|
Post by DungeonMaster on Feb 16, 2003 22:39:09 GMT -5
0.1.27
Thick clouds roll across the night sky and block out the moonlight...for just a moment, but a moment is all they needed.
Reptilian humanoids leap from the water on either side of the boat. Their tongues hiss from their jaws as they grab quickly onto the craft and attempt to capsize you all into the water!
As if things weren't bad enough, a black arrow sails across the wind and digs deep into Aeranin's chest! Blood bursts from the elf's wound and sprays across Wulfgar's face, painting him in a mockery of what surely is to come, should these creatures capsize the craft!
Aeranin takes 5 damage from the arrow. The Lizardmen surprized the party and acted first. They are attempting to upturn the craft and get you all into the water, where they have a clear advantage.
Initiative is as follows:
Lizardmen (finished for this round) Aeranin Forland Wulfgar Neeola
Please post in that order. Please remember to follow up your posts with AT LEAST your current hitpoints and armor classes. If you attack or anything, post your bonuses for that particular attack as well.
Round 1...FIGHT!
|
|
|
Post by Aeranin on Feb 17, 2003 12:55:00 GMT -5
0.1.28 Seeing his enemies suddenly around the makeshift raft, Aernin drew back his whip but was caught in mid-swing by one of the venemous monsters' bolts. "Eru", he cried. The biting pain, which threatened to overcome him, was bitter indeed. Realizing to falter now would mean failure, Aeranin used the force of the blow to turn a full circle, gain momentum, and lash out at the seemingly grinning creature in front of him. With this, he hoped to begin a darker melody to fill the evening winds: the blood-choking gurgle of his enemies in the throes of death. No, Aeranin would not allow despair to creep in. With a wheezing chuckle, he realized that his master's words had been true: "Young one, the tale and the tune are our purpose in life. But, when seeking the one story, take care not to be pulled to deeply in. Such is the life of wizards and warriors."
I want to use my whip to lash out at the lizardman closest to me. Also, I would like to know exact position of the 3 closest to me. Do I need to enter the water to be within melee range? Or, can we use non-ranged weapons to attack. Also, do we see any archers in the distance or are they also beside/holding onto the raft?
HP = 5/10 AC = 15 Whip(attack) = +5 Whip (dmg) = (1-2)-1
"Eru" Elven translation - Correlon Larethian Literally translated meaning "God" or "The One"
|
|
|
Post by DungeonMaster on Feb 17, 2003 13:15:19 GMT -5
Like a whirlwind of lashing death, you swing about the boat, striking like their serpent's tongues at their faces. The whip curls about you and then lashes out...barely missing your assailents.
roll: d20+5=9+5=14 (miss...barely)
the positions are like this:
L=Lizardman X=Party B=Boat
---L BBBBB BXXXB BBBBB ---L
The arrow came from somewhere in the reeds...(the archer has not successfully been spotted yet). You are all within Melee range of the Lizardmen.
|
|
Forland
Expert Ninja
Timmy! Shh...Timmy
Posts: 38
|
Post by Forland on Feb 17, 2003 13:34:47 GMT -5
0.1.29 Forland quickly jumps to his feet at the sight of the arrow protruding from Aeranin's chest. Not wanting to waste time in this potentially deadly situation, he immediately falls into his magic. As he places his hand upon Aeranin's arm he chants repeatedly.
Casting Mage Armor on Aeranin.
HP: 6 AC: 13 If needed Concentration: +5
|
|
|
Post by DungeonMaster on Feb 17, 2003 14:49:44 GMT -5
Mystic words of magic once again fill the air, and a protective shield begins to form around Aeranin's being, a spectacle of lights coalescing around the elf's form...
And then suddenly the boat rocks itself, throwing the mage into it's bulwark. The spell succeeds, but at a cost. The armor forms around Aeranin indeed, but he begins to notice something is amiss as it pull and pressure's his body inward! The armor has appeared 3 sizes too small...even for an elf!
