Post by TheUdjat on Jul 7, 2009 12:57:09 GMT -5
SEA GREEN
(My Poor Map)
[Always down on my maps, Shakes. Not that I’ll necessarily do it, but what would make them less confusing in the future?]
Natsumi focuses on the next archer threatening herself and Henrick, again attempting to catch him in her paralyzing magic. But this archer proves to have a stronger will, managing to shake off her spell. He eyes the bard, his intended target clear.
Sean continues singing, carefully orienting himself away from the archers slipping through the trees, keeping close to Ella—who leaves a trail of bodies in her wake. It seems safe enough.
Gro-bug, deep in the pit, rages in futility with being unable to reach his foes. He takes out a throwing axe, preparing to bury it in the next archer that shows himself.
Still mobile, Ella homes in on the next archer in her field of vision. The weasel makes it over to the man without triggering any traps, much to her relief, and with a powerful stroke, her lance is soon buried in the archer’s side. It isn’t enough to drop him, but Ella surely makes her presence felt.
The archers tumble away, firing at Ella and one at Natsumi, though neither aims well enough to strike their target. The last archer by the pit does indeed move over to the ledge to snipe at Gro-bug, and receives an axe in his arm for the trouble, the injury ensuring that his arrow goes wide, missing the half-orc entirely.
Henrick moves to Natsumi’s defense, his mace coming up again to land a crushing blow on the offending archer, not quite putting him down. Natsumi spies the man in critical condition and, lifting her wand, sends another pair of arcane bolts to finish him off. He collapses to the ground, dead.
Ella pursues her target as well, finishing the man off with a piercing blow from her lance. She homes in on the sounds of the last archer, attempting to shoot Gro-bug again with no success—and receiving another axe in his chest for the trouble. The archer looks weary of this fight and ready to flee, but Ella doesn’t give him the chance, wheeling the weasel on him and cutting him down before he can move to escape.
(Combat Actions)
(Init & Map for posterity)
Soon enough, the sounds of battle have faded, replaced by the steady background of jungle noises. Only one man remains alive, and is easy enough to restrain, being soundly unconscious as he is. Indeed, it will be at least an hour or two before the man awakens naturally. He will have to be healed to be questioned expediently.
As Natsumi’s spell of heightened speed fades, Gro-bug and Henrick feel that initial bout of poison coursing through their veins again. [Fort Saves. All pass.] But whatever noxious chemical was coating those arrows, the two warriors resist it.
(Character Status)
Ella – 67/77 HP; DR 3/- (4 blocked), Lifedrinking 12 (Lance)
Sean – 47/47 HP; Hide from Undead
Gro-bug – 25/100 HP, DR 1/-
Henrick – 73/78 HP
Natsumi – 42/52 HP, Freedom of Movement
Antyca – No damage [Absent]
Dire Weasel (Has no name ) – No damage
Archers:
1 – 35+ damage, dead
2 – 14 damage, 41 nonlethal damage, unconscious
3 – 48 damage, dead
4 – 47 damage, dead
5 – 47 damage, dead
6 – 39 damage, dead
DARK RED
Gildas, Lenny-
[Somehow I knew it would come to initiative rolls with you guys. ]
Initiative: Gildas (24), Curator (20), Wanderer (19), Lockheart (16), Lenny (7) [Everyone rolls 16+ except Lenny. Ouch, man]
As the gnome rants and rails, Gildas’s patience finally snaps. He springs to his feet and backhands the little curator, still standing on his chair, almost knocking the learned man to the floor.
To follow up his bold actions, Gildas draws his sword cleanly from its sheath, looking at the others to block the exit, leveling his sword at the curator angrily.
If he is shocked by this display—and how could he be anything but shocked?—the gnome masks it well, reacting quickly and with impressive presence of mind. He jumps back off his chair on the ground just a few feet from Gildas, eyes wide and alert—and even angrier than before, if possible. But it isn’t the hot, raging anger of his tirade, but something colder and more furious—and more full of malevolent intent.
