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Post by Deleted on Dec 8, 2009 9:02:46 GMT -6
Note: all NPCs and PCs will be engaged in melee next round.
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Post by tavis on Dec 8, 2009 9:51:22 GMT -6
your weapons are at hand and in play (Cool - instead of helping us arm ourselves in the last round, can Berist then have directed the men-at-arms to fall back and find firing positions so that their bows can cover our retreat?) Each of you face three armed opponents Berist will stand still for a second, using his swordpoint to hold them at bay while he scans the scene. Do the enemy surround us, and if so where might we best break out? Where could we retreat to find a defensible position (higher ground, a tree trunk, boulder, or ditch that would help protect our sides, etc.)? His youthful war-band exercises were mostly conducted underground, but he is not wholly unfamiliar with tactical engagements on terrain such as this. Once he's analyzed the scene, he turns his attention to his foes. If he were the commander in a three-on-one melee he'd have trained his men to encircle the foe and watch for his signal to attack. He takes in the glances of the yellow men around him, and then springs at the one that each of the other two look towards for guidance. He seeks to bind the hopefully-leader's blade and use his momentum to rush past him, chopping at his back if possible but mostly aiming to get free. As soon as he's moving again Berist bellows to his comrades: "This way!" His plan is to get to the spot he picked out and hold it for a moment, shouting to his allies to continue past him until they reach a spot where Bothess's eye and arm come to life again.
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Post by crusssdaddy on Dec 8, 2009 10:07:23 GMT -6
[Gozer pulls out his dagger and starts trying to stab the hell out of the Yellow Man who has grabbed him.]
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Post by waysoftheearth on Dec 8, 2009 15:45:33 GMT -6
Gimyip presses his attack against the fiend he has already hit.
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Post by Deleted on Dec 9, 2009 5:55:40 GMT -6
Your party made camp in a flat hollow on the side of a hill, sloping up to the north. The area is about 50 feet east to west, 40 north to south, within this area the footing is sure; outside of it there is a lot of loose rock and rubble. The yellow men have attacked from the north, moving downhill. You seem to remember to boulders to the west that may offer a bit of defense.
You win initiative.
Berist (d12: 4 6 6 11 12) sizes up the tactical situation and calls for his troops to move south, taking up sniper positions if possible. Egin, Casals, and Gace fall back and are not followed by the yellow men. Making some whooping noises of his own, he counter-attacks! His first attack severs his opponent's head, the headless body running past him before dropping to the ground. His next opponent evades the first strike, but Berist's second attack connects, wounding him. For his remaining two attacks, Berist decides to concentrate on the wounded man, scoring a hit and a miss; the second hit staggers the man and he looks nearly dead. The wounded man attacks, Berist's sturdy armor barely turning the attack aside, the unwounded man's attack isn't even close. (1 dead, 1 wounded, 1 uninjured)
Cursing and snarling, Gozer whips out his dagger and drives it into the man holding his arm. The man's eyes go wide, and he sinks to the ground with a sigh, letting go of Gozer's arm as his eyes glaze over in death. One of this remaining two opponents dives for Gozer, attempting to pin him, and is unable to evade Gozer's dagger. Injured, he lands on Gozer and the two wrestle around in the dirt as they hurl insults at each other. Gozer manages to strike him twice and miss him twice; the yellow man is bleeding a lot but looks as if he still has some fight left in him. Gozer sees Casal slay his third attacker in a fighting withdrawal. In all the struggling and rolling around, the yellow man fails to score a hit on Gozer. (2 dead, 1 wounded; you're on the ground)
Gimyip clobbers his wounded opponent with another rifle butt smash; hearing a cracking sound as the opponent falls to the ground with a broken neck (another 20 to hit!) setting up a free attack on the fellow standing behind him. Gimyip is on fire with battle lust, and bludgeons both his opponents to the ground without breaking stride. (3 dead)
E'ssej whirls his powerless but still deadly mace to good effect. knocking down all three of his opponents. (3 dead)
Yashab engages his opponents with his inert vibroblade. His chosen opponent presses him hard, and though Yashab manages to dispatch him, the other two men evade his blade and counterattack. One hits, his blade finding a weak spot in the powerless armor, and Yashab grunts as the blade pierces his skin. The hooked blade causes 1 die + 1 damage for 4 points, changing one of Yashab's 10 point HDs to a 7. As Yashab struggles to free himself of the hooked blade, the opponent stabs him again for an additional 5 points of damage (converting the second 10s HD to a 5). (1 dead, 2 uninjured)
Mickeck battles with his inert vibroblade, circling his opponents and darting the blade against their defenses. His flashing blade proves quite deadly and his opponents are soon dead or dying on the ground. (3 dead)
Bothess is nowhere to be found, but to the west you hear a lot of yelling and the sound of melee.
