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  1. - Top - End - #301
    Ogre in the Playground
     
    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Icemen cave - freeing the hostages, round 1:

    The 3 whelps are on the icemen before they can even think about a reaction.

    The smallest whelp calls on the spirits of water for assistance and a geyser of water erupts from her outstretched hand to strike the Iceman at the rear, knocking him prone, an easy target for the knife-whelp.

    He dashes forward quickly, diving to the ground and rolling between the two guards before springing nimbly to his feet and launching himself at the third man, his arms reaching for the man's dagger hand, catching it in an iron grip.

    Already moving at top speed, the snake like whelp just charges the guard on the left, striking him with a blow to the chest as she arrives.

    The icemen now react to the threat.

    The one in the back struggles to break free of his attackers grip, but fails miserably.

    The left guarding icemen is hit by the snake whelp and seems to be too dazed to retaliate effectively. His clumsy, wild swing goes wide, hitting only the wall of the cave.

    Taking advantage of the snake whelp's exposed position, the second guardian iceman chops down with his pick, catching her in her right arm. (4 damage to Eshalyn)
    Act well before thinking!


  2. - Top - End - #302
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The smallest whelp steps forward, her barbed dagger sliding up the outstreched pick and feinting for the Iceman guard's eyes before thrusting towards the Iceman's exposed stomach.

    [5ft Step towards guard on left (The one snake-whelp damaged)]
    [Persuasion(feint): (1d20+8)[10]]
    [Attack: (1d20+4)[7], Damage: (1d4)[4]+(2d6+2)[10](sneak)]

    Edit: I forgot the +1 bonus to attack and damage from our ax wielding Bard
    Last edited by Stormwind; 2011-01-05 at 02:06 PM.

  3. - Top - End - #303
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Wrestling with the guard and employing a tricky lock-hold, the young knife-whelp fights with the cunning ferocity of his Fox clan's namesake as he pins the guard to the ground helplessly.

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    Grapple check to Pin the guard.
    (1d20+9)[24]

  4. - Top - End - #304
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    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The whelp with the axe rounds a bend in the tunnel that turns out to be the last before it opens up to form a huge cavern. It is easily 200' long and almost as wide. Stairs lead down to the cavern floor about 50' below. The walls and ceiling are covered in pictograms, but the fight raging below, on the floor of the cavern, catches the axe whelp's attention.

    About 10 icemen are down, killed in the first rush of the spirit wolves. The remaining icemen ahve formed a ragged battle line and are holding it. Some kind of barrier surrounding the icemen can be seen, icey blue and shimmering with cold. Whenever a spirit wolf comes close to the barrier, it recoils in pain. All over the battle line, the wolves run this way and that, confused and unable to get to the enemy that causes them such pain.

    At the back of the cavern, a lone iceman (or rather, icewoman) is surrounded by 3 guards and has her hands raised in spellcasting, her high voice calling out to the source of her magic. She seems to be the source of the barrier that stands between the icemen and their certain death.
    Act well before thinking!


  5. - Top - End - #305
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    Taking advantage of now having a flanking partner, the sinuous whelp continues her attacks on the Iceman, hoping to finish him off quickly. Meanwhile, Zither hisses angrily at the pick wielding Iceman, bearing her fangs in warning to back off.
    Spoiler
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    Using Vexing Flanker for +4 on flanking


    (1d20+12)[20] attack
    (1d6+1)[7] damage
    #GoreMutualarejerks

  6. - Top - End - #306
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The axe-whelp looks about the battlefield in confusion, never having seen such a thing before. Certainly, she had witnessed the spiritual magic performed by the Elementalists of Tell Farh from time to time, but never was it anything like this. Vaguely, her mind darts back to Menek's words of the Icemen worshiping some strange icebear-like creature, and she begins to wonder whether this could possibly be the same sort of power that the Elementalists of the Tells derive from the spirits.

    However, she also decides that she doesn't have the time to stand back and think about such things. Still singing out her war-song, which now echoes across the large room and pierces through the surrounding noise, she starts down the stairs, stows her hand-axe in her belt and reaches behind her head, drawing a javelin from the case strapped to her back, immediately setting her sights on the clear target of the icewoman mystic far in the back. Distant target or not -- she could at least try to give aid to her pack-brothers.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  7. - Top - End - #307
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    PaladinGuy

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Icemen cave - freeing the hostages, round 2:

    The smallest whelp steps forward, her barbed dagger sliding up the outstreched pick and feinting for the Iceman guard's eyes before thrusting towards the Iceman's exposed stomach. The iceman is not fooled, though, and deftly parries the thrust.