“You would dare strike me?” the curator snaps back. “This conversation is over—and so are your hopes. Murderous fools.” Even as he speaks, the gnome’s hands are moving in precise, symbolic gestures, and it takes the inexperienced Tertians a moment to realize that he’s casting a spell—of course! The gnome offered to enchant a weapon with powerful magics. It should hardly be surprising to find him a skilled wizard.
Before anyone can move to carry out Gildas’s wishes and stop the gnome, and before Gildas himself can follow through with the promised sword stroke, the gnome disappears entirely from the room, giving one last baleful glance at Gildas, the apparent leader of the group.
(Combat Actions)
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“No!” Lockheart cries, struggling belatedly to his feet. “You fool,” he says, facing Gildas. “Do you realize what you’ve just done? That man will turn the whole city against you—against us. Or did you forget that the Church of St. Cuthbert was standing with you?” A fist hits the table, emphasizing the cleric’s extreme frustration with what has just occurred.
Wanderer, in turn, stares coldly at both Lenny and Gildas, his own anger brewing just beneath the surface. “Excellent,” he jibes. “Another enemy. The day can pass in peace, now.” He grips the maul, gritting his teeth, clearing having his own opinions of how things should have gone. But at least he isn’t condemning Gildas outright, as usual.
Tyrano, Norven-
Deciding it best to figure out what these Deathspeakers might be saying—but not wishing to get too close himself—Tyrano urges the new Norven to get close and overhear what they might be conversing about. Perhaps something specific can be revealed. Meanwhile, Wystfalrun attempts to ask around about what the grim man in armor is here for.
[Stellar Gather Information check at -1. Results hidden.] Looking quite out of place and not really understanding how one speaks to people in a council chamber, Tyrano has a difficult time speaking with people. They seem to steer clear of him unconsciously and cut conversations short. The few he manages to exchange words with seem to be unaware or uncaring of what the Deathspeakers are up to. He will have to seek another means of uncovering their purpose, unless Norven pulls through.
The monk creeps over as close to the tabled section as he can, blending in with the general populace despite his attire, which clashes sharply with the relatively well-dressed people here. Even the commoners are somewhat dressed up for their day with the council. Still, he is a master of subtlety and stealth—though not hearing.
(My Poor Map)
TheUdjat maps confuse me, so I just need people to bear with me and let me know if I'm about to move or target someplace stupid
[Always down on my maps, Shakes. Not that I’ll necessarily do it, but what would make them less confusing in the future?]
Natsumi focuses on the next archer threatening herself and Henrick, again attempting to catch him in her paralyzing magic. But this archer proves to have a stronger will, managing to shake off her spell. He eyes the bard, his intended target clear.
Sean continues singing, carefully orienting himself away from the archers slipping through the trees, keeping close to Ella—who leaves a trail of bodies in her wake. It seems safe enough.
Gro-bug, deep in the pit, rages in futility with being unable to reach his foes. He takes out a throwing axe, preparing to bury it in the next archer that shows himself.
Still mobile, Ella homes in on the next archer in her field of vision. The weasel makes it over to the man without triggering any traps, much to her relief, and with a powerful stroke, her lance is soon buried in the archer’s side. It isn’t enough to drop him, but Ella surely makes her presence felt.
The archers tumble away, firing at Ella and one at Natsumi, though neither aims well enough to strike their target. The last archer by the pit does indeed move over to the ledge to snipe at Gro-bug, and receives an axe in his arm for the trouble, the injury ensuring that his arrow goes wide, missing the half-orc entirely.
Henrick moves to Natsumi’s defense, his mace coming up again to land a crushing blow on the offending archer, not quite putting him down. Natsumi spies the man in critical condition and, lifting her wand, sends another pair of arcane bolts to finish him off. He collapses to the ground, dead.
