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Post by waysoftheearth on Sept 27, 2009 17:08:11 GMT -6
Gimyip continues the assault, bludgeoning whatever debased Trog-man is first within reach.
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Post by Deleted on Sept 28, 2009 4:53:54 GMT -6
The trogs are fast, your party loses initiative again. One of Gimyip's opponents notices Buiq's charge and swings his club at the bone man, connecting solidly. Buiq's counter-attack misses. Gimyip squares off against the remaining trog, parrying its attack with an armored forearm. The trog leaps back and Gimyip's attack passes through empty air. Gozer carefully aims at Gimyip's opponent through the confusion of melee. He would have to time it just right to miss hitting an ally but after what seems an eternity, he thinks he has a clean shot. The shot catches the creature square in the chest. It screams in agony and staggers but remains on its feet. ((saving throw to avoid shooting Gimyip made)) Berist takes a club hit square on the top of his head. His helmet keeps his skull from being split top to bottom, but the force of the blow drives him to one knee. Berist's skill and experience come to his aid, however, and his counter-attack is a solid counter-blow. ((remarkably, both rolled 20s to hit and both rolled max damage)) E'ssej's electro-mace has clearly intimidated his opponent, its increased caution causes its attack to miss E'ssej. E'ssej's counter-attack also misses as the creature dances around at extreme melee range. Yashub-Yahad evades his opponent's attack, its injuries have apparently slowed it down. Yashub-Yahad is as fast as ever, and his blade ends the creature's life. Buiq's attack distracts one of the trogs attacking Gimyip, and it attack the bone man, missing. Unfortunately, so does Buiq. Bothess easily thrusts aside the charge of her enraged opponent, then she whirls and fires as the trog flies past; firing her hand laser at the creature and catching it square in the back. It falls face forward and doesn't get up. Mickeck finally finds his cojones and attacks Berist's opponent. The trog is concentrating on Berist and never sees the Mickeck's sword slash. He does, however, briefly see the tip of Mickeck's sword protruding from its chest just before it dies. The remaining trogs attempt to flee west, one of them falling to ground in mid-step. Smoke is coming from its eyes, ears, and mouth. Gimyip takes a swing at his fleeing opponent and connects, his armored fist slaying the creature even as it attempts its escape. Bothess and Gozer both fire at the at remaining trog, both miss and the creature flees into the darkness. Combat concludes. - Buiq and Berist were both injured this round. Berist's dice are at: 3, 3, 1, 1, 3
- 5 additional trogs have been slain, the remaining opponent is fleeing west in sheer panic.
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Post by waysoftheearth on Sept 28, 2009 5:06:06 GMT -6
OOC: Very cool description of the melee. Only thing that confused is whether or not Gimyip was hit. Going by the description it didn't seem so, but in the summary of dice at the end seem to tell a different tale. Is that right?
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Post by tavis on Sept 28, 2009 6:08:19 GMT -6
"After it!" Berist orders. "Can't let him escape. Gozer, get up on that statue. Toss a torch in each direction n' shoot anything that ain't us." He runs after the fleeing trog, pausing only to kick over the smoking corpse. Does he suspect what caused it to fume like that?
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Post by waysoftheearth on Sept 28, 2009 6:56:50 GMT -6
If there looks to be a clear shot, Gimyip fells the fleeing Trog with a blast from his laser rifle.
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Post by Deleted on Sept 28, 2009 8:37:47 GMT -6
OOC: Very cool description of the melee. Only thing that confused is whether or not Gimyip was hit. Going by the description it didn't seem so, but in the summary of dice at the end seem to tell a different tale. Is that right? Thanks, I'm glad you enjoyed the narrative of the melee! Gimyip was not hit (in either round), he parried his attack using his armored left arm as a shield. I meant to type "Berist" who was hit in both round 1 and round 2 (I had only been awake about 10 minutes when I ran that round of combat and was still a bit "fuzzy"). Thankfully, Berist's hit dice absorbed the 2 hits easily and he will be at full strength at the next encounter.
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Post by Deleted on Sept 28, 2009 9:10:27 GMT -6
Gimyip, Mickeck, and Bothess fire their energy weapons from where they stand, Gozer climbs the statue like a lizard, expertly bringing his rifle to bear and pressing the firing stud; he's grinning with the air of a man about to give a beating to a cripple.
Unfortunately, all miss (to hit rolls: 1, 6, 2, 7!)
