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Island Empire Part 2, Mermaid's Rest

Gnurl Whiskerling

mleibrock said:
As we make out way to a spot near the entrance without being seen by the guards, Radoon will take note of everyone he passes, looking for anything out of the ordinary. We make our way so that 100% cover from the guards and as we near the entrance Radoon will look for a spot close to the entrance where the party will be completely hidden yet they will be able to hear the beginning of the seige.
OOC: Gnurl will not read his scroll of mage armor until we are about to move out looking for a fight, or until he sees opponents coming after him.
 

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As you make your way across the 'Rest you see nothing unusual for that place though by most standards everyone here seems unusual. There is a long (50') walkway from the nearest cover to the gate. This is likely by design and will make it difficult to sneak up to the gate. There is an old high sided fishing boat about 80' away on which you could hide if the owners, who do not appear to be present, don't mind. From there you should have a pretty good view of the action. Closer in is flat barge filled with earth and seedlings as someone is trying to grow a little food for here. A pair of armed halflings sit under a canopy on the barge and don't look inclined to allow visitors. The barge doesn't really offer concealment anyway. Another bigger boat seems to be a brewery and again the fellows on board seem disinclined to welcome you. They are likely used to drunks trying to talk their way on board for a free sample.
 

Gnurl Whiskerling, Gnome Wizard at Small

"So where's all the bloody undead at! Sheesh, are we in the right place? Want me to whack the sentries?"

OOC: Gnurl stll hasn't read that scroll of mage armor yet, but he is standing by to do so.
 
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Resolution

Before departing the ship, Geoffrey will excuse himself from the party for perhaps ten minutes and goes to one of the decks above the meeting area. He returns and rejoins the party and as the boats are being put into the water comments to both Lts Natahn and caleb "You have your orders gentlemen, wish us luck" then descends into one of the waiting boats. As the group is put ashore, Geoffrey will assume a postion towards the rear of the party as stalking and scouting is really not within his ability.
 

After a few minutes the fog has faded enough that you can see two bored looking and seemingly human guards with harpoons at parade rest. They are armed with short bows, and melee weapons as well as hide armor.

OOC: [sblock=Spot check of 20+ only]One the guards glances up and to his right, your left and speaks. Perhaps there is an unseen guard on the wall above the two you can see?[/sblock]
 



Gnurl Whiskerling, Spot checks for Gnurl and Featherwind

Gnurl's spot check (1d20+1) = 2 (Gnurl is busy picking his prodigious Gnomish gnose.)
http://invisiblecastle.com/find.py?id=1399790

Featherwind (1d20+6) = 26 http://invisiblecastle.com/find.py?id=1399793
A moderately confused Featherwind chirps to Gnurl and says:,[sblock=only Gnurl can understand the chirps] "Hey that guy on the right just looked up above himself and said something to someone."[/sblock]
 
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Mingo and Anson and Mig

Scotley said:
OOC: Any prepatory actions or spell casting or shall I proceed?

Mingo and Anson will each cast a spell on themselves just after they leave the boat and step out onto the 'Rest walkway.

As the group stands on the walkway, Mingo will say, "Are we going to attack from here right now, we are going to start attacking attention, or are we going to walk away and come back in 30 minutes? We could just walk down to the two guards and attack them hand-to-hand. We could also start bickering like we are lost if we don't mind being noticed. Or I could go talk to those guards of my people to pass the time."

Anson speaks up, "There may be a third, unseen guard." Mig growls softly.

[sblock=OOC]Mingo will cast Longstrider on herself (5 hr)
Anson will cast Longstrider on himself (3 hr)
Mingo Spot check Spot check (1d20+7=9)
Anson spot check is 25 Spot Check (1d20+7=25)
Mig's Spot Check is 22 Spot Check (1d20+5=22)

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

[/sblock]
 
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Radoon

Scotley said:
As you make your way across the 'Rest you see nothing unusual for that place though by most standards everyone here seems unusual. There is a long (50') walkway from the nearest cover to the gate. This is likely by design and will make it difficult to sneak up to the gate. There is an old high sided fishing boat about 80' away on which you could hide if the owners, who do not appear to be present, don't mind. From there you should have a pretty good view of the action. Closer in is flat barge filled with earth and seedlings as someone is trying to grow a little food for here. A pair of armed halflings sit under a canopy on the barge and don't look inclined to allow visitors. The barge doesn't really offer concealment anyway. Another bigger boat seems to be a brewery and again the fellows on board seem disinclined to welcome you. They are likely used to drunks trying to talk their way on board for a free sample.

Scott, can you describe the larger brewery boat?

spot check (1d20+5=20)

Radoon will mention what he sees to the others
 

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