• 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

OOC: I just noticed that I failed to mention that the spiritual weapon spell cast by the sea zombie had expired. That floating hammer of force that had been bashing at the gnome just vanished the previous round.
 

log in or register to remove this ad




OOC: I finally escaped from the aliens...

Rook manages to land a glancing blow on the cleric, but it is Radoon that deals the serious damage. His daggers set undead goo flying. The cleric goes down in a sodden heap. However, both Rook and Radoon are covered in the brackish water that soaks the sea zombie (Fortitude save DC: 14 please). Meanwhile the Gnome vanishes from sight after a judicious application of magic. The sailor continue there futitile attacks on the hound, but perhaps it does some good, as the beast does not manage to bite successfully this time.

OOC: New Round! Your only remaining foe below decks is the Yeth Hound.
 




Rook and Radoon begin to back away from the beast stepping over the remains of the zombie. While opposite the beast, the crewmen are more than happy to fall back in the other direction. The hound lashes out at Radoon with its powerful jaws (1d20+6=24) and the teeth sink deep into his flesh (1d8+3=9). (Trip check (1d20+3=23) Radoon needs to make a dex. check (1d20+dex modifier)). Rook feels the contents of his stomach rolling and is a little light headed, but able to remain in the fight for now. Gnurl pads away unseen toward the deck of the ship. Another powerful blow rocks the boat suggesting that the undead whale remains a threat.
 

Rook

In response to Gnurl's warning, Rook will begin swinging with his dagger and defending with his sword (the alchemical silver in the blade should overcome the things resistance . . .)
 

Into the Woods

Remove ads

Top