    Taking advantage of now having a flanking partner, the sinuous whelp continues her attacks on the Iceman, hoping to finish him off quickly. Her punches hit hard and the iceman is driven back a step, right into the wall. Meanwhile, Zither hisses angrily at the pick wielding Iceman, bearing her fangs in warning to back off.

    Wrestling with the guard and employing a tricky lock-hold, the young knife-whelp fights with the cunning ferocity of his Fox clan's namesake as he pins the guard to the ground helplessly.

    The wounded iceman tries to fight back, but his chop to the snake whelp's head goes wide, hopelessly overballancing him.

    The other iceman guard swings his axe at the snake whelp forcefully, his full power behind the blow. With all that power in the swing it is easily anticipated and the snake whelp moves aside unharmed.

    The iceman who threatened the prisoners is imobilized, unable to break the hold. His female prisoner picks herself up and, seeing the situation of the fight for her freedom, picks up the downed iceman's knife and charges the undefended back of the wounded guard. Her powerful attack pierces skin and hits deep.

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    One iceman guard is dying, the other one unharmed. The one help by the knife whelp seems to be unable to break the hold. From the cave behind you you hear howling and little else. All the wolves seem to have stormed the main cave.


    Icemen cave - main cave, round 2:

    Still singing out her war-song, which now echoes across the large room and pierces through the surrounding noise, the axe-whelp starts down the stairs, stows her hand-axe in her belt and reaches behind her head, drawing a javelin from the case strapped to her back, immediately setting her sights on the clear target of the icewoman mystic far in the back. Distant target or not -- she could at least try to give aid to her pack-brothers.
    The spirit wolves are still held back by the barrier, but now keep back a step, robbing the iceman of the oportunity to kill them off.

    Outside the Icemen cave:

    With all the fighting taking place inside, the whelp with the bow is left alone. Suddenly, a lone iceman appears on the other side. He looks as if he had just returned from some errand and the way he moves shows that he is aware that something is not right. He moves quickly but silently towards the cave entrance, a heavy axe in each hand. Behind him, another iceman stays back a little, ready to run should it be necessary.
    Last edited by Simba; 2011-01-10 at 08:35 AM.
    Act well before thinking!


  8. - Top - End - #308
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    The snake like whelp hasnt been in too many battles, but she knows enough to try and finish one opponent at a time, rather than splitting her attacks. She continues her unarmed strikes on the wounded Iceman, hoping to neutralize him completely, and then she will deal with the axe wielding Iceman.

    (1d20+10)[24] attack
    (1d6+1)[3] damage
    #GoreMutualarejerks

  9. - Top - End - #309
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Wood Archer takes a single, focused shot ... not at the iceman with two axes ... but at the one that looks like he might run. Can't let him warn any others for reinforcements.

    He then from his position behind the tree and yells a warcry - partly to challenge the icemen to focus on him, and partly on the off-chance any allies here him inside. He steps to his horse (immediately behind him) and mounts up.
    Spoiler
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    SA: Shoot rear guard - (1d20+6)[16], damage (1d8+7)[10]
    ** I have no idea what relative positions are. I doubt my target is within 30'. Otherwise, +1 to attack roll and damage for
    FA: 5' step to mount.
    MA: Mount horse.

    EDIT: I screwed up the damage value, it should be 1d8+4, not +7, so the damage is only 7 points.

    Last edited by lostsole31; 2011-01-10 at 02:30 PM.

  10. - Top - End - #310
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    As he continues wrestling with the guard, the knife-whelp raises one of his many blades and sinks it into the other man's quivering flesh with a snarl.

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    Attack - (1d20+7)[26]
    (1d4+3)[5]
    (2d6)[6]

  11. - Top - End - #311
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Coming within a few feet of the barrier -- and making sure to stay away from any icemen that have longer weapons than others -- the young skald hurls her javelin as far as she can towards her mark, the chanting icewoman in the back of the cavern.

