Monster Mashup - Table 5 (Inactive)

Game Master CaveToad

Regional Map with temple location (groups' progress not updated)
Wilderness Battle Map
Regional Map with groups' progress
Riverside
Ice Cavern

Party XP Total: 15400 each (6th level)

Needed for 6th level: 23000

Party Meals remaining: 71
Meals consumed per day: 7.5 (7 with Lump using abstemiousness)
(1 large, 2 tiny, 6 small, 2 medium)
meals consumed through day 19


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Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Whatever you're thinking about doing to yourself with that mutant mold." Taya responds.

"You're getting a gleam in your eye and I don't want to wake up tomorrow to find out that it has all gone horribly wrong and that you've grown a full set of frosty udders."


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

"I don't think there is any real danger here. Some of this is somewhat cold and dangerous to work with in large batches, but its just a little amount. What could go wrong?"


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

dispel checks today. 1d20+CL vs DC 11+permanency CL

CL check: 1d20 + 5 ⇒ (4) + 5 = 9
CL check: 1d20 + 5 ⇒ (6) + 5 = 11

Lump takes two cracks at dispelling the effect keeping the wall in place, spaced out hours apart. He is unsuccessful today.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Karkoran nods approvingly at Lump's attempt. "We can only try. We learn from everything we do. I was contemplating this rock and the mold. Do you think it was placed here purposely? Perhaps as a clue or a way in? I am all for smashing our way through but what if there is an easier way or if there is some magical trap? The mold and rock seem strangely placed. It cannot be an accident. It might be a ward of sorts, but the rock mutated the mold, making it less harmless than the mold on the creature, although now through alchemy I have made a tiny blend of the two."

Karkoran applies a small amount of flame near the mold, or moves it near the heatstone, if any power remains. He lets the mold grow, and then he cuts himself, and places the special mutant blend patch of the mold close to his warm skin into the cut, then wraps the moldy spot in a rag or bandage.

"Either this will do nothing, or will be really bad." There seems to be a gleam of madness in his eye, or perhaps the spark of inventive genius!


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

"I imagine that it was set up on purpose to an extent. I think about it from the point of view of someone above the wall. They look down here at their experiment through a clear pane of force, protected from an obviously dangerous subject coupled with volatile mold and a rock emanating dangerous energies."


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Good point Lump."


When Karkoran places the blend of symbiotic mold with the mutant mold on his skin after having initiated the mold's growth phase with heat, the mold quickly buries its mycelium into his flesh and rapidly spreads, the growth is slightly painful but not overly so as the minotaur realizes the hyphae are combining with his own body and becoming a symbiotic creature. A slight chill is emitted from the colony but much less than the full powered version that lived on the remorhaz.

Before long Karkoran is covered in a thick tough coating of the mold, that feeds on his body heat before going mostly dormant.

mold information:

You are infected with a mutated version of brown mold. It is in many ways weaker than the original version, since you have blended it with the more dormant mutant version. By infecting yourself with it, you gain a modified version of the fungal creature template. As the host for the symbiotic colony, you can detect the mold (which is a type of fungus) has a dormant and an active state.

You the following effects from the colony:

1) You gain the plant (augmented) type in addition to your original type. (Do not recalculate Hit Dice, BAB, saves, or skill points.)
2) You gain darkvision to 60'. (You already have it so no big deal).
3) The thick fungal mold growths cover your body and grant you an additional +2 natural armor class bonus.
4) You gain immunity to disease in addition to standard plant traits* (*Note: you will gain only some plant traits)
5) Plant traits:
- Low-light vision.
- You retain your own mind and thus do NOT inherit any of a plant creatures immunity to mind affecting spells etc.
- Immunity to paralysis, poison, polymorph, sleep effects, and stunning. (You inherit this only while the colony is active)
- Plants breathe and eat, but do not sleep. (You must still sleep as your mind and body are still mostly yours)
- Speed: You retain your base speed and do not lose any speed since you are the host and more or less intact yet.
6) Fungal template abilities:
- Attacks: A fungal creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature has no other natural attacks, the fungal creature gains a slam attack that deals damage based on the fungal creature's size. (You do not gain a slam attack since you have other attacks)
- Create Spawn: You cannot create spawn.
- Poison Spore Cloud (Ex): Once per day, a fungal creature can release a choking cloud of spores in a 15-foot-radius spread that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple fungal creatures require multiple saves from any creature in an area where the clouds overlap.

