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Island Empire Part 2, Mermaid's Rest

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H'Roosh - AC: 20; HP 65/65

Initiative (1d20+4=11)

H'Roosh will move to Z23. If this position requires that he be one to pull the rope and open the door his hands will be full of rope (not that this makes a difference for him :cool: ). Otherwise he'll stand empty handed and ready for whatever happens.
 


Mingo Frasse (HP76/76 AC26) Anson (HP63/63 AC23*) Mig (HP35/35 AC19)

Lou said:
OOC: Clear to me. I've tried to post that idea but keep getting interrupted by RL. Mingo was going to try to move silently down the wall so they wouldn't know we were planning that until the last second. Since Mingo's Prayer spell only lasts 5 rounds, I was going to cast it just as the doors were opened.

Mingo says, "Master Radoon, let me tie off the rope. Everyone look anywhere but at me as I move along the wall." Mingo moves to the upper corner of the building, where she takes the rope from her haversack. From there she glides silently down the wall to the door and ties off the rope on the handle. Mingo then moves silently to the lower corner, where Anson meets her, grabs the rope and looks to Radoon for a signal to pull.

As Mingo hands the rope off to Anson, she says, "May the Light guide you." Mingo moves aside.

OOC: Mingo cast Guidance on Anson. Mingo is at Y28; Mig is with Anson at Z28, Anson has the rope tied to the door handle at AA25. He will draw his swords after the door is opened. Mingo has her warsling in one hand and the other one on her holy symbol. Mingo will cast Prayer when the door is opened.

OOC: Initiatives: Mingo 5; Anson 19; Mig 19


Prayer 40 ft from Mingo for 5 rounds (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)

[sblock=Spells in Effect/Remaining]
Rolls: Initiative Mingo (1d20+4=5)
Initiative Anson (1d20+1=19)
Initiative Mig (1d20+4=19)


Mingo Spells in Effect: Longstrider 4+ hours; Prayer (40ft) 5 more rounds (+1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)
Anson Spells in Effect: Longstrider 2+hours; PFE (17 more rounds)(+2 AC, +2 ST); Guidance (1 min)(+1 on any roll in that time)

Mingo CLW wand 47 charges remain
Anson CLW wand 48 charges remain

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

Healing Belt Armor: Mingo 1 charge remains for the day; Anson 0 charges remain for the day.
[/sblock]
 
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Radoon

initiative roll (1d20 3=19)

Radoon will position himself at Z26, so depending on how the door opens, either he or H'Roosh will need to open the door. If it is Radoon he will pull with his off hand and in his other hand, he has his trusty dagger.

AC 17/20/22

And when the door opens, Radoon is kicking butt - AKA throwing a dagger or stabbing depending on distance. He also has a thought if someone comes out the door he will throw the rope to Geoffry or Anson to have them pull it closed again maybe inflicting some damage or at least preventing more than one opponent, though I doubt they will exit, I bet we have to enter.
 

And so it begins...

Radoon 19
Anson 19
Mig19
Geoffrey 15
Gnurl 14
Marienna 12
Radoon 11
The enemy 9

Your preparations made, the ropes are pulled and the doors slide smoothly open. Thunderstones carefully placed on top of the doors come tumbling down as the doors move. One falls in front of H'Roosh (Z24) while the other one rides the door a little longer and falls between Geoffrey's feet (Z27) and both rumble with a deafening blast. Gnurl and Marienna are just far enough away to find the blast unpleasant but not impairing. Almost immediately after the blast several large barrels come rolling out of the doors and bouncing along. Fortunately, none of you were standing in front of the door. It is dark within the building but you can see that there is a large room beyond the doors that takes up much of the first floor of the building. The chanting continues upstairs and can be heard more clearly with the doors open. Downstairs appears devoid of foes, but in the dimness many crates, barrels and bundles can be seen. There could be foes hidden within. Marienna holds her crossbow, blinking and trying to see into the darkness beyond the open doors.

OOC: I need initiative from Geoffrey. Spot checks for all, but -4 for Anson and Mig, -2 for Geoffrey, Gnurl and Marienna, remember if your character is deafened he or she cannot hear warnings given by others. As usual read only the spot result you roll and the lower ones as well. Be sure to read all the one's you roll high enough for as I did not repeat some of the lower information, but don't read the higher ones! :]

[sblock=Gnurl]I'm not sure where featherwind is, but if she isn't lined up with the doors you should be able to figure how much of a penalty to give him on the spot check if any.[/sblock]

[sblock=Spot check 0-10]Boy it sure is dark in there.[/sblock]

[sblock=Spot check 11-15]Did something move behind one of those crates at the back there? I thought I saw a puddy tat something.[/sblock]

[sblock=Spot check 16-20]There is more than one figure lurking behind the crates at the back of the room and maybe behind the crate between the doors.[/sblock]

[sblock=Spot check 21-25]Some of the barrels appear to contain bones, but you can't see what might be in the crates.[/sblock]

[sblock=Spot check 26-30]The bones in those barrels to the right AD26 and AC27 are moving![/sblock]

[sblock=Spot check 31+]All the barrels, including the ones that rolled out, have animate skeletons in them![/sblock]

[sblock=Geoffrey, Mingo, Mig, Radoon, & H'Roosh]Please roll a DC: 15 save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.[/sblock]

OOC: Initiative (1d20+3=12)
Spot Check (1d20+5=9)
 

Attachments

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1d20+4 → [11,4] = (15) initative
1d20+9 → [8,9] = (17) spot
1d20+7 → [11,7] = (18) dc save vs thunderstone

OCC: Sorry overlooked the initative
 
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J. Alexander said:
1d20+4 → [11,4] = (15) initative
1d20+9 → [8,9] = (17) spot
1d20+7 → [11,7] = (18) dc save vs thunderstone

OCC: Sorry overlooked the initative

OOC: No problem, I got into the post above now and fixed the map which contained info from a previous fight as well as your current locations. Actions for Geoffrey?
 


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