Dru, but if I'm wrong about that... after Dru casts it she'll fly away from where she cast, keeping a good eye on the baddies.
Barik breaks for Gatorade
I can't tell for sure, but I get the impression that Grell is toe-to-toe with the ogres, Acavel is right near them, and Barik's sort of behind those two and out of spear range.

Assuming that the ogres have their hands full, and wouldn't be able to attack Barik without Attacks of Opportunity from Grell and/or Acavel, Barik takes this moment to slather on some delicious blue jelly. (With a 5' step away from the ogres, if it's practical.)

Just a quick refresh, guys — I promise I'll be back in the fight in just a moment! :)
I will walk through the fire... cause where else can I turn?
You know, there've been a couple moments when I thought the bad guys were going to dramatically storm out, leaving us to be fight some grunts (Purskel and four soldiers) and then be surprised later when we turned up alive. It fits with conventions so old that it even feels old for Austin Powers to make fun of them. Slthm vanishes, Taur'egk flies away, Humbaba vanishes; I figure we'll see them again hours from now because they've figured their henchmen will finish us off.

It turns out that Taur'egk and the OIB (and Humbaba, if he's a decisionmaker) have learned the wisdom of Scott Evil: trapping us in a burning building surrounded by 100 orcs and 6 ogres is a little more like 'busting a cap in us right now.'

On the other hand, bunching up orcs by the 20s and 40s around wounded supervillains is kind of tempting for our fling Improved Invisibility evocation-specialist wizard.

I'm excited for Dru to deal mass slaughter, but we're still busy with ogres in here, and hoping Barik doesn't die.

I'm of course happy with the DM's ad-lib for where I moved. My round 6 move is ogre-dependent. I'll probably shoot three arrows at an ogre, but if an ogre attacks Barik and I can get into flanking position to backstab it with Nightshade I may well do that. We'll see after the ogres, Grell, and Barik move.

At the moment, this game rocks...
It hasn't been this exciting since...I don't know when
Round 5b

Barik drops his waraxe and hammer to the floor (yes, unfortunately, drops, as Quick Draw does not allow improve the speed of sheathing a weapon). Before either hits the stone floor, he draws his elven bow and fires off one arrow at Taur'egk. The arrow strikes true, hitting the shaman square in the chest. (Rolling 10 points,) Barik sees the shot land through the smoke, but somehow feels that the arrow does not do the type of damage that it should. Rather, the arrow seems to deflect off his chest much as it would if it had hit a shield, or the thick hide of some scaled beast.

Grell, having gained the second floor, turns and charges the ogre who looks most confused while shouting in a bloody orcish rage: "YOUR LETTING HIM GET AWAY!!! KILL THE LOOKALIKE!!! ARE YOU FOUL SMELLING IDIOTS REALLY THIS STUPID!!?!!?!?!" Although Grell has momentum on his side, the Ogre's feet are already firmly planted and he does not budge. Be that as it may, the ogre forgoes his attack of opportunity and instead grunts out a reply in orcish: "Hey! What? Huh?" The ogre looks down to the street, then at Grell, then down to the street.

Unconciously, Grell follows the gaze of the ogre. Out of the corner of his eye, Grell sees his twin brother down in the street below, where 3 more orgres and at least two score's worth of shock troops are guarding the front door. His brother is at there, twin bastard swords drawn, riding a worg. For a moment, the brothers eyes lock. The moment...

...lasts...an eternity. Grell flashes back, a vision of clarity in his moment of rage...feeding off of it...feeding it.

Grell looks over and sees the orc in black...his body is convulsing, with foam coming from his mouth. His eyes are rolled up to the back of his head, unseeing. From year's of experience, he know he's definately not dead. In the firelight, he sees the man is clad in a black chain shirt. Two bastard sword are lying on the ground nearby.

He makes his way over to the convulsing orc and picks his head up with both hands, trying to get a good look at him. He sees himself, staring back, foam at the mouth. He puts the orc's head to the ground. He gets to his knees and spits on the orc. "May pelor forgive me." He unslings his mace and proceeds to smash the orc's face in, bit by bit, blow by blow. Thud. Thud. Thud. Blood everywhere.


Grell is brought back to the moment, as his twin brother points a bastard sword at him, smiling broadly.

