Deuce Traveler's Last Stand of the Dorinthians

Fenris said:
And my apologies for hogging the spotlight, but we can continue in a more eglatarian manner for a bit ;)

Well, Silas had his time with the formians. I certainly don't begrudge Fenris his friendly chat with the Tallione. ;)
 

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Good job, guys. I'm ending this section. The following people receive the indicated XP:

Dartis: 900 XP (great RPing)
Chalik, Silas, Danica 850 XP (Dittos)
Kel and Alexander: 750 XP (They were doing quite well, but then dropped off due to RL concerns. Still they get the min).

We are ending this section and going to the third part of the adventure. By the by, I had about 2 or 3 different paths you could have gone down. This one might work out good for you, if you play your hand right.
 



DT: I hate to do this, but I think I'll have to bow out of the game. I have a lot going on again all of a sudden. My wife's brother just had a stroke. They think he'll make a full recovery, but it's certainly messing with our scheduling right now. There's other stuff, too, and I just can't promise to post regularly. I'm sure you've noticed that I've been quite lately.

My apologies, and I hope the game continues well.
 


Doh! Man, I haven't been checking this in too long. Ok, folks, I'm moving to Reno tomorrow, but I hope to find a computer and do updates.

Ilium, I hope life is finding you better than it has the last two weeks.
 

Ilium,

I'm sorry to hear about the stroke. I know the road you have ahead. All good thoughts towards your family, and especially, your brother-in-law.
 


I wanted to use a different humanoid creature for this, but didn't like the skum in the Monster Manual I. So I modified him. My skum is the same, except for these additions:

Skills:

Hide: 20*
Climb: 20**

* Mutated skum have a chameleon-like ability that allows them to blend-in with their surroundings, both in and out of the water. They enjoy using this ability in ambushing tactics, although they are not as talented in moving quietly.

** The claws of the mutated skum can be drawn outwards, which makes them curled into the form of hooks. With these, skum can climb walls and ceilings that are made of normal stone or weaker material. They may climb thus at a third their normal movement rate.

Special Abilities:

Acid Splash: Once every three rounds, mutated skum may spit a glob of acid that will inflict 1d3 points of damage to every target within ten feet of its impact.

CR: 3

Level Adjustment: +4
 

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