Berist tears after the fleeing trog, with Buiq, Yashub-Yahad, and E'ssej right behind him. Berist catches up to him, throwing a shoe-string tackle ((and finally the dice love you again)) and the monster goes sprawling. Berist's lantern goes skittering out of his hand to bang up against the wall, the light flickers but doesn't go out.
The rest of the party falls upon the trog before it can get up, E'ssej's delivers a crush coup-de-grace with the electro-mace. Buiq grabs the foot of the creature, intending to drag its corpse back to the statue room.
"Well, what are we waiting for? Let's get back to the rest of the group before his friends come wandering by!" Without waiting for an answer, he makes his back to room #2.
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Post by crusssdaddy on Sept 28, 2009 10:04:32 GMT -6
[Gozer examines the statue from his intimate vantage point]
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Post by tavis on Sept 28, 2009 10:36:25 GMT -6
"Don't like our door to the outside being shut," Berist says. "Still, these'ns weren't much of a threat and none got away. Let's take a minute to see if'n others come running afore we move on." He uses his sword to slit open the belly of one of the trogs and examine its stomach contents.
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Post by Deleted on Sept 28, 2009 10:41:39 GMT -6
The statue depicts a tall, slightly pot-bellied human with long hair tied back in a pony tail. His visage is that of an elderly, though not aged, man with a youthful gleam in his eyes. He is dressed in a cowled robe with a rope belt, and in his right hand he holds a tankard. He appears to be offering the tankard to the viewer. The statue faces south, toward room #1.
The statue is on a pedestal, affixed on the south side is a brass plate Gozer cannot read from his perch. The rest of the room is rather plain and unadorned, though the stone workmanship is of very good quality.
With a single exception, all the slain trogs are the same washed-out shade of not-jale (in the same sense that an old pair of faded blue jeans are not-blue, perhaps?). The exception is sort of gray. Berist walks over to the fleeing trog that keeled over in mid-step but sees no indication of what slew the creature. Faint whisps of smoke still curl from its ears.
Bothess limps over to Berist and removes his helmet, running her purple hands through his hair as she checks for injuries. "That was quite a blow you took on the ol' melon, Berist. It's a good thing your head is harder than your helmet!" She hands the slightly dented helmet back with a "you'll be fine" and gimps over to Buiq, to check his injuries.
Mickeck is throwing up in the corner. He still looks shaken, but seems to have overcome whatever was affecting him when the fight started.
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Post by crusssdaddy on Sept 28, 2009 12:10:36 GMT -6
[Gozer fiddles with the tankard, trying to open it, remove it, etc.]
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Post by Deleted on Sept 28, 2009 12:29:57 GMT -6
The tankard appears very much a part of the statue, and quite solid.
Berist performs his medieval post-mortem and the contents of the trog's stomach flow onto the stone floor, fillling the air with an acrid odor. Recognizable bits include rat tail, human appearing fingers, and something you're pretty sure was once an ear.
Over by the south door, Mickeck retches again.
No sound comes from the darkness, no movement is apparent as far as you can see. Bothess takes a moment to look down each corridor leading from the area, a tiny whirring sound evident from her cybernetic eye, and announces the hallways are clear of movement.
"How accurate is your mechanical eye?" quizzes Buiq, and in response the purple woman shrugs.
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Post by Deleted on Sept 29, 2009 8:27:30 GMT -6
Actions?
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Post by tavis on Sept 29, 2009 9:16:58 GMT -6
Berist will examine the bodies of dead trogs for possessions carried on their persons, tattoos or other identifying marks, unusual scars, or signs of impending spontaneous combustion.
After that he takes his place in the marching order and suggests we proceed to the west when all are ready.
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Post by Deleted on Sept 29, 2009 13:32:41 GMT -6
((in lieu of additional input, I'll proceed with Berist's actions)) Berist finds a total of 78 GP on the bodies of the various trogs, but nothing else of value or note. The party sets out to the west, with the previously established marching order. Area #3: there is nothing of apparent interest here. North: this passage dead-ends about 30+ feet from the archway. There are rotted crates and barrels in the alcove formed by the dead-end. To the east of this short hallway is a closed door. To the west of the short hallway is an open archway. West: the corridor extends approximately 30' past the west archway and appears to open into another room. South: the corridor extends at least 30' past the archway. You note a pair of closed doors on either side of the passageway at the limits of your light sorces. East: the statue room previously explored. The rather mutilated remains of eight trogs are scattered about. Map: odd74.proboards.com/index.cgi?board=dubeers&action=display&thread=2641&page=1#36909
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Post by abecross on Sept 29, 2009 17:27:14 GMT -6
E'ssej sticks to watching the back, lantern lit and mace in the other hand.
