Hairdar the Accursed / Hairdar Yunan

Temur's page

63 posts. Alias of thejeff.


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(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Since he's already silenced, Temur will clonk him over the head with hilt of his sword and drag him into hiding as he falls.

Attack(Str,Brawl,gangup)2d6 + 3 + 1 ⇒ (4, 3) + 3 + 1 = 11
Damage ?

Or at least, that's the plan. If he's still alive, we can kill him later. If he's dead, we can't bring him back if we need him.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Since they might recognize Temur as well, he'll be waiting in the alley as well. Tucked into a corner and up wind of the lotus smoke.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Fire is probably a bad idea. I'm afraid we're going to have to do this the hard way.
One thought is that they've seen the rest of us, but they don't know Dorin. I'm not sure if we can take advantage of that.

Ardeth, did you learn anything about them while you were watching? Other than that they were sending a demon after us.
I still think that staking them out is a good idea. Now that we're in a more secure location it may be worth trying again. They didn't seem to know that you were there.

Do we know anything else about the cult? Is there anyone else who would? The priestesses here perhaps?

I don't really care about the barkeep or the merchant. They're likely either low grade cult members or just bribed. They might know something though.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"You have interesting friends, sorcerer. And you seem to draw trouble like dung draws flies. At least we won't be bored while we know you."

Temur is stretched out on the grass, the remnants of breakfast pushed aside. He'd tensed when the Aesir approached, but relaxed again as it became clear that he wasn't about to turn violent.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

I'm fine with that, though I wouldn't mind getting a little feel for what the temple of Ishtar knows and thinks of Xanos. That might help lower Temur's doubts about him.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"We should deal with this situation. There's little point in finding another refuge, if they can just send another creature after us.
How did they find us anyway? Did they know of you already?
Do you know anything about this cult other than what we learned in the desert?
"


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Sorry I've been a little slack lately. Not losing interest, just busy and not focused. Partly because I've been getting ready for a trip.

I'm going to be away for most of next week. I'll be camping and hiking so I'll probably be out of touch until I get back. I'll try to post tomorrow morning, if there's anything to react to.

I'm not sure what the next step is going to be here, so I don't really know what to suggest for actions.
Get Xanos back on his feet, find a more secure or more hidden spot and plan a counter attack, I guess.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Actually Ardeth is touching him, not me.
Temur is grabbing the lamp and starting to hold it to the mirror as the demon is sucked into it.

Temur steps back as the voice speaks, raising his falchion again. He stares for a long moment, then "No. I think not. He may be damned wizard and possessed as well, but I'll still trust him more than the demon possessing him."


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Half under his breath "What next?", then shouting at the couple, "You heard him! We need light! Where? Quickly!"

Temur looks around the room in the dim light. If he sees a light source or if they point one out, he'll snatch it up, light it and back out the door.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Since Ardeth's acting while I've been to busy to post ...

Temur will hold off the man with the knife while Ardeth grabs the mirror, trying just to keep him back without actually attacking him.
"Stand back and you won't get hurt! We just need a mirror!
Roll his action, not sure what to add so : 2d6 ⇒ (5, 2) = 7


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Door (Str): 2d6 + 3 ⇒ (4, 2) + 3 = 9

This time Temur steps back and throws a shoulder to the door, bursting through it.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Then Temur turns and runs down the hall to the door, tries the door and, assuming it won't open, kicks it open.

Door (Str): 2d6 + 3 ⇒ (4, 2) + 3 = 9


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Which way is Xanos pointing? Since we're on opposite sides of the demon, either Bran or I could go for the mirror, but I don't know which.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

How do the fear penalty and War Cry bonus stack? Do they cancel out -> back to 2 dice? Or 4d6, drop high and low?


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Just to clarify, is it me or Bran who has the space penalty with the falchion? The description implies him, but you say it's me.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Fear: 2d6 ⇒ (3, 3) = 6

Temur recoils from the thing that bursts through the door, but grits his teeth and recovers enough to make a half-hearted strike at it.
Falchion(Str, Melee, gangup, surprise): 3d6 + 3 + 2 + 1 + 1 ⇒ (4, 2, 3) + 3 + 2 + 1 + 1 = 16 = 12
Assuming the fear penalty works like the War Cry, if not adjust as needed.

Damage(Str): 1d8 + 3 ⇒ (1) + 3 = 4


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur follows Juma out into the hall. Stepping to one side of the door, he motions Juma to the other.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

PH, Bran, Juma, Xanos:
:Temur rolls to his feet and, keeping his falchion within easy reach, struggles into his leather.

Then, as Xanos enters: "They've found us. It seems your sanctuary isn't as safe as you claimed, magician."

Or if Xanos doesn't come in, I'm not sure what part of his actions he actually has time for, Temur will head out toward the noise.

