• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Island Empire Part 2, Mermaid's Rest


log in or register to remove this ad

Mingo Frasse (HP76/76 AC26) Anson (HP63/63 AC23*) Mig (HP35/35 AC19)

Despite the thunderstick bangs, Mingo finishes her Prayer spell and moves 5-feet towards the room. Anson drops the rope and moves forward, drawing his swords. Mig moves with Anson.

Prayer 40 ft from Mingo for 5 rounds (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)

[sblock=OOC and rolls]
Anson sees nothing and is moving up for combat, listening to the others' comments. Anson and Mig can move as far as AE25, so Scotley will have to decide how far Anson gets this round. Anson has same early initiative as Radoon, Anson will take the second foe in sight, leaving the first one to Radoon. Anson will not close the last 5 feet this round unless the foe has a missle weapon.

Mingo expects to end this round where Geoffrey started the round, expecting Geoffrey to move up.

Spot Checks: Mingo: 19; Anson 10; Mig 17

Thunderstone Saves: Mingo 24; Anson 16; Mig 18

Mingo Fort Save (DC15); Spot (1d20+10=24, 1d20+7=19)
Anson Fort Save (DC15); Spot (1d20+8=16, 1d20+7=14-4=10)
Mig Fort Save (DC15); Spot (1d20+6=18, 1d20+1=17)



[sblock=Spells in Effect/Remaining]
Mingo Spells in Effect: Longstrider 4+ hours; Prayer (40ft) 5 more rounds (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)
Anson Spells in Effect: Longstrider 2+hours; PFE (16 more rounds)(+2 AC, +2 ST); Guidance (1 min)(+1 on any roll in that time)

Mingo CLW wand 47 charges remain
Anson CLW wand 48 charges remain

Mingo's Spells
(5+0+0) 0 Level: Create Water; Guidance (x2)(1m); Mending; Read Magic
(3+1+1) 1 Level: Bless (5r); PFE(5m); Magic Weapon(5m); PFE(5m) + Longstrider(5h)
(2+1+1) 2 Level: Lesser Restoration; Spiritual Weapon(5r); Spiritual Weapon(5r) + Locate Object
(1+1+1) 3 Level: Prayer(5r); Spark of Life(5r); Ghost Touch Weapon (5m) + Water Breathing

Anson's Spells
1. Longstrider (3hr); Resist Energy

Healing Belt Armor: Mingo 1 charge remains for the day; Anson 0 charges remain for the day.
[/sblock]
[/sblock]
 

Gnurl Whiskerling

Gnurl was contemplating his gnomish navel when the doors opened. Looking up at the loud "bang", Gnurl says, "Boy, it sure is dark in there."

Featherwind (she's a girl owl, btw, Scott), who was on Gnurl's shoulder, had more luck. She sees that there is more than one figure lurking behind the crates at the back of the room and maybe behind the crate between the doors, and, seeing how clueless her master is, she tells him so. http://invisiblecastle.com/roller/view/1459357/

Gnurl adds, "Featherwind saw more than one foe luking in there behind those crates and maybe behind the crate between the door."
 


Resolution

"Ware there are foes among the barrells" Geoffrey says. Geoffrey will the stand in front of the door. Briefly kissing one of the rings on his hand, Geoffrey holds forth his symbol and says "I banish you from the grace of light, foul creatures"

For Scotley
[sblock]Dont know if it will effect anyting but acting on a huch..Geoffrey will turn undead hoping to get rid of some of the cannon fodder that can wear the partry down[/sblock]
 

Mingo finishes her spell despite the ringing in her ears.

"Ware there are foes among the barrells" Geoffrey says. Geoffrey will the stand in front of the door. Briefly kissing one of the rings on his hand, Geoffrey holds forth his symbol and says "I banish you from the grace of light, foul creatures"

Anson and Mingo advance while everyone else shouts warnings on merely stands waiting. Suddenly an archer and two northmen with swivel guns rise up from behind crates and fire. Anson, Geoffrey and Mig are caught in two blasts (26 points of damage, reflex save DC: 14 for half) while Radoon catches a piece of one (8 points of damage, reflex save DC: 12 for half). A pair of arrows wiz by Anson as well. Just after the blasts of the swivel guns, all the barrels burst open to reveal skeletons of various sorts. Those inside the room tumble into inanamate piles of bones in response to Geoffrey's bold presentation of his holy symbol. Two attack H'Roosh and the dog skeleton manages to bite his ankle for 14 points of damage (Dex check to avoid being tripped DC: 19), while the other dressed as a laborer with a straw hat on just misses poking him with a pitchfork. A gnome skeleton wearing a fools motley stabs Geoffrey in the back with a dagger concealed within a rubber chicken (11 points of damage). A forth bandy legged skeleton dresses as a sailor narrowly misses Radoon with a cutlass that seems to be covered in some sticky substance, poison perhaps? The two gunners drop the spent swivel guns and reach for other weapons, while the archer nocks another arrow.

Actions for round 2?
 


Gnurl Whiskerling, 57hp, AC17

Gnurl points his wand of magic missile at the skeleton in Y24 and says, "Entschuldigung!" Five glowing missiles of force streak out of the wand and strike the skeleton. (damage=18 http://invisiblecastle.com/roller/view/1459377/).

If the skeleton is destroyed, then he will move to X23, take as much cover as possible behind a corner of a piece of the Daughter of Cambre, and prepare to do the same thing again when he is able, only against a different opponent.

