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Island Empire Part 2, Mermaid's Rest

Gnurl Whiskerling

"Unfortunately, I did not memorize detect magic today. I have one dispel magic but I hate to waste it on the door if we don't need it. If we have a rogue handy, perhaps he and one of the priestly types could combine their efforts to make sure that there is a magical trap before I waste my one and only dispel magic that I was kinda hoping to use as a counterspell, anyway. But I'm all for just busting in on the foe suddenly. If we're really thinking about going in one at a time, let me remind you of the First Commandment of military strategy: 'Divide and Conquer.'
 

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Where angels fear to tread...

The discussion suddenly becomes moot. Geoffrey, displaying surprising rashness for one of a class normally known for wisdom, flings the door open and dives through the doorway. Radoon is near the top of the stairs. The party below can hear the clash of arms above and the sound of many feet moving about. You can just hear a strange wordless song as well as other more distant voices, but you can't make out what they are saying.

OOC: I'll wait for the rest state your positions and actions.

[sblock=Geoffrey]The room is good sized, filling the entire upper floor of the little building. It is also crammed full of people with vacant eyes who are unkempt in appearance and mostly dressed as servants and wait staff. Geoffrey's first instinct is that they are zombies, but upon closer examination he realizes that they are living, yet somehow lacking in self-will. Most of the people are unarmed, but a few close to the door in the floor have simple weapons. A club and a long spear are used against him, but neither finds its mark. Then he hears a strange voice begin to sing a haunting wordless tune that seems to tug upon some deep primal part of his mind and he feels a powerful urge to just let go and allow the sound to guide him. Will Save DC: 14 please. Vaguely from the back of the room he hears voices speaking the words of magic that indicate spells are being cast, but the song is making it hard to focus on that...[/sblock]
 


Mingo Frasse (HP76/76 AC28*) Anson (HP59/63 AC23*) Mig (HP35/35 AC19)

Mingo says, "H'Roosh, you should follow and tumble to the side as only one of your training can." Mingo stands ready to move into the room ahead of Anson and Mig. If others push ahead of her, she will let them go first.

Mingo moves at 30 right now, so she moves as quickly as all but H'Roosh and Anson (who is similarly moving at 40).
 

Radoon

OCC - Dame, I know planning takes a while in real time, but I would have thought we could have come up with something better than this!

Radoon will quickly follow Geoffry up the hole.
 

[sblock=Radoon]The room is good sized, filling the entire upper floor of the little building. It is also crammed full of people with vacant eyes who are unkempt in appearance and mostly dressed as servants and wait staff. Radoon recognizes their uniforms from the Masque. The still appear to be alive, yet somehow lacking in self-will. It seems the people who worked the party have not been treated well by their employers. Most of the people are unarmed, but a few close to the door in the floor have simple weapons. He sees Geoffrey nearly take a long spear to the gut. Then he hears a strange voice begin to sing a haunting wordless tune that seems to tug upon some deep primal part of his mind and he feels a powerful urge to just let go and allow the sound to guide him. Will Save DC: 14 please. Radoon remembers this from the Masque too. Those undead with their charm song. Vaguely from the back of the room he hears voices speaking the words of magic that indicate spells are being cast, but the song is making it hard to focus on that...[/sblock]
 


Resolution

For the DM
[sblock]Can i have a ruling on if Life's Grace which i cast prevents the song from affecting Geoffrey as it bars mind control etc..[/sblock]

initative = 14
 

[sblock=Geoffrey]I don't see anything about mental attacks in lifes grace. It does protect you from damn near every other undead ability. Here is the spell:

LIFE’S GRACE
Abjuration
Level: Cleric 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
You say a brief prayer and touch your holy
symbol to a creature. Symbols of warding
and safety appear and flow out to cover
the creature in a web of protective magic
before fading from sight, absorbed into the
creature’s form.

The living creature touched becomes
immune to all death spells, magical
death effects, energy drain, and any
negative energy effects. In addition, the
subject is immune to undead special
attacks that deal ability damage, ability
drain, and magical disease (such as
mummy rot), even if these attacks do not
have a magical source. (For example, the
spell prevents poison damage from the
poisonous bite of an undead creature.)
This spell does not prevent such attacks
from undead originating from spells,
magic items, or class abilities; only the
special attacks from the undead’s base
nature are affected.
In addition, the subject’s armor or
clothing is considered ghost touch
armor, and its armor bonus counts
against incorporeal attacks. (A suit of
clothing is considered armor that gives
+0 AC for this purpose, though it can
be enhanced with spells such as magic
vestment.)
This spell doesn’t remove negative
levels that the subject has already
gained, nor does it affect the saving
throw necessary 24 hours after gaining
a negative level.

Note that some other spells protecting Geoffrey may give a bonus on the save.
[/sblock]
 


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