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Post by DM Cyphus on Mar 14, 2006 13:43:40 GMT -5
(((Nope...no sneak attack. Yeah...they're ghouls.
Initiative is as follows [I'm rollin' for the absent folks...just wanna get through this adventure so we can introduce our new members...]:
Arelian Liad Ghouls Jervis Serol Kesson
Arelian has already gone. I'll act on behalf of Liad then the Ghouls. Then I'll give Jervis and Serol a bit to logon before we go ahead. I'm not as keen to act for them in this situation because it seems rather dangerous...you know...who goes up first? Should everyone go down? That sorta thing.)))
Arelian's bolt sinks into the first Ghoul as it lets out a screeching moan of pain. Liad is quick on the draw advancing without even needing a signal from Kesson. It charges right at the injured ghoul and unnecessarily, though the pup doesn't know that, for the throat.
(((Liad: G1: 1d20+5=8 (Miss))))
Liad jumps too soon and the Ghoul steps back away from him.
Next, the Ghouls break into action. Three of them lash out Liad who has now found himself between them all while the other lashes out at nearby Kesson.
(((Attacking Liad: G1: 1d20+2=4 (Miss) 1d20+0=13 (Miss)
G2: 1d20+2=22 (Hit - Possible Critical) 1d20+2=17 (No Crit) Damage = 1d6+1=7 1d20+0=2 (Miss)
G4: 1d20+2=9 (Miss) 1d20+0=1 (Miss)
Attacking Kesson: G3: 1d20+2=7 (Miss) 1d20+0=6 (Miss))))
The pup falls immediately under a gruesome Ghoul bite, while Kesson manages to evade his assailant.
(((Jervis, not sure if you're about...but you're up. I'll give ya a bit before playin' on.)))
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Post by DM Cyphus on Mar 14, 2006 16:11:19 GMT -5
(((When someone shows up, send me a little post and let me know. I'll advance to accomodate that person. I'm going to assume that Serol and Jervis wanna come up...which means that Serol would probably help Jervis first, as it makes the most sense. I can see arguments for getting Serol up first [turning, spells, healing and whatnot], but that'd leave Jervis out for good, as I don't see him makin' the ten foot distance to get up there...unless he's got a levitate spell I don't know about. )))
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Post by delkar on Mar 14, 2006 22:32:33 GMT -5
Arelian shall draw and throw one of the flasks of water that he found in the Large Knapsack while they where exploring the dungeon before hand. He targets the injured Ghoul. "Please let this be what I think it is...I swear to the gods I'll..." 1d20+4=16"Jervis! Serol! Get up here! We have company!" ((I'm banking on the theory that the flasks are holy water...I don't know what damage they do...or if I'm even right. Man I'm tired...its been a long day for me...must...sleep...))
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Post by jamondashwood on Mar 15, 2006 9:05:52 GMT -5
Jervis hears the comotion upstairs. If the two full sized fellows are struggling to deal with the situation, he was more than a little cautious to jump into the thick of things. "Serol," he says to the cleric judging the distance as far to large to jump, "I can't make it up there by myself. I could bespell the rope, but I'm thinking they'll need us now!"
(OOC: If Serol lifts him up, fine. Otherwise he'll use Mage Hand to float the rope up and hopefully find something to attach it to up there.)
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Post by DM Cyphus on Mar 15, 2006 12:17:20 GMT -5
(((Okay...here's how we'll do it. Jervis will delay and Serol will boost him up right after that. Jervis should be able to pull himself up as a move action and still take either a move or a standard action. Serol will also have a move or a standard action, but I doubt it'll do much good for Serol. So...we'll let Jervis there draw a weapon that he can choose next time he's online to post. That'll take care of his remaining action. Also, I'm going to assume that Jervis is managing to lug the lantern up with him somehow. With Serol holding him up, it should be easy enough to set the lantern topside and then pull himself up and draw a weapon. So...the story should read kind of like this.)))
The cleric nodded his head, realizing that it was the only option. Either Serol would have to manage to jump up there and pull himself up or someone was going to need to throw down a rope, because the Gnome surely would be unable to lift him up. Quickly Serol sprang into action and held the Gnome up above his head, putting the smaller humanoid almost right at the edge of the hole.
Jervis pulled himself up after he sat the lantern down quickly and drew a weapon. There before him were four of the creatures in the room. The light from the lantern illuminated the room enough to make out the gruesome details of the Ghouls.
Kesson sprung into action after glancing to make sure that the Gnome didn't need any help. Then he turned his attention to his assailant.
