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Hethas' Gambit continued [top of rnd 8]

Init 20 - Mrs Stampy

Bereft of her target, Mrs Stampy looks to the sky, but there are no targets there, either. She glances at her bear companions, and some primitive consensus is reached.

Glancing once more at the sky, Mrs Stampy settles down and waits.
 
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Since we were semi-discussing the Champion Fight, I figured this was also a good point to repost the description of Belosphendonê, as it was difficult finding this old post! I've pretty much decided that there will be a "restoral" of the last standing PC, as posted previously. This fight would simply be too damned hard otherwise.

Belosphendonê, daughter of Sthenno and Hethas

Belosphendonê has the torso and head of a beautiful woman, but her hair is composed of slender, waist-length asps and her lower torso is that of a sea serpent. And though her face is beauteous, her voice is as ugly as Sthenno's visage, and her harsh screams can destroy those she focuses it on. She can never truly die, but she can be beaten (by reducing her to 0 hp), and driven back to Akeros, the river given her by Hethas. Her torso alone is six feet in height, and her tail increases her overall length to nearly forty feet (although in combat she tends to coil up).

She wears an ancient bronze breastplate (over a rich black tunic) and helm, and wields a massive bronze scimitar or, alternately, a darkwood bow with bronze-tipped arrows. A spiked, bronze collar encircles her throat, and a few feet of chain hangs from it (when Sthenno sought to chain her, she broke free). She is wearing a silver circlet on her crown, a pair of rings, a quiver of vicious looking arrows, and a girdle cinching the black tunic at the waist, delicate gloves, and a pair of bracers designed for archery.

Her known traits, according to myth:
- Her flesh is hard as bronze, and only the hardest metals can hurt her
- Her nails are just as hard, and cruelly sharp
- Her scream (or breath) shatters stone and wood, and kills people
- She must focus her scream on a single target, and has limited range
- She is immune to sound effects and poison
- She is difficult to fool, very perceptive, and never sleeps
- The serpents on her head are poisonous, and can attack 10 ft away
- She is more dangerous with the bow than with the scimitar by a hair
- She is slow on dry ground, but swift in water
- She is an aberration of nature, and trained as a warrior (8 HD large aberration with levels of fighter)
- She is immune (or at least resistant) to spells
- She fears the good gods, but can not be banished/sent away in this arena
- She is somewhat vulnerable to flattery, but this requires great skill
 


Ach, yer right! Well, serves me right for trying to post on a weekend ;).

Fixed it.

I'm working on Unth's Init right now, but for such a simple goal, it's involved an awful lot of reading. Anti-magic, fighting prone, feat combos... yikes.
 
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Also, Unth didn't do as well in the grappling contest as I thought. He still won, but by a margin of 1 instead of a margin of 4 (probably too much info, but...). So Blaster, I over-described his "roll superiority" in the text - the weretiger is pretty certain it is a more even match than it seemed.
 

Init 17 - Unth Dirn

Still laying on his back, Unth desperately swings his ranseur in a series of deadly arcs that seem impossibly close for the massive weapon. Opening his salvo with a deceptively weak looking attack (20 dmg), he follows it up with an incredible blow (71 dmg) and then an equally incredible miss (apparently, the sky needed some swinging action).

Total damage to Blaster is 91 dmg... but the weapon is not silver, so may not have done as much as Unth hoped.

Note: I couldn't find the rules on fighting while prone, so I assessed a flat -2 "unfavorable situation" modifier. If someone can find the durned rules, let me know.

Init 8-6 - Duder, Omigawd and Mang

Duder struggles furiously with the chains, but fails to get out.

Omigawd struggles furiously with the invisible grappler, but fails to get away.

Mang, in a moment of supreme inspiration, drops the force dome, and lets wind and rain sweep in to wipe away any dust of disappearance that may be present!

Unfortunately, that about does it for the poor little dwarf. He is swept south 10 ft downhill and knocked flat by the winds. Fortunately, the rain prevents anyone from seeing his tears.

What will be revealed? Find out Monday, when the GM can confirm heads from tails in his notes, dust-wise!

The other animals all stay where they are. Mr Stampy continues to eat grass; Mr Buffles and Huffles stick with Mrs Stampy, etc. I won't be able to finish out (private e-mails, etc.) the round until Monday, but that's all the Inits!
 

seasong said:
Note: I couldn't find the rules on fighting while prone, so I assessed a flat -2 "unfavorable situation" modifier. If someone can find the durned rules, let me know.
From p 280 of the 3.0 PhB, glossary:
Prone: lying on the ground. An attacker who is prone has a -4 penalty to melee attack rolls and cannot use a ranged weapon (except for a crossbow). Melee attacks against a prone defender have a +4 bonus, and ranged attacks against a prone character have a -4 penalty
Lovin' the game, Seasong and all!
Daniel
 
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