We got 1 LB back, right?


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

When Temur realizes Ardeth has left, he curses again. "We should have planned before he went. At least when he would return and when someone else should take over the watch."

Still, he will rest and wait for Ardeth to return.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"If we're thinking about revenge, I think we should let it sit for a little bit. If they're expecting more trouble from us, they're probably expecting it soon. They'll be most alert now. Give them a few days and they'll relax, think we haven't found them or aren't interested.

Meanwhile, we should try to stake the place out. Keep an eye on them, see if they're running off, see who goes in and out, work up a plan."


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"It maybe worth it. He'll have to take his bribe in trade, unless someone knows a fence in the tent city."

Find a fence: (Mind, Bandit)2d6 + 2 ⇒ (1, 3) + 2 = 6


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"We're going to have to go in eventually. If we split up and approach the gate separately it'll be harder to spot us. We are dressed differently, which'll help. Some of us are pretty obvious, even with cloaks on. "


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

I was going to suggest not hiking through the desert under the sun, but that's alright.

Like the others, Temur will have grabbed clothing, boots, something cover his head. Standard desert garb or as close as he can get.

When we reach the gates he's all for going in. "I should still have a room in the city and not at the tavern they took me from, either. Hopefully the landlord hasn't decided I'm dead or fled. I wonder if we were kept drugged more than a day?"

During the hours of the trek, he'll have shared a few details of how he was taken: drinking, drugged at the “The Jeweled Dancer.”


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Any chance of taking a different path down and intercepting the riders?

Otherwise, I say we just start the hike back to Shadizar.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Does it look like they're abandoning the camp? Or are just the robed figures leaving?

If there are enough horses left, we should try to steal them after dark, other wise, it'll be a long walk back to Shadizar.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur gingerly sits up and shakes his head after a few minutes. Since everything seems to hold together, he gets up and looks around the room, seeing Bran head up the ladder. He takes a moment to strip one of the dead guards of his armor and put it on, then takes on of the thing's falchions and follows them up the ladder, ignoring Ardeth and Xanos if they're still below.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur sits up, says "Ouch" very calmly and lies back down until the world stops spinning.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"The horn?" Temur looks around the room, then sees it in the niche. A quick dash across the room and he takes his scimitar in both hands, smashing it down on the horn with all his strength.

I'm not sure what rolls are needed for this, so here's the usual attack and damage:
Scimitar (Melee, Str): 2d6 + 2 + 3 ⇒ (4, 1) + 2 + 3 = 10
Damage (Str): 1d6 + 1 + 3 ⇒ (1) + 1 + 3 = 5
If he needs to burn hero points for this, either to bypass the guards to get there or to do enough damage, he will. He's putting everything into hitting it.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5
P.H. Dungeon wrote:

"Guard" Armour Check: 1d10

Temur you land a big slash across the hulking man's chest. The strike would have dropped most men, and you are horrified to see that no blood comes out, despite the gaping wound. Your attack doesn't even seem to slow the creature, and it raises its weapon for another attack, an attack that could finish you.

Which is why I jumped back, trying to get some distance and hoping Ardeth and Bran (Who both have armor and are in better shape) can occupy it.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Unfortunately, Temur is the one who didn't get any armor. The blade goes deep.

Temur slices at the thing in front of him with both blades, nicking an arm with the dagger and slicing deep with the scimitar.

Scimitar (Str, Melee): 2d6 + 3 + 2 ⇒ (4, 5) + 3 + 2 = 14
Damage (Str, double wield): 1d6 + 1 + 3 + 1 ⇒ (6) + 1 + 3 + 1 = 11

Then he leaps back from the fight, hoping to get enough distance that he can use his bow.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur hesitates for a moment, looking at the priest and the two guards, then strikes at the captain with both blades, trying to stay on the far side of him from the oncoming things.

Scimitar (Str, Melee, Gang Up):2d6 + 3 + 2 + 1 ⇒ (5, 5) + 3 + 2 + 1 = 16
Damage (Str, Dual Wield): 1d6 + 1 + 3 + 1 ⇒ (1) + 1 + 3 + 1 = 6

Anything I can do with hero point to boost damage or bypass his armor?

"Ardeth, if I die because you needed Lotus..."

Xanos, I am assuming we can't hear your internal dialogue and that you haven't told us anything about it?


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

It might also be nice to get a quick summary of who's where.
If I've been following correctly: The I'mallah is in the back with 2 guards. Bran is in the middle fighting with the wounded captain and another guard. Temur and Ardeth are near the entrance with 1 wounded guard. The possessed Juma is charging past us to attack Xanos, who's right at the entrance.
Assuming all that is correct:

Temur leaves his opponent behind racing for the back of the room, pausing in the middle to slash at the guard captain.
Scimitar (Str,Melee): 2d6 + 3 + 2 + 1 ⇒ (4, 3) + 3 + 2 + 1 = 13
Damage (Str): 1d6 + 1 + 3 ⇒ (3) + 1 + 3 = 7


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Now I really hope there's another way out through the sanctum.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"A curse on rash barbarians. And on drug-addled fools."
Caught off guard by Juma's rush, Temur hesitates a moment then leaps forward to intercept the two rushing in. If he can, he'll try to leave Ardeth a clean shot on at least one of them.

