DM Harpwizard’s Heroes of Elsir Vale (Inactive)

Game Master GM Harpwizard

Current Location


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Female Elf Bard 5 (hp: 32/32, AC: 18, FF 16, T 13)
Thordak wrote:
"Well, Oi rather like tha name Tralala! So you're sayin' it's actually Tralarawr?"

"Well, Thordak, if you like it, then you are welcome to call me Tralala. Perhaps it is best to stay away from the name Tralarawr."

Thordak wrote:
"Oh, right!--Crossbow! 'Scuse me fer a moment!"

"What are you doing now?" The young elf asks innocently. "What should I do? Should I take out my bow now?"


Dungeon Master

As you pull close to the edge of the island in the pouring rain, you can see better, but everything is still filled with shadows. As lightning flashes, you get a brief glance at the island and the lake to the west. As the sky darkens again, a thunder clap echoes over the marsh!

A slightly crooked hut leans on rickety wooden stilts out over the marshy wet ground of the small island. The hut has wooden walls and a roof of sticks and branches, all covered over with copious amounts of dark gray, rancid-smelling mud. The hut's floor is about three feet above the surface of the water logged ground, and its single entrance (G19) can be reached by a crude ladder made of broken branches lashed together with reeds.

A large, dark lake broods in the marshland to the west, expanding out beyond your vision. The cloying reek of decaying vegetation and swamp ooze is thick in the air.

Here is a map of the island. The map indicates the outside shape of the hut on stilts in the center of the island. The rafts near the hut should also be clear. The ladder up to a door is on the eastern side of the hut (G19). You may now use coordinates when giving me directions.

Island with Hut

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

Edvard, lets circle the hut--I want to see if there are any windows I can peek in to see what we're facing here. If we see a window or a crack in the wall, can you get us closer?


Not in use

Edvard nods and then partially circles the marshy island, from below and around on the side that does not bear the door. Wary of being mired, he keeps the vessel clear of the marsh area itself... at least until Bofus decided to approach.

Circling from South to West to North, but not going in front of the door at this point in time.
Keeping clear of the marshy bits close to the hut that have the vegetation, etc shown


Dungeon Master

As you paddle around the west and northwest side of the island, you find it harder to paddle east, back to the mouth of the river where the current flows into the lake. Although you can do it, it does slow you down (10 ft move vs. 50 ft when flowing with the current. Note that your movement in no current is 30'). In the gloom of the early morning, you cannot see any details of the hut other than different shades of black.

Darkvision or Lowlight Vision:
Seeing better in the dark, you can make out several small holes in the wall of the hut that appear to be windows of sorts. However, with the hut being on stilts, they are probably ten feet above the marshy ground.

(Darkvision or Lowlight Vision) and Perception DC15:
There appears to be a log that closely resembles a crocodile on a rock (D29). Or is that a crocodile that resembles a log? You are not certain.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Whisper: Watch those holes, they look like windows.


Not in use

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Frowning as he spots the strangely shaped log, Edvard steers closer before reaching out with his focus... attempting to make a connection with the shape and discern if it bears a mind.

Should be to the North of the hut?
Go within 30ft then attempting to do an evil eye for -2 on Skills on the crocolog.
DC 17 will, 7 rounds if fail, 1 round if succeed... 0 rounds if it's a log.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)
Edvard Zamoyski wrote:
0 rounds if it's a log.

Lol


Dungeon Master

Edvard paddles against the current with the help of Bofus and attempts to get a closer look at the crocodile-like log on the rock. He then hexes the log. It remains absolutely still, but its dark shape remains that of a crocodile. You are uncertain of the effect of the hex.

Edvard:
Although it is of animal intelligence, you are aware that it is alive!

Island with Hut

As you can see, the log is mostly to the east of the island.

DM Rolls Behind the Screen:

1d20 + 2 ⇒ (18) + 2 = 20


Not in use

Edvard hisses to Bofus "The log, there... it lives"


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Er, no not yet. Just keep tha boat floatin' an' Oi'll worry 'bout that critter... Thordak says, training his crossbow on the crocodile.


Female Elf Bard 5 (hp: 32/32, AC: 18, FF 16, T 13)
Thordak wrote:
"Er, no not yet. Just keep tha boat floatin' an' Oi'll worry 'bout that critter..."

"Well, Thordak, if you are going to shoot it, you better do it from here, because I'm not going to get us any closer to that thing, if you don't mind. Sellyria Starsong has a crocodile and I've seen it take creatures down in a death roll! That is one dangerous foe!! Suddenly out of nowhere it can leap at you with a mouthful of jagged teeth and crush you with its massive jaws like a stick of wood! All I am saying is don't underestimate the beast! It looks lazy when it pretends to be a log, but that could be your death in an instant!"

