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  1. - Top - End - #181
    Barbarian in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Marcaus

    [ooc: since you've still got me on the wagon...]

    "That's a nasty wound, friend. Here."

    Marcaus reaches for Hallnsfarth and grasps the haft of the second bolt, which appears to have planted itself firmly in his shoulder. A faint glowing transfers from his hand to the wound, and the wound closes shut, forcing the bolt out. With a nod, Marcaus hops down from the wagon and works his way toward the lupine bandit.

    "Sorry you feel that way. You leave us little choice."

    [Lay on Hands for 18 points, bringing H-bomb back up to ship-shape. Moving fifteen feet from the wagon to the square to the bottom-right of the werewolf (if he still only occupies one square?).]
    Last edited by The White Knight; 2006-11-30 at 11:19 PM.

  2. - Top - End - #182
    Orc in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Surd
    Init 18; AC 16; HP 42/42


    ((Round 2, version 2))

    Glad to have listened to Hallnsfarth, Surd jumps into action. As Chase seems to be helping the prone guard, Surd moves to help the guard south of them ((down in the picture if north is not up)).

    ((Attack; Damage (1d20+8=12, 1d6+4=7)))
    Avatar by Ceika

    Quote Originally Posted by Fishy View Post
    Smacking your teammate in the face is always a free action.

  3. - Top - End - #183
    Ogre in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    [ooc]By the way, I forgot to mention that Chase is taking a Charge action, and also forgot to apply the charge modifiers.[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  4. - Top - End - #184
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Hallnsfarth
    HP: 21/21
    AC: 20
    Saves: F2 R4 W4

    Swearing like man possessed when the bolt hits (yes Gylph) Hallnsfarth continues to swear in elvish, growing more vehement even after the bolt is healed out of him. Drawing back his right hand, as he starts spouting draconic chants, then switches quickly back to elvish curses as he thrusts his arm forwards flinging a ball of flame at the shapechanger who shot him.

    Ranged Touch (1d20+5=12)
    Fire Damage (3d8+2=15)

    After watching the ball of fire arc towards the lycanthrope, and either splatter against him, or miss (each accompanied by a curse), Hallnsfarth drops to a knee behind the riding board (ye cannae shoots me now!) and pulls out his spear.
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  5. - Top - End - #185
    Eldritch Horror in the Playground Moderator
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    The werewolf sniffs the air noisily, turning to look for the pig that he can't smell, but Trillian can see. Naturally, there is no pig, only the halfling's dagger embedded in his side. The strike plunges deep, but almost as soon as Trillian

    Maddock appears out of thin air, slicing at one of the wolves with a devastating strike - the beast yelps, but manages to stay on its feet. Its attention, however, has definitely been diverted away from the wounded guard.

    Marcaus seals Hallnsfarth's injury with a burst of holy power, then advances on the werewolf assaulting Trillian, as Surd moves in the opposite direction towards the wolves. His fist lands true, but a lack of experience with wolfish anatomy results in the hit dealing no discernable damage to the beast.

    Hallnsfarth, for his part, looses a parting bolt of magical flame at the right-most bandit, then drops behind the cover (not total cover) afforded by the riding board.

    The bandit Hallnsfarth struck reels, his cry of pain elongating into a high-pitched yelp, and he doubles over, body warping into a smaller mirror image of the first were-bandit, before straightening up. His opposite number does the same, though a bit more voluntary, and the two of them close on Hallnsfarth, dropping crossbows as they do so.

    Foster, coming close enough to see the situation, and seeing the warmage surrounded, hesitates for just a brief moment, then charges forward with a yell, swinging his two-handed mace at the grounded bandit with gusto, missing by a mile, and very nearly falling over.

    All along the train, the guards fight back against the wolves - three manage to land blows, but they are minor. The wolf Maddock attacked snaps at him, but the binder evades with ease. The other wolves are somewhat more successful, continuing their attack - one of the two guards at the rear goes down with a wolf gnawing at his leg, while his companion gets a minor nip but remains on his feet.



