• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

OK, give me a quick breakdown of who's doing what -- Checking on the hanging thing, carrying Ducane's body, collecting Merrow ears, etc.
 

log in or register to remove this ad

Planus will carry/drag Ducane's body. He and Charlarn are the strongest. He will help lift the portcullis and stay outside the room while Iggy or Opale to investigate the hanging crystal.
 

First Jack & Iggy cut off the right ear of the large merrow, as Planus and Charlarn drag Ducane and his gear back to the barred hallway from whence we entered. Once everyone is there, all five PCs will lift the portcullis together, shove Ducane through, get to the other side, then let the portcullis fall again.

Planus and Charlarn will carry Ducane and his equipment back down the hall, as Jack, Iggy and Opale remain alert. At the storage room, if they haven't encountered anything, they will pause and see if they can get the hanging glass object.
 

Charlarn of Phyrah: male human cleric 3/ranger 2

Before the group leaves the room, Charlarn hands Jack a platinum ring (focus for shield other). "Wear this. The Searcher will protect you." Charlarn concentrates and asks Phyrah to let him take some of Jack's wounds (casts shield other). Sadly, he then helps Planus take Ducane's body through the complex.

OOC: Jack gains a +1 deflection bonus to AC and a +1 resistance bonus on saves for 3 hours. Additionally, he takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by Jack is taken by Charlarn.

[sblock]AC 18
HP 23/32

Cleric Spells Prepared (4/3+1/2+1: save DC 13 + level):
0-detect magic, light, light, mending;
1-bless, sanctuary*, shield of faith, summon monster I;
2-shield other*, silence, spiritual weapon.
*Domain spell.[/sblock]
 

Manzanita said:
As they work, Iggy says quietly to Jack. "Would you mind, er, cutting off the right ear of each merrow we've killed as we leave? I'd do it myself, but er, you'd probably be better at it."

Jack holds Iggy with a befuddled stare for a moment... The obvious question remains unspoken. Jack settles for muttering, "They don't pay me enough for this," and sets off in once again to do the dirty work no one else wants.
 

Condition Review
Jack (9 of 25 hp, AC 19, Shield Other)
Opale (5 of 16 hp, AC 16, Mage Armor)
Iggy (8 of 26 hp, AC 18, Mage Armor)
Planus (11 of 20 hp, AC 19, Longstrider)
Charlarn (23 of 32 hp, AC 18 or 19, Light)
Ducane (Dead)

(As always, correct me if this is wrong... there may have been some healing I missed.)
 

All seems fine with me. As we move in front of the room with the suspended glass object, Opale will take a look, but will stay a few feet away from it at first. No need to fall into a trap again.
 

Planus and Charlarn, moving Ducane as gently and respectfully as they can manage, follow the others down the passageway and back toward the room filled with junk. Most of the way, Jack mutters darkly about the severed ear in his hand, which is bigger than his hand. On reaching the room full of junk, Iggy and Opale go in, standing a few feet back from the hanging object and looking it over. It's some sort of glass case, and a liquid sloshes back and forth inside it. Iggy notices a bit of writing on the bottom. It reads:

Warning: Explosive Runes

There is a loud explosion. The liquid is acid (DC 12 to avoid half the acid damage for Opale and Iggy.)
 

[SBLOCK=OOC]Damn, if I knew Iggy would have taken a look, Opale would have stayed near, but outside the wall... I am always paranoid when low on hp... but as it always easy to tell when after you see the result, here my Refl save: 19, now in hope I don't recieve more than 4 damage...[/SBLOCK]
 


Into the Woods

Remove ads

Top