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The Scattered Ones

Surrounded by allies; apparently protected for the moment at least by Seebor, Namfoodle will cast a light orison on his dagger, illuminating the 20ft surrounding him.
 

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[Addendum]
{Case 3: If for some reason the were-rat is already dead}

Seebor mumbles something about little furballs wielding pointy sticks, doubling up on foes and appropriate ranged attacks. He then tumbles over people/the table to assist Tomas - putting himself adjacent to D2 and attacks with his primary hand.

[tumble: 13+14 = 27]
[attack as above: 12 + 11 - 1 = 22, damage 5 + 3 = 8]

[OOC: I presume he does not know about Neblin's pyrotechnical aspirations]
 
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I guess with light cast before my move, I am in magic missile mode. If Neblin acts before me and drops the wererat (not exactly sure what Neblin is doing in response to DM post) - I'll change need to change my move. Given the extreme number of outstanding "cases" at the moment, I reserve to see who is still standing by the time of my move. So, unless the wererat is still standing, assume I do not fire magic missiles into a dead thing.
 

Okay, this round is heavily dependent upon order, so I'll wait until tomorrow to see if Neblin (highest initiative) wishes to do something in the dark or do something about the dark. If Neblin doesn't have another action by tomorrow, I'll rule that he delays until after Namfoodle acts.
 

Morbidity said:
Neblin, sorry to rain on your parade after all these cases. You can't see the wererat at all ... he's in the dark!

Waiting to see if Namfoodle can cast some light on these matters ... Sorry, for the pun, I just couldn't help myself.

Neblin delays until someone casts light, then performs the actions previously detailed.
 

Round 3 Why do I feel like I'm one of those scantily clad ladies walking around the boxing ring?

Neblin: Can’t see anyone other than his fellow adventurers, so delays.

Namfoodle: Casts light. DM mutters damn, for not moving Mr Were-Rat to ensure he stays in attack-of-opportunity range. Okay there is now a 20ft circle of light around the chair. Those with low-light vision can see 40ft.

Neblin: Zaps the were-rat with in magic missile wand. Bolts of energy zoom from the wand and the were-rat collapses to the floor. Then bolts of energy zoom from the want to the dwarf attacking Tomas. The dwarf collapses to the floor.

Imp: You don’t know. Gosh I love having a truly super hide skill. But suddenly Neblin feels a stinging sensation as the imp’s tail stings him. Make a fort save (with +2 help from Namfoodle’s spell), 3 points of damage. Providing your line of sight isn't blocked by someone else ... everyone can now see the imp.

D1: Bleeds

Runor: Bleeds very sluggishly

Seebor: Moves to attack the remaining dwarf. He deals a mighty blow and the dwarf is looking very shaky.

Amaryllis: Zaps the imp with a magic missile. The imp doesn't appear to feel any effects.

Tomas: Swigs a potion and feels much healthier.

D2: Doesn't bleed ... very, very dead.

D3: Angered at Seebor, he swings his axe with an avenging purpose and hits Seebor with a critical blow. 11 points of damage and make a fort save please and you are outside Namfoodle's magic circle. The last dwarf then drops to the ground.

Wererat: Changes into a dwarf and bleeds.

End of Round 3 unless someone wishes to dispute something else.
 
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Seebor mumbles something about little furballs wielding pointy sticks, doubling up on foes and appropriate ranged attacks. He looks down at the fallen were-rat, sighs, and then moves adjacent to D3 [position L5] and attacks with his primary hand.

[attack as above: 12 + 11 - 1 = 22, damage 5 + 3 = 8]
[dodge bonus: against D3]
[OOC: went to L5 to try to avoid an under-the-table attack from the imp]
 
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[OOC - Rules experts, help, have I got this right?]

I tell Mouse to remain unnoticed, run around and find the imp and let me know where it is (telepathically). Meanwhile, I cast dancing lights and send the four lights (which resemble torches) to spread out at floor level near where party members are standing, so as to make it easier for all to see the imp. Once I find out where imp is, I will move all four lights to the imp's location and move them with the imp.

I move to stand upon the nearby chair (thus avoiding impish tail, I hope) and look around the room for the imp.

[Mouse's rolls - Move silently = 12+12=24; Hide = 20+18=38; Spot = 18 + 1 = 19; Search = 6 - 1 = 5; hopefully, its a spot check.]

[Amaryllis' rolls - Spot (imp) = 7 + 6 = 13 while familiar is nearby then 11 - OOC: forgot to add the extra two to all my above spot rolls, damn]
 

[fortitude save: 11+7 = 19]

Seebor grunts as the damage from the axe takes its toll. He sways a little and then refocuses.

He then rolls across the table and plants himself behind (or next to) the imp (to flank if possible) and attacks with his primary hand.

[tumble: 9+14-1 = 22]
[primary hand: 12+11-1 = 22; damage = 1+3 = 4 ... + 5 (sneak) = 9]

[dodge is now focused against the imp]
 
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All OOC!

First, round 2 - was my dancing lights spell effective? Am I now standing on the chair?

As for Round 3, Rules question - Summon Monster I says that it tries to attack my enemies, if I summon a fiendish hawk will it try to spot and attack the imp or will it know where the imp is and attack it?
 

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