    Attack:(1d20+6)[8]
    ...Wow, I didn't expect to hit, but THIS is ridiculous.


    However, it turns out that she miscalculates her toss, as the javelin instead goes flying off to the side. Frowning with disappointment at herself, she draws another javelin, determined to try once more.
    Last edited by Archdeacon GX; 2011-01-10 at 04:39 PM.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  12. - Top - End - #312
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Standing outside the cave still and to one side, the white-haired whelp is torn between following the instructions he was given and staying outside, or going inside to help in the battle he can hear inside.

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    I honestly don't know what I'm supposed to do. I had thought we were to stay outside and assist in a retreat, holding the mouth of the cave, but it seems like that plan was abandoned?

    Also, I don't know if my whelp would see the two approaching the cave mouth where he's standing Perception - (1d20+6)[15]

  13. - Top - End - #313
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Your whelp should definitely have heard my warcry, regardless if he noted the one (if not the second) ice-man, or even missed me shooting.

    "Whitemane!" the wood-archer calls to you [Holocron Coder], "Iceman coming to your position with two axes. Another on the ridge!"

  14. - Top - End - #314
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The smallest whelp steps to the side, moving against the remaining guard, her barbed dagger sliding up the outstreched pick and feinting for the Iceman guard's eyes before thrusting towards the Iceman's groin.

    [5ft Step towards surviving guard]
    [Persuasion(feint): (1d20+8)[24]]
    [Attack: (1d20+5)[21], Damage: (1d4+1)[2]+(2d6+2)[14](sneak)]

  15. - Top - End - #315
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Quote Originally Posted by Archdeacon GX View Post
    Frowning with disappointment at herself, she draws another javelin, determined to try once more.
    Recalculating her aim a little, the whelp raises her arm and hurls her second javelin, deciding that if this one misses, it would be best to simply call a retreat.

    Attack:(1d20+6)[16]
    Damage: (1d6+5)[8]
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  16. - Top - End - #316
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    Having disposed of one guard, the sinuous whelp turns on the Iceman threatening her and Zither with an axe. Her fist shoots out quickly, but this time her aim is not true and she misses her shot

    (1d20+10)[12] attack
    (1d6+1)[7] damage
    Last edited by MikelaC1; 2011-01-12 at 11:26 AM.
    #GoreMutualarejerks

  17. - Top - End - #317
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The knife-whelp stands up from the dead body in his arms and then bends down to the prisoner the guard had been threatening. With a quick slash of his knife, the girl's bonds are free.

  18. - Top - End - #318
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The white-haired whelp turns at the battlecry, and, seeing the iceman sneaking up towards the cave mouth, charges his foe.

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    Full Action - Charge

    Attack - (1d20+9)[21]
    Damage - (1d8+4)[6]

    HP: 42/42
    AC: 18-2=16

  19. - Top - End - #319
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Icemen cave - freeing the hostages, round 3:

    The snake like whelp hasnt been in too many battles, but she knows enough to try and finish one opponent at a time, rather than splitting her attacks. She continues her unarmed strikes on the wounded Iceman, neutralizing him completely.

    As he continues wrestling with the guard, the knife-whelp raises one of his many blades and sinks it into the other man's neck with a snarl. The guard expires in a fountain of blood.

    The smallest whelp steps to the side, moving against the remaining guard, her barbed dagger sliding up the outstreched pick and feinting for the Iceman guard's eyes before thrusting deep into the Iceman's groin.

    The remaining guard is clearly desparate, his lounge at the smallest whelp overpowered and not well aimed. It slices over her head and smashes into the wall of the cave.

    Icemen cave - main cave, round 3:

    Coming within a few feet of the barrier -- and making sure to stay away from any icemen that have longer weapons than others -- the young skald hurls her javelin as far as she can towards her mark, the chanting icewoman in the back of the cavern.
    However, it turns out that she miscalculates her toss, as the javelin instead goes flying off to the side. Frowning with disappointment at herself, she draws another javelin, determined to try once more.

    Recalculating her aim a little, the whelp raises her arm and hurls her second javelin, hitting the prone form of the iceman shaman this time. Alas, the old man seems to be ion complete control of his spell as the barrier only wavers slightly before returning to its original form.