Dru sees none of this, and instead casts Improved Invisibility on herself. She then takes flight, soaring up and away 60' to a point where she is outside the building, looking down on the street scene. Below her, she notes Taur'egk on a rooftop standing behind 20 crossbow weilding orcs lined up at roof's edge. In the street in front of the building, there are 3 spear wielding ogre and another two score's worth of orcs. Another two score worth of orcs surround the other three sides of the building. About 100 yards away, down the avenue, she sees what looks to be the Palace of Crystal Downs.

Acavel makes his way to the second floor. (Ad libbing, since Acavel lacks a current map), the Night Watchman crawls through the hole in the floor created by Taur'egk's lightning bolt. It's the safest way to the second floor, and the most direct route. En route, he suffers 4 points of fire damage, but as a result is now out of the way of the wall of fire. He also completely surprises the ogre attacking Grell with a sneak attack arrow to the groin for 31 points of damage. The ogre doubles over in pain, howling in agony.

Down below, Bishop holsters his stormbow, trading it for his demonsbane sword and large winged shield, preparring to take flight.
Bull rush baby

Grell lets out a howl and bull rushes the ogre most looking confused and screams "YOUR LETTING HIM GET AWAY!!! KILL THE LOOKALIKE!!! ARE YOU FOUL SMELLING IDIOTS REALLY THIS STUPID!!>?!!?!?!"

Hopefully pushes him over the balcony

using the confusion...
I get the feeling the confused orgre isn't reacting to the smoke, but rather to being instructed to Kill the Orc In Black...

Grell may be able to use this.
ok, so...
Barik's going to get one or more shots off at Taur'egk; if T doesn't die, he shoots a lightning bolt at Dru then runs off; then Grell does something (probably either healing Barik or charging an ogre); then Dru turns invisible and flies off in pursuit of T (if Barik didn't kill him). Right?

If all that's right, then Acavel's action is: wall-crawl on the ceiling south then swing 5' north along the wall E of the stairwell (remaining on the ceiling). The 5' shot at the ogre who seems confused by the smoke-- if I'm lucky he's so disoriented I'll get sneak attack damage.

If Grell has damaged but not killed an ogre, I instead target that ogre.

Only after shooting: "Bishop, please come and join us!"
Full attack action, switching weapons using quick draw.
Yes, you can do this. I'll make the rolls tonight.
let's end this...
OK everyone... I hate to leave you all, but I'll be back. We have a shot of killing this F&*ker right now and I'm not going to miss it.

Dru casts Improved Invisibility (Yippie for Invisibilities that don't leave me as a target) on herself and then flies out of the building after Taur'egk. She looks for a place with a good line of site on him, not too far from the building, that might offer a little cover should something go really wrong.

He shouldn't be too far, it's not like he can fly any farther than Dru can in a standard move action. Frankly, having him right behind the line of bowmen makes this an even prettier picture for Dru.

Oh... back on the home front... we have a room filling with smoke and a possibly invisible Gnoll... Keep an eye our for strange shapes in the smoke.
What I wanted to do
was a full attack action, switching weapons using quick draw.

Only if I can't do that, I'll use the move action to use an application of the blue healing gel (technically, "turquoise, like petroleum jelly") on myself.
Is it really only Round 4?
Barik only needs one swing with his trusty axe to dispatch the adjacent orc to whatever afterlife awaits him.

With no enemies immediately adjacent to cleave, Barik decides to???

[Barik, you have a move action you can use on your action. Just post what you want to do.]

Taur'egk, angered, exacts revenge on Drusilla by launching another lightning bolt from his wand. She deftly hops to the side, avoiding the worst of the blast, taking only 6 points of damage. The lightning bolt, however, rips a hole into the already weakened floor, sending huge amounts of smoke and wisps of flame from the wall of fire through a chimny-like flue.

Frustrated, he shouts down orders to his troops, who don't seem to be taking any action against the party. "Bowmen, kill anything that comes out of that building! The enemy are disguised as orcs. Krok, Grolsh, Bloth, don't just stand there like orc dung. Help the other three onto the balcony. Bring me their heads!"

In the next moment, three ogres wearing crudely hammered breastplates and iron helmets and carrying shortspears are boosted up onto the balcony. They spend the round hoisting themselves up and assessing the situation. One of them is trying in vain to wave smoke away from his eyes.

Meanwhile, Taur'egk flies (yes, he has flight too) behind the line of bowmen on the opposite building. The party loses line of sight on the orc. Slthm is nowhere to be seen.

