Island Empire, Part III, The Lich's Curse

Finn 23
H'Roosh 23
Mig 16
Mingo 15
Gnurl 13
Radoon 12
Geoffrey 11
Anson 7
Bad Guys 6


OOC: The round above is complete with the exception of some knowledge check responses which will follow shortly. Here is the map. Actions for round 2?
 

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[sblock=Gnurl]The creatures are definately some sort of outsider and they used dimintion door to enter the room. They are under several other magical effects as well. Make a spot check.[/sblock]
 

[sblock=Anson and Mingo]The ranger is confident these creatures are not of this world. Mingo is a little distracted and gathers only that these creatures have magically enhanced size and strength.[/sblock]
 

[sblock=Mig]Mig has an attack of opportunity coming for being overrun. It will be against AC 20. Mingo would have gotten one had she been wielding a melee weapon.[/sblock]
 




study

Bringing his mace into action, Geoffrey will lash out at #4 hoping to free himself to move towards the others and give them a chance to flank the opponets. HItting the creature only once Geoffrey does do a considerable amount of damage (14 points).

1d20+12;1d20+8 → [17,12] = (29)
1d20+12;1d20+8 → [5,8] = (13)

For H'Roosh
[sblock]Remebmer the Bull Strength spell Geoffrey cast on you last round..it give you +4 to your strenght ability and will last ten rounds.[/sblock]
 

J. Alexander said:
For H'Roosh
[sblock]Remebmer the Bull Strength spell Geoffrey cast on you last round..it give you +4 to your strenght ability and will last ten rounds.[/sblock]

[sblock=For J. Alexander]Got it, and thank you. I need to invest in a Girdle of Giant Strength.[/sblock]
 

Mingo Frasse (HP57/81 AC26) Anson (HP20/72 AC25) Mig (HP20/35 AC24)

OOC: Scotley-lots of questions in just the one question left inred in the sblocks.

Mig bites the dire wolf as she is overrun. Anson yells at Mig, "Mig, stay down and play dead!" Mig stands and bites the dire wolf again, sinking her teeth deep into a foot. Mig rolls to the wall and feigns death.


[sblock=for Scotley]
Mig's AoO on Dire Wolf
AoO on Dire Wolf; damage (1d20+6-1=22, 1d6+4=9) Added the -1 due to the curse manually

Mig will play dead, stand up (AoO) and fight defensively (+2 AC/-4 Atk), attacking the dire wolf, and activating the teamwork amulet for +5 AC for Mig and Anson this round.

atk def on Dire Wolf; damage (1d20+2-1=21 (natural 20), 1d6+4=7)
crit check: crit check (1d20+2-1=19)

please add critical hit damage if appropriate
[/sblock]

Anson becomes defensive and heals slightly, drawing his short sword for his usual two-weapon attacks. Anson is looking weak and tired from the force of the attacks.

Mingo stands quickly and snaps three skiprocks at the back of the dire wolf, one skiprock hits and skips off to the wall. The other two skiprocks miss.

[sblock=OOC and rolls]
Anson's command to stay down is a trained action, so no roll is necessary for Mig. The play dead part is a forced action, DC 25+2=27.

forced action for Mig-Perform while injured DC27 (1d20+14=32)

Anson activates his healing armor for 9 points, healing-3 charges (4d8=9) uh oh!

Mingo stands as her move and then slings 3 skiprocks at the dire wolf:
3 skiprocks on direwolf (1d20+12=14, 1d20+12=24, 1d20+8-1=11) remembered most of the -1 this time

Is Mingo flanking for a sneak attack +1d6? Do the rider and dire wolf lose dex on Mingo's attacks? If flanked, Mig's amulet gives +2 damage for the flank.
damage on Dire Wolf for the 24 (do the others hit?): skiprock on Dire Wolf (1d6+4+1d6=14) plus possible flank and sneak attack damge

Skip to rider: skip to rider (1d20+12=14)

Mingo Spells in Effect: None

[sblock=Mingo's spells]
Mingo's Spells
(5+0+0) 0 Level: Create Water; Guidance (x2)(1m); Mending; Read Magic
(3+1+1) 1 Level: Bless (5m); 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
[/sblock]

Anson has no spells in effect at this time.

[sblock=Anson's spells]
1st-Level Ranger Spells
• Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
• Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
2nd-level Ranger Spell
• Barkskin: +2 enchanement to natural armor (10min/lvl)
[/sblock]
[/sblock]
 
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