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120 posts. Alias of Scavion.


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"Quite so Chet or atleast as far as we believe. The messenger was a haggard, harried mouse. He spoke a tall tale of a thick stifling fog that hasn't as of yet lifted if he was to be believed. The folk there who tried to go about their business as normal found that fewer returned from hunting game or tilling the fields by nightfall. Unholy sounds heard in the dead of the night. Farmers are superstitious folk by nature you see so we unfortunately cannot accredit everything he says to be truth. The missing don't appear to have any relation to one another. An able bodied man, a child and a woman were the first disappearances." Eli rubs his chin and thanks a nun who brings him a cup of tea.

"Hmmm. Elmhurst is a small isolated community. By our Lord's will, hopefully the soldiers have restored a semblance of order or solved the case by the time you arrive." Eli takes a moment to drink the steaming cup, unbothered by the temperature.

"As for my business in Scrimdal...some duties Chosen must take are not to be taught to those just beginning our grand work. You will learn in time should it suit your talents."


Eli waves his hand away at being called 'your holiness'.

"None of that holiness. Call me Mr.Eli, Sir, or Purifier. Harvak is correct nonetheless. And while cowardice is unbecoming of a Chosen...living to fight another day is nothing to be ashamed of, should there truly be no other option. You don't get to live as old as I have without choosing your battles." He lets out a healthy cackle.

"Hum hummm. In any event, pack your things. I have a gauge I believe of what you lot are capable of. A thorp by the name of Elmhurst sent us a request for aid a couple months ago to handle a case of disappearances. A small patrol of ten or so soldiers was sent, but we've no word of them since. I'll be traveling alongside you all for part of the journey to Scrimdal. I have some business there that needs doing and it'll be a good opportunity for you all to learn some independence. If whatever has beset Elmhurst isn't resolved by the end of the month, I'll see what the delay is. In the event you lot deal with the matter before my business is concluded, make your way to Scrimdal. Any questions?"

"So soon, Purifier? They only just awoke. Surely they need more rest?" Sister Mary wrings her hands as she looks over everyone.


Jazzy combat music ends. Record scratch.

Purifier Eli watches with a raised eyebrow before his eyes sharpen in attention as the ball of energy flies towards him with far more force than even he expected. He discards the book in hand in his haste as he deftly side-steps the blast which leaves a smoking crack in the practice field's wall. Eli turns his head to regard the damage before pinching the bridge of his nose with one hand.

"It appears your grandmother didn't teach you to respect your elders...or to avoid picking fights you have little hope of winning. Reginold Harvak: Shows acceptable promise, pass. Trev Squirrel: Bestowal shows little currently, undetermined as of yet. Wyld Mason: Mentality is weak, but has an excellent sword arm. Pass. Chet Pennic: Power for a newly Chosen is excellent, but that kind of foolhardiness can get many people killed. Fail." Purifier Eli clicks his tongue as he frowns at the discarded book.

"Worry not. Even the most incapable Chosen can be fit for border patrol duty. At the end of my tutelage, you will atleast be worthy of that. Now...I realize that perhaps the legends of Chosen are not warning enough of how dangerous it is to attempt to attack one." A few of the priests on standby catch wind of what is about to happen and attempt to call out to the Purifier. The few soldiers left remaining look to one another and begin to try inching away.

"Allow me to educate you all." The Purifier finishes with a chuckle as the heat of the practice field suddenly become stifling. A complex magic circle roars into burning life with Eli at the center. He raises his hands to the sky with a beaming smile before gesturing down amidst you all.

"First was Light."

Empowered Firaga DC21 Reflex: 11d8 ⇒ (6, 7, 5, 8, 8, 4, 7, 3, 2, 3, 3) = 56
84 total

Assuming that makes everyone blackout...you all awaken the next day within a medical wing of sorts with a worried nun chastising a somewhat mollified Eli.

"The acolytes will be cleaning glass from the practice field for days and you interrupted the King's feast! He thought we might've been under attack! Really Eli, did you have to go so far? Even with our Lord's blessing, you might have traumatized these poor babies!"

Purifier Eli raises his hands placatingly and he catches notice of some of you coming to.

"Now Sister Mary, I highly doubt anyone but our King or perhaps the Grand Crusader could breach the blessing. But look! My charges awaken. You'll see they will agree with me. Wasn't that...educational, boys?" As Sister Mary hurries over to check on you all, Eli waggles his eyebrows with the educational statement.


