RolePlay onLine RPoL Logo

, welcome to Triplefang

21:35, 2nd May 2024 (GMT+0)

Ch05 - Eburacon's Songbook - Part 2.

Posted by FritzholmFor group 0
Fritzholm
GM, 991 posts
toss the dice
and have fun
Thu 2 Feb 2012
at 08:06
  • msg #407

Re: Eburacon's Songbook - Part 2

No one in the normally alert group notices anything amiss until a small volley of javelins fly through the air at our heroes.  Holly (who was targeted twice) and Glumr are both hit solidly in the chest.  There is little time to reel from the shock of the serious wounds as strange lizardmen with alligator heads rush out of the dark fog brandishing axes and shields.  Alligog 3 shouts something unintelligible and is met with a chorus of short grunts and calls in return from the others.

Holly and Glumr both take 7 points of damage.

I need initiative rolls from everyone.


http://zachery.path.med.umich....g/alligog_battle.jpg
Farden
player, 295 posts
the new guy
male fighter
Mon 6 Feb 2012
at 13:07
  • msg #408

Re: Eburacon's Songbook - Part 2

18:37, Today: Farden rolled 14 using 1d20+2. initiative.
Fritzholm
GM, 995 posts
toss the dice
and have fun
Mon 6 Feb 2012
at 21:07
  • msg #409

Alligog battle round 1

Congrats!  All 3 of you go before the Alligogs.

Init
----
Glumr 22
Holly 16
Farden 14
Cuma 6
Alligogs 4
Eye 1

I need round 1 actions for everyone.

http://zachery.path.med.umich....g/alligog_battle.jpg
Farden
player, 296 posts
the new guy
male fighter
Tue 7 Feb 2012
at 05:20
  • msg #410

Re: Alligog battle round 1

Farden unleashed the javelin in his hand at one of the creatures behind him. Then, drawing his sword, he moves into position next to Cuma to protect the group's flank.

Standard: javelin attack on #6
10:49, Today: Farden rolled 20,4 using d20+5,d6+3. attack, damage.
Move:
Move to H12 while drawing sword.

Holly
player, 472 posts
Protect the Land
to protect your Children
Tue 7 Feb 2012
at 19:43
  • msg #411

Re: Alligog battle round 1

Holly lets out a squeal as the javelin hits, and she just manages to stay upright. Moonlight is quick to move forward, and Holly asks him to protect the Eye as she reacts. Calling upon the land to aid her, her spell calls forth the plants to grasp at the ankle and legs of the creatures now in the light.

[Holly - Standard Move - Cast Entangle centred on H06. Move Action - Command Moonlight to move to E13/F13 to protect the Eye.]
Fritzholm
GM, 996 posts
toss the dice
and have fun
Wed 8 Feb 2012
at 07:45
  • msg #412

Re: Alligog battle round 1

Glumr takes careful aim at the closest of the charging Alligogs.  He fires twice.  His first shot strikes the lizardman just off-center in the chest.  It stops the Alligog in its tracks.  The second arrow puts the warrior down.

Alligog6 take 14 points of damage and is out of the fight.

Holly calls upon the forces of nature to aid her and the very grasses and viney scrub bushes reach out to grab the Alligogs.  Two of the lizardmen become hopelessly entangled, as does Glumr's horse, which is now panicked.

I moved the target square back one so Cuma would not be caught in the radius.

Farden returns the javelin hurling favor giving the Alligog's a taste of their own medicine before moving to protect Cuma.

Since #6 is down we'll say you hit #8 and I moved you to I13 so you wouldn't be in the entangle zone.

Cuma shouts something back at the Alligogs and retreats to Holly's side.

The Alligogs struggle, with mixed success to get away from the animated plants.  Two of the free Alligogs throw javelins at the eye and Holly, but both attacks are easily dodged.  Alligog8 rushes Farden and gets a lucky hit in causing a light cut to his upper shield arm.

Farden takes 3 points of damage.

After avoiding another javelin, the eye float back past the horses, into the  foggy darkness.  It conjures up a rousing fanfare introduction that rallies you all to fiercely counterattack these wrong-minded beasts.

Everyone now receives a +1 to hit, damage, and saves for the eye's inspiration music.

I need round 2 actions for everyone.


http://zachery.path.med.umich....g/alligog_battle.jpg
This message was last edited by the GM at 07:45, Wed 08 Feb 2012.
Farden
player, 297 posts
the new guy
male fighter
Wed 8 Feb 2012
at 09:14
  • msg #413

Re: Alligog battle round 1

Energized by the music, Farden makes a lightning slash across the throat of the aligog he had already injured, sending the creature down in an arterial spray of blood. He then steps into position to guard Glumr while the archer does his work.

Standard: Attack #8
14:40, Today: Farden rolled 24,11 using d20+8,d8+4. attack, damage.
Free: 5' step to J14

Glumr
player, 629 posts
  Woodland
  Ninja
Wed 15 Feb 2012
at 16:10
  • msg #414

Re: Alligog battle round 1

Glumr turns and sees Alligog #5 looking like it's struggling it's way from the tangle.  He draws his bow and fires two arrows at it.   Unfortunately the javelin wound is a bit distracting and the first arrow only grazes the creature.  This causes it to turn, making Glumr's second shot miss and land in the soft earth next to it.

