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Round 7, round 8 actions, run away, horses

From: Mark

Subject: Turn

Sorry about no turn last night. Did not get home until after 10PM.

I will work on one this morning.



From: Mark

Subject: Round 7

Round 7

Init: Ranthir (23), Harp (17), Kal (14), Mund (14), Salix (10), Surin (7), C1, C2, C3 (7), Ragnar (6).

Ran ignores Harps call to fall back and strikes with renewed fury at the man in the middle (C2) (AC19, 19+10=29, hit, critical threat, AC19, 1+10=11, miss, damage 7) and hits the man for a third time. The man catches the next blow (AC19, 12+5=17, miss) on his shield, the metal of the sword banging loudly on the heavy metal shield.

Harp curses Ran's bullheadedness. They had room in this tunnel to keep them at bay. All Ran was doing was getting surrounded. Well maybe he could do something about that. In the dim torch light he swings at the closest foe (C4) and lands a solid blow (AC19, 20+12=32, hit, critical threat, AC19, 16+12=28, critical hit, damage 23) just at the juncture of the armor and the man's neck. His sword cuts deep into the neck and blood spurts from the lethal wound. The ½ orc follows up with another blow to the same spot (AC19, 14+7=21, hit, damage 8) and the man's head almost falls from his body as he slumps to the ground. Harp takes a step forward so as to be side by side with Ran again.

Mund stands in the lift, his bloody ax in both hands, trying to control his rage while the elf and the dwarf start to lower him down. With two people manning the mechanism, only one person on the lift, and going down instead of up, Mund figures it will still take several seconds before the lift is down. (Round 1 of 3).

Ally calls out down the tunnel "The lift is coming back down. Harp, Salix, Ran hurry back."

Salix hears Ally that the lift is back on the way down. He turns and shouts at the two on the front line "Harp, Ran get back here but be careful doing it." He then starts to walk backwards towards the lift, keeping an eye on the melee in front of him, making sure neither of his companions falls. He grins when one of the men (C3) screams in pain and falls to the ground, smoke coming from the inside of his armor. The smell of burnt flesh fills the tunnel.

Surin tries to help Acer out of the way of the entrance to the lift. The others would be coming up in a bit and they would likely be in a hurry. Wouldn't want the old man to be crushed in the rush, Surin thinks. Surprisingly, he is able to help the old man move. He keeps talking to him, reassuring him that everything will be ok. The man's head turns a bit at the sound of his voice and Acer even tries to help hold himself against the wooden wall where Surin places him.

Back down in the tunnel the two remaining men attack Ran. The first man (C1) lashes out with his heavy mace (AC20, 2+6=8, miss) and the ½ elf is able to dodge the blow easily. Ran's momentum takes him perilously close to the other man (C2) but Ran's battle training saves him (AC21, 13+6=19, miss) as he ducks under the blow and spins to ready another attack.

OODM: End round 7. I need round 8 actions.



From: Randy

Subject: Run away

Ran retreats from his opponent, backpedaling as quickly as he can.

"Let's get outta here Harp!" Ran calls out, not missing the irony in giving instructions after ignoring one of Harp's own.



From: Mark

Subject: Run away

I assume he wants to do the withdraw action which is a full round action that lets him make a double move and not provoke an AOO for leaving a threatened square?



From: Randy

Subject: Run away

Yep.



From: Derek

Subject: Distraction

OOC: I was thinking Ally could use some of his 0th level spells to make a diversion to help us escape to the lift. I was thinking of using ghost sound with dancing lights. With that Ally could make the sound of twenty armed people coming down the passageway and dancing lights could make 4~5 torches or lanterns to go with it. Or dancing lights can make a single glowing humanoid shape. I was thinking I could use that with ghost sound to mimic a vengeful spirit of the desecrated graves here in the tunnels. Any suggestions or ideas?



From: Kevin

Subject: Distraction

OOC: Well, as we are unlikely to use them otherwise, it probably can't hurt. Unless you want to use them as a distraction when we try to get out of this joint.