(((Kesson Attacks:
G3: 1d20+4=8 (Miss) 1d20+4=24 (Hit, No Crits Undead) Damage: 1d6+1=3)))
As Arelian screamed for the Gnome and the priest to make their way topside, he noticed that the Gnome had already made it. He only hoped Serol could manage the same. The cleric would be useful in evening the odds right now. Then Arelian took a risk he hoped paid off. Reaching inside the pack he'd found, he grabbed a flask of water and chucked it at the injured Ghoul.
(((Attack: G1: Hit G2: Splash Damage G1: 2d4=6 Damage G3: 1)))
The wager paid out. The flask broke against the body of the Ghoul and the water burned the creatures flesh as it let out a horrid cry of pain that echoed through the keep and was nearly painful to hear in such close proximity. The Ghoul behind the injured one suffered as well, taking a splash of water to the face and equally becoming seared.
Laying on the ground, the small pup was gurgling. Kesson glanced over with pain in his eyes, longing to aid his new yet faithful companion. Looking up, he could see the horribly injured Ghoul stumbling towards Arelian. Soon that one would be down...Kesson's only regret was that he wouldn't be the one to deliver the death blow.
The Ghouls moved together closing in on the three men around the hole. The injured one made its way to Arelian and let loose with two vicious attacks against Arelian. The one that had been splashed likewise made it's way to Arelian, only managing to lunge with its sharp teeth. The Ghoul that had remained in the back and helped to distract Liad while the others brough the pup down moved up and lunged forward toward Kesson with its teeth. Kesson's Ghoul continued its onslaught against him.
(((G1 Attacks: Arelian: Bite: 1d20+2=18 (Hit) Damage: 1d6+1=2 (Arelian, give me a Fort save.) Claw: 1d20+0=9 (Miss)
G2 Attacks: Arelian: Bite: 1d20+2=4 (Miss)
G3 Attacks: Kesson: Bite: 1d20+2=8 (Miss) Claw: 1d20+0=4 (Miss)
G4 Attacks: Kesson: Bite: 1d20+2=9 (Miss))))
The Ghouls run of luck wasn't too good this time around, with only one managing to sink it's teeth into Arelian, and even then it was only a small scratch compared to previous injuries. The only problem now was that Serol had no place to go, and Arelian was beginning to feel whatever foul ability it was the Ghouls had to make a man's body freeze like stone.
(((I'll give Serol, who's next in initiative, a chance to act and the same forJervis. Plus I need Arelian to give me a Fort save. Feel free to post your next actions if you like and we'll do one big post again.)))
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Post by delkar on Mar 15, 2006 12:58:39 GMT -5
((The dice gods finally got my paypal payment!)) Arelian hopefully shakes off the effects of the ghouls bite with a vicous yell to the gods 1d20+1=21Arelian shall then tumble around, over, through, etc. All the ghouls in front of him until he reaches the door way (or as far as reasonably possible from the ghouls!), He will then draw another bottle of the holy water from his pack. ((I don't think I can throw it just yet...next turn.))
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Post by DM Cyphus on Mar 15, 2006 13:03:42 GMT -5
(((I'm gonna give Serol just a touch longer to post and then I'll move ahead and take your action into account. But go ahead and give me a tumble check anyhow.)))
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Post by delkar on Mar 15, 2006 13:06:04 GMT -5
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Post by DM Cyphus on Mar 15, 2006 13:41:39 GMT -5
(((Okay...for future reference, pulling oneself up on a ledge or grasping at something not only requires a move action but also a DC 15 climb check. So keep that in mind for future situations. Also, you have to make the jump check and a reflext save [DC 15] to even grab the ledge. lol They sure don't make this easy do they? lol Serol needs a jump check. Where he's at...he really can't get a running jump check. That means either someone has to throw down a rope or be strong enough to hold a rope, avoid Ghoul bites, and pull/help him climb up that way. Or, Serol can make the jump check at double the DC. That puts Serol's jump DC at 16. He has a Strength bonus of +3, but takes a -6 for wearing the banded mail. That puts Serol at an overall -3 on the check. Serol must roll a 19 to make it. That sucks...because not only does he have to do that, but he has to make the subsequent climb check into an empty square to get up from there. I don't think Jervis is strong enough, and Arelian and Jervis have their hands tied up at the moment. I'm just going to keep Serol attempting that jump check and then the climb check until it happens or someone else can break free at an opportune moment. Let me know ASAP if there are objections. ))) Serol looked up at the ledge with determination and tried jumping up to get to the ledge. (((Jump Check: 1d20-3=2 (Fail)))) His hands went nowhere near the ledge. He tried again. (((He gets two move actions, may as well. Jump Check: 1d20-3=12 (Fail)))) Again