Glumr rolled 23 using 1d20+8. Shoot Alligog 5.
Glumr rolled 2 using 1d8. Arrow in #5.
Glumr rolled 13 using 1d20+8. Shooting AG5 again.
 

Holly
player, 474 posts
Protect the Land
to protect your Children
Wed 15 Feb 2012
at 19:16
  • msg #415

Re: Alligog battle round 1

Holly calls Moonlight to take on the one on the edge of the spell she had cast, to try and keep it from escaping too easily, and then pulls her sling out and drops in a stone. Taking careful aim on the one in the middle of the gripping grasses, she swings and lets loose the shot. She curses as the shot flies wide of its mark, and she prepares to send another shot in that direction.

[Moonlight to move to C/D12, and defend (Trained skill) against the Alligog.
Holly - Move Action, Draw Weapon - Sling. Standard Action - Fire Sling.
Holly rolled 8 using 1d20+3. Slingshot on F9. Missed]

Fritzholm
GM, 999 posts
toss the dice
and have fun
Thu 16 Feb 2012
at 20:46
  • msg #416

Alligog battle round 2

Init
----
Glumr 22
Holly 16
Farden 14
Large Creature 10
Cuma 6
Alligogs 4
Eye 1


"Alligogs think Holly a witch.  Witch and Evil Eye bring dark fog.  Cuma talks sense to Alligog.  No listen," Cuma says matter-of-factly to Holly.

Then he adds "Beware!" pointing to the northeast.

Some strange twisted creature slightly bigger than a horse has leapt out of the fog.  Its neck stretches out from its body and fearsome jaws snap on the totally unprepared Alligog7 nearly chomping it in half.  The lizardman screams horribly and slumps to the ground.

This sends the other Alligogs into a panic.  Alligog9 bolts to the east.  Alligog2 and 5, spurred on by terror again manage to avoid being tangled and scatter in opposite directions.  Alligog1 and 3 are less lucky.  They try to wriggle free of the plants to no avail.  Alligog4 breaks off his attack and wades into the small pond.  The water comes up above its hips and tail, but the Alligog seems as comfortable in water as on land.

Warning, the large creature at Q7 and R7 has a 10' reach, so it threatens a  larger area than most enemies.  Moving in to attack too rashly is likely to draw an attack of opportunity.  If you must engage it, approach with caution.

I need everyone's round 3 actions.


http://zachery.path.med.umich....g/alligog_battle.jpg
This message was last edited by the GM at 02:46, Fri 17 Feb 2012.
Farden
player, 299 posts
the new guy
male fighter
Fri 17 Feb 2012
at 07:23
  • msg #417

Re: Alligog battle round 2

Farden moves back, getting close to and grabbing his horse, and putting the patch of entangling ground between himself and the creature. "What say we mount up and get out of here? Cuma, can we outrun it?"

Move to C13
Fritzholm
GM, 1000 posts
toss the dice
and have fun
Fri 17 Feb 2012
at 20:26
  • msg #418

Re: Alligog battle round 2

"Maybe only lose one person," answers Cuma.

He sounds a little shaken.  Cuma does not have a horse and is on foot.  You get the feeling he thinks he's the one person.

Regarding horses:
You have dismounted and have been leading your horses most of the day so far.  Between the oppressive heat, dangerous uneven terrain, darkness, and very poor visibility riding is extremely dangerous.  Granted, staying and fighting this beast might very well be more dangerous.  Any sort of escape on horseback will require a high DC ride check which could result in injury to horse and/or rider.  If one person fails badly enough you'll probably have to stop and fight there anyhow.

Alligogs are scattering in all directions.  If the party were to retreat there's no reason to think the creature would necessarily follow the PCs.  It has one victim already and plenty to chase running away in other directions.  On the other hand there's one light source here, and Cuma is carrying it.  (Opps, I should've moved the illuminated area when I moved Cuma)  That might make your party an easy target.

Your character would know all these things, so I'm fine with it if you'd like to choose a different action for this round (sticking to your plan is fine too).  The question you asked Cuma would be a free action anyhow.
Fritzholm
GM, 1001 posts
toss the dice
and have fun
Fri 17 Feb 2012
at 21:20
  • msg #419

Alligog battle round 2

Map update with correct lighting.

http://zachery.path.med.umich....g/alligog_battle.jpg
Farden
player, 300 posts
the new guy
male fighter
Sat 18 Feb 2012
at 06:59
  • msg #420

Re: Alligog battle round 2

"Come on, everyone, let's beat it. The entangled ground might convince the critter to go after the reptiles instead."

Looking around at the terrain, Farden realizes riding may be a poor choice, and instead starts leading his horse away.
Glumr
player, 630 posts
  Woodland
  Ninja
Mon 20 Feb 2012
at 13:40
  • msg #421

Re: Alligog battle round 2

"Holly...  Do you think you and I can calm the creature?"  Glumr asks...  then adds "You know.. being a witch and all." with a good laugh.

