Take Two...
Re: Take Two...
Any reason for Gaerys not to charge in and attack the hornfeet? Is there any way to take care of the ghasts other than turning? I know we don't want to send the ghasts off to alert others that something's going down, but we won't be able to get spells off in one segment.
I'm holding off on my posts just long enough to find out whether charging in, axe raised, is a good idea or not.
I'm holding off on my posts just long enough to find out whether charging in, axe raised, is a good idea or not.
Re: Take Two...
Ethan charges the hornfoots and attempts to cut down as many as he can before they react.
To Hit (s/m) (ThAC0 11) [1d20+6] = 13+6 = 19 damage [1d8+6] = 6+6 = 12
To Hit (s/m) (ThAC0 11) [1d20+6] = 2+6 = 8 damage [1d8+6] = 6+6 = 12
(not remembering if we get one attack, or one round of attacks in a surprise segment. I think we can't get too involved with tactical discussion at this point, for good or bad)
To Hit (s/m) (ThAC0 11) [1d20+6] = 13+6 = 19 damage [1d8+6] = 6+6 = 12
To Hit (s/m) (ThAC0 11) [1d20+6] = 2+6 = 8 damage [1d8+6] = 6+6 = 12
(not remembering if we get one attack, or one round of attacks in a surprise segment. I think we can't get too involved with tactical discussion at this point, for good or bad)
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Take Two...
In that case...
Gaerys raises Skullsplitter and charges the hornfeet.
Skullsplitter v. Evil Humanoid/Giant Type (THAC0 12): Hit: [1d20+3] = 14+3 = 17, Dmg: [1d10+12] = 3+12 = 15 (S/M) [2d6+12] = 8+12 = 20 (L)
Gaerys raises Skullsplitter and charges the hornfeet.
Skullsplitter v. Evil Humanoid/Giant Type (THAC0 12): Hit: [1d20+3] = 14+3 = 17, Dmg: [1d10+12] = 3+12 = 15 (S/M) [2d6+12] = 8+12 = 20 (L)
Re: Take Two...
We've got to turn the ghasts haven't we? We cant risk multiple party members being put out of action. The enemy know we're around anyway. The lower risk strategy has to be Turning - right? Magnus can you hold the below action from Hollis to give the others a chance to chime in?
Hollis steps into the room, holds aloft his holy symbol towards the ghasts:
"Begone foul abominations!"
Hollis steps into the room, holds aloft his holy symbol towards the ghasts:
"Begone foul abominations!"
Re: Take Two...
I agree that turning is the best action. The ghasts are too dangerous to play around with.
Re: Take Two...
Zhym's backing will do for me as he is in the firing line. Magnus please apply Hollis' action
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Re: Take Two...
As Gaerys and Ethan charge the hornfeet Vorsyin raises his wand and lets loose a blast at the ghasts in the opposite corner.
Re: Take Two...
Surprise Round
The party charges forward aggressively, taking advantage of the element of surprise.
Ethan, Gaerys, and Marcus plow forward into melee with the hornfeet. Gaerys puts Skullsplitter to its namesake purpose. Ethan puts another hornfoot down with two deft strikes. Marcus follows with a spear thrust through the heart of a third!
*First strike with a new weapon = natural 20 = dead opponent!
Lorath joins the three fighters in melee. He grimaces with frustration as the hornfoot blocks his swing.
Hollis then steps forward and calls upon the Old Gods to turn away the unliving. The ghasts' beady eyes widen with holy terror. As they prepare to flee, Vorsyin steps forward and unleashes a lightning bolt from his new wand. It booms forth, echoing loudly in the room, it deflects about among the ghasts. It scorches two of them with the full force of its power, but only singes the two others. The holy compulsion affecting the ghasts is broken, and they stare menacingly at the mage...
Turn broken by attack!
Declare actions!
The party charges forward aggressively, taking advantage of the element of surprise.
Ethan, Gaerys, and Marcus plow forward into melee with the hornfeet. Gaerys puts Skullsplitter to its namesake purpose. Ethan puts another hornfoot down with two deft strikes. Marcus follows with a spear thrust through the heart of a third!
*First strike with a new weapon = natural 20 = dead opponent!
Lorath joins the three fighters in melee. He grimaces with frustration as the hornfoot blocks his swing.
Hollis then steps forward and calls upon the Old Gods to turn away the unliving. The ghasts' beady eyes widen with holy terror. As they prepare to flee, Vorsyin steps forward and unleashes a lightning bolt from his new wand. It booms forth, echoing loudly in the room, it deflects about among the ghasts. It scorches two of them with the full force of its power, but only singes the two others. The holy compulsion affecting the ghasts is broken, and they stare menacingly at the mage...
