Post
by waysoftheearth » Mon May 12, 2014 1:32 am
| A missile attack roll still represents a volley of 2-4 arrows. Silver or magical arrows can be used one per volley and still have their prescribed effect; the remainder of the volley are assumed to be normal arrows.
If anyone is using other than normal missiles please remind me specifically; I can't remember who has what ammunition.
Two volleys are permitted per turn with bows only if the archer is stationary (other than Elves who can move and still fire twice) and is not meleed. |
Gustave and Dorgan haul themselves over the wall as Desmond/Mondes, Olaf, Wen, Torben, and Beringar each fire an initial volley of arrows into the wolf-things that come rushing out of the smog 5d20=6,16,20,11,20 and though Olaf, Wen, and Beringar hit their marks they don't drop them. Desmond's target ducks inside the building below him, but the other monsters come bounding heroically out of the haze, leaping at the walls to grapple the lower gutters and scramble up onto the roofs! These things are not wolves--they are an awful mixture of man-wolf standing (albeit hunched) on two legs not four, with a great wolf head, thick thews, and clever clawed hands!
Having sheathed his sword and drawn his bow Dieter now adds his missiles to the second volley (and Desmond/Mondes chooses a different target) 6d20=16,8,3,19,13,18 and this time a withering hail includes at least three hits that should be mortal--but the wolf-men don't fall.
Instead they come bounding/scrambling up the sloped roofs toward their foe snarling murderously, at exactly the same moment as Ulric brings 1d3+1=4 four eerie missiles from the null dimensions into the world, and sends them hurtling at the nearest enemies Magic Missile doesn't automatically hit in OD&D so; 4d20=16,3,19,9 two hits for 2(1d6+1)=4,4; the two misses continue to attack until they hit or the target or Ulric is slain.. Two of the freakish bolts sting their targets, the other two fly past and come to a skidding stop somewhere in the mist beyond.
Meanwhile, Invisible Highbough has made his way some distance around the southward perimeter, apparently unnoticed; he'll soon reach the tumbledown breach caused by Giant Guntram on the last visit...
Next turn there will be melee on the rooftops!
There are five visible enemy about to engage in melee; Dieter is out of contact beyond the bell tower, as are Desmond and Highbough to the south of the impact site. Everyone else is effectively in a curved line around the wall with the wolf-things heading directly at 1=Torben, 2=Beringar, 3=Olaf, 4=Ulric, 5=Armando, 8=Wen, (Dorgan, Gustave, and Josiane are out of harm's way); 3d8=3,2,4 Olaf, Beringar and Ulric!
what are your instructions for next turn?
[f=32]
Golgildir the Elf Medium (MV 12", AC 9, HD 1, hp 1/1, AL N) great cloak,
lantern; spells: color spray; scrolls: sleep, sleep, charm person
Hirelings: Georges;
torch[/f]
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