The Undiscovered Frontier (Finished!)


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GlassEye

Adventurer
"I think we are ready to proceed with our scouting mission."

Arkos continues to watch the teaching golem until he shakes his head to break his daze and focus on the next step of their mission.

"Myconid and the golems should stay concealed until we are ready to direct the assault on the ziggurat."

[sblock=Mini Stats]Arkos Stoneborn
Initiative: +1
AC: 12 (11 flat-footed, 12 Touch) [15 w/ Barkskin]
AC: (Predator) 16 (15 flat-footed, 12 Touch)
AC: (Aerial) 14 (13 flat-footed, 12 Touch)
HP: 56 Current: 35
Fort: +8 Reflex: +3 Reflex: (Aerial) +5 Will: +9
Speed: 30 ft., burrow 10 ft.
Speed: (Predator) 50 ft.
Speed: (Aerial) fly 40 ft. (good)

Current Weapon in Hand:
Current Conditions in Effect:

Attacks
Spear +9 (1d6+7 /crit. x3)
Sling +5 (1d3 /crit. x2)
Bite (Predator) +13 (1d4+8 /crit. x2; as magic)
Talon (Aerial) +12 (1d4+7 /crit. x2; as magic)
Breath Weapon (1d8; bludgeoning; Ref 15 for half dmg.)
2 Tentacles (while in Predator) +11 (1d8+7) 10 ft. reach

Spells Prepared:
Spell Save: 14 +SL
3rd level: 3; cure moderate wounds, evard's menacing tentacles (PHB2), evard's menacing tentacles
2nd level: 4; barkskin, bull's strength, heat metal, resist energy
1st level: 4; cure light wounds, faerie fire, goodberry, produce flame
orisons: 5; create water, cure minor wounds, detect magic, light, purify food & drink

Backpack: healer's kit (x2), sunrod (x2), thunderstone (x2), tanglefoot bag (x2), smoke stick(x2), bedroll, 2 wand CLW, 19 pebbles of CSW & 5 pebbles of Remove Disease. food and water.[/sblock]
 

Voda Vosa

First Post
"They might stay into the building. The enemy wouldn't even consider that we destroyed their spores. Meanwhile, I want that you make all the modifications necessarily for the golems to use the wands and staff, that clear TD 14?"
 

Queenie

Queen of Everything
"Are we just going to walk up to the front door and knock, so to speak? Or should we use some stealth to figure out what is going on there first?"
 


Deuce Traveler

Adventurer
TD-14 doesn't seem to understand Sarpot's undead comment, but agrees to the rest. "Very well, sir. We will make it so."

OOC: If you never updated your character sheet with the correct level or with items you wish to keep, please do so now. Items not brought along will be assumed to have been donated to the mushroom men or golems. If you leveled up and never updated the character sheet you, be aware that future enemy encounters will be more difficult than previous ones. Yuan-Ti are quite a bit tougher than gnolls.
 


GlassEye

Adventurer
"Then we should go to scout out the ziggurat now. Is everyone ready?"

[sblock=Mini Stats]Arkos Stoneborn
Initiative: +1
AC: 12 (11 flat-footed, 12 Touch) [15 w/ Barkskin]
AC: (Predator) 16 (15 flat-footed, 12 Touch)
AC: (Aerial) 14 (13 flat-footed, 12 Touch)
HP: 56 Current: 35
Fort: +8 Reflex: +3 Reflex: (Aerial) +5 Will: +9
Speed: 30 ft., burrow 10 ft.
Speed: (Predator) 50 ft.
Speed: (Aerial) fly 40 ft. (good)

Current Weapon in Hand:
Current Conditions in Effect:

Attacks
Spear +9 (1d6+7 /crit. x3)
Sling +5 (1d3 /crit. x2)
Bite (Predator) +13 (1d4+8 /crit. x2; as magic)
Talon (Aerial) +12 (1d4+7 /crit. x2; as magic)
Breath Weapon (1d8; bludgeoning; Ref 15 for half dmg.)
2 Tentacles (while in Predator) +11 (1d8+7) 10 ft. reach

Spells Prepared:
Spell Save: 14 +SL
3rd level: 3; cure moderate wounds, evard's menacing tentacles (PHB2), evard's menacing tentacles
2nd level: 4; barkskin, bull's strength, heat metal, resist energy
1st level: 4; cure light wounds, faerie fire, goodberry, produce flame
orisons: 5; create water, cure minor wounds, detect magic, light, purify food & drink

Backpack: healer's kit (x2), sunrod (x2), thunderstone (x2), tanglefoot bag (x2), smoke stick(x2), bedroll, 2 wand CLW, 19 pebbles of CSW & 5 pebbles of Remove Disease. food and water.[/sblock]
 

Deuce Traveler

Adventurer
OOC: I'll give you two options. To travel as a group with each of you making two DC 10 stealth checks to succeed, or to send out one single scout a hundred feet ahead of the party who will need two DC 15 stealth checks to succeed in reaching the ziggurat perimeter undetected. Your scout will be by himself or herself for a couple of rounds if he or she runs into trouble.
 

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