Malvoisin's Savage Tide, Act 1 - There Is No Honor

Anar looks back at his fallen comrades, inwardly cursing the tide and poisonous urchins that are slowing the party's progress in finding an exit.

Suddenly, movement from the corner of Anar's eye catches his attention. He looks to the south, and, in the glow of the sunrod, he sees a figure approaching up the passage. A skeletal figure dressed in clerical vestments advances, perhaps attracted by the splashing and talking. Empty eye sockets are fixed balefully on Anar, as a voice like wind blowing through a graveyard calls out, "Death comes for thee...be ye prepared!"

COMBAT!

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Initiative Order Round 1

19: Chongo (21/22 hp)
18: Bael (8/11 hp, 11/12 STR)
13: Kalen (Mage Armor)
10: Keoni (Aura: Senses)
9: Skeletal Cleric ('H')
8: Anar
8: Col (6/9 hp, 9/10 STR)

Terrain Notes: In this shallow water, it costs two squares of movement for each 5' moved. Balance checks may also be needed as you try to move around.

Please state actions for Round 1.
 

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Bael's own physical state is suddenly no longer a concern as he hears the question uttered by the skeleton. Knowing they face an intelligent foe, the elven warmage assumes the worst - something with magical ability. Bracing himself against the wall, Bael rapidly assesses his available arsenal and his tactical situation, and decides to hold off on his reliable favourite, Magic Missile, unless the creature seeks to cast a spell.
Ready action to cast Magic Missile (1d4+3) if the skeleton should cast a spell.
 

OOC: Mal: I assume Col's Heal check(s) also failed for the secondary poison save as well, then?

The old man's streams of curses continue as he tries to prop himself up with his spear to avoid falling again. Now hearing a raspy voice, Col blurts out, "Get Chongo back! This be no place fer a fight! What be down thar anyways?"

OOC: Assuming Col cannot see whatever it is by his turn, he'll cast bless followed by slow retreat. If he can see it, he'll use Kn: religion to identify it and to use Dark Knowledge as his move action (which stacks w/ bless as they are untyped).
 

stonegod said:
OOC: Mal: I assume Col's Heal check(s) also failed for the secondary poison save as well, then?
OOC: You assume correctly. I forgot to specifically say so in my post, but the Heal checks didn't help so much. ;)
 

Anar steps out of sight of the creature, moving against the current as he pulls the sickle from his belt. Not the handiest weapon for something that had no flesh, but what was a rogue to do?


5' diagnal step to the southwest, attack with sickle (+3/1d6+2) if Skeleton is within range (although if Chongo is in melee, Anar will use his attack to Aid Another, giving the Olman a bonus to hit). Otherwise, Anar will attempt to hide (+5) against the cave wall.
 
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Keoni attempts to make his way through the cavern towards the source of the ominous threats leveled against them. He pushes forward to get a view of the creature. At the sight of the fleshless skeleton he returns his dagger to his hip, and focuses his energy on the quick destruction of the fallen.

[sblock=ooc]MA: Move 15' (30' of movement) west.
MA: Sheath dagger
Aura = power[/sblock]
 

Chongo shrugs off the effects of the urchn venom. The squat Olman gestures for everyone to retreat as he readies his flail and prepares to defend their retreat. "Back to dry land!"

(Ready action to attack the skeleton once it moves within range.)
 
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COMBAT ROUND 1

Chongo prepares himself for battle, gripping the handle of his flail.

Bael, too, stands ready for battle, the words of a spell on his lips. Unfortunately, he cannot see the enemy which has attracted Anar's attention.

Kalen begins to withdraw to the east, wading carefully to avoid falling in the water.

Keoni puts away his dagger, and wades to the west. He emerges into the open and sees the haunting skeletal figure in the tattered clerical vestments. He concentrates, and his aura changes to one of power as he prepares for battle.

The undead cleric looks menacingly at Keoni with its empty eye sockets. It speaks again, saying, "Flee! Flee, for thy death draweth nigh!" As the thing speaks, it gestures with its fleshless hands. Keoni feels a sudden terror wash over him, and only through great force of will does he prevent himself from running headlong down the near passage. Still, he finds himself trembling from the undead creature's words.

Anar steps around the side of the southern cave wall, ducking back out of sight in hopes that the enemy will lose track of him.

Col recites the words of an obscure blessing that fortifies the spirits of the whole company, before following Kalen to the east. He too steps very carefully, taking care not to slip and fall in the urchin-infested waters.

END ROUND 1

[sblock=ROUND 1 MECHANICS]
Chongo readies an attack with his flail.

Bael readies a magic missile spell (Legildur, I didn't have Bael cast this round because he can't see his target right now.)

Kalen moves 15' (counts as 30')

Keoni changes aura to Power; sheathes his dagger (MA); Moves 15' (counts as 30')

Undead cleric casts Cause Fear on Keoni. Keoni makes Will save, Roll 16+3=19, Succeeds! Keoni is shaken for 1 round (-2 penalty on Attack Rolls, Save Rolls, Skill Checks, Ability Checks).

Anar moves 5' (counts as 10'...just as a reminder, there can be no 5' steps taken in this shallow water), makes a Hide check. Roll 6+5=11.

Col casts Bless (All PCs gain +1 to attack rolls, Saves vs. Fear), Moves 15' (Counts as 30')
[/sblock]

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Initiative Order Round 2

19: Chongo (21/22 hp)(Readied Action: Attack with Flail)
18: Bael (8/11 hp, 11/12 STR)(Readied Action: Cast Magic Missile)
13: Kalen (Mage Armor)
10: Keoni (Aura: Power)(Shaken for 1 Round)
9: Skeletal Cleric ('H')
8: Anar (Hiding)
8: Col (6/9 hp, 9/10 STR)

Effects: Bless (+1 Attack Rolls, Saves vs. Fear)

Terrain: In this shallow water, it costs two squares of movement for each 5' moved. Balance checks may also be needed as you try to move around.

Please state actions for Round 2
 

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Col curses under his breath, something about the God of Fools and impressionable souls. He clutches one of his many holy symbols, preparing for what is next.

OOC: If folks pull back to Col's position, he'll continue his retreat. Otherwise, move 5' NW so that he has line of sight to a watery square near the enemy to start summoning a celestial porpoise (ideally in the square SW of Chongo).
 

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