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

Whisper Um, does it see us yet? I might be able to get in a lucky shot early on, but I'm not going to be much use otherwise sitting in this dingy!

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

DMHW, can I get off the boat on to the "island?" Is it too marshy to walk on?


Dungeon Master

Yes, you could walk upon the marshy ground, however you sink up to your knees in muck! Also, the boat would have trouble floating on the marshy ground of the island.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

Hmmmm . . . which is worse, fighting from a dingy, or in muck up to your knees??? I think I need a ring of water walking. One of the contingencies I haven't planned for!


Dungeon Master

Yes, this vile little island is not a pleasant place to be. Consider the terrain to be difficult in terms of movement. However, the hut itself looks like it has a solid floor once you climb up the ladder.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I need to get to that hut to take a peek inside, but without becoming gator poop. How about someone screen me with their boat?


Dungeon Master

As a DM, I need actions and not just dialogue to keep things moving. Please tell me, not in bold, where you go and/or where you land. If somebody volunteers to park their boat in front of the crocodile to distract it, please state what coordinates you paddle to and who waits to be eaten. :-).

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I'd like to get out at B20 and promptly move with all haste toward the hut, with the intention of climbing up to look into a window. I'll leave it to the others to determine if htey're going to try to screen/distract the crocogator.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Mantooth and I stay back. I don't have very good defenses for a croc, and Mantooth does not swim very well in his armor.


Female Elf Bard 5 (hp: 32/32, AC: 18, FF 16, T 13)

Trellara paddles hard on the port side and steers the luvatar sharply to the starboard side and lands the bow of the boat at A17.

"Paddle harder, Thordak. We are going against the current here!"

The young elf whispers loudly!


Dungeon Master

Edvard paddles his boat sharply round to the port side and turns in to land the bow at B20. Bofus jumps out into the mucky shore of the island to B19.
Trellara paddles her craft around to land the bow at A17.
Tirion and Mantooth are floating silently on the northwest side of the island watching carefully.

The crocodile silently watches in the shadows from his rock at D29.

Island with Hut

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I'll make my way quietly to the hut (D 17?) then make to climb up to a window.

Stealth: 1d20 + 23 ⇒ (9) + 23 = 32
Climb: 1d20 + 13 ⇒ (15) + 13 = 28
Perception: 1d20 + 12 ⇒ (3) + 12 = 15


Dungeon Master

Bofus climbs up one of the stilts to the hut and then climbs across the outside wall to a small opening in the hut. He is now about ten feet off of the ground. Although he cannot see within the hovel, he can hear the steady breathing of several creatures within the hut. Whatever creatures are within, they seem to be sound asleep. You are not clear on the number, but certainly more than three.

Island with Hut

The sky to the east is giving some indication that the sun will be rising soon. In about half an hour, you anticipate that Bofus' vision should be much better, but then again, so will the enemies'!

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

*whisper* I can go in there to get a better look, anyone disagree?


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Whisper: If you can take them out, do it quick and quiet. We need to get moving fast before the sun rises.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

*whisper* OK--but if any of them wake up, I'm diving out the window!!

I'll climb through the window and try to get a look at what we're talking about here--are these, in fact, lizard folk, matching the descrption of "vile lizard folk" we've heard of?

Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Stealth: 1d20 + 23 ⇒ (4) + 23 = 27


Dungeon Master

Bofus:

Bofus climbs through the window on the north wall of the hut (E15) and climbs into a pitch black room that reeks. You hear raspy breathing and you feel the dry rough skin of some reptilian creatures on either side of you by your feet (E16 and F15), but you cannot see anything! At the moment you do not believe you have woken either one. You are also aware of other lizardfolk in the room, you are just not clear yet where they are sleeping or if any of them are awake.

Tell me where you walk (using coordinates) and I will tell you if you step on one of them.

Inside the Hut

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I stick my head out of the window and whisper It's darker than the inside of your boots in here. I could stab away--but I need *some* light in order to make out whether I'm stabbing a neck or a tail!

Still leaning out the window, I'll retrieve my hooded lantern and fill it with oil. Then I'll find a way to hang it outside and above the windw, so it will throw some--but not much--light into the room. I'll use an arrow to stick through the hut wall if I have ot. Then I'll use a tindertwig to light it. THEN I'll see if i can see in the room any better for some precision stabbity action!!


Dungeon Master

DM Screen:

1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (11) + 1 = 12
1d20 + 1 ⇒ (12) + 1 = 13

Bofus:

A thin narrow beam of light streams in the window from your hooded lantern and reveals a six lizard folk sleeping in a filthy bone strewn hovel. None appear to be stirring at the moment.