Ella pursues her target as well, finishing the man off with a piercing blow from her lance. She homes in on the sounds of the last archer, attempting to shoot Gro-bug again with no success—and receiving another axe in his chest for the trouble. The archer looks weary of this fight and ready to flee, but Ella doesn’t give him the chance, wheeling the weasel on him and cutting him down before he can move to escape.
(Combat Actions)
- Natsumi steps to N-17 and slings a Hold Person on Archer 6. Will Save: Natural 20, succeeds.
- Sean moves out of harm’s way (behind Ella?) and keeps on a-singing. He can indeed move through sprung traps that aren’t pits, for the record.
- Gro-bug, stuck in the pit, instead readies an attack with a throwing axe for the next archer he spies. [readied action]
- Ella goes for the nearest enemy she can spot, which happens to be Archer 5. A direct path, for once, yields no traps. But too much foliage for a charge. Lance Power Attack (for 5) @ +13 (+15, -5 PA, +3 Inspire): 30, easy hit. 1d6+18 damage (assuming Lance 2-handed): 24 damage, gains 3 from Lifedrinking. Weasel goes in for some fightin’, too. Attack: 11, miss.
- Archers retaliate. Archer 4 moves to fire on Gro-bug down in the hole. Gro-bug’s readied action goes off. Attack @ +20 (+3 Inspire, +1 Haste): 34, hits. 1d6+10 (+3 Inspire): 11 damage. Archer 4’s attack vs. AC 18 (-2 Rage, +1 Haste): 9, horrible miss. Archer 4 moves away from the pit’s edge when he’s done.
Archer 5 tumbles away from Ella and moves around to fire on her again. She gets cover this time. Attack vs. AC 26 (-3 no shield bonus, +4 Cover): 10, still a horrible miss.
Archer 6 tumbles away from Henrick, moves around the tree, and shoots at Natsumi. Attack vs. AC 22 (+1 Haste): 15, miss. - Henrick goes after Archer 6 again, same drill. Attack @ +12: 19, hits. 1d8+13: 17 damage. Archer is critically injured, but not down.
- Init to Natsumi. Forgive me, Shakes, but I’m gonna take some liberties to finish off this fight. Natsumi will use her Wand of Magic Missile vs. Archer 6. 2d4+2: 8 damage. Archer 6 goes down.
- Sean, as has been consistent, keeps singing.
- Ella continues to pursue Archer 5. Same attack @ +15: 30, hits. 1d6+18 damage: 23 more damage, archer 5 dead. Gains 3 from Lifedrinking.
- Gro-bug readies the same action.
- Archer 4 moves for the edge of the pit again, triggering it. Gro-bug’s attack @ +ridiculous: 22, hits. 1d6+10: 13 damage.
- Skipping ahead to Ella’s next action. Same attack as before: 32, hits. 1d6+18: 23 damage, Archer 4 dead, and she gains 3 from Lifedrinking. Combat over.
(Init & Map for posterity)
Initiative: Natsumi (20), Sean (12), Ella (5), Gro-bug (4), Archers (4), Henrick (3).
Map:
Map:
Soon enough, the sounds of battle have faded, replaced by the steady background of jungle noises. Only one man remains alive, and is easy enough to restrain, being soundly unconscious as he is. Indeed, it will be at least an hour or two before the man awakens naturally. He will have to be healed to be questioned expediently.
As Natsumi’s spell of heightened speed fades, Gro-bug and Henrick feel that initial bout of poison coursing through their veins again. [Fort Saves. All pass.] But whatever noxious chemical was coating those arrows, the two warriors resist it.
(Character Status)
Ella – 67/77 HP; DR 3/- (4 blocked), Lifedrinking 12 (Lance)
Sean – 47/47 HP; Hide from Undead
Gro-bug – 25/100 HP, DR 1/-
Henrick – 73/78 HP
Natsumi – 42/52 HP, Freedom of Movement
Antyca – No damage [Absent]
Dire Weasel (Has no name ) – No damage
Archers:
DARK RED
Gildas, Lenny-
[Somehow I knew it would come to initiative rolls with you guys. ]
Initiative: Gildas (24), Curator (20), Wanderer (19), Lockheart (16), Lenny (7) [Everyone rolls 16+ except Lenny. Ouch, man]
As the gnome rants and rails, Gildas’s patience finally snaps. He springs to his feet and backhands the little curator, still standing on his chair, almost knocking the learned man to the floor.