At the end of this round, 12 enemy dead lay on the ground. Your men-at-arms have rallied south of your position and are preparing for missile fire to support your position. Gozer is rolling around in the dirt with an opponent. The remainder of you are on your feet and facing a second wave of opponents (plus any remaining opponents from this round).
Actions?
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Post by tavis on Dec 9, 2009 8:40:09 GMT -6
"Fall back!" Berist shouts. "Regroup at th' boulders t' th' west!"
Berist is eager to do so himself, but doesn't want to turn his back on enemies who still have their heads attached to their bodies. Stamping, shouting, and feinting in between the blows he expects to land, he seeks to cut his way over to Gozer in the hopes that he can buy him time to get to his feet and they can cover one another's retreat.
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Post by waysoftheearth on Dec 9, 2009 16:39:23 GMT -6
Gimyip rushes to confront any nasty yellows who might take advantage of Gozer's position -- hopefully enabling him to get up unhindered.
Once Gozer is on his feet he makes a fighting retreat to the defended boulders.
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Post by Deleted on Dec 10, 2009 10:15:32 GMT -6
((You have won initiative. If no actions have been posted, I've used random determination and a bit of common sense to determine PC tactics.))
E'ssej Iu (d8 - 1 3 3 5 7) hears Berist's shouted command and begins moving west. He hears the sound of an energy weapon being fired from that same direction, followed by the sound of screaming. As he continues to run west, the body of a slain yellow man goes flying by at astonishing velocity; a smoking hole burned through his chest.
Gimyip (d12 - 3 3 9 12 12) has slain all his opponents during the previous round and rushes to Gozer's aid, only to see his cohort push the slain attacker away and stand to his feet. He catches Gozer's eye, both of you nodding in unspoken understanding. You both head west.
Gozer (d6 - 2 3 3 5 6) manages to gut his opponent. His armor splattered with blood and entrails, he finally regains his feet. He sees Gimyip headed his way, and hooks his chin to the west. Wordlessly, he nods and you both turn to the west and begin heading for cover.
Yashub-Yahad (d8 - 6 6 9 10 10 5 7) sees his allies headed west and calls out for help as he fends off his two attackers. He slays one with a powerful stab through the chest, and slashes the other one in the throat, sending the attacker reeling backward. Before the wounded yellow man can counterattack, an arrow strikes him in the chest and he sinks dying to the ground. "You owe me one, brown man!" a shouted taunt comes floating through the air from a laughing Casal. Yashub-Yahad joins the withdrawal to the west.
Mickeck (d8 - 5 6 8 8 8) heads west. He remembers the rock formation from the previous day, and recalls a particularly secure appearing niche among the boulders.
Bothess (d12 - 3 4 6 6 9 9 12 12) cannot currently be seen by any PC. She was last seen moving west, the sounds of battle are coming from that direction.
Berist (d12 - 4 6 6 11 12) attempts to break free from his two remaining attackers to help Gozer, but his opponents sense his intentions and press their attack. They rush forward in an attempt to overbear him. Concentrating on the opponent he has already wounded, Berist manages to slay another attacker, leaving one. The yellow man laughs and says, "Your friends are running like the cowards they are, and my friends are coming for you!" Berist feints suddenly, startling the yellow man, and Berist bolts for west; leaving his opponent flat-footed and unmoving in his wake. "Run while you can," the man taunts. "We're coming for you!"
Sgt. Kelz: (d12) 1 1 3 Casal: (d12) 2 Egin: (d4) 2 Gace: (d6) 5
The yellow men counterattack, hooting and taunting as they rush in. Fortunately, you and your mates have already begun a tactical withdrawal to the west, to a formation of rocks that should provide some reasonable cover. The dim outlines of the formation are now visible as you move west, it appears you will reach cover before the next wave reaches you.
