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Post by sternold on Sept 28, 2013 18:44:34 GMT
Orgoth isn't afraid of the skeletons' banging. He leaps towards them and slashes at whatever he can.
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Post by tengen on Sept 29, 2013 4:35:47 GMT
Alicia sighs at orgoth's stupidity pointing to Azreal who is hidden with the others relaying a silent whispered message to her companion.
"Could you aid the barbarian?" She pauses in thought for a moment before continueing "If you can try to sneak around the mass to attack the undead, please do."
She turns around in her seat with some difficulty to begin digging through her pack to retrieve her crossbow. Azreal quickly and quietly leaves his hiding spot to sneak around the formation for a flanked attack the silence coming from his metal body slightly betraying the illusion of worn full plate . [Stealth]
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Post by Admin on Sept 29, 2013 7:09:47 GMT
[PC actions will have taken place in surprise round between Orgoth's attacks, that is a few second before the 'present'. Current order: 1-Orgoth, 2-Hans, 3-Elgeon, 4-Teo, 5-Skeleton Troop, 6-Crossbowman, 7-Driver, 8-Alicia/Azreal]
Hans' bolt whizzes through the air, but flies into the forest instead of the targeted horse. The speed of the accelerating carriage makes it unlikely he will get a second shot. He does, however, note the size of some of the cargo might be worth investigating once the threat is removed.
[Hans attack roll: 8=3+5]
---
Elgeon's arrow hits, just not where he hope it was.
[Elgeon's attack role: 21=10+11]
The arrow embeds itself in the cart, missing the crossbowman's head by mere inches. The crossbowman fumbles with his weapon, dropping the bolt he was reloading before vanishing behind cover in the rear of the cart. The speed of the cart means that Elgeon is unlikely to get another shot. At least the smug bastard isn't taunting them anymore.
---
Teo considers a daze spell, but realizes that the number of creatures would be too great, even if the skeletons (or whatever dark intellect guided them) was affected by it. He instead unleashes a magic missile, and hopes for the best against the disgusting creatures. The air sizzles like a hot fire around his hands as arcane energy bursts forth. The spell rocks the skeleton troop, blasting bones apart, but the undead quickly advance to fill the gap that was left.
[Magic missile does 5 damage to skeleton troop.]
---
[Current round: the driver and crossbowman have retreated successfully, but the skeleton troop is still present and is directly in front of Orgoth.]
Adrenaline and rage drives Orgoth further towards the undead. He realizes that he, and he alone, is the only thing that stands between the others, especially Teo, and the necromancy-driven killing machines before him.
[Orgoth rolls a natural 20, crit unconfirmed. After damage reduction, he deals 9 damage to the troop.]
His mighty greataxe cleaves through a rusted shield and clears two skeletons covering behind it. As their rotting bones crumble to the ground, the phalanx continues its advance. Orgoth ignores their weapons, until he steps back to realize some of their blades have found his flesh, leaving wounds he did not remember receiving. [Orgoth takes 5 damage from the troop.]
As the great axe feels heavier in his hands, he realizes he is not yet dead, only mostly. Looking at the skeletal phalanx, though, he realizes almost half of them half fallen. Perhaps there is hope yet for them, but the skeletons will almost certainly kill him if he stays much longer.
---
Alicia hides in the trees, but realizes that the skeletons have other priorities now.
[Stealth roll is 11.]
Azreal, meanwhile, swings at the skeletons, but misses. The skeleton troop falls back slightly, shifting their lines to readjust for a new combatant. There is a slight opening, if someone seeks to pull Orgoth back.
[Azrael's total attack roll: 6] [The rest of you can act now.]
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Post by jon on Sept 29, 2013 11:41:10 GMT
Hans curses as he misses. Realising the cart is no longer a viable target he moves to get a good view of the skeletons, firing another bolt into the writhing mass of bones.
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Post by teodoro on Sept 29, 2013 22:37:06 GMT
Teo sees Orgoth is getting heavily wounded. He yells, "Get out of their friend!", as he releases another Magic Missile at the skeletons.
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Post by henwen88 on Sept 30, 2013 0:02:12 GMT
There doesn't seem to be much sense in holding back now, Leath admits to himself. He gives a low whistle to summon his animal companion, Flann, a brown pony. He whispers something in its ear, pats its neck, and sends it rushing at the skeletons surrounding Orgoth. Before the animal reaches them to attack, Leath hurls a rock from his sling at the head of the nearest skeleton.
