"Certes." Agrees Rake, "If they fight as well as they shoot we might be hauling one of their carcasses or two back to town. The Guild of Apothecaries pays good money for bodies you know? To study and tutoring the Initiates in anatomy." Rake's smile becomes even more vulpine than Odo's, "We could get a feast's worth out of this little expedition, rather than just a round of drinks."Distorted Humor wrote:Odo watches as a arrow or two lands at his feet.
"At this rate, we could go back in town and buy a round of drinks from all the spare ammo that falling our way."
Action Thread 2
- Vargr1105
- Ranger Knight
- Posts: 1874
- Joined: Mon Jun 04, 2012 10:05 pm
- Location: UNSPEAKABLE POWER!!!
Re: Action Thread 2
Re: Action Thread 2
Day 1 – 10:00a
Reserving the right to retcon, particularly when Son of Thunder checks in as he's been very active. But it seems that this is the course of action and most of you have checked in at this point.
Wulfgard, Malak and Varkos, backed up by Zafalia, step up to the exit. Malak has his torch held high. When you all get about 7 or 8 feet of the plants they thrust from the wall, stretching that kooky stem, an swing forward at you.
I'll need initiative. Also actions. If your actions involve any rolls, please go ahead and make them. If it isn't a roll you are supposed to make, or one I wanted to make behind the screen we'll just take care of it as we go. Also let me know if any of you moved up with Malak, or are taking different actions. You don't hear the giggling going on down the hall .
HPs: Malak - 15/15; Varkos - 22/22; Ilhalevar - 8/8; Al'Zur- 7/7; SoT - 25/25; Wulfgard - 12/12; Zafalia - 11/11; Korgul - 24/24
WIH: Malak: short sword; Varkos: long sword; Ilhalevar: quarterstaff; Al'Zur: long sword; SoT: Spear, shield; Wulfgard: staff; Zafalia: spear, shield; Korgul: battle axe, shield
MO (10’): 1- Malak; 2- Korgul and SoT; 3- Varkos; 4- Ilhalevar and Al'Zur; 5- Zafalia and Wulfgard
Consumables: Lantern - 4 hours left (off), 30' radius; Torch, 50 minutes (Malak), 40' radius; Torch, 52 minutes (Zafalia), 40’ radius.
--------Spells: Ilhalevar: 1-2/2; Al'Zur: 1-1/1; Wulfgard: 1-4/4, 2-2/2; Zafalia: 1-4/4, 2-3/3
Reserving the right to retcon, particularly when Son of Thunder checks in as he's been very active. But it seems that this is the course of action and most of you have checked in at this point.
Wulfgard, Malak and Varkos, backed up by Zafalia, step up to the exit. Malak has his torch held high. When you all get about 7 or 8 feet of the plants they thrust from the wall, stretching that kooky stem, an swing forward at you.
I'll need initiative. Also actions. If your actions involve any rolls, please go ahead and make them. If it isn't a roll you are supposed to make, or one I wanted to make behind the screen we'll just take care of it as we go. Also let me know if any of you moved up with Malak, or are taking different actions. You don't hear the giggling going on down the hall .
HPs: Malak - 15/15; Varkos - 22/22; Ilhalevar - 8/8; Al'Zur- 7/7; SoT - 25/25; Wulfgard - 12/12; Zafalia - 11/11; Korgul - 24/24
WIH: Malak: short sword; Varkos: long sword; Ilhalevar: quarterstaff; Al'Zur: long sword; SoT: Spear, shield; Wulfgard: staff; Zafalia: spear, shield; Korgul: battle axe, shield
MO (10’): 1- Malak; 2- Korgul and SoT; 3- Varkos; 4- Ilhalevar and Al'Zur; 5- Zafalia and Wulfgard
Consumables: Lantern - 4 hours left (off), 30' radius; Torch, 50 minutes (Malak), 40' radius; Torch, 52 minutes (Zafalia), 40’ radius.
--------Spells: Ilhalevar: 1-2/2; Al'Zur: 1-1/1; Wulfgard: 1-4/4, 2-2/2; Zafalia: 1-4/4, 2-3/3
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Re: Action Thread 2
Initiative [1d6] = 1 ooc: We're playing by 2E rules, right?rredmond wrote:I'll need initiative.
Malak, half expecting this very thing to happen, manages to fight back a screech. He directs his torch, already held high, in the direction of one of the falling plants in attempt to burn it, hoping that the heat alone will keep them at bay.rredmond wrote:When you all get about 7 or 8 feet of the plants they thrust from the wall, stretching that kooky stem, an swing forward at you.
To hit with torch [1d20-1] = 4-1 = 3
Burn with torch [1d3] = 2 <-- ooc: I will obviously re-roll if you rule torch damage should be something other than 1d3.
I, for one, am going to miss the side show!rredmond wrote:You don't hear the giggling going on down the hall
edit: Added to-hit roll.
Last edited by dmw71 on Thu Jun 14, 2012 9:48 pm, edited 1 time in total.
Re: Action Thread 2
(Pssst... think you need an attack roll, Dave)
Ilhalevar asks those not currently engaged in the melee, "I wonder if a flask of oil, appropriately thrown, might not work better?"
Ilhalevar asks those not currently engaged in the melee, "I wonder if a flask of oil, appropriately thrown, might not work better?"
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: Action Thread 2
D'oh! You mean Malak doesn't automatically hit?Alethan wrote:(Pssst... think you need an attack roll, Dave)
Re: Action Thread 2
Wretched weeds! The Ranger un-"sheathes" his spear and prepares to snatch Malak out of harms way if the torch has little or no effect. He mutters an oath at himself for choosing torches instead if oil.
Re: Action Thread 2
Varkos steps up to the plant Malak is not attacking and swings:
Longsword [1d20+3] = 7+3 = 10 Dam [1d8+5] = 4+5 = 9
Longsword [1d20+3] = 7+3 = 10 Dam [1d8+5] = 4+5 = 9
Re: Action Thread 2
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.