(Adventure) The Island of Varras'zul (Manzanita Judging) (Concluded)

OOC: Well then! Let me just completely change my actions.

Seeing the huge spider leap from the trees, Razh screams "Oh great, another bug from 'ell?" His sullen words don't match up with his face, however, as his eyes seem to glow with anticipation. Suddenly invigorated by Mona's magic, he draws his waraxe and proceeds slowly towards the new opponent, staying out of its reach and swiping with his axes to keep it at bay.
 
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ooc: Is Scun enlarged yet? If not, I guess delay until after Nezrak is done with his spell and then do this action.

A large Scun strides over to one side of the spider and takes a swing with his sickle that he had handy.
 

Nezrak casts his spell at Scun, and prepares his crossbow (or loads if possible, since he could have readied it last round while moving).
 

oog - nimisgod, I dont see how that will work, earlier peoples actions strongly modify later peoples available actions. For example, I might want to 5' and attack, but if the spider goes after Razh (as unlikely as that may be), I cant. Also, how come poor Rillian seems to always end up at the bottom of the init list :P
 

oog: If you're just going to attack the creature, you can just say so and I'll adjust Rillian's actions accordingly. What else do you have to do that requires a move action?
 

OOC: Hm - my post yesterday apparently didn't make it. Retrying...

Ogrin draws his rapier and newly-acquired magical dagger before closing in on the beast as carefully as possible. He follows through with an attack.

OOC2: Fighting defensively, tumbling if necessary to avoid AoO.

OOC3: Some thoughts on initiative here:
[SBLOCK]
It'll work better from a roleplaying point of view, but may give less room for precise tactics. I guess it'll work fine for single monsters but not too well for large encounters.

An interesting way of resolving combat (which I've yet to try) is to go in the reverse initiative order when everyone (even monsters) announces their general actions (ie "attack a foe within melee reach", "cast a spell")publically and then resolve it normally. That way, the wizard with high initiative will know the fighter is about to charge him and can take appropriate action, while the sorcerer with even higher initiative could more easliy make use of counterspells. If someone, when their action is "up", want to change their action, they can only do either a move or a standard action. I've heard of people using this in Hârn, but not seen it in any D20 game so far.[/SBLOCK]
 
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The half-orc of Mongrel only had to wait a half-second before Nezrak's spell of puissance was cast upon him, imbuing him with strength and size. As his reach lengthened and his shoulders broadened, he strode forward and struck at the Gorilla spider with his sickle. His sickle hit giant spider but failed to penetrate its carapace.

Instead of barrelling toward the new vermin, Razh decided to err on the side of caution. He drew both axes and moved to the fringe of the creature's reach. He would try slip into melee range when the opportunity arose.

But perhaps a lack of caution could've saved his ally. Or more caution could've prevented this fight from beginning.

Now that it was under attack from the party, the Gorilla spider lunged toward the smallest and nearest target: Ogrin. The halfling, whose limbs were dulled by poison and was about to draw his new-found dagger, was barely able to defend himself when the creature overcame him. The warrior-rogue fell to the floor as the spider drew back, stricken to unconsciousness by pain and poison.

Rillian closed with the spider, bracketing it between himself and the enlarged Scun. His fatigue weakened his thrust, however, and his steel bounced off of its hairy hide.

Mona stayed back and well away from the fight, convinced that the creature was after her. With fear in her eyes and for her companions, she summoned the blessing of her God upon those she travelled with. Her spell echoed across the jungle clearing and filled Scun and the others with courage.

Rolls:
[sblock]
Scun's attack: 9 +6 -2 =14 *miss*
Gorilla Spider's attack: hit AC 16 *hit* 13 damage to Ogrin
Ogrin's fort save vs. poison: 11+5 =16 *success*
Rillian's attack: 10 +4 -5 =9 *miss*

[/sblock]

Code:
Round 2
20 Mona 
19 Scun [19/19, 1 dex damage, 1 non-lethal damage, fatigued, enlarged, blessed]
17 Nezrak [5/9, 2 dex damage, 3 non-lethal damage, fatigued, blessed]
15 Razh [22/24, blessed]
13 Huge Gorilla Spider
13 Ogrin [-2/17, 5 dex damage, blessed, poisoned x1]
12 Rillian [13/13, 5 non-lethal damage, fatigued, blessed]

Combat Summary:

Mona's blessing echoed across the jungle and the fight raged on. The creature was now flanked by a gigantic, fatigued Scun and a tired Rillian. Razh prepared to close in into melee range and unleash his axes upon the giant, hairy Spider.

The toll of battle had already begun to eat at the party's strength. The warrior-rogue Ogrin lay at the feet of the spider, body convulsing under the muscle-wrecking venom that coursed through his system.

Beside Mona was the elf wizard Nezrak, who surveyed the battle and pondered his options with a keen mind.
 

ooc: Not that it matters this round...but you forgot to include the flanking bonus in Rillian's attack. It should help both Scun and Rillian next round :D
 

"Augh!"

Blood spurts from a vicious wound across the halflings shoulder. He whirls around with the shock of the impact and falls where he stands, his vision dimming as he sees the horrified look on Monas face.

OOC: Good luck guys! Don't forget the halfling!
 

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