    The Battle Stands At:
    Trillian 21
    Marcaus: 20
    Maddock: 22
    Surd: 18
    Hallnsfarth: 17
    Bandits: 17
    Foster: 11
    Guards: 2
    Wolves: 1

  6. - Top - End - #186
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Surd
    Init 18; AC 16; HP 42/42

    Surd lets go a flurry of blows, attempting to finish off each opponent as quickly as possible.

    ((FOB #1: attack; damage (1d20+6=14, 1d6+4=7)
    FOB #2: attack; damage (1d20+6=23, 1d6+4=7)

    I haven't added in the bonus from the unidentified amulet Surd's wearing.))
    Avatar by Ceika

    Quote Originally Posted by Fishy View Post
    Smacking your teammate in the face is always a free action.

  7. - Top - End - #187
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    [ooc]Is the guard Maddock's helping back on his feet? I need to know if I get flanking bonuses and if he's managed to deal any damage himself.[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  8. - Top - End - #188
    Eldritch Horror in the Playground Moderator
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (Yes, he's back on his feet. He didn't move or deal any damage though.)

  9. - Top - End - #189
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Maddock, alias Chase
    HP 36/36
    AC 16 touch 12 flat 14

    After a nimble step to split the wolf's attention between him and the guard, Chase fakes another attack in the hopes of making it flinch.

    [ooc]5'step to the right on the map(move), then feint(standard without Improved Feint).
    Bluff to feint, -8 penalty for using it against an animal INT creature applied: (1d20+6)[19] Wolf applies BAB to Sense Motive to oppose.
    Recent research by Asmo has shown the roll tags to be cheat-resistant, but not cheatproof.[ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  10. - Top - End - #190
    Bugbear in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Trillian
    Round 3
    Init: 21
    HP: 18/18
    AC: 23(Combat Expertise+3)


    Trillian hops off of his mount and takes a quick step to the north, putting the werewolf between himself and Marcaus. He puts a bit more concern for his own safety in place now as he attacks.

    He feints again, trying to throw his target off balance, then attacks for real. Towards the lead wagon he shouts "You see, Hallnsfarth? I told you I would find any traps! I'd say this counts as a pretty big trap!"

    [hr]
    Free Action: dismount, 5 ft step, speaking, Combat Expertise
    Move Action: Improved Feint - (1d20+9)[12]
    Std Action: Attack with Dagger - (1d20+4)[18]
    Apply to Flat Footed AC if Feint Succeeds
    Atk Mods: +2 Flanking, -3 Combat Expertise
    Damage with Small Dagger - (1d3+0)[1]
    Sneak Attack Damage - (3d6)[12]
    Apply sneak attack damage even if Feint fails, because of Flanking
    Last edited by Asmodeus; 2006-12-03 at 03:15 PM.
    The Tangled Web
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  11. - Top - End - #191
    Bugbear in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Trillian's Dog
    Round 3
    Init: 21 (shared with Owner)
    HP: 13/13
    AC: 16

    Without a rider, the dog continues to attack. Heeding its instincts in canine combat, the dog attempts to Trip the werewolf, if it succeesfully bites him.

    [hr]
    Bite Attack - (1d20+3)[23]
    Bite Damage - (1d6+3)[7]

    If bite succeeds...
    Trip Attempt - (1d20+2)[10]
    Special Tripping rules apply for Riding Dog.
    No AoO, +2 STR modifier, No chance to react/counter-trip if attempt fails.
    Last edited by Asmodeus; 2006-12-05 at 03:03 PM.
    The Tangled Web
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    A Guide to Making Tactical Maps

  12. - Top - End - #192
    Bugbear in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Trillian's Dog
    Round 3
    Init: 21 (shared with Owner)
    HP: 13/13
    AC: 16

    Possible Critical on the Bite
    Confirm Critical - (1d20+3)[23]
    Critical Damage - (1d6+3)[7]

    Edit: Thats a damn good dog!
    Do you do triple Criticals, Glyph?
    Last edited by Asmodeus; 2006-12-05 at 03:05 PM.
    The Tangled Web
    Our PbP games don't stop just because its Comic Day.

