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Two Kingdoms [Group 2]

Cyrus

Initiative (1d20+7=14)

[sblock=ooc]If we had time to prepare, Cyrus would cast false life , protection from good and shield on himself, including his familiar. And perhaps message for communication.

0 (4) - disrupt undead - detect mgic, light, message, mage hand
1 (6) - chill touch - ray of enfeeblement x2, shield x2, protection from good, sleep
2 (6) - ghoul touch - spectral hand x2, false life x3, scare
3 (5) - vampiric touch - ray of exhaustion x2, slow, dispel magic x2
4 (4) - fear - bestow curse, enervation x3
5 (3) - waves of fatigue - feeble mind, telekinesis x2[/sblock]
 

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Buddy speaks a short prayer, summoning three shiny, golden-haired dire badgers from the celestial realms. He beams a smile and babbles something to them in a lilting, singsong language, and they start digging rapidly into the ground, splitting off in three slightly different directions toward the small enemy camp.

Buddy says "Well! I got lucky and three of my friends answered, so we've got three tunnels now to get inside that wall! We can attack from three different positions behind the wall. I'll go down the middle tunnel..." And he starts walkin', while his riding dog follows. Each tunnel is roughly as wide and tall as a dwarf, like the dire badgers themselves. So the bigger folk will have to crawl or crouch while moving through the tunnels.

[sblock=ooc]Cast Summon Monster IV, rolled a 3 for number of summoned creatures. Lasts 20 rounds; they burrow 20 feet per round. Going to dig down some 30 feet or so below the wall, then angle up and come up inside the wall's perimeter, so we can jump out at the guards. After the dire badgers jump out at the guards. Buddy told them to attack anyone outside their tunnels, except for Buddy and his comrades here, once finished digging.
Summoned celestial dire badgers with Summon Monster IV (1d3=3) [/sblock]
 



The guards continued their endless pacing as the group prepares, one stopping at the corner nearest the group. He paused for a moment, squinting more carefully into the woods, allowing the mercenaries to hold their breath, the badgers digging away at their feet.

And then he passed, plate mail banging away as he continued his rounds.

[sblock=ooc]You already have done something I haven't planned for. I love playtesting.

That said, initiative on the first round is as follows:

Cyrus
Buddy
Sharptail
Guards
Carlax

You've got a surprise round. Though it will take you at least a move action to get out of the holes. I assume your surprise action is to get out of the freaking holes, in which case, I need actions from everyone except Cyrus. I also need buddy to tell me specifically 'where' you guys come up. Triangle formation, all in one side Keep in mind the area is 20 feet by 20 feet, with 1 guard at each corner, I'm sure you can be pretty specific with that in mind.

They also Fail to hear you digging. And in the intrests of transparancy, they make a 7 on their intiative.[/sblock]
 

Buddy "The Badger" Kelwin, HP 93/93, AC 30 (t 29, f 12), init 14

Buddy will clamber out of the middle tunnel, once his badger has dug open a hole into the enemy camp, and the badger charges the nearest enemy it can see. Buddy just pulls himself out and draws his mace, as his riding dog climbs out of the hole beside him.

[sblock=ooc]The middle tunnel that Buddy went through will open up near the middle of the southern side of the camp, near the tent. The other tunnels will open up along the eastern and western sides of the tent.

Edit: The badger attacks. Stupid new format for InvisibleCastle makes it look wierd, but the first attack is a 12 for 4 damage; second badger, from Sharptail's position, charges another guard with a 7 (natural 1) for 4 damage (yeah right!), and the third badger's charge is a 10 for 4 damage. Yeah, terrible rolls.
Celestial Dire Badgers, charging claw attack, each against a different guard; first is Buddy's badger, second is Sharptail's, third is Carlax's (1d20+6=12, 1d4+2=4, 1d20+6=7, 1d4+2=4, 1d20+6=10, 1d4+2=4)

Edit 2: Forgot! Augment Summoning adds +4 to the badgers' Strength and Constitution. So +2 to the attack and damage rolls with their claws; that makes the attacks 14 for 6 damage, 9 for 6 damage, and 12 for 6 damage.

Summoned Celestial Dire Badgers: 34 HP each, 16 AC (14 when charging, 13/11 touch, 13/11 flat-footed), speed 30 (burrow 10), Fortitude +9, Reflex +6, Will +4, medium size, full attack: 2 claws +6 melee for 1d4+4 damage and bite +1 melee for 1d6+2 damage
Enters a Rage on its turn after being injured[/sblock]
 
Last edited:

Elaine 'IcyHot' Sharptail

Elaine moves to flank the guard that her badger just attacked, while drawing her weapons. Once in position she swings 'Hot', her flaming short sword and keeps 'Icy', her frost short sword at the ready.

OOC:
Moving to the opposite side of the guard from where the badger attacked.
Attack: 24 (no flanking bonus added)
Normal/Fire Damage: 9, 5
 


...

[sblock=ooc]That explains a lot actually. Disregard the above. I suck.

Just waiting on Cyrus. Sorry guys, must have been on something =.=;[/sblock]
 

Cyrus, AC 20 (T14, FF17), HP 91/91, F +7,R+5,W+7

Cyrus looks at the group of guards and casts a spell to slow them down. An etheral web comes into being and slows the very time itself around them.

[sblock=ooc]Cyrus casts Slow at the guards, trying to include as many into the effect as he can. He doesn't use his buckler to avoid spell failure.

0 (4) - disrupt undead - detect mgic, light, message, mage hand
1 (6) - chill touch - ray of enfeeblement x2, shield x2, protection from good, sleep
2 (6) - ghoul touch - spectral hand x2, false life x3 x2, scare
3 (5) - vampiric touch - ray of exhaustion x2, slow, dispel magic x2
4 (4) - fear - bestow curse, enervation x3
5 (3) - waves of fatigue - feeble mind, telekinesis x2[/sblock]
 

Into the Woods

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