Fungal Spores: Poison—inhaled; save Fort DC 10 + 1/2 the fungal creature's racial Hit Dice + the fungal creature's Con modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage and fatigued for 1 minute; cure 2 saves.

(Note, that killing a creature with your spore cloud does not create a fungal spawn creature, it just leaves a patch of regular brown mold)

- Poisonous Blood (Ex): A fungal creature's blood and flesh are ingested poisons. Any creature that makes a bite attack against a fungal creature, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.

A fungal creature can drain its own blood to procure an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The fungal creature must deal at least 1 point of damage to itself to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.

Fungal Blood or Flesh: Poison—ingested; save Fort DC 10 + 1/2 the fungal creature's racial Hit Dice + the fungal creature's Con modifier; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
- Fungal Metabolism (Ex) Fungal creatures breathe, but they do not eat or sleep in the typical manner. (Still need to eat and sleep as explained above.)
- Rejuvenation - You do not gain the fungal rejuvenation power since the mold runs off of heat not feeding on dirt.
- Abilities: +4 Str and Con (Only when the colony is active,not dormant)
- Languages: You do not gain Sylvan.
- Fire Resistance (5): The mold colony protects you from heat somewhat, but when you are subjected to any fire damage ( even if it is blocked by the resistance) or in an environment of great heat ( see the environmental rules) the mold colony goes from dormant to active state ( in the active state you obtain a few more abilities).

Mold active state: Being in the active state is very taxing to the host and you can only maintain the colony's active state, for 2d6+CON bonus in minutes as it grows rapidly and pieces fall off. After the duration the host takes 2d6 nonlethal cold damage and returns to dormancy again. If the fire damage or great heat remains, the cycle starts anew, with the host suffering the cold damage after several minutes. In theory this could eventually be lethal in a location with a lot of heat (scorching desert or volcanic lair).
- Ugly: You are covered in large thick patches and chunks of fuzzy brown mold. While your charisma itself is not affected, any skill check that replies on charm or pleasantness, such as diplomacy suffer a -4 penalty. Conversely your intimidate skill gains a +2 bonus.
- Other: The mold colony is chilly to be around, and you feel cold, even while it is dormant. Others can feel this slight emanation as well, although it is not harmful, it is detectable and noteworthy. Also as you move you generate a cloud of spores which are unpleasant for others but do not seem to cause any ill effects. It might make you easier to track or sense since you smell distinctively moldy.


Lump you focus your dispels on the force wall, but the power is too strong, and it does not fall.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

"Eeeeyaargh! So cold."

Steeling himself to the pain as the realization of what he has done sets in.

Looking at Tayanella, "See, no harm done. Better living through alchemy! *cough* *cough*" As mold puffs come from his mouth.

Do I put all that stuff on my sheet? I need to read it over a few times before I understand it. Will it eventually kill me?

"Well, lets this wall down, find the temple, find Kaolor and rescue Master Goodwin."


Karkoran the Butcher wrote:


Will it eventually kill me?

Possibly ;) It could just from cold damage. I have ideas for it.

Oddly enough when Karkoran speaks his sentence about finding the temple and mentioning Kao-Lor and Goodwin, you all feel a damp draft as some air exchange occurs. Sensing something odd, you feel ahead and notice the force wall is gone....


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

"Well, look at that."


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

"Was it something I said?"

"I any event, I take that as a good sign."

Gathering the sleigh and all his gear, he moves into the tunnel.


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"I wonder if we are being watched?"

"In any event, we'll need to investigate."

Taya will head out ahead as before.

stealth: 1d20 + 13 ⇒ (3) + 13 = 16

perception: 1d20 + 20 ⇒ (15) + 20 = 35


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

Ash looks around the area after Taya wonders if they are being watched. "Well, not much we can do about it. If they want something they need to come get it!"

Ash falls into rank with her pets as Taya sneaks off to scout out ahead.


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

Any word on what's down that tunnel?


