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17:05, 7th May 2024 (GMT+0)

To the ziggurat.

Posted by Dyaus PaterFor group 0
Conall
Cimmerian Human, 41 posts
Sun 31 Aug 2014
at 01:38
  • msg #121

Re: To the ziggurat

Conall spreads a flurry of arrows among the Nethermen in the front of the pack, hoping that if one or more in the front stumbles or goes down, he will slow the others.

OOC:

Using flurry, five arrows.  Might be a crit or two in there.

21:32, Today: Conall rolled 22 using 1d20+16. bow attack.
21:32, Today: Conall rolled 31 using 1d20+16. bow attack.
21:32, Today: Conall rolled 20 using 1d20+16. bow attack.
21:32, Today: Conall rolled 27 using 1d20+16. bow attack.
21:31, Today: Conall rolled 18 using 1d20+16. bow attack.

Not clear, a total of two rounds of bow fire, or three? 

Nkruma
Asena, 100 posts
Sikaotu
PR 6, HP 29
Sun 31 Aug 2014
at 02:02
  • msg #122

Re: To the ziggurat

As the others let arrows fly towards the oncoming Nethermen, Nkruma will step back away from the glowing gate. "Let us get the horses and chariots away from this gate. Run them around the walls so that they are ready to charge if all goes to the hells below." He looks at the wagon for a moment.

"Maybe we can bring the wagon to the gate here. I'd hate to block us in, but if we must, we could tip it on its side to block up the entrance." He shakes his head, fur damp and dirty from the winds and rains.

He uses the time remaining to put away his bow, put on his full-faced iron helm and draw his gladius.



With the iron helm and his lightweight full suit of armor, Nkruma's PR is going up to 9, but he's got a -2 to his PER with the helm on.
Dyaus Pater
GM, 113 posts
Sun 31 Aug 2014
at 06:17
  • msg #123

Re: To the ziggurat

The massive attack of bow shot Conall just let rip is the last you can make  before they hit the wall. You can always just sit back and shoot them from the gate but likely they will do a little shooting as well but maybe not, they seem enraged.
Thamyron
Atlantean, 44 posts
Wed 3 Sep 2014
at 05:28
  • msg #124

Re: To the ziggurat

Thamyron begins chanting, focusing on reinforcing the gate with his magic. He chants , sweeping his staff and free hand in front of him, as wisps of greenish light flow out to intertwine with the portcullis. As he continues, the strands thicken, ending as a solid barrier with the portcullis.

OOC: Sorry for the delay, thought I would have internet over the weekend and ended up not.  Don't have the book right now to look if manipulate or shield is best thing here.

Edit: looks like shield is what to try. Not sure on exact size of gate.   intent was to do a PR3 barrier (-9) and add 2 minutes(-2) for a total duration of 3 minutes (30 rounds?) Total modifier is +5 (+16-9-2) . Rolled 24 (19+5).


Question:does thamyron sense any built up vril here he could tap?
This message was last edited by the player at 21:20, Wed 03 Sept 2014.
Brude
Pictish Human, 64 posts
Pictish Raider
Thu 4 Sep 2014
at 14:31
  • msg #125

Re: To the ziggurat

Brude lets one last arrow fly before pulling his hatchet from his belt.

10:52, Today: Brude rolled 21 using 1d20+6.
This message was last updated by the player at 14:31, Thu 04 Sept 2014.
Dyaus Pater
GM, 115 posts
Thu 4 Sep 2014
at 14:50
  • msg #126

Re: To the ziggurat

Ferao throws a javelin but he is too strong and it sails over the heads of the charging horsemen.

Conall kills two of the Nethermen outright, one hit with two arrows and one killed with a shot to the eye. He wounds two more as do Vranu and Brude.

Thamyron casts his spell on the gate and it glows even brighter just as the nethermen are just a few feet away. As he casts he can feel a slight amount of vril comeing from the main building.

15 nethermen are just about to hit the wall. You will have the initiative since you are waiting for them.