Trev's arrow glances off the archer's armor as he engages with Wyld. The archer drops his longbow now that Wyld has engaged him in a close quarters clash and draws his longsword which promptly catches aflame. The archer then moves into a series of wide sweeping swings. Wyld is barely able to keep the burning blade from scoring a hit on him.

Flaming Longsword: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Chet's Turn!


The Badger Butler bashes yet another soldier with ease, but is unable to carry the strike through to the last soldier harrying him whom attempts to retaliate!

Burning Spear!: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4

Trev's Turn!


The archer previously wounded by Trev's arrow is now barely still on his feat after Wyld's wild strike, but Wyld takes a blow in return.

"Yowch! That's really hot! Is that safe?!" Wyld cries out.

"Quit your whining, you'll be in far more dangerous situations in the future. This will be nothing compared to that." Eli replies whilst rolling his eyes.


The two soldiers are sent sprawling by Chet's fearsome blows! Eli glances up from his book and clicks his tongue in irritation. He shuts it and stands from his bench.

"Chosen they may be, you are still soldiers in His name safeguarding His kingdom! Show some backbone before these greenhorns!" The wizened Mouse berates them as he waggles his tome chastisingly.

The practice field gets noticeably hotter as embers coalesce around the soldier's various weapons before sparking into a blaze. The soldiers mutter prayers to the Warrior before restarting their attack!

The two Archers draw their bows with a now burning arrow and fire on the unfortunate instigator of Eli's ire, Chet.

Engulfing Flames DC14 Fortitude for Half and avoid Burning: 4d4 ⇒ (2, 1, 3, 3) = 9

Engulfing Flames DC14 Fortitude for Half and avoid Burning: 4d4 ⇒ (3, 2, 4, 2) = 11

If anyone is secretly a Blue Mage this qualifies.

Wyld scampers along the side to engage the archers. He grasps his longsword with both hands in a wild overhand chop.

"Sorry!" He cries out as he swings.

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

One of the soldiers that held back turns to face Wyld and lashes out with his now burning spear.

Burning Spear!: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 2 + 1d6 ⇒ (2) + 2 + (1) = 5


Trev Squirrel wrote:


Draws his bow and aims at one of the archers in the back
move action to use the Archer's Aim skill for a +1 bonus to attack

Trev manages to wound one of the archers, but they're still going strong! One attempts to return the shot at Trev while two of the soldiers move up to jab their spears at Chet.

Archer Shot: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d8 ⇒ 6

Spear Jab 1: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Spear Jab 2: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Chet's Turn!


Reginold dispatches the soldier with ease and they crumble to the ground. Two more of the soldiers advance and thrust their spears at Reginold, now more wary of the sharply dressed badger.

Attack 1: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Attack 2: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Trev's turn!


Party Initiative: 4d20 ⇒ (4, 16, 3, 1) = 24

Soldiers Initiative: 9d20 ⇒ (3, 3, 10, 12, 9, 20, 16, 10, 1) = 84

Initiative Blocks:

Soldier 4
Reginold
Soldier 5 and 1
Trev
Archer 3 and Soldier 6 and 2
Chet
Archer 1 and 2
Wyld
Soldier 3

One of the soldiers breaks into a run and thrusts his spear at Wyld with a shout.
Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

But Wyld manages to shrink away from the spear point.

Reginold's Turn


Wyld barely manages a squeak before the King nods in confirmation of your words.

"Our Lord's Chosen! Purifier Eli shall take to overseeing your tutorship." The wizened Mouse takes a sweeping bow before returning to fold his arms behind his back. "He has served our Kingdom as Chosen for more than a decade faithfully. His wisdom should serve well to temper our newest Chosen to become some of the greatest our Kingdom shall know. Good People of Redwall, our priests shall guide you to the reception hall. A feast will be held to commemorate the night! Alas, our newly Chosen shan't partake. They have other duties to attend to in the Warrior's name."

A murmur of prayer ripples in response to the King's words whilst the organ music slowly picks up tempo. Purifier Eli has you all maintain your position until the common folk depart before gesturing you to fall in line with him. He guides you back to your chambers.

"Grab your things and follow me to the practice field. What? Did you think we would rest our laurels here? Perhaps you wish to join the feast? Admire the murals? No. As Chosen we have a duty to repel our Lord's enemies. Nightmarish things lurk in the dark corners of our world everywhere...and the quickest way to know how to teach you is to see what you're capable of." Eli snaps a response when he sees Wyld's look of surprise.

