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Island Empire Part 1, to Mermaid's Rest

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On the Deck of the 'Rumpled Bedsheet'

Morwyn, Finn and Radoon get only a glimpse of the big humanoids coming aboard. They are about 6 feet tall and powerfully built, perhaps weighing 200 pounds. They are in fact 'shark men' or Sahuagin. They are green, darker on the back and paler in the front, while a few seem to have tiger like darker stripes. They are armed with trident and crossbows. Their attacks are usually well orgaized and brutal. They do not give quarter or surrender. They don't like light and will try to pull or knock sailors overboard for their shark allies to deal with.

OOC: Initiative (1d20+1=7)
 

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Michael Storm's cabin

The call came from high in the rigging. The rain and thunder are further hampering sound. At this point Rook and Grond do not here the call of Boarders.

OOC: I expect orders will be coming shortly.
 

Radoon - Mariner/Fighter/Master Thrower

I guess I am on deck if I get a glimpse, Thanks. Am I near one of them? If so I will quickdraw 2 daggers and stab at the gills.
 

On the deck of the 'Rumpled Bedsheet'

OOC: Radoon's last action was to speak to the captain on the quarter deck. Since nothing has been posted since I assume he is still there. You are within 10' of a creature, but now lost in magical darkness. Radoon is fairly confident he knows where the rail is, but if he starts moving around in the dark he could risk falling overboard.
 

Radoon - Mariner/Fighter/Master Thrower

Radoon will then move very cautiously toward the center of the top deck and when he gets there will listen to follow their movements. Do they sound unique in any way when they move?
 

Most of the sailors aboard ship are barefoot, but there is perhaps a slight difference beween the webbed feat of the sahuagin and the regular crew. You can risk swinging based on the sound if you wish.
 

Radoon - Mariner/Fighter/Master Thrower

when my initiative rolls around I will, based on listen check and what ever else may be applicable, concentration?
 

OOC: Fighting in darkness: If you can't see you must pick a square to attack. Then you roll normally. If you would hit then you roll a 50% miss chance. If you roll 50% or lower then you miss. 51%+ and you get the hit. Note that if you can't see your movement is reduced to half. If you can't see your opponent you loose you dexterity bonus to armor class as well and they get a +2 to hit you--assuming they can see you.
 

Here are some very rough plans of the ship. Their are 5 Sahaugin coming over the rear of the ship. These are poor, but should serve our needs. Let me know if I need to change anything.
 

Attachments


Morwyn

OOC: Morwyn has has Uncanny Dodge, so he retains his Dex Bonus to AC. My AC remains at 17.

Morwyn also has Darkvision; if the magical darkness is the equivalent of the 2nd level Darkness spell, then his Darkvision won't penetrate, but it will offset the fact that it's night, and so his opponents should only have concealment (20% miss chance) instead of pitch blackness and full concealment.

I'm going to put +3 points to Power Attack.

IC: As a free action, I'll shout "Spread the alarm. For Marin!"

If I can tell where the Sahaugin are, I'll move up to 5' to attack directly, or move to C4 and prepare a full attack action if the Sahaugin come within range. Otherwise, I'll move to C4, and prepare to attack squares B3 (at +6) and B4 (at +1) with the axe, and B4 (at +6) with the dagger.

Either way, as I pass where Radoon was, and any time I encounter someone, I'll say "Marin" as a password.

Morwyn swings and stabs (1d20+6=10, 1d20+6=11), missing badly.

Then, backswings (1d20+1=20) for slashing damage (1d10 + 8=9). (Assuming that I hit with the 20;
beat concealment (1d100=75).)
 

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