As they near you all hear one shout..."You have killed Krum! Our shamn hs fallen you will all die!"
Conall
Cimmerian Human, 42 posts
Thu 4 Sep 2014
at 15:33
  • msg #127

Re: To the ziggurat

OOC:  I'm a bit uncertain as to our layout again -- how high is the wall?  Obviously, Conall is going to be better with his bow than hand to hand, so I'd like to try to get another round of bow fire in.  Is the wall low enough that it looks like the Nethermen will try to come over it?  Or will they need to batter down the gate? 
Dyaus Pater
GM, 116 posts
Thu 4 Sep 2014
at 17:03
  • msg #128

Re: To the ziggurat

The wall is high and very smooth. Without some sort of ladders it is futile for the Nethermen. They will need to batter the gate down. The wall inside is also smooth but there is debris enough to allow someone to gain the top of the wall but no cover since the wall is just a wall.
Fernao
Tauran, 85 posts
Thu 4 Sep 2014
at 19:00
  • msg #129

Re: To the ziggurat

Fernao bellows in frustration at missing with his javelin and grabs his tower shield and flail. He is uncertain what to do, but readies himself to meet any nethermen that manage to get through the gate or over the wall.
Thamyron
Atlantean, 45 posts
Fri 5 Sep 2014
at 07:29
  • msg #130

Re: To the ziggurat

Thamyron chants, arms waving as more tendrils of green energy begin to gather around him.

OOC: How close together are all the Nethermen? Looking to put together  an attack spell.
Dyaus Pater
GM, 117 posts
Fri 5 Sep 2014
at 13:52
  • msg #131

Re: To the ziggurat

The Nethermen are crowded together starting to dismount just five feet or so away from the gate.
This message was last edited by the GM at 13:54, Fri 05 Sept 2014.
Nkruma
Asena, 101 posts
Sikaotu
PR 6, HP 29
Fri 5 Sep 2014
at 17:33
  • msg #132

Re: To the ziggurat

In the courtyard, in full view of the Nethermen, wearing his armor and iron helm, Nkruma begins to sing. He sings in his native Ophiran, but much of the song is filled with wailing, howling, growling, and sudden sharps snaps of teeth. It is a song of blood and the gnashing of teeth and the tearing of foes. He rocks slightly on the balls of his feet, his clawed toes scratching at the earth and dust. His eyes are partially closed, but seem to be rolling about in their sockets.



Reaching an ecstatic state, casting an Animism spell, calling up the Spirit of the Hunting Wolf in the attempt to boost Nkruma's Weapon (Melee) skill by +5.

quote:
Blades like Talons DoD -5, Level 5 Manipulate spell.
With a howl-filled song, Nkruma feels himself filled with a wolf-spirit that makes his attacks more savage and fierce.
Add +5 to Weapon (Melee) skill for 10 rounds (1 minute)


Nkruma rolled 9 using 1d20+7 with rolls of 2. Mode +6, +3 for Order, +3 for Totem, -5 DoD.

Partial. So, +5 for only 5 rounds.




Maybe it's the closeness of the ziggurat. Maybe it's Nkruma's poor singing. Maybe it's just the spirits of the steppes aren't used to this foreigner.

Whatever the case, Nkruma's fur bristles, standing on end and poking out through his armor in places. He growls and howls, his song continuing, as he paces closer and closer to the gate. The paw-like hand holding the gladius keeps tightening and loosening on the grip.
Dyaus Pater
GM, 119 posts
Tue 9 Sep 2014
at 15:45
  • msg #133

Re: To the ziggurat

One of the Nethermen leaps towards the gate with weapon in hand only to be met by Koryos's spear that licks out from between the bars of the gate. The Netherman falls back with a nasty bleeding wound in his chest.

The others howl in rage and make to charge the gate all at once.

Prepare to defend! You can sit and await their charge or do something more proactive.
Fernao
Tauran, 86 posts
Tue 9 Sep 2014
at 15:54
  • msg #134

Re: To the ziggurat

Given that in their berserk state the nethermen appear to be charging the closed gate, Fernao draws his fancy iron gladius, hefts his shield and prepares to slaughter them as they do so.
Nkruma
Asena, 104 posts
Sikaotu
PR 6, HP 29
Tue 9 Sep 2014
at 19:32
  • msg #135

Re: To the ziggurat

Nkruma's howling song falls silent, his fur rustles in a breeze unfelt by others, and it seems that his muscles ripple beneath the skin like wolves coursing across a field.

His eyes dart from the Nethermen outside the wall to the peak of the wall itself and back. His nostrils flare as a low growl escapes his throat.

He takes a step back, then another, and then bursts into a sprint heading straight for the wall on the left side of the gate. With a mighty leap, he bounds to the top of the wall. He towers over the Nethermen below and shouts out a challenge.