Tayanella sneaks down the tunnel and investigates. It seems to run for a bit, angling up, and then seems to weave around counterclockwise. In time she returns, since it appears safe and the entourage makes it way after her, staying back a bit. After a short time, you round a bend and ahead of you is an end to the tunnel. The natural stone ends in worked masonry. Set in the middle of the stone wall at the end of the tunnel is a massive set of doors. They are made of some non ferrous metal, large rivets fasten massive thick plates to an unseen framework. There seems to be no way to open the doors and they are masterfully crafted, seamlessly set in their frame. No air or light seems to escape from beyond. Aside the door to the right is a large metal plate with a stylized knocker. Apparently whoever constructed the door anticipated guests and expected them to be polite about their arrival.


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Looks like whoever built this was expecting guests." Taya says.

"Think we should knock?" she asks the others.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

"yeah."


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Well then, I will."

Quickly looking for traps before going forward.

perception: 1d20 + 20 ⇒ (1) + 20 = 21

If it seems safe, Taya takes hold of the knocker and bangs three times.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

"I wonder what is going to happen."

Mentally he prepares for the worst.


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

"Maybe there is a code knock. Like the ol' dun-duh-dah-dun dun, dun-dun. You'd be surprised how often people use that one."


Tayanella steps to the door and takes the large metal knocker in both hands and slams it against the door.

BOOM!

the sound reverberates through the tunnel and is almost deafening. You cannot imagine that it was entirely natural. After giving your eardrums a chance to recover and perhaps protect them for the second and third knocks, she bangs it again. BOOM! and a third time BOOOOOOM!

You stand there with a 'wait and see' sort of look and stance ready for who knows what.

From beyond the massive metallic door you think you hear bells, and yelling and chimes, perhaps gongs. Soon the sound of many voices is unmistakable.

Growing a bit nervous, you steel yourself for the worst, perhaps preparing some hasty spells for battle, but soon you hear noise behind the doors. Massive gears, chains and metallic machinery whir into motion as the mighty doors begin to open ever so slowly. As a crack appears the noise of dozens of voices and the pealing of bells and gongs comes through loudly.

Soon faces and hands of people appear, crowding the gate, even as they swing inward threatening to crush them. They appear to be monastic types, wearing robes of various colors. They carry scrolls some of them and appear to be of all ages, races and genders.

When they get a look at you they start shouting and many of them collapse in excitement. Those in front begin weeping openly, and prostrate themselves on the ground, cheering in joy and crawling to you.

They speak in perfect and fluent ancient common, through in all the chaos and commotion it is hard to make out what they are saying, but you hear "They have come! They are here! The prophecies are true! Unbelievable"

Elder monks push forward with great difficulty, tears streaming down their faces, but with huge smiles, some toothless. SOme or so old and bent you cannot imagine they can even walk, but they persevere, as the crowd parts respectfully.

Several of the eldest step forward, carrying scrolls which they hold in shaking hands, wiping their eyes of tears so they can see. They are smiling and clapping each other on the back and nodding, pointing.

The crowd in back surges, eager faces stretching and crowding to see, the dim of their voices a muddle as the bells and gongs in the back continue to ding.

One monk, steps up and smiles, "Welcome lords and ladies, Tayanella, Lump, Grobly, Asheranthi and Karkoran."


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Uhhhh .... did somebody tell you we were coming?"


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

"Well, color me impressed. Can we come in?"


The monks bow profusely and everyone gathers around, wide eyed and clamoring amongst themselves. They lead you into the fortress past the doors which then close behind you.

One of the monks replies to Tayanella, "It has been prophesied for millennia that you would be coming. We have maintained this temple, protected by magic for all this time, countless generations holding to the belief that the prophecy was true. Their dedication and faith have led to this. Come in, your journey here must have been arduous."


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

"Strange that you knew our exact names. Normally prophecies don't have names, merely titles or rough descriptions."


"Oh, we have known about your for thousands of years. Your names have all been chronicled in the heroic scrolls. Kao Lor saw to it when Grandmaster Goodwin placed you in stasis."

The entire entourage leads you into the courtyard behind the massive doors which slowly close. The gongs and chimes and bells continue to ring, and people appear in the windows of buildings surrounding the courtyard. It is illuminated by magical light, as you are still beneath the glacier, and there is no natural illumination here. It would seem as if the temple you sought is here, and encased in ice. The entire mountainside buried. Somehow they must have used magic to protect the temple and prevent if from being crushed and swallowed by the glacier.

