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Charge! and cleaning up

From:Randy

Subject beetles in a barrel

Ranthir will join the charge, sword drawn.



From: Mark

Subject beetles in a barrel

No. They threw a torch in and the everburning torch was near the front so they had enough light to see.



From: Porter

Subject Charge?

So, when do we get the charge round?



From: Mark

Subject Charge?

Working on it now.

Should be out with in the hour.



From: Ashley

Subject Charge?

Surin will keep his axe readied just in case something goes terribly, terribly wrong, but he doesn't forsee needing to use it any time soon



From: Mark

Subject Charge

Round 21

Initiative: Surin (25), Harp (25), Kal (23), Ragnar (19), Allistair (11), Mund (9), Beetles (8), Ran (6), Salix (5)

Harp looks at the empty quivers and then back at the beetle. It is stumbling around a bit, arrows and bolts sticking out of the carapace in several places. Turning to the group he gestures and says " I think one charge from the fighters will take it out. Who is with me?" Seeing nods from everyone, or what seems to be a nod from Mund, Harp draws his sword and tries to time their charge so that they can all reach the creature.(Hold action until creature is with in charge range of whole party) Harp, Ran, Ragnar, Kal and Mund all step through the door while the creature is down at the other end of the long room. Their movement gets its attention and it charges the party.

Harp's warrior training serves the party well. At just the right moment he shouts "Charge!" and the five party members surge forward, weapons flashing in the half light of the everburning torch. The five spread out a bit so that they can all get to the beast and just as the creature gets to them they strike, almost as one (AC19, Harp, 17+12=29, hit, damage 10, Kal, 18+12=30, hit, critical threat, Critical threat roll, AC19, 1+12=13,miss, no critical hit, damage 4, Ragnar, 2+7=9, miss, Mund, 10+11=21, hit, damage 8, Ranthir, 13+8=21, hit, damage 8) The axes and sword hit with devastating power and the creature is butchered before it can strike back.

Harp looks around for any other foes in the room but sees none. "Ok, in pairs of two, Kal and Ragnar, Salix and Surin, Mund and Allistair, Ran your with me; separate and search the room. You know what we are looking for." The next 10 minutes is spent looking the room over. Nothing obvious is found.

OODM: I have attached a new map. Let me know what you want to do.




From: Kevin

Subject Looking around

OOC: Assuming that our characters have been able to keep an accurate map.

IC: Harp is a bit confused. There are no other doors like before. There should be a key. He thinks for a moment, then calls over Allistair, who has been making notes about their travels through this "testing ground". He asks " Are you keeping a map or drawing of where we have been?"

Allistair pulls out his parchment and lays it down, Harp holding Munds torch close by so any who want to see can. It seems obvious to Harp, and probably anyone else in the group, that there seems to be a dead space behind the angles wall just to the left of where they entered the room.

"Surin, would you and Ragnar and Kal take your lantern and search this wall more closely. Ran, would you and Mund make sure our friends over there did not eat the key. Salix, will you help me scour the floor for any arrows or bolts that we may be able to salvage. Allistair, would you take a moment and see if you can see any pattern behind these encounters, anything that may give you a clue as to what we may encounter next."

With that, Harp will start looking over the floor for bolts and arrows. If they find any that have minor damage, he will save those to be able to use a Mending on. Later he will offer Ran the use of his remaining bolts, since Harp is very ineffective with that weapon.



From: Porter

Subject Looking around

"Maybe the key is inside one of these critters. Salix -- you know a lot about nature's critters, eh? Wanna help me sift through their innards?"