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Post by Admin on Sept 30, 2013 10:19:32 GMT
Hans has more luck with his second shot, as the projectile smashes a skeleton in the shoulder. He has little time to savor the victory, given their tireless fighting ability.
[Hans' total attack roll=18+3=21, 2 damage after DR]
---
Teo unleashes another Magic Missile, trying to cover his new friend as best as he can. He finishes off a skeleton that Hans harmed, and singes another, but the things still keep coming.
[Teo's spell does 3 damage total.]
---
The skeletons slash at the pony as it draws close, giving it a slight scar across its side. Leath, however, notes his sling stone shatters the brittle bones it contacted with. Perhaps if the rest of the party had such weapons, these type of undead would be easier to destroy. [Flann takes 1 damage, Leath's attack roll is 19 total, 17+2, and does 3 damage, bypassing DR.]
---
The skeletons, somewhat disoriented by the arrival of the pony and Azreal, shift positions. The party's attacks have worn their numbers down to five from the original twelve in the troop. They form a half-circle, weapons and shields facing outwards, as they hold position on the road. Azreal and Flann do not escape the skeletons' blades, although the badly-wounded Orgoth does.
[Flann takes another 1 damage, and Azrael losses 6 HP.]
--- A horn is heard from atop the hill, temporarily distracting the party. The bandits have noticed the battle taking place on the road, and are preparing to neutralize the threat. The taskmaster forces the slaves into the barracks, while a female leader emerges from the structure. She waves to the fort's skeletal sentries, which form phalanx-like ranks. She directs two other bandits to open wide the gates of their ramshackle fortress, allowing the skeletal troops to exit. Two more troops, each a dozen armored skeletons strong, descends towards the road. The bandits, meanwhile, break out bows and crossbows and hole up on the roof of the barracks, as if to provide fire support with arrow and bolt volleys. Strangely, they are also setting up some kind of wooden scaffolding, two crossed sticks with a javelin braced between them. If the party wishes to call in the militia, they may best do so before their allies are noticed.
[Current Initiative: 1-Orgoth, 2-Hans, 3-Elgeon, 4-Teo, 5-Leath, 6-Skeleton Troop. Approximately 10 rounds until 2 skeleton troop reinforcements arrive, 1 round until bandit archers ready. Notes to Orgoth, Alicia, and Elgeon: You guys still have actions you can take this round.]
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Post by elgeon on Sept 30, 2013 14:00:05 GMT
[In case Elgeon is aware of the bandit archers that are getting ready:] Considering the minor damage his arrows do to skeletons, Elgeon decides he better counter the enemy archers. He always views other archers as a personal vendetta, a challenge to himself. He prepares his next arrow, while at the same time trying to find a good spot that would provide him some cover.
[Otherwise:] Elgeon takes his short sword out and throws himself into battle and with quick and elegant movements tries to crush the skulls of his enemies.
[How many skeletons left in this troop?] [OOC: Didn't we use to have one more sorcerer and a cleric?]
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Post by henwen88 on Oct 1, 2013 0:57:40 GMT
Before Elgeon can fire, Leath calls to him, telling him to fire the arrow skyward to alert the militia to move in; Leath then casts "Spark" on the arrow to set the tip on fire. "If anyone can do bludgeoning damage, do it!" Leath calls to the rest of the party. "Hit them with something solid! It seems to be the most effective attack on the skeletons!" As if understanding his words, Flann kicks out at the nearest skeletons with two hooves.
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Post by Admin on Oct 1, 2013 2:03:44 GMT
[5/12 skeletons remain in the troop, arranged in a half circle formation directly engaged with Flann, Azreal, and Orgoth. I am additionally assuming the PCs not participating in the fight are still hiding in the woods, although some players have gone inactive. After this combat scene is resolved, you will have a chance to reorganize the party, re-equip, and level up.]
The ranger realizes the bandit archers are too far out of range, even for his superior skill with a bow. He might not be able to attack them directly, but he knows how to call allies that will. Elgeon's flaming arrow flies into the sky, distracting even the bandits for a moment. There is no way the militia missed that. For a second, nothing happens, and Elgeon fears their allies have abandoned them.
