Orc

Da'gret's page

140 posts. Alias of ithuriel.


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Da'gret's thrashing eases and shifts back into his natural half-orc form and slowly manages to sit up. A vicious wound encircles his lower back where the beak clamped on the boar and when he tries to take a deep breath, the boy winces. "Uhggg..."

0 hit points. I'm good for non-strenuous move actions, but have no more healing capability of my own.


Da'gret continues to thrash about on the floor, trying to get his feet underneath him- wild eyed, but not in control of his body.


Would have been -1. Came in with full hp, but forgot to check the boar sheet. So -2 now assuming Mothy rolled the stabilization.


Da'gret crouches down on all fours sniffing over the remains and the blood trail in the doorway. The orc boy half stands over the blood trail, axe in his hand and issues a low bestial growl of warning.

Listen 12+3 = 15
Spot 14+7 = 21
Darkvision 60'


Da'gret watches the dead boy in blank curiosity not sure what to make of it. "Brash, you okay?"

Fort 16+6 = 22


Bah! was in a sidebar in th back of Complete Arcane, not included on the Feats table.
Caster Level Check DC 8


Electricity. Will look for range. Thinking medium. One sec.

EDIT: Medium Range 100 +10/lvl

But I can't find Precocious Apprentice for the roll. I think you are right though. It does require a Spellcraft roll.


Landing awkwardly, the balls roll out from under Da'gret as he tries to stand before tottering and falling.

Jump 10+4 = 14


Though Da'gret may have been snickering a little to himself when Ando took a fall after his big talking, he turns deadly serious when he hears the disembodied voice. Once the balls start moving around like something might be under them the boy has seen enough. He runs out onto the narrow walkway and before he gets to the point where Ando was pummeled leaps off in to the balls below, axe gripped tightly in both hands.


Init 19+1 = 20


Listen 8+3 = 11
Spot 7+7 = 14


"I don't get it. Why so many balls? Spikes do job much better."


Too heavy for mage hand?


Da'gret looks back up the shaft uncertainly and shakes his head, but leans down to give Brashen a boost regardless.

18 of 18, no healing


Hand over hand Da'gret eases down the rope, but eventually the oscillation of the chain gets out of control. Once he loses a grip with his leg for a guide, both Boland and Da'gret end up swinging around and around the chain. The orc boy tightens his white knuckled grip on the chain and yells, "Raaaahhhhh! I can't hold this Bowls! Grab anything you can!"

Climb 10+4 = 14


Reflex 20+1
Climb 18+4


Readied action to grab the first person (if any) to be blown off the ledge above


Gritting his teeth, Da'gret turns and begins working his way back down the passage.

Well, it looks like I can either try to move back down the tunnel on my own or wait for the wind to do it for me. I'll try to move in a controlled fashion.
Double Move should get me back to where we entered and perhaps on the rope.
Climb: 17+4 = 21


If I were a stronger quadruped and lower to the ground would that make any difference? Probably not. I can see hooves sliding over the stone pretty easily. Originally I wanted to get tot he side of the mouth and start smashing the hypno-eyes. Space wise, would that have been possible? To stand so close as to avoid the wind pushing me away?


Da'gret looks around confused for a moment, "Whu-? When he notices Strevlik standing there blank faced staring at the lights and the wind building, the boy grabs Strevlik around the waist and begins running down the hall with him towards the face. "Wake up stupid! You want to get killed by a magic rock!?"

Step by step he drags Strevlik away from the open shaft.

Maybe grabbing him up counts as a move or standard action, so put us both 40' further up the tunnel.


Will 15+5 = 20
Init 8+1 = 9


Da'gret stretches and nods, following Brashen back to the lift tube.


As incongruous as it is I have detect magic prepped. However, I have no ranks in Spellcraft so it isn't all that useful. I'll have to remember to change that at the next opportunity

Da'gret seems to zone out during the chatter eyes unfocused. He stares blankly at the new googles, armor, and wands slack jawed. After a few seconds drool starts running from his open mouth.

All he can figure out is what is magic and relative strength.


"So what you waiting for? Pull it!"


Init: 11+1 12


Will 2+5 = 7
Whoops.


The orc-boy hefts his axe over one shoulder and looks up into the gloom above the statue, "YOU! Get down here now!"


Da'gret looks down at Brash and snorts, "Did he just faint like a pretty little lady?"

Listen 18+3 = 21
Spot 11+7 = 18


"What you do when you are a rich man Brash? We must be close now!"


Da'gret nods approvingly while looking over the statues and thinks to himself, This looks important. Maybe we find something good finally. Properly motivated he lends his efforts to the search, feeling the statues for any movable parts.

(Aid Another) Search: 14-2 = 12
Another +2 Search makes a total of 20


Spot 2+7 = 9, darkvision


Covering his mouth and nose with one hand Da'gret runs with the others.


So if 25 won't do it, we can try pulling. What's the word Mothmaster?


Da'gret takes up a space next to Brash and braces himself straining to topple the stone. "Ghhuuuuuhhhh!!!"

Str: 15+4 = 19
21 if Brash is aiding me
Not sure if Strev is around but I'm going to roll for him since his last post is about 40 days ago.
Strevlik: (Aid) 14+3 = 17
Which brings us to 23. How many people can push at once? Ando can probably get us to 25.