"You curs! Exu will never claim your bodies, nor shall your funeral rites be honored! Know that I, Nkruma, have sworn vengeance upon you before the gods!"



Nkruma rolled 7 using 1d20+4 with rolls of 3. SPD+Athletics - running and jumping over the wall.

PGs 246-7 cover running and jumping. With my SPD of +2, I can move 25 meters in a round, and I can jump just over 6 meters high. Spending 2 Earth Atman for a total of +4 to that roll. Gives me a final of an 11.

Down 2 Earth, 1 Fire Atman today, leaving Nkruma with just 2 Fire Atman. And my Disadvantages don't really come into play here. I might be Tempting Fate again soon.

Also, I figure that's enough of an action. I'll wait on jumping down into their midst until next go 'round.

Fernao
Tauran, 87 posts
Tue 9 Sep 2014
at 19:48
  • msg #136

Re: To the ziggurat

Fernao knows he is strong, but he also knows that he is not fast. If the enemies are charging the gate he will wait for them and poke, poke, poke them with his fancy iron gladius. "Come! Come on through this gate! It is weak! It is as weak as your shaman's bones were against our weapons!", he taunts them.
Conall
Cimmerian Human, 44 posts
Tue 9 Sep 2014
at 20:11
  • msg #137

Re: To the ziggurat

Conall again takes aim and delivers another flurry of arrows through the gaps in the bars of the gates, firing low, towards the legs of the Nethermen as they charge forward.

OOC:

Not bad!  That first one must be a critical for sure!?  Maybe open up the devil's femoral artery?

16:07, Today: Conall rolled 21 using 1d20+14.
16:07, Today: Conall rolled 28 using 1d20+14.
16:07, Today: Conall rolled 22 using 1d20+14.
16:07, Today: Conall rolled 30 using 1d20+14.
16:07, Today: Conall rolled 34 using 1d20+14. bow attack.

EDIT:  er, DR 12 on the arrows, those that hit.  Rolls already adjusted for the -2 DoD.

This message was last edited by the player at 20:12, Tue 09 Sept 2014.
Brude
Pictish Human, 65 posts
Pictish Raider
Fri 12 Sep 2014
at 14:35
  • msg #138

Re: To the ziggurat

Brude still stands ready with his hatchet in hand, unable to do anything through the bars of the gate. When he sees Nkruma leap over the wall he exclaims, "he is mad! They will rip him apart."then he smiled as he saw Conall's deadly accuracy at close distance with the bow.
Dyaus Pater
GM, 122 posts
Fri 12 Sep 2014
at 14:49
  • msg #139

Re: To the ziggurat

Thamyron pauses as he senses the vril in the area, vague but it is there.

Nkruma lands on his feet like a...wolf on the other side of the wall. Most of the Nethermen turn when they hear him growling and marvel at the pure madness of such a move. Could he be seriously expecting to fight them all?

A second later, Conall's deadly bowstring twangs five times and three of the Nethermen fall with arrows protruding from them, very fortunate placement by the Cimmerian.

Twelve Nethermen remain, two of them turn towards Nkruma and start to run at the Asena scout. You can await their charge or meet them, regardless you go first here

The twoNethermen who are stuck with arrows still fall back to remove the arrows from their flesh with the remaining eight fall upon the gate. Even though the gate is now strengthened by the magic workings of Thamyron it crumbles under the fires onslaught of the mini horde.

There is now nothing between you and the Nethermen.
Nkruma
Asena, 106 posts
Sikaotu
PR 6, HP 29
Fri 12 Sep 2014
at 15:05
  • msg #140

Re: To the ziggurat

Nkruma moves towards the two Nethermen who are advancing on him. He stalks towards them, not hurrying, not wasting any movement. When he nears them, his gladius darts out in rapid succession, lunging at each of the Nethermen in turn before swiping an arc between himself and them to keep them at bay.



CR +3, Weapon Melee +6, Enchantment +5 (3 rounds left) = +14
Second attack: -5 penalty, +3 for Gladius, +2 for SPD = -0
Third attack: -10 penalty, +3 for Gladius, +2 for SPD = -5, Tempting Fate for 2 points, +4 = -1

1st action: Nkruma rolled 33 using 1d20+14 with rolls of 19. Attack! DR 9 (possible critical)
2nd action: Nkruma rolled 16 using 1d20+14 with rolls of 2. Attack! DR 9
3rd action: Nkruma rolled 9 using 1d20-1 with rolls of 10. Attack, Tempting Fate. DR5 (or less if a miss).