A few of the front runners of the next wave stagger and fall as they rush your position, arrows sprouting from their chest. You note the mercs have figured out your tactics and moved to the same cover you are retreating to; they are firing arrows and taunting the enemy. You note Casal laughing maniacally as she fires her arrows, feeling a slight chill at the lust for battle the huge woman evidences.
Bothess is at the rocks, surrounded by the bodies of six yellow men, she has a yellow man by the throat. His feet are well off the ground and kicking frantically in his death throes. As the yellow men advance, the glowing red eye blinks out and the arm drops to her side, inert; dropping her dead opponent at her feet. She looks confused at this turn of events.
You are at the rocks. They may be used as a crude parapet, offering some cover from the charging yellow men, or you may climb some of the larger ones and hold the high ground against the on rushing mob.
There appears to be approximately 20 men charging you, though it is difficult to be sure. They are armed similarly to the first wave.
edited to correct Casal's taunt of Yashub-Yahad
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Post by tavis on Dec 10, 2009 13:48:33 GMT -6
Berist scans the approaching yellow men, hoping to identify what caused Bothess's eye to dim. Is there anything visibly different about the ones approaching now as compared to the ones Bothess killed?
"If'n you want to use yer rifles, drop back and flank," Berist tells his allies. "I'll keep 'em busy here". He chooses a position amongst the rocks where he can limit the number of yellow men that can come at him at once, and shakes his bloody sword at them. "Come for me all y'like!" he shouts. "My blade's thirsty!"
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Post by Deleted on Dec 11, 2009 8:33:20 GMT -6
((turn held pending more responses, I'm trying to avoid NPCing PC too much!)) ;D
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Post by waysoftheearth on Dec 11, 2009 18:05:49 GMT -6
Gimyip finds himself a nice defensible position among the boulders, and then waits there and smashes any on comers. If they hold back, he shoots or throws a nasty sized stone.
(OOC: Is Gimyip's powered-armour still "powering"? )
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Post by Deleted on Dec 11, 2009 22:11:53 GMT -6
Gimyip (and the rest of you, as well) noticed your heads-up display flickering as if trying to power up as you put distance between yourselves and the yellow fighters. You also noticed tiny surges as your armor attempted to come on.
Berist looks hard at the advancing yellow fighters, and spots one that looks different from the rest. A tall figure in the back, you judge him to be about 7' tall, urges the fighters onward. His height is not the most unusual thing about him, though; he has four arms and is wearing a weirdly glowing harness. Since no other powered objects in the vicinity seem to be working, it seems logical this device is responsible for same.
The leader, as you have labeled him in your mind, carries four of the unusual hooked swords these men use in combat. His hair is not unkempt like the rest of the fighters, it is oiled and neatly braided ... as is his beard.
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Post by apeloverage on Dec 12, 2009 6:05:59 GMT -6
Yashub-Yahad will wait until they get into range, then throw a sticky bomb at the biggest group.
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Post by crusssdaddy on Dec 12, 2009 9:48:06 GMT -6
[Once he reaches cover, Gozer launches a sleep grenade at the harness-wearing leader.]
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Post by Deleted on Dec 12, 2009 11:29:32 GMT -6
((you have lost initiative))
A hail of thrown javelins lands among you. Most clatter harmlessly in the rocks but a few find their mark:
E'ssej Iu (d8 - 1 3 3 5 7) takes 6 points of damage, changing his "7" HD to a value of "1" (d8 - 1 3 3 5 7 1). Berist (d12 - 4 6 6 11 12) takes 3 points of damage, rolling over his "12" HD to a value of "8" (d12 - 4 6 6 11 12 8). Gace (d6 - 5) takes 6 points of damage and, with a cry of agony, drops to the ground.
You return fire. First, Yashub-Yahad throws a sticky bomb at the front line of warriors, catching 7 men in its webs. They struggle mightily with the sticky tendrils, but are unable to break free.
Gozer throws a sleep grenade at the leader, and such a mighty throw has never been seen. The bomb arcs through the air and lands just behind the four-armed mutant, then explodes; obscuring him in a cloud of gas. Seconds later, the giant emerges from the cloud, only to slump to fall face-forward in the dirt. (nicely done, btw)
Your two remaining men-at-arms return fire with arrows. Casal hits, but her opponent does not fall.
