Lizardfolk Sorcerer

Korliss Ironscale's page

44 posts. Alias of psionichamster.


RSS


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

Korliss slings the unconscious ratman on one of the rafts and begins to swim with the vessel.

"Stay alert, and keep your footing. If you can use those bows, perhaps get them ready."

Swim speed 30, and swim at +12, can take 10.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"We can pull the rafts if you can't manage them. You lot just stay dry and aloft."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"These two traveled armed and ready for trouble. Blades, bows, even magic scrolls. If I had to guess, they're scouts for some group. If they ran into more of the green fey lady's monsters, that could explain why they're beat up and whatever else was tied up here is gone."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"They travel armed like soldiers. Or adventurers, perhaps? Those of you who can use such things, you may wish to arm yourselves. This ratman will live, but his injuries are beyond my ability to heal for now. The dead has no need of his things, though."

Korliss slings the unconscious ratfolk over his shoulder and moves along, hoping the others will arm themselves appropriately.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss pulls out a handful of berries and whispers over them in draconic briefly. The fruit glows with a green light before resuming their normal red glossy sheen.

Casting goodberry, yielding 2d4 ⇒ (2, 3) = 5 berries.

He moves up and places a berry into each fallen creature and works their mouth to make them eat.

"Fallen ratmen? Deep in these tunnels? Bizarre."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss continues down slowly, claws ready and nose sniffing the air ahead.

Gromusch follows closely behind his master.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Perception: 1d20 + 9 ⇒ (1) + 9 = 10

Nope.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Tools and supplies, we will improvise. If you fear, stay behind Korliss, younwill be protected."

Korliss begins heading down the tunnel, following the tracks as best he can.

Survival: 1d20 + 8 ⇒ (14) + 8 = 22


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss and Gromusch use the rope to descend down the slope.

Acrobatics: 1d20 + 2 + 5 ⇒ (17) + 2 + 5 = 24 Korliss

Acrobatics: 1d20 + 2 + 5 ⇒ (19) + 2 + 5 = 26 Gromusch


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss holds up his amulet of Gozreh, the dripping leaf holy symbol of the god of nature. He whispers in draconic and the amulet begins to glow with light.

"Blood, and a struggle. Maybe someone yet lives. We must go, and be wary."

He takes point, claws flexed and tail nearly straight back as he moves into the tunnel.

Survival for tracking: 1d20 + 8 ⇒ (12) + 8 = 20


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Climb Korliss: 1d20 + 5 ⇒ (13) + 5 = 18
Climb Gromusch: 1d20 + 2 ⇒ (16) + 2 = 18

"Good. Good to see you have spines and heart."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"I smell blood. Fresh blood, from down there."

Korliss points at the uncovered door, then moves down to get a closer look.

"Something was injured. Or slain down here. And recently. We must ibvestigate."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"There is something under the village. An entrance to somewhere, hidden in the well this whole time. And that marking has something to do with it."

Korliss paces around the damaged well, hissing and clenching-unclenching his claws reflexively.

"We must go beneath, and root out the danger. The gods only know what lies below the village. And a simple door will hardly keep such creatures as they fey or her giant snake out."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Not for sure, but I'd guess that green fey woman had some hand in it."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss drags his boat onto shore, then hauls it fully up out of the water.

"This green fey creature is becoming a real problem. I believe it will be up to us soon to eliminate the threat to our village."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss makes for the slower sinking boat and attempts to pull one ashore.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Gah! A trick by the green tree lady! We have been fooled!"

Korliss moves back towards the dock as fast as he can.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 9 ⇒ (2) + 9 = 11 perception Korliss
1d20 + 5 ⇒ (4) + 5 = 9 perception Gromusch

1d20 + 9 ⇒ (14) + 9 = 23 perception Korliss
1d20 + 5 ⇒ (4) + 5 = 9 perception Gromusch

1d20 + 9 ⇒ (6) + 9 = 15 perception Korliss
1d20 + 5 ⇒ (5) + 5 = 10 perception Gromusch

1d20 + 9 ⇒ (18) + 9 = 27 perception Korliss
1d20 + 5 ⇒ (20) + 5 = 25 perception Gromusch

1d20 + 9 ⇒ (1) + 9 = 10 perception Korliss
1d20 + 5 ⇒ (4) + 5 = 9 perception Gromusch

Gromusch gets a Nat20 on check #4.

Fanning out towards the sound of children in distress, Korliss and Gromusch move close to the ground, sweeping the ground with their vision to pick up tracks and listening intently.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 9 ⇒ (16) + 9 = 25 perception

"That sounded close. Like a youngling near the warehouse. We should investigate, that is close to our assignment anyways.

Korliss emerges dripping from the water and begins to prowl towards the sound of distress.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"I will watch the boats, and the shoreline. This was our task, and I will complete it."