In the practice field, 6 soldiers and 3 archers stand at sharp attention upon your entrance. They array themselves into a fighting formation at a gesture from Purifier Eli.

"Excellent. All is in order. Don't worry about holding back. The priests are in retainer and the blessing of our Lord should prevent any lethal blows. Don't be shy now! You may begin whenever you feel ready." Eli gives a cackling laugh as he sinks onto a bench to read a book.

The soldiers stand in formation 30ft away. Archers in the back.

How do we want to do initiative? Block is easier, but I can go either way since Block initiative can be deadlier.


A second Priest flanked by two of the Papal Knights soon arrives and gives you all a cursory glance. His furred face wrinkles slightly in distaste as Wyld quickly shovels another chunk of cheese and bread in his mouth before wiping his hands off on his pants in a hurry.

"...You will be presented before His Majesty now. Please do make yourselves presentable...perhaps take a moment to wash your face Brother Wyld."

"Y-yes Father Mathis." Wyld stammers as he fumbles with a damp cloth given to him by a nearby servant.

"Come along now Chosen. Tis to be a grand ceremony and we are naught to keep His Majesty waiting." Father Mathis takes you all through the many corridors of the Cathedral to the central hall and receiving chamber. Choir music seems to drift along the air and grows louder as you near the central hall. It swells to a grand organ and as you enter the hall, the light from the outside sun seems to blind you for a moment.

A crowd of people "Ooh" and "Aah" though their exuberance is quickly tempered by the Papal Knights standing guard. The grand hall is filled with a number of the common folk. The walls of the hall are decorated with the many images of Martin's acts, statues of the Warrior, and images of his many saints. A proverbial army of priests also kneel in prayer.

Notable individuals within the room to a canny eye are:
The emissary of Salamandastron, the impregnable hold of the Badger Lords, a heavyset Badger wearing rich clothing who seems to have an irritated expression even during this momentous occasion.

A figure that can be no other than the Grand Crusader of Redwall, Johnathan Mason. Clad in gleaming white full plate armor, he cuts an inspiring figure at the King's right hand. It's said that he took a vow to ne'er remove his helm until all of Redwall's foes have been slain.

Father Mathis takes his place at the head of the priesthood once he guides you into position.

Alongside you is a much older gray robed Mouse with missing fur. He wears a wide-brimmed hat and gives you an appraising look as you stand before the King.

King Frederick wears resplendent robes and a gleaming white metaled crown upon his head. He is a large mouse, perhaps a more athletic one in the past, but has grown a bit more sedentary. In his hands is a scepter that seems to pulse with authority.

King Frederick raises a magnanimous hand and all falls silent. "We are gathered on this most auspicious of occasions to welcome the newest of our proud kingdom's heroes. Some have traveled far. Some have lived humbly to this moment. Some have fought to keep Redwall safe from our enemies. But our Lord's wisdom shines throughout and elevates those truly righteous. Today, you are anointed Chosen. Father Mathis, the baptism." King Frederick finishes and Father Mathis passes amongst you while marking you all with holy water. He murmurs quiet blessings whilst doing so.

"Reborn as Martin's Divine Will, I...and the People would hear your words. Your vows. Your conviction. Speak now Chosen...though should words fail you in this grandest of ceremony, the Lord and I shall begrudge you naught."


After a night of rest from your travels, another priest comes to fetch you all to break your fast. It is here you are introduced to one another alongside another Chosen whom promptly introduces himself.

"Another blessed day it's looking to be, my friends! I'm Wyld. I heard some of the priests say that Chosen who're bestowed around the same time are destined companions! I hope we can get along if we're gonna be stuck together!" The portly Mouse has an easy wide smile as he still drinks in the scenery of the cathedral.

"This place is crazy huge! Y'think we'll stay here long or do they have a plan for us already?"

Some time to chitchat between characters 'afore I move along.


It is the year of our lord, the Hero Martin, 243 AD. Redwall where once nothing more than a humble abbey has stood, has now grown to be a truly massive kingdom under his divine auspices. The people sing their praises to him as they live full lives without fear due to the efforts of His Chosen. Divinely empowered with strength beyond reason, they do battle against the endless hordes of barbarians, beasts and creatures from the warrens deep below. Born under the stars of His many saints, these Chosen selflessly relinquish the lives they once had to serve as Redwall's Shield and Sword against Evil.

