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Island Empire Part 2, Mermaid's Rest


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Scotley said:
OOC: I should have noted that Radoon has since mastered his fear and is able to return to action. He steps into the passageway just a Rook and Gnurl are passing.

As mentioned by our esteemed DM, Radoon stepped out just as we were passing - so naturally he was the one I was addressing. And, as indicated by the question mark at the end of the first part of the quote ("What's going on down here? We ran out of enemies and got bored above decks.") from Post 1222, it was indeed a question! :cool:
 

Radoon

OCC - yes, but being Mr Patterson, I thought it was a smart ass remark that really didn't need answering. As it was not, I am sorry I did not answer. :lol:
 


mleibrock said:
OCC - yes, but being Mr Patterson, I thought it was a smart ass remark that really didn't need answering. As it was not, I am sorry I did not answer. :lol:

OOC:

I'm wounded . . . wounded, I tell you! I would never lower myself to being a smartass - it's the least smart part of me!
 


On deck, the Captain's axe dispatches a webbed foe. Finn fires a devestating blow from his swivel gun just before the great undead whale crashes into the ship once more. A huge ballista bolt and some smaller missles also impact the beast before it sinks once more under the waves. Other shots merely churn the water around the whale. This time the blow does not seem to rock the ship has hard as it manages only a glancing blow;though, the timbers below the waterline crack and creak ominously and water be seen spouting from pumps as the crew stuggle with the water seeping in. Marienna continues to attend the wounded.

Below decks the fight begins again. Rook springs into action tumbling deep into the combat, but despite his impressive acrobatics he manages only to fan the sea zombie cleric with his blade. Magic Missiles and daggers follow in his wake and the zombie is rocked by the impacts while one dagger scores the side of the Yeth Hound, but it leaves no mark. Indeed while the spears of the crew have also struck the beast it shrugs off the attacks as no more than the annoyance of a fly bite. The Yeth hound whirls and attacks (1d20+6=25) Rook from behind. The strong jaws latch painfully (1d8+3=5) onto Rook's ankle and the hound tries to trip (1d20+3=21)him. (Rook needs to make an opposed Dex or Str check--use the higher mod.--to avoid being tripped.) The glowing hammer of force moves rapidly to appear above Gnurl, where it attacks (1d20+7=9), but the nimble Gnome avoids the blow easily. The Sea Zombie Cleric chants briefly in a watery slur that hardly sounds like words, but his dark god must have understood for a darkness forms around his hand and he reaches (1d20+7=27) out to land a powerful (2d8+10=17) blow to Rook's chest (Crit Check (1d20+7=25). (Rook can make a DC: 14 Will save for half.) The blackness seems to flow into him as a cold sensation almost the exact opposite of the warmth of healing magic. (Rook also needs to make a Fortitude save at DC14.)

OOC: Consentration check to cast on the Defensive (1d20+8=26)

OOC: Rook, Gnurl, and Radoon may make a knowledge (the planes) check at DC: 18. (Just use d20+Int mod. if you don't have the skill.)

OOC: New Round. Actions?

[sblock=For Rook]Damn! Invisible Castle really hates Rook. That was a rough round given you only took one bite attack and a lousy cause light wounds.[/sblock]
 
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Rook

Will Save, Fortitude Save, Knowledge (The Planes/INT) Check (1d20+2=20, 1d20+2=21, 1d20+3=7).

OOC: Well, the important ones were good, anyway.

For GM Only:

[sblock]Scott,

I'm a little unclear on exactly how much damage Rook took there, so just give me the total, I guess.

Also, if I understood correctly, you counted a critical hit for a spell? That doesn't seem quite right to me. I could understand if it was a magically generated blade, and he hit particularly skillfully with it. I always thought of a Crit as a hit that struck a particularly vulnerable spot. Cause Light Wounds (and other spells) I thought of as a general draining of health. I don't remember ever being invited to roll a crit check on a cause light wounds spell (or a fireball, or any other damage causing spell, for that matter). Of course, I could just be a bitter player tired of dying and not being able to use my own most effective ability (:]), and it may not have been the CLW that was the crit.

Anyway, enough of the rant - just let me know how much damage I took and I'll go with it![/sblock]
 

Rook

OOC:

Forgot to roll the DEX check (to avoid falling, I'm guessing). For future reference, is there a way to use Tumble or Balance to avoid falling when tripped, or to enhance DEX checks to avoid being tripped? A cursory check didn't reveal anything to me, but I don't have your exhaustive knowledge of the rules.

IC:

DEX Check (1d20+3=22)
 

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