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Island Empire Part 2, Mermaid's Rest

Seeing the foes before them and startled to his core Geoffrey abrutly kisses one of the rings on his finger and raises a pendant from his chest. "In the name and power of the Church and True Song I abjure you from this time and place creatures of darkness."For the DM
[sblock]Looking at my spells and such I really do not have one that takes out numbers or a massed foes so for better or worse I am going with the old standby - Turning undead ..If i have calucalted it correctly being the first time i have done it under the new rules i can effect creatures up to 12 hitdice +2 for the greater holy symbol for 14 hit dice as the maximum level i can effect. I can affect up to 27 hit dice worth of creature ie two 13 hit dice creatures. I had some troulbe with invisible castle with internet explorer or something to cause the pages to hang when loading. I rolled the turn twice..as I could not get the first roll to process or show up under history. The ring I had Geoffrey kiss was the one that came to him in a dream.
1d20+6-> [15,6] = (21)
4d6+14-> [1,5,1,6,14] = (27)[/sblock]
 

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[sblock=Geoffrey]Your numbers are way screwed up, but I can use the numbers you rolled to make it work. That first roll should have been 1d20+cha mod of 2 or 17. That nets you 'cleric's level+2' or 11 hit dice, but your true holy symbol gives you plus two effective cleric levels raising the result to 13 hit dice. Next you roll damage 2d6+modified cleric level of 11+2 cha. Your first two dice rolled were a 1 and a 5, so 19. Not too shabby, but the creatures are 12 hit dice, so only 1 is turned. However, you did call upon that other ring...[/sblock]

Geoffrey abrutly kisses one of the rings on his finger and raises a pendant from his chest. "In the name and power of the Church and True Song I abjure you from this time and place creatures of darkness." The hideous creature before him howls in an inhuman cry of pain and leaps into the sea to vanish under the water. The one to Geoffrey's left does not retreat, but it does cry out and hold up its arms defensively rather than attack this round.

The two to the rear of the party; however, are uneffected and set about attacking Mingo and Gnurl. The Gnome turns to cast a spell and is greeted by a forest claws and teeth (1d20+14=18, 1d20+14=30, 1d20+9=13), but fortunately, his magic protects him from all but one icy blow (damage from claws and frost (1d6+8=13, 1d6=2)). The other does not attack physically, but instead breathes out a frost cone of supernatrual cold. The icy blast washes over everyone but Featherwind. (frost breath (5d6=20) damage Reflex save DC: 18 for half).

OOC: Okay, Geoffrey had his turn (sic) and Gnurl has posted, actions for everyone else please.
 


H'Roosh

H'Roosh shivers under the icy breath of the monstrous creature, then recovers himself and launches a fierce attack of fists and feet. As his first blow connects solidly with the gaping chest of his foe, it crackles with arcane energy and the edges of the monsters wound char slightly.

[sblock=Save/Combat Rolls]Reflex Save (1d20+12=14)

Using the Ring of Thunderclaps to augment damage of first blow:

TH (1d20+9=20, 1d20+9=24, 1d20+4=12)

Damage (1d10+2=11, 1d8+5=8, 1d10+2=5)

Two hits, total damage 24[/sblock]
 

Radoon

Reflex save (1d20+7=17)

The icy breath, chills Radoon to the core, to where he hesitates for a split second, thinking, damn that was cold, thoughts of the terrible winter storm on the sea and the men they lost that day flood his memory. He brings himself back to the green monsters at hand and launches 2 daggers directly at the heart of the beast in front (whose partner fled). The other two daggers are just thrown to hit.

OCC - Scott, From the description, it sounds like the hearts may be exposed? If this is the case, I want the heart shots and I am guessing this is a called shot? I can't find the rules for that in the PH or DMG. Please adjust as you see fit. The first two rolls are for the heart shots.

called heart shots (1d20+8=22, 1d20+8=11)

off hand attacks (1d20+3=9, 1d20+3=9)

if any hit, here are damage rolls

damage rolls (1d4+3=7, 1d4+3=5, 1d4+3=5, 1d4+3=7)

none of the daggers thrown were magical. I can't remember, do you have to have a magical weapon to hit undead?
 

