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Post by nodaisho on Aug 13, 2009 7:19:57 GMT 1
Barrend hesitates, seeing Taliea not moving, but decides to keep moving, hoping her hiding strategy is effective, and that she can flank it if they have to fight it.
M: move 30 feet towards bridge M: move 30 feet towards bridge
Hope that thing doesn't have tremorsense, I'm guessing it is going after the crate with some sort of magical sense, might not notice anything else. Otherwise, this might end badly for our ranger.
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Post by Caledonian Achilles on Aug 13, 2009 11:33:41 GMT 1
The burrowing jugggernaut continues to rush towards the group. COMBAT ROUND SUMMARYtaliea 960ft (crouched behind a snow bank. please note that it will still be submerged until it is a lot closer to the bridge as per earlier posts, say 100ft) barendd and alyanna 900ft kerzeme and theo & dogs750ft (as a move action, kerzeme could get on the sled as a passenger) kurt 660ft 'thing' circa 1400-1500ft, still deeply submerged NB: you can have someone ride the sled and use a handle animal check (so you move with the dogs) or you can be close to the dogs but the dogs will have to follow you (so you need to use a move action to move yourself and another move action to use the handle animal skill). two people can ride the sled (driver and a passenger) but only one can use handle animal checks at a time. however the other could use aid another to give the primary character a +2 bonus to handle animal checks also you remember from what Gershault told you; it is a very big thing that was only driven away (not killed) by a blast from the tower of a powerful magic-user (the Patron). do you really think you can ambush it? good luck
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Post by Ilya on Aug 13, 2009 12:14:41 GMT 1
"Mind some company?" Without waiting for an answer, Kerzeme jumps on the sled and grabs hold of something, and once he's on it, he immediately begins commenting on how Theo should be treating the dogs and what he's doing wrong, breaking this only to look back and estimate whether the thing is close enough to fry yet.
Move action: Well, if you really want me to... Get on the sled as a passenger. Here comes the magic train! Move action: Aid Another to help Theo handle animal: 1d20+5=13+5=18 It might seem like a stupid idea, but you won't hear my character complaining. In fact, he's pretty enthusiastic about it. Theo gets a +2 bonus on his next Handle animal check - not both checks (the following round, Kerzeme could make two aid another attempts though
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Post by achinca on Aug 13, 2009 18:35:36 GMT 1
Alyana continues walking toward the bridge, knowing that she might have to become the last defense for the group.
Then she sees Taliea staying there.
"Sister, this thing is big, very big. You won't get it on your own. Walk back with me. We will stop it if it threatens the cargo or we can make a run for it once the cargo is safe."
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Post by puffthemagicdragon on Aug 13, 2009 21:53:24 GMT 1
"WAHOO!!" Yells the wizard, as the sled shoots soft powdery snow into the air. "Whoa, what the?" Theodorre starts to ask, then realizes who has just jumped aboard. "Hmm, I'm surprised you would get this close to me, sorceror. Aren't you afraid the others will talk? You know, Alyana thinks you like me!" he says with a wink, as he tries to maintain some kind of control over the k-9s
Move action: move sled 30' Move action: can't control the dogs or sled, maybe because of the new passenger jumping on handle animal: 1d20(16)+2=18 handle animal: 1d20(4)+2+2=8
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Post by nodaisho on Aug 14, 2009 8:47:47 GMT 1
Barrend continues trudging through the snow in double-time, calling back "That thing don't look like its coming for us. We don't keep going, it'll pass us and get whoever it wants."
both move actions: move 30 feet each, now 840 feet from bridge.
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Post by She-Elf on Aug 14, 2009 17:31:42 GMT 1
Seeing all her comrades heading towards the bridge, the Ranger brings up the rear following Barendd and Alyanna.
Move: Run 60ft
RUN is a FULL-ROUND ACTION where there are various penalties and bonuses. Look up www.d20srd.org for more info or check the PHB when you RUN you also usually move x4 your base speed (also meaning you have to make 4 balance checks DC10 to avoid slipping in the snow - see the rules i posted earlier regarding this)
you can easily DOUBLE MOVE 60ft, so i'll assume that's what you meant.
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Post by Caledonian Achilles on Aug 14, 2009 17:58:41 GMT 1
The thing under the snow wasn't thinking. Well not really. Its thoughts were a chaotic jumble of conflicting emotions that produced a buzzing pain that manifested as intolerable rage. Even the icy wastes didn't cool its ire. The group of fleshy creatures ahead would serve as a vent for its bile, the rending of flesh and the snapping of bone a comforting respite from its eternal torment.
And yet there was something else leading it here, a pull perhaps of some sort. It tried to work out what was happening to it. Gah! No more! It would share its pain to assuage its suffering.
taliea 900ft barendd and alyanna 840ft kerzeme and theo & dogs 720ft kurt 580ft 'thing' circa 1200-1300ft, submerged [edit] ALL distances are from the bridge, including that given for the monster.
i really hope that i'm not the only one here that can do math(s)
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Post by Ilya on Aug 14, 2009 19:08:08 GMT 1
"They can barely blame me for that you're too weak to hold your liquor and, too stupid to see the difference between a guy and a girl, not enough of a man to try anything before you're too drunk to think, and too ugly to achieve anything if you were, bookworm." Kerzeme answers in a light-hearted tone, counting each of his insults on the fingers of a hand he shows the wizard. When he opens the hand again, it holds a ball of sulphur and bat guano, a not very subtly veiled threat the 'maitre magicorum' expects the wizard will understand. After this, he watches how the others are trying to get away from the creature, still holding his ball of sulphur, ready to strike at it once it's close enough, and shouts more advice about what to do with the dogs, sometimes adding "Nice doggy, nice, keep moving. Keep going, ya mutt!" and other such things to the animals themselves.