"Allow me to introduce myself. I am Tor Mowshi." The elderly human takes a bow and wipes his eyes again. "You must forigive our emotional state. This location has waited ten thousand years for your arrival. For it to occur out of the blue on a normal day in our lifetimes, when so many have come and gone, is .... unbelievable, overwhelming."

"We have so many questions, and so must you. Where are you other adopted siblings? How did you escape stasis? Are you the only survivors?" He gets a concerned look on his face.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

"Greetings Tor Mowshi. It took some time to find you. The others are a few weeks journey to the south. We have sent messages to come here. We escaped the stasis because of Jovar. There are many others, we are just the first to arrive. I assume this is the temple we sought and that Kao Lor or is bloodline exists here?"

"We have many of our own questions. First being, what do we do next? If Kao Lor is here, do we talk to him?"


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"We are honored and gladdened that you have kept watch here for so long, waiting for our arrival. It is hard to imagine that what seemed an instant for us has been so long for the larger world."


Female Mongrelfolk Gestalt 5 - Druid/Monk/Witch AC: 26 T: 22 FF: 21 / HP: 85/85 / CMB: +9/20 / CMD: 30/35 F: 10 R: 10 W: 10 / Init: +11 / Per: +15
Battle stats:

"Thank you for welcoming us. We have so many questions. We are trying to find Master Goodwin and we need help."


You are led into a smaller atrium and then into a medium sized building. Water and food and items for cleaning are provided so that you may relax a moment. Although you may not seem the 'tea' types, they bring you hot tea as well.

When given some time to refresh, the elder and several others lead into into a room where everyone seats at a low table so that they may answer questions.

"Kao Lor still lives, but he has retreated to the peak of the mountain where he meditates. He has not been heard of or spoken to anyone in centuries. Perhaps your arrival will stir him. If not, maybe you can descend the peak itself to speak with him. The legend holds that before your Master Goodwin went on his dangerous mission, that he entrusted Kao Lor with your well being. Kao Lor, true to his word has maintained vigil all these millenia, waiting for your arrival. Some surmise it is his curse, though we do not mean to insult you, as you have no blame or fault in this. We have maintained a community of people that grew over time from a simple mountain monastery to a small demiplane where our people work, study and devote their lives to bettering themselves as we await your return. Each and every one of you have devotees who have studied each of you, and who you will eventually meet. We can furnish quarters to you. There will be much to talk about, and surely we will aid in whatever way we can to see that you can rescue your master. It was foretold that one day you would come. Goodwin had insight beyond our ken. We believe, that he knew he would be captured. It is unfortunate that none of us know who or how he was captured though. It is said that Kao Lor is the only one who knows."


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Really? People who study us? I'm flattered, but I'm not sure we deserve any such reverence." Tayanalla responds.

"Has the ice on the surface disturbed Kao Lor? Is he safe from the incursion of giants that threatens the region?"


M Grippli river battle MAP Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

Lump very gladly accepts hot tea and drinks it with great enjoyment after traipsing though the ice-covered surface and tunnels below.

He very nearly spits it out, however, when devotees are mentioned.

"Lump devotees?? I must meet them! They must be amazing people, the life of this otherwise... spartan monastery."


Magus2/Swash1 HP 18/18 | AC18 T14 FF14 | F+3 R+7 W+3 | CMD 17 | Init +7 | Per+8 | AP 2/4 | PP 3/4 Spells Cast:

"Preserve us...." Tayanalla says as she and her many snakes look heavenward at Lump's exclamation.


Male
Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory
Minotaur Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Karkoran raises one bovine eyebrow at the suggestion of devotees.

"It is nice to be treated as somewhat normal at least rather than outcasts and monsters. At your earliest convenience, I would like access to a forge and the assistance of your finest smiths. In addition, access to any alchemical labs you may have. We have been through many battles and need time to reflect upon them and prepare for the next phase, whatever that may entail. As Tayanella suggested, please tell us more of Kao Lor. There is so much to understand here, but I suspect we must meet him sooner or later. Are we to be established here in your monastery or this other plane you speak of? I must admit to having some trepidation about the stability of other planes."


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