If the skeleton is not destroyed, he will fall back to W21, taking shelter behind Marienna, and make ready to zap the skeleton again next round.
 

Mingo Frasse (HP76/76 AC26) Anson (HP50/63 AC23*) Mig (HP22/35 AC19)

Anson steps forward 5 feet and swings his swords at the Gunner near the door. Mig jumps up on the crate with a growl, causing the Gunner to raise his hands in fear, allowing Anson to take a clear shot at him. Anson slashes the Gunner deeply once twice and skewers him twice, drawing blood with all three of four attacks! (OOC: AC17 or below)

Mingo moves last, so unless all skeletons are already down, and unloads on the nearest remaining skeletons with skiprocks, hitting all three times and skipping the first two stones on the next skeleton. Mingo then moves forward another 5 feet.


DO NOT FORGET THIS SPELL!!!!
Prayer 40 ft from Mingo for 4 more rounds (allies get +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)


[sblock=OOC and rolls]
Reflex Saves: Anson 23; Mig 20
Reflex ST (DC14) (1d20+9=23)
Reflex ST (DC14) (1d20+9=20)

Anson moves to AC24 to attack the Gunner near the door.

Mig aid another is successful Aid Anson in attack (1d20+4=20)

Anson LS1: 17 must be a miss!
Anson LS2: 24 (critical threat)(used Guidance +1 on roll) 22 to confirm critical hit
LS/LS v Gunner (1d20+11=17, 1d20+5=24)
critical threat confirmed? (1d20+5=22)
Damage: 10 on first strike / 9 on second strike + 12 for the critical hit
LS 1/LS2/LS2crit damage (1d8+6=10, 1d8+6=9, 1d8+6=12)

Anson SS1: 20
Anson SS2: 23
SS1/SS2 v Gunner (1d20+10=20 , 1d20+5=23)
Damage: 5 on first / 8 on second
SS1/SS2 damage (1d6+4=5, 1d6+4=8)

If the Gunner is AC 17 or less, then he takes 44 34 points of damage from Anson.

Scotley--Mingo's Initiative is 5 for this combat, so she goes last in the round. I may need to wait for the others to make Mingo's moves. If the skeletons are all down when it's her turn, she will move in the room and send skiprocks against the Archer first available foe. If there are skeletons standing when it's her turn, Mingo will attack skeletons in this order Y6, Y5, Y4, Z4. Attacks and skips in that order. If only one attack at the end of her move AB25/AC25, attack the archer with SR1. If the Archer is hit, he get 1d6 additional cold damage that the skeletons are immune to.

Mingo skiprock attack 1: 23 Damage: 8 (bludgeoning)
--skiprock skip attack 1: 17 Damage: 11 (bludgeoning)

Mingo skiprock attack 2: 25 Damage: 10 (bludgeoning)
--skiprock skip attack 2: 19 Damage: 7 (bludgeoning)

Mingo skiprock attack 3: 21 Damage: 9 (bludgeoning)
--skiprock skip attack 3: 8

SR1/SR2/SR3 v skeletons (1d20+13=23, 1d20+13=25, 1d20+8=21)
skips SR1/SR2/SR3 v skeletons (1d20+11=17, 1d20+11=19, 1d2+6=8) Oops! Sorry for the negative sign at IC.
SR 1/SR1 skip/SR 2/SR2 skip/SR 3 damage v skeletons (1d6+5=8, 1d6+5=11, 1d6+5=10, 1d6+5=7, 1d6+5=9)

So if the skeletons are standing, This is confusing--From now on, Mingo will move after the others so we can keep her actions more straightforward.

[sblock=Spells in Effect/Remaining]
Mingo Spells in Effect: Longstrider 4+ hours; Prayer (40ft) 4 more rounds (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)
Anson Spells in Effect: Longstrider 2+hours; PFE (14 more rounds)(+2 AC, +2 ST); Guidance (1 min)(+1 on any roll in that time)

Mingo CLW wand 47 charges remain
Anson CLW wand 48 charges remain

Mingo's Spells
(5+0+0) 0 Level: Create Water; Guidance (x2)(1m); Mending; Read Magic
(3+1+1) 1 Level: Bless (5r); PFE(5m); Magic Weapon(5m); PFE(5m) + Longstrider(5h)
(2+1+1) 2 Level: Lesser Restoration; Spiritual Weapon(5r); Spiritual Weapon(5r) + Locate Object
(1+1+1) 3 Level: Prayer(5r); Spark of Life(5r); Ghost Touch Weapon (5m) + Water Breathing

Anson's Spells
1. Longstrider (3hr); Resist Energy

Healing Belt Armor: Mingo 1 charge remains for the day; Anson 0 charges remain for the day.
[/sblock]
[/sblock]
 
Last edited:

Radoon tears up his skeleton

reflex save (1d20 7=14) - made the save for half damage

Radoon will turn toward his "bizzaro" skeleton and try to disarm his skeleton with a dirty fighting move on the first attack and cutting at his opponents arm to force him to drop the possibly poisoned cutlass.

primary attack (1d20 10=30, 1d20 10=16)

OCC - damn wasted a 20!!!

secondary attack (1d20 5=6, 1d20 5=18)

damage rolls:
damage rolls (1d4 5=6, 1d4 5=8, 1d4 5=9)

dirty fighting move (1d4=2)
oops +1 more for Mingo's spell.

Total of 26 points of damage!


OCC - Scott, I am guessing 3 hits.
 
Last edited:

Into the Woods

Remove ads

Top