Doom of the Savage Kings

Tender attacks one of the other huntsmen while their Master is stunned, "Anyone want to do something about the damn archers?"

Deed die
[roll0]
Attack w/ Sword
[roll1]
Damage
[roll2]
Shield Attack (did not include potential bless)
[roll3]
Shield Damage
[roll4]
 

log in or register to remove this ad

Franko jumps up and down in a temper tantrum at the loss of his charm spell, but stops at the mention of the archers. "Huh, I know what to do, it think." His eyes are clear and focused as he looks to spot where they are.

next round for Franko: Cast animate rope
 

OOC: I think you are not ready yet for another action from Gratien, yes? Because we have yet to resolve actions this round for Tender, Boral, and Kurl? If I'm wrong and Gratien is up, he will attack the nearest foe (I provide die rolls for attack and damage in this post, which I intend to ignore if they are not needed).


[roll0] and [roll1]
 

GM: CB, Correct. Resolving DT's actions then the Huntsmen. Although...
Everyone is up!


The Master of the Hunt wavers when Tender's head crashes into his own. His eyes unfocus and he just avoids collapsing but he does drop his sword. As a follow-up Tender turns to the other huntsman facing him and lashes out with sword and shield. The huntsman nimbly avoids the shield bash but steps right into the arc of the sword. He drops with a gurgle of blood on his lips and lies dead.

Boral casts his spell and his face transforms into the visage of a monstrous demon. The huntsman facing the badger up near Tender and Gratien sees the snarling face staring at him and turns to flee. The badger takes advantage of the fleeing huntsman and sinks his teeth deep in the man's calf. Even seriously wounded and with blood pouring down his leg the huntsman continues his terrified flight.

This appears to be the last straw for the archers. They turn to flee towards their horses tied within the copse. Again a badger gets to attack as its opponent flees but this time the badger fells the archer. The enraged animal shakes the limp archer viciously and drops it. The archer won't be getting up again. The other archer makes it to his horse and swings up into the saddle.

Kurl reaches out to Alois and lays hands upon him. He pulls upon Bobugbubilz' power but nothing happens. Instantly from the surrounding waterways all can hear a resounding chorus of amphibious croakings. It is loud and concerted and extremely unnerving, especially to Kurl. Bobugbubilz is annoyed. After a moment the croaking dies down to normal levels of noise for the time of day.

[sblock=OOC]While not displeased in the mechanical sense, Bobugbubilz is certainly not happy with Kurl's action of trying to heal the more lawful Alois. Kurl's chance to incurr displeasure increases by 2 and can be hit with a natural 1-4 on the die for any spell-type actions he takes for the rest of the day.

Round Recap: The MotH is stunned, one huntsman is fleeing on foot, and the other has swung up onto his horse but hasn't had the chance to spur his mount yet.

Master of the Hunt AC 16, 9/15 hp, stunned 1/2
Huntsmen AC 15, X/X/1/ /X/5

Dire Badger 1 AC 14, 7 hp, 357/360 rounds
Dire Badger 2 AC 14, 7 hp, 358/360 rounds
Bite +6 (1d6+2)

Homer 1/8 hp (cave)
Hank 2/5 hp
Franko (Lost: Magic Missile, Charm Person)

Gratien 2/6 hp
Lizt AC 14, 0/4 hp bleeding out
Alois AC 14, 0/5 hp bleeding out

Boral (Lost: Enlarge, Force Manipulation)
Kurl (Disapproval: nat 1-4)
Tender 6/13 hp (Blessed: +1 to attack 10/10 rounds)
[/sblock]
 
Last edited:

Gratien dropped his mithril short sword, and quickly drew his longbow. Fitting a steel-tipped arrow to the bowstring, Gratien drew back the string and loosed an arrow at the huntsman mounted on the horse.

[roll0] for [roll1]
 

Franko sighs, " I really hate casting this." He speaks in a voice that leaves your skin crawling from the gravelieness of it and it brings thoughts of a demonic origin to your mind.

[roll0]

A snake bursts from the ground and it suddenly turns into a rope. In the same gravelly voice he orders it to crawl over and attack the archer on horseback. It rises from the ground, floats over to the archers and wraps around him tightly and constrains him using the full length of itself. If the horse takes off he , the archer will only remain floating in air held by the rope.
 
Last edited:

Gratien's arrow missed.

Franko would know that the archer is well outside his range with the Ropework spell. Even if Franko moved and then cast, the archer would still be 30 feet or so beyond reach of the spell (the archers were 3 move actions, roughly 90 feet away from the entrance of the cave where Franko is).
 




Remove ads

Top