Grell easily gains the second floor with one quick leap. Once on the second floor, he finds himself next to Barik and Drusilla, both of whom look very wounded. In full battle rage, Grell barely notices this, but does see 3 ogres on the far side of the room getting there bearings on the balcony. One looks at him in confusion.

Grell is able to a standard action. I'll rule that he can make a charge attack from his current position.

Next up: Barik (move action), Grell (standard action), Dru, Acavel, Bishop, Humbaba
Glad you posted that
I'd been meaning to work that into the narrative at some point. Good flashback.

New move up on Tuesday night, most likely. This is heady stuff.
Ya got me!
My bad!
flashback
Now that Slthm has revealed his betrayal, I think I can reveal what Scott revealed to me, back when Acavel was forecast to be a statue for the rest of the campaign. I had to pretend not to know any of this once Barik got substituted for Acavel in the basilisk's gaze. The second e-mail in particular is good stuff and ought to be entered into the game's permanent record, however annoying the results are...

-------------------------------


from SK
to JTL
date Feb 4, 2007 3:55 PM
subject odd thing

Acavel is conscious while turned to stone. He can't feel anything or smell anything. He is, however, conscious, and can sort of see. It's like looking through a paper thin layer of quartz. Time is passing normally. He
can hear, but everything is muffled as if listening through a door.

Your stone body is right next to Slthm as he's getting roughed up by Drusilla. You are able to hear her, and his reply.

You think he's totally bluffing. You think he knew about the Basilisk. Then you see the bright glow of your newfound devil friend. You can't seem him, but you can see the afterglow moving like a trail behind some invisible
creature.

In your stone prison you know no fear, but are overwhelmed with a powerful sense of frustration.
-------------------------------------------

from SK
to JTL
date Feb 4, 2007 4:01 PM
subject Behind the Scenes



Silverbeard extends one hand to the edge of the shimmering black membrane. In the hand is a bone white rod. Ancient runes are inscribed in the rod. Slthm is unable to decipher the glyphs, but is sure they hold True Power. The rod pierces the veil, and itself is briefly engulphed in the black light which reseals around the rod like a membrane. Half the rod sits on the far side of the veil, and half within easy reach of Slthm.

Silverbeard: "Do you, Slthm of the Thundarkar, swear to Hextor this sacred oath that you shall render unconditional obedience to the Herald of Hell, the Champion of Evil, supreme commander of the armed forces of the Underworld, and that you shall at all times be prepared, as a brave soldier, to give your life for this oath?"

Slthm grabs the rod, and pledges himself to the Herald of Hell: "Yes! Yes! My liege, I pledge myself to Him!" As Slthm speaks, the rod glows with a fierce, blinding intensity. The light rips a small hole in the shimmering black membrane. Silverbeard reaches through and grabs Slthm's hand, holding it to the rod. Silverbeard's grip is firm. The back of Slthm's hand, which is covered by the Devil's claw, burns. The air fills with brimstone and the smell of charred Gnoll flesh. Slthm feels himself bound to a New Master, and knows that the oath just took cannot be broken until released. (GM Note to Player: Slthm must at all times take actions towards fulfilling this oath. Fab, my friend, you are now a MINION! Live it, learn it, love it.)

When Silverbeard releases Slthm, the Wuwu sees the back of his hand is marked with the Herald's symbol.

Slthm continues: "But I need your help. They are many and I am but one. I need extra magic and strength to live. And my mark of loyalty must be invisible. (At this, Slthm looks skeptically at his new brand.) If they see your mark, I will certainly be killed and your glory will be postponed. Deception is a useful tactic in war. And I need a familiar, protection from danger and more health. I also need more magic. These men and dwarves are strong. Also, these tunnels are dangerous, and I need the power to detect danger from afar. Can you help me, my liege?"

Silverbeard answers: "Your mark of fealty will be unseen to all those who have not pledged themselves to the Herald. But those in His service will see it, as you will be able to see theirs. When the time comes, show yourself to Katrine the Black and her company, and she will know you. But do not reveal yourself to your so-called friends. You are correct. Deception is a most useful tactic."

Silverbeard continues: "And a familiar you shall be granted. You will know him as Humbaba. He shall be your protection." Silverbeard calls out: "Humbaba! Come!"

