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Island Empire Part 2, Mermaid's Rest
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<blockquote data-quote="Scotley" data-source="post: 3447809" data-attributes="member: 11520"><p>On deck, the Captain's axe dispatches a webbed foe. Finn fires a devestating blow from his swivel gun just before the great undead whale crashes into the ship once more. A huge ballista bolt and some smaller missles also impact the beast before it sinks once more under the waves. Other shots merely churn the water around the whale. This time the blow does not seem to rock the ship has hard as it manages only a glancing blow;though, the timbers below the waterline crack and creak ominously and water be seen spouting from pumps as the crew stuggle with the water seeping in. Marienna continues to attend the wounded. </p><p></p><p>Below decks the fight begins again. Rook springs into action tumbling deep into the combat, but despite his impressive acrobatics he manages only to fan the sea zombie cleric with his blade. Magic Missiles and daggers follow in his wake and the zombie is rocked by the impacts while one dagger scores the side of the Yeth Hound, but it leaves no mark. Indeed while the spears of the crew have also struck the beast it shrugs off the attacks as no more than the annoyance of a fly bite. The Yeth hound whirls and <a href="http://invisiblecastle.com/find.py?id=969215" target="_blank">attacks (1d20+6=25)</a> Rook from behind. The strong jaws latch <a href="http://invisiblecastle.com/find.py?id=969227" target="_blank">painfully (1d8+3=5)</a> onto Rook's ankle and the hound tries to <a href="http://invisiblecastle.com/find.py?id=969224" target="_blank">trip (1d20+3=21)</a>him. (Rook needs to make an opposed Dex or Str check--use the higher mod.--to avoid being tripped.) The glowing hammer of force moves rapidly to appear above Gnurl, where it <a href="http://invisiblecastle.com/find.py?id=969231" target="_blank">attacks (1d20+7=9)</a>, but the nimble Gnome avoids the blow easily. The Sea Zombie Cleric chants briefly in a watery slur that hardly sounds like words, but his dark god must have understood for a darkness forms around his hand and he <a href="http://invisiblecastle.com/find.py?id=969247" target="_blank">reaches (1d20+7=27)</a> out to land a <a href="http://invisiblecastle.com/find.py?id=969263" target="_blank">powerful (2d8+10=17)</a> blow to Rook's chest (<a href="http://invisiblecastle.com/find.py?id=969256" target="_blank">Crit Check (1d20+7=25)</a>. (Rook can make a DC: 14 Will save for half.) The blackness seems to flow into him as a cold sensation almost the exact opposite of the warmth of healing magic. (Rook also needs to make a Fortitude save at DC14.)</p><p></p><p>OOC: Consentration check to cast on the <a href="http://invisiblecastle.com/find.py?id=969284" target="_blank">Defensive (1d20+8=26)</a> </p><p></p><p>OOC: Rook, Gnurl, and Radoon may make a knowledge (the planes) check at DC: 18. (Just use d20+Int mod. if you don't have the skill.)</p><p></p><p>OOC: New Round. Actions? </p><p></p><p>[sblock=For Rook]Damn! Invisible Castle really hates Rook. That was a rough round given you only took one bite attack and a lousy cause light wounds.[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 3447809, member: 11520"] On deck, the Captain's axe dispatches a webbed foe. Finn fires a devestating blow from his swivel gun just before the great undead whale crashes into the ship once more. A huge ballista bolt and some smaller missles also impact the beast before it sinks once more under the waves. Other shots merely churn the water around the whale. This time the blow does not seem to rock the ship has hard as it manages only a glancing blow;though, the timbers below the waterline crack and creak ominously and water be seen spouting from pumps as the crew stuggle with the water seeping in. Marienna continues to attend the wounded. Below decks the fight begins again. Rook springs into action tumbling deep into the combat, but despite his impressive acrobatics he manages only to fan the sea zombie cleric with his blade. Magic Missiles and daggers follow in his wake and the zombie is rocked by the impacts while one dagger scores the side of the Yeth Hound, but it leaves no mark. Indeed while the spears of the crew have also struck the beast it shrugs off the attacks as no more than the annoyance of a fly bite. The Yeth hound whirls and [url=http://invisiblecastle.com/find.py?id=969215]attacks (1d20+6=25)[/url] Rook from behind. The strong jaws latch [url=http://invisiblecastle.com/find.py?id=969227]painfully (1d8+3=5)[/url] onto Rook's ankle and the hound tries to [url=http://invisiblecastle.com/find.py?id=969224]trip (1d20+3=21)[/url]him. (Rook needs to make an opposed Dex or Str check--use the higher mod.--to avoid being tripped.) The glowing hammer of force moves rapidly to appear above Gnurl, where it [url=http://invisiblecastle.com/find.py?id=969231]attacks (1d20+7=9)[/url], but the nimble Gnome avoids the blow easily. The Sea Zombie Cleric chants briefly in a watery slur that hardly sounds like words, but his dark god must have understood for a darkness forms around his hand and he [url=http://invisiblecastle.com/find.py?id=969247]reaches (1d20+7=27)[/url] out to land a [url=http://invisiblecastle.com/find.py?id=969263]powerful (2d8+10=17)[/url] blow to Rook's chest ([url=http://invisiblecastle.com/find.py?id=969256]Crit Check (1d20+7=25)[/url]. (Rook can make a DC: 14 Will save for half.) The blackness seems to flow into him as a cold sensation almost the exact opposite of the warmth of healing magic. (Rook also needs to make a Fortitude save at DC14.) OOC: Consentration check to cast on the [url=http://invisiblecastle.com/find.py?id=969284]Defensive (1d20+8=26)[/url] OOC: Rook, Gnurl, and Radoon may make a knowledge (the planes) check at DC: 18. (Just use d20+Int mod. if you don't have the skill.) OOC: New Round. Actions? [sblock=For Rook]Damn! Invisible Castle really hates Rook. That was a rough round given you only took one bite attack and a lousy cause light wounds.[/sblock] [/QUOTE]
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