Aeranin takes 1 point of crushing damage and cannot move or act until the spell is either cancelled by the wizard or runs out. Also, the elf can barely breathe...
Forland's concentration roll: 1 (critical failure)
|
|
|
Post by Wulfgar on Feb 17, 2003 14:51:33 GMT -5
0.1.30 The lizard men were an answer to his unspoken plea. No longer was he concerned about insubstantial revenants from beyond the grave. Here, rising menacingly from the water before him, was something he could hit. The arrow protruding from Aeranin’s chest was proof of their real-worldliness. “Swamp of ghosts my arse!” He bellowed turning toward the closest foe. “The only ghosts in these waters tonight will be reptile!” With that the bastard sword, his honed, metallic extension of his arm, came from over his shield in a swift, practiced stroke…<br> After much consideration; carefully weighing all the options, I think I’ll just hit the closest ugly.
13 HP – full 19 AC +6 Attack 1d10+4 dam.
|
|
|
Post by DungeonMaster on Feb 17, 2003 15:07:13 GMT -5
The mighty warrior stands to bring his sword down upon the nearest reptile. With a look of fear, the Lizardman looks up from the waters into the warrior's eyes...and aparently his god hears his silent prayers.
Wulfgar's blade splashes into the water, just inches away from the Lizard man's skin. The warrior mantains his grip but the boat rocks again with the power of his swing.
Wulfgar's roll: d20+6=3+6=9 (miss)
Everyone will need to make balance checks to stay on the boat now: Balance check= d20+balance skill > 15
Wulfgar: 3+3=6 (failed) Forland: 12+3+2(for being prone)=17 (success) Aeranin: 7+2(prone)+5=14 (failed) Neeola: 17= Success
Wulfgar follows his mighty blow to the end...the weight of the blade and the unsteady boat combining to throw him over the Lizardman and into the water behind the reptile. The boat rocks back after the weight of the warrior has left it, and the force of the backlash sends Areanin off the edge into the water beside the other Lizardman....
The water is murky and pitch black, the surface feels like is rotating around you, making it difficult to tell which way is back up...it isn't a natural feeling you quickly discover...some magical force is trying to confuse you beneath the muck.
Wulfgar rolls to resist confusion: 4+2(will bonus) =6 (failed) Areanin rolls to resist confusion: 13+2(elf)+2(will bonus)=17 (success)
Areanin surfaces quickly...Wulfgar is somewhere beneath the water...
Wulfgar you will make a Will save automatically each round to come out of the confusion beneath the waves. If you succeed in time, you may surface, if not, you will drown in 5 rounds. (Normally it would take longer to drown, but a few things factor into this time frame: 1. You fell in the water without taking a deep breath (you fell in on accident) 2. It seems like the water is TRYING to force itself into your lungs...like it's ALIVE.) Feel free to roleplay your struggle beneath the waves though...
|
|
|
Post by Neeola on Feb 17, 2003 17:11:43 GMT -5
0.1.31 In all the commotion, Neeola drops her stone into the water, her light sizzles into the deep. Now in near darkness she looses sight of everyone, and can barely stand in place. Reaching for her sword, she looses balance and her sword slides to the edge of the boat."AMIN SHARA!!!"(Translation: My Sword) In fury, she oddly becomes more aware of her surroundings. She notices that Wulfgar is no longer in the boat and can only remember where he was last standing before the lizardmen jumped from the waters. "Wulfgar!!! HOLD ON!" She can barely see as tears flood her eyes at the thought of what may be happening to Wulfgar beneath the waters, but she leans over the edge of the craft and reaches as far into the murky water as possible.
I am searching for Wulfgar to attempt a Protection spell on him
|
|
|
Post by DungeonMaster on Feb 17, 2003 17:32:48 GMT -5
Neeola's slender elven hand and her perfect complexion contrast with the oily black water as it cuts through the surface. Reaching deep beneath the waves she grips what feels like a leg...or foot...or arm.
