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Island Empire Part 1, to Mermaid's Rest

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Radoon - Mariner/Fighter/Master Thrower

Radoon will make his way to the rear of the current deck. If I am not mistaken he will be able to throw daggers down at the bad guys there until some of the others get to them.

OCC - Are you feeling better yet, Scott? I hate stomach bugs almost as much as yacking.
 

On the Forecastle

Finn's blade flicks out again and marks the flesh of the fierce Sahuagin Warrior, but despite his wounds the creature's resolve does not appear to be fading. He lashes out with talons and teeth flashing (1d20+6=11, 1d20+6=16, 1d20+4=17), but gurgles what must be a stream of obsenitites in his language as he is unable to penetrate Finn's defenses. The other Sahuagin gains his feet and moves to attack with his
trident (1d20+4=8), but is unable to hit the agile gunner. At this point the other Sahuagin manage to make their way out of the confining canvas. A crewman on the main deck below tosses a sunrod up onto the forecastle releaving a strange scene to Finn. Terry Lockspar is perched leaning over the forward rail holding a dark ship's lantern. He seems frozen in place and oblivious to the battle raging around him. A couple of crewmen are down on the forecastle deck covered in their own blood and likely dead. All the Sahuagin roar when the sunrod's glare hits them. The one with the trident and the Priest both begin to move for it.

For Finn only [sblock]Don't worry about the shot, I think the way I used it was in your favor, so I won't go back and change things.[/sblock]
 
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mleibrock said:
Radoon will make his way to the rear of the current deck. If I am not mistaken he will be able to throw daggers down at the bad guys there until some of the others get to them.

OCC - Are you feeling better yet, Scott? I hate stomach bugs almost as much as yacking.

OOC: The forecastle is actually higher than the maindeck while the quarterdeck at the rear of the ship is slightly higher. Radoon can toss daggers up, but the creatures have 50% cover from the barrels. Morwyn is trying to reach a higher place in the rigging and then swing over to the forecastle, which is also an option for Radoon. I suspect Rook is considering if he is better off trying to climb the rain wet wall or attempt to jump high enough.

OOC: Turns out Andrea and I both have Strep for the second time this spring. We got antibiotics yesterday and are feeling a little better. I guess the fever was just upsetting my stomach.
 

Marienna continues to try and stabilize wounded crewmen on the main deck.

OOC: Actions for the next round?

Initiative:

Marienna 18
Finn 17
Morwyn 14
Radoon 13
Rook 12
Sahuagin 7
Crew 4

Here is a slightly revised map. I don't know how to do curved or angled lines in excel, but the forcastle is tappered to a point just in front of Terry's position on the map.
 

Attachments


Morwyn

OOC: Your comments didn't include Morwyn's previous action and the 16 points of damage. Is Sa10 fish fillets, or not?
 



Rook

OOC: Scott, I'm not sure about the exact timing on this, so I'll just describe what I want to do and let you work out what happens in what round/segment/action . . .

Rook will loop around through H5 - K5 (to get the necessary running start) and jump up to grap the railing (1d20+10, getting [6,10] = (16) jump check). This should give him the necessary height, as he's 6'4", his arms should reach at least another 2' (making it 8'4") and he can jump 4' with that roll.

He'll then swing up to the top of the barrels (1d20+12, getting [18,12] = (30) Tumble check -- that might even get me on my feet on top of the barrels!

I'm sure that will do it for at least one round, so I'll stop there and see where we're at!
 

OOC for Rook: Yeah this is a tough one to figure time wise even with the current fairly specific rules. You can indeed make the 4' jump which is more than adequate to grab the top of the rail, though I could be a pain about the straight line run up given the position of the armsman. Since you can grab the top of the rail which is more or less level with the barrels I'm inclined to let you tumble and end your time standing at the top of a barrel. Technically, you should make a move action climb check, which would put you a round behind, but I like the looks of what you are trying to do, and I did encourage everyone to play a more cinematic type game. I'll write it up properly when I get an action from those ahead of you in the initiative order.
 

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