Gnurl Whiskerling

Wellllll, for the first time that Gnurl has taken damage in combat with you guys, he's sure doing it up right! Failed his save for half against the frost breath, too, so he is down to 35 of 70 hit points. A lesser wizard would be dead about now.....

Now comes the spell posted previously (see below: Post 1940)
 

mleibrock said:
OCC - Scott, From the description, it sounds like the hearts may be exposed? If this is the case, I want the heart shots and I am guessing this is a called shot? I can't find the rules for that in the PH or DMG. Please adjust as you see fit. The first two rolls are for the heart shots.

None of the daggers thrown were magical. I can't remember, do you have to have a magical weapon to hit undead?

OOC: The hearts are exposed. The rules don't really allow for called shots, but I'll come up with something. These undead don't require magic weapons. That is usually reserved for incorpreal undead like the Wraiths you fought recently. I won't be able to post until this evening.
 

Mingo Frasse (HP66/76 AC26) Anson (HP53/63 AC23*) Mig (HP25/35 AC19)

Scotley said:
The two to the rear of the party; however, are uneffected and set about attacking Mingo and Gnurl. The Gnome turns to cast a spell and is greeted by a forest claws and teeth (1d20+14=18, 1d20+14=30, 1d20+9=13), but fortunately, his magic protects him from all but one icy blow (damage from claws and frost (1d6+8=13, 1d6=2)). The other does not attack physically, but instead breathes out a frost cone of supernatrual cold. The icy blast washes over everyone but Featherwind. (frost breath (5d6=20) damage Reflex save DC: 18 for half).

OOC: Okay, Geoffrey had his turn (sic) and Gnurl has posted, actions for everyone else please.

Anson moves to intercept SZ#3 to get a body between the monsters and Gnurl, attacking at the end of the move with his long sword, hitting once and missing once (10 HP). Anson tells Mig, "Defense, Mig!" as Mig follows Anson to SZ#3.

Mingo takes a 5 foot step back. Mingo releases a full attack on SZ#4, aiming to skip her attacks over to SZ#3. Mingo hits 3 times with skiprocks for 33 6 HP of damage. The skiprocks bounce towards SZ#3, but only one hits for 11HP bounce into the water after the bullfrog. Mingo will take a 5 foot step back after her attack.

[sblock=saves and combat rolls]
All three made Reflex saves for half damage 10 HP
RSaves Mingo, Anson, Mig DC18 (1d20+11=26, 1d20+6=19, 1d20+7=27)

Anson is aiming for D8, to avoid an AoO by #4 and so Mingo can skiprock between the Scrag Zombies. Only a standard attack at the end of the move, right?

Anson on SZ#3 AC18 (1d20+12=21, 1d20+7=11)
One hit for 10 HP Anson on SZ#3 LS damage (1d8+5=10)
Mig will help defend Anson. AC 23 instead of AC 21

Mingo hits all 3 times!
Mingo v SZ#4 (1d20+12=20, 1d20+12=19, 1d20+7=23)
Damage is 33 HP (only 21 if they are immune to cold--I didn't see it online)
Mingo v SZ#4 3hits (1d6+4+1d6=11, 1d6+4+1d6=8, 1d6+4+1d6=14)
After damage reduction, #1 is 0 damage, #2 is 1 point, #3 is 5 points.

Skips--only 1 hit on SZ#3 skips Mingo v SZ#3 (1d20+10=21, 1d20+10=14, 1d20+5=7)

11HP of damage (only 5 if immune to cold) hit Mingo v SZ#3 (1d6+4+1d6=11)

Mingo will move back into the space vacated by Anson.

[/sblock]
 
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Mig 18
Marienna 16
Featherwind 15
H'Roosh 10
Radoon 9
Mingo 8
Gnurl 6
Anson 3

[sblock=Lou]After a move of more than 5' you only get a standard attack, which means only one swing, no iterative attacks and no off-hand swings. I'll let the first swing, which hit be the one. Does Mingo have a feat or ability that allows her to use missile weapons from melee range without taking an attack of opportunity? If not, she should take her 5' step before rather than after her attacks. I'll write it up that way and change it if you tell me she is protected from such attacks. These guys are unfortunately, not effected by cold as they are special ice-hearted water troll zombies.[/sblock]

Mig rushes forward to defend barking and snarling and being narrowly missed as one of the Scrag Zombies swings at her (attack of opportunity).

