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Re: Skull Mountain: The Island

PostPosted: Wed Nov 14, 2012 6:14 am
by Craigers07
Furuk turns his attention to the other darkling and attacks him.

Re: Skull Mountain: The Island

PostPosted: Wed Nov 14, 2012 9:00 pm
by greyarea
Quarters mastery 3

INITIATIVE baddies d6, 2, party d6, 1 Baddies still have initiative (they are go getters, I guess)

D2 turns to Grimes (d20, 15, HIT, dmg d4+2, 3+2=5) and gets in a good one.

-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-

D2 is then attacked by everybody.

Grimes attacks first (d20, 5, MISS) but swings wide.

Dieter throws his blade (d20, 14, HIT, dmg d4, 3) and injures the darkling further.

Furuk adds his blade to the melee (d20, 16, HIT, dmg d8+3=11), finishing the darkling off.

Dandy and Einar stand around looking at their shoes because their foe is vanquished.

You find two more of the gold bands (100GP each) on the darklings. It seems those are the fashion statement of the year. Nothing else of value is found among the nests/beds that are in the room. There is a keyring hanging on the wall with three keys on it.

Actions?

Hit points and marching order
Grimes 24/34
--Furuk 36/36
Dieter 18/18
--Dandy 18/23
Einar 11/11

Re: Skull Mountain: The Island

PostPosted: Wed Nov 14, 2012 9:21 pm
by Spanningtree
Dieter - Mage

Dieter will retrieve his blade and grab the arm bands. Striding over to get the keys he will turn to the others: Do we let any of them go now?

OCC: Sheet updated with armbands.

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 2:25 am
by badams30
Grimes - Fighter
Grimes rubs at his wounds "Damn things keep nicking me up."
As Dieter grabs the keys Grimes says "I'm all for lettin' Gatto loose, but the other ones could be more of a liability. Or they could take the last boat out of town - if they live that long. I say free Gatto, and if we free the others, tell em' they need to help us, or they won't last a minute."

OOC: Grimes is all for freeing and arming Gatto, but no weapons for the others. They can carry our baggage or polish our boots or something, but if they leave, they'll never make it off the island alive.

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 3:51 am
by Craigers07
"I agree Grimes. Let's see if Gatto can help us and if he doesn't we can always chain him back up."

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 12:15 pm
by badams30
Grimes - Fighter

Grimes get a sly grin and quickly beheads the two darklings, gathering their severed noggin's to take with them.
He says "I thought perhaps our captives would like to see these. Plus it may illustrate that they we are far more capable of providing for their safety than if they hightail it out of here." Then he chuckles and says "and it might scare the bejezus out of that whiney, cowardly one. And that's well enough worth it."

OOC: Do we check the other areas up here, then let the captives loose? That's what Grimes thinks we should do. It we see any spare swords or weapons laying about, Grimes will grab one for Gatto.

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 6:27 pm
by greyarea
The lizardfolk have spiked clubs but no other weapons in this room.

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 7:17 pm
by badams30
Grimes - Fighter

Grimes will snag one of the spiked clubs.

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 8:54 pm
by greyarea
So now you've got an extra weapon and two severed darkling heads.

Going to free the prisoners? If so, which ones? Also, going to explore the balcony or kitchen?

Re: Skull Mountain: The Island

PostPosted: Thu Nov 15, 2012 10:00 pm
by badams30
Grimes - Fighter

Perhaps we should explore the kitchen and balcony first, to ensure no one is left behind us. That's Grimes' choice. Then we can set the prisoners free (Grimes votes to free Gatto with no conditions, as it seems he wants to help us. And to only free the others if they accompany us, cause' the surely can't make it on their own.)