    A Guide to Making Tactical Maps

  13. - Top - End - #193
    Barbarian in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Marcaus

    As he approaches the beast nearest Trillian, Marcaus can be heard to be quietly speaking, as if in prayer, "Rao, I have tried my best to prevent this from dissolving into violence. Please guide my blade, that these beasts who rob the innocent of their right to peace may be punished."

    Marcaus' sword is enveloped in a glorious light as he swings it forth toward the werewolf he now flanks with Trillian.

    [Attempting a smite in hopes the critter is evil. Attack - (1d20+11)[23] (additional +3 if smite works), Damage - (1d8+4)[9] (additional +5 if smite works)]
    Last edited by The White Knight; 2006-12-03 at 04:20 PM. Reason: Fixed color.

  14. - Top - End - #194
    Ogre in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    [ooc]If you need a spell reccomendation, try Fireburst(level 2, 5d8 fire to everything within 5 feet of you) if you don't mind wasting a slot on Pyrotechnics when you set the wagon on fire(you might be able to avoid AoO's to get away from them if they're blind anyway).[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  15. - Top - End - #195
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    [ooc: Winged One, I already selected my spells, did the rolls, and thought out everything Hallnsfarth would do the second Glyph posted the map. I was just waiting for my turn to come up. (And that's actually the spell I was casting.]

    Hallnsfarth
    HP: 21/21
    AC: 20
    Saves: F2 R4 W4

    Hallnsfarth falls into spellcasting while trying to duck, bob, and weave his way around slashing claws, snapping maws, and blades. Unfortunatly, his concentration is diverted by Trillian's shout. The spell fizzles, and with a curse, Hallnsfarth goes to leap atop the wagon to get out of the immediate danger, and knowing that while the top may support his light elven frame, there's no way it'll support the two shapeshifters. His jump is a little scrambled, but he manages to grab the edge and pull himself up. Once up there, he again readies his spear, knowing full well they will be swinging at him.

    [hr]

    http://invisiblecastle.com/find.py?id=756500 (DC 17 Concentration check. Failed)

    http://invisiblecastle.com/find.py?id=756504 (Jump check as part of the 5ft step movement (if it's too high to 5ft step onto) gives +2 more feet, but if that's not high enough, then failed)

    http://invisiblecastle.com/find.py?id=757125 (DC 15 climb check to get up if the jump fails, against all odds, PASSED)
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  16. - Top - End - #196
    Eldritch Horror in the Playground Moderator
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (Sorry, Asmo – the Game Master template grants Immunity to Electricity.)

    (Seff – rolls for your AoO are concealed in the Spoiler below, done via InvisibleCastle.)


    Trillian jumps to the side of the werewolf, attempting to distract him yet again. This time, the monster is not fooled, but it must still content with the paladin nearby, and the halfling inflicts another minor wound that persists in bleeding even after the flesh knits itself shut. His dog lands a savage bite that draws yet more blood, though it fails to drag the bandit off his feet. Following up, Marcaus deals a brutal blow to the back of the surrounded creature, holy energy racing along the length of the blade to scorch the werewolf’s flesh.

    Maddock, further along the train, tries to draw the wolf he is attacking off balance, but the animal’s keen instincts keep it from falling for the trick. Surd, on the other hand, delivers a pair of punishing blows to his chosen wolf, chopping through its thick hide and causing the beast to crumple with a strangled whine. Hallnsfarth fumbles a hasty defensive spell, then retreats to the top of the covered wagon – the framed cloth canopy bears his weight, but only just, and he can hear and feel the wooden bars creak dangerously.