OCC - What is the creatures attitude towards the humans?

I dont think we should fight this thing for the sake of fighting it.  Maybe we can make it go away, or just eat the alligogs.

Do the alligogs look like they have any interesting stuff?

This message was last edited by the player at 13:42, Mon 20 Feb 2012.
Fritzholm
GM, 1002 posts
toss the dice
and have fun
Mon 20 Feb 2012
at 19:30
  • msg #422

Re: Alligog battle round 2

Its current attitude towards Alligogs and humans is Hostile.  Getting the creature's reaction to Indifferent would be DC 25, which will be an impossible challenge since the roll is d20+level+CHR bonus.  Actually, I'd give you a +2 for working together, but it's still only a 5% chance.  The best you could hope for otherwise would be Unfriendly.

http://www.d20srd.org/srd/skills/diplomacy.htm


This beast is off in the hazy shadows, but it does NOT look normal.  It looks strange and twisted, and you've never seen anything that's neck moves like its does.


The alligogs near you have weapons, shield, and armor.  Their armor reminds you a little of trog armor in that it is very light and seems to be designed to augment their natural armor.  It's hard to tell what other possessions they might have on them right now.  This is a dangerous time for looting.
Glumr
player, 631 posts
  Woodland
  Ninja
Mon 20 Feb 2012
at 21:36
  • msg #423

Re: Alligog battle round 2

"It's not looking friendly..."  Glumr pauses "Or even natural.  I'm thinking arrow and sword might not be best to combat this thing.  Perhaps Farden has the best  idea.  Let's get the entanglement between us and them and see if that will deter their following."  Glumr pulls his torch out and moves to lead his horse.
Farden
player, 301 posts
the new guy
male fighter
Tue 21 Feb 2012
at 05:56
  • msg #424

Re: Alligog battle round 2

"We don't see anything. We MOVE. Let's get out of here, before that critter runs out of alligogs to hunt. You don't have to be faster than the unnatural abomination...."
Fritzholm
GM, 1003 posts
toss the dice
and have fun
Tue 21 Feb 2012
at 16:18
  • msg #425

Re: Alligog battle round 2

OK, two quick questions.

Is Holly down with the full retreat plan?

If so, how do you want to go about retreating
Do you guys want to ride hard into the darkness?  Horseback but slowly and deliberately?  Hastily on foot leading your horses?
Holly
player, 475 posts
Protect the Land
to protect your Children
Tue 21 Feb 2012
at 21:52
  • msg #426

Re: Alligog battle round 2

"I think a retreat is a good idea, but can we try and see if it has any problems with getting through the spell I cast. We need to get the horse out anyway, and if needed, we can scoot quickly." Holly looks over at the horse caught in the entanglement spell, and hopes it isn't too panicked by what is going on.

Holly asks Moonlight to go over to it, to try and calm it as she moves to put the large creature on the opposite side to the spell as she and the horse is. She knows that it will probably move against the alligog if it can't get out of her spell, and that might give them time.

"If nothing else in this light, I would suggest we walk the horses and only ride if needed."
Farden
player, 302 posts
the new guy
male fighter
Wed 22 Feb 2012
at 07:11
  • msg #427

Re: Alligog battle round 2

Farden agrees that walking the horses is better than trying to ride them, given the terrain. Let's get out of here.
Glumr
player, 632 posts
  Woodland
  Ninja
Wed 22 Feb 2012
at 16:42
  • msg #428

Re: Alligog battle round 2

Glumr agrees with them... "We should lead the horses"

OCC - Who's horse is tangled?
Fritzholm
GM, 1004 posts
toss the dice
and have fun
Wed 22 Feb 2012
at 21:26
  • msg #429

Re: Alligog battle round 2

quote:
OCC - Who's horse is tangled?


I left it up to the dice roller when it happened and...

01:59, Wed 08 Feb: Fritzholm rolled 2 using 1d3. who's horse? 1=F 2=G 3=H

Yes, you guessed it, the dice roller hates your horse too, Glumr.  I just gave your horse two DC 20 STR checks to break free and it hasn't had any luck.  If you spend a full round action assisting it your horse will get a +2 on it's next check.

I haven't had any luck finding rules on dismissing spell effects before the duration expires.  The horse *could* be stuck there quite a while.
Holly
player, 476 posts
Protect the Land
to protect your Children
Wed 22 Feb 2012
at 23:11
  • msg #430

Re: Alligog battle round 2

"Glumr, take the Dun. Me and Moonlight will help your horse get out, or if necessary Moonlight can get me out of here." Holly says, gently stroking Glumr's horse and getting Moonlight to help as she moves into aid from the front side. Glancing over at the large creature, she tries to work out what it is doing.
Farden
player, 303 posts
the new guy
male fighter
Thu 23 Feb 2012
at 05:35
  • msg #431

Re: Alligog battle round 2

"Or we could just leave the horse. Should nicely distract the monster from us." mutters Farden, but he helps Glumr pull the horse free of the vines.

OOC: Can I assist Glumr as well, for another bonus to the STR check?

Sign In