Marienna whips a scroll from a tube on her belt and begins reading in a strong voice. With a final word the scroll crumbles into dust and she raises an arm with palm extended upward. A wave of warmth (1d8+8=15) flows over everyone as the curing magic takes hold and the dark hearts within the strange undead seem to skip a beat as the magic appears to damage them.

Featherwind flaps powerfully and her wings snap audibly as she struggles to gain altitude out of reach of the enemy. She is none too keen on flying in broad daylight, but neither is she eager to face the Scrag Zombies. She lets out a piercing cry of rage and frustration as she circles higher.

H'Roosh shivers under the icy breath of the monstrous creature, then recovers himself and launches a fierce attack of fists and feet. He is lucky that his foe is still distracted by the divine energy released by Geoffrey; it fails to strike at him as he moves closer. As his first blow connects solidly with the gaping chest of his foe, it crackles with arcane energy and the edges of the monsters wound char slightly. He notes with some trepidation that the rubbery trollish zombie skin seems to soak up some of the force of his blows.

The icy breath, chills Radoon to the core, to where he hesitates for a split second, thinking, damn that was cold, thoughts of the terrible winter storm on the sea and the men they lost that day flood his memory. He brings himself back to the green monsters at hand and launches 2 daggers directly at the heart of the beast in front. One stikes the creature in the chest, but fails to hit the heart. The creature, still reeling from Geoffrey's turning, don't not seize the opportunity to strike Radoon though his is in reach. Radoon tosses another pair of daggers, but they fly wide.

Mingo steps back out of reach of the Scrag Zombies into the space vacated by Mig. From there Mingo releases a barrage of skiprocks from her warsling hitting 3 times. The skiprocks bounce towards the other foe, but only one hits. Mingo senses that the strange hide of the enemy blunts the force of the rocks though the creature are still wounded. The damage is just not as great as it would be against a normal foe. Worse yet, they don't seem to feel the cold.

Gnurl whirls around (he's a Whirling Gnurl!) and casts Baleful Polymorph on the Scrag Zombie before him. "Be a bullfrog!" With an unpleasant rubbery scraping sound the big foe shrinks and changes to become a large fanged, blackhearted bullfrog. It croaks once and leaps into the water to vanish.

As Anson moves into area threatened by the enemy he narrowly avoids a blow as the icy claws slide across his armor. Anson finds his intended foe has turned into a bullfrog and fled, but ever resourceful he turns his blade on the other foe and opens a wound with his longsword, which seems to penetrait the strange hide just fine.

[sblock=Players keep out]
Scrag Zombie 2 Turned
Scrag Zombie 1 no actions for round one, 15 damage cure, 14 damage H'Roosh, 7 Radoon,
Scrag Zombie 3 7 damage cure, 6 Mingo, turned into a bullfrog and fled
Scrag Zombie 4 15 damage cure, 0 Mingo
[/sblock]


OOC: http://invisiblecastle.com/find.py?id=1418174
Fortitude save (1d20+6=17)
attack of opportunity (1d20+14=20)

Okay Geoffrey you are up again and then the bad guys. After that I'll give the rest of you a chance.
 

Attachments


Resolution

Continuing the attack against the Zombie before him, Geoffrey will rais his hand and point to the creature once again "You were warned to flee, no suffer the nothingness from which you come"

For the DM:
[sblock]1d20+9, 3d6+9-> ([8, 9], [4, 4, 2, 9]) 17 to hit vs touch armor class, 19 points of healing damage as Geoffrey uses his healing ray (cure moderate wounds) against the zombies touch AC...I love this ability,, could make a very good item for a wizards in combat with a bunch of touch spells he can convert to rays then be at +2 and ignore armor class..[/sblock]
 

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