Warriors Of The Coast

Round One

Initiative Order:

Captain Erqua: 20
Jango: 16
Skarghash: 15
Dolgrims: 11
Khalia: 10
Ari: 8


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As soon as the doors slam open, you see the Captain immediately leap to her feet and draw her blade from her left hip with her right hand. As she turns around and begins backing up, you notice two distinct things. One, her left hand is not actually a hand, but rather a sword blade attached directly to the end of her left arm. Apparently she had lost her hand at some point, and went with a shortsword blade instead of a hook. Second, there is a crazed look in her eyes that tells you that she's probably not all there and her fervor will carry her through (like you didn't already know this!).

Jango and Skarghash move next.

[sblock=Round One Map: ]
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"Damned, she is too far." whispers Jango. With the sounds of the door, he expect that there will be reinforcement soon, so he doesn't want to go foward until he know what dangers has called the captain to her help. Jango sidesteps to have a line of sight with the captain, making sure not to put a feet on a caltrop and use his wand, three magic bolt flying through the air, aiming true on Erqua.

OOC: Move to E5 and use one charge of the wand.
 

Bloody hells... Skarg curses internally.

I'm right behind you, Ari. he quietly informs the monster hunter and waits to follow him into the fight, attacking anything that tries to flank Ari or that he can flank himself.
 

OOC: I don't recall the creature type of dolgrims, but I think they're aberrations. [Ed. They are.]; if they're not something Dark Knowledge applies to, Khalia will cast Bless instead of the following...

Khalia recognized the creatures in an instant, and quickly searched her memories for the best way to deal with them, given the tactical situation (since she has no intention of moving far, the caltrops don't bother her at all). And once she determined that, she stepped forward (move up 15 feet to E7 if it's clear) and shouted out what sounded very nearly like orders.

"The Flame has faced your like before, tool of Khyber." She shouted, then spoke less loudly to her comrades. "What did Lady ir'Ravadan's book say about Dolgrims? Oh, yes.. the Dolgrim is difficult to injure without magic or Beyshyk weapons, though a fairly solid hit with normal weapons will hurt them. They have four arms and two brains; this has a certain effect on their tactics..."

OOC: Dark Knowledge (tactics) -- Kn (dungeoneering) +10; DC 15 for +1 to hit; DC 25 for + 2 to hit; DC 35 for +3 to hit; use an action point if it's possible for an AP to bump it up to the next level.

I'd add some actual tactical advice, but I don't remember anything useful... [Ed.-Added]
 
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Seeing the priate captain back up out of sight, Jango immediately moves to his left a step to keep her in view. He raises his wand and shouts a command, and immediately three balls of illumination go flashing out from it's tip, swerving around Ari's head and heading straight for her.

However, before they can reach impact the three balls explode in a cascade about a foot away from her, and both Jango and Khalia recognize the sight of what a person Shielded from magic missiles looks like. Khalia's knowledge of Spellcraft allows her to notice that at the time of impact, a small piece of jewelry clipped to the pirate's shirt glowed brightly upon activation. (Magic Missile attack / 2+1+4+1+1+1=10 dam / no effect - Brooch of Shielding)

Skarghash curses under his breath when he sees the elf's attack having no effect on the pirate, and he whispers to Osten that he's right behind him whenever the monster hunter makes his move. (Hold action until Initiative 4)

The sounds of the footsteps grows louder, as from around both corners comes about a half-dozen ugly, deformed creatures, all of them screaking and mumbling in some sort of language you don't understand. They each have four arms, and look like two mutated goblins squashed together to form a single creature. In the four arms are a morningstar and shield in one set, and a light crossbow and a spear in the other. And they way they are moving, you get the sense they know how to use them all at once (although firing the crossbow with only one hand is still more difficult for them).