These fears are dispelled when the ramshackle walls at the top of the hill roll down into the bandit camp, having been hacked away by militia sappers with axes. Militia fighters rush into the camp like army ants, tearing town the walls and watchtowers with polearms. Wooden debris tumble down the hillside, as the brigands' fort is ripped apart as if by giant termites. The slaves, now seeing rescue at hand, shove back at the taskmaster cowardly retreats into the central barracks. The bandit archers fire at the angry rabble charging at them, but can only feel a handful of angry peasants as more rush in to replace the losses. The militia converges towards the central barracks, like floodwaters rushing downhill. The skeleton troops begin marching up the hill, only to encounter a line of militiamen holding polearms. The savvy fighters quickly reverse their weapons, using the butts of their spears to bash the skeletons from a safe distance. A handful of bandit archers see the way things are going, and begin running as fast as they can. The woman commanding them is the first to run, vanishing into the woods after leaping over a fallen palisade.
---
The pony was wounded superficially by the skeletons before, and now takes his revenge with a powerful kick into the undead formations. Two skeletons fly backwards, their bony forms collapsing into motionlessness after hitting a tree on the other side of the road.
[Flann deals 7 damage to troop. Three skeletons remaining.]
---
The skeleton troop fights on, ignorant of its masters' impending demise. The three remaining skeletons fall back and form a wedge shaped formation aimed at what they perceive as their greatest threat, Flann. Orgoth is now out of their range, although Azreal is now directly in front of them. The summoned being takes an opportunistic swing, and hits one of the skeletons as it raises its shield. One of the skeletons does manage to score a lucky hit, and draws blood from the unfortunate pony.
[Azreal deals 1 damage after DR, and skeletons deal 3 HP damage to Flann (5 total).]
[New Round, Orgoth up first as usual. You all can do new actions. The bandit archers and skeleton troop reinforcements now in disarray.]
---
Aldeus and the rest of the party in the woods, meanwhile, hears footsteps in the woods, as if someone is running. He cannot quite see them, but he can hear they are running from the direction of the hillside.
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Post by aldeus on Oct 1, 2013 3:51:46 GMT
Aldeus slowly comes to his feet and starts to move in the direction of the footsteps to try and get a look at whatever is passing. He beckons to the others who are hiding with him. As he moves towards the sound, he makes sure to try and maintain cover.
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Post by Admin on Oct 1, 2013 4:16:57 GMT
Aldeus hears heavy panting in the woods as he finds the source of the noise. A raven-haired woman, clad in worn leather armor with a dirty bandana over hear head, sprints through the woods as if running from a hungry monster. She is oblivious to all around her, perhaps a side effect of tunnel vision from the adrenaline.
[Woman’s perception=6=2+4, Aldeus’ stealth=23=10+13]
She slows her jogging to within 60 feet of Aldeus’ hiding spot, before propping herself against the tree to catch her breath. Aldeus spies a pair of daggers on her belt, but no other weapons.
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Post by sternold on Oct 1, 2013 6:53:33 GMT
Orgoth goes behind a tree. He normally would continue fighting, but in this state his made took over his heart and he tries to dress his wound with whatever he has on him[Heal]. He's never done this before, but he is confident he can.
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Post by Admin on Oct 1, 2013 9:55:57 GMT
Orgoth feels the pain and fatigue come over him as the adrenaline of battle wears off. It is as if his sense of self preservation is now punishing him for his brazen disregard for safety. He is no medic and it shows, but he manages to do a few things he has seen others do after a fight, such as tying rags as makeshift bandages around wounds. He manages to do this, but he is still covered in blood and likely will need a professional healer to patch him up.
[Total heal roll: 10. No bleeding, but no HP restored]
He looks up and sees the militia battling the bandits and other skeletal troops on the hillside. However, he notices Aldeus moving into the woods before vanishing, and a strange woman catching her breath about 55 feet from him. He recognizes her as the woman from earlier, the one who set the bandit ambush on the road. She has not yet noticed him or the others.
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Post by teodoro on Oct 1, 2013 14:20:17 GMT
Teo is confident the rest of the party can clear up the remaining trio of undead.
He walks towards Orgoth and immediately tries to patch up the half-orc the best he can [heal check]. He says nothing at first, just smiles weakly, exhausted from the fight.
He quickly becomes frustrated as he tries applying basic bandages. Teo blurts out, "Orgoth! You...why??" asking his friend why he almost committed suicide by skeleton.
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