Turn broken by attack!
Declare actions!
Re: Take Two...
Gaerys calls out to Ethan. "Jump over the Hornfeet and stop them from escaping down the hall!" The ranger turns and attacks the ghasts. He cuts one down (probably), but his attack against the second goes very badly.
Skullsplitter (THAC0 12): Hit: [1d20+3] = 12+3 = 15, Dmg: [1d10+3] = 10+3 = 13 (S/M) [2d6+3] = 6+3 = 9 (L)
Skullsplitter (THAC0 12): Hit: [1d20+3] = 1+3 = 4, Dmg: [1d10+3] = 5+3 = 8 (S/M) [2d6+3] = 6+3 = 9 (L) Groan.
Skullsplitter (THAC0 12): Hit: [1d20+3] = 12+3 = 15, Dmg: [1d10+3] = 10+3 = 13 (S/M) [2d6+3] = 6+3 = 9 (L)
Skullsplitter (THAC0 12): Hit: [1d20+3] = 1+3 = 4, Dmg: [1d10+3] = 5+3 = 8 (S/M) [2d6+3] = 6+3 = 9 (L) Groan.
Re: Take Two...
Hollis steps in to help the ranger and attacks the other Ghast:
mace Attack [1d20+5] = 14+5 = 19 Damage S [1d6+9] = 1+9 = 10 L [1d6+8] = 1+8 = 9
mace Attack [1d20+5] = 14+5 = 19 Damage S [1d6+9] = 1+9 = 10 L [1d6+8] = 1+8 = 9
Re: Take Two...
Ethan leaps the hornfeet, attempting to block their escape, or chase down any runners, then he slices into them with his sword.
Stumble Roll (must get higher than 16): [1d100] = 57
To Hit (s/m) (ThAC0 11) [1d20+6] = 10+6 = 16 damage [1d8+6] = 6+6 = 12
To Hit (s/m) (ThAC0 11) [1d20+6] = 3+6 = 9 damage [1d8+6] = 1+6 = 7
Stumble Roll (must get higher than 16): [1d100] = 57
To Hit (s/m) (ThAC0 11) [1d20+6] = 10+6 = 16 damage [1d8+6] = 6+6 = 12
To Hit (s/m) (ThAC0 11) [1d20+6] = 3+6 = 9 damage [1d8+6] = 1+6 = 7
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
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Re: Take Two...
The lightning blast at the ghast had the desired effect until Vorsyin realizes the mistake he made by breaking Hollis command.
Annoyed at his mental error, Vorsyin casts Magic Missile a one of the least damaged ghasts, hoping to down it quickly.
Annoyed at his mental error, Vorsyin casts Magic Missile a one of the least damaged ghasts, hoping to down it quickly.
Re: Take Two...
I rationalised it on the basis we all rushed in, no time to plan, reacted instinctively. So Hollis and Vor's contrary actions would be a probably expected result!
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Re: Take Two...
Agreed!saalaria wrote:I rationalised it on the basis we all rushed in, no time to plan, reacted instinctively. So Hollis and Vor's contrary actions would be a probably expected result!
Re: Take Two...
Round 1
Each side moves swiftly, but the party is the swiftest...they take initiative.
Ethan springs over the heads of two hornfeet, spins around quickly, then neatly cuts the head from one of them. The grizzled fighter, realizing that he has landed in a pitch-black hallway, cannot help but feel a bit nervous. Nothing happens to cause him to realize his fears, however...at least that he sees.
Gaerys and Hollis follow Vorsyin's vicious lightning strike with axe and mace. Gaerys plants skullsplitter through the chest of one ghast. He swings at another, but the axe slips from his grip and rattles against the wall, landing a few feet away from him. Hollis, a much more formidable combatant with his new gauntlets, crushes the skull of another ghast.
Marcus trusts Ethan to slay the remaining hornfeet and moves behind Gaerys to engage with the more deadly ghasts. He reaches over Gaerys's shoulder and thrusts his new spear through the face of another ghast.
Lorath continues his one-on-one battle with a hornfoot, landing a vicious blow with his longsword.
Vorsyin completes the assault, blowing the final ghast to oblivion with a shower of magic missiles.
Round 2
The party takes initiative against the two remaining hornfeet. It being apparent that the savages, under religious fervor (if not magical compulsion), would not surrender, the party surrounds and finishes them!