Lizardfolk Hut

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I hold both hands otu the window, witha total of 6 fingers extended, then wink and quietly draw my rapier . . .

DMHW:
Coup de grace on E16
DCG damage: 2d4 + 4 + 3d6 ⇒ (2, 1) + 4 + (2, 2, 4) = 15
Fort save vs DC 25 or die

Stealth: 1d20 + 23 ⇒ (18) + 23 = 41


Dungeon Master

DM Screen:

Perception 1d20 + 1 ⇒ (20) + 1 = 21

Bofus:

With a quick slice, you slay the first lizard folk. The room still remains eerily quiet.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I stick my left hand out the window with all fingers extended, then pull back into the room . . .

DMHW:
. . . to CDG the next guy (at F15)!!
CDG damage: 2d4 + 4 + 3d6 ⇒ (1, 4) + 4 + (4, 4, 3) = 20

Fort save vs. DC 30 or die.

Stealth: 1d20 + 23 ⇒ (2) + 23 = 25

Then, I'll move over to G16 to take out the next guys.


Dungeon Master

DM Screen:

1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (7) + 2 = 9
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (2) + 2 = 4

Bofus:

In the dead of night, one by one, you quickly dispatch each of the lizardfolk. The hut is dead silent when you finish your work. Nobody appears to have escaped alive!

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I stick my head out the window and call out in a normal voice (not whispering but not yelling) OK, you all can come in if you want. Or, stay out there and let me look around--it stinks in here.

Then I'll search the place thoroughly. As in take 20, and use the EoD--unless I'm stopped before taking that much time.

Perception result: 42


Dungeon Master

DM Screen:

3d6 ⇒ (3, 4, 1) = 8

Bofus:

Taking a 20 will take you well beyond sunrise. However, a quick search (take 10) with the EOD will reveal the following. If you wish to still take a 20, that will be fine, but just be aware of the consequences and let me know.

Searching through the remains of the disgusting lizard hovel you find a few pieces of treasure and a scattering of gold coins in the midst of utter filth and bones.

2 jade rock gems worth 10 gold pieces each
1 pearl necklace worth 50 gold pieces
15 gold pieces
50 silver pieces

You do not see anything else of value.


Not in use

Edvard remains with the boat that Bofus departed from, keeping it near to where he stepped off.

Sorry for slight unplanned absence... should be mostly better now.


Dungeon Master

As always, I need more direction from all of you in terms of what you do, where you go, what boat you are in, etc. Please note that the sun is rising quickly and the cover of night is disappearing fast. The nature of this adventure is not completely linear. In most cases, you actually have many different options available to you. With that said, I rather that you give me your plan of action rather than me giving you multiple choices and asking you which option you choose.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Once Bofus finishes the lizards, he gets back into the boat and we head out. I would prefer not wasting time and resources fighting a gator if we can avoid it. We need to get across the lake and are rapidly running out of darkness.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I'll gather what i found, dump it in my Haversack to divide later, and head right over to Edvard's boat.

OK, lizard threat neutralized! Let's go!!

i'll take up an oar and help us head toward the main island we're trying to get to.


Dungeon Master

The soft light of the sun begins to illuminate the lake gradually as you paddle toward its center. Out near the middle of the lake, dozens of decrepit stone buildings jut from the black waters. In most cases, these buildings sag and lean treacherously, the windows of their upper stories now even with the still lake's surface. Two buildings that seem to have survived relatively intact draw your attention - one a large stone tower (#2 on map), about a quarter-mile from the southern shore, and the other a large stone building near the lake's center (#3 on map). Both structures have rickety wooden walkways ringing them at water level. These look like recent additions; it would seem that someone has made an attempt to settle down here.

The Ruins of Rhest

As usual, the blue dot indicates your current location.


Female Elf Bard 5 (hp: 32/32, AC: 18, FF 16, T 13)

"I can't believe I am actually paddling out into the old city of Rhest! This use to be the old capital city of the kingdom of Rhestilor. Did you know that it was the center of civilization in the region for miles and miles?! Its rule extended far to the east, west and south. I'm not sure I know my history very well, but I think it was probably about two hundred years ago that the city was sacked by the last great goblinoid uprising. The defenders of the city made the decision to destroy the levees that held back the waters of the Stonewash River. As a result, they flooded the city and drowned the horde in the process. In the aftermath, the survivors abandoned their homes and resettled in Dennovar, Brindol and similar communities to the south. For the the last two centuries this place has been slowly sinking into the sodden Blackfens."