You have been Chosen. Like a muscle you never knew you had being stretched for the first time or a eureka moment where all the world is understood, a flood of knowledge, ability and strength filled you overnight. In no more than a month however, a Priest has come as news of your Gift has spread to whisk you to the capital of Redwall, Saint Maria. Within that great city is the palatial Cathedral of Saint Maria, throne of the current King Frederick Wimbledon the III.

Your rooms granted to you in an adjoining complex are lavish, far beyond your previous humble(Or even perhaps not so humble) origins. Today you are to be seen by the King and sworn into his Crusaders before basic training and exercises to make sure you are fit to do battle against His enemies.

Who are you and what life did you live before? Why do you believe you have been Chosen? Why is the Kingdom of Redwall the greatest land in the world to you?


One of the plate-books breaks into multiple circular discs that begin to float around your head. The other two books seem normal.

The book provides the map you can see listed in the Campaign Description. The Graveyard is B4.


The Observatory of Kanthus
Armillery Tower and Spire
The Natatorium
Graveyard of the Enlightened
The building you are in are the Telamnon Archives

Other listed buildings are names that do not correlate to your current knowledge of the map. It is quite likely they fell to ruin and no longer exist meaningfully. Words you cannot derive the meaning of you assume to be names.

The closest area is the Graveyard.

Does Kasshyk touch any of the three remaining books and/or do you attempt to decipher them?


Feh.

Molly looks over the glyphs and uses a smattering of similar script to divine their meaning. The book is titled Idionestra's Histories and it details the island of Nal'Kashel as a center for learning in it's early days. It serves as a masterwork tool in regards to Kn.History checks pertaining to Nal'Kashel and identifies the buildings located on the Island.


The two of you look at the small unearthed crater in the center of the room. The creatures dug into the ground a little bit before stopping for some reason.

Molly stares at the empty crater for a short time before it clicks and she realizes what she is looking at. It appears to be a small vein of iron ore the Rust Monsters were feeding on.

At that moment one of the bundles of copper plates float by her and she grabs it, disrupting it's floating orbit. It is inscribed with a number of Azlanti glyphs of which you unfortunately cannot decipher. It appears to be a book of some kind however.

Linguistics to Decipher or knowing the Azlanti language

She can also plainly see three other particular bundles that look intact.


Molly's barrage of arrows slay yet another Rust Monster.

The final creature panics and flees the scene by withdrawing from the Lizardman Barbarian.

It gets away assuming you all don't give chase for some reason. You all are free to explore the place.


Dorian's arrow lands on the Rust Monster previously wounded by Kasshyk, killing it.

Two Rust Monsters remain!

Molly's Turn.


Kristeva advances into the fray, drawing a flail instead of using her more expensive longsword.

Double moves.

Dorian's Turn.


They have cover, not concealment. Bonus to AC vs Ranged Attacks and Reflex saves originating from a distance.

One of the poor creatures is hit and it barely clings to life as an arrow punches straight through it. It makes a chittering sound somewhat like a squeal. Molly's other arrows miss their mark, being thrown off trajectory by the pieces of glass or bouncing off the creature's chitinous armor.

The shot Rust Monster flees towards an exit on the opposite side of the room whilst the others scramble towards Kasshyk, eager to feed on his blade.

The creatures are surprisingly nimble as they clamber over chunks of glass and rock. They swarm the Lizardfolk with hunger.

Bite: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d3 ⇒ 2

Antennae Touch on Piton: 1d20 + 6 ⇒ (13) + 6 = 19

Antennae Touch on Dagger: 1d20 + 6 ⇒ (9) + 6 = 15

The nimble Lizardfolk avoid the bite but is caught off guard by the creatures' namesake antennae.

Kasshyk's Turn. DC15 Reflex Saves or the item gains the Broken Condition. Superstitious applies. Er but I don't believe you were in a rage yet?


Dorian's words fill his allies with determination!

Molly's Turn.


Initiative Rolls:

Rust Monsters: 1d20 + 3 ⇒ (11) + 3 = 14
Kasshyk: 1d20 + 4 ⇒ (7) + 4 = 11
Molly: 1d20 + 7 ⇒ (16) + 7 = 23
Dorian: 1d20 + 7 ⇒ (18) + 7 = 25
Kristeva: 1d20 + 2 ⇒ (8) + 2 = 10

Final Initiative:

Dorian
Molly
Rust Monsters
Kasshyk
Kristeva

The Lizardfolk moves approximately 10ft into their senses before the creatures pull themselves away from their meal.