But something is amiss...it feels loose, unnatural. She pulls her hand up to find in horror that she has indeed gripped a leg, but it was not Wulfgar's...or anyone else's...anymore. Her hand rises from the water bearing the half-pickled, rotten limb of a long dead human...a victim of the waters of the Swamp of Ghosts.
Neeola rolls to touch Wulfgar beneath the black water: 7+1=8 (miss) You missed Wulfgar, and lost the spell...
|
|
|
Post by DungeonMaster on Feb 17, 2003 17:46:21 GMT -5
0.1.32 The Lizardmen hiss and open their mouths wide with joy! The scaly creatures turn their attention to the remaining flesh within the boat. Each try to bring their slimy teeth upon the supple flesh laid out before them!
But the elf and the human left aboard are not yet ready to become ghosts of the swamp. Deftly they pull away from the jaws, leaving the lizards with nothing more than their sssssssweet, ssssssssuculent ssssssscentsssss to feed upon...
Another dark arrow flies through the air, aprently aimed where the warrior once stood. It sails off into the swamp, and the elves can hear it dig into some corpses' flesh, swinging from the trees above.
Lizardmen roll to hit: (missssssss)
The party's turn again, beginning with Aeranin...
|
|
|
Post by Aeranin on Feb 17, 2003 20:21:26 GMT -5
0.1.33
Aeranin felt a new and even stronger pressure as the mage completed his spell. Gasping for air, he knew that something had befouled this magic. Straining to free himself, only made the pain worse and the blood flow faster. As he relaxed, Aeranin suddenly found himself in the air and falling towards what could be a black, watery tomb. Deep, dark, and bewitched it pulled at him, but somehow, Aeranin resisted it's call and righted himself. Now, if only Forland could release him of this enchantment, he might yet dispatch a few of these denizens of evil.
I wait. HP = 4 AC = 15
|
|
Forland
Expert Ninja
Timmy! Shh...Timmy
Posts: 38
|
Post by Forland on Feb 17, 2003 22:30:24 GMT -5
0.1.34 Forland chuckles lightly, inaudibly as he sees the two tumble into the water. "The Horse would have been better bait than them two, but oh well." With a mere thought...or absence of thought, he releases Aeranin from his spell. Then, turning to the nearest lizardman, he smiles as he takes up his staff in both hands and swings with all his might.
Releasing "Supa-Swimma" from my spell. Attacking Lizzie
Melee Bonus: +1 AC: 13 HP: 6
|
|
|
Post by DungeonMaster on Feb 17, 2003 23:09:28 GMT -5
The staff sails towards it's target and there is a flash of multicolored light as it strikes the Lizardman across the face...sending him flailing into the water's depths...
Forland rolls: 14+1=15 (hit) Damage: 5+1= 6
|
|
|
Post by DungeonMaster on Feb 18, 2003 9:53:03 GMT -5
Wulfgar's Will save this round: 5+2(Will Save Bonus)=7 (Failed)
You are still in the spell Wulfgar. You cannot surface until you are free of the spell...4 rounds left till you drown.
|
|
|
Post by Wulfgar on Feb 18, 2003 10:00:40 GMT -5
0.1.35 The surface of the water rushed upward to meet the warrior as he tumbled out of the boat. The world was suddenly black around him and he felt himself being dragged into the muck. It pressed itself against his face and into his mouth. The hands of a hundred black, desiccated corpses grasped him and pulled him downward. Somewhere in the distance, very faintly, he heard someone call his name.
“Wulfgar!”<br> He turned toward the voice, the sun shining bright on his bare back as the wind drifted through the hills of his childhood home. His brother, Stephorn caught him in the midsection with a flying tackle that knocked the wind out of his lungs. The two giant men wrestled, laughing, in a contest to best each other that had gone on since they shared a crib. They laughed and fought as they rolled through the soft, welcoming grass of the hillside toward their home. Wulfgar could smell the stew that his mother was cooking to welcome him home from his travels.
Deeper into the mud he sank.
|
|