Some people didn't notice your edits, I take it, Cal?
Unless I need to roll anything to see how much damage Theo's ego takes, two aid anothers.
First: 1d20+5=19+5=24 Second: 1d20+5=17+5=22
The dice like this character more, it seems. Now, I have no IC reason to suggest this, since even if Kerzeme is smart enough to come up with it, he wants to save himself and the others can be eaten for all he cares, but it might be a good idea to turn back and actually help someone slower with the sled? Kerzeme, after all, can run at full speed unlike others. And I won't blame you if you shove him off your sled to do so, you have the reasons now.
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Post by nodaisho on Aug 15, 2009 7:19:32 GMT 1
"Don't know if we're going to make it, it's too fast! Run!"
Thought it was only moving 100 feet per round, which would have make it close if it went for the sled (didn't feel like doing the odds of them getting 60 or 30, and the average amount of rounds it would take for each, and it isn't like Barrend would be able to figure that out either), but if it is moving 200, we'll need to hope for luck with the dice running. Full round action: Run as far as possible 1d20=9, 1d20=20, 1d20=16, 1d20=5Look at that, 60 feet. I don't think anyone is slower than 30 feet base speed, so no need to get someone else on. If it is in character for Kerzeme to take over from Theo, that might be better. He gets +5, which gives him 3/4 chance to get a success, even without an aid another.
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Post by puffthemagicdragon on Aug 17, 2009 1:27:35 GMT 1
The light hearted wizard's enthusiasm is cut short with the addition of the new passenger. Theodorre was usually shunned by the elves, so therefore he lived most of his life as a human. The time he has spent with this group, especially Kerzeme, has had an effect on Theo. The half elf has decided, if humans are all as nasty as Kerzeme, he wants no part of them, so Theo has at that moment decided to embrace his elven heritage he was so blessed with. As the sorceror counts the insults on his hand, by opening each finger, Theo does the opposite. What was once an out-stretched open hand to welcome Kerzeme aboard the dogsled, has now become Theo's own counting hand. With each insult, while the fat human opens a finger, Theodorre closes one of his, until he has a closed fist. Then with a loud, "Bah!", Theo throws his closed fist and arm back at Kerzeme, trying to knock him off the moving sled. Theo then tries to continue on without him.
standard action: knock kerzeme off sled move action: handle animal, move 30' should that be an attack roll? unarmed attack: 1d20(5)+3=8= d**n handle animal: 1d20(7)+2+2(aid)=11, whew, close, move 30' to bridge
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Post by Ilya on Aug 17, 2009 3:28:35 GMT 1
"Hey, aren't you supposed to be the smart boy, bookworm?" Kerzeme shouts when he's knocked off the sled, and his four copies shout like a mute choir. "Come on, you mongrel, tell me where I'm wrong!" While shouting this, he looks behind him and notices how close the creature is. Perhaps... he uses the ball of sulphur and bat guano, but not on the one he threatened with it. Pointing his finger, the sorcerer casts a fireball inside the center of the approaching wave of snow, about 20 feet from its front, more or less, and just above the ground. This thing will fry! He considers running towards it, but some shred of sanity, and the shrieks of his animal companion, convince him to back away from it.
Hey, he's not fat. Short and stupid, yes. But not fat. With a lower Con and a higher Dex than Theo, he's probably even thinner. Just wanted that cleared up... Now. Normally, Kerzeme would fry Theodore, the dogs, the stuff on the sled, and, heck, himself if he gets caught in the blast. Luckily, he has the attention span of a chipmunk and the distance between him and the beast is now: 1200/1300-720=500/600 ft. at maximum. Brings him within the range of Kerzeme's fireball of 640 ft.
That aside. I have taken the liberty to make a new post since Kerzeme can hardly help guide the dogs if he's not on the sled. If you think differently, ignore it. In light of these observations: Free action: Shout some more insults. Standard action: Casts Fireball as specified in the post. This might very well not work... but hey, Kerzeme wants to fry this thing. Move action: Move 30 ft. away.
Spells left: 0:6 1:8 2:5 3:3
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Post by puffthemagicdragon on Aug 17, 2009 14:45:56 GMT 1
Once Theodorre throws his arm back and barely touches Kerzeme, yet the maniacal sorceror still winds up falling off the sled, the half-elf wizard instantly knows he jumped. Glad to be rid of the nusance, Theo tries to regain control of the dogs to no avail, as he listens to the masterful insults thrown his way from Kerzeme.
OOC: With Kerzeme jumping off, Theo's DC check is lowered to 9, therefore no movement
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Post by Caledonian Achilles on Aug 17, 2009 16:09:38 GMT 1
Alyanna decides to hurry back to the bridge. Sliping and sliding in the snow she makes good progress.
i think achinca is swamped with work until september so i'll NPC the cleric until he is back
run 30ftx4 = balance check +1 = 18,15,5,16 travels 90ft
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Post by Caledonian Achilles on Aug 17, 2009 16:17:44 GMT 1
Limj the bat has to put up with a lot of things. However the benefits of being a magic-user's familiar makes up for his master's shortcomings.
The bat speaks to his master in their secret language. "Maitre! I don't think you did much damage to that thing. I sense it evaded most of the damage while submerged, what little got past all those ice chunks. You should run or risk making me destitute and at the whims of these idiot cretins! I'm too young to be homeless or end up in an apothecary's tincture."
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