GM1: Bizarre Bazaar

covaithe

Explorer
Those looking intently at the archer see...

[sblock=spot DC 15 (take +2 if you have low-light vision)]The archer, though shrouded in black clothing, appears very thin.

[sblock=DC 19] Its hands are pale against the bow. In fact, there is no flesh on its hands; it grips the bow with exposed bone.[/sblock]
[/sblock]

ooc: I'll wait a bit for people to potentially revise their actions, e.g. Tank's declared action would probably provoke just now.
 

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covaithe

Explorer
Round 1, continued

Octavio draws his rapier and lets loose a mighty, "High Ho...," and stops as he looks from the skeletal dogs to his rapier, back to the skeletons, and back again to his rapier. "Bollocks! Somewhere Grendath laughs at me." He then flicks the reins, but his horse chooses that moment to shy in fear of the silently howling bone dogs, and he has to spend precious seconds regaining control over it. (ooc: since the horses are not war-trained, the DC is 20 to control them effectively in combat.)

Phelan dismounts carefully and casts a spell. His hand takes on the familiar white glow of a healing spell ready for use.

Jinx slides right off his horse and scoots behind it for cover while unslinging and loading his crossbow.

Tank dismounts as well, greatsword in hand, and shatters a dog into unrecognizable bone fragments.

Round 2

William beings to back up slowly, seeing that his planned charge was rather flawed. He strikes the hound as he retreats, but the dog silently dodges his wary blow.

The bowman moves foward between the stones and shifts his fire to Tank, sending a black-shafted arrow deep into the orc's shoulder. (7 damage)

The remaining dogs attack William and Tank. William takes a vicious bite (3 damage), but Tank takes no further damage for now.

Initiative
William 1/12
Bowman undamaged
Skeletal Dog 1 destroyed
Skeletal Dog 2 undamaged
Skeletal Dog 3 undamaged
Octavio 18/18, mounted <=== You're up
Phelan undamaged
Jinx 6/6
Tank 6/13

All allies affected by bless, 9 rounds remaining

map[/QUOTE]
 
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Heckler

First Post
Trusting his companions to finish the dogs, Octavio dismounts and starts making his way toward the archer.

ooc: Ride check to fast dismount=12, so one move action to dismount, another move to make best time up the east side of the hill. Avoid rocks and squares threatened by dogs.
Mantain DODGE on archer.
Hmmm...feel like I'm forgetting something...
 


Robichaud

Explorer
Jinx fires, while legging it westwards towards the cover of the rock, and diving down to a prone position to hopefully get good cover against the archer. If that sounds like a lot of things to do all at the same time -- well, it is, and ensuingly he misses totally; a psionically boosted bolt screams off more or less straight into the sky, vanishing in the far distance, never to be seen again by man or beast.

[sblock=OOC]His attack (linked above) fails miserably. Takes 3 steps W, goes prone, hopefully getting some kind of cover even if the enemy archer has high ground.[/sblock]
 
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covaithe

Explorer
ooc: Annoyingly, high ground doesn't provide a bonus to ranged attacks in D&D; only melee attacks. The archers at Crécy might have a word or two to say about that, if they weren't all dead. Going prone does give you +4 AC vs. ranged attacks, and any of the rocks on the map can be used to provide varying degrees of cover. In particular, the archer has cover against Jinx.

Update momentarily...
 

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