    The bandit leader now begins to look rather worried, boxed in as he is on three different sides. The injured bandit clambers up on the wagon as well, but the flimsy cloth begins to give way, and he leaps forward to encircle Hallnsfarth in a bear hug. The warmage reacts, thrusting with his spear and opening a gash on the creature’s side, but it has no noticeable effect, and the bandit secures him in a iron grip as the wagon implodes and dumps them both onto a hard, blocky surface covered by the remnants of the wagontop. The other, unharmed hybrid charges Trillian’s dog – Foster making yet another wild swing that misses completely, almost losing his grip on the weapon - and deals the steed a vicious blow with one claw. The elder bandit tears into Trillian himself with axe, claw, and fang – the axe blade lands firm, taking a small sliver out of the little Yakuza’s arm, but the claw goes wide, and he barely evades the gnashing teeth. Foster, clearly unaware of his apparent futility, charges his bandit opponent yet again. This time, he manages to hit, driving the breath out of the bandit but causing no visible damage.

    The battle between guards and wolves continues, with somewhat better results than before. The guard flanking with Maddock strikes true, driving his longsword into the wolf’s side and bringing it down. The guard fighting alongside Surd charges to help his comrades near the end of the train, missing utterly, as does the guard already fighting that wolf. Of the remaining guards, only the warrior just above Maddock manages to draw blood from his canine foe. The wolves’ counterattack much more effective – of the five remaining, two hit their marks. The guard north of Maddock is dragged off his feet, fighting madly against the vicious creature gripping his leg, while one of the guards at the rear simply collapses from blood loss and pain.

    (The Battle Stands At:
    Maddock: 22
    Trillian 21
    Marcaus: 20
    Surd: 18
    Hallnsfarth: 17
    Bandits: 17
    Foster: 11
    Guards: 2
    Wolves: 1

    Trillian takes 10 damage.
    Trillian’s dog takes 3 damage.
    Hallnsfarth is grappled.
    The guard at the rear left is down and bleeding, as are the wolves next to where Surd and Maddock are marked. Map will be up tomorrow morning, please hold on actions till I get it up.

    MAP:
    Last edited by The Glyphstone; 2006-12-06 at 05:52 AM.

  17. - Top - End - #197
    Bugbear in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Trillian's Dog
    Round 4
    Init: 21
    HP: 10/13
    AC: 16

    The dog continues attacking the bandit leader.

    Bite Attack - (1d20+3)[18]
    Bite Damage - (1d6+3)[5]
    If Bite succeeds..
    Trip Attack - (1d20+2)[18]

    Trillian
    Round 4
    Init: 21
    HP: 8/18
    AC: 23(Combat Expertise +3)

    If the trip attack succeeds, Trillian will reach into his pouch, pull out a tanglefoot bag and slam it down on the prone bandit leader, hoping to sticky him to the ground.

    If the trip attack fails, Trillian will attack as he did last time.

    Improved Feint - (1d20+9)[12]
    Attack with Dagger - (1d20+4)[6]
    Apply to Flat Footed if Feint succeeds
    Atk Mods: +2 Flanking, -3 Combat Expertise
    Damage with Small Dagger - (1d3+0)[2]
    Sneak Attack Damage - (3d6)[7]
    Apply Sneak Attack Damage for Flanking with Marcaus
    Last edited by Asmodeus; 2006-12-06 at 09:44 PM.
    The Tangled Web
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  18. - Top - End - #198
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    "Help me take out this one!" Chase says to the guard who he helped with his wolf, circling out of the reach of the wolf just to the north of him so that it will be distracted when the standing guard charges in, darting in, and swinging his mace again.

