Chapter 10 ~ Into the Fish Marches

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jcftao
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Re: Chapter 10 ~ Into the Fish Marches

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merias wrote:
Wed Jun 15, 2022 7:16 pm
Erwin calls upon Silvanus once more, this time urging the knight's horse to flee!
Very clever indeed!

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jcftao
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Re: Chapter 10 ~ Into the Fish Marches

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Evidently the knight's steed has little regard for Silvanus or his cleric. [Save vs spells, d20 roll = 19!]

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jcftao
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Re: Chapter 10 ~ Into the Fish Marches

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Otis stabs with renewed vigor, yet in his weakened state, his sword skips off the knight's shield! [d20 roll= 6]

Fungo fires two more arrows at the evil knight...the first shot fails miserably...critical miss! Fungo is unbalanced and spends the rest of his turn trying to save arrows that fall out of his quiver!

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jcftao
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Re: Chapter 10 ~ Into the Fish Marches

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Sammich draws a careful bead on the knight and lets his first arrow fly...11...not good enough!

The second arrow is nocked and let loose...6...but it flies wide.

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Re: Chapter 10 ~ Into the Fish Marches

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The evil knight slashes at Otis and then spurs his horse towards Erwin.

The knight's blade cuts a cruel arc in the air but Otis blocks it with his sword! [d20 roll=2]

Spurring his mount towards Erwin...[d20 roll= 13]

The cleric feels a heavy hoof hammer into his chest! But it only does 1 point of damage!


Initiative~ PCs and evil knight, both rolled 3's...simultaneous!

PCs what will you do?

Status:
Otis 6/17
Erwin 10/11
Sammich 12/12
Fungo 8/11

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greyarea
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Re: Chapter 10 ~ Into the Fish Marches

Post by greyarea »

Fungo wishes he had his serving platter. He fires another volley if he can recover his arrows in time

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merias
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Re: Chapter 10 ~ Into the Fish Marches

Post by merias »

Erwin, still smarting from the hoof to the chest, will attempt to cast light in the knight's eyes.

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jcftao
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Re: Chapter 10 ~ Into the Fish Marches

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I believe that Erwin has cast two spells already for this combat. I'm thinking that two spells is his limit for the day?

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merias
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Re: Chapter 10 ~ Into the Fish Marches

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jcftao wrote:
Thu Jul 21, 2022 12:40 pm
I believe that Erwin has cast two spells already for this combat. I'm thinking that two spells is his limit for the day?
Possibly - I was thinking that his befriend/turn animal ability was similar to turn undead, and not a spell ability per-se. But I defer to your GMness! :lol:

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Re: Chapter 10 ~ Into the Fish Marches

Post by jcftao »

Actually, what you said makes perfect sense!

Erwin uses his supernatural ability to persuade the warhorse to run off into the forest.

[Rolling 3d6 for 'turning'...result=14! To turn 3 HD creatures, i.e. warhorses, you need a 13...so Success!!!]

The great warhorse has a change of heart. He snorts and stamps his feet as his master tries to urge him into battle!

The evil knight shouts with alarm and anger as the horse gallops off into the forest! The sounds of crashing and branches snapping is mixed with curses of the knight.

You are successful at least for now. No telling how long the knight will be distracted.

OOC--excellent idea! Erwin gets one luck point.

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