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

[Adventure] Dungeons and Them (DM:johnmeier1, judge:????)


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Draglin pushes ahead of the group, getting ready. First dragon men, then mirror men, who knows what manner of foul creatures lurk in the next area.

OOC: Map updated.
 



The light illuminates a large cave, maybe 25 feet high that has stalagmites and stalactites of various sizes. It curves around to the left and seems to be just as large in that direction. A loud, booming voice speaks from around the corner to the left.

[sblock=draconic]Is that you Childresss? Has another been born to serve me?[/sblock]

After a pause the voice continues in the common tongue. Or is it you Rana? You are of no more use to me. We have taken everything from your lordling and Childresss can now perform the ritual without your aid.

OOC: Opportunity for surprising the villian:
Stealth or Bluff or Intimidate or Your Idea - You each get a move action. Each PC can also make a skill check if you want to sneak in or if you want to say something (Free action)
Please also roll initiative (or I will roll it for you)
 

Devinihm, wilden druid

Devinihm tenses, but says nothing, knowing his skills at deception are woefully inadequate.

OOC: Devinihm's Bluff is awful, and I put him back too far for a move action to actually get him into the room, so I'll hold off on any actions for now.


Initiative (1d20+4=13)
 

"Ooh, that must be the chief greeble dearies!," Mab whispers. "Sounds like a nasty fellow too. I'm going to slip in to take a closer look," the old woman says disappearing around the corner and behind a rock.

Initiative (1d20+7=18)

[sblock=Actions/Stat block]Start=

Minor=

Move= to D8
Effect= Hide behind rock formation Stealth (1d20+19=29)
Standard=

End=

[sblock=statblock]Auntie Mab - Human Rogue 7
PC:Auntie Mab (pacdidj) - L4W Wiki
Conditions: none
Passive Perception: 21, Passive Insight: 19, Init: +7
AC: 21, Fort: 18, Reflex: 22, Will: 19 Speed: 6
HP: 53/56, Bloodied: 28, Surge Value: 14, Surges left: 5/8
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Distance Dagger +9 vs AC, 1d4+1 dmg
:branged:Ranged Basic Atk: Throw Distance Dagger +14 vs AC, 1d4+6 dmg, Range 10/20
Powers- Gloaming Cut, Sly Flourish, Fast Hands, Chameleon
Heroic Effort, Eyebite, King's Castle, Fleeting Spirit Strike, Snap Shot Blinding Barrage, Bloodbath
Prison of Salzacas, Steadfast Amulet, Cannith Goggles'
Combat notes: +1 to all defenses vs. traps, 2d8+1 extra damage against targets Mab has CA against on light blade weapon attacks, scores critical hits against demons on a roll of 19-20

Tristram - Rat Familiar
HP:
1/1; AC: 21, Fort: 17, Ref: 21, Will: 18
Skills:
+18 Thievery (+20 vs. Locks, +21 vs. Traps), +24 Stealth
Status: Passive Mode[/sblock][/sblock]
 

Devinihm tenses, but says nothing, knowing his skills at deception are woefully inadequate.

OOC: Devinihm's Bluff is awful, and I put him back too far for a move action to actually get him into the room, so I'll hold off on any actions for now.


Initiative (1d20+4=13)

OOC: You don't have to roll stealth with the move, even if you leave the hallway. Since obviously it has heard you all. I suggest jkason, that you move up some (otherwise you will be far out of it)
 

Into the Woods

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