The one that moves right up front (D1) brings his crossbow to bear on Ari and fires! However, the shot doesn't even come close to making it's way down the hallway and it breaks off against the stone wall. (Lt crossbow attack: AC 14 / 3+3-2=4 *miss*)

(OOC: stonegod, sorry to break it to you, but you only lose any dexterity BONUS when you are flat-footed, not any penalties. So your AC while flat-footed is still 14. :) Not that it mattered in this case one bit.)

Skarghash also notices that a second one of these creatures has a bead on him (D4), and this one also lets off with a crossbow shot... and this one catches the half-orc right in the shoulder! A brilliant flash of pain goes surging through the Watchman, and the wound begins to bleed. (Lt crossbow attack: AC 14 / 18+3-2=19 *hit* / 3 dam)

The other creatures are all blocked by their kin or are not able to draw beads on the group, so no more bolts come flying down the hallway.

Khalia recognizes the creatures that they are facing, and immediately strides forward and begins shouting tactics about how best to take them down. Her advice is sorely needed, and informs you all quite well on the best way to take these things down. (Knowledge Dungeoneering check: 11+10+5AP=26 *+2 bonus*)

(OOC: Khalia spends an action point, and everyone now gets a +2 to all their attacks from now on. Also, when you check the map you'll see that I've drawn an artificial line in the ten foot wide section of corridor so that the map shows the two five foot wide squares you can occupy. And finally, even though the walls are angled at D11 and F11, you can still fit a person there to fight normally. So three people across can occupy D11, E11, & F11 if needed or wanted.)

With a heightened sense of knowledge on how to take down these foul beasts, Ari begins his action. (Ari and then Skargash have actions, then we end Round One).

finalrd1bob7.png
 

Smirking at the foul goblin creature that missed, Ari makes a foul occult gesture at the Captian, hoping to strip away her luck. [hexblade's curse, free action, just w/in 60 ft., DC 13 Will save]

Irked that Khalia and the caltrops prevent a charge, Ari cautiously moves forward, drawing one of the lizard-stolen javelins. With a mighty heave, he tosses it at the closest goblin-thing! [move half-speed 15' forward to E9 (lower), draw javelin as part of move, throw at D1].
 

OOC: Khalia would not have moved to directly in front of Ari; I (incorrectly) thought he was going to move first. Assume she's in F7, not E7.

Silvery motes of light gather around Khalia's hand as she steps forward to touch Ari on his shoulder, and a silvery-white tinge surrounds the hexer. A few words of power in the Draconic tongue accompanied her casting.

Draconic:
[sblock]Protect this ally of the Flame from all forces of Evil.[/sblock]

OOC: Protection from Evil on Ari -- +2 deflection to AC vs. evil; +2 resistance to saves vs. evil; Khalia should be able to reach Ari with a single move whether he charges or not.
 
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Bloody hells! Skarg curses out loud in a moment of weakness and pain. A bit of drool drips from his left tusk as his eyes home in on the one that shot him. If we get the chance... that one's mine... he says aloud.

With his left arm hanging a bit limp, Skarg shadows Ari's movement forward, waiting for the opportunity to do what he does best; Stab some deserving bastard in the kidney.
 

OOC: drothgery... is using Dark Knowledge a Free Action or a Standard action? I assumed that using Dark Knowledge was like the equivelant of a Bard using Bardic Music (like Inspire Courage), which is a Standard action to activate, but then can be maintained freely in subsequent rounds. Or is your casting of Protection From Evil meant to be your Round Two action? Please let me know. I want to make sure the order of things is correctly maintained. Thanx!
 
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DEFCON 1 said:
OOC: drothgery... is using Dark Knowledge a Free Action or a Standard action? I assumed that using Dark Knowledge was like the equivelant of a Bard using Bardic Music (like Inspire Courage), which is a Standard action to activate, but then can be maintained freely in subsequent rounds. Please let me know. Thanx!

OOC: It takes a move action to activate and it has a duration of 1 minute, no need to maintain anything for Khalia. you have the description here.
 

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