Molly, Kristeva and Dorian are approximately 50ft away while Kasshyk is 30ft away. The glass debris makes it difficult to find a clear charging lane for either combatants and there is Soft Cover vs Ranged Attacks unless within 15ft.

Dorian's turn.


The Rust Monsters seem to be gathered around in the center where there is a bore in the ground. There are a number of copper plate groupings lazily drifting through the air. From a distance, the only thing Molly can tell about them is that the Azlanti had a penchant for engraving information on copper plates.


4, 40ft and there is light cover from all the large chunks of glass debris impaled in the ground.


Kasshyk and Molly spot the creatures further in from the entrance. It appears the creatures are busy congregating around something in the center of the dome.

The insectile monsters have four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.

Molly knows these creatures are Rust Monsters! Feared by adventurers, these creatures are well known for their ability to destroy metal and ruin the equipment of adventurers thus ruining the ability for them to work their livelihood.


The two of them are never seen again.

Are you trying to be sneaky or just gallivanting in?


Kasshyk cannot spot anything of note from outside the ruined domed building.


You continue following the path and in the distance is the first building of the ancient azlanti ruin.

The grand crystal dome atop this structure has collapsed into massive shards that jut from the earth at odd angles,forming an unusually beautiful courtyard within this huge structure. A cracked, tessellated floor and worn stone alcoves highlight an ancient archive. Thin, engraved copper plates float gently in the air, bundled in groups like open books, their tarnished pages no doubt filled with all manner of esoterica.

Dorian and Molly can smell the distinct aroma of rust however...even from outside the place.

B2 of Nal'Kashel

How do you proceed?


Molly A. wrote:

Could it have anything to do with the water? -.-'

If Kristeva's immune to it because she's human, that's racist! XD

First of all, Kristeva is not human. Second of all, if you want me to start being racist, I'm totally ready for that because I've played racist characters in many many games.


Dorian is certain that it has something to do with ancient residual arcane energies connected somehow to creatures from the Dark Tapestry. It becomes apparent to him that the island itself is coated in said energies.

Dark Tapestry AKA SPAAAAAAAAACE! Nice roll.


Using Kasshyk's rope, Dorian manages to make it up without too much difficulty. Kristeva follows as well.

...

The streets of the city wrap around the ruined structures of the island in sweeping curves like the shell of some enormous mollusk. Massive slabs of a white, chitinous material grow layer upon layer in a once-contiguous piece, long ago broken into jagged formations. Along the streets, urchin-like spines stab ten feet upward, some with illuminated, glass globes drifting slowly in silent orbit around their points. Densely overgrown, vine-choked buildings alternate between fantastic domed structures and symmetrical, orderly city blocks, following the arcs of the queerly curving streets.

Occasionally the street path juts upward abruptly requiring you all to climb, but with Kasshyk going up first and deploying a rope down it is a trivial matter to travel.

After about an hour since your arrival on Nal'Kashel, everyone feels a sickness within them that soon expands into something greater.


  • Dorian glances at his hands and finds that fish-like webbing has begun to grow between his fingers and his joints became somewhat knobby and painful.
  • Molly develops a painful phlegmy cough.
  • Kasshyk begins to have quick bouts of nausea that occasionally results in vomiting.
  • Kristeva seems...completely fine?

A Heal check or Kn.Arcana to identify the cause. It does not appear to be malignant currently and otherwise does not incur any kind of penalties.

Kristeva's Kn.Arcana: 1d20 + 7 ⇒ (6) + 7 = 13


Kasshyk finds a decent path out of the sheer one hundred foot cliffs that surround this cove. It appears to have been an ancient road that ended here and has left numerous solid bricking to use as handholds as opposed to the sheer cliffs that end in likely rocky graves for would-be climbers.

Climb checks DC 15. Not too difficult due to the brick handholds and of course circumventing them some other way is a possibility.

"That is a long way up." Kristeva comments dryly.


As Kasshyk approaches the object, he feels a bit queasy as disturbing visions and memories that can't possibly be his flood his mind. Phantoms dance across his vision and the feeling passes just as quickly as it set in.

Yar, Fort Save 15 or be sickened

Kasshyk then touches the stone but nothing happens.


Nal'kashel stretches out before our heroes, calling them to rise to action in defense of Blackcove. It beckons them further past it's mysterious shores.

Dorian knows from local descriptions that this large rock must be the Wedding Rock. A staple in Blackcove marriage tradition.

Kristeva rings out sand from her greaves in vain as she awaits her companions to gather their courage.