Nkruma currently has a DEX+Evade of 8, so that's their DoD to hit and with the iron helm, he's got a PR of 9.

Brude
Pictish Human, 66 posts
Pictish Raider
Fri 12 Sep 2014
at 15:18
  • msg #141

Re: To the ziggurat

Brude throws himself at the first nethermen he can get to as the gate collapses. He brings his hatchet down on the ugly scalp of the netherman before him.

11:16, Today: Brude rolled 33 using 1d20+15.
Fernao
Tauran, 89 posts
Fri 12 Sep 2014
at 16:25
  • msg #142

Re: To the ziggurat

The gate falls as he approaches it and seeing Nkruma being charged by so many of the nethermen Fernao strikes at two of the barbarians before him in an effort to get past them to help the Asena.


Fernao rolled 16+3=19 using 1d20. Initiative. [I forgot to add +3 for Gladius's Fast Bonus when I rolled]
Fernao rolled 26 using 1d20+13. Attack!
Fernao rolled 14 using 1d20+11. 2nd Attack! [-5 for second action +3 for Gladius's Quick Bonus]

Koryos
NPC Kurgan, 34 posts
Tue 16 Sep 2014
at 17:47
  • msg #143

Re: To the ziggurat

With the Nethermen breaching the gate, Koryos drops his spear and pulls his axe from his belt. and leaps into the center of the marauders, his heavy axe whistling as it cuts through the air them making a totally different sound as it begins to hit flesh.

Ince i have not yet seen the cleave eature use dyet in this game, I thought i would npc it and see how it works out with Koryos behind the weapon.
12:20, Today: Koryos rolled 29 using 1d20+22. Attack with axe cleave use 1 hero point(fire) for +4 to hit.

This message was last updated by the player at 17:47, Tue 16 Sept 2014.
Dyaus Pater
GM, 124 posts
Tue 16 Sep 2014
at 18:24
  • msg #144

Re: To the ziggurat

Dice roller loves you guys!

Nkruma catches one of the Nethermen as they close on him, zigged when he should have zagged and his head tumbled to the dusty ground. His second slash scored heavily cutting through the leather armor of his remaining attacker. His third blow sliced through the air where the first Netherman once stood.

Fernao lets his gladius cut first left then right both score heavy hits against the marauders causing blood to flow freely. Brude has similar luck as his hatchet draws blood from a deep wound in a Netherman's skull.

Koryos cuts a bloody swath through the center of the Nethermen with his axe, cleaving from a high guard nearly to the ground then back up again.

All but two of the foe are bleeding, some badly. Rather than attack they withdraw from the onslaught of the defenders of the ziggurat, leaving a trail of blood and curses as they do so.

The single Netherman who faces Nkruma does not retreat, instead he lunges forward with his mace. He lands an ineffectual blow and the haft of the weapon snaps leaving him weaponless, snarling and reaching for his belt dagger just a few feet from Nkruma.

8 Nethermen have retreated 20 feet or so back, 2 remain back digging arrows out of their own flesh and 1 last remains fighting with Nkruma.
This message was last edited by the GM at 18:38, Tue 16 Sept 2014.
Nkruma
Asena, 107 posts
Sikaotu
PR 9, HP 29
Tue 16 Sep 2014
at 18:56
  • msg #145

Re: To the ziggurat

Nkruma howls loudly. "The gods are with us and you shall surely fall," he shouts as he renews his assault. He swings his gladius at the Netherman before him twice before leaping to the side and charging towards the now fallen-gate, not bothering to look and see if the Netherman currently before him falls or not, so sure is he in the blessings of the gods.



CR +3, Weapon Melee +6, Enchantment +5 (3 rounds left) = +14
Second attack: -5 penalty, +3 for Gladius, +2 for SPD = -0

First Action - Nkruma rolled 31 using 1d20+14 with rolls of 17. Attack. DR 9, possible critical
Second Action - Nkruma rolled 16 using 1d20+14 with rolls of 2. Attack. DR 9

Nkruma currently has a DEX+Evade of 8, so that's their DoD to hit and with the iron helm, he's got a PR of 9.

This message was last edited by the player at 18:57, Tue 16 Sept 2014.
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