by greyarea » Thu Aug 16, 2012 7:31 pm
Frogger
INITIATIVE frogs 3, party 6 Party has initiative
Dieter drops his light shaft into the water, hoping to distract the frogs. INT check (D20, 10, SUCCESS). (d4, 3) Three of the frogs are attracted to the light and swim after it as Grimes and Furuk row hard towards land.
Einar (autopilot) looses a shaft at the remaining frog (d20, 11, HIT, dmg d6+1, 2+1=3) and the arrow imbeds in the creature.
Dandy (autopilot) throws his hammer (d20, 20, CRITICAL HIT, MAX DAMAGE) and the frog's head caves in. Its lifeless floats away.
The boat hits the rocky shore and wedges between two boulders by the force of the rowing.
You are ashore. The three remaining frogs are under water, possibly fighting after the light shaft (now lost), having forgotten about you. The boat, fragile from the sturgeon attack, looks hopelessly damaged by the rocks: a large gash in the side letting water seep in at an alarming rate. If you need off this island, you're stealing another boat!
You recover your gear and scramble up the rocks as the little boat takes water.
Do you take the gear that was on the boat? (A heavy crossbow with 10 bolts, three of which are wrapped with pitch-soaked rags, as well as two 100' hemp ropes with grappling hooks, a shuttered lantern, flint and steel, and six flasks of oil.) Does Dieter still carry the lantern?
The rocky slope is slippery wet. It will be a tough climb for all (except your resident burglar) up the slick, steep rocks, and the water just off shore is deep.
(secret roll) Luckily, no one seems to have heard the battle or the crash of the boat into the island. You hear no alarm.
Actions?
Hit points and marching order
Grimes 18/34
--Furuk 29/36
Dieter 18/18
--Dandy 13/23
Einar 11/11