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Post by AxeMental on Feb 22, 2007 23:00:51 GMT -5
Anyone heading out to lend the mounted fighter (Ermaniric) a hand is quickly aware they must do so post haste before the brave fighter is eaten!
In the 2 rounds it takes to get in attack range the monster strikes 2 times focusing by chance on the fighter and causing massive damage (evident by black sear marks on his armor and blood, black in the dark, running down his side. Its a thing to behold, the strange worm like creature rears up supported by 2 rapidly flapping wings aside a grotesque head with 2 huge round white eyes and a gaping mouth spitting specks of boiling spit, the head is attached to a long worm like body (30 feet long and 4-5 feet wide from the looks of it) light blue in color with many insectoid like legs on its underside. On its back are white stripes which now pulsate from intense orange to white hot like a blast furnace at full kilter. The intense heat can be felt even from the draw bridge like an enormous bon fire. Its back lights up the steaming glacial battle field.
As you approach the fighter hits once and then attempts to flee (badly injured), (OOC: the monster gets a free attack as you flee) and roles an 8. This time though it went for the war horse and it hits. Its huge burning mouth locks onto the Equis with amazing speed, throwing the rider 20 feet into the air wear he lands, luckily, onto a snow bank taking no damage *save with a 15 vs petr. The horse takes 22 pts of damage and the beast pinning it wraps its body around the fine steed, flesh sizzles loudly as it drags its firey back across its body doing another 72 pts damage! The beast starts to eat the half cooked animal, giving Ermaniric a chance to start running toward the keep.
OOC: I'll need to see if the rest of the party does anything to help. ;D or you may be rolling up a new PC.
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Post by trp2fan on Feb 23, 2007 0:16:08 GMT -5
Calhagn runs out to grab the injured knight and drag him inside, protecting the fellow's retreat by using the fall back option.
I know, this won't happen for 2 rounds, but this is Cal's intent as he rushes out.
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Post by ermanaric on Feb 23, 2007 5:23:47 GMT -5
I'll run at full speed towards the keep.
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Post by AxeMental on Feb 23, 2007 7:08:25 GMT -5
The snow is soft and deep (due to the recent blizzard) and difficult to move through. A few loud hissing gulps and your sure your war horse is now down that creatures throat and into its firey stomach. You dare not turn back relying on your massive strength and sure footing to move you threw the snow. You must admit that monks being able to run over the snow as if it were not there was an impressive trick...a trick that might cost you your life.
Ignoring the demands of this newly arrived monk to lower the gate and raise the bridge, Cal jumps upon his still injured war horse bare back and drives it forward into the night. Despite being tired the horse snaps into action bounding through the snow in leeps and bounds. Within 2 rounds you reach the seen, just as you see the fighters large war horse get ripped in two and then swallowed. The creature notices the fleeing fighter and approaching horse and starts in your direction. On foot and in plate Ermaniric wouldn't make it far, but going in your direction helps just enough for you to reach him intime and help the injured fellow up onto your horse. The worm beast is only 20 feet away when you start back toward the keep. Your horse foaming makes it back through the high snow with the beast on its tail. The creature doesn't even notice the draw bridge and begins crossing it setting it afire with its body, The group has 1 free round to act (you also had the prev. 2 rounds to prepare as you watched Cal head out into the snow, pick up the fallen fighter and head back with the glowing worm hot on their tale.
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Post by Ska on Feb 23, 2007 9:33:18 GMT -5
OOC: Axe, was there a porticulus /gate that could be lowered by the drawbridge? I don't recall asking. If there is, Tiberious will attempt to lower it to trap the creature between the porticulus and the drawbridge.
If not, Tiberious will get his light crossbow ready to fire and put some distance between himself and the creature.
Alos did Tiberious see the Yellow Tongue monk?
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Post by AxeMental on Feb 23, 2007 11:10:31 GMT -5
OOC: SKA the controls to raise and lower the particulas gate and draw bridge are on the 3rd floor of the right front tower (you raised the particulas and lowered the bridge while you were upstairs last). Even you couldn't book it up there and lower the gate in time. Another option would be to break the chains holding the gate up (but that would require some sort of magic).
Tiberious you glance over and see the yellow robed monk By the wings of the WHITE DRAGON!!!!!!!!!
It is none other then Zoodoof-Cain the person you came to Grime to enter into combat with.
Here is the PM I sent you when we first started playing, to refresh your memory:
« Message sent on Apr 23, 2006, 10:36am »
-------------------------------------------------------------------------------- Tiberious has been contacted by a rival monk of his childhood Zoodoof-Cain. Zoodoof was always pestering you in your training, setting you up for the fall with the masters; constantly trying to make you look bad. Eventually he graduated from the temple the year before you. Though he had great skill (and thus the masters cut him slack) he never seemed to fit in well. Rumor had it that a few years after leaving the Monistary of the White Dragon Order, he fell to the temptations of greed; and now is a member of the Golden tounges guild; a LE order of monks knowns to dwell on the coastal western frontier. The request was made by a shmarmy wimpy shifty eyed monk of low level. A boarding pass was given to you on the "SEA EAGLE" on route to the city of Grime (located above the waves on a high cliff). On board you heard tale of a king Zorik who has called for warriors to help him find his missing son and daughter, thought to have been kidnapped by the court magician (a long time friend of the king Zorik's family). You here some of the passangers will be meeting with the kings page when they arrive at the docks. Your meet with Zoodoof-Cain is not schedualed (you only have to ask for him at the "Witch's Den Tavern". So, you may choose to join them to meet this page or go to the Inn or anything else. " -END Tiberious, Luckily you are invisible, as he would likely remember you as well.
