Grim Hyborian Tales: Children of Ctaroc


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Arturio

[OOC: Damage is already rolled above for 8 points...I will use an AP to get through DR.]

Arturio Initiative is 16: http://invisiblecastle.com/find.py?id=313492

Fight or Flight:

[sblock]Arturio watches in disbelief as his axe shaves off have the creature's head and it doesn't fall. Panic wells up in the knight's chest...this must be one of Ongwi's damn demons! Arturio the Poitainian turns and flees from combat for the first time in his life...[/sblock]

~ OO
 

The sheer menace of the zombie's remaining eye burns into Arturio's quavering soul. He takes a step back, captivated by its half-skull leaking viscious black blood. Without a sidelong glance to his companions, he flees.

The Pict watches him go with gaping surprise, then growls a tribal curse upon the Poitanian's heritage and fires at the advancing undead. He backpedals, and realizes that he could keep this strategy up and never have the creatures close with him. Ongwi looks around with a smile at his realization, but sees only Mananga's retreating backside.

The half-headed zombie rears back and hurls Arturio's axe as it and its brethern lumber forward, but the weapon falls well short and skitters across the ice. Ongwi can pick out some details that conflict with what he's heard of such creatures. These carry weapons, gleaming long swords, and move, not as if they were marionettes, but more like disciplined soldiers weighed down by their pitted and aged half-plate armor.


OOC: I'm assuming Ongwi shoots an arrow and moves back 30'; let me know if this isn't what you want to do. If you stay in to fire two arrows, they'll be 10' from you by the end of the round (the zombie's throw missed either way) - so, you could stay in there and back up next round, still adding a max of 10' to the separation on every round. -- Let me know, and roll your attack(s) and damage and I'll edit if you want to do something different. Oh and have an action point for sticking in there :). Here's the breakdown:

Arturio - running for 5 rounds
Ongwi
Zombies
Mananga - running for 4 rounds

 

Ongwi was surprised at the cowardice displayed by his companions. Thye had alwys been stout warriors never shirking from battle. Maybe the fact that these men were alreay dead made them run like jackals. But Jhebbal Sag had taught Ongwi not to fear that which did not come from Jhebbal Sag, so Ongwi did not fear these creatures. Ongwi shrugs his shoulders, rubs his frozen hands together so they can bend the bow again and shoots an arrow at the leader while backing up. He only hopes that Arnvid is among the piles of dead and not lurking about in an ambush. But then the jackals may trip that snare yet.

Arrow Shot (1d20+2=19, 1d8=8)

(Add +1 to hit and damage if they are within 30'-PBS)

[sblock]OOC: You do realize in your campaign set up you listed Horror/Insanity as Not Used ;)
How many action points did we start with?
[/sblock]
 

His fatigue making him strain with the heavy pull of the longbow, Ongwi releases and his arrow arcs true, but clangs off of the zombie's armor. They continue forward, relentlessly, but not quite pacing the Pict.


Fenris said:
[sblock]OOC: You do realize in your campaign set up you listed Horror/Insanity as Not Used ;)
How many action points did we start with?
[/sblock]

Yeah...I changed my mind. I'll have something to offset the pain of the flip-flopping DM.

Action Points: 5 each to start -- thought I had that in the starting notes, but apparently not... We'll carry whatever's left over. Since we're not really tracking experience points (unless you level up during the actual adventure), there'll be an action point bonus at the end of each 'chapter' - I have specific 'relevant' adventures for levels 3, 8 and 12, and then a couple of unrelated episodes at other levels. The three main adventures are divided into 3 or 4 chapters, and the others are just single chapters. So, there'll be refresh aplenty.

Ongwi can take another round of actions. Let me know how far you moved back on your previous action. You could time it to let them get within 30' to take advantage of PBS - and they move after you, FYI.

Oh: Mananga and Arturio can make Spot checks as they end their first round of flight.
 
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OOC: In case you missed the edit above (posted the same time as you did...)

Mananga and Arturio can make Spot checks as they end their first round of flight.
 

OOC: Where there any horse carcasses in the piles that could be seen? I would have moved 30' last turn. How wide is the slope into the rift.

And I am glad to know the heavily armed and armored knight has backup in case is has to fight 8 opponents alone, if he finds any (of course that will come damn soon I think :] )


The cold sapping his strength, Ongwi realizes he cannot defeat these creatures by his arrows and weakened arms. He quickly glances behind him to see how far Arturio and Mananga have run to.

Ongwi decides quickly on a new course of action and turns to sprint up the slope as fast as his frozen legs and leaden feet can manage. Once at the top of the rift, he looks about for anything to throw; bodies, logs, stones.
 

Fenris said:
OOC: Where there any horse carcasses in the piles that could be seen? I would have moved 30' last turn. How wide is the slope into the rift..

The 'opening' into the Vale is about 200 yards across. It slopes down to about 50 yards across and is shaped in a V, with the stone hill at the point.

No horse carcasses are seen. -- Wanna make a Survival check while you're high tailing it. Oh, and since you can't run, you might as well move your regular move and take a few potshots...unless you don't want to waste the arrows.


Fenris said:
The cold sapping his strength, Ongwi realizes he cannot defeat these creatures by his arrows and weakened arms. He quickly glances behind him to see how far Arturio and Mananga have run to.

Arturio is 60' away by the beginning of round 2, 120' by the time you get to act..Mananga is 120' on your action... 150' by the end of round 2 -- he'll actually be out of the vale by then....

Fenris said:
Ongwi decides quickly on a new course of action and turns to sprint up the slope as fast as his frozen legs and leaden feet can manage. Once at the top of the rift, he looks about for anything to throw; bodies, logs, stones.

You're about 50 yards from the 'top' of the Vale, but there are plenty of bodies and gear along the way. No stones or logs, though. Not really much of a way to throw things down on your opponents, since the slope is relatively gentle.
 


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