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The Wayfinders - The Wreck of the Archon

SelcSilverhand

First Post
"We should scout the far side to see what lies beyond." Doral says helpfully.

OOC: ;) Can we use the terrain to sneak to the other side, or would we have to walk out into the open to reach the far side?

OOC: It is mostly scrub, some short bushes, grass, and occasional small tree. It is not the optimum cover but would be possible to attempt.
 

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Dr Simon

Explorer
"We could go underneath to get there, eh?" says Kraken, patting the rumbleball. "Mind you, if those little fellas have got some kind of earth spirit guarding them, we might need to go the long way round, eh?"
 

Deuce Traveler

Adventurer
"We should attempt to scout the other side on foot using the terrain. I have the upmost confidence that most of us can make it across without trouble. However, we also have magic for those whom may have difficulty along the rougher patches." Doral says as he examines the terrain using his spyglass.
 

Shayuri

First Post
"Agreed," Mask agrees. "Doral, do you have enough power for one of those group invisibility spells? I can turn us invisible singly, but that seems an inefficient use of power. Sound we won't need to worry too much about unless we stumble across a sentry."
 

jkason

First Post
Midian Rightson, human druid

"Whatever was down there ... hunting me shouldn't have any trouble sensing the rumbleball, either," Midian agrees. "Then we'd be back where we were underwater, with most of our resources trapped inside. I agree we should stick to the surface. It might be able to sense us above, but if it does, we're in a position to defend ourselves, at least."

[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

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] 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 : Delay Poison, Frigid Touch, Lesser Restoration, Resist Energy, Stone Call, Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Hide Campsite, Neutralize Poison, Resinous Skin, 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
After scouting out a good route using Doral's spyglass, you close up the Rumbleball and set out across the wasteland. Your path takes you a long way around the front end of the crashed city and as far from the gnomish camp as you can. As you come closer to open ground Doral casts his invisibility sphere to hide the group as they approach.

As you round the front of the ship and the camps are hidden you are able to move a bit more freely. Once you can see what is on the far side however, you realize while both groups set up their camps on the same side of the city. The entire field before you is covered with bodies. They lie strewn about for hundreds of feet all around. You see men and women, mostly humans, entangled in the final throes of a massive conflict. Many of them suffered terrible wounds, hacked limbs, scorched, or pierced with bolts and arrows. Despite this battle being over two years old during the last days of the Last War, none of them have rotted. The blood still is red and slick, the eyes still wide in pain and fear, and no sign of insects or animal activity. Nature's natural recycling process has been interrupted in this place. Nothing moves.

The city lies tilted towards this side. If there were ground level entrances here, they lie crushed and buried beneath the rubble and churned earth.
 

Deuce Traveler

Adventurer
"If this be war, I much prefer subterfuge. It would appear as if we have nothing to gain by approaching from this side," Doral notes with mixture of disappointment and disgust.
 

Dr Simon

Explorer
Kraken eyes the scene with disgust.

"The spirits have gone from this land," he says. "Given everything else that has happened to us I wouldn't be surprised if this lot got up and tried to attack us, eh?" He shakes his head. "No-one to perform any burial rites for the poor bastards."
 

jkason

First Post
Midian Rightson, human druid

Midian shudders at the sight.

"In a place that freezes death like this, I'm not sure the rituals wouldn't be tainted by the air itself," he offers to Kraken.

"I don't think there's anything we can do here, either for the dead or our mission," he agrees with Doral.

[sblock=ooc]Unless ... Selc, what's the hull of the city made of? He hasn't prepared it today, but maybe some Stone Shape could be of use, but only if the primary material is rock. I'm not sure that it is, though. And I don't think Pathfinder supports graduating from earthbending to metalbending. :p[/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

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] 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 : Delay Poison, Frigid Touch, Lesser Restoration, Resist Energy, Stone Call, Slipstream(D)
3rd Level / DC19/20 3+1+D Day : Call Lightning*, Hide Campsite, Neutralize Poison, Resinous Skin, 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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