The remaining yellow warriors close to your positions and engage you in melee. They seem a bit more able than the men in the first wave, and press you a bit harder with their attacks.
E'ssej pulls the javelin from his leg as two warriors engage him in melee. He deftly avoids their flashing blades, and counter-attacks, also missing.
Gimyip (d12 - 3 3 9 12 12) taunts his opponents from his stony perch, and his overconfidence gives his single attacker an opening. A slash on Gimyip's cheek causes 2 points of damage (d12 - 3 3 9 12 12 10). In response, he drops a head-size stone upon his attacker, severely wounding him. The yellow man is barely able to remain on his feet.
Gozer (d6 - 2 3 3 5 6) dodges and weaves, attempting to keep his distance from his attacker, he easily succeeds. His frantic jinking throws off his own aim, and his opponent also remains unscathed.
Yashub-Yahad Yashub-Yahad (d8 - 6 6 9 5 7) is attacked by two men, in revenge for his grenade throwing tactic. Each man manages to penetrate his defenses, wounding the valiant fighter for 4 HP apiece (d8 - 6 6 9 5 7 1 3). Yashub's counterattack skewers one his opponents for 7 HP of damage and slays him where he stands.
Mickeck (d8 - 5 6 8 8 8) is caught flat-footed by his opponent, and both attacks penetrate Mickeck's armor for 3 and 6 HP of damage (d8 - 5 6 8 8 8 5 2). Mickeck's counterattack, however, is flawless and deals 8 HP of damage; cleaving his opponent in twain.
Berist (d12 - 4 6 6 11 12) faces the attacker he fled the previous round. He easily dodges the man's attacks and runs him through.
Bothess is engaged with one opponent and, after an exchange of blows, stands over the body of her attacker. She looks pale and confused.
Casal dodges her opponent's attack, then kills him with her own blade.
Egin is slain where he stands, without even getting a chance to bring his sword up as he switched weapons from bow to blade.
End of round: 7 yellows are webbed, the leader is under the effects of a sleep grenade. 5 yellow warriors are dead, 1 severely wounded. 4 opponents are still on their feet and able to fight. Two more of your mercs are down, leaving only Casal on her feet.
The yellow warriors are of average morale, and though their 8 comrades are not dead, they cannot know for certain their leader still lives. They break and run.
Actions?
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Post by tavis on Dec 12, 2009 11:33:02 GMT -6
Berist will head for the sleeping leader and seek to take him captive.
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Post by waysoftheearth on Dec 12, 2009 22:24:28 GMT -6
If the yellow-fiend Gimyip was fighting is not fleeing, Gimyip finishes him -- otherwise he springs down to the fellows tangled in the web and bludgeons one of them with his rifle butt before menacing the others "Better start running fellas..."
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Post by Deleted on Dec 13, 2009 12:22:16 GMT -6
Berist heads for the sleeping leader as the remaining soldiers still on their feet flee. As they leave your field of vision, one looks back over his shoulder, either at you or the fallen leader; you can't be certain which. Berist has now reached the leader, who still lies face down and unmoving in the dirt.
Gimyip reaches the webbed men, who are unable to rise to their feet and flee. They begin begging for their lives in a most piteous manner.
Besides the sleeping leader and the webbed captives, Casal reminds you of the three sleeping warriors back at the camp.
Actions?
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Post by Deleted on Dec 14, 2009 9:31:38 GMT -6
Berist secures the yellow leader's two sets of arms and, not too gently, rolls the mutant over. After examining the glowing harness for a moment or two, he discerns the large blue gem at the crux of the "X" formed by the harness' bands is also a switch. He presses it, and the glow fades out.
All of you feel an immediate surge of strength as your armor powers up. Bothess' eye is glowing red again, and the ready indicator lights on your weapons blink on.
You have 10 potential captives, seven in the webbing and 3 sleeping back at camp (unless the fleeing warriors stopped to wake them). You should decide what to do with them.
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Post by tavis on Dec 14, 2009 12:42:05 GMT -6
Berist proposes torturing the leader to death (in view of the others) in order to learn as much as possible about the nature of his harness, the region nearby, the recent activities of his band, their knowledge of the Gem of All Men, whether they have any awareness of the monastery or the Lotus, etc.
