by 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.