Countersong is never useful.


Nal'Kashel, B1 is where you guys are.

Molly sees everything there is to see, but more importantly she can hear a disturbing humming sound seeming to emanate from the rock despite the distance.


The Fishman does not resurface and it becomes apparent that nothing will assault you further. Molly has no trouble getting back into the boat if she wishes though the shore of Nal'kashel is not far and is quite a swimmable distance for the agile Merfolk.

After a moment to reorient yourselves, it is a simple matter of reaching the shore.

Imposing cliffs rise above the frothy sea, collapsing at a rocky beach of dark sand. Graceful spires and golden domes pierce the island’s thick foliage high above, and the remains of a ruined road of white slate crumble down the cliffs onto the beach. Overhead, a half dozen broken towers float in slow elliptical orbits around the island. A large rock covered in graffiti juts from the sand in the middle of the beach.

Kristeva steps out of the boat, grateful to have her feet on the ground once more.


Molly is pitched into the ocean water. The jellyfish are not happy to have her.

Fort Save DC 15 or be poisoned.

Initiative Rolls:

Dorian: 1d20 + 7 ⇒ (7) + 7 = 14
Kristeva: 1d20 + 2 ⇒ (8) + 2 = 10
Kasshyk: 1d20 + 4 ⇒ (6) + 4 = 10
Molly: 1d20 + 7 ⇒ (4) + 7 = 11
Fishman: 1d20 + 1 ⇒ (3) + 1 = 4

Dorian charges the Fishman but it is a bit more ready than he thought.

Attack of Opportunity: 1d20 + 2 ⇒ (19) + 2 = 21

It fails to hamper his charge however and he knocks the fishman clean off the boat.

Kristeva stands and readies herself to strike the creature should it appear again.

Dorian's Turn again.


Kristeva's Sense Motive: 1d20 + 12 ⇒ (9) + 12 = 21

DC 20 Sense Motive:

You feel something wrong as Estian stops singing and sets the oars to rest. He seems suddenly nervous and agitated.

Estian's face twists in pain as he undergoes an incredibly rapid and horrifying transformation. His skin cracks and splits open and what once was Estian is now a croaking fishman where once he stood.

He begins to pitch the boat violently.

Everyone make a DC 15 Reflex Save. Those who pass the Sense Motive check get a +2 and may act before the initiative count begins.

Kristeva's Reflex: 1d20 + 9 ⇒ (9) + 9 = 18


Dawn comes after the party's nightly rest and you all board Estian's rowboat that easily fits the five of you.

The waves are choppy but the broad shouldered fisherman seems adept at handling the ocean waters.

The island materializes ahead as imposing cliffs lift weed choked ruins far above the frothing sea. Miraculously, the broken tops of several towers orbit the island in slow, lazy ellipses, some plunging into the ocean before emerging aloft again. A huge blanket of floating jellyfish lurk just below the gray waters as Estian croaks a rough sea shanty under his breath. He sniffs the salty air and nods toward the jellyfish bloom, his wide mouth breaking into a toothy grin. “That’s a bad place to be right now, surely, I’d say!”

Sense Motive everyone.


Fair enough, yall got enough gp for Molly's suggestion of the Touch of the Sea potion? Though you can most likely rest assured that there is a method of gaining underwater breath in a module where you might need it...But that is what we call metagaming! =P


360 gold


Lira mulls it over but agrees to sell the wand to whomever is willing to foot the bill for it.

Infernal Healing is indeed available. Just let me know how much you guys want to buy and list the total cost.


So what would you like to buy?


Whatcha lookin to buy? She can be assumed to have most basic healing supplies under 100gp as well as a partially charged wand of Cure Light Wounds(24/50) for 360 gold. The wand she would need to be convinced to part with though.


"Yes; We have a few healing tonics for emergencies as well as a partially used wand though I would loathe to part with the wand."

Lira explains to Kasshyk and shows him a small array of alchemical brews and potions. A thin wooden stick embellished with a seashell threaded through the wood is the most noteworthy item of her collection.

"I am sorry for our meager supplies. Most wandering merchants have shied away more than they usually had because of our recent troubles."


Kasshyk finds her without issue praying before a statue. Upon your approach she stands and speaks to you.

"Is there something you needed Scaled One?"

There are various religion iconography within the small chapel but the only thing you can pick up on is that they seem to be a bit more varied than what a church of Asmodeus would have.


My players enjoy their lives more than I do. Tomorrow morning would be more sane yes.

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