Irivis |
"On we go again. And Jareen, I know you're awake, so do please tell us your story. It will help pass the time."
Irivis remains insistent.
Will, likewise. I have a real urge to use your Stormsworn and deeply loved your chivalrous mac nac feagles.
Jareen |
Jareen ignores Irivis through most of the day, tossing and turning, obviously not asleep when she is questioning, but feigning it badly. By twilight though, when it is obvious that the others are moving, and he will have to do likewise, he grunts, under his breath "Damned questioning women."
"I've fallen. Long and Hard, woman. Does that please you? My life before matters nothing to you. It is sufficient to say that have never needed to grub around in muck to find my next meal. But as they say, the truth will out and my natural talents, and love of lore put up the wrong backs. Now I am reduced to this: hiding, and grubbing."
Calla the Quick |
Thanks guys. I'm proud of what I did, and thought I had a good shot, but that's the way voting can go... And Rosey, I appreciated your sentiments on the (lack of) a clear line between monsters and NPCs. They were well put and spot on.
Backtracking slightly: Calla decides, again, to follow Gorad's and Irivis' example, and she saves the scarce food and water for another need. Endurance: 1d20 + 8 ⇒ (7) + 8 = 15.
"The quicker we get moving the sooner we arrive. Jareen, you can tell us more on the road. What sort of lore, perhaps? And is it likely to get us all stoned to death, maybe?"
Arakan |
Arakan scowls at the line of questioning, "Who do you all think you are that Jareen owes any of you an explanation? If the man has a past that he'd rather not delve into, you have no right to it. nly if his past is directly affecting us should it matter, and even then it is only in our own best interests and not necessarily his own on whether he tells us or not." to Jareen he adds, "If you don't want to talk about it, don't feel pressured by this lot. As long as you are able to pull your weight and I don't have to take care of your old behind, I don't care one whit about where you got your knowledge from." The conversation obviously striking a nerve with Arakan.
--------------
As they see the walls ahead, Arakan suggests, "We should find one person to speak for the group, someone that has a way with words. We don't need to be left out in the sand because some fool said the wrong thing. I'm just throwing that out there, seeing if it sounds reasonable to you all."
Irivis |
"It had better not be me then."
Irivis knows her own limitations.
"I can lie and lie well if I have to, but you've all seen how much I lack the gentle touch.
As for you, Jareen, I don't care what your past is. My own isn't that wonderful, but I was curious. It's your present that concerns me. We have to look out for each other out here or none of us will survive. And that means you will have to learn to scavenge and watch like the rest of us."
Arakan |
Getting the response he was worried he would get from his suggestion, Arakan rolls his eyes, but doesn't argue. He's seen thus far that they seem to be more than willing to follow the woman, just because of her family name, more than any type of leadership she has shown.
Perception 1d20 + 5 ⇒ (16) + 5 = 21
Aubrey the Demented/Malformed |
Irivis is confused for a moment, thinking the shots are coming from the fort. Then she sees the tiny figures scurrying amid the boulders to the left and right of the road - silt runners. One raises its blowpipe to its mouth as she watches.
For the uninitiated, silt runners are small reptilian humanoids, very fast moving and sneaky. They are ambush hunters, living on the fringes of the deep desert. I'll get up a map tonight, hopefully.
Arakan |
Init 1d20 + 3 ⇒ (11) + 3 = 14
Arakan, true to form, sees only one good wy out of this. "Don't try to be a hero, make for the gate as fast as you can. They will either stop if we get too close, or have to face the Pool's defenders."
Aubrey the Demented/Malformed |
Hopefully this is reasonably self-explanatory: dark pink is the road, light pink is general desert (no particular hindrance to movement), brown is boulders, dark green are cactus/shrub-things. Light green are the monsters. One thing that may not be obvious: south is at the top, north is at the bottom; that's because it is easier in google-docs to add rows to the bottom instead of the top of a spreadsheet. So, you are entering from the top, and the fort is at the bottom (eventually - it's not on there at the moment, and is about 200 yards away or 120 5' squares). You are on the road, in squares 1-10. Please place yourselves.
Initiatives: ragers 1d20 + 2 ⇒ (5) + 2 = 7
darters 1d20 + 4 ⇒ (6) + 4 = 10
Initiative
Gorad 19 (surprised)
Arakan 14
Darters 10+
Jareen 10-
Ragers 7
Irivis 5 (surprised)
Calla ? (surprised)
Surprise round: single actions, starting with Arakan.
Arakan |
Arakan took his surprise round action last post. He would have started at R5 (preferring to be at the back of the group where he can scrutinize each of them) and then moved to R11 during the surprise.
Aubrey the Demented/Malformed |
Indeed, so he did.
The darts begin to come in in earnest now, smeared with paralytic toxin.
D1 targets Calla, D2 target Jareen, D3 targets Irivis and D4 targets Arakan.
D1: 1d20 + 6 ⇒ (5) + 6 = 11 V Fort; on a hit, target takes 2d10 + 3 ⇒ (10, 7) + 3 = 20 poison damage and the target is immobilised (save ends) with an aftereffect that the target is then slowed (save ends); on a miss, half damage and the target is slowed until the end of the darter's next turn
D2: 1d20 + 6 ⇒ (8) + 6 = 14 V Fort; on a hit, target takes 2d10 + 3 ⇒ (8, 5) + 3 = 16 poison damage and the target is immobilised (save ends) with an aftereffect that the target is then slowed (save ends); on a miss, half damage and the target is slowed until the end of the darter's next turn
D3: 1d20 + 6 ⇒ (9) + 6 = 15 V Fort; on a hit, target takes 2d10 + 3 ⇒ (4, 6) + 3 = 13 poison damage and the target is immobilised (save ends) with an aftereffect that the target is then slowed (save ends); on a miss, half damage and the target is slowed until the end of the darter's next turn
D4: 1d20 + 6 ⇒ (18) + 6 = 24 V Fort; on a hit, target takes 2d10 + 3 ⇒ (10, 2) + 3 = 15 poison damage and the target is immobilised (save ends) with an aftereffect that the target is then slowed (save ends); on a miss, half damage and the target is slowed until the end of the darter's next turn
Jareen.
