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Dockside Diversion/Still Waters

Nathan Tchanlach, human sorcerer

"I don't like this one bit," the sorcerer grumbles under is breath. He catches said breath as he also catches sight of the shadow on the water.

"All right. Enough of that. You lot, you see it, right? cover it," he says to his upturned palm. Suddenly a shimmering cloud spins upward from his hand, arching over the water to settle down in the area where the shadow seemed to be.

[sblock=actions]Standard: Casting Glitterdust, to cover the area where Nathan thought he saw a shadow moving. DC 17 will save if there's anything actually in that 10 ft. radius to avoid blinding. -40 to Stealth checks and removes invisibility either way.[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear), Glitterdust 4 rounds remaining.

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 22/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 7/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 3/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
[/sblock]
 

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Syl stands by waiting for the cloud to reveal more before wasting any of his magic.

Mini stats
Sylvain, 5th level witch
Init. +6; Perception +2

Conditions currently:Bless

AC 13, Touch 13, FF 11
HP: 42/42
CMB +1, CMD 14
Fort. + 3, Ref. +3, Will +4
In Hand. Empty
Spells. 0 level-Daze (DC 16), Detect Magic, Message, Stabilize
1 level-Charm Person (DC 17), Enlarge Person, Burning Hands (DC 16), Shocking Grasp
2 level-Flaming Sphere (DC 17), Hold Person (DC 18), Vomit Swarm
3 level-Dispel Magic, Heroism

Hexes. None used for the day.
 

Nathan's golden cloud moves out to where he saw the shadow then settles down on the still water in wisps of gold that reveal nothing on the surface. If there was something there it is either gone now or it was below the surface of the water.

OOC: Combat: Round 2
[sblock=Combat Information]

Initiative:
The group
???

Map:


Party Status:
Borric: 53/53 hp
Nathan: 22/22 hp
Sylvain: 42/42 hp
Zelena: 34/34 hp
Celebfedhiin: 13/13 hp

Abilities Uses:
Spells Cast: Zelena: Bless; Nathan: Glitterdust
Conditions in Effect: Party: Bless. Nathan: Mage Armor

Enemy Status:
???

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Borric, Sylvain, & Zelena up for Round Two; Nathan has a Move action should he wish to use it.
[/QUOTE]
 

GM: I know it stinks not having targets right now but that will change during the last half of this round. I meant to mention it earlier but I also need Perception checks rolled with your next post.
 

The gnome looks nervously out into the darkness... "I believe the creature is underwater..."

(( Holds her action... Perception 1d20+10=23 ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 2/Bard 2
Initiative: +2 Perception: +10
Conditions: Bless (19 rounds)
AC: 21 (13 touch; 19 flat-footed)
HP: 34 of 34
CMB: +1 CMD: 12 Fort: +5 Ref: +5 Will: +8
In Hand: nothing
Spells: Divine (0-level) Create Water, Detect Magic, Read Magic, Stabilize; (1st level) Bless, Air Bubble, Protection from Evil, Longstrider(d) (color notes a cast spell)
Arcane Spell Slots 0-level (at will) 1st level: 4 of 4 slots remaining (Grease, Silent Image, Vanish)
Channeling: 5 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 

Borric Hawkins, Male Human Fighter

OOC: For Syl's mini-stats. I am using the default black background on the site, so I cannot see them at all. :blush:
Borric nocks an arrow, ready to let fly if something comes within view.

"I think I am glad to be using a life-line. You think it is that river monster or lizzy employer mentioned?"

[sblock=Actions]Perception (1d20+6=15)
Move Action: None
Standard Action: Readied shot; Arrow (1d20+9=13, 1d8+3=5)
Free Action: Talking[/sblock][sblock=Mini Stats]Initiative: +4
AC: 26 (23 without shield, 24 flat-footed, 13 Touch) - Platemail
AC: 20 (17 without shield, 18 flat-footed, 13 Touch) - Chain shirt
HP: 53 Current: 53
CMB: +8 CMD: 21 (23 vs. Trip/Disarm) Fort: +7 Reflex: +4 Will: +3 (+4 vs. Fear)
Conditions in Effect: Ioun Torch (night), Bless (+1 Attack)

Current Weapon in Hand: Longbow
Chakram: 2/2 MWK & 6/6 Cold Iron remaining
Light Hammers: 2/2 remaining[/sblock]___________________________

Swash1.jpg
Borric Hawkins
 

Syl searches the water for any motion.

OOC: i think I fixed my spoiler. Also, my perception should be nine. I added the wrong bonus, and tried to catch it to no avail, so I have two rolls now, lol.


Mini stats [sblock]

Sylvain, 5th level witch
Init. +6; Perception +2

Conditions currently:Bless

AC 13, Touch 13, FF 11
HP: 42/42
CMB +1, CMD 14
Fort. + 3, Ref. +3, Will +4
In Hand. Empty
Spells. 0 level-Daze (DC 16), Detect Magic, Message, Stabilize
1 level-Charm Person (DC 17), Enlarge Person, Burning Hands (DC 16), Shocking Grasp
2 level-Flaming Sphere (DC 17), Hold Person (DC 18), Vomit Swarm
3 level-Dispel Magic, Heroism

Hexes. None used for the day.[/sblock] [/QUOTE]
 

OOC: Okay, I know I posted an update in here this morning, but the board seems to have eaten it. I'll try to reconstruct...


"Bollocks," Nathan muttered as the glittering dust washed away across the water's surface. A pair of glowing orbs appeared, one over each of his shoulders. The sorcerer held up his hand.

"Hold off until we can actually see ... whatever it is," he said. To Borric he added, "No idea, but I think we're about to find out..."

