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  1. - Top - End - #331
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    lostsole31's Avatar

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

    Wood-Archer plugs the Iceman with another arrow as he rides by.
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    SA: Shoot PB range, (1d20+10)[19], Damage (1d8+5)[8]
    MA: Auto-guide & fighting from horseback, no Ride check needed. Continue moving horse 60' along track, wheeling it around to ready for another attack run if needed.

  2. - Top - End - #332
    Bugbear in the Playground
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

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    Sorry, busy week...


    Bleeding from several small, but significant, wounds, the white-haired whelp goes on the defensive, striking cautiously and with an eye towards his own defense.

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    Swift: Initiating maneuver recovery, +6hp
    Move: 5ft step away from enemy
    Standard: Fighting defensively (-4atk, +2AC)

    Attack - (1d20+4)[18]
    Damage - (1d8+4)[6]

    HP: 18/42
    AC: 20

  3. - Top - End - #333
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    PaladinGuy

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

    Outside the Icemen cave, round 5:

    Wood-Archer plugs the Iceman with another arrow as he rides by, but the arrow fails to penetrate the iceman's armor.

    Bleeding from several small, but significant, wounds, the white-haired whelp goes on the defensive, striking cautiously and with an eye towards his own defense. This proves to be wise as both attacks from the iceman go wide, deflected by the defensive weave of the white-haired whelp's weapon.
    Act well before thinking!


  4. - Top - End - #334
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    (What the hell is this guy wearing for armor, and how fast is he?????)

    Wood-Archer conducts another attack run, but only moves 30' before firing, giving him 30' distance to the iceman.
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    Attack (PB, Precise Shot) (1d20+10)[30], Damage (1d8+5)[12]

  5. - Top - End - #335
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Confirmation for critical: (1d20+10)[19]
    Crit damage: (1d8+5)[6]

    EDIT: Well, if a 19 didn't hit before ... then it's not a crit. But, yes, for descriptions sake, I would like a RP-narrative of what appears to make this guy so well-protected, please.
    Last edited by lostsole31; 2011-02-03 at 12:21 PM.

  6. - Top - End - #336
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Quote Originally Posted by Simba View Post
    In the center cave, where they split up before, all whelps who entered the caves meet up again.
    The axe-whelp reaches the center cave and looks to the others as they enter from the prison-chamber. "You succeeded, wonderful! Then we should get out of here, as there's nothing more we can do. The bulk of the Icemen are gathered in a large cavern down that corridor," she reports, pointing in the direction she had just come from. "But they are protected by some magical wall. The wolves can't break through to get to them. Still, the icemen also can't get at the wolves, so perhaps we can return to the Meet and Balegas can send a group while they're contained."
    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 - #337
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The white-haired whelp, feeling outmatched, continues his tactic of fighting defensively, occasionally striking out at the iceman.

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    Move: 5ft step away from enemy
    Standard: Fighting defensively (-4atk, +2AC)

    Attack - (1d20+4)[6]
    Damage - (1d8+4)[10]

    HP: 18/42
    AC: 20

  8. - Top - End - #338
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    PaladinGuy

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

    Description of the iceman outside the cave:

    Rather large and heavily muscled even for an iceman, he wears armor made from black leather. His head is covered in what looks like the head of an icebear and the arms of his armor end in heavy black claws - like those of an icebear. Attacks that should have hit him sometimes bounce off. In his hands he holds twin axes, both weapons beautifully designed.
    Act well before thinking!


  9. - Top - End - #339
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The knife-whelp nods to the axe-whelp. "Good thinkin'. I really want to kick their asses some more, but now we got our own folk to look after. What say we git out of here?"

  10. - Top - End - #340
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The axe-whelp nods in return to the knife-thrower and moves towards the exit. "Agreed. I need to replace some lost javelins, so I'm going to see if I can't gather some branches for fletching before we go. Might as well check on the others out there while I'm at it."
    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!

  11. - Top - End - #341
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Wood-Archer keeps his position and casts true strike.

  12. - Top - End - #342
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The smallest whelp is walking alongside the slowly recovering wolf-whelp when they meet up with the axe-whelp. Listening carefully to what is said and what they others respond with, the smallest whelp tries hard not to smile ... nethereless as they continue to head out of the cave, the smallest whelp gives the wolves a short howl, commanding them to withdraw, as she replies to the others, "First we get out of here ... our part here is done! Then we need to find a place to hole up close by, preferably somewhere where we can retain our advantage of mobility. We still must wait for Belegas."

  13. - Top - End - #343
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    PaladinGuy

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

    Outside the Icemen cave, round 6:

    Wood-Archer keeps his position and casts true strike.

    The white-haired whelp, feeling outmatched, continues his tactic of fighting defensively, occasionally striking out at the iceman. For a few seconds strikes are exchanged, but no hits scored.

    Then you see and hear the whelps arrive at the cave entrance, chatting peacefully. The iceman reacts and moves to disengage from the white-haired whelp, ending up with his young enemy between himself and the archer whelp. He looks ready to run.

    FOr those coming out of the cave: You see an iceman fighting the white-haired whelp while the archer whelp is about 30' away from the fight, drawing his bow for another shot.

    The fight is about 40' from you and the iceman has reacted to your arrival by moving a few steps away from you to get a chance to run. He seems to be in good shape, even though a few arrows stick from his black leather armor.