***********
The party has survived their first encounter without a scratch! They instinctively pile back into the room. A search of the bodies of the ghasts and hornfeet reveals nothing of interest.
The long dark hallway shown on Tanner's map, looms before them, as do the two doors facing south that the party can (barely) see. The remainder of the hall is inky black...but not silent. Low moans, gibbering, clanks, screeches, human screams and a faint metal-on-metal pounding all reverberate softly through the dungeon...
Where will the party go?
Is the party going to rely only on Gaerys's light or use another one to see?
Each side moves swiftly, but the party is the swiftest...they take initiative.
Ethan springs over the heads of two hornfeet, spins around quickly, then neatly cuts the head from one of them. The grizzled fighter, realizing that he has landed in a pitch-black hallway, cannot help but feel a bit nervous. Nothing happens to cause him to realize his fears, however...at least that he sees.
Gaerys and Hollis follow Vorsyin's vicious lightning strike with axe and mace. Gaerys plants skullsplitter through the chest of one ghast. He swings at another, but the axe slips from his grip and rattles against the wall, landing a few feet away from him. Hollis, a much more formidable combatant with his new gauntlets, crushes the skull of another ghast.
Marcus trusts Ethan to slay the remaining hornfeet and moves behind Gaerys to engage with the more deadly ghasts. He reaches over Gaerys's shoulder and thrusts his new spear through the face of another ghast.
Lorath continues his one-on-one battle with a hornfoot, landing a vicious blow with his longsword.
Vorsyin completes the assault, blowing the final ghast to oblivion with a shower of magic missiles.
Round 2
The party takes initiative against the two remaining hornfeet. It being apparent that the savages, under religious fervor (if not magical compulsion), would not surrender, the party surrounds and finishes them!
***********
The party has survived their first encounter without a scratch! They instinctively pile back into the room. A search of the bodies of the ghasts and hornfeet reveals nothing of interest.
The long dark hallway shown on Tanner's map, looms before them, as do the two doors facing south that the party can (barely) see. The remainder of the hall is inky black...but not silent. Low moans, gibbering, clanks, screeches, human screams and a faint metal-on-metal pounding all reverberate softly through the dungeon...
Where will the party go?
Is the party going to rely only on Gaerys's light or use another one to see?
Re: Take Two...
Gaerys peers around the corner and shines his light down the hallway to the east and west.
Gaerys also has a bullesye lantern if anyone wants to use it.
Gaerys also has a bullesye lantern if anyone wants to use it.
Re: Take Two...
The logical person to hold the lantern would be Vor, no?
Do we want to go west to clear the halls and doora (and our escape route)? That's where the... Armory with we heard thw guy that took Zhym's sword was (a while ago... Things could be different, now). Or we could just go for the "weird" stuff, which is where we think the messenger is. I say let's go after the sword, then go deep.
Do we want to go west to clear the halls and doora (and our escape route)? That's where the... Armory with we heard thw guy that took Zhym's sword was (a while ago... Things could be different, now). Or we could just go for the "weird" stuff, which is where we think the messenger is. I say let's go after the sword, then go deep.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Take Two...
My preference would be to go west, starting with the passages that don't have doors, then checking the doors.
Re: Take Two...
I agree West first - lets try to 'power up' as much as we can before facing the main threat
Re: Take Two...
Lorath nods at the notion to go west.
A consensus reached, the party takes a step or two south, then heads west, Gaerys's light and Vorsyin's bullseye lantern illuminate the way.
The party passes two heavy wooden doors secured with iron bars -- much like a crude prison.
The party skids to a stop as they reach essentially a three-way intersection -- the hallway proceeds straight west, diagonally south west, and north. The party freezes and lowers their lights as sights and sounds give slight clues to what lies ahead each way:
- Grunts and screams can be heard from the north
- An eerie yellow glow comes into view in the chamber in the distance, straight west.
- Metal-on-metal pounding is coming from the south west.
What to do???
Refer to Tanner's map, awesomely updated by Zhym
A consensus reached, the party takes a step or two south, then heads west, Gaerys's light and Vorsyin's bullseye lantern illuminate the way.
The party passes two heavy wooden doors secured with iron bars -- much like a crude prison.
The party skids to a stop as they reach essentially a three-way intersection -- the hallway proceeds straight west, diagonally south west, and north. The party freezes and lowers their lights as sights and sounds give slight clues to what lies ahead each way:
- Grunts and screams can be heard from the north
- An eerie yellow glow comes into view in the chamber in the distance, straight west.
- Metal-on-metal pounding is coming from the south west.
What to do???
Refer to Tanner's map, awesomely updated by Zhym