The Wayfinders - The Wreck of the Archon

jkason

First Post
Midian nods. "Well, let's at least see if we can pack it away. Might be a reasonable bonus if and when we get out of this place," Midian offers.

[sblock=ooc]Looks like I never got Midian a Handy Haversack. Does anyone else have one we can store what we aren't using?[/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/Huge Animal AC: 17
Medium Magical Beast AC: 19
Medium Air Elemental AC: 20, Reflex save: +8

Conditions: Resinous Skin (80 min duration. Not sure if this is expired? DR 5 / piercing). for Kraken: Delay Poison (8 hrs)

[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] 8/9 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 : Endure Elements, Entangle, Feather Step, Liberating Command, Ray of Sickening, Faerie Fire, Obscuring mist(D)
2nd Level / DC18/19 3+2+D Day : [s]Delay Poison[/s], Frigid Touch, Lesser Restoration, Resist Energy, [s]Stone Call[/s], Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Hide Campsite, Neutralize Poison, [s]Resinous Skin[/s], 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] 1/3 remaining
[/sblock]
 

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Dr Simon

Explorer
OOC: These are shortswords, right?

IC:
Kraken unsheathes one of the blades and stabs with it experimentally.

"Not as good as the one I've got, eh?" he says, "But a stubby like this might be useful in close quarters. Bane against humans, did you say? Well, if we meet anything as normal as that in this crazy place that could be useful."

He sheathes it again and straps the scabbard on, but readies his trusty falchion again once this is done.
 

SelcSilverhand

First Post
Doral places the amulet against the keystone. There is a click and a hiss as the pins pull back. There is the sound of grinding in the walls as the door struggles open. It stops about halfway open but you are able to squeeze your way past it. You are now standing in a long hallway. It is broad, beige colored, and marked at intervals with flickering magelights. At the far end are a set of double doors, one of which has fallen ajar. You continue forward cautiously while checking for any signs of movement. Through the doors you find a crossroads of hallways. The floors are a thin cement while the ceilings are full of criss-crossing pipes and ducts so thick you can barely see the metal ceiling. A sign over the door you emerged from shows a wrench and hammer symbol. On the corridors around you are quills and parchment in different colors. Each one looks more or less the same. You turn right and proceed down the first corridor. It is lined with open doors through which you can see office spaces in disarray. Desks are tossed, papers scattered, and writing implements lie on the floor. Some doors are battered inward. Through these doors you can see grisly scenes of blood smeared walls. There are no bodies to be found; only very small bits. In one office space you stop to study more closely. In one corner of the room is a large bloody stain. It shows drag marks leading to the door where the body is hoisted and carried away. On the wall written in what looks like fresh blood are words. They are smeared and runny but Doral deciphers the message and reads it aloud to you. "We Are. We Are. We Are" repeating several times over.
Moving onward you pass two more corridor intersections. The flickering lights play havoc on your senses. Several times you spot movement in the hallway only to find nothing there when you approach. The hissing, pinging, and banging of the steam pipes above your head do little to help your nerves. As you pass by a third corridor you hear a sudden scream close by. At the far end of another corridor you spot a humanoid figure dashing across the opening. It is closely pursued by two four-legged, canine sized creatures. The light is poor but the figure does not move in the shambling fashion of the crew member you saw earlier. Once they are out of sight you see a flash of red light and hear an animal cry out in pain.

OOC
[SBLOCK]
Going into rounds. Posting order is your initiative order for this one. The corridor is approx 50' long to the next junction where you saw the running figures.
[/SBLOCK]
 

Deuce Traveler

Adventurer
Doral moves cautiously forwards, back to the far wall and wand out, waiting for one of the tanks to move past him. "It would seem that there may be a fellow warm-blooded human here needing our assistance."
 

Dr Simon

Explorer
"Let's hope they're not full of those worms," says Kraken as he moves past, hustling down the corridor to the juction whilst ducking under pipes and ducts.

[sblock=OOC]
Use double move to reach the junction and then take a look at the situation.

Initiative 1d20+6=15
[/sblock]
 

SelcSilverhand

First Post
As you round the corner the smell of burnt flesh assaults your nostrils. Just a few feet away lies the still writhing corpse of a canine-like creature. It is utterly lacking in fur and its skin is covered in lumps and fleshy protrusions. A mane of tentacles surround its head, which is nearly skeletal. Its muzzle is long like a greyhound with lips curled back to reveal jagged teeth. One baleful eye swivels to look at you. The halo of tentacles strain outward towards you and the charred body rises for a second before losing strength and collapsing.
Down the corridor the second creature is 50' away advancing slowly upon a man at the far end. The figure raises a shaking hand but in his terror he drops a thin stick from his hand. The creature raises its head and unleashes a long, otherworldly howl that reverberates down the corridor. It then crouches and prepares to spring!
 


Deuce Traveler

Adventurer
Doral follows Whisper's suit, firing off his own wand at the creature about to spring. "If you hope to live you best be light on your feet, sir! Hold for a few more seconds and we will have you safe." To the others he whispers, "Maybe we shall finally gather answers to what is going on here."
 

jkason

First Post
Midian Rightson, human druid

Midian swears under his breath as he realizes his best offensive magics will either take too long to call up, or put the victim at risk.

Instead, he reaches forward in the air, and grabs at it, pulling backward as if he might be dragging a carpet. The floor of the tunnel between creature and victim suddenly pools with moisture, from which springs a large wave.

"Over here, boy. Come play with folks better suited," Midian says, yanking at the invisible tether. The wave crashes over the tentacled creature, threatening to push it back away from its intended target, and closer to the party.

[sblock=ooc]Let's try a Surge. It looks like Paizo still hasn't made any kind of erratta / ruling about the range. If Midian has to move closer to do it, he'll do that, but add in his drawing a weapon as part of the move, I guess.

Drag maneuver to keep it from pouncing our only source of info:

Surge check (drag) vs. beastie (1d20+14=21)

[/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/Huge Animal AC: 17
Medium Magical Beast AC: 19
Medium Air Elemental AC: 20, Reflex save: +8

Conditions: Resinous Skin (80 min duration. Not sure if this is expired? DR 5 / piercing). for Kraken: Delay Poison (8 hrs)

[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] 7/9 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 : Endure Elements, Entangle, Feather Step, Liberating Command, Ray of Sickening, Faerie Fire, Obscuring mist(D)
2nd Level / DC18/19 3+2+D Day : [s]Delay Poison[/s], Frigid Touch, Lesser Restoration, Resist Energy, [s]Stone Call[/s], Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Hide Campsite, Neutralize Poison, [s]Resinous Skin[/s], 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] 1/3 remaining
[/sblock]
 

Dr Simon

Explorer
Kraken waits to see what effect his friends' magic has on the creature. If it still lives after Whisper's attack, he calls down the passage "Yeah, ugly, come and play with me." Over his shoulder he mutters "Stick close, folks, for this to work."

[sblock=OOC]
Casting compel hostility, lasts 4 rounds, Will DC 13 if it tries to attack an ally adjacent to Kraken when it also threatens him.
[/sblock]
 

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