    What do you do?
    Last edited by Simba; 2011-02-14 at 07:48 AM.
    Act well before thinking!


  14. - Top - End - #344
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    The snake like whelp charges the iceman, covering the distance between them quickly, not wanting any of the icemen to escape. She deals a roundhouse kick to him as she comes in.

    (1d20+12)[14] attack
    (1d6+1)[7] damage

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    Im away from my books, but Im pretty sure I can cover 40 ft in a charge, and that a charge gives me +4 which I have factored into my attack roll. Feel free to make adjustments if I cant.
    #GoreMutualarejerks

  15. - Top - End - #345
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Seeing combat still occurring, the axe-whelp dashes forward, drawing her greataxe as she goes, reaching the iceman just about the time that the snake-whelp makes her kick.

    Double-move to reach the Iceman, drawing axe as part of a move action. Would've charged if not for the need to draw the weapon.
    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 - #346
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Charging forward right alongside the snake-whelp, the knife-whelp leaps along with her and sinks his knife into the man.

    Attack - (1d20+7)[21]
    Damage - (1d4+3)[5]
    Grapple - (1d20+9)[27]

  17. - Top - End - #347
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    (Don't know what initiative I am compared to everyone else ...)

    Wood Archer completes his shot
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    FRA: True Strike aided arrow with a rapid shot
    * (1d20+28)[41], damage (1d8+5)[12]
    Follow-up shot (only if needed) (1d20+8)[28], damage (1d8+5)[11]

  18. - Top - End - #348
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    For second shot critical confirmation roll: (1d20+7)[23]
    If crit, then add (2d8+10)[16]

  19. - Top - End - #349
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    PaladinGuy

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

    Outside the Icemen cave:

    The snake like whelp charges the iceman, covering the distance between them quickly, not wanting any of the icemen to escape. She deals a roundhouse kick to him as she comes in.

    Seeing combat still occurring, the axe-whelp dashes forward, drawing her greataxe as she goes, reaching the iceman just about the time that the snake-whelp makes her kick.

    Charging forward right alongside the snake-whelp, the knife-whelp leaps along with her and sinks his knife into the man.

    Wood Archer completes his spell and looses 2 arrows in rapid succession. Both hit the iceman, one in the left eye, one in the right. He goes down without another sound, dead.

    Behind you, the spirit wolves pour out of the cave and gather around you. Victory is yours, but there are still quite a few enemies inside the cave.

    What do you do?
    Last edited by Simba; 2011-02-15 at 03:54 AM.
    Act well before thinking!


  20. - Top - End - #350
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Not seeing anything but comrades and spirit wolves, Wood-Archer asks, "Did you free any tribesmen?"
    Last edited by lostsole31; 2011-02-15 at 04:58 AM.

  21. - Top - End - #351
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    We freed ssseveral tribesssmen, here they are now. But there are many more icemen ssstill in there, much more than we could hope to defeat. We ssshould retreat quickly, our main force will be here sssoon to deal with them. We have done our part, now let them do theirsss
    #GoreMutualarejerks

  22. - Top - End - #352
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    As the archer-whelp speaks, the smallest whelp emerges from the cave, still supporting the recovering wolf-whelp with the assistance of the other imprisoned whelp.

    As the sinuous whelp explains, the smallest whelp scans the other side of the river and she speaks in a carrying voice, "Head for the horses ... we need to put some distance between us and them now"

    She then whirls around, and once she is certain that everyone, wolves included, has exited the cave, she fills the entrance of the cave with mist.

    [Cast obscuring mist in the cave entrance]

  23. - Top - End - #353
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Injured, but still mobile, the white-haired whelp retreats to the horses with the others, though he waits for the others to mount first, offering aid to the injured tribesmen.

  24. - Top - End - #354
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Better with his eyes, arrows, and equestrianship, Wood-Archer lets his siblings get the escapees mounted, while he rides interference - looking for enemies.

  25. - Top - End - #355
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    The young skald heads for her horse and mounts up, but keeps her axe out just in case -- she doesn't want to be caught unprepared again, if the icemen come flooding out from the cave. "Someone should keep tabs on the cave entrance. I get the feeling the icemen will be quite hungry for revenge."
    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!

  26. - Top - End - #356
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Quote Originally Posted by Archdeacon GX View Post
    The young skald heads for her horse and mounts up, but keeps her axe out just in case -- she doesn't want to be caught unprepared again, if the icemen come flooding out from the cave. "Someone should keep tabs on the cave entrance. I get the feeling the icemen will be quite hungry for revenge."
    Wood-Archer, already in position, says, "I've got it."

  27. - Top - End - #357
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Despite your dire predictions you reach your horses before icemen come pooring out of the cave.
    Act well before thinking!


  28. - Top - End - #358
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    "Hiyoo! We're outta here!" the knife-whelp cries out as he mounts the horse and digs his heels in.

  29. - Top - End - #359
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    Wood-Archer gives a piercing cry to get all the horses (and riders) moving, but continues to hold the rear to provide cover-fire for escape. It should be alright, though. It appears that the bow and arrow are technologically beyond that of the icemen.

  30. - Top - End - #360
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    Default Re: The Tribes of Tell Amakh (Part 1 IC)

    ESHALYN

    The sinuous whelp makes sure that Zither is positioned somewhere securely on her, or within something so that she can hold on, and then spurs her horse to make her retreat from the icemen caves.
    #GoreMutualarejerks

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