[GP] A Game of Politics

"An interesting method of political debate," Seguith comments as he steps out of the carriage. As he springs down onto the road, he begins casting a spell, quickly speaking incantations and moving his fingers in complex patterns. A few seconds later, the wizard's body morphs almost instantanously into a troglodyte, dressed in a manner similar to the wizard. "Quickly, I need a defense!" the altered mage calls in a hissing voice to his companions as he reaches for the components to his next spell.

Exit carriage, cast Alter Self and turn into a troglodyte. This grants +6 natural armor (for a total AC of 20), +4 to hide checks, and natural weapons (2 claws and a bite, both 1d4).
 

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Liem looks at the hydra and starts going trough his backpack and pulls out a great sword "long time no see, and i hope i still know how to use this."

He jumps out of the carrage

OOC: goes to the backside of the first carriage and when the hydra gets closer Liem starts chopping heads
 


Noting some members hanging back, Deacon Fevre glances back at them, glaring. "Come! Do not hold back! Any hand that can lift sword--lift it! If we stand apart now, we perish all!"
 

OOC results:

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Sequith - 16 - Alter spell cast succesfully
Anguis - 16 - Bless cast succesfully
Liem - 14 - 15+6+1(bless) HIT 7 dmg.
Hydra - 13 - Delay
Alessa - 10 - Cast Laughter succesfully, Will save +6 = 3+6=9 FAILED SAVE
Julius - 10 - Shoots Longbow 9+5+1-4 (Shooting into melee) MISS
Urgas - 9 - Runs away from the combat, never to return. (See OOC thread)
Eimhin - 7 - Cowers at the back (OOC: this is because OOC absence)
Sarrom - 5 - Mage armor casts succedfully
Hydra - Laughing. (1st round)
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IC:
Sequith and Anguis both get out of the carraige as quickly as they can, feeling being out there is probably best. Suddenly, it's just Anguis making the holy circle and a Troglodyte who looks just like Sequith.
Seconds later, Liem jumps out the carriage holding a simple, but very large sword. Liem storms at the Hydra and leaves a nice gush on the chest of the beast.
The Hydra looks down on Liem and snuffs as if saying: I want a challenge first
Moments later the smug expression on the faces disappears, to be changed into 8 stupid grins, then 8 wide open mauls that sound like an organ being abbused by Tinker Gnomes. Now Alessa is wearing the smug expression. An arrow misses the hilarious hydra, because Julius tried to miss Liem. Hitting the Hydra at the same time seemed too much.
Eimhin quickly retreats and Sarrom protects himself by waving around his hands and uttering a few words.

The hydra keeps laughing, and laughing, all his heads now bob up and down as fits of laughter and loud trumpeting take over the beast.

OOC: Okay, that makes me wish I didn't delay, ah well.
 
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Well a laughing hydra, you don`t see that every day or hear that.

Now for some help for the fighters. Sarrom starts summoning a hippogrif.

DM
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summon nature ally 2
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Liem look at the beast, and looks back at Alessa "it must be fun to have a great sword in your chest"

OOC: keeps on choping, try to do as much damage as he can in the shortest availible time

very ooc: simple but stupid
 

With silent admiration for whoever disabled the hydra, Seguith darts away from the carriage. Confident in his defense so far, he launches an offensive spell at the beast. He waves his hands briefly and utters a few sylables, conjuring a pair of light blue orbs and sending them into the beast's body.

Move 15' away from the carriage, cast magic missile at hydra (body, not heads). Also make an applicable knowledge check for information on the hydra.
 

Rino said:
Liem look at the beast, and looks back at Alessa "it must be fun to have a great sword in your chest"

Alessa smiles "You keep tickling it and maybe it will laugh itself to death. I'll give it something more to play with..."

She raises her voice in a beautiful incantation and brings a swarm of spiders into being, crawling all over the hysterical Hydra (occupying the same area).

(ooc: Summon Swarm: Spiders)

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SPIDER SWARM



Diminutive Vermin (Swarm)

Hit Dice:

2d8 (9 hp)

Initiative:

+3

Speed:

20 ft. (4 squares), climb 20 ft.

Armor Class:

17 (+4 size, +3 Dex), touch 17, flat-footed 14

Base Attack/Grapple:

+1/—

Attack:

Swarm (1d6 plus poison)

Full Attack:

Swarm (1d6 plus poison)

Space/Reach:

10 ft./0 ft.

Special Attacks:

Distraction, poison

Special Qualities:

Darkvision 60 ft., swarm traits, tremorsense 30 ft., vermin traits

Saves:

Fort +3, Ref +3, Will +0

Abilities:

Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2

Skills:

Climb +11, Listen +4, Spot +4

Environment:

Warm forests

Organization:

Solitary, tangle (2–4 swarms), or colony (7–12 swarms)

Challenge Rating:

1

Treasure:

None

Alignment:

Always neutral

Advancement:

None

Level Adjustment:




Combat

A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.

COMBAT

In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.

Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.

Vulnerabilities of Swarms

Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,

as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

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