From: Kevin

Subject: Run away

Well, at least I got one good shot in, Harp thinks to himself. Then, watching Ran withdraw from the fray, Harp says under his breath "Now he thinks its a good idea." Watching the opponent just to his side, Harp moves back toward the lift as safely as possible.

OCC: Mark, withdraw straight down the wall a full double move.



From: Porter

Subject: Round 8 actions

How long until the lift reaches the bottom?



From: Mark

Subject: Round 8 actions

A total of three rounds. Like it says this is round 1 of 3 for going down.



From: Derek

Subject: Round 8 actions

OOC: Ghost Sound without Silent Image to accompany it won't be too useful out where there is light, but down here in the darkness I think it's more useful. I'll go ahead and try it then.

Did we ever identify what god this temple was for before it was desecrated by Nerulites?



From: Kevin

Subject: Round 8 actions

IIRC, it is getting close to dark on the outside too. LIght was just beginning to fade when we entered, right Mark?



From: Mark

Subject: Round 8 actions

Correct. Except for Mund's torch, which he left upstairs, and the torches of the dead guys upstairs the barn is dark.

It is now night time, just after dusk.



From: Josh

Subject: Round 8 actions

Are the dead guy's torches burning the barn down?



From: Mark

Subject: Round 8 actions

No since they are torches like Mund's. Magical torches.



From: Kevin

Subject: Horses

Mark, the barn map showed 4 horse stables. Are there horses in those, in addition to those we used for the wagon?

How many horses in total?



From: Mark

Subject: Horses

The horses were taken out of the wagon set up before the party went down. The horses were placed in the stalls. It will take someone with a Ride skill of 5 or a handle animal skill of 5 or more a minute to get the horses back into the wagon layout.

With no one to watch the horses while the party was gone I deemed it was safer to unhitch them from the gear.



From: Kevin

Subject: Horses

No worries. I just did not remember if if had been written that there were already horses in the slots.

How many horses did we have coming in?? 2?



From: Mark

Subject: Horses

I think you had a 4 horse team, since that would be normal for a wagon team to use when carrying freight. The stalls were empty when the party got there.



From: Mark

Subject: Turn

I have to be at the wife's church again tonight from 6-7:30 or so. I then have something to do from 8-9. I might be able to get something out after 9PM.



From: Derek

Subject: Round 8 actions

Allistair is going to try and use those illusion spells to try and by some time while they retreat to the lift. He will first cast dancing lights (0th level) and have it take a humanoid form. Ally will then have the form fly towards the enemy soldiers and stop at 10-15 feet in front of them, ignoring his allies. The next round Ally will cast ghost sound (0th level) which at Ally's level can make sounds as loud as 20 men or a roaring dire tiger (I take that to be VERY loud, but not deafening, 80-90 dB or so). With the ghost sound, he will have a VERY loud (i.e. max volume), deep, and echoing voice emanating from the glowing figure saying the following:

"Followers of Nerull, you have angered us for the last time! You have desecrated our temple and the graves of our followers! We will see that your stain is eradicated from our sanctuary! Begone! Or be destroyed with the rest of your kind!!"



From: Josh

Subject: Round 8 actions

Kal will make a point of collecting the magical torches and putting them in his back pack. He'll spread them out among the group the first chance he gets. (After the lift is lowered).



From: Porter

Subject: Round 8 actions

Why did Mund leave his torch upstairs? It's attached to his shield, which is strapped to his back.



From: Josh

Subject: Round 8 actions

As far as I know Mund still has his; the bad guys had some magical ones too.



From: Josh

Subect: Round 8 actions

Actually, if Surin's not doing anything else, can he collect the torches?



From: Mark

Subject: Round 8 actions

Depends on what Bryan wants him to do.



From: Mark

Subject: Round 8 actions

Ok his torch can be on his shield on his back.



From: Bryan

Subject: Round 8 actions

That would work. I didn't figure that Surin would be of much help in dealing with the lift or the hands-on fight in the tunnel.