[sblock=actions]Ready action: magic missle vs. any attackers:

Readied Magic Missle damage (1d4+1=2, 1d4+1=2)

Perception (1d20=12)[/sblock]

[sblock=mini-stats]
Nathan Tchanlach Human Sorcerer 4
Initiative: +4 Perception: +0

Conditions: Mage Armor (+4 AC / 1 hour), Bless (+1 attack and save vs. fear)

AC: 15 (19)
touch: 14 (18) ; flat-footed: 12 (16)
(value in parenthesis w/ mage armor)
HP: 22/22
CMB: +2 CMD: 16 Fort: +3* Ref: +4* Will: +5*
* Additional +1 trait bonus vs. divine spells
Resistances: Resist 5 Acid and Cold.
In Hand: None
Spells: Cantrips (DC 14): Dancing Lights, Detect Magic, Drench, Mending, Message, Prestidigitation, Spark
1st (DC 15): Bless, Grease (DC 16), Magic Missle, Snapdragon Fireworks, Summon Minor Monster. Remaining: 7/7
2nd (DC 16): Glitterdust (DC 17). Remaining: 3/4

Heavenly Fire: 7/7 remaining
Wand of Mage Armor: 47 charges remaining
[/sblock]
 

There is the faint rustle of tall grass moved by a slight breeze, only there isn't a breeze. Three small figures, halflings, rise up from clumps of reeds that line the Ouhm River's banks. As soon as Borric sees them he rightly identifies them as enemies and fires but the quickness of his release spoils his aim: his arrow flies wide of the mark and is lost in the dim light.

A fourth figure pinpoints his location by the steady droning of his voice though he is still difficult to see hidden amongst the tall grasses. Nathan removes chance from the equation: the two summoned glowing orbs streak out across the water to strike the chanting halfling. Nathan is certain that his glowing orbs struck their target but the chanting continues uninterrupted.

"Oi! They gots a wizard!" shouts one to the others.

"Take 'im out!"

"Jump yerself overboard and surrender tha boat or we'll soften ya up and take it!" threatens another.

The three match actions to words and three heavy balls of lead fly from their slings with a whirr. One targets Zelena but the lead bullet embeds itself into the wooden wall of the cabin behind her with a solid >thwack<. Muffled cries of alarm come from within the cabin. The other two halfling slingers target Nathan to much greater success. Two lead bullets strike the sorcerer with a sickening crunch.

"Take that, ya fookin' wizard!"

OOC: Combat: Round 3
[sblock=Combat Information]
Nathan gets hit with two sling bullets for 7 dmg each.

Initiative:
The group
Halfling pirates

Map:


Party Status:
Borric: 53/53 hp
Nathan: 8/22 hp remaining; 14 dmg taken
Sylvain: 42/42 hp
Zelena: 34/34 hp
Celebfedhiin: 13/13 hp

Abilities Used:
Spells Cast: Zelena: Bless; Nathan: Glitterdust, Magic Missile
Conditions in Effect: Party: Bless. Nathan: Mage Armor

Enemy Status:
Halfling (unnumbered): 4 damage
Halfling 1:
Halfling 2:
Halfling 3:

Map Notes:
Bright light in the golden circles; Dim light beyond.
Scattered trees 20 feet (off map) beyond the grassy mudbanks.
Green squares are tall grass (undergrowth, e.g. R4), cost 2 movement to enter, provides concealment, +2 DC to Stealth and Acrobatics.
Brown squares (e.g. H3) are muddy but do not impede movement.
Blue/Brown squares (completely or partially filled, such as P3 and M4) are considered shallow bog: 1 foot deep mud/water, costs 2 movement to enter, +2 DC to Acrobatics.
Squares adjacent to Blue/Brown squares (e.g. G5) are considered deep bog: 4 foot deep water, costs 4 movement to enter or may swim, small creatures must swim, Acrobatics not possible.
Anything farther out is deeper water, all must swim.
[/sblock]
GM: Everyone is up for Round Three.
 

Zelena looks to Borric and touches his leg, "Don't you get the wrong idea there..." she jokes with him... And casts a spell clutching at her holy symbol. A small bubble of air surrounds Borric's head, "You have two minutes where you do not have to worry about drowning. Go get them!"

The gnome then drops to the deck for cover until she can make her next move.

((Cast Air Bubble on Borric, duration 20 rounds, go prone ))

[sblock=Zelena's Stats]Zelena Andu Gnome Cleric 2/Bard 2
Initiative: +2 Perception: +10
Conditions: Bless (19 rounds)
AC: 21 (13 touch; 19 flat-footed)
HP: 34 of 34
CMB: +1 CMD: 12 Fort: +5 Ref: +5 Will: +8
In Hand: nothing
Spells: Divine (0-level) Create Water, Detect Magic, Read Magic, Stabilize; (1st level) Bless, Air Bubble, Protection from Evil, Longstrider(d)
Arcane Spell Slots 0-level At Will (Dancing Lights, Ghost Sound, Mage Hand, Mending, Prestidigitation) 1st level: 4 of 4 slots remaining (Grease, Silent Image, Vanish)
Channeling: 5 of 5 attempts remaining; Liberation: 1 of 1 attempts remaining; Agile Feet 5 of 5 attempts remaining

Celebfedhiin (Riding Dog)
Initiative: +2 Senses: low-light vision, scent Perception: +8
Conditions: none
AC: 15 (12 touch; 13 flat-footed)
HP: 13 of 13
CMB: +3 CMD: 15 (19 vs. trip) Fort: +5 Ref: +5 Will: +1
In Hand: Melee bite +3 (1d6+3 plus trip) [/sblock]
 
Last edited:

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