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Island Empire Part 2, Mermaid's Rest

[sblock=H'Roosh]Standing up is a move action that provokes an attack of opportunity. Thus, I gave you a single attack and stood H'Roosh up last round. They had to get very lucky to get another hit, so I figured you would go for it. They missed. That means at the start of the round H'Roosh is up and may do as he pleases. [/sblock]
 

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H'Roosh in Round 3

Now on his feet and looking distinctly embarassed, H'Roosh tries to make up for lost time. He moves quickly to the crates directly in front of the remaining gunner, quick-steps up on top (Jump Check (1d20+9=26)) and delivers a swift kick to the face of his hapless foe.

[sblock=Combat Rolls]To Hit (1d20+10=17) (Forgot the +1 for Prayer, so it's actually an 18) and
Damage (1d10+2=9)

OK, I'm starting to feel a little better now . . . until the other shoe drops, of course :heh: .[/sblock]
 

Resolution

Geoffrey will move to engage the nearest undead...unleashing his mace once again, soudly bashing with his first hit for 10 points of damage....DC save please

1d20+11;1d20+6;2d4+4;2d4+4 → [19,11] = (30)
1d20+11;1d20+6;2d4+4;2d4+4 → [6,6] = (12)
1d20+11;1d20+6;2d4+4;2d4+4 → [3,3,4] = (10)
1d20+11;1d20+6;2d4+4;2d4+4 → [2,3,4] = (9)
 


OOC: Geoffrey finds that no undead remain, only the gunner and the archer across the room behind the crates.

OOC: The squares are 5' on a side. Unless otherwise noted this will be the default size for my game. Radoon can move 5' and still take a full attack. If he moves further he only gets one dagger rather than four. His only option for a full four dagger toss this round would be to step diagonally in front of Geoffrey. Then he could toss at either the gunner or the archer.
 

Mingo Frasse (HP76/76 AC26) Anson (HP44/63 AC23*) Mig (HP22/35 AC19)

Anson winces as the arrow hits his arm but shrugs off the injury. Mig growls to distract the remaining Gunner. Anson moves to close off any escape for the remaining gunner and archer, ending in a slash at the gunner (hitting for 10 9 if Gunner is evil & AC18 and missing if Gunner has better than AC16 otherwise).

Mingo moves into the room and lets loose a skiprock at the archer, hitting him firmly.

DO NOT FORGET THIS SPELL!!!!
Prayer 40 ft from Mingo for 3 more rounds (allies get +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, foes take -1 penalty on such rolls)


[sblock=OOC and rolls]
Fortitude Save for Anson 18
Save v. Poison DC14 (1d20+11=18)

Anson moves to AG24 to attack the remaining Gunner.

Mig aid another is successful (16) Aid Anson in attack (1d20+7=16)

Anson LS1: 16 (or an 18 if the Gunner is evil) LS v. Gunner (1d20+14=17)
Damage if Gunner is evil: 9 Damage v Gunner (1d8+7=9)
Mingo should be about Y26 to start this round, as she has made 2 5-ft steps in the last 2 rounds. Anson moved more than 40 ft from Mingo, so had to reduce attack and damage by 1.

Mingo moves to AC25 or so. Anywhere within 30 ft of the Archer is fine.

Mingo WS/Sr: 22
WS/SR v Archer (1d20+15=22)
Damage: 11 (9 rock; 2 cold) SR damage v Archer (1d6+5+1d6=11)

[sblock=Spells in Effect/Remaining]
Mingo Spells in Effect: Longstrider 4+ hours; Prayer (40ft) 3 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 (13 more rounds)(+2 AC, +2 ST)

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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Moving swiftly, the party dispatches the gunner and the archer with a hail of daggers, magic missiles, sword thrusts, mace blows and a good swift kick.

Just after the second man falls the chanting stops upstairs. The room is filled with a sudden oppressive silence. Even the sounds of water lapping at the drydock below your feet seems muted. A wave of cold seems to sweep through the chamber chilling each of you to the bone and making the hackles rise on Mig's neck. Featherwind huddles close to Gnurl, her wings wrapped tightly around her body and her head rotating two and fro looking for the danger she feels. Despite the warm tropical sun beating down outside it is as dim and cold as a midwinter's night in the building.
 

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