• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

[LPF] Scourge of the Howling Horde

Find out what the hell that is. Be careful.

Sure thing, boss. Boots hunkers down and creeps forward, while Sylla scrambles up the rock for a better view.

[sblock=ooc]Boots: Double move with stealth to H22.

Sylla: Move to H25, assuming climb check. Ready action to throw spear at anything threatening approaching within 20'.[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 22/22
CMB: +4 CMD: 18
Fort: +1 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 29/29
CMB: +5 CMD: 17 (21 vs. Trip)
Fort: +4 Reflex: +5 Will: +1
Perception: +6 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 

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Wary of the possibility that the group may be flanked, Iago moves through the brush, trying to keep more of his attention focused on the area away from the strange noise.

[sblock=ooc]
Move to K29
Hold Standard Action

Note: Iago Bombs/day is listed as 6 in combat info, should be 8.
[/sblock]

[sblock=Iago stat block]
Iago
Initiative: +2
AC: 16 (14 flat-footed, 12 Touch)
HP: 26 Current: 26
CMB: +4 CMD: 16
Fort: +5* Reflex: +5 Will: +1; *-+2 vs. Poisons
PER Roll: +6/+8 (bonus for searching for objects or judging spoiled food)
Current Weapon in Hand: Battleaxe

Extracts prepared:
Level 1: Shield, Targeted Bomb Admixture, *unassigned*, *unassigned*

Mutagen prepared:
Strength: +2 Natural Armor Bonus, +4 STR, -2 INT

Weapons:
MW Battleaxe: Attack: +5 = [BAB (02) + Strength (+2) + Misc (0) + Magic (+1, MW)]
Damage: 1d12+3, Crit: 20/x3

Bomb*: Attack: +05 = [BAB (02) + Dexterity (02) + Misc (+1) + Magic (0)]
Damage: 2d6+4, Crit: 20/x2 (only 1d6 multiplied),
Special: Make 8 bombs/day

*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 

Denizel tenses up, as he waits for signs from the others.

[sblock=OOC]I'd like to Ready Daze against the first attack from a humanoid.
[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 17 (15 flat-footed, 12 Touch) (not adjusted for new armor)
HP: 20 Current: 20
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +6
Speed: 20'

Current Weapon in Hand:Longsword/Wand of Cure Light Wounds 5 charges
Current Conditions in Effect:
Crossbow Bolts: 12

Key Skills: Bluff +12, Diplomacy +10, Disguise +11, Kn Arcana +9, Kn History +9, Kn Local +9, Kn Nobility +9, Kn Religion +9, Perform (Dance) +8, Profession (Courtier) +5, Spellcraft +6

Bardic Performance: 10/10 rounds per day

Bard Spells Remaining: 1st level 3/3
Bard Spells Known: 1: Charm Person (DC 15), Disguise Self, Hideous Laughter (DC 15)
0: Daze (DC 14), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Bless, Cure Light Wounds, Sanctuary
0: Ghost Sound, Mage Hand, Mending, Read Magic, Resistance, Stabilize
[/sblock]
 


As you prepare for whatever is coming it soon moves quickly into view. This green-scaled dragon has two powerful legs and a pair of long, leathery wings. A long spike adorns its thrashing tail. It is flying right towards you!

ForestDrake.jpg

It spits a green orbs of something that hits the boulder and bursts to splash Sylla, Agno, and Denzil with burning acid. The acid also forms a vision obscuring cloud about 10 feet around the impact point.

OOC: Combat: Round 2
[sblock=Combat Information]Roll Knowledge Arcana DC15 to Identify
Drake at 10ft elevation and flying.
Drake spit acid that brusts to hit Agno, Sylla, Denizel for 14 dmg acid (Ref DC 14 for half).

The Acid Cloud remains for 1d4 rounds (rolled 4) once created, acting as a 10-foot-radius obscuring mist but it no longer causes damage.
A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
Initiative:
You guys
Drake

Updated Map:
SHHEnc07Map02.jpg

Notes:
1. The boulder is impassible terrain without DC10 climb check to spend +10ft movement to get up on.
2. Any undergrowth square with 50% green is +5ft movement and counts as difficult terrain.
3. Brown circles are tree trunks, providing cover. They can be attacked across, but cannot be moved diametrically through.

