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Island Empire Part 2, Mermaid's Rest

[sblock=H'Roosh]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. H'Roosh's's first impression 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 morning star us used against him, but fails to find 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]
 

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H'Roosh

[sblock=Scotley]Will Save (1d20+12=21)

H'Roosh would top the stairs at D3, and Tumble immediately to C4, then C5, C6, and C7. If he started at the top of the stairs C7 is half his move rate, which is the limit for tumbling w/out taking a -10 penalty. I don't know how far down the stairs he was when he started - my impression was we were all crowded at the top - so just put him on the map whereever 5 squares from his starting point ends up.

He avoids AoO from enemies at C3 and D4, provokes one from D5, and avoids those from D6 and D7.

Tumble Checks - C3: 1d20+11=19, D4: 1d20+11=25, D5: 1d20+11=14, D6: 1d20+11=25, D7: 1d20+11=21)

Just let me know where he ends up and I'll post description accordingly.[/sblock]
 


[sblock=H'Roosh]Note that the DC of the tumble check goes up with each opponent you pass. So the first check was at DC:15, then 17, 19, 21 and the last check which you rolled a 21 on was at DC:23, so you would have been attacked twice rather than once. I've noticed that some DM's rule that you are stopped when hit by an attack of opportunity. Reading the rather limited information in the skill description I can't confirm that. For now you may continue your tumble even if hit. However, if I find an official ruling later that may change. To further complicate matters, when you are attacked by a foe without a weapon and you have one (Monks count as armed of course) you get an attack of opportunity. So feel free to roll one against the unarmed foe at D5, Slave 6. The finally aoo comes from an armed foe at D7. Anyway, Slave 6 missed, while armed slave strikes H'Roosh for 5 points of damage with a quarter staff. The priest finishes his spell and a black ray (1d20+11=16) of necromantic energy shoots forth toward H'Roosh. What is H'Roosh's current Touch AC? If it is 16 or worse, roll a DC22 fortitude save. [/sblock]

[sblock=Geoffrey and Radoon]Standing side by side before the press of people, you notice H'Roosh come tumbling in behind you. He manages to tumble all the way to the back of the room coming to a stop before a man who whacks him with a quarter staff. You feel a cold chill even this far across the room as the priest unleashes some very powerful dark necromantic magic at H'Roosh in the form of a black ray.[/sblock]
 

Attachments


mleibrock said:
OCC - Todd, how long does the protection from evil potion you gave H'Roosh and me last?

OOC: A normal book price potion of this sort would be good for 1 minute, which is 10 combat rounds. That should see you through the combat. Note that drinking a potion draws attacks of opportunity. However, the foes near enough to Radoon to attack are not armed, so it might be better for the armed Radoon if they did take a swing at him, since he, being armed, would get a free shot at them.
 

potion

OCC - Scott, Radoon drank the potion before we went through the first door, the one that had nothing in there, so I guess what I am asking is was that more than 1 minute ago, I am assuming yes?
 

OOC: No, you went through the door, found nothing and Geoffrey paused one round for a spell then went through the door. Radoon followed just behind. You really haven't moved very far. I'd say you are in round 3 of the duration, so 7 more to go. Enjoy!
 

Mingo Frasse (HP76/76 AC27*) Anson (HP59/63 AC21*) Mig (HP35/35 AC19)

Mingo tops the stairs and moves in the direction H'Roosh moved, warsling with skiprock in hand. Anson and Mig right behind move the opposite direction. Anson has both swords drawn.

Bless (45 more rounds) w/in 40' of Mingo party is +1 to hit morale bonus, and +1 ST vs. fear morale bonus (morale bonuses do not stack)
[sblock=OOC and personal spells]


[sblock=Spells in Effect/Remaining]
Mingo Spells in Effect: Longstrider 4+ hours; PFE (44 more rounds)(only +1 AC due to +1 RoP, +2 ST)
Anson Spells in Effect: Longstrider 2+hours; PFE (4 more rounds)(+0 AC due to +2 RoP, +2 ST)

Mingo CLW wand 44 charges remain
Anson CLW wand 46 charges remain

Mingo's Spells
(5+0+0) 0 Level: Create Water; Guidance (x2)(1m); Mending; Read Magic
(3+1+1) 1 Level: Bless (5m); 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]
 


Radoon

will save (1d20 7=9)

But... doesn't the protection from eveil prevent me from being mentally controlled, page 266 PH at least for the duration of the potion/spell.

Depending on what happens with the will save failure, Radoon would like to attack Slave 1 and 2.

OCC - Scott, how would I attack using my "two with one blow" skill? Would I roll my normal 4 attacks and just apply them to each opponent or roll 4 on one opponent and 4 on the other?
 

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