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Post by AxeMental on Feb 23, 2007 12:42:45 GMT -5
Anyhow the group has 1 free round to act (using distance weapons or spells) on this creature before it crosses the draw bridge and enters the large chamber your group occupies.
NPCs: -The bald driver jumps to the balista, kicks off its safety and prepares to fire once the fighters and horse move out of the way
-Ruinbottle HIS near the entrance and prepares to backstab
-Smythus casts sanctuary
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Post by Ska on Feb 23, 2007 13:39:24 GMT -5
Tiberious (hoping the wizard has one of his slow spells) is going to try to run up to the tower to lower the particulus upon the approaching beast. (Tiberious will quitely tell the wizard his plan as he invisibly runs by him to the tower)
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Post by AxeMental on Feb 23, 2007 14:17:16 GMT -5
OOC: Very cool, that d**ned slow spell yet again! Does the wizard wish to attempt this? Considering P&P typically slows every d**ned thing I'll assume he follows Tiberious's suggestion. Unknown to you guys, this type of creature has a 75% magic resistance; still its worth a try. And..............the creature fails to save with a 79% ! thus is effectively slowed. Does the rest of the group wish to do anything?
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Post by AxeMental on Feb 23, 2007 16:25:58 GMT -5
OK I'll assume everyone stays hidden until the beast blunders into Tiberious's trap.
Tiberious on the way you avoid a tentical from the creature in the dung which senses your vibrations running up the stairs. You pass around some type of quivering brown mold and spot a group of 20 giant roaches (the same type you encountered before). Luckily, your invisibility and quiet movement (even at high speeds) allows you to avoid them. You reach the gate control just in time as the creature is half way through the entrance. You smash and splinter the slow release wheel mechanism with your hand causing the heavy gate to drop with momentum onto the giant worm. It fails to save vs. petrification (attempting to quickly crawl through) rolling a 4! The creature screams out launching buckets of burning spit into the air. Tiberious trap effectively cuts the beast in half releasing an explosion of intense seering liquid and gas when the white hot stomach juices hit the cold floor and splatter everyware. Everyone in the chamber is luckily far enough back not to be covered by this lava like substance, but from its intense heat each person takes a point of damage...no save (though not Tiberious who is watching from a slit in the tower 3 floors).
The giant worm like creature's halves squirm about for minutes. The inside portion turns the gate first bright red and then molten causing the bulk of it to melt in a firey pull of iron. The outside portion of the worm completely burns through the draw bridge collapsing it, and then falls down into the frozen moat burning a whole downward in a gyser of steam until it comes to a rest 50 feet below. The moat in this area starts to melt into water and then to boil.
All and all a horrific scene. Smythus, seeing the cost is clear and he is no longer in any danger, runs up to the newly arrived fighter and helps him down from his horse. "I am a powerful cleric, let me heal you brave knight". He hits you with a CLW for 6. You look about and see Zoodoof-Cain (the monk who first ran in) against the back wall. "Its a very good thing I ran for help" speaks the yellow clad Monk "so that this brave fighter (pointing at Cal) could carry you to safety on his horse" He bows "But there is nor need to thank me". He puts his fist into an open hand in a sign of what you assume is "respect".
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Post by cadellin on Feb 26, 2007 4:35:18 GMT -5
Considering P&P typically slows every d**ned thing I'll assume he follows Tiberious's suggestion. Absolutely. I love slow. You can keep your fireballs, those destroy treasure and have saving throws. I'll stick with halving the damage output of everything I see. I don't kill things, I have fighters to kill things.
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Post by AxeMental on Mar 2, 2007 13:16:45 GMT -5
The group has no more random encounters and both clerics heal the newly arrived fighter and then prey for new spells after resting.
In the mean time Subdolus and Tiberious check out the entrance and find that both the gate and drawbridge are completely destroyed. If you hope to get the wagon out of the keep you'll need to rebuild some sort of bridge (perhaps from timbers from teh woods...suggests the hobbit). The horses could be brought through the dungeon if need be.
While the scouts are busy figuring out how best to deal with the 20 foot moat, and the rest get aquanted Smythus moves over to where Zoodoof-Cain sits and has a short conversation (he speaks too low to be heard, even by the thieves). He then returns to the group. "I am ready to continue"! He states.
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Post by Semaj The Silent on Mar 3, 2007 12:15:49 GMT -5
OOC: sorry I haven't been keeping up... really busy.
Sogathan is prepared, spells replenished, and ready to go. He busies himself helping the scouts rebuild a way across the moat.
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Post by trp2fan on Mar 3, 2007 16:53:21 GMT -5
Referring to the map, Calhagn asks, "Where are the 3 princesses? And, I don't suppose you left so much as a wooden coin lying about that treasure room", he adds wryly.
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Post by subdolus on Mar 3, 2007 20:18:26 GMT -5
"Actually I believe we left two wooden coins. As for the location of the princesses, lets just say you were almost standing next to them when we met you. We were not yet sure we could trust you after all." ;D
Subdolus is ready to continue on to the river when the rest of the group is set to go. After Cal is satisfied about the princess that is.
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