    [ooc]Taking a roundabout route so as not to provoke an AoO to a position where if the redshirt guard he just helped charges the wolf, they'll get flanking(and hopefully distract the wolf).
    To hit: (1d20+5)[14]
    Damage: (1d8+4)[7][/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  19. - Top - End - #199
    Barbarian in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Marcaus

    Marcaus takes a quick step to the side so he is now beside both bandits.

    If the trip and tanglefoot bag succeeded, he'll attack the one standing. If not, he'll continue with the wounded one.

    [Attack - (1d20+9)[24], Damage - (1d8+4)[7] (nonlethal)]

  20. - Top - End - #200
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Surd
    Init 18; AC 16; HP 42/42

    Turning his eyes toward the front, he sees the others starting to outnumber their opponents. He moves south 25 ft, tumbling out of the way of the wolf's bite. ((Tumble (1d20+6=17))) With the wolf now surrounded on opposite sides with a guard and himself, Surd strikes when the wolf is offguard.

    ((Attack (added flanking bonus); Damage (1d20+10=11, 1d6+4=6) D'oh!))
    Avatar by Ceika

    Quote Originally Posted by Fishy View Post
    Smacking your teammate in the face is always a free action.

  21. - Top - End - #201
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Hallnsfarth
    HP: 21/21
    AC: 20
    Saves: F2 R4 W4

    Breaking free of the creatures grasp as he falls, Hallnsfarth, displaying grace his race is known for lands upon his feet. Noticing how the spear wound has already sealed up with no noticable trace, Hallnsfarth does a quick skip backwards (keeping a square between them), and appreciating that he's out of the beast's immediate reach, Hallnsfarth switches his spear to his left hand again, and pulling back his right and chanting in a mixture of elvish and draconic as he learned at the acadamy, he begins to cast. The air within his almost clawed fingers twists in upon itself and begins to crackle with lightning held in his palm. Instead of earthing themselves in the warmage's hand, they double and redouble back upon themselves growing in ferocity as Hallnsfarth mocks physics, and as the warmage with an almost feral look of glee on his face stops his cursing tirade, he leans forward to hurl the orb straight into the beast's face.

    Ranged Touch (1d20+5=19)

    Electricity Damage (3d8+2=17)

    (OOC: FINALLY some good rolls.)
    Last edited by Seffbasilisk; 2006-12-12 at 02:58 AM. Reason: tenses
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  22. - Top - End - #202
    Eldritch Horror in the Playground Moderator
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (Tomorrow....tomorrow...it all works out tomorrrow....)

  23. - Top - End - #203
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    I meant tomorrow. after tomorrow. after tomorrow.

    (underestimated homework load - I'll update in the morning.)

  24. - Top - End - #204
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Maddock, moving swiftly and purposefully, abandons the dying wolf in front of him and moves to deliver another solid blow to the next beast in line – it yelps painfully and collapses in the dirt as well.

    At the head of the caravan, Trillian and his riding dog tag-team the bandit leader once again – the dog lunges for the creature’s ankle, drawing no blood but managing to knock the werewolf flat on his back, where he is promptly glued in place by the halfling’s tanglefoot bag. Marcaus, for his part, steps sideways and brings the flat of his blade against the standing bandit’s side, elicting a small grunt. Down at the other end, Surd goes after one of the remaining wolves, but misses.

    Behind them all, Hallsnfarth scrambles backward, dodging a clumsy swipe with a claw, and pumps a crackling ball of magic lightning straight into the were-creature’s face. It gives one long, agonized howl as the energy courses through its body, before crumpling into a twitching, smoking heap, the fur fading and muscles receding to become a very human (and very dead) bandit once more.

    The two surviving bandits match the death call of their fellow with a surprising amount of distress, giving off echoing cries of their own despite the circumstances. The pinned bandit twists this way and that, clawing and biting at the slime that restrains him, but failing to remove it entirely. He looks back at the standing bandit and snarls something in what must be Wolfish, then repeats his orders in Common for good measure.
    ”Go, you fool! Warn the others! Don’t let Stephan die in vain!”

