Final words...

Zook, your command spell doesn't have the range to affect anyone in the skytruck. They're about 50 feet away: your spell only has a 30 foot range.
Apparently the name and power of Zook now commands some considerable respect in the Emerald Claw.
 

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The ray strikes true, but the wand wielder does not fall.
Well, he's technically lying on the floor, so he can't fall anyway, but you get the point.
Bharag, you're up.

You can get the reins easily and start steering the team of four hippogriffs with a Handle Animal check of a DC 10: this will let you move them at a rate of 240 feet a round on the level, climb at up to a 45 degree angle at a rate of 120 feet a round, or descend at roughly the same rate.
Making a check of DC 25 will allow you to double those speeds for a round.

Failing the check means the vehicle comes to a sudden stop, which may cause problems for everyone.

You are about 250 feet above solid clouds: you can drop into them in a few rounds, but you'll be flying nearly blind once you're in them.
The towers of Sharn do break through the clouds: there's a set of towers about a thousand feet dead ahead -- which is not that far at the speeds this thing can make.
 

Bhalag grunts and yells back, " Not on your life! "

Unfortunately, he accidentally yanks on the reins, causing them to come to a stop.

Handle Animal: 1d20+1=6

Gulping, he mutters to himself, " Put on the breaks and they'll fly right by. "
 

There is a crunching sound as the body of the skycab is stressed by the sudden stop. The part of the skycab struck by the flaming crossbow bolt and the acid blob starts to crack, but holds together.
For now...

Also, everyone needs to make DC 15 Balance checks. Failure means you fall and need to get up next round before you can fire out of the windows.
Bharag, unfortunately, is on the box, and not so nearly secure as the others.

A failure on this check means you fall off the box.
You can make a DC 10 Climbing check to catch yourself on the horses harness. Failure indicates...well, it's not good.
 




And a darned good thing, too, because Bhalag was about to have his last dance with cruel Lady Gravity.

Rethlin snags Bharag's wrist -- barely -- and catches him as he goes past the carriage window.

Tune in to round 3 some time this evening...
 

Round 3

In our last round the heroes engaged the forces of the Emerald Claw. Minor hits were exchanged and Zook called for the party to close in on the villains.

"Mess withmy spells will ya. Bhalag get us closer if you can"
Bhalag grunts and yells back, " Not on your life! "
Unfortunately, he accidentally yanks on the reins, causing them to come to a stop.

Gulping, he mutters to himself, " Put on the breaks and they'll fly right by. "

Bharag's wild maneuver catapulted him off the drivers box. Only a lucky grab from Rethlin saved him from a thousand foot fall.

At the start of the third round, the order is as follows:
Kae
The bad guys
Zook
Bharag
Rethlin

The skycab is stopped. This makes it a stable platform for shooting. Bharag is hanging from Rethlin's hand and has no cover or Dexterity bonus. Rethlin is hanging out the window and has only half cover (+2 cover bonus). Kae and Zook are currently still inside the coach and have full cover (+4 cover bonus).

Kae helps Rethlin haul Bharag back into the skycab: assuming Rethlin wants to do that, he will get a +2 aid another bonus on his Strength check.

The bad guys do, in fact, pass you. Then they turn, climb to get over you, and unleash another barrage of flaming bolts and acid, this time shooting only at the carriage.

Two shots at the carriage (1d20+1=5, 1d20+1=2)
Wand (1d20+2=6)
Some of the bad guys seem to be laughing so hard they can't shoot straight.

Wand (1d20+2=6)
Manticore (1d20+8=19, 1d20+8=25)
Some of them have no such problems and another part of the skycab begins to smolder and smoke.

A voice calls out "Surrender! Nothing can withstand the power of the Emerald Claw!!"

Zook is up.
 

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