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A Clash of Earth and Sea (El Jefe Judging) [See Part II]


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ooc: I'm pretty sure we put all of you on the bottom of the lake for the beginning of this battle, so as to avoid excessive swim checks. Zack shouldn't have any trouble getting to Iggy. :)

Getting to the Merrow, who are not on the bottom, will still require swim checks.
 

hrm, do we automaticly get to say that we weren't breathing in water when the spell dispelled? I'm just not sure whether to go from the "holding breath" part of the drowning rules, the "fort checks to keep holding breath" part or the "fall unconsious and die" part. If its the first one, sara might well be crazy enough to take her conX2 round and go hit things....
 

Iggy also had a mage armor spell cast upon himself.

If he can tell what spell was cast, Iggy will realize he needs to check his friends. He'll He has 5 charges left on his wand, and will use another on whomever needs it at his next opportunity.
 

Kahuna Burger said:
hrm, do we automaticly get to say that we weren't breathing in water when the spell dispelled?

You feel the spell failing in time to hold your breath.

Iggy's Mage Armor went down, dispelling any doubt as to the nature of the spell cast.
 

Charlarn of Phyrah: male human cleric3/ranger 2

Round 2
Charlarn feels Phyrah's blessing leave him. Listen check 10 [sblock]He says, "They have a spellcaster. Can anyone see him?"[/sblock] He fires his crossbow underwater (1d20-4=1) at the same ogre he targeted before and misses badly. The cleric drops the weapon and readies his shield.

AC: 17
HP: 32/32
inspire courage in effect
 

OoC: Remember that taking a Standard or Full-round action also expends a round's worth of air, so the time would be most likely closer to Con x 1.5 or less rounds. And with a fight as long as this one promises to be, that's most likely not going to be enough.
 

Round 2
Iggy draws dorth the wand of water breathing, seeing people having trouble breathing after the dispell magic. Unsure who has been effected, he uses the wand on all four of his friends, expending one charge. (ooc: Using a touch spell on up to 6 friends is a full round action.)

The Merfolk drop their crossbows and brandish their tridents, staying on the defensive until the word is given to charge.

Zack remains on the defensive, having failed his swim check.

[To be continued]
 

Round 2 Concludes
Another beam of sickly green energy launches toward the merfolk, but misses.

Sara swims up through the water toward the merrow, letting loose a joyous battle cry. She's now close enough to charge next round, should she succeed at another swim check.

[Ducane goes here.]

The Merrow once again attack the Merfolk, taking four more down.

Charlarn fires his crossbow again, but the bolt just won't fly straight through water. He readies his shield, anticipating melee.

There's some chanting in the distance.
[sblock=Spellcraft DC 17]Summon Monster II is being cast[/sblock]
 
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Iggy presumably can't see the casters. He'll use one of his message spells to contact Genji Tilwara, as well as his four companions. "Commander. It is Ignatious O'Reilly. The wizards must be assaulted. Call on your mermen to avoid the Merrow and swim around them to reach the spellcasters in the rear. They will be easier prey. Our warriors will attack the merrow."

OOC: Level 0 (4+1 div): detect magic(D), light(x2), message(x2)
Level 1 (3+1 int+1 div): mage armor, color spray, True Strike(D), magic missile(x2)
Level 2 (2+1 int+1 div): invisibility, detect thoughts(D), scorching ray(x2)
Level 3 (1+1 int+1 div): Clairaudience/Clairvoyance(D), Haste(x2)
 

Into the Woods

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