2. The Asanda River

tumblingdice's Labyrinth Lord game

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Re: 2. The Asanda River

Postby badams30 » Thu May 12, 2016 4:37 pm

Aristide - Thief

Aristide curses and stows his bow as he sprints to the back, hoping to rescue Pormas. As he runs he says "Kill those damn things, I'll get our captain!" He'll reach out to Pormas to assist him in re-boarding the raft.
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Re: 2. The Asanda River

Postby Spanningtree » Thu May 12, 2016 8:53 pm

Taranna

Taranna struggles to get to her feet.

OCC: She has a riding horse, looks better that way. :)
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Re: 2. The Asanda River

Postby kwll » Fri May 13, 2016 12:39 pm

Tasrem looks left, then right, then left again. Then right again. Finally, he turns to the side of the orcs and bugbears. At the first hostile move he will cast Plant Growth on the vegetation near the river bank in order to get as much as possible in the way of the assailants.

OOC: I wrote on Tasrem's character sheet 'Mount(s): None', so I think that's it. Besides, I believe that if Tasrem would rather have a mule or a donkey than a horse... ;)
Tasrem End lvl 8 Magic User HP 15/15 XP 200001/310001
Meringered lvl 4 Cleric HP 14/14 XP 12246/12501
Calthas lvl 2 Elven Archer HP 18/18 XP 119/190
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Re: 2. The Asanda River

Postby saalaria » Sat May 14, 2016 10:30 am

Joffrey

Joffrey moves to the back of the raft to assist the thief if needed but keeps his bow drawn for now
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Re: 2. The Asanda River

Postby tumblingdice » Sat May 14, 2016 10:59 am

kwll wrote:Tasrem looks left, then right, then left again. Then right again. Finally, he turns to the side of the orcs and bugbears. At the first hostile move he will cast Plant Growth on the vegetation near the river bank in order to get as much as possible in the way of the assailants.

OOC: I wrote on Tasrem's character sheet 'Mount(s): None', so I think that's it. Besides, I believe that if Tasrem would rather have a mule or a donkey than a horse... ;)

While the reeds in the river are nice and tall, you are past all of them. There isn't enough vegetation on the river bank to make Plant Growth effective, cool though the idea is. On the other hand, you would effectively block the three orcs that came down to the ford to investigate.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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Re: 2. The Asanda River

Postby kwll » Sat May 14, 2016 3:05 pm

OOC: How large would be a Web, and how many foes on the orc side would be entangled by it?
Tasrem End lvl 8 Magic User HP 15/15 XP 200001/310001
Meringered lvl 4 Cleric HP 14/14 XP 12246/12501
Calthas lvl 2 Elven Archer HP 18/18 XP 119/190
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Re: 2. The Asanda River

Postby tumblingdice » Sun May 15, 2016 2:04 pm

kwll wrote:OOC: How large would be a Web, and how many foes on the orc side would be entangled by it?

Borrowing from the AD&D/OSRIC rules, let's say 80 cubic feet. So, that's roughly 7' long, 6' high and 2' thick. That would snare 3 orcs, or 2 bugbears.
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Re: 2. The Asanda River

Postby kwll » Tue May 17, 2016 10:58 am

Right, so let's replace Plant Growth by Web in my previous post, and see what happens!
Tasrem End lvl 8 Magic User HP 15/15 XP 200001/310001
Meringered lvl 4 Cleric HP 14/14 XP 12246/12501
Calthas lvl 2 Elven Archer HP 18/18 XP 119/190
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Re: 2. The Asanda River

Postby connivingsumo » Sun Aug 07, 2016 5:15 am

connivingsumo wrote:ROIKOS: Cleric
The Cleric, without even giving thought to his actions, mounts his horse, rearing her to face the river bank, and then begins to cast his Flame Strike at the OTHER tiger-man... thing.

OOC: Go-Go Gadget Bazooka!!! :mrgreen:

In the above quote the new course of action in PURPLE!! :mrgreen: :ugeek:
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Re: 2. The Asanda River

Postby tumblingdice » Mon Aug 08, 2016 3:47 am

It’s great to be back, gents. Here we go. Lots of dice rolls in this round. Over two dozen archers firing arrows at close range at invisible targets, -3 to hit overall.

Combat round 2

Initiative: party 4, humans on left bank 1, orcs on right bank 1, bugbears on right bank 5, weretiger 5

“Fire!” the bugbears yell. The orcs scramble with their bows, slow to react.

The other tattooed enemy, quickly turning into a weretiger himself, rushes down the bank toward your raft. He appears to be looking for Taranna, whose lightning bolt killed his comrade. With astonishing grace, he races through the water, then leaps up on to the raft, disappearing from view as he enters the radius of Zelaz’ invisibility spell that’s enveloping your craft. The raft buckles under the weight of the now 500 pound tiger as he lands on the deck. Tasrem feels something fly past his face. So does Taranna, who is struggling to get to her feet. Neither are hit. Roikos hears a growl and the chomping of fangs on his greave (d20: 1). Peny gives a kick, however, and the lycanthrope falls back into the water, with a splash, becoming visible once more. The raft buckles once again, but no one loses their footing, as far as you can tell.

Aristide, who handily passes a dexterity check, manages to reach Pormas, then, with Joffrey’s help, hauls the poor, drenched fellow back on to the raft. Pormas disappears from sight, protected by the invisibility spell.

Tasrem utters whispy words of magic, and suddenly a web materializes on the east bank, snaring three orc archers. They curse as they strain against the sticky fibers. They won’t be breaking free any time soon.

Roikos prays to Vanya, calling down a vengeful pillar of flame on to the weretiger (26 hp dmg). The scent of wet, singed fur assails your nostrils as the beast’s painful roar assails your ears. Somehow, the weretiger survives the blast. The blast of hot air rocks the raft yet again, and a few more crates slide off the deck, plunging into the water.

A volley of arrows from the right bank descend upon you as the orc archers attack. Most of the arrows miss their mark. Two arrows hit poor Tasrem (1 hp dmg, 5 hp dmg), and another (d20: 20!) hits Roikos (double damage, 8 hp dmg).

Three additional arrows fly through the reeds from the orc search party downstream. All of them miss.

Another volley comes from the left bank as the humans take their turn. Aristide takes an arrow in the shoulder (6 hp dmg), Joffrey in the chest (d20: 20!, double damage, 8 hp dmg), and Taranna in the hip (6 hp dmg).

The mounted archers on the left bank race in a line toward the ford, their horses splashing into the shallow waters. Lining up, they fire a third volley of arrows. One hits Roikos (1 hp dmg), and another hits Sir Joffrey yet again (1 hp dmg). The rest miss.

Horace, Zelaz’ trusty mount, flees upstream.

Aristide 38/44
--Max 19/19
Tasrem 9/15
Taranna 28/34
Zelaz 15/15
--Horace 8/10 in water
Sir Joffrey 42/51
--Zephyr 19/19
Roikos 41/50
--Peny 16/16

A badly wounded weretiger smoulders in the shallows of the river. Orc and human archers surround you on three sides. Half a dozen or so bugbears remain on the right bank.

Actions? Remember to deduct any spells used.
Get thee to the dungeon. Get thee to the dungeon forthwith. Pass not the barbican. Amass not 200 GP.
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