At this point, a small red skinned, black winged imp appears. The creature appears to be about 2' high, and can't weigh more than a stone. It's eyes are a jaundiced yellow, harboring a cunning intellect and keen sense of sadistic malcontent. It has a wicked stinger on its tail, and in it's off hand it carries a barbed trident. It's not wearing any clothes, and it's schlong is hanging out. It's well hung for a creature that size, and the whole image is at once entertaining to Slthm. The creature is wearing a ring on one hand. It's only other possession appears to be it's belt, attached to which a red-leather pouch which sort of matches his skin (although not quite. Martha would be displeased.)

Silverbeard continues: "Now return, loyal servant. When the time comes, you must kill the Cleric and his followers. Protect Katrine with your life, and follow her orders. Until then, do not let them know what has happened. If they question you as to your fate, tell them that we met, but that the Shining One's servant came and rescued you for your loyalty. The bastard son of the Storm king will believe you, and that will be enough. Go. Now."

Silverbeard withdraws, and the shimmering black membrane reseals itself like healed skin, but not before the imp Humbaba is able to fly through. Then, all at once, the world goes black. And then…dim.

Slthm wakes up with blood rushing to his head. The world appears upside down. Off in the distance, a huge spider is spinning a web. Slthm realizes then that *he's* upside down, bound by webs like Frodo Baggins, lacking any strength to move. But he's alive. Mercy be! He's alive.

And there's a little red skinned imp flying in front of him, with an oversized shlong sticking out only a few inches away. It speaks, in a shrill voice: "Yo, hombre. You're gonna die if you don't swear right here, right now, to do anything I ask. Ya dig? We gotta deal?"

Slthm shakes his head in disbelief. He woke up…to this?

Humbaba: "Yo, Gnoll. You outta time." The imp pulls out an old iron coin from his pouch and hucks it at the spider, pinging its back. The spider turns. It only sees Slthm, because in that instant the imp disappears. "Like I said, you be outta time. Now, do we got a deal?" The spider starts scurrying across the floor towards Slthm.

Slthm (with Fabio thinking to himself “My familiar is a "jive imp?") replies: "Ahh... yes... I do as you say..."

In reply, the imp says: "Well, that's what I'm talking about. Excellent, my fine furry friend. Just hang tight." He barks out a laugh.

The next thing you know, you see Humbaba backstabbing the giant spider with his (now) flaming red pitchfork. The spider falls off the ceiling past the imp, crash landing on its back 20' below. It looks dead.

Humbaba looks back to you and says: "Time to cover our tracks, hoss. Brace yourself. This is gonna hurt you more than it hurts me, dig?"

The imp touches his flaming pitchfork to the ceiling webs, which quickly catch fire spreading across the ceiling, raining down web and ash. You struggle to break free of your own webs, but although your wounds have somehow been largely healed (you're not entirely sure how that happened, either), your strength is still zero. After a few seconds, the webs around you ignight and you tumble down to the ground. You'd stop, drop, and roll, but are too weak to do any of the above. Instead, you lie there, face down in the muck, collecting hot ash.
the downside...
of potions, vs. the Grell-fly-by-healing is that I'm concerned about the baddie running away again. Dru has some more heavy hitting magic to dish out, but she doesn't want to waste a round drinking a potion and giving Taur'egk a chance to run for some healing.

In terms of getting out. Dru can't do much about the fire right now (she could have put out the wall in the beginning, but Jacob and I both figured saving the Dispel for a bit was prudent) and now the fire is real, not magic, so there isn't a lot to be done about it. However, Dru has a million invisibilities, invisibility spheres, improved invisibility, etc. We should be able to get out one way or another without turning into pin cushions
scroll
In that post to which Barik linked, the "him" who got the "see invisibility" scroll was Slthm.

But-- good news! The scroll was in the backpack with spellbooks that Slthm gave to Acavel to carry. (It wasn't on Slthm's
list of exceptions:
Slthm takes off his tribal leathers and cloak, stripping down to the fur. He keeps only a lightweight cord belt, his magic wand (stuffed in the belt), his magic ring, and medallion. The rest he puts into his backpack which he offers to Acavel.

That also means that Thulkas' robes are available for Dru-- Slthm didn't take them.

In addition, once we have a second and aren't in immediate risk of slaughter, Dru should leaf through Slthm's spellbooks, because she's now got a huge supply of emergency cast-as-if-from-scroll posibilities for our busy day.

