Adventure:-- LPNN (Manzanita Judging)

Razh picks up his shiny, new dwarven waraxe in both of his massive hands and grins broadly as he raises the monster of a weapon above his head. "Let's get t'fightin'!"

OOC: If ever IC were to give me a critical, now would be the appropriate time.
 

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Rae ArdGaoth said:
Razh picks up his shiny, new dwarven waraxe in both of his massive hands and grins broadly as he raises the monster of a weapon above his head. "Let's get t'fightin'!"

OOC: If ever IC were to give me a critical, now would be the appropriate time.

[SBLOCK] Agreed. [/SBLOCK]

Ok that's Raz's actions for next round. I kinda figured as much.
 


House Rule Alert

Zaeryl 13
Juliana 6
Almayce 6
Vargo & Wolf 1

I13: Z fails to bleed.

I6: Juliana picks up her weapon (a double-move retreat didn’t allow you to pick up the weapon last turn), makes a 5’ step, and attacks Slinker. I’ve made the following house rule. If you are prone, and grapple a standing target, and successfully pin the target, disallowing the target to speak (which is what Hallidor is doing to Slinker), you can either be considered standing or your pinned target can be prone. I just can’t see Hallidor on his back somehow stopping standing Slinker from speaking! So, for the purpose of this combat, Slinker has been pulled down to the ground with Hallidor (Hallidor won 2 grapple checks in a row, after all). So, in the future, if your PC is grappled by a prone enemy, this might happen to you too – however unlikely it is!

So, Juliana takes a 5’ step over after picking up her flail, and, well, flails at Slinker, who is prone and without dex. Juliana rolls a “14” and very easily hits, doing “4” points of damage – rolling minimum. Thanks ic!

I6: Almacye moves over a bit and heals Juliana since Raz is long gone.

I1: Vargo bleeds, Huln attacks after moving in. “1” an absolute WHIFF. LongTooth smiles; he sees the Dog’s end approaching – rapidly!
 

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Round 12 -- epic yet?

Round12

LongTooth 20
Hallidor 20
Slinker 17
Ogrin 16
Stinker 14
Raz 13
Zaeryl 13
Juliana 6
Almayce 6
Vargo & Wolf 1


I20: LongTooth decides to polish off the yapping pooch. He steps back 5’ and lets fly. “1”. #@#@$!#.

I20: Hallidor, quite happy with the pin he has applied, readies the following action: “I will reapply the pin to Slinker if Slinker gets out of the pin.” Hallidor gives up his attack to insure that Slinker will have to make 2 opposed checks in a row to escape the pin.

I17: Slinker does indeed try to BREAK THE PIN-O-DOOM!. Rolls a “7” to Hallidor’s “7”. Hallidor’s definitely stronger than Slinker, and Slinker can’t squirm free.

I16: Ogrin fails to bleed.

I14: Stinker amused by Razh, pokes and bites. He’s not at all scared of the oft-missing barbarian (at this point). “4” and “2” indicate wild misses, however.

I13: Raz picks up his weapon, giving Stinker an AOO. “8” indicated a whiff. Now.

Now Razh is serious. 2-handing his axe, doing 1d10 + 4, he whacks away at Stinker after attempting to “intimidate” the poor WereRat (now that he's got a big weapon and all). Razh gets a 15 total, Stinker gets a “12” and can’t quite beat it. Stinker is, thus, shaken for a round. But, more on that later.

An axe is swinging.

“12”.

That’s a hit.

It does “9” + “4” = 13 – 5 = 8 points of damage.

Stinker most definitely felt THAT cutting edge. And he squeals.


NOTE Previous graphic should have LongTooth back one square, he went back 5' to attack the doggie.

 
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END of Round 12

Zaeryl 13
Juliana 6
Almayce 6
Vargo & Wolf 1

I13: Z fails to bleed.

I6: Juliana, I assume, continues to beat on poor Slinker? I just realized that him being pinned gives him an ADDITIONAL –4 to his AC, or in other words, Juliana is at +8 to hit the prone Slinker who has no dex. Hm.. Never used pinning before, maybe it’s more useful than I thought. Anyway, she rolls a “7’ and due to the massive bonuses hits dex-less Slinker, doing 8 points of damage, i.e. 3 points of damage. Still, Slinker is not looking happy – and attempts to shout for help. Hallidor keeps him bottled up. Slinker’s taken 11 points of damage, and is pinned and squirming. And STILL bleeding. Slinker is looking very, very weak at this point. Very weak. His eyes have that desperate look to them. He opens his mouth again to shout for help –

Hallidor keeps him silent.

Importantly, LongTooth is not in visual range of what’s going on with Slinker’s grappling, blocked as his LOS is by the rocks and his current occupation: killing doggie.

I1: Vargo bleeds; Huln rolls “10” and misses, after stepping in 5’.

ACTIONS FOR ROUND 13 NEEDED

EVERYONE POST THEIR hp/ac/etc. INCLUDING VARGO

 

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Rasereit Vundinn, 9 HP, AC: 17

Suddenly, Rasereit Vundinn can feel the hot battle-rage flowing through his veins once again. Elated by his successful hit, he takes another mighty swipe, roaring at the wererat with bestial vigor. "Mess with fire an' ye'll get yerself burn'd, filthy rat!"

OOC: Another intimidate check (+4) to demoralize Stinker for the next round and a standard attack (+6 to hit, 1d10+4 damage).
 
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Almayce, 1 / 10 HP, Ac 10

Round 12: If hallidor seems like he's still hurt (I think he is), Almayce uses his wand of CLW to heal him 5 points.



Round 13: Almayce's priorities in order of importance:

Almayce heals anyone who's wounded and is close to him (if Stinker is dead, he'll move to heal Rasereit).

If he can move safely to heal Vargo (Hallidor and/or Juliana go to fight with Longtooth, Almayce doesn't want to make himself a target), he'll do so.

If he can't move safely to anywhere, he'll heal himself.

Whoever he heals he heals him/her for 8 points.
 
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