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Author Topic: The Necromancer's tomb: GM retirement.  (Read 9955 times)

SharpKris

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Re: The Necromancer's tomb: It begins.
« Reply #30 on: February 21, 2013, 05:39:00 pm »

takes a deep sigh sneaking is overated anyway while being distracted by GWG i bash the butt of my dagger over the kobolds head. hopefully he'll be sleeping again :P
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Nerjin

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Re: The Necromancer's tomb: It begins.
« Reply #31 on: February 21, 2013, 05:47:35 pm »

After watching the meanuver that is more like to kill the little guy than knock him out walk forward to see what happens next.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

sjm9876

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Re: The Necromancer's tomb: It begins.
« Reply #32 on: February 22, 2013, 04:25:33 am »

Rothe motions to Kris, and the 2 begin sneaking towards the kobold in a flanking maneuver (7+4/7). Fortunately, the kobold is sleeping too deeply to notice them. Well he was. Kim meanwhile has walked up to the kobold and shook him awake, grinning maniacally (4). The kobold wakes with his hand on his dagger, and lunges for Kim immediately (19 v 20+3). The kobold is fast but cannot match the half-chimaera, who catches the dagger on his staff, and flicks it away from the kobold. At this point, Kris, abandoning stealth, charges in to try and rescue the situation (4+1+1v13). The kobold, seeing the motion, turns and buries his teeth in Kris' thigh.
 At this point Sir Lunnar enters the fray, along with Rothe (1+2+3/1+3+3+1v12). The kobold ducks both attacks, and scrambles out of the melee to grab his dagger, whilst Sir Lunnar catches Rothes' sword on his shield, remaining unharmed.


Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe (click to show/hide)
Spoiler: Sir Knight Lunnar (click to show/hide)
Spoiler: Kim R.Ason (click to show/hide)
Spoiler: Rothe (click to show/hide)
« Last Edit: February 22, 2013, 06:05:48 am by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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Unholy_Pariah

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Re: The Necromancer's tomb: It begins.
« Reply #33 on: February 22, 2013, 05:03:41 am »

get back here you filthy vermin

Rush towards the wrought iron gate in order to cut off the kobolds escape then smash it in the face with the flat of my blade swinging it in a rising arc to knock the creature off its feet if not render it unconscious.

(I take it i was the 1+3+3+1 roll with the +1 being tactics?)
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Nerjin

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Re: The Necromancer's tomb: It begins.
« Reply #34 on: February 22, 2013, 05:35:52 am »

Attempt to shield bash the creature in the head.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

SharpKris

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Re: The Necromancer's tomb: It begins.
« Reply #35 on: February 22, 2013, 05:53:40 am »

he freaking bite me! stab him in the eye!
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Remuthra

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Re: The Necromancer's tomb: Fortune favours the kobold.
« Reply #36 on: February 22, 2013, 03:06:25 pm »

Launch falcon at enemy, using it as a channel for a concentrated bolt of lightning! (which should count for nature, I think?)

GreatWyrmGold

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Re: The Necromancer's tomb: Fortune favours the kobold.
« Reply #37 on: February 22, 2013, 06:05:08 pm »

"Worth a shot."

Attack him with staff. Try to get the snake to bite him.
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Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

sjm9876

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Re: The Necromancer's tomb: Fortune favours the kobold.
« Reply #38 on: February 23, 2013, 05:41:40 am »

The kobolds reprieve is brief, however, as Kris jumps off the ground with fury (5+1+1v9). Unfortunately, the kobold is lighter on his feet than expected, dancing to the side and lightly tracing his dagger along Kris' back, taunting him almost. It's face falls however, as it sees it is surrounded by 3 others. Before they even act however, a blur of electricity speeds past, knocking the kobold down and stunning it badly (7+8+4v1). Sasha, remarkably, seems unharmed by this maneuver, and some of the lightning leaves a residual charge........ [Elemental channeling +1]
The kobold comes to unarmed, with Rothes' sword to his back and Sasha the Falcon keeping a watchful eye. Turning round, he is even more shocked to see a skeletal fox (11+4+4), its teeth bared and ready to strike.
Lead by the kobold, the party enter the mound, passing under the gate into a narrow, winding passage. the passage ends at a T-juction, with a lever in an alcove on the wall. To the left, you are informed is a storage room. To the right, a portcullis, opened by way of the lever. The kobold also informs you, rather sarcastically, that his name is Muldour.


Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe (click to show/hide)
Spoiler: Sir Knight Lunnar (click to show/hide)
Spoiler: Kim R.Ason (click to show/hide)
Spoiler: Rothe (click to show/hide)
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

Unholy_Pariah

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Re: The Necromancer's tomb: No animals were harmed in the making of this RPG.
« Reply #39 on: February 23, 2013, 05:51:54 am »

Kris take a look the store room for occupants, i dont want any surprises coming up behind us.

wait for kris to peek through the entrance to the store room, if its clear go in and loot the everliving crap out of it, prioritise armor and coins.

If its not empty prepare to ambush the occupants non lethally.
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

scapheap

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Re: The Necromancer's tomb: No animals were harmed in the making of this RPG.
« Reply #40 on: February 23, 2013, 07:58:32 am »

Charles and Akane(the skeletal fox) will back up Kris
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

sjm9876

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Re: The Necromancer's tomb: No animals were harmed in the making of this RPG.
« Reply #41 on: February 23, 2013, 08:17:38 am »

Muldour looks hurt.
 'Honestly, you beat me fair and square. Well six on one, but still. Do you really think I wouldn't warn you if there were others around? I owe you my life don't I?'


Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe (click to show/hide)
Spoiler: Sir Knight Lunnar (click to show/hide)
Spoiler: Kim R.Ason (click to show/hide)
Spoiler: Rothe (click to show/hide)
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

SharpKris

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Re: The Necromancer's tomb: No animals were harmed in the making of this RPG.
« Reply #42 on: February 23, 2013, 09:03:11 am »

you son of a kobold keep your yap shut or i'll shut it for you!
sneak to the door and peek through the keyhole also try to listen if there's anyone inside
« Last Edit: February 23, 2013, 09:07:14 am by SharpKris »
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sjm9876

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Re: The Necromancer's tomb: No animals were harmed in the making of this RPG.
« Reply #43 on: February 23, 2013, 09:51:04 am »

Kris stealthily approaches the door (20+4), with Charles following (19), and Akane following him - rather less successfully (1). Akane walks straight into the door, indicating your presence to any in the room, and causing the door to slowly swing open.
 The room appears to be, to all intents and purposes, a storeroom. Akane sits in the centre of the floor, wagging it's tailbones, whilst you inspect the contents of the room. Moldour tries to say 'I told you so,' but is quickly silenced by a look from Kris.

Spoiler: Contents of note (click to show/hide)
You take it all between the group, as you can leave anything you don't want behind later.

Spoiler: Group inventory (click to show/hide)
Spoiler: Kris (click to show/hide)
Spoiler: Charles Elfblood (click to show/hide)
Spoiler: Archmage Joe (click to show/hide)
Spoiler: Sir Knight Lunnar (click to show/hide)
Spoiler: Kim R.Ason (click to show/hide)
Spoiler: Rothe (click to show/hide)
« Last Edit: February 23, 2013, 10:05:16 am by sjm9876 »
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext

SharpKris

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Re: The Necromancer's tomb: No animals were harmed in the making of this RPG.
« Reply #44 on: February 23, 2013, 10:00:05 am »

look guys its not like i'm a animal hater but could you keep them off my ass?
takes 10g and 1 ration from what we found
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