On other equipment list items: woo-hoo! Barik's absolutely right that those two healing potions in Thulkas' satchel promptly got forgotten about and haven't been used, and are currently on Dru's person.
Another thing to keep in mind...
...right now, at least, we all look like orc officers. That might provide an interesting bluffing opportunity down the line.

I mention this because one of my many concerns is a particularly ignominious end -- we scare off or kill all the main villains, and then all die by getting poked with grunt crossbow bolts.
works for me.
(I think Barik made his announcement to justify Dru flying up and making her attack.)

If Barik dispatches his remaining orc and is off to join the wars, and Grell can jump and Bishop can fly (or jump), Acavel doesn't need to spend time lowering rope.

Since I'm low in the Round 4 initiative and Barik, Taur'egk, and Dru have major exciting moves coming up, post after we've seen their actions.
UP

grell will go for the chance that his jump might actually have a good chance and try to pull himself up. Still raging, im gonna use that sucker till it goes away.

if i figured right i get a plus 8 to jump with rage and a plus 7 to any climb check i have to make.

Lotsa work on equipment list
Why is Barik being retconned to make an announcement that Tau'regk's in view?

---------------

I've put a lot of things on the equipment list. I URGE you to go check and see if any of the things I've listed have been used up, or are duplicates. (For instance, is Dru's "Onyx Wand" the same as the Wand of Invisibility Sphere?)

I've included links to posts that refer to the equipment, to point out where it came from, or who has it now, or when it was used up.

I finally found the reference to the "blue gel" that I've referred to several times, and couldn't find the origin of. It is here.
It saved Grell's life. At the time there were two doses left, and later I mention there being one dose left, but I haven't found the moment where that dose got used.

I also note that here, Dru and Slthm found a number of tasty things in Thulkas's satchel, two of which might interest her greatly now.

Heck, since I've been plumbing the archives, why not try this?

---------------

Barik, seeing Drusilla's dramatic flight through the now-empty stairwell, suddenly remembers something:
"Bishop! Command your shield to fly -- perhaps it'll carry you up here!"

What does it mean that Taur'egk's "just off the balcony"? Is Tau'regk airborne (did he "take flight" literally)? Is he trying to jump off the balcony? Also, what's the game effect of "the angle wouldn't be good for normal arrows"?

Barik dispatches the remaining orc next to him. "Acavel! Cover me!"

Assuming that "the angle wouldn't be good" means "he has cover (+4 to AC)", and that killing the remaining orc just takes one blow, Barik's going to switch lightnin'-quick to his bow, in desperation cry out "Damn you Taur'egk -- I'll send you to hell and your blight on this world will end, I swear it!" and try to put a couple of arrows in the bastard.

If Barik can take a 5' step to get a better shot, he does. If not, but he can take a 5' step to have no worse a shot, and ensure that he and Dru aren't in a direct line for convenient lightning bolting, he does that.

---------------

Oh, one last thing from the mists of time: Dru once had a scroll of See Invisible, which she gave to Acavel here. If that didn't get used, it's something to think about.

----------------

Hmmm...I feel we're at a very weird and unstable place right now. I am on the edge of my seat with curiosity -- WHAT HAPPENS NEXT?! (If it involves Barik surviving another round, WOO HOO!)
Almost forgot: Humbaba's action
The very wounded imp takes a 5' step midair "step" away from Grell, winks a sly knowning grin which says "I'll get you later", and blinks out. Gone. Disappeared. Vamoos.

So, Grell, please restate your action.

The bottom of the door frame to the 2nd floor is 10' up, so it's a DC 8 jump check.
grr.

Hulk smash little imp.

Go Dru!
First damage dealt to Taur'egk all campaign, as far as I can remember.

Hope she survives!
assuming...
that Barik smites the remaining orc, Acavel wall-crawls across the ceiling to his side and lets down a length of rope, calling to Bishop and Grell to get up out of the fire.

If that last orc isn't down, Acavel shoots it instead.
Revenge of the Wizard
Dial back 3 seconds...

5 magic missiles rocket forth, catching Barik in the side. Badly wounded, the Stone Brother calls out a warning: "Bishop, Acavel...If you can, get up here. Taur'egk's up here just off the balcony!"