He then advocates enslaving the yellow men, roping them together by the neck, and having the surviving mercs drive them like cattle to the nearest place where they can be sold.
(OOC: Personally, I find this course of action repugnant even though it's what I reckon a sorcerer like Berist would consider the obvious thing to do. As a player I would be glad to see Berist over-ridden, either through roleplaying or via a Charisma contest, and if we do follow his advice I'd just as soon cut away from the first hint of the action like in a Hayes Code pulp thriller and start the next scene with all the nasty business in the past).
EDIT: Berist will also try wearing the harness, switching it on and off, and approaching and moving away from the party in order to determine whether it works for non-yellow men and how far its effective suppression range extends.
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Post by crusssdaddy on Dec 15, 2009 11:54:09 GMT -6
[Gozer helps to secure the sleeping Yellow Men.]
"Let's shake these guys down for any treasure or useful items they might have. After that, to the slaver's pens with them."
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Post by apeloverage on Dec 15, 2009 23:46:08 GMT -6
"Is it prudent for us to delay our mission merely for gold?" Yashub-yahad wonders.
"I seem to recall that these webs will hold for many hours. Then the journey will be slower with captives, even if we kept to the same route..."
"Yet if we kill them out of hand, mayhap their relatives will hunt us down...or their spirits."
"Perhaps we should take all they have which is useful, bind the leader, then make our escape."
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Post by Deleted on Dec 16, 2009 5:19:23 GMT -6
The harness appears to have an effective range of about 50 yards, and seems to power up and down quickly when the button is pressed.
The leader has awakened, binding him and removing his harness was apparently enough to bring him around. He stares at you but, so far, says nothing. Outwardly he looks rather defiant.
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Post by tavis on Dec 17, 2009 8:17:22 GMT -6
"I'm gonna find about what relatives they got," Berist tells Yashub-yahad. "Go ahead n' talk about what to do about the others while I'm workin' on the leader."
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Post by Deleted on Dec 18, 2009 13:17:32 GMT -6
The leader and most of the webbed guys show little interest in talking. The leader actually does his best to spit at you, but falls short of the mark because of his bindings.
One of the webbed guys starts to say something about their camp to the northeast before his mates pummel him into silence.
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Post by waysoftheearth on Dec 18, 2009 20:39:42 GMT -6
"Let's leave this filth bound here to rot, and get on with the job." grumbles Gimyip.
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Post by Deleted on Dec 20, 2009 5:41:09 GMT -6
You decide to leave the prisoners to fate, bound up and awaiting either death or their companions to return and aid them. heading back to the original campsite, you find three men sleeped by the grenade are gone, probably rescued by their fleeing comrades.
Laboriously, you cut the webbed strands holding the seven men, and truss them up with rope.
"Shut up," Bothess growls at one who begs for his life while being bound and gagged. "This is a better chance than you would have granted us!"
The sun is rising by this time, you break camp and leave. Idly, Bothess wonders if these raiders were responsible for the mess you saw at the toll gate.
You are a short distance from Jaftgong. Do you wish to ...
*Ride into town for a good meal and resupply? *Ride on through town? *Ride on to Prigruin's Tor (the site of the ritual) and avoid the town completely? *Or something else?
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Post by waysoftheearth on Dec 20, 2009 18:31:16 GMT -6
If we have enough supplies to reach the Tor, Gimyip suggests avoiding the town. "Who knows what manner of scum may be watching for us, and the Lotus, in that hive of villainy," he mutters to no-one in particular.
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Post by apeloverage on Dec 21, 2009 6:09:19 GMT -6
Yashub-Yahad agrees.
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Post by Deleted on Dec 21, 2009 9:01:44 GMT -6
Bothess thinks for a moment, then states that she believes you have sufficient supplies to reach the Tor. This is mainly due to the loss of all but one of your men-at-arms. You probably do not have enough for the trip from Prigruin's Tor back to Jaftgong. However, you should be able to "live off the land". Should you decide to do this, it will lengthen the return trip (normally 3 days under ideal conditions) to 5 days.
"While we're on the subject of men-at-arms," Bothess says. "Though Casals is a sturdy warrior, she is only one. We have gold enough to hire more, should we desire to increase our numbers. Traveling through the lands south of Jaftgong can be hazardous."
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