Domhani Bairdéir 01


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'You're in the jungle, baby!'

Pretty much everything you've been travelling through since the Wickshine's Last Inn is BIG trees, lots of undergrowth (you're well off the beaten path), grueling mountainous terrain, and humidity so high it almost feels like Skáth's swimming instead of flying. The growth is mostly tropical evergreen, with a smattering of tropical deciduous. It rains at least an hour or two every afternoon (this is the dry season) and it's HOT. Though the party passes through 'clearings' several times a day, they are not what most would consider actually clear - they're usually made when a large tree falls, taking down a few smaller trees and lots of undergrowth on the way down. Due to the rapid growth rate 'round here, unless the clearing is recently made visibility will be somewhat better (not as many trees) but travel will be just as difficult - the undergrowth has moved right back in. In some cases, getting over or around the fallen tree is harder (for everyone but Skáth) than 'normal' travel.

However, it should be said that this terrain is 'normal' for any party member raised in the highlands (right at half the party, I think).
 

Cerallos- and the horse you rode in on...again

Cerallos raises his long sword and staff in defense. "Master Bear, why don't you and Master Longbow take care of our light work here?" :lol:

OOC: Mike what kind of position are we all in? Are these stilts attacking at random or in a pattern, are they singling us out like discriminating hate-mongers? Any knowledge would be used to thy advantage!!
 

Deasaigh

A 3 foot shaft of Ash tipped with a good steel broadhead streaks past Béar's Cauliflower ear and slams into the head of one of the attacking creatures with a sound like knuckles rapping on a ripe melon. The gaunt greenie's head suddenly reverses direction while its feet continue their forward motion, resulting in its sudden drop to the ground. Cerallos' battle hyped hearing catches the distinct sound of arrow meeting tree trunk - the missile clearly went clean through and was stopped by a trunk behind.

Adrenaline starts to pump as fight or flight charges the crew up for combat.

OOC: Phase 3 Actions? (Athelstan and Skáth)
 

draven14 said:
Cerallos raises his long sword and staff in defense. "Master Bear, why don't you and Master Longbow take care of our light work here?" :lol:

OOC: Mike what kind of position are we all in? Are these stilts attacking at random or in a pattern, are they singling us out like discriminating hate-mongers? Any knowledge would be used to thy advantage!!

The 5 meanies are attacking from all sides (Skáth's PERception spoiled their planned ambush). Make a deduction roll (there will be bonuses) for Cerallos to see what he can tell about their attack patterns, etc. while he prepares (quickly) for action. Béar could also try a Tactics roll to determine the same thing.
 
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Skáth

Skáth will fly up to a branch out of the attackers reach and slightly higher if they were to jump. He will sling daggers from there.

OCC - I assume the flight up will take my action.
 


Athelstan automatically finds the pouch on his belt and loosens a small vial of something last seen during the Wickshine Inn endeavors. It contains his icy inhibitor, which he also bemusedly thinks of as "Ex-Girlfriend Blood".


Hup! he exclaims as he hurls it at the beast closest to the party.

Die roll for Athelstan 3d6->[2,4,4] = (10)

OOC: I'm thinkin' I rolled this right. Been awhile since I've used a potion and my papers for the game have vanished.
 


mleibrock said:
Skáth will fly up to a branch out of the attackers reach and slightly higher if they were to jump. He will sling daggers from there.

OCC - I assume the flight up will take my action.

OOC:

Actually, you can move up to half your movement, then attack (the attack has to come last in a phase - once a character attacks, his phase is over). However, drawing your weapon is also a 1/2 phase action, so in this phase Skáth will move up to the trees and draw his weapon. Next phase he can attack.

For Mike only:

[sblock]If you wish, I'll allow you to spend your remaining three points on the Fast Draw skill, (it would read: Fast Draw (Blades)) which allows you to ready a specific weapon type as a Zero Phase action rather than a 1/2 phase action. Given Skáth's chosen attack form, this might be a worthwhile investment.[/sblock]
 

Mattress said:

Athelstan automatically finds the pouch on his belt and loosens a small vial of something last seen during the Wickshine Inn endeavors. It contains his icy inhibitor, which he also bemusedly thinks of as "Ex-Girlfriend Blood".


Hup! he exclaims as he hurls it at the beast closest to the party.

Die roll for Athelstan 3d6->[2,4,4] = (10)

OOC: I'm thinkin' I rolled this right. Been awhile since I've used a potion and my papers for the game have vanished.

For Athelstan Only:

[sblock]The Icy Inhibitor does no damage, it only slows movement. Also, it will slow EVERYONE within about 50 feet of point of impact almost to a crawl (except Skáth, who can fly). This may be exactly what you intend, I don't know, but if you want to do damage pull out the Incendiary Oil instead - it's probably wet enough to prevent forest fires :lol: I'd throw it about 40 feet behind the closest beastie to the party, as it is basically a grenade with a 50' blast radius! You can keep the die roll - it will easily hit any stationary target you aim at, and likely any moving target as well.[/sblock]
 

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