    The other bandit is clearly torn for a moment, anguish twisting his bestial features, before he makes his decision. Ducking past Marcaus, he dodges the snapping teeth of Trillian’s dog, and shrugs off the blow Foster lands on his head, as he bounds into the woods, howling all the way. Foster hesitates, prepared to pursue him, then decides otherwise. He raises his open hand to clutch his holy symbol, and orders the werewolf to return to help his ally.

    The guards, heartened by the changing tide of events, continue to fight with renewed vigor. All three guards on the right attack the single surviving wolf, the northernmost guard stepping aside slightly to allow his partner a clear charge. Unfortunately, their enthusiasm still outmatches their skill, and only two of the guards land glancing blows. The two guards at the rear miss as well, despite Surd’s aid in surrounding the beast.

    The death of the third wolf was apparently too much to take – the wolf on the left edge of the caravan, slightly bigger and more grizzled than the others, gives a long, commanding howl that ends in a slightly strangled yelping. The other three mimic the yelp – then try to break off the fight with swift coordination, as is typical for pack hunters. The southernmost wolf to the left escapes easily, leaping over the guard’s ill-placed blade. The wolf assailed by three at once on the right does the same, fleeing into the woods at top speed, but the other standing wolf catches a chance kick from Surd in its ribs as it retreats, though it remains standing.

    Same init.

    Two middle wolves remain, both bleeding to death – the others are between 15 and 17 squares off the edge of the map, on either side. Hallnsfarth is 1 square south of current, adjacent to a dead werewolf. The werewolf leader is prone where he’s marked. Marcaus is 1 square west of current. The standing werewolf is 5 squares off the edge of the map to the west. Foster is 2 squares left of current, just inside Command range. I’ll try to whip up a map tonight, but no promises – they’re really cramming in as much work as possible before the winter vacation starts.

  25. - Top - End - #205
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (OOC: When the map rolls 'round you know what Hallnsfarth is going to do. Chase after the were-wolf hurling spells the whole way.)
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  26. - Top - End - #206
    Bugbear in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Trillian

    Trillian jumps on top of the stuck werewolf and presses his dagger up to it's throat. "Let me put it to you this way, Shape-Stealer. Rocks don't move, they don't make noise, they don't try anything foolish, and they don't get their throats cut.

    How much do you have in common with a Rock?"


    Intimidate - (1d20+3)[7]
    The Tangled Web
    Our PbP games don't stop just because its Comic Day.

    A Guide to Making Tactical Maps

  27. - Top - End - #207
    Eldritch Horror in the Playground Moderator
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (???......)

  28. - Top - End - #208
    Ogre in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (He should get a hefty circumstance bonus seeing as the warmage is screaming and cursing like a madman chasing the other one and hurling balls of fire and such)
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

    "Boy, sure would be nice if we had some grenades, don'tchya think?" -Jayne
    Greatest number of kills In Valhalla Round 1 with Hsams Goht


  29. - Top - End - #209
    Eldritch Horror in the Playground Moderator
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    (Modified by a hefty circumstance penalty, since the dagger's A) not silver, and thus non-threatening in his mind; B) he's a halfling; and C) it takes severe mitigating circumstances for me to dish out bonuses - normal combat does not qualify as such.

    Epic level fighters are not scared of mere balls of fire.

    (And the confusion was more directed at where everyone is - I'm assuming on Christmas vacation.)

  30. - Top - End - #210
    Ogre in the Playground
     
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    Default Re: In The Eye of the Storm - Part 2 (IC)

    Through his birds-eye view, Maddock is able to see the guard near the rear of the caravan bleeding to death. "Foster! Marcaus! One of ours is down near the back! Help him before he bites it!" Chase shouts, not thinking at all about whatever lie he'll tell later to explain knowing this.

    [ooc]I'll need a map before I decide his actual combat actions.[/ooc]
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

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