he fails to get close enough to the ledge to grab hold. He wasn't giving up. The Kossuthan would not sit idly by while these fiends were still alive. (((For safety's sake, we'll say Jervis drew his little staff. ))) Jervis let loose against the most injured of the Ghouls, deciding it best not to retaliate against his assailant and to just play it safe. One dead Ghoul meant more freedom for movement through this retchid place. (((Jervis Attacks: G1: Attack: 1d20+2=20 (Hit) Damge: 1d4=2 The dice love Jervis. ))) The Gnome held the end of his staff as if he were swinging a large club and aimed right for the injured Ghoul's head. His swing was accurate and the connection lethal for the Ghoul. The scorched skin of the Ghoul's splattered with the initial connection of Jervis' staff and the crunch of bone and the crumpled body of the Ghoul left the Gnome truly satisfied. Kesson continued to combat his initial Ghoul, blocking incoming attacks from both directions and being very wary of the hole behind him. (((Kesson Attacks: G3: 1d20+4=9 (Miss) 1d20+4=11 (Miss)))) The Ghoul was too fast for him at full strength. It had dodged both attacks with the short swords the Elf wielded. Meanwhile, Arelian rolled skillfully over the corpse of the now slain Ghoul and made his way to the back of the room. He drew another flask of water as he rolled and moved and turned to throw it. (((I need a ranged attack roll and I also need you to roll 2d4 damage just in case. Also, I need a selection of the Ghouls. Kesson's is the most injured, and that's only a slight injury, in truth. The one next to Kesson's is right in the center and would damage them all, though only a point on two of them. It's your call...I'm updating the map and posting it right now.)))
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Post by lawfather on Mar 15, 2006 13:57:03 GMT -5
(OOC) I appologize for not posting earlier today... it would seem there was something funky with the sight... or my computer. I could read the posts, but could not post or reply. It seems to be fixed now. Serol boosts the gnome up to the top of the hole and then seeks a way for he himself to climb up. Seeing no rope he attempts to jump. (OOC: Serol is big. Six feet. I figure his arms are probably 1.5-2 feet above his head when extended. That should leave a 2' gap to the top of the hole. Serol jump. +3 for strength -6 for armor class check (1d20-3=7) )
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Post by DM Cyphus on Mar 15, 2006 13:58:32 GMT -5
(((NP, man. We'll just keep giving you jump checks until something happens. lol As you can see, the hole is a very challenging obstacle in and of itself. )))
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Post by delkar on Mar 15, 2006 15:28:16 GMT -5
(( can you roll for me Cyphus? +4 ranged touch.))
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Post by jamondashwood on Mar 15, 2006 16:02:04 GMT -5
(ooc) I'm really confused with the initititive order. I'd have swung myself, but I thought the ghouls would go before I did, so I waited for your post. I'll go ahead and do my action now, and you can put it in the appropriate place. Jervis smiles a wicked smile as he feels his staff crunch bone. He speaks a few words in a strange tongue and his wooden staff once more bursts into flame! He twirls it once the flame sending shadows dancing across the floor walls and celing a moment before he brings it hard into the second ghoul's midsection! Jervis Quarterstaff (1d20+2=17)Flaming Quarterstaff (1d4+1d6=8)
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Post by lawfather on Mar 15, 2006 16:10:14 GMT -5
Serol grunts as twice now the lip of the hole has eluded his grasp. The weight of both body and armor jar his knees with every attempt. He gritted his teeth and jumped again whispering a silent prayer to Kossuth. (OOC: Wish I hadn't wasted all my good spells healin' Delkar's arse! J/K, none of my prepared spells would have helped anyway.) The cleric jumps with all his might and his fingers catch the lip! Desperatly he tries to hold on and his muscles contract slowly pulling the huge man's bulk above the lip. Serol Jump Attempt #1 (1d20-3=17)Attempt to climb out: Serol Jump Attempt #2 (1d20-3=16)(OOC: good timing for a nat 20 followed by a nat 19!! Maybe there is something to this prayer stuff after all. I actually thought the first roll was a fail b/c of Denny's post about needing a 19. But after looking at the DC I realized I needed to roll a 19 for a total of 16 not roll a 22 on a D20. So the second jump attempt I just used as my climb as the mods are the same.)
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Post by delkar on Mar 15, 2006 16:21:30 GMT -5
((Hah. Friend let me borrow his laptop...now i'm in bussiness. I like his computer. First roll and a nat 20! lol)) Arelian throws the holy water once more at an injured ghoul with an unerring display of accuracy. 1d20+4=24 Dealing 2d4=5 damage.
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