The Red Hand of Doom!!

Virashil, Sorcerer 5, Hp: 21/21

Hands at her hips, her elven frame casting a long shadow on the murky water,
"We really should check out the wagon up close to see if there is anything of interest or value still remaining." Virashil says while looking at each of the three males, in turn.
 

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Kirrg stands aside and extends his hand forward. "After you Duroin. I wouldn't want to impede your field of vision across this lake," he finishes with a smile.
 

Sir Jonathan

"Oh by the good graces of Heironeous," Sir Jonathan mutters. He steps off the causeway into the watery muck and begins wading out to the wagon. "If nobody else is coming with me, somebody else gets to clean my armor tonight!" Sir Jonathan's short sword is out and his shield is readied as well.
 

Virashil, Sorcerer 5, Hp: 21/21

"Ah, my knight in shining armor!" Virashil says as she pretends to swoon.

"Don't worry, I'll come with you."


Virashil steps off the causeway, following Jonathan about 10' behind, an arrow nocked to her longbow.
 

Duroin smiles as the other two slip into the dark waters and move toward the wagon. "Ah, what the hell..." he says, following them into the muck. "I suppose it wouldn't be in character to be a clean dwarf."
 

Kirrg bites his tongue from any remarks that might have entertained his mind, and he slowly and cautiously takes his first two steps onto the causeway after Duroin and the others in front.
 

EvolutionKB said:
"Oh by the good graces of Heironeous," Sir Jonathan mutters. He steps off the causeway into the watery muck and begins wading out to the wagon. "If nobody else is coming with me, somebody else gets to clean my armor tonight!" Sir Jonathan's short sword is out and his shield is readied as well.

Jonathan slips into the muck and starts sloshing through the knee high water towards the wagon. The weight of his armor evident as he fights with every step.

It costs double to enter a square with water in it. So 2 squares movement straight on 3 squares diagnol.



s@squ@tch said:
"Ah, my knight in shining armor!" Virashil says as she pretends to swoon.

"Don't worry, I'll come with you."


Virashil steps off the causeway, following Jonathan about 10' behind, an arrow nocked to her longbow.

The Dragon Elf also slips into the water bow ready and moves forward keeping 3 to 4 yards between herself and the Knight.

Rhun said:
Duroin smiles as the other two slip into the dark waters and move toward the wagon. "Ah, what the hell..." he says, following them into the muck. "I suppose it wouldn't be in character to be a clean dwarf."

Durion finds himself waist deep in the muck. Feeling the cold mud slide into his boots is revolting to the Dwarf.

No additional movement penalty for being waist deep, it is already considered with your natural slow speed score.

ethandrew said:
Kirrg bites his tongue from any remarks that might have entertained his mind, and he slowly and cautiously takes his first two steps onto the causeway after Duroin and the others in front.

The Orc finds the causeway holds firm as he watches his companions from his relatively dry perch.

As Jonathan nears the wagon he sees the glimmer of mail that somehow shines through the murky black water. So entranced with the shiny armor he does not notice a drop off as he takes another step and finds himself shoulder deep in the stuff. Unskilled suvival check 8 to notice it get deeper, this area cost 4 squares to move in.

As Jonathan considers a string of curses to utter he notices a slight bubbling behind the wagon. A massive reptillian head breaks the calm surface, it elongates its neck so it stands high above the water. It is soon joined by it's twin, then another, and another! Until finally Six Somewhat Draconic Looking Heads eye the Knight hungrily!

Roll initiative and state intended actions please

hydra.jpg



MAP ROUND ONE START
roundonestart.jpg


Notes
Bog squares cost double movement to enter
Deeper Bog cost quadruple movement to enter.
Tree Squares provide cover when attacking through.
Pool Squares require Swim Checks
Only Monster's heads and necks are showing, it's body is submerged.
 
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Sir Jonathan 55/55 hp DDP: 0/10

Init: 16
Manuvers granted: WRT, crusader strike, mountain hammer

"By the Hell's what is that thing, er things?!!? Take to dry land! It has the advantage here!" Sir Jonathan half swims-half moves as quickly away from the creature as he can. He then urges on his closest ally. "Get further away and hurt it!"

Withdraw away as far as I can to the nearest dry land. If I can I will also use WRT on an ally within 10', preferably Virashil.
 

EvolutionKB said:
Withdraw away as far as I can to the nearest dry land. If I can I will also use WRT on an ally within 10', preferably Virashil.

The nearest dryland would start at F19. Is that where you head?
 

Virashil - Sorcerer 5, Hp: 21/21

"Mother of Bahamut!" Virashil cries as the monstrosity's heads rise from the water.

"Jonathan, watch out! Lets withdraw to drier land -- make that beast come to us!"

Virashil wades through the water to drier land, taking cover besides one of the few trees in the bog.

Once there, she intones a few words of draconic, and she suddenly multiplies into 4 different images.

Jonathan pulls near, and a sudden burst of divine energy empowers Virashil to swiftly act again -- she pulls out a stubby wand, intones the word,"Alterus", points it toward Jonathan - a green ray encases him briefly, then suddenly, he grows to twice his size!

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OOC:

Knowledge (arcana) check to figure out if she knows anything about this type of beast (+5)

Virashil Initiative - Causeway (1d20+3=17)

Virashil Mirror Image - Causeway (1d4+1=3)

Move to G20, cast Mirror Image

On WRT turn, use Enlarge Person from Eternal Wand (one use left today) on Jonathan - The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.

Assuming the wand to be CL1 - the enlarge lasts for 10 rounds.


Spells left for the day: 6/6/4

Active Spells: Mage Armor: 4 hrs, 59 minutes, 30 sec

 
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