Code:
Agno:      22/22 HP remaining; 7 or 14 dmg
Denizel:   20/20 HP remaining; 7 or 14 dmg
Iago:      26/26 HP remaining;
Sylla:     22/22 HP remaining;  7 or 14 dmg
Boots:     29/29 HP remaining; 

CLW Wand (6 charges remaining)
Spells Cast: 
Abilities Used: 0/8 Bombs (Iago), 0/10 rounds Satire (Denizel), 
0/6 Lightning Arcs (Agno), 0/4 Channel Energy(Agno),
0/6 Hawkeye (Agno), 0/6 Agile Feet(Agno)
Conditions in effect: Step-up(Boots)
Enemy Status:
Code:
Drake (AC17/11tch):
[/sblock]
GM: Sylla can take readied spear throw.

Roll the Reflex saves on your next post. Everyone is up for Round 2.

BTW, I am heading out of town tomorrow for 2 nights. I might be on-line, but unlikely to be able to do map updates. I will try to catch up over Easter.
 


Sylla lets fly with her spear as the drake comes into sight, then curses as the acid spray hits her. She wipes her hand across her face, thoroughly smearing her death's-head makeup, but the facepaint seems to have protected her exposed skin against the worst of the damage. She draws her bow and fires, but the arrow skitters off the beast's hide. Snarling, she steps back into the mist.

Boots atempts to scramble up the nearby tree in order to snap at the beast, but his claws can't find purchase in the loose bark. He moves back to the cover of the rock.

[sblock]Sylla: Draw bow (move), fire at drake (attack), 5 ft step to H26.

Boots: Attempt climb tree and fail (move), move to I25.[/sblock]


[sblock=Mini Stats]Sylla the Grim
AC: 18 (14 flat-footed, 14 touch)
HP: 22/22
CMB: +4 CMD: 18
Fort: +1 Reflex: +4 Will: +3
Perception: +2
Initiative: +4

Current Weapon in Hand: Spear
Current Conditions in Effect: None
Spells Remaining (1st): 0


Boots
AC: 18 (16 flat-footed, 12 touch)
HP: 29/29
CMB: +5 CMD: 17 (21 vs. Trip)
Fort: +4 Reflex: +5 Will: +1
Perception: +6 (Scent)
Initiative: +2

Current Weapon in Hand: Natural weapons
Current Conditions in Effect: None[/sblock]
 
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However much Iago resents his former mentor,* Iago finds himself grateful for his eccentric research interests. He knows a great deal about the creature confronting them.

He chokes down the urge to immediately swallow the potion that will protect him against acid. He sees that he has enough space to use a powerful bomb, and gambles that the creature will not be able to use its acid attack again immediately. Instead, he lunges forward for a better shot and lobs a glass vial at the drake.

[sblock=actions]
Took the liberty of glancing at the entry in the Bestiary. With a roll that high, I figured Iago should know the basics, at least.

Move: To K23 (I think he can make that, not sure exactly which squares are double - stop him short if necessary)

Standard: Lob Explosive (extra d6 and burning) Bomb (with Boots at I25, he should be out of the blast radius); -2 penalty for range (1 increments)

If hit, Drake takes 1d6 burning dmg each round until extinguished
[/sblock]

[sblock=*]
Darius Talgallow is Venza's leading expert on Drakes. His publications include, "Drakes of the Eastern Continent," "Mating Habits of the Diamond-bellied Forest Drake, and "Run, You Idiot, It's a Drake!" The last was extremely well-reviewed in Popular Alchemy.
[/sblock]

EDIT: Urk, I thought the extra 1d6 burning damage would apply on the first turn of burning, but after looking at the wording on the Discovery in the SRD I'm not sure. Please just lop off the last die if I am wrong.

[sblock=Iago stat block]
Iago
Initiative: +2
AC: 16 (14 flat-footed, 12 Touch)
HP: 26 Current: 26
CMB: +4 CMD: 16
Fort: +5* Reflex: +5 Will: +1; *-+2 vs. Poisons
PER Roll: +6/+8 (bonus for searching for objects or judging spoiled food)
Current Weapon in Hand: Battleaxe

Extracts prepared:
Level 1: Shield, Targeted Bomb Admixture, *unassigned*, *unassigned*

Mutagen prepared:
Strength: +2 Natural Armor Bonus, +4 STR, -2 INT

Weapons:
MW Battleaxe: Attack: +5 = [BAB (02) + Strength (+2) + Misc (0) + Magic (+1, MW)]
Damage: 1d12+3, Crit: 20/x3

