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Karl Returns, Siege of Skeletons Begins

From: Karl

Subject: RE: The Second Day: The hunt; Strange meetings 4

I agree. Oh, and I'm back now. (But I can only play during the day since my home internet is still down.) :-(



From: Karl

Subject: RE: The Second Day: The hunt; Strange meetings 4

LOL :-)



From: Karl

Subject: RE: Something Wicked: dead rising

(ooc - I agree with this plan for Farron's actions and am eagerly awaiting the next update at which time I'll take charge of Farron again. Thanks to everyone for their patience while I've been incommunicado. Sorry for the inconvenience.

Oh, and just for clarification, is the lodge completely surrounded or does it just look like it from our single-window vantage point?)



From: Scott

Subject: RE: Something Wicked: dead rising

I think it worth noting that Mission is equipped with blunt weapons.

Of course, he lies expiring on the floor of the lodge until Gully or Cadfael's gets their tuckuses in gear and heals him. . .



From: Ty

Subject: RE: Something Wicked: dead rising

Next turn coming in just a bit. I am drawing a crude map of the layout.



From: Matt

Subject: RE: Something Wicked: dead rising

A CRUDE map?

Rennick will be the only one able to read it. . .



From: Ty

Subject: Something Wicked; Dead men siege 1

(I include my rough map of the outpost and its surrounding area.

Gray wall sections are known windows. Double lines intersecting walls are doorways.

The large room is the dining area. The rectangle against the east wall is the fireplace. The other two long rectangles are the two long tables in that room.

The room to the north of the dining room is Gully's kitchen. You have not been in that room, so don't know if there are doors or windows in that room.

The first room to the west of the great room, on the south side of the hallway is Anileth's room, and the room you are currently in.

The room north of that is empty, and the door is open.

The next room to the west on the south side of the hallway is Farron and Sa'id's room.

The room north of that is Rennik and Garyth's room. Rennik is running to that room to put on his armor.

The room furthest west is Gully's personal quarters. You have not been in that room, so don't know if there are windows or doors in it.

The outbuilding to the southeast of the lodge is the outhouse. The other three small outbuildings are smokehouses and tanning sheds. The large outbuilding is the barn.

Small gray ellipses are known skeleton positions.)

Initiative order:

Mission, Rennik, skeleton group two, Farron, Cadfael, Sa'id, mystery guest one, skeleton group one, skeleton group five, Garyth, skeleton group four, skeleton group three, mystery guest two, Gully and Cutter (will only fight if attacked)

Now that you have a map, I am going to do some quick scene setting, then wait to write up the first actual combat round until you get back to me. The layout may alter some of your plans.

In Game:

Mission continues to breath in ragged gasps, but now gully kneels next to him, shifting the monk's body into a position that looks very uncomfortable, but allows him to breath more freely. Gully looks up at whoever is closest and says, "Have any of your band healing draughts? I have some bandages and poultices, but they will have little affect on an internal wound such as this." (Mission is stabilized, but needs healing before he can act)

Rennik pulls one of the Cure Moderate Wounds vials from his belt as he runs to his room. He quickly swallows the thick, milky fluid, and feels a heat on the back of his head as the wound there knits up (heals 5+6+10 = 21 points of damage, he is fully healed). He grabs his armor off his bed, and prepares to don it, cursing the wasted seconds it will take to put it on.

Farron prepares to cast his web spell, looking for the most effective placement for it. (Karl, tell me where you want the web to go).

Sa'id stands by his side, preparing to cast his control undead spell. (Raja, tell me which group he is going to try and control).

Cadfael and Garyth burst out of the woods into the clearing surrounding the lodge. They see each other at about the same time, and are only 50 feet apart. The also both see the crowd of skeletons surrounding the lodge. So far, the skeletons act like they are unaware or unconcerned by the two men outside the lodge. Their attention is fixed on the room Mission is in.

(Give me updates on your strategy at this point, using the layout I have given)




From: Scott

Subject: Re: Something Wicked; Dead men siege 1

Mission groans and tries to move.

If he can articulate at all, he'll point out that he still has his Cure Moderate Wounds potion, and would be absolutely in favor of drinking it now.



From: Mike

Subject: Re: Something Wicked; Dead men siege 1

Garyth skids to a stop at the sight of the horde of skeletons surrounding the lodge. The sheer number of enemies is shocking, and Garyth knows that charging in this time could only lead to his death. The only hope for survival is to reach the lodge and hope that the walls provide some measure of protection.

Seeing Cadfael come crashing out of the woods, he shouts "Don't stop! Make for the lodge!" Assuming Cadfael heeds his advice, he'll also run for the lodge, making sure that Cadfael makes it through the door before he does, and barring it behind him.



From: Karl

Subject: Re: Something Wicked; Dead men siege 1

Farron reaches above the window frame and sweeps off a small cobweb, which he rubs between two fingers while gesturing with his free hand and muttering a few arcane syllables. (Casts Web, aiming in the area I have circled on the map, trying to entagle as many skeletons as possible. )

If Farron sees Cadfael returning from the woods (which I'm assuming he should), he will (upon completing his spell) yell to Cadfael, "We need your healing inside, NOW!"




From: Matt

Subject: Re: Something Wicked; Dead men siege 1

Rennik is still in the midst of hastily donning his armor (curse those penalties - I need an armor wench!), and will rush to the door Garyth and Cadfael are coming through as soon as that's completed.



From: Raja

Subject: Re: Something Wicked; Dead men siege 1

(OOC: The skeleton I'm targeting with Command Undead is marked with an X. I'll command it to attack the other skeletons.)

Sa'id has readied a small piece of raw meat from his component pouch. Glaring directly at one of the skeletons, he pierces the piece of meat with a sharp shard of bone as he concludes his incantation. "Attack!" he shouts, ordering the skeleton to turn on its bretheren. Then he turns to Gully. "Mission carries a healing draught," he says, "but if it isn't at his belt, use mine." He tosses his own healing draught to Gully. Then he turns back to the window, noting the position of Farron's Web and mentally preparing an apology to Gully on the off chance that his tanning shed and outhouse go up in flames next round.




From: Raja

Subject: Re: Something Wicked; Dead men siege 1

Noticing Garyth and Cadfael approaching from the south, Sa'id grimaces in frustration. They're right where I want to cast my Fireball, he thinks. "Stay back!" he shouts at them, and then begins rummaging around in his component pouch.



From: Ty

Subject: Re: Something Wicked; Dead men siege 1

Ummm?.

No Raja. You are casting command undead when they appear. They can attempt to run to the door in the round while you cast. So, your yelling and rummaging is a bit premature. :)



From: Raja

Subject: Re: Something Wicked; Dead men siege 1

Oops. Okay.



From: Ty

Subject: Re: Something Wicked; Dead men siege 1

However, if they do not run to the door this turn, your yelling may be appropriate next turn. :)