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Post by crusssdaddy on Sept 29, 2009 21:29:20 GMT -6
Gozer: "Let's try that southeast door."
[Must be a small room]
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Post by apeloverage on Sept 30, 2009 4:11:28 GMT -6
Yashub-Yahad favours going north, on the grounds that it will likely lead to our objective more quickly.
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Post by tavis on Sept 30, 2009 6:36:14 GMT -6
Berist stands back to watch how this conflict of wills is resolved. Will Bothess assert herself, or will Gozer and Yashub-Yahad fight for dominance?
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Post by Deleted on Sept 30, 2009 8:56:52 GMT -6
((since there is not a clear consensus on how to proceed, the dice are rolled ...))
The party discuss for a few moments as to the best direction to proceed: south to the eastern of two doors within light range; or north.
Bothess looks around and suggests remaining in one place to long and talking may attract unwanted attention. So then heads south to the door in question.
"Shall you or shall I?" she aksk, a half-smile on her face. In spite of her injury, she really seems to be in her element, and you get a glimpse of the type of captain she must have been before losing her ally.
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Post by crusssdaddy on Sept 30, 2009 8:58:54 GMT -6
Gozer: "Ladies first!"
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Post by tavis on Sept 30, 2009 9:06:03 GMT -6
"Let me," Berist says. When the others are in position, he'll open the door - crouching low while doing so and then sheltering behind it if it opens toward him, or throwing it ajar and stepping toward the hinge side if it opens away.
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Post by Deleted on Sept 30, 2009 9:18:21 GMT -6
The door swings open without too much difficulty for Berist, revealing ...
... a rather austere room with a rotted cot and the decaying remains of scant furnishings. The smell is musty and, somehow, "abandoned". Nothing moves in the room.
Do you wish to enter?
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Post by tavis on Sept 30, 2009 9:37:53 GMT -6
Berist indicates that Bothess and Buiq should keep an eye on that room, while we take position around the opposite (west) door. Once all are ready, Berist will open that door using the same procedure.
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Post by Deleted on Sept 30, 2009 10:05:08 GMT -6
Now that you're standing near the two doors, you note the corridor extends southward. On the east wall, 20' away is another door, and 20' beyond that yet another. The west wall looks similar but, in place of the middle door is an archway leading west.
Buiq and Bothess take up places on either side of the doorway to the east room with the ease of experienced soldiers. When they are in position, Bothess nods at Berist, who turns his attention to the west door.
Though this door, like its twin across the hall, appears unlocked (or indeed to not even have a lock), it does not open when Berist tries to throw the latch.
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Post by Deleted on Sept 30, 2009 10:06:00 GMT -6
Additional note: the east room is 10' x 10' and windowless.
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Post by crusssdaddy on Sept 30, 2009 11:03:29 GMT -6
[Gozer searches the east room for anything of value, paying close attention to the furnishings and any drawers, compartments, or cubbyholes that might hold something of interest]
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Post by Deleted on Sept 30, 2009 11:26:54 GMT -6
East room:
Gozer finds nothing of value. Picturing the room in pristine condition in his mind's eye, Gozer decides that all the room lacked in order to make a typical and rather dismal prison cell was a lock on the door.
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Post by apeloverage on Sept 30, 2009 12:07:32 GMT -6
Yashub-Yahad tries to kick down the west door.
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Post by Deleted on Sept 30, 2009 12:27:27 GMT -6
Yashub-Yahad lets fly a mighty kick and the door flies inward, apparently it was merely stuck. The revealed 10' square, windowless room is a copy of the one across the hall and likewise contains the remains of austere furnishings.
There is nothing of apparent value in this room.
((since I will be unable to post an updated map until tonight, please bear with a verbal description for your present location ...)
You party is in a 10' wide corrdor leading north and south; 10' - 20' south of a diamond shaped 4-way intersection. To your east and west are opened doors letting into 10' square rooms. About 20' south of your party is a closed door to the east and an open archway to the west; 20' further are closed doors to both the east and west.
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