Bomb*: Attack: +05 = [BAB (02) + Dexterity (02) + Misc (+1) + Magic (0)]
Damage: 2d6+4, Crit: 20/x2 (only 1d6 multiplied),
Special: Make 8 bombs/day

*+1 to-hit, +1 dmg w/in 30’

[/sblock]
 
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Denizel trys to doge, avoiding most of the damage and he quickly scurries back a bit. He looks up at the beast and starts to panic. A drake! What am I supposed to do? I can't talk my way out of a fight with a drake! Then stop being such a woman and fight your way out! . . . Hey!. . . Better yet, have them fight your way out.

Denizel gasp as a bit of divine power slips from him and empowers his allies.

[sblock=OOC]Sorry for being late. Been Busy. Speaking of which, I will be away until Monday for PAXEast.

Reflex 24
Move to I26.
Standard: Cast Bless (Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.)
[/sblock]

[sblock=Denizel's Stats]Denizel
AC: 17 (15 flat-footed, 12 Touch) (not adjusted for new armor)
HP: 20 Current: 14
CMB: 0 CMD: 12 Fort: +0 Reflex: +5 Will: +6
Speed: 20'

Current Weapon in Hand:Longsword/Wand of Cure Light Wounds 5 charges
Current Conditions in Effect:
Crossbow Bolts: 12

Key Skills: Bluff +12, Diplomacy +10, Disguise +11, Kn Arcana +9, Kn History +9, Kn Local +9, Kn Nobility +9, Kn Religion +9, Perform (Dance) +8, Profession (Courtier) +5, Spellcraft +6

Bardic Performance: 10/10 rounds per day

Bard Spells Remaining: 1st level 3/3
Bard Spells Known: 1: Charm Person (DC 15), Disguise Self, Hideous Laughter (DC 15)
0: Daze (DC 14), Detect Magic, Light, Message, Prestidigitation

Oracle Spells Remaining: 1st level 4/4
Bard Spells Known: 1: Bless, Cure Light Wounds, Sanctuary
0: Ghost Sound, Mage Hand, Mending, Read Magic, Resistance, Stabilize
[/sblock]
 

Keeling shrieks defiance as the acid splatters the hawk and the tengu. Luckily, the largest spray of acid misses Keeling entirely and what little bit does land on his feathers rolls harmlessly off. With another shriek Keeling launches himself into the acidic fog striving to break out above it. When he does he makes a tight circle away from the drake and seeks refuge in the branches of a nearby tree.

Agno is less lucky and the acid burns through his clothes and feathers and causes him much pain; his beak gapes with it and he ends up breathing in some of the acidic cloud. It stings his throat and sets off a bit of coughing but Agno manages to stumble from the fog.

"Ambush! Attack! Hurrr... Dragon!"

Stepping around the tree trunk and the edge of the fog Agno raises his bow and sights on the drake. His aim is shaky, however, and the arrow flies past the drake without even scratching its scaly hide.



[sblock=Actions/OOC]
Ref save (Agno): 1d20+3=22
Ref save (Keeling): 1d20+5=23
Keeling: move to F30, pass on any other action

Move: to E28
Standard: attack w/shortbow 1d20+6=12, 1d6+2=8

[/sblock][sblock=Mini Stats]Agno Phoenicus
Initiative: +3
AC: 16 (13 flat-footed, 13 Touch)
HP: 22 Current: 15
CMB: +2 CMD: 15 Fort: +5 Reflex: +3 Will: +8 (+10 vs. Charm & compulsion effects)
Speed: 40 ft.

Current Weapon in Hand: shortbow; quarterstaff (in G27)
Ammo (Arrows): 30/40 remaining
Current Conditions in Effect: Kentucky Fried Tengu!

Lightning Arc: 6/6 Remaining
Channel Energy: 4/4 remaining
Agile Feet: 6/6 remaining
Hawkeye: 6/6 remaining

Cleric Spells:
Spells Remaining: 1st Level 3/3
Spells Prepared:
1st level: bless, divine favor, longstrider (D)
0-level: guidance, light, stabilize

Druid Spells:
Spells Remaining: 1st Level 4/4
Spells Prepared:
1st level: cure light wounds, faerie fire, shillelagh, aspect of the falcon (D)
0-level: detect magic, detect poison, flare, resistance[/sblock]
 

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