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Round 6

From: Ty

Subject: Something Wicked; Dead men siege 6

Two fights in two days. Some members of the group have never been in a life threatening fight before in their lives. Three days ago, they were sleeping in soft beds and making decisions about which inn had the best pork pie. Then came a spur of the moment decision to help a village under attack. Perhaps, under the actual desire to help good people not be kidnapped or murdered, there was also a bit of romance. Taking to the road to fight evil. Who wouldn't feel the draw?

The romance is gone.

Mission faces the two skeletons that charged up from behind. He knows that four more of the things stand at his back, and beyond the two he faces, he can see possibly a dozen more trying to get into the lodge. Is there no end to them, he wonders? He strikes the two within his reach [Attacks 20, 19] crushing them both [Damage 11, 8]. He then turns to face those behind him, and the robed halfling who leads them.

Rennik attacks the skeleton who entered his room after his fight with Horan. He easily destroys it [Attack 31, Damage 18] with a backhand swing, then moves a couple steps back to get within weapons range of the window. There is a skeleton half in and half out of the window, and almost as an afterthought, Rennik knocks it's head off with a casual swing [AOO: Attack 20, Damage 18]. He surveys his position, and sees that it is good. He can control the window easily, and face anything coming in through the door one at a time. He hears Farron's call to fall back to him, but decides not to give up the excellent tactical position he has gained.

The skeletons in Gully's room continue to try and press into the hall. The skeleton that had attacked Farron, now attacks the dire badger that blocks the hallway. Both his clumsy attacks miss [Attacks 4,12]. Behind him, another skeleton moves into Rennik's room, with several more bunched up behind, trying to get into the room or into the hallway.

Farron directs his Badger to destroy the skeletons in the hallway. The badger leaps at the skeleton that attacked it, and destroys it with a swipe of its massive paw [Attack 23, Damage 7]. It then moves on and attacks the one behind, crushing one side of the skeletons rib cage with another powerful blow [Attack 26, Damage 5]. The skeleton staggers back, but remains on its feet long enough for the badger to leap on it and grip it with his powerful jaws. He lifts the skeleton off the ground in his teeth, and literally shakes it apart [Attack 13, Damage 5].

Cadfael takes a moment to catch his breath, sitting as he is in the eye of the storm. To his right, he can see Garyth still battling the remaining skeleton in the dining hall. To his left, Farron directs an enormous and ferocious badger as it crashes into and destroys two skeletons. Thankfully, the room behind him is still empty of threats, though the room to the north of him now contains four skeletons that mill about and periodically test the edge of his protective circle. Gully stands protectively behind him, still gripping his bedwarmer. Cutter stands growling by Cadfael's side.

Sa'id hears the sounds of Mission destroying two skeletons behind him, but keeps his eyes on the robed halfling. A quick word sends his skeleton in to face the four skeletons the robed figure travels with. Sa'id's already damaged skeleton stands no chance against four more, but at least it will slow them down while he casts a spell. He points his finger at the robed figure, and speaks the words of the Scorching Ray spell. A lance of fire erupts from his fingertip [Touch attack 15], and lights the robed figure on fire [Damage 3, 6, 5, 6 = 20]. The halfling screams, though it is difficult to say whether it is a scream of pain or of frustration as he slaps his robes with his hands, trying to put himself out.

Sa'id's skeleton attacks one of the four he faces, [Attacks 4, 20, Damage 3], damaging it slightly. All four attack him, [Attacks 2, 11, 7, 14, 6, 4, 14, 2], and two of the blows tear the already damaged skeleton apart [Damage 2, 3].

Meanwhile, the robed figure drops to the ground and rolls to put out his burning robes.

The single remaining skeleton in the great room attacks Garyth again, keeping him busy while its companions slam into the kitchen door to drive it open. He claws twice [Attacks 1, 5], though both miss by a wide margin.

Behind him, Garyth can hear the door being pushed open. He risks one quick look behind, and sees that the skeletons have almost gotten into the room. In a few more seconds, they will be able to get through the door. He turns back to his one remaining opponent, and delivers it a quick blow [Attack 24, Damage 8], that smashes it to pieces. Behind him, the door pushes open, and the first skeleton moves into the room.




From: Raja

Subject: Re: Something Wicked; Dead men siege 6

Sa'id frowns at Mission's harsh words, but makes no other comment. Belatedly realizing that he is essentially defenceless, he decides that now would be a prudent time to cast a Mirror Image spell.



From: Karl

Subject: Re: Something Wicked; Dead men siege 6

Farron orders the dire badger to continue attacking any skeletons it can get to and turns his attention to the commotion coming from the common room. Moving to that side of the circle, he sees that the door from the kitchen has been breached and that Garyth will be overrun in seconds if nothing is done. He runs through his remaining spells in his mind, but nothing seems to be just right. Never having dealt with skeletons before, he wonders if Hypnotism or Hypnotic Pattern will affect them. Well, he thinks, either way he's about to find out. He moves as close to the east edge of the circle as possible, trying to get a good look at what is going on in the common room. He intends to wait until there is a clear shot to get the Hypnotic Pattern to cover as many skeletons as possible, then he will cast it, taking care to avoid casting it on Garyth.



From: Matt

Subject: Re: Something Wicked; Dead men siege 6

Rennik ignores Farron's call. The party is safe in the hallway, protected by the cleric and defended by a massive badger. There's not much more he could offer, and he'd only clutter the already crowded hallway. Standing close to the window, but within a few steps of the door to the room, Rennik sees that the skeletons can only come at him two at a time, and he can easily hold the room.

He hopes that he will continue to draw the skeletons' attention and that he can eliminate as many as possible while holding this favorable position. Relaxing somewhat (but maintaining his rage), he begins to feel his wounds, and his eye catches the blood dripping down his front. He thanks the gods he is not in open ground where the skeletons could come from all sides at once, unsure whether he could meet the challenge in his present state.



From: Mike

Subject: Re: Something Wicked; Dead men siege 6

Blast! Garyth curses silently; the skeletons are coming too fast. Blocking the window is no longer an option; even if the kitchen door were still barred, there are already two skeletons climbing through the window.

Garyth doesn't waste any time; he attacks the two skeletons climbing through the window while their defenses are down (2 AOOs w/ Combat Reflexes) and waits for the skeletons in the kitchen to come to him (regular attack).



From: Scott

Subject: Re: Something Wicked; Dead men siege 6

The immediate threat to Sa'id dealt with, Mission turns his attentions to the halfling mage.

At least one mage will get a richly deserved thwacking this evening, he vows.

Mission will tumble past the skeletons and use stunning blow on the halfling mage.