The Forge of Fury

As Hinderpick listens down the tunnel his ears don't pick up anything but his nose sure does. The smell is faint and gets stronger until the smell of rotten eggs, lying atop a mid heap, out in the sun assault his senses. (DC 13 Fort save, +2 vs poisons allowed)

Gerlari with arrow notched peers down the tunnel. (Perception DC 18, from Stealth above, if successful you get a shot at AC 19)

[sblock=Combat]
Posted in init order
Code:
Character     AC  HP  InHand/Condition
Gerlari       19  74  l.bow/[COLOR=Orange]ready [/COLOR]     
Hinderpick    17  50  axe&sling/[COLOR=Orange]ready[/COLOR]   
Auris         [COLOR=RoyalBlue]24[/COLOR]  48  none/[COLOR=RoyalBlue]mage armor[/COLOR];[COLOR=Yellow]dancing lights[/COLOR];[COLOR=RoyalBlue]totalD[/COLOR]
Sabern        [COLOR=RoyalBlue]18[/COLOR]  50  c.bow/[COLOR=Orange]ready[/COLOR]
[/sblock]

OOC: After the above rolls post take actions in initiative order please.
 

Attachments

  • FoF map1.jpg
    FoF map1.jpg
    59.1 KB · Views: 97

log in or register to remove this ad


Auris

Auris watches carefully his new dwarf ally.


[sblock=OOC]

Great new map skills HM :)

already cast Mage Armor

active spell: Mage Armor

still full defense.

---

Auris D'Leroy
AC 18 (T17, FF13), HP 48/48, F +5,R+7,W+6

Spells: 6/7 , 5/5
Electric Ray: 5/6 (+6, 1d6+2)

Sorcerer Spells Known:
DC = 10 + spell level + 3
0 (6): Acid Splash, Detect Magic, Read Magic, Dancing Lights, Disrupt Undead, Mage Hand
1 (3): Mage Armor, Magic Missle, Shield, Sleep - Burning Hands (electric)
2 (1): Glitterdust, Flaming sphere - Scorching Ray (electric)

Wand: 49/50

Effects: -

XP: 10,296


[/sblock]
 

Hinderpick rubs at his nose. "Sumtim' funny smell'n down there." he says to the others. "Probably means it ain't friendly."

OOC: Hinderpick makes his save. Top of Round 1 Actions or ready actions plz.
 


Hinderpick moves himself up next to the wall and motions for the rest to come across the water. He points at Gerlari with his axe, makes a chopping motion, then points down the tunnel to the north. His nose twiching, he turns to get ready for whatever they draw out of the tunnel.

[sblock=OOC]
Hinderpick is stealthy. He readies an action to attack the first enemy that comes out of the tunnel, hoping to sneak attack it. If it comes too close (or if there's another reason he should enter melee) he'll drop the sling and chop at it, otherwise it'll be a sling attack. Same attack mod for both, so his attack roll will be: 1d20+6=12. Sling damage: 1d4+2=4 [2, 2]; axe damage: 1d8+6=13 [7, 6]; sneak attack damage: 3d6=10[/sblock]
 

A shadowy face of something humaniod but not human shows itself to Gerlari and the half-orc let's his arrow loose. It smacks the wall not inches from the creature that ducks back around the corner.

A moment later Hinderpick hears the sound of barefooted running heading away.

"They are bolting boys! What should we do?"
the dwarf calls out still standing at the ready.

[sblock=OOC] Three options to speed this along. As we are really playing sort of slow here.

A) Give chase(recklessly) and I will fast forward to the combat area. Start combat from the top. Re-rolling init and posting actions.

B) Give chase(cautiously) and I will have it that everyone has some sort of ready action set including the bad guys.

C) Forget this area ad opt to go down the southern tunnel. And possibly get attacked from behind.

*female voice from nowhere* Please make your selection now.[/sblock]
 




Remove ads

Top