Drusilla, seeing Grell deal a mighty blow to the little imp, takes flight to the second floor. Hugging the wall to avoid a potential attack by the last remaining orc, she emerges on the second floor and immediately sees Taur'egk, and joins him at his own game.

But Drusilla isn't using some minor wand...No.

Summoning forth 15d6 (60 points) of electrically-charged goodness, Drusilla feels the strength of the magic flow through her. Taur'egk sees the bolt coming and dives midair in a beautiful move, avoiding the worst of the blow. Still, he's caught by it for 30 points of damage. His skin is blackened, and he howls through his mask in a wicked mix of surprise, pain, and anger.

Meanwhile, Drusilla sees that the building behind him is covered with crossbow wielding orcs, waiting in ambush. There are at probably a score of them, lined up and waiting. Her lightning bolt rips through one of them, eliminating the poor scum from the face of the earth. The rest shout in surprise. Down below, in the street, Drusilla sees the heads and spear tips (but from this angle, not the bodies) of a half dozen ogres, waiting outside the door of the building.

Top of round
hope you'll catch me...
if I fall...

Given my health, I hope I don't die here, but I gotta do what I can.

Dru flies straight up to the balcony and high enough that she can see Taur'egk.

She then sends and Empowered Lightning bolt... right up his skull wearing ass...
Round 3 - Battle Frenzy
Barik takes his axe and hammer to work against the raging orcs facing him. He attacks the wounded one first (the one who Taur'egk so casually blasted with a lightning bolt meant for Grell).

He successfully lands three hits against his first foe with axe (17 points), hammer (11 points), and axe (10 points). He carries his cleave attack successfully into the opponent to the east (11 points), and then connects twice more (axe 12 points, hammer 9 points), doing a total of 32 points of damage. The orc looks seriously bloodied, but in his battle rage shrugs off the pain to attack twice with his double bladed orc-axe. The other two orcs also launch similar double-headed attacks, and together the orcs connect four times for a total of 43 points of damage.

Out of the corner of his eye, Barik sees Taur'egk launch a volley of magic missiles. Although the angle wouldn't be good for normal arrows, the 5 enchanted green bolts fly unerringly into Barik's chest, head, and thigh for a total of 15 points of damage.

Slthm is nowhere to be seen.

Down below, Grell flies into an angry rage, crashing through burning sacks of grain in order to go toe to toe with Humbaba. He connects with Maxwell Storm's holy mace, which bursts into holy light against the evil fiend for a total of 26 points of damage. The imp lets out a shocked cry of horror.

Drusilla, who'd been hoping for a bit of lovin' and healin', watches Grell successfully thwamp the brimstone out of the small flying fiend. Then, she...

[DM Note - I think Dru might change her action based on what's been seen, so I'll put a bookmark here for her move, which does not impact the next two.]

Acavel, seeing no sign of Taur'egk or Slthm, takes three shots through the doorway at Orc #2 from a distance of 30'. Two miss, but the third clips the creature in the neck for a critical hit! In addition, the orc, in it's battle rage, is totally unaware of the shot, and Acavel gets his sneak attack damage against his favored enemy, doing a total of 51 points of damage with a single arrow!!!

In a slow graceful motion, the warrior drops it's waraxe and clutches his throat, blood gushing from it's mouth as it tries to let out a nearly silent scream, which comes out more as a gurgle.

Before it falls, Bishop's three arrows thunder forth, each hitting Orc #1 in the head with near flawless precision. Acavel is stunned at Bishop's accuracy, as each seemed to be a near-impossible shot at a foe with nearly total cover due to the angle. (But for players wondering how Bishop acquired this talent, read the PHB feat Improved Precise Shot, which was Bishop's choice with his new fighter level.)

Down below, Humbaba prepares to act, but not before Drusilla can... ???

Status: One very wounded orc remains on the 2nd floor. Barik and Drusilla are in critical condition. Grell is raging against a pint-sized, trident-wielding imp who has been tailing you through the sewers. Slthm, his accomplice, is nowhere to be seen.

Fire damage this round: Acavel takes 1 hp from the wall of fire. He makes his Fort save and withstands the effects of the smoke, which is serious. Everyone else is out of harms way, but the room is now really blazing. The beneficial effects of Grell's previous firefighting efforts have evaporated, and the beams in the ceiling are starting to burn. From Acavel's position, he's able to tell that the situation can clearly be filed under: "not good".

Dru then Humbaba act first, then we're back at the top of Round 4.