The Wayfinders - The Wreck of the Archon

jkason

First Post
Midian Rightson, human druid

Midian nods. "I'll do as much as I can to stock us up, though everyone will have to remember, the nature of the goodberries is such that a body will only heal so much before it builds up a tolerance and you have to wait to gain any further benefit," the druid offers.

"Here's hoping we just wind up with a pile full of berries we don't need."

[sblock=ooc]Think I mentioned before, max healing of 8 hp / day from goodberries, so I'll prepare / cast as many as Midian can before we enter the mournlands, but if we take any major hits, we're in trouble if that's all we've got. :) [/sblock]

[sblock=mini-stats]
Code:
[b]HP:[/b] 66/66       
[b]AC:[/b] 21        [b]AC(T):[/b] 14    [b]AC(FF):[/b] 18 
Wildshape base AC: 15
Medium Animal AC: 17

Conditions:

[b]Init:[/b] +02
[b]BAB:[/b] +6/+1     [b]CMB/CMD:[/b] +8/22     [b]ACP:[/b] -3     
[b]Perception:[/b] +17

Saving Throw    Base   Mod   Misc*  Total
Fort:            06     1     +2    +9      
Ref:             02     2     +2    +6       
Will:            06     6     +2    +14

* Cloak +2
Conditional: +4 vs. spell-like fey & plant effects (Resist Nature's Lure)
Resist Cold 10
 
[b]Weapon                  Attack   Damage     Critical[/b]
Shortspear................+8.....1d6+2.........x2
Shortspear, full attack...+8/+3..1d6+2/1d6+2...x2
Shortspear, thrown........+8.....1d6+1.........x2, range 20'
Sling.....................+8.....1d4+2.........x2, range 50'
Sling, full attack........+8/+3..1d4+2/1d4+2...x2, range 50'

[b]Surge:[/b] 9/9 remaining (CMB +14)

Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell

[b]Spells:[/b]
0st Level / DC16/17 6 Day : Create Water, Detect Magic, Detect Poison, Mending, Stabilize, Spark
1st Level / DC17/18 4+2+D Day : Longstrider, Entangle, Feather Step, Liberating Command, Ray of Sickening, Faerie Fire, Obscuring mist(D)
2nd Level / DC18/19 3+2+D Day : Delay Poison, Frigid Touch, Lesser Restoration, Resist Energy, Soften Earth and Stone, Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Mad Monkeys, Sleet Storm, Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Ice Storm, Freedom of Movement, Geyser, Control Water(D)

* attuned to empowered spell shard
** Eberron shard can recall evocation spells up to 4th level: 2/2 remaining

[b]Wand charges:[/b] 27/28 remaining.
[b]Wild Shape:[/b] 3/3 remaining
[/sblock]
 

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Shayuri

First Post
Whisper nods.

"In that case, we should bring along spells to prevent injuries from ever occurring. Perhaps on scrolls, or wands. Any kind of defensive spell that Doral and I can't already cast...and even Midian might benefit from a few extra uses of. There's one in particular called False Life that can absorb significant punishment, and would be useful."
 

SelcSilverhand

First Post
You spend the evening in unusual luxury. Invisible spirits attend to your gear, fold your clothes, massage your muscles, and run baths for you. Your apartments are not as luxurious as the finer hotels you have stayed in, but they are comfortable and you want for nothing during your stay. In the morning Midian is led away to an arboretum that houses hundreds of plant specimens collected from all over Khorvaire and beyond. It takes some time, but with the help of the staff he is able to locate several bushes that are not poisonous though they don't resemble anything Midian has seen in his travels. He leaves with a large box full of berries and an uneasy feeling. For the wizards are not content to tend gardens for aesthetics, instead they are hard at work crossbreeding species or distilling components to produce new and useful tools. He is reminded of other experiments on natural life such as the Owlbear. What will they produce from this strange garden? Assassin Vine Treants? Bark Grafts? The possibilities are interesting, and a bit ominous.
At Whispers request, several magewrights set to work producing scrolls and potions that will be of use for their travels. They manage to recreate 4 scrolls of False Life, two potions of Bears Endurance, and a potion of protection from evil. The supplies, along with the berries, are stored onboard the Rumbleball.
After your final preparations are complete, you are led through yet another series of heavily guarded passages to a room higher in the tower. The moment you enter, you can feel the air humming with power. The room is roughly one hundred feet around, the edges sporting workbenches and lab equipment like that in the workshop below. The ground is not stone, but rather dirt and short grass. A series of massive menhirs circle an area of fifty feet at the center of the chamber. Their sides are marked with strange glyphs that none of you recognize. Above the chamber is a circular glass dome that sports huge brass tubes, glass lenses, and mirrors. The Rumbleball sits in the center of the circle, open and waiting for you. Several figures in heavy protective clothing, helmets, and tinted lenses work around the edges of the room or operate wand-like devices around the stones. Only Adal is recognizable among those in the room. He stands next to a short figure also dressed in protective clothing. Adal looks up as you approach.
"Ah, at last we can get started. Your craft has been prepared. We will be using an.. unusual method of transporting you to your destination, a forested glade near the lake you will need to cross to reach Eston. This is Uli Blackthatch, he is responsible for tending to the Gate of Xabra. It is an artifact discovered and moved here from before the start of the Last War. Normally it allows us to transport material and teams across planar boundries. However it has been re-purposed for this trip to attempt a point to point transfer within the same plane. At least, that is what should happen." He looks meaningfully at Uli who looks uncomfortable for a moment. "It's not a simple process, it has a lot to do with finding the correct alignment of the stars, noting the convergence of the planes (both inner and outer), as well as.. Adal cuts him off with a wave of his hand. "Regardless of the technicalities, Uli believes that he has the correct sequence. We are ready to begin." Some of Uli's assistants come forward and help you mount the Rumblesphere and belt you into place with wide leather straps. Kraken is seated at the now somewhat familiar controls. The workers quickly step back and Uli moves around the room, checking the complicated set of mirrors and brass tubes, an orrery of the planes, and finally a series of notebooks. He clears his throat and calls out that he is ready to begin. His workers move up to the menhirs and stand ready. He calls out, "Yan." and one of the workers reaches up to a stone and traces a sigil on the stone, which begins to glow. "Cassil. Trass. Qu'ounch. Vquilounsez." More etchings are traced and begin to glow as well. The humming in the room grows louder and louder with each symbol. Soon your entire craft is vibrating strongly along with the room. The workers grap the sides of the stone to steady themselves. Uli is visibly sweating as his gaze darts towards the orrery, the notes, and back to the stones. He calls out the final command word. The symbol is traced. There is a sudden gut wrenching feeling. You feel... stretched. Uli shouts something in a loud voice. Everything lurches up and down, then sideways. You are cold, then hot again. It happens too quickly to get a good sense of what is happening. You abruptly snap back into place.