    The iceman behind the barrier stand back and do not leave its protection, but a few lift throwing weapons of their own now. The shaman in the back looks up from his position, his eyes boring into yours, willing you to surrender.

    Please roll a Will save!

    Outside the Icemen cave:

    Wood Archer takes a single, focused shot ... not at the iceman with two axes ... but at the one that looks like he might run. Can't let him warn any others for reinforcements. The arrow hits and the iceman staggers, but is still active.

    He then from his position behind the tree and yells a warcry - partly to challenge the icemen to focus on him, and partly on the off-chance any allies here him inside. He steps to his horse (immediately behind him) and mounts up.

    "Whitemane!" the wood-archer calls to you [Holocron Coder], "Iceman coming to your position with two axes. Another on the ridge!"

    The white-haired whelp turns at the battlecry, and, seeing the iceman sneaking up towards the cave mouth, charges his foe. Despite his well-aimed hit, the attack only glances off some invisible shield.

    The iceman hit by the arrow turns and sees his nemesis, the archer whelp in the trees. He scambles on upwards, in a haste to reach cover.

    The other iceman, attacked by the white-haired whelp, raises his weapons and delivers a combination of attacks that leave the whelp wounded (2 hits, 9 and 14 points of damage).
    Last edited by Simba; 2011-01-17 at 10:55 AM.
    Act well before thinking!


  20. - Top - End - #320
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    (If the remaining guard is still standing.)
    The smallest whelp lunges under the guards still outstretched arm feinting for his gut, but instead thrusting directly into the guards armpit between his exposed ribs.

    [Persuasion(feint): (1d20+8)[13]]
    [Attack: (1d20+5)[20], Damage: (1d4+1)[5]+(2d6+2)[12](sneak)]


    __________

    (If the remaining guard is already down.)
    As the guard drops, the smallest whelp moves over to the unconcious wolf whelp and casts a spell, asking the spirits of water to invigorate the unconcious form with health.

    [Cast Lesser Vigor on unconcious wolf whelp prisoner (fast healing I for 13 rounds)]

    She then looks over at her companions to assess whether they have taken any damage.

    [Craft(healing): (1d20+9)[14] (assessing her companions wounds)]

  21. - Top - End - #321
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The axe-wielding whelp glares back at the chanting iceman as she opens her mouth to call the retreat. However, she finds herself frozen in time for a moment as her eyes meet his, as if her mind was being assaulted and unable to command her body. Summoning up her own willpower, she tries to fight off the compulsion she feels.

    Will Save: (1d20+3)[23]

    Almost instantly she forces the iceman out of her head with a defiant roar, calling out as she hurls one last javelin just to spite him, turning to retreat up the stairs. "Flee, pack-brothers! We cannot hold here, and our mission is done!"
    Last edited by Archdeacon GX; 2011-01-17 at 03:10 PM.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  22. - Top - End - #322
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Quote Originally Posted by Tyrael View Post
    The knife-whelp stands up from the dead body in his arms and then bends down to the prisoner the guard had been threatening. With a quick slash of his knife, the girl's bonds are free.
    Ten characters be damned.

  23. - Top - End - #323
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Wood-Archer moves his horse across the stream and the obstacles to come within 30' of his quarry. He lines up his shot on the moving horse, and fires.
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    Ride: (1d20+10)[19]
    One-Shot, One Kill: (1d20+10)[17]
    * Damage = (1d8+5)[11]

  24. - Top - End - #324
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Injured, the white-haired whelp grows more cautious. Avoiding some of his more aggressive abilities, he concentrates, then strikes again.

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    HP: 19
    AC: 18

    Mental Focus - (1d20+6)[19] vs AC
    Attack - (1d20+7)[13] vs AC-FF if Mental Focus check succeeds, AC+2 otherwise
    Damage - (1d8+4)[5]
    Bonus - (1d6)[5] if Mental Focus check succeeds

  25. - Top - End - #325
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Icemen cave - freeing the hostages, round 4:

    The knife-whelp stands up from the dead body in his arms and then bends down to the prisoner the guard had been threatening. With a quick slash of his knife, the girl's bonds are free.

    Having disposed of one guard, the sinuous whelp turns on the Iceman threatening her and Zither with an axe. Her fist shoots out quickly, but this time her aim is not true and she misses her shot.

