Skull Mountain: Approach

greyarea's Labyrinth Lord game

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Re: Skull Mountain: Approach

Postby Professor P » Sun Apr 10, 2011 8:45 pm

KALVAIN will also accompany the spellcasters as long as he thinks his armor will not alert the cultists.
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Re: Skull Mountain: Approach

Postby Surfing HalfOrc » Mon Apr 11, 2011 3:25 am

Holding his spells in abeyance, Maeglin quietly nocks an arrow and draws a bead on the cultist's leader. He holds until he gets a signal from the rest of the team for an attack.

To prevent tunnel vision, he scans the cultists and the surrounding area for other problems.
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Re: Skull Mountain: Approach

Postby greyarea » Mon Apr 11, 2011 4:48 pm

Combat

Dieter is in range from the treeline but holds so others can get in range. He extends his hand and calls the words of power, casting sleep. Immediately (number affected, 2d8, 7) seven cultists fall asleep. This alerts the remaining seven and one look for the source of the collapse of their fellows.

Two arrows, one from Maeglin and the other from Anadrea are loosed at the extremes of their range. Maeglin (16 -1 range +2 dex=17 HIT, 3 dmg) hits the acolyte leading the evil ceremony who wavers but does not fall. Anadrea (16 -1 range +2 dex=17 HIT, 6 dmg) adds her own arrow to the acolyte and he falls, unmoving.

The rest of the group continues to move into range for spells or melee, but the way is steep and rocky and your movement is slower than it would otherwise be. If you break into a run, you will possibly trip.

The arrows sprouting from their celebrant give the remaining awake cultists your location and they make their way towards you. The move slowly too over the loose, rocky, steep incline. At this rate they will meet you in two rounds with the clubs and daggers they seem to have picked up. They seven remaining seem fearless and, even from where you are and in the dark, they appear in a crazed state.

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Re: Skull Mountain: Approach

Postby connivingsumo » Tue Apr 12, 2011 5:03 am

Dandy Dwarf Cleric will let loose his Dwarven hammer (thrown) on one, as long as he believes it will return before the cultist is upon him.

* +4 ToHit (+3 Dwarven, +1 Dex, +3dmg (+1 strength thrown? maybe not) & double damage on throw).
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Re: Skull Mountain: Approach

Postby Professor P » Tue Apr 12, 2011 12:33 pm

KALVAIN (paladin)

KALVAIN will fire his heavy crossbow at the closest approaching cultist.
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Re: Skull Mountain: Approach

Postby Scalydemon » Tue Apr 12, 2011 1:59 pm

Anadrea

"Let loose upon them!"

Fires 2 more arrows from her long bow (she gets 2 shots a round)

Let the red dawn surmise
What we shall do,
When this blue starlight dies
And all is through.


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Re: Skull Mountain: Approach

Postby Spanningtree » Tue Apr 12, 2011 3:50 pm

Dieter will throw a dart at the nearest cultist he can w/o endangering any of the party with friendly fire.
Anall nathrack uthos bethos doss yell yenva. -Merlin
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Re: Skull Mountain: Approach

Postby Craigers07 » Tue Apr 12, 2011 7:09 pm

Furuk will take out his heavy crossbow and launch a bolt at the nearest cultist.
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Re: Skull Mountain: Approach

Postby nathan » Tue Apr 12, 2011 9:33 pm

Wielding his sling, CYGNUS looks for a suitable rock near his feet and attempts to hit the closest cultist if in range. But his priority, upon the cultists closing in on the distance, is to cast entangle to further impede them and allow his companions to continue picking them off at range.
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Re: Skull Mountain: Approach

Postby Surfing HalfOrc » Wed Apr 13, 2011 8:42 am

Maeglin nocks another arrow and looses at the closest cultist to approach. The elf scans the mob, looking for any sign of a leader, anyone the cultists might rally on.
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