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The Wayfinders - The Wreck of the Archon

SelcSilverhand

First Post
Doral applies pressure in a few places on the plate and experiments with various metals amongst the party's gear. Finally he settles on a combination of copper and tin that would have comprised an officers badge. With it touching the globe he applies a tiny spark of energy. The doors iris open rapidly. A gust of stale air rushes outward bringing with it a bad odor. You cough and wave the air until it clears. Inside is a room lit only by the wan light spilling in from the outside. You see several half walls spread out in a pattern that prevents too many people from moving past them at a time. It looks highly defensible. Beyond it you can see a wide doorway and another room beyond it. There are no signs of occupants, living or otherwise.
 

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Deuce Traveler

Adventurer
Doral looks almost as surprised as the others. "I admit my success was through a lucky guess. I had heard rumors of such entry devices and the means to bypass them, though this is the first time I have had an opportunity to attempt to bypass one. Shall we?"

Doral takes a step forward and examines the first chamber, calling forth light and settling his goggles onto his head.

OOC: Casting Dancing Lights.
 


Shayuri

First Post
"Clever," Whisper observes as she enters after the others. She has to duck to get in the door, and pull her wings uncomfortably tightly against herself...but the advantages of the gargoyle form are too many to waste shifting back just yet.

Once everyone's inside she closes the door behind them.

"Hopefully the fog kept us from being seen, but you never know. From here I think we'd turn left to be heading in the right direction, yes?"
 

jkason

First Post
Midian Rightson, human druid

Midian's wispy form follows the others inside. As with Whisper, the druid found his current form useful enough to maintain rather than dismiss.

"Well, here's hoping you keep making those kinds of guesses, Doral," the druid adds to the others' compliments. As Whisper suggests a direction, the druid does his best to find his bearings in the odd, crashed city. He finds himself still a bit awestruck at the entire scenario.

[sblock=ooc]ETA: Wow. Those are spectacularly unimpressive rolls given the modifiers in play, :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
[b]Medium Air Elemental AC: 20, Reflex save: +8[/b]

Conditions: Wildshape (Medium Air elemental, 8 hours), Resinous Skin (80 min duration. DR 5 / piercing)

[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, [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]
 

SelcSilverhand

First Post
Into the next room you can see it was a military deployment room. The room is lined with lockers and benches. Most of the lockers stand open and the ground is strewn with their contents. Buckles, straps, belts, sheathes, spilled quivers, heavy boots, empty backpacks, and more lie scattered about. It looks like a large group of solders came through here in a hurry. Behind you next to the door that separates this one from the entrance is a large double handed lever. Across the room is a narrower doorway leading into a hall. The hallway stretches away into the gloom to your left and right. A few steps down either direction reveals more doorways on the far wall.
 

Deuce Traveler

Adventurer
"If I remember correctly, it has been suggested that we reach the center of this structure. Does anyone have the sense to know which portal we should transition in order to reach our destination in the fastest possible manner," Doral asks politely as he examines the doorway leading into the hall.
 

jkason

First Post
Midian Rightson, human druid

"Well, we know which way the city was listing, so if the floor leans this way, then we should go... there?" Midian offers, pointing.

[sblock=ooc]I'm afraid I don't know, but have to figure Midian and the others would have a decent sense of whether the city was leaning toward or away from its center relative to them, and could use the slope as a point of reference. He'll throw in a casting of Create Water if it helps firm up which way we're leaning / if the slope is too subtle to determine without help.[/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
[b]Medium Air Elemental AC: 20, Reflex save: +8[/b]

Conditions: Wildshape (Medium Air elemental, 8 hours), Resinous Skin (80 min duration. DR 5 / piercing)

[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, [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]
 

SelcSilverhand

First Post
You are facing towards the stern with the slope to your left. It is hard to say which way will lead you to the room containing the elemental crystals.
 

Dr Simon

Explorer
"Well... we'll need to go down, I would have thought, and that would be somewhere in this corridor. Let's see what we've got here..."

Kraken opens the first door down the left branch of the corridor.

OOC: Str check if needed.
 

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