    The smallest whelp lunges under the guards still outstretched arm feinting for his gut, but instead thrusting directly into the guards armpit between his exposed ribs.

    With a wet gurgle the iceman guard slips from the smallest whelp's knife.

    You have managed to free the hostages. One of them, the female one, is on her feet, the other one is unconscious.

    Icemen cave - main cave, round 4:

    The axe-wielding whelp glares back at the chanting iceman as she opens her mouth to call the retreat. However, she finds herself frozen in time for a moment as her eyes meet his, as if her mind was being assaulted and unable to command her body. Summoning up her own willpower, she tries to fight off the compulsion she feels.

    Almost instantly she forces the iceman out of her head with a defiant roar, calling out as she hurls one last javelin just to spite him, turning to retreat up the stairs. "Flee, pack-brothers! We cannot hold here, and our mission is done!"

    Outside the Icemen cave:

    Wood-Archer moves his horse across the stream and the obstacles to come within 30' of his quarry. He lines up his shot on the moving horse, and fires, the arrow hitting the fleeing iceman in the back. He falls, rolling down towards the riverbed.

    Injured, the white-haired whelp grows more cautious. Avoiding some of his more aggressive abilities, he concentrates, then strikes again. Sadly, his strike goes wide, barely missing the big iceman, who swings his twin axes once more. One of the attacks passes over the white-haired whelp's head, but the other connects, a glancing hit to the hips (7 damage).
    Act well before thinking!


  26. - Top - End - #326
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    The snake like whelp directs action quickly in the cave, directing her first comments at the prisoner, the second set at the knife whelp

    We are here to ressscue you, quickly, come with usss if you wisssh to sssee your freedom. You can move on your own, do ssso

    That one cannot move by himssself, I am not ssstrong enough to carry him, can you do ssso and ssstill move quickly out?


    Eshalyn leads the way out, since there should be no opposition, she does not bother with any attempts to move stealthily. She pauses in the chamber where the paths split, to assess the tactical situation.
    #GoreMutualarejerks

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    As the guard drops, the smallest whelp moves over to the unconcious wolf whelp and casts a spell, asking the spirits of water to invigorate the unconcious form with health.

    [Cast Lesser Vigor on unconcious wolf whelp prisoner (fast healing I for 13 rounds)]

    She then looks over at her companions to assess whether they have taken any damage, replying to the sinuous whelp at the same time, "We can't afford to be that emcumbered. That should get him on his feet, but it might take a few seconds."

    [Craft(healing): (1d20+9)[14] (assessing her companions wounds)]

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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    As she reaches the top of the stairs, she calls back to the spirit wolves briefly, beckoning them. "Come on, let's go! There's no use staying here!" Whether they heed her call or not, she turns to head back to the mouth of the cave, deciding that if the wolves remain there they can likely at least keep the icemen contained until the Clans send a party to take care of them.

    Moving quickly through the cavernous passages, she feels the increased rattling of her two remaining javelins as they have more space to move about. It is now that she realizes the foolishness of throwing so many.

    But that's what she gets for having a wisdom of 8.
    I am a True Neutral Human Wizard, Level 1.

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    Quote Originally Posted by mootoall View Post
    That is one epic dream ... I applaud your subconscious!

  29. - Top - End - #329
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Wood-Archer instantly piaffes his mount in a tight circle, and runs down the last one that is giving his White-Hair such trouble, with an arrow flying to its mark.
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    Move 60' on horseback, but keeping 10' outside enemy's reach. I should now be in range for a PB shot, as reflected below.
    SA: Auto-Ride check for fighting from horseback (+10 modifier).
    * Shoot one arrow at iceman, @ PB range, w/ Precise shot: (1d20+10)[20], Damage (1d8+5)[10]

  30. - Top - End - #330
    Ogre in the Playground
     
    PaladinGuy

    Join Date
    Aug 2006
    Location
    Vienna, Austria
    Gender
    Male

    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    In the center cave, where they split up before, all whelps who entered the caves meet up again. You carry the wounded whelp you freed as he slowly regains consciousness. The other freed prisoner moves with you.

    Outside, the archer whelp's arrow hits the broad back of the iceman fighting the white-haired whelp.

    Spoiler
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    Waiting for Holocron Coder's IC post.
    Act well before thinking!


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