For reference, immobilised does what it says on the tin: you can't move (but you aren't paralysed, can still fight and don't offer combat advantage). Slowed means you movement rate drops to 2.
Jareen |
That's also a hit, down to 11HP
Jareen throws out his hand, and casts a spell at the little runt that just shot him.
Cast Grasping shadows at D2, Atk: 1d20 + 4 ⇒ (18) + 4 = 22 vs will, 1d8 + 4 ⇒ (4) + 4 = 8 psycic damage, and slowed until the end of my next turn.(Area 1 burst, centered on D2 if that matters....)
Aubrey the Demented/Malformed |
Jareen's spell hits its mark, and dark forms hinder the little reptilian horror.
The other siltrunners, these ones carrying spears, run to attack. One plants its spear in Irivis' midriff.
Ragers 1 to 3 charge Jareen, Calla and Irivis respectively, while R4 double-moves closer.
R1: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 v AC to hit, damage 2d6 + 5 ⇒ (5, 3) + 5 = 13
R2: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 v AC to hit, damage 2d6 + 5 ⇒ (3, 6) + 5 = 14
R3: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 v AC to hit, damage 2d6 + 5 ⇒ (4, 5) + 5 = 14
EDIT: Ouch, crit on Irivis, maximum damage of 17. Per her profile, that's her on exactly 0hp.
Initiative
Gorad 19
Arakan 14 (immobilised)
Darters 10+ (D2 slowed)
Jareen 10- (immobilised)
Calla 8 (slowed)
Ragers 7
Irivis 5 (immobilised, dying)
New round, full actions. Gorad.
Gorad Bender |
Gorad summons Sandswimmer to R9 and calls healing spirits to aid Irivis. Irivis can spend healing surge +8 hps and Jareen gains 1d6 + 3 ⇒ (1) + 3 = 4 hps as well downgrading my move to a minor so I can heal
Gorad uses claws of the eagle on Calla call gains melee basic attack against adjacent foe if hits enemy grants combat adv until end of next turm
Aubrey the Demented/Malformed |
Healing energy pours into Irivis, reviving her, and the backwash also improves Jareen disposition somewhat. The inspiration gives Calla the heart to strike her nearest foe a glancing blow with her spear.
Initiative
Gorad 19
Arakan 14 (immobilised)
Darters 10+ (D2 slowed)
Jareen 10- (immobilised)
Calla 8 (slowed)
Ragers 7 (R2 grants combat advantage)
Irivis 5 (immobilised, prone)
Arakan.
Arakan |
Arakan recognizes the feel of toxins rushing through his body, stopping him from moving his legs. He draws one of his thorn daggers, only one left after this one, whistles a quick shrill sound. With the missle in hand he throws it at the silt runner distracted by Calla's swing, its attention drawn by his whistle. The creature turns to look just as a thorn pierces its scaly flesh. Giving himself a bit of a pep talk he regains his composure enough to huddle up with the rest of the group, "C'mon, you know these poisons, just get your legs to move a little, that's all." and he is heartened by being able to force himself to take a step back. It isn't enough to purge it from his system, however, and the movement only encourages its circulation.
Minor draw thorn
Standard, Sly Flourish on R2 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 vs AC, damage 1d4 + 7 ⇒ (4) + 7 = 11 and sneak attack 2d6 ⇒ (2, 5) = 7
Minor, Majestic Word on self, surge+4 and slide to R10.
Save vs Immob 1d20 ⇒ 4
Aubrey the Demented/Malformed |
Initiative
Gorad 19
Arakan 14 (immobilised s/e)
Darters 10+ (D2 slowed)
Jareen 10- (immobilised s/e)
Calla 8
Ragers 7 (R2 grants combat advantage and is bloodied)
Irivis 5 (immobilised s/e, prone)
Arakan hurls his dagger and it sticks the siltrunner as it is momentarily distracted. Its blood flows across its scaly skin in a crimson slick. But the runners with the blowpipes continue their covering fire, one breaking cover to get a better range.
D1 attacks Gorad, D2 Jareen, D3 and D4 Arakan.
D1: 1d20 + 8 ⇒ (20) + 8 = 28 v AC to hit, 1d10 + 4 ⇒ (2) + 4 = 6 damage
D2: 1d20 + 8 ⇒ (6) + 8 = 14 v AC to hit, 1d10 + 4 ⇒ (8) + 4 = 12 damage
D3: 1d20 + 8 ⇒ (5) + 8 = 13 v AC to hit, 1d10 + 4 ⇒ (10) + 4 = 14 damage
D4: 1d20 + 8 ⇒ (18) + 8 = 26 v AC to hit, 1d10 + 4 ⇒ (3) + 4 = 7 damage
Ouch! Crit on Gorad - max damage of 14.
One thing that I should probably mention (but didn't, as I didn't notice until just now) - the ragers' spears give then reach 2. However, in a specific change from 3e, you still need to be adjacent to them to provoke an AoO through moving or making a ranged attack unless a creature has "threatening reach" - which these don't.
Jareen.