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 AuthorTopic: Adventure 16b - Back to Verbosh (Read 3,128 times)
makofan
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 Re: Adventure 16b - Back to Verbosh
« Reply #45 on Aug 28, 2012, 12:27pm »


Aug 28, 2012, 9:29am, coffee wrote:
Sean and Jorman, in the rear of the party, will fire their crossbows at the creature if possible.

OOC: I don't know if this is possible. I've been in some games where the DM allows people to carry loaded crossbows, and in others where I'm told 'No, you can't keep it loaded; you'll lose tension.' I don't know enough about crossbows to argue either way.

So, if they can't fire, they'll spur their horses out of the beastie's way and then load.

Meanwhile, David and Edmar on the wagon will fire if they have a clear shot. (It's big enough, they should be able to).


I like the idea of loaded crossbows, and know nothing about crossbows in particular, so I will allow it
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure 16b - Back to Verbosh
« Reply #46 on Aug 28, 2012, 12:56pm »

Oh, forgot to say that Highdly will rush back to stand guard near Flandil.
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 Re: Adventure 16b - Back to Verbosh
« Reply #47 on Aug 29, 2012, 1:53pm »

Yhency shudders at the thought of what would have happened had we met up with such a creature while taking a boat on the river. At any rate, he urges Westbrook to ride out of danger, while he, Indigo, and Flinn fire arrows at it.
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 Re: Adventure 16b - Back to Verbosh
« Reply #48 on Aug 29, 2012, 8:19pm »


Aug 28, 2012, 12:27pm, makofan wrote:

Aug 28, 2012, 9:29am, coffee wrote:
Sean and Jorman, in the rear of the party, will fire their crossbows at the creature if possible.

OOC: I don't know if this is possible. I've been in some games where the DM allows people to carry loaded crossbows, and in others where I'm told 'No, you can't keep it loaded; you'll lose tension.' I don't know enough about crossbows to argue either way.

So, if they can't fire, they'll spur their horses out of the beastie's way and then load.

Meanwhile, David and Edmar on the wagon will fire if they have a clear shot. (It's big enough, they should be able to).


Leaving a crossbow loaded for extended periods will weeken the firing force of the crossbow over time but if the bows are u drwn while while people are sleeping and they spend some time and money repairing or replacin the cord when in towns like Verbosh then there really should nt be a problem.

I like the idea of loaded crossbows, and know nothing about crossbows in particular, so I will allow it
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makofan
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 Re: Adventure 16b - Back to Verbosh
« Reply #49 on Sept 2, 2012, 5:55pm »

A strong batch of morale checks, and nobody bolts or panics. I don't see a post from Yhency or Carrington, so we will ignore them and their henchmen (paralysed with fear?). As some members deal with livestock, and some do nothing, a volley of missile fire comes out, wounding the beast. Flandil casts a spell, and a competing monster distracts your foe for a round. I think you would have 1 round if you wanted to run. Or, you can get one round of free attacks


MECHANICS

Initiative: Party 3, Tentacle Thing 1 (Party wins)

Missile Fire: Edmar 14+2-1=15 HIT for 2 damage, David 7+2-1=8 miss, Garfund 17 HIT for 1 damage, Jariel 9+2-1=10 miss, Sean 16+2=18 HIT for 6 damage, Jorman 9+2=11 HIT for 4 damage

Magic: Flandil casts Phantasmal Forces

Monster is distracted by the image, and attacks Flandil's image. Its tentacles cut through the space where the image was, and dispells it.

Total Monster Damage: 13
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure 16b - Back to Verbosh
« Reply #50 on Sept 3, 2012, 11:44pm »

"Now would be a beneficial time for a hasty withdrawl!"

Flandil runs! ;D
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 Re: Adventure 16b - Back to Verbosh
« Reply #51 on Sept 4, 2012, 10:08am »

Jariel and Garfund will ride out of range. If Jariel can shoot as they leave he will do so, but his focus is on getting out of range.

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 Re: Adventure 16b - Back to Verbosh
« Reply #52 on Sept 4, 2012, 2:46pm »

Seeing the others riding out of range, Kell stays with his horse and wagon and doesn't dismount and tie it up, instead he continues down the road away from the monster. He'll let those with bows harry it as he moves away. Only if it gets past them and comes after his wagon will Kell stop and fight the monster.
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Kelmult Dwarven Fgt-2
Olaf, the very lucky...so far! Human Fgt-2
Yusuf Kamal(Chainmail & Shield: AC 4, MV 6, HD 1, XP: 0, hp 6. #AT 1. 1d8 Sword, 1d6 Bow, 1d4 dagger x 2. Lucky Amulet, rations, waterskin x 2. GP: 0. [gold necklace & jewelry case with a few silver rings & bracelets...est. 70 gp])
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 Re: Adventure 16b - Back to Verbosh
« Reply #53 on Sept 5, 2012, 12:55am »

If we can get out of here intact, William and all of his men will take that option.

But they will be reloading their crossbows at the first opportunity.
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 Re: Adventure 16b - Back to Verbosh
« Reply #54 on Sept 5, 2012, 11:58am »

Patronus will make sure all behind him are safe prior to riding off out of the way.
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 Re: Adventure 16b - Back to Verbosh
« Reply #55 on Sept 6, 2012, 11:41am »


Sept 2, 2012, 5:55pm, makofan wrote:
I don't see a post from Yhency or Carrington, so we will ignore them and their henchmen (paralysed with fear?).


???

Look 2 posts up from the one I am quoting (between kipper and brumbar's).
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 Re: Adventure 16b - Back to Verbosh
« Reply #56 on Sept 6, 2012, 12:09pm »

@kenmeister 700 apologies there, sir. I must have failed reading comprehension. At this juncture I have no notification of a bow for Indigo, but we will give him one :)

Yhency shoots twice, rolling 11 and 13, hitting both times. Flinn (18) and Indigo (19) also hit! Total damages are 3 + 5 + 1 + 5 = 14.

You have now done 27 damage to the monster, which is 8d6. I don't know how many hit dice the monster has (well, I do, actually), but with this extra damage, does the party want to stick around?
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Adventure 16b - Back to Verbosh
« Reply #57 on Sept 6, 2012, 1:01pm »

That certainly changes things a bit. I think getting some distance still makes sense, but with that much more damage, Jariel would definitely like to get another shot, but also would like to retreat some. Garfund doesn't have a bow, and threw his spear, so he will definitely ride out of range.
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 Re: Adventure 16b - Back to Verbosh
« Reply #58 on Sept 6, 2012, 11:40pm »

Just so long as we get the treasure out of range ;D!
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scottenkainen's H&H: Silver Scorpion (Alien, Fighter 5)
mushgnome's DD: Bremusa the Amazon (Fighter 1)
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 Re: Adventure 16b - Back to Verbosh
« Reply #59 on Sept 7, 2012, 9:12am »

Once they have reloaded, William's men will fire again. We should still be within crossbow range.

(But, obviously, they are prepared to run like hell should they need to...)
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