Just for the sake of getting us together and moving forward can we assume Bowls comes down next, and then Strevlik so that Bowls is not left alone and vulnerable above. Unless we are interrupted on either end I think it would be fair to say it plays out like that.


Da'gret heads down to the lower level.


I don't remember off hand how the mechanism worked. We have to have someone up top to turn the sarcophagus so one person is always left behind? Or once all but 1 person has descended, those below could send the capsule back to the surface with the button/lever below and then call it down with the last person inside? For now I'm assuming Da'gret needs to push the sarcophagus to send whoever goes next down.
So Strevlik or Bowls?


Da'gret hands over the items for the runt of the pack to look at. As far as questions about the water's source, he shrugs and tries to shake and swipe the water off of himself before pulling on his filthy loose trousers. "Can't believe the water try to kill me. Bad sign." At the mention of moving on to another tunnel shaft, he nods enthusiastically, "Yes. From dead bodies looks like others here before. Maybe better finds in another tunnel."

Da'gret is at full hp but has no remaining healing magic for the day (or potions). Lesser vigor left him 3 shy and he used 3 cure minors to top it off.


"No Brash. I go, I go. This time I use the rope. I pull twice, you get me out."


Da'gret is still holding the gaping wound on his thigh when the dead thing gives up the ghost. His leg is slowly stitching itself back together, but has a ways to go yet. Overcome with adrenaline and testosterone, he lifts the corpse from the water over his head hurls it from the water, before determinedly stalking back for his axe. The boy then circles the corpse fiercely hacking into it like firewood and taunting it in orcish. He is breathing heavily covered in blood with tears running down his face before he finally stops and looks around at his fellow tomb raiders with wild eyes.

"What?!?!"


Back in the dark water far behind the ghoul, a portal opens. Though only Da'gret can see it at first he continues his clicking cry and a dolphin hurtles through swimming at top speed for the undead horror facing Brashen. In mere seconds it closes the distance and slams into the corpse from behind with full force, nearly driving it from the water.

In the meantime, Da'gret clamps one hand over the missing flesh of his leg slowing the flow of blood into the water and concentrating on speeding the healing.


Free: Lesser Vigor: +1 hp (Round 6 of 11)
SA: Cast Cure minor +1 hp (Current hp: 3)
SNA: Porpoise
Charge + Slam: 20+6 = 26 +2 flanking = 28
Crit confirm: 10+6 = 16 +2 flanking = 18
Damage: 6
If it is a crit, make it: 8

Porpoise 11 hp
AC 15, T 11, FF 10 (lowered from the charge)
Summoning ends as my next turn starts


Round 4: (altered init)
The Thing in the Water: 20
Da’gret: 13
Brashen: 12
Boland: 8+
Andolphas: 8
Strevlik: 6


With Brashen splashing up behind him and Da'gret barely on his feet, the half-orc steps back to let Brash through and hefting his axe over one shoulder crouches down with one hand on the water surface. The boy makes some kind of strange clicking cry and waits.

Brash delays to let me get out of the way. Seems to be the thing to do and only switches the two of us in init order.
MA: 5' back to get out of the way
Free: Lesser Vigor brings him back to 1 hp (and is on its 5th round of 11)
SA: Cast Summon Nature's Ally (porpoise) will appear on my next action far enough behind the ghoul thing to charge.


Da'gret falls back a couple of steps and seems unsteady but snarls and keeps his grip on the axe.

At 0 hp right now, but he will heal up to 1 on his next action. (I have lesser vigor running.)
Fort 17+6 = 23
Fort 9+6 = 15
I think I'll sacrifice a spell for a summon next turn and let some critter fight for me. In the meantime, you can yank Strev out of there since he is not grappled right now.

Boland up


Da'gret takes his axe in both hands and steps deeper into the water lifting it high over his head with both hands. As he closes his he roars, "GET OFF OF HIM!!!" and slashes down with his axe splashing water everywhere.

5+5 = 10 -2 water = 8 :(


I'm not sure where we are at in init so I don't know if we are waiting on someone (hopefully not me). But I'd like to know whether Boland's spell illuminated whatever has Strevlik.


DM Moth

Spoiler:
If I had time there, I would have cast Lesser Vigor immediately, but if not I will do so soon.
Rage has ended as you mentioned so D is fatigued until the end of the encounter.

Da'gret splashes around in vain attempting to grab Strevlik and haul him out of the water.

Touch attack: 1+4 = 5


Still waist deep Da'gret whirls around when Strevlik is pulled under and roars lifting his oversized axe, ready to charge back in.

Init: 12+1 = 13
Starting from I 10


Out of town till Monday evening.


Moth

Spoiler:
I realize Da'gret is about 95% likely to bite it. He is a sitting duck, very easy to hit, and any hit will do him in. Strev might manage to save him but it isn't likely. Whatever damage he takes will put him to negatives, but at the same time end his rage which will start him out from -4. So anything 6 damage or above is auto lethal, but if it is less Strev won't have time to fight and tow Da'gret back. No worries. If he bites it I'll make a more sociable character and be ready to roll when the opportunity arises. Also- we don't overlap hardly at all in posting time except on my days off, do we? I see your new posts at 5:30-6am when I wake up, but I never have time to reply before work.

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