Korliss flexes his claws and his tail lashes back and forth just under the water.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss remains mostly submerged near the boats, with the top of his head and tip of his tail just poking out of the water. He tries to listen more than look, and keeps Grunsch near to smell any danger approaching.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss slips into the water and swims out to the boats, Grumsch close by.

"I will watch from here."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"I need nothing further to kill and eat. If there are sling bullets, I could use those in place of my stones, but they are unneeded in the long term."

Korliss waits while those without natural weapons gear up.

"We watch the shore and the boats then? Do we have any information on what to look for?"


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"So, what is the plan here? Is there a monster or wrongdoer to fight? More evil trees and fey women?"

Korliss and Grumsch fall in with the others, noticeably ignoring the weapons several of the youths now sport.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss follows the healer as well, helping to carry the sick man easily.

"I can make good berries out of these fruit, if that will assist."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"What happened to Julus? Was he poisoned or envenomated?"

Korliss moves over to the green-hued man, drawing out a handful of berries as he goes.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"If this green lady Fey is sealed away by the rod, we should work to keep her locked up. She nearly tricked someone into being eaten by a monster tree, there's no telling what she could've done with her power unshackled."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss casts light as they enter the basement, looking around at the preserved foods and stored goods.

"Hmph, quite the store here. You are most ready for a harsh winter."

1d20 + 6 ⇒ (16) + 6 = 22 perception

"A series of magical writings? Like one might find on a holh tablet, or a scroll? Does anyone have magical knowledge skills?"


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Yes, let us discuss this foundation stone circle, and what it truly means. Fey are tricky creatures, and knowledge is crucial to managing such trickery."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"A woman in green who comes at night, and a ring of mysterious stones. This conundrum grows more vexing with each passing moment."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"So we speak with the elder. Are there others going into the forest to destroy this dangerous tree? This group could do so, but will require tools and fire, more than we carry now."

Korliss turns and heads towards the elder Jill resides.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Yes, it is very important we learn about this threat in the woods. Horrible abominations against nature and such creatures must be eliminated as soon as possible. Are there more such trees, or other hidden dangers around?"

Korliss stands just a BIT too close to Jennus as he asks the question, the huge lizardman looming over the woodcutter unintentionally.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Magic? Stranger and stranger this day becomes."

Korliss hefts the traces of the cart and prepares to head back with the others.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"I was unhurt. Sickened by that goo, but no physical.damage."

Korliss aids in retrieving the wood cutter, then moves to pull his cart.

"We must warn the village of this place. It will require consecration and fire, the taint must be purged to make the forest safe."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss moves up and chomps down on the vine/root/branch thing, intending on biting clean through in one go.

1d20 + 5 ⇒ (15) + 5 = 20 to hit for 1d4 + 5 ⇒ (1) + 5 = 6 bludgeoning/slashing/piercing damage

1d20 + 2 ⇒ (17) + 2 = 19 initiative


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 5 ⇒ (5) + 5 = 10 fort d'oh

Korliss feels the magic of the hex affect him, but takes the cloud of whatever it spit out wallop him right in the open mouth.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 7 ⇒ (4) + 7 = 11 kn(nature)

Korliss opens his mouth and hisses at the monstrosity, combining unholy dead and corrupting nature in an abomination against his training.

"Release him, monster!"

He and Gorumsch begin to move in, circling opposite of one another, teeth clicking and powerful claws flexing.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss changes direction and begins moving through the forest north, towards the sound of that scream.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 8 ⇒ (6) + 8 = 14 survival

"Heading East. Can't tell much more...might be the man...might not.

Korliss begins to follow the tracks, Gorumsch at his side.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss remains laying where he is, calling over with closed eyes.

"You need heavy cart pulled? I can help if needed."


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

1d20 + 2 ⇒ (11) + 2 = 13 sense motive


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

"Is there meat in the cake? Or just sweet paste and fruits?"

Korliss spares a glance towards the averted chaos, but remains where he is, head laying on his folded hands and tail stretched out past his prone form.


Lizardfolk Druid 1 | HP 13/13 | AC 13/12/11 || Fort +5 | Ref +2 | Will +4. Init +2; Perception +9

Korliss lays out in the sun, soaking up the heat with a toothy lizardfolk smile across his face. His companion Gromusch lays next to him, similarly basking in the warm rays.

Every once in a while, a small child will approach and ask for "the trick", which brings a deep bass chuckle from the large druid. Pulling a smaller piece of meat from a pouch, he clicks his tongue and gives the alligator a brief command. Opening his jaws wide, Gromusch snaps down on the meat as his master tosses it his way, to the clapping delight of the child.

Happy to be out in the sun and off patrol, Korliss lays back again and allows his thoughts to wander.