Likely driven by Kirio's music, the eerie song abruptly comes to an end and the fog drives ever closer to the island. It floats towards you for the last 30 feet, the glowing sphere now swaying to and fro within the mist. When the edge of the miasma brushes the shore, you hear a woman's voice muttering and the wispy cloud quickly dissipates into nothing.
As the fog blows away, you now see that it was obscuring the passage of a long river boat bearing two female passengers. The macabre craft is decorated with humanoid skulls, streamers of wizard’s robes trailing along the sides in the murky water. At the prow stands a witch-like woman in the tattered remains of a once grand aristocratic gown. Chubby-faced with short brown hair, she leans her youthfully feeble body on a twisted staff also used to pole through the water. A flaming lantern swings from a crook at the top of the staff. At the stern, clutching another pole is the second occupant. Strands of bone-white hair hang across the face of this emaciated woman, her skin seeping black ichor from countless sores. A trembling gray cloak hugs her hideous armored form, and green water oozes from her mouth.
The witch in the front of the boat cackles with delight and points a finger at the group muttering dark words and drawing incoherent symbols in the air. Arcane energy erupts in your midst and cascades across your bodies. Everyone but Hrimr and Lars are affected and feel heavy, overburdened and tired, as if you are trying to move through a vat of maple syrup.
GM: | If you failed your save vs. DC 16, you are slowed and suffer the following conditions for the next 5 rounds: You can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, you takes a -1 penalty on attack rolls, AC, and Reflex saves. You move at half your normal speed (round down to the next 5-foot increment) | |
On the other side of your island, as if from nothing, the shallow waters then burst forth in frothing splashes as two figures dash up onto the shore. The first is yet another woman. Black-haired and wide-eyed, this slender witch drips blood as she emerges from the swamp, threatening with a spiked club in her left hand. She wears a thick green reptilian skin like armor, and carries a bloody glass sphere in her right hand. The second figure is a scaled crocodile with bared fangs and a gnarled ridged tail.
The water and blood dripping woman moves towards Hrimr, swinging with her club (move N15 to K15) with a screeching war cry. The club drives its spikes into the dwarf's shoulder, shreding hides and puncturing bloody holes in his flesh.
The crocodile rushes towards Lars, body low to the ground, and twists its body so as to whip its tail towards the young rogue (move O15 to L15). Caught unawares, Lars' skull is driven inwards violently by the force of the blow. He immediately crumples to the damp earth with a heavy thud as blood begins to pool beneath his head.
GM: | Lars is currently at -4 and automatically stable due to Indomitability's boon | |
GM: | The witch in the water and the crocodile delayed on the previous round and I have adjusted the initiative count below to reflect the new order. | |
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Initiative Order (Updated)
1 - Lars (currently -4 and stable)
2 - Arnir
3 - Kirio
4 - Bannock
5 - DM #3 (W)
6 - DM #2 (D)
7 - Hrimr
8 - Diashan
9 - Torrent
10 - Alric
11 - DM #1 (C)
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Marsh Attack - Round 2 (Updated)