The Wayfinders - The Wreck of the Archon

jkason

First Post
Midian Rightson, human druid

"Now that is ... not right," is the best he can come up with to describe what he sees. "I'm assuming that's what the Mourning looks like. I don't think there are any extra magical effects nearby."

As the door to the rumbleball opens, he gestures to Dain to follow and makes his way to the others.

"Well, that was slightly more than a leisurely swim, wasn't it?" he quips, though his relief at being able to communicate with the others is obvious.

[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
[b]Medium/Huge Animal AC: 17[/b]

Conditions: 
* Wildshaped (Huge Shark: +6 Str (+3 melee attacks)
-4 Dex (-2 ranged attacks)
+6 Nat armor 
Blindsense 30 ft.
Scent (keen scent?) 
-2 AC Huge size)
Swim: 60 
* Slipstream (80 minutes): +20 swim speed 

[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 : [s]Endure Elements[/s],[s]Entangle[/s], Hide from Animals, 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, Hold Animal, [s]Slipstream(D)[/s]
3rd Level / DC19/20 3+1+D Day : [s]Water Breathing[/s], Water Breathing, [s]Pup Shape[/s], Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Dispel Magic, 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] 2/3 remaining
[/sblock]
 

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Deuce Traveler

Adventurer
Doral answers, "Yes, except for that unfortunate incident with the squid. At least our opponents have unique tastes. This particular squid, for example, preferred its choice of treat to be hard-coated with a chewy center." He waits for Dain's appraisal of the situation.
 

Dr Simon

Explorer
Thom stands up, one foot on the rim of the rumbleball, a hand going to the hilt of his falchion.

"Whisper says it wasn't alive," he says whilst scanning the empty town. "Like one of those wulgaru demons maybe, eh? Reckon there's going to be more of that kind of thing round here." He glances down at Midian and Dain. "Good work, Middo," he says. "Sorry you were stuck outside, but reckon maybe you were safer there than in here, eh? So, Dain mate, where to now?"
 

Shayuri

First Post
"Not exactly like those, Thom," Whisper corrects, scanning the buildings as best she can through the thick, oppressive mist.

"It was built like a statue...though since it was swimming, probably not out of stone. I didn't get a good enough look. The point is that it was built, then infused with an animating spirit. Probably an elemental of some kind. Then the spirit was bound with instructions that determine the thing's behavior. It was basically a very unusually-shaped golem, though the specifics of its construction, and the spells used, were probably different."

"Not undead, and definitely not demonically infused undead."

She scowls. "I'm normally all for exploration, but I don't like this little town. Since it's not our mission, I propose we just...pass it by."
 

SelcSilverhand

First Post
By consensus the entire group retreats into the Rumbleball and closes it up, leaving the deserted town and its mysteries behind. Staying close to the piers, Thom drives the craft along the shore and down the larger streets until he spots a gate left open that he can drive through. The town is rapidly swallowed up in the mists until it can no longer be spotted.

Outside, the landscape looks strange as well. Numerous trees are bent and twisted away from the south-east, as if struck by a powerful wind. Some of them are dead and the others look sickly. The grass is patchy, saw edged, and turning brown. The sun is somewhere above you but blocked out by a thick pall of clouds. Dain spends a few minutes getting his bearings before directing you to head south east for a time. He wants to skirt the mining town of Eston; its rich veins of Adamantine and lost creation forges make it a popular target for raiders.

After several hours of travel Dain directs you to turn north-east now that you should be clear of the mines. You have yet to see a single living thing in the desolate landscape as the hour grows late and the sun drops to the horizon. The once beautiful crowning jewel of the old kingdoms is now a wasteland. Thom finds a spot atop a low rise to park the craft. Around you is low grass and sparse patches of trees, and nothing else as far as you can see.
 

Deuce Traveler

Adventurer
"It is obvious that magic does not function properly here, however vegetation seems to have made somewhat of a recovery. Might it not be possible for men to live here once more?" Doral wonders aloud.
 

jkason

First Post
Midian Rightson, human druid

The druid cracks his back as they emerge from the rumbleball, turning at Doral's statement, and assessing the area with his own training in the natural world.

"Nature tends to find a way, as it were," he says, noting those bits of plant life which appear to be living despite the conditions. "Whether man will ever be welcome here again, though, I'm not sure..."


[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/Huge Animal AC: 17

Conditions: none

[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 : [s]Endure Elements[/s],[s]Entangle[/s], Hide from Animals, 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, Hold Animal, [s]Slipstream(D)[/s]
3rd Level / DC19/20 3+1+D Day : [s]Water Breathing[/s], Water Breathing, [s]Pup Shape[/s], Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Dispel Magic, 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] 2/3 remaining
[/sblock]
 

SelcSilverhand

First Post
The druid cracks his back as they emerge from the rumbleball, turning at Doral's statement, and assessing the area with his own training in the natural world.

"Nature tends to find a way, as it were," he says, noting those bits of plant life which appear to be living despite the conditions. "Whether man will ever be welcome here again, though, I'm not sure..."


[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/Huge Animal AC: 17

Conditions: none

[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 : [s]Endure Elements[/s],[s]Entangle[/s], Hide from Animals, 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, Hold Animal, [s]Slipstream(D)[/s]
3rd Level / DC19/20 3+1+D Day : [s]Water Breathing[/s], Water Breathing, [s]Pup Shape[/s], Stone Shape, Water Walk(D) 
4th Level / DC20/21 2+1+D Day : Dispel Magic, 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] 2/3 remaining
[/sblock]

Considering all he has seen, Midian believes it will be a long time before men will be able to call a place like this home. Other more durable races may claim it first though, if they can survive whatever ails this tortured land.

While the Rumbleball is the most secure place to sleep, it was not built for comfort and there would not be enough room for the entire party to stretch out. Reluctantly you set up two of the large tents that were part of your traveling supplies and break into your rations. The wizards stocked it well and you dine on stuffed meat pastries and wedges of cheese. You divide up the nights watch and head to your sleeping rolls. The lone watcher finds a perch atop the Rumbleball where they have the best vantage.

The night passes uneasily.

Shapes in the fog keep the watchers jumpy, and distantly they hear the call of unearthly beasts. A strange light to the south briefly illuminates the sky like heat lightning, but does not repeat itself.

It is Whisper's watch, two hours before sunrise, when she becomes aware of a rustling sound in the knee-high grass around the smoky remains of your campfire.
 

SelcSilverhand

First Post
*rustle rustle* *crunch crunch*

Doral and Thom turn over in their sleeping pads, blearily coming awake to the sounds of something rustling in the grass near their heads on the other side of the canvas tent wall.
 

Deuce Traveler

Adventurer
Doral leaps up and shouts, "Ladies and gentlemen, rouse yourselves. We have company!"

He then casts dancing lights above the rustling noise in the hopes to reveal and distract what is coming.
 

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