It's dark wherever you are. You can hear noises all around you, but can't quite make out anything. You get the sense of towering objects all around you and smell fresh air.
 

Deuce Traveler

Adventurer
"And thus I am flung from Aundair's bosom once more. I am sure nothing could have possibly gone wrong with our transportation, but just in case let's see what can be seen." Doral activates his sunrod.
 

SelcSilverhand

First Post
In the light of the sunrod you can make out towering trees all around you. Their canopy blocks out any view of the night sky. The area around you is a ring of splintered wood, branches, and fallen leaves.
 

jkason

First Post
Midian Rightson, human druid

Midian's head and stomach are still reeling as Doral adds light to their location. He looks up at the canopy and frowns.

"I'm not sure I'd classify this as a simple glade, but then I'm thinking less and less that the Arcanix's residents think like I do," the druid says. He turns his attention to the trees, trying to identify their species and thus get a bead on their location.

[sblock=ooc]Know: Nature (1d20+13=25)

Trying to narrow down their location based on the local flora.[/sblock]

[sblock=mini-stats]
Code:
[b]HP:[/b] 66/66       
[b]AC:[/b] 21        [b]AC(T):[/b] 14    [b]AC(FF):[/b] 18 
Wildshape base AC: 15
Medium Animal AC: 17

Conditions:

[b]Init:[/b] +02
[b]BAB:[/b] +6/+1     [b]CMB/CMD:[/b] +8/22     [b]ACP:[/b] -3     
[b]Perception:[/b] +17

Saving Throw    Base   Mod   Misc*  Total
Fort:            06     1     +2    +9      
Ref:             02     2     +2    +6       
Will:            06     6     +2    +14

* Cloak +2
Conditional: +4 vs. spell-like fey & plant effects (Resist Nature's Lure)
Resist Cold 10
 
[b]Weapon                  Attack   Damage     Critical[/b]
Shortspear................+8.....1d6+2.........x2
Shortspear, full attack...+8/+3..1d6+2/1d6+2...x2
Shortspear, thrown........+8.....1d6+1.........x2, range 20'
Sling.....................+8.....1d4+2.........x2, range 50'
Sling, full attack........+8/+3..1d4+2/1d4+2...x2, range 50'

[b]Surge:[/b] 9/9 remaining (CMB +14)

Magical Feats: Spell Focus (Conj), Augment Summoning, Natural Spell

[b]Spells:[/b]
0st Level / DC16/17 6 Day : Create Water, Detect Magic, Detect Poison, Mending, Stabilize, Spark
1st Level / DC17/18 4+2+D Day : Longstrider, Entangle, Feather Step, Liberating Command, Ray of Sickening, Faerie Fire, Obscuring mist(D)
2nd Level / DC18/19 3+2+D Day : Delay Poison, Frigid Touch, Lesser Restoration, Resist Energy, Soften Earth and Stone, Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Mad Monkeys, Sleet Storm, Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Ice Storm, Freedom of Movement, Geyser, Control Water(D)

* attuned to empowered spell shard
** Eberron shard can recall evocation spells up to 4th level: 2/2 remaining

[b]Wand charges:[/b] 27/28 remaining.
[b]Wild Shape:[/b] 3/3 remaining
[/sblock]
 

Shayuri

First Post
"I don't see anything immediately threatening," Whisper remarks. "Though you'd think they'd have thought to give us a means of navigation. Now we'll have to work out where we are in order to find the Mournlands."

She looks over at Midian. "I don't suppose you have a way to do that, do you? Read the land or some such?"
 

SelcSilverhand

First Post
[sblock=ooc]Know: Nature (1d20+13=25)

Trying to narrow down their location based on the local flora.[/sblock]

Midian takes a look around your surroundings and does his best to estimate where you are. The good news is that it appears that you are still in Khorvaire, so at least the wizards got the correct plane of existence. The trees, ground cover, and underbrush look to be a species known to grow farther east than where you studied in Aundair, so they also got the direction correct. Without finding some sort of landmark, it is hard to narrow it down farther than that.
 

Dr Simon

Explorer
"He did say we'd be near a lake," says Kraken, sniffing the air. "You can usually tell if there's fresh water around, if you know the smell, eh?"
 
Last edited:

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