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Island Empire Part 2, Mermaid's Rest

mleibrock said:
OCC - Scott, if I am 20' away from the hell hound, how far am I from the cleric? How are the two positioned in relation to me?

OOC: Gnurl is at your side. There is a crewman 10' from you with a long spear, then 2 crewmen at 15' with melee weapons, then the hound at 20', then Rook at 25' and finally the sea zombie cleric at 30' just at the foot of the stairs up to the main deck, where there is a covering of webs.
 

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Radoon

int roll for knowledge check

knowlege roll (1d20=13)

He knows nothing.

OCC - Scott, I don't remember how far I can move and still attack. Seeing his dagger do virtually no damage and seeing the caster beating up on Rook, Radoon wants to change his primary target to be the cleric. He will make his way to the cleric at a rate which would still allow him to take advantage of full defensive mode, in case someone attacks him. This increases my AC to 21. Once he makes it to melee with the cleric, he will resume normal AC
 

[sblock=For Rook]Rook took 13.5 points of damage (13) since he made his save vs. the spell and the fortitude save was to avoid the desease one can get from the touch of the sea zombie. As for the spell crit. Any spell that makes an attack roll can be a crit if you roll a natural twenty. Thus, no crits for fireballs or magic missles, but spells like inflict light wounds do. It is generally only touch and ranged touch spells. You can find it here in the srd. http://www.d20srd.org/srd/combat/actionsInCombat.htm Just drop down to 'Standard Actions'. It is the last entry in the 'Attack' section, just before the 'Cast a Spell'. There is more information on this in Complete Arcane. You can take weapon focus--touch or range touched spells and improved crit as well.

As for avoiding the trip attack. Dogs and wolves among others get a free trip attack on a hit. You have to beat there trip roll to avoid going down, which was the dex. check. Trips are pretty rare because normally they draw attacks of opportunity and if you fail you may be trippred in response. However, those monsters who have the trip ability are not subject to those hazards. I'm not aware of any rules to use skills to avoid trips. I know that there are some feats to avoid trips and there might well be some stuff on this in complete adventurer or more likely complete scoundral. I haven't gotten into that book much yet.[/sblock]
 

Rook

For GM Only:

[sblock]Cool. It does seem like someone with extraordinary balance/tumbling skills should be able to use that - and it seems like I read somewhere about using Tumble to land on one's feet after a fall. However, it's likely that I'm getting two different game systems confused.[/sblock]
 



Rook manages to somehow avoid the worst of the assualt from sea zombie and Yeth Hound. He tries to attack the zombie again, but his blade finds only air. [sblock=For Rook]Rook didn't move this time, does he only get one shot on a full attack?[/sblock] Radoon gets into motion and works his way past the sailors and the Hound to Rook's side. The teeth of the hound narrowly miss him as he passes. The attack of the hound is more effective against Rook. 1d20+6=17, 1d20+6=26 The bite (1d8+3=9) opens another wound and once more it tries to trip him. (Trip check (1d20+3=11)) The sea zombie takes a swing at Radoon, but misses. Gnurl considers the situation as the sailors attack again without effect. [sblock=For Gnurl only]Gnurl remembers that he's heard of such hounds. They originate from the lower planes and are vulnerable only to silver weapons. Ordinary or even magical weapons can damage them only with the luckiest blows.[/sblock]

OOC: Still waiting on posts from the upperdeck, so I just carried the action below deck forward. New round for Rook, Radoon and Gnurl.
 

Rook

Scotley said:
[sblock=For Rook]Rook didn't move this time, does he only get one shot on a full attack?[/sblock]

For GM Only:

[sblock]Yep. He's really not that good at melee (he's basically a thief/mage), and he's not overly strong, so his damage potential is limited - especially in situations where moving around is not a good option or will help him little. He just happens to carry a really big sword and look impressive.

Trip Check (1d20+4=17)

I assumed a 19 hit (see below). If for some reason it didn't, feel free to get creative with the post explaining away my error![/sblock]

Rook nimbly removes his calf from the big, slobbering mouth of the hellish creature, and once again manages to keep his feet. Working as best he can in the cramped space, using DúbhRásúr primarily for point work, he lands a puny, glancing blow (To Hit (1d20+7=19), Damage (1d10+3=5)) on the sea zombie cleric this time.
 

Radoon

Radoon lunges at the cleric, burying both daggers deep the the cleric's chest. Blood immediately spurts as the old man pulls the right handed dagger from the cleric. Radoon tries to make contact a second time but the cleric, feeling the hurt of the first, successfully diverts the attack.

two primary attacks, first one being a dirty move if successful (1d20+9=29, 1d20+9=22)

Yee Haw, possible crit on dirty move

crit check (1d20+9=25)

:)

two secondary attacks (1d20+2=11, 1d20+2=7)

damage (1d4+4=8, 1d4+4=7, 1d4+4=5, 1d4+4=6)

dirty fight move (1d4=1)

Scott, you can figure the damage, I am guessing only the first two attacks hit, the first being a crit and with a bonus dirty fighting move
 
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Gnurl calls out, "These devils can only be effectively hit by silver weapons, fellas! Even magic weapons don't have full effect!"

Whereupon, Gnurl makes a command decision that discretion is the far, far better part of valor, and casts Invisibility on himself.
 

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