“STAY, DAMMIT!!”
"I will have your head before you leave this room, unless you withdraw those words!"
"I will have your head before you leave this room, unless you withdraw those words!"
To follow up his bold actions, Gildas draws his sword cleanly from its sheath, looking at the others to block the exit, leveling his sword at the curator angrily.
"I'd burn your stupid university before I'd see the bone fall into deathspeakers' hands! Now, it's either your head, or you will stop your threats against our mission! And if you cooperate, we might even consider our part of the deal. Now, are we perfectly clear, or do I need to shorten you even further?"
If he is shocked by this display—and how could he be anything but shocked?—the gnome masks it well, reacting quickly and with impressive presence of mind. He jumps back off his chair on the ground just a few feet from Gildas, eyes wide and alert—and even angrier than before, if possible. But it isn’t the hot, raging anger of his tirade, but something colder and more furious—and more full of malevolent intent.
“You would dare strike me?” the curator snaps back. “This conversation is over—and so are your hopes. Murderous fools.” Even as he speaks, the gnome’s hands are moving in precise, symbolic gestures, and it takes the inexperienced Tertians a moment to realize that he’s casting a spell—of course! The gnome offered to enchant a weapon with powerful magics. It should hardly be surprising to find him a skilled wizard.
Before anyone can move to carry out Gildas’s wishes and stop the gnome, and before Gildas himself can follow through with the promised sword stroke, the gnome disappears entirely from the room, giving one last baleful glance at Gildas, the apparent leader of the group.
(Combat Actions)
- Gildas stands (move), 5’ steps to the gnome, and makes an unarmed attack @ +6 vs. flatfooted AC of the gnome: 20, hits. 1d3+4 nonlethal damage: 6 nonlethal damage. Though he’s technically out of actions, I’ll allow him to draw his sword and continue to threaten.
- Curator acts on initiative 20. He takes a 5’ back and casts a spell. Nobody has a Spellcraft skill to know what it is, but Lockheart can reveal it to be Teleport in a sec. The gnome is gone.
- Combat over.
“No!” Lockheart cries, struggling belatedly to his feet. “You fool,” he says, facing Gildas. “Do you realize what you’ve just done? That man will turn the whole city against you—against us. Or did you forget that the Church of St. Cuthbert was standing with you?” A fist hits the table, emphasizing the cleric’s extreme frustration with what has just occurred.
Wanderer, in turn, stares coldly at both Lenny and Gildas, his own anger brewing just beneath the surface. “Excellent,” he jibes. “Another enemy. The day can pass in peace, now.” He grips the maul, gritting his teeth, clearing having his own opinions of how things should have gone. But at least he isn’t condemning Gildas outright, as usual.
Tyrano, Norven-
Deciding it best to figure out what these Deathspeakers might be saying—but not wishing to get too close himself—Tyrano urges the new Norven to get close and overhear what they might be conversing about. Perhaps something specific can be revealed. Meanwhile, Wystfalrun attempts to ask around about what the grim man in armor is here for.
[Stellar Gather Information check at -1. Results hidden.] Looking quite out of place and not really understanding how one speaks to people in a council chamber, Tyrano has a difficult time speaking with people. They seem to steer clear of him unconsciously and cut conversations short. The few he manages to exchange words with seem to be unaware or uncaring of what the Deathspeakers are up to. He will have to seek another means of uncovering their purpose, unless Norven pulls through.
The monk creeps over as close to the tabled section as he can, blending in with the general populace despite his attire, which clashes sharply with the relatively well-dressed people here. Even the commoners are somewhat dressed up for their day with the council. Still, he is a master of subtlety and stealth—though not hearing.