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Is there a place where we can hide - an old building with an awning or something. Where we can get underneath and watch how the dragon and horde go about their daily routines? I would like to know which buildings have troops, what type of troops, and where the dragon is holed up.

Essentially we would stay where we are for a day to do recon. But, ONLY if it was a very easily concealable place. I assume that the enemy will not expect us to be camped out on their doorstep, but no reason to give them an easier time of it.

I would discuss this with the rest IC.

Liberty's Edge

Male Halfling Thief/9 Init: +12 HP: 53 / 53 AC: 30 Touch: 21; Perception 15 (19 traps; TRAPSPOTTER)
Attacks:
Rapier: +15/+10 (+6 BAB, +6 Dex, +1 size, +2 ench); Bow +14/+9(+1) (+6 BAB, +6 Dex, +1 size, +1 bow/+1 acid arrow)

I've got my freak on for recon . . . I'll look for a suitable spot/decrepti building into which we can hide not only ourselves, but our boats as well. Or, at the very least, use cut branches to camoflage the boats. Let me know if you'd like stealth, disable device, sleight of hand, whatever!!


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

From the description, I doubt there are many branches. These are the tops of tall buildings - 2 stories, 4 stories, however tall they were. The branches are either on the shore or 30' under water.

DMHW:

Knowledge(arcana): 1d20 + 9 ⇒ (7) + 9 = 16
What do I know about Black Dragons (like the fact that they can swim real good).


Male Human Paladin 9 (HP:68/102, AC: 28, Touch: 16; +10 Fort, +6 Reflex, +11 Will)

"That is fascinating, Trellara." Mantooth says in a low voice, speaking for the first time since before the party left. "Was any effort made to replace the dam and try to recover the city?"


Man-Dwarf Dwarf Ranger 9 (HP: 115/115, AC: 22, Flat: 19, Touch: 15, +14 Perception(+2 on Stonework/fe/ft) Hunter's Tricks: 6/6

Oi'm not likin' the looks o' this... Thordak says, peering around suspiciously and keeping his crossbow near at hand.

Perception:1d20 + 12 ⇒ (11) + 12 = 23


Dungeon Master

You paddle yourselves over to one of the large submerged buildings and climb through a window on the second floor. Although the building feels like it is slanted, it does not seem to move when you enter it. Pulling the boats through the open window, you soon find a set of stairs to what you believe once may have been an attic. Climbing up, you find a narrow cramped space, but at least feel that it does offer you a dry hideout to camp out in the middle of the lake. There is nothing of value here, but looking at some old bedframes, a ruined tapestry, and a few metal door plates with numbers on them, you wonder if this building was once an old inn.

The Ruins of Rhest

Tirion:

This is what you know about black dragons. You are welcome to say this in your own way as the others ask.

Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck. Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard, full of coins, gemstones, jewelry, and other objects made from stone or metal.

Acid Pool (Su)

An ancient or older black dragon can use its breath weapon to create an acid pool as a standard action. This acid pool has a radius of 5 feet per age category of the dragon. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon's breath weapon (Reflex half). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.

Acidic Bite (Su)

At old age, a black dragon's bite deals an additional 2d6 points of acid damage. An ancient dragon's damage increases to 4d6, and a great wrym's to 6d6.

Charm Reptiles (Sp)

A great wyrm black dragon can use this ability three times per day. It works as a mass charm monster spell that affects only reptilian animals. This ability is the equivalent of an 8th-level spell.

Corrupt Water (Sp)

Once per day an adult or older black dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC equal to the dragon's frightful presence) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon's frightful presence.

Speak with Reptiles (Sp)

A young or older black dragon gains the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.

Spell-Like Abilities (Sp)

A black dragon gains the following spell-like abilities, usable at will upon reaching the listed age category.

Juvenile—darkness (radius 10 feet per age category);
Old—plant growth;
Ancient—insect plague.
Swamp Stride (Ex)

A very young or older black dragon can move through bogs and quicksand without penalty at its normal speed.

Water Breathing (Ex)

A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

• All Black dragons may breath a line of acid, reveal all dragon traits

• Black dragons are immune to acid

• In addition to being formidable swimmers black dragons learn at an early age to move with preternatural speed through dense bog, seemingly able to effortlessly deal with hazards such as quick sand.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Ok all, one thing that you all need to be aware of. If I had to guess, it is the Wyrmlord that lives in one of these buildings, not the dragon. Black Dragons can breath underwater just as easily as above. And the miserable things like to let their kills rot in the water for a while before eating it.

So, we will need to be careful to watch below the water, as well as above when we face this thing. And I doubt we are going to find it's lair above the water.

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