Previous -- NextThere! As discussed, I went back to
this update and revised:
Tohil (randomgenericusername) is now at 11/13 HP. The majority of you have been successful in using your new friends to avoid the worst of injuries. (Majority, not all, of course.) This next turn in the battle is no exception.
. . .
Gary, the last
wall tiger, swordperson A,
Dustan, swordperson C,
Tohil, swordperson D.
All combat tables as before
Gary's attack roll: 6, Fail by succeeding!
(Choosing an ally at random . . . )
Damage to swordperson A (1d6+1): 3+1 = 4!
Swordperson A, HP: 4/10
Wall tiger D attack roll: 7, Succeed!
Damage roll (1d6+1): 4+1 = 5!
Swordperson A, HP: 0/10
Dustan's attack roll: 2, Fail!
Swordperson C attack roll: 6, Succeed greatly!
Damage roll (1d6+6): 2+6 = 8!
Wall tiger D, HP: 0/16
(And why not . . .)
Tohil's attack roll: 6, Succeed greatly (which really hurts)!
Damage roll (1d6+9): 6+9 = 15!
Wall tiger D, still dead
(I assure you that I rolled this fairly)
The violence continues until the last! Gary sees just one target left. You leap at the wall tiger with concentrated fearsomeness. You lunge all the way beyond it and hook a downward blow into the top of the armor of the swordperson standing on the other side! This gives the wall tiger the opportunity it needs to claw him one final time!
Swordperson A has been struck down!
In the confusion of melee, the swords are still flying. Another armored warrior from Rock Bottom finishes the powerful beast before it can do any more damage.
Wall tiger D has been struck down!
. . . But the wall tiger is twitching its last while Tohil is still getting around Gary's interfering form. Your roaring axe crackles with color-coded power, your hands are raised to obliterate the enemy, and your weapon roars like a furnace under maddened bellows as you strike!! The dying monster. Splat!!
The people from Salt back away a little. Sure, that wasn't your kill. When it comes time to haul carcasses back to town and sell 'em, though, you get the impression that they're not going to fight you for that one.
Gary regains control of the iron pick. Ooh, neat; dead things. You disregard the recent developments in human remains and set down with one of the less-damaged carcasses to begin carving nice new boots. And gloves! This could take your full attention . . .John's sorta-insight-sorta-observation roll: 1, Fail terribly!
In the north, John ducks into the freshly-mined west-lying area. It is dry; if these remains hadn't been chewed so thoroughly, they would be preserved meat by now. At least nothing smells. The vaguely-mummified hair on the human bears little hint that it was "this bright blue," so you have no idea if this is from Etrigan's missing hauler group. You see the remains of chain mail and a sword; that's all you got.
Then there's the show around the corner.It's complicated. From where Dwain stands, the lanterns of the distant swordsfolk illuminate a terrifying scene of waving heads; two rock hydras have entered the mines through a fresh breach in the wall!
Alyssa pops out of the shale to witness the same against the backdrop of a burning building! The cavereed thatching is ablaze, and all can see the cloud of smoke spreading in your direction. The rock hydras are only the start of the problem!. . . Swordperson H, swordperson E, swordperson G, swordperson I, swordperson F,
rock hydra B,
rock hydra A.
Swordperson combat table as before
Swordperson H attack roll: 4, Succeed!
Damage roll (1d6+1): 1+1 = 2!
Rock hydra B, HP: 30/32
Swordperson E attack roll: 5, Succeed!
Damage roll (1d6+1): 3+1 = 4!
Rock hydra A, HP: 28/32
Swordperson G attack roll: 4, Succeed!
Damage roll (1d6+1): 5+1 = 6!
Rock hydra A, HP: 22/32
Swordperson I attack roll: 4, Succeed!
Damage roll (1d6+1): 2+1 = 3!
Rock hydra A, HP: 19/32
Swordperson F attack roll: 7, Fail by succeeding!
Damage to rock hydra A (1d6+1): 4+1 = 5!
Rock hydra A, HP: 14/32
Damage to self (1d6+1): 4+1 = 5!
Swordperson F, HP: 3/10
Rock hydra combat table, paralytic, target has no immunity, target is armored against sharp attacks:
1: Fail terribly
2: Fail
3: Fail
4: Succeed weakly
5: Succeed
6: Succeed (with paralysis)
7: Succeed greatly
8: Succeed greatly (with paralysis)
9: Fail by succeeding
Rock hydra B attack roll: 5, Succeed!
Damage roll (1d6+1): 5+1 = 6!
Swordperson H, HP: 4/10
Continuing to attack (rock hydras can attack up to three targets, like a one-creature swarming enemy):
1: Fail terribly
2: Fail
3: Fail
4: Succeed weakly
5: Succeed weakly
6: Succeed weakly (with paralysis)
7: Succeed
8: Succeed (with paralysis)
9: Fail by succeeding
Rock hydra B attack roll: 6, Succeed weakly (with paralysis)!
Damage roll (1d4-1): 3-1 = 2!
Swordperson F, HP: 1/10
Paralysis roll (1d4+3)/2: (1+3)/2 = 2!
Continuing to attack:
1: Fail terribly
2: Fail
3: Fail
4: Succeed weakly
5: Succeed weakly
6: Succeed weakly (with paralysis)
7: Succeed weakly
8: Succeed weakly (with paralysis)
9: Fail by succeeding
Rock hydra B attack roll: 6, Succeed weakly (with paralysis)!
Damage roll (1d4-1): 1-1 = 0!
Paralysis roll (1d4+3)/2: (3+3)/2 = 3!
(This is against swordperson G)
Rock hydra A's initial combat table is the same
Rock hydra A attack roll: 4, Succeed weakly!
Damage roll (1d4-1): 4-1 = 3!
Swordperson G, HP: 4/10
Continuing to attack:
1: Fail terribly
2: Fail
3: Fail
4: Succeed weakly
5: Succeed
6: Succeed (with paralysis)
7: Succeed
8: Succeed (with paralysis)
9: Fail by succeeding
Rock hydra A attack roll: 4, Succeed weakly!
Damage roll (1d4-1): 3-1 = 2!
Swordperson I, HP: 8/10
Continuing to attack (trust me, all relevant tables are up there by now)
Rock hydra A attack roll: 2, Fail!
Oh, the warriors are giving it a good shot, and it's getting messy. One of the hydras is half-down, but the multi-mouthed monsters are made for mangling mobs, and they are striking many bites through the armor. Cringing faces show the effects of paralysis taking hold!
Not to mention they're distracted by the burning building. Shouts of "Fire!" continue when they can. Solde, coming up from behind, calls to Dwain (and anyone who can hear) "Confined space! No ventilation! Get some hands on the wheelbarrows and haul the water kegs over there!" He then turns around, presumably to recruit the southern forces next.. . . And, next?
In the last update, I spoke of the smoke from John (ziizo)'s firebreath clearing rapidly, but here I'm making a big deal about a lot of smoke from burning thatch. I want to be clear that firebreath produces much less smoke and would not make things much worse if you felt like using it again.