Scimitar (Str,Melee): 2d6 + 3 + 2 ⇒ (2, 6) + 3 + 2 = 13
Damage (Str): 1d6 + 1 + 3 ⇒ (3) + 1 + 3 = 7

He cuts the first with his scimitar, using the dagger to parry the coming attacks.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Quietly, so as not to give more warning to those in the sanctum: "We should move now! Before we have enemies on both sides. With any luck the dog in the sanctum has another way out.

Temur crouches low and risks a quick look through the sanctum door.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur will also slip into the room, moving quickly to cover the door into the inner sanctum, sparing a glance at the obviously disturbed Ardeth.

Do you mean use the table to block the door to the sanctum or the door we just came through? I assume we're going in there and probably should do so fast.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

So that last guard, who attacked Ardeth, is on this side of the doorway and the table?

If so, Temur will attack him, feinting with the dagger and striking with the scimitar.
Attack (Str, Melee,Gang Up): 2d6 + 3 + 2 + 1 ⇒ (6, 5) + 3 + 2 + 1 = 17
Damage (Str): 1d6 + 1 + 3 ⇒ (3) + 1 + 3 = 7


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

No worries.

I hope the baby's doing well.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

No action for now, other than to take the scimitar in one hand, keeping the dagger in the other. I'm not ready to jump 5 of them on my own.

Whispering: "We've got to get them before they can block the doorway. We'll have to rush them. Are you with me?"


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

I'm confused about armor: In the fight with this last guard, if I read correctly, you've subtracted armor with rolls of 4, 2, 8 and 10.

How is it supposed to work?


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur will strike again, then fall back, sweeping up the last scimitar from the floor if possible, flattening against the wall outside the curtain to give the others room to shoot.

Dagger(Melee, Str): 2d6 + 2 + 3 ⇒ (3, 5) + 2 + 3 = 13
Damage( Str): 1d4 + 1 + 3 ⇒ (1) + 1 + 3 = 5


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur will step in close to the guard inside the reach of the spear, stabbing for an unarmored spot.

Dagger(Melee,Strength, Gang up): 2d6 + 3 + 3 + 1 ⇒ (4, 4) + 3 + 3 + 1 = 15
Damage(Str): 1d4 + 1 + 3 ⇒ (4) + 1 + 3 = 8


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Spoiler:
Temur would have flattened against the other wall, but he may not have had time before the guard came out.

He'll feint in to keep the guard's attention focused and then strike for real once Ardeth attacks.

Is the dagger always an Agility weapon? Or can you use either?
Dagger (Melee,Str or Agility) 2d6 + 2 ⇒ (4, 1) + 2 = 7 +3 = 10 if it's Str, +1=8 if it's Agility
Damage (Str) 1d4 + 1 + 3 ⇒ (1) + 1 + 3 = 5


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Spoiler:
The first instinct is to stay quiet, but since he assumes a fight's breaking out and there's no one down below anyway: "Bran! Xanos! Up here!
Then he turns to race down the hall.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Spoiler:
When Temur sees Ardeth burst through the flap, he'll drop any pretense at stealth and chase after him, dagger in hand and ready to attack whatever's on the other side.

I was really just planning on scouting and coming back, but ...


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur will follow up the stairs, giving Ardeth a little lead thinking he's quieter, though starting to wonder about the lurching and sniffing.

He'll motion to others to stay at the bottom if he sees them following.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur was going to attempt that himself, but when Ardeth slips by him, he turns to check out the stair instead.

Looking from the door way, he'll only go up if there's no noise or light from above.

Sneak(Bandit, Agility)2d6 + 2 + 1 ⇒ (5, 4) + 2 + 1 = 12


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

Temur is still headed up the tunnel to keep watch, as stated earlier.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

I didn't realize there were daggers, Temur will take one of those as well. If there's no one and nothing else outside but desert, we'll need to take the water and maybe climb down for the other girdle, but I want to see what we're dealing with first.


(Nomad 1/Bandit 2/ Mercenary 1) Stats: (S 3 | A 2 | M 0 | A 0) Combat: (Melee 2/Ranged 2), LB 13/13, HeroP 5/5

"Ask him something more practical, like what's waiting for us outside."

Temur also crosses the plank, takes up the other bow and quiver, and starts up the tunnel, quietly and cautiously, stopping before the end or at any sign of life.

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