Hero's Quest (Solo Eberron Campaign)

Valsamath nods his head slightly and says, " All right, and thank you. My name is Valsamath, by the way. Whom do I have the honour of addressing, if I may ask? "
 

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"I am Dux Balbus. Now if you are finished with your questions?" Although the goblin keeps civil you are getting the impression that he is becoming irritated with you. You are not completely familiar with goblin military ranks but from your knowledge on their language you remember that Dux is one of the highest rank in Darguuni army.

[sblock=OOC]Damnit. Coming up with names for eberron goblins is breaking my head. Darguun is afterall modelled after imperial japan. But I didn't want to go there with names so I decided to use Roman counterparts. I just wanted to get them more organized than normal fantasy goblins. So think of the culture something like mix of japanese and roman empires.[/sblock]
 

The kalashtar bows his head politely and says, " Yes, thank you for your time, Dux Balbus. May the remainder of your journey be more pleasant. "

After taking his leave, Valsamath heads over to the bow to watch the water and feel the salty spray of the ocean for a while while he thinks. If the opportunity arises to speak to the young adventurers again after the goblins have retired to the below decks, he approaches them cautiously again, but otherwise after a few hours he goes back to his cabin for the rest of the day or until dinner is served (if passengers all eat together that is).
 

The night falls eventually and after a couple of hours of sleep you feel refreshed. There is an uneasy feeling in the air as you watch the stars. From nowhere a mist rises quickly and night-crew wakes up the captain to take command. Suddenly you hear a scraping noise, almost as if something clawed was climbing up the rail. Immediatily one of the young ones, apparently a mage comes up from the below deck and looks at you. He speaks quietly. "What's that noise?"
 

Valsamath shakes his head silently, putting a finger up to his lips to signal the mage to be quiet while he strains to hear the sound better. Carefully he slides Falchion out of its scabbard, attempting to keep the sound muffled. Then the kalashtar warrior attempts to creep over towards the sound is coming from...

Listen: 1d20+4=19, Move Silently: 1d20+6=10
 

The boy nods and silently gathers some stuff from his pocket. You sneak towards the rail as suddenly a hand reaches over the rail and behind comes a bony face. Even in low light it seems obviously skeletal. A quick glance confirms more of them boarding.

OOC: You have a surprice round to act. I'll post a map soon.
 

Cursing loudly, the kalashtar yells out, " We're under attack! " as he concentrates on erecting his defenses, more crucial for the lack of his shield.

Initiative: 1d20+2=3

( Biofeedback, naturally, and it seems a damn good thing I got to act first, hehehe... )

Valsamath
HP: 43/43
AC: 17 (Touch 12, Flat-Footed 15)
Fort +5 Ref +5 Will +3
BAB/Grapple: +3/+4
Melee Atk: +5 (1d8+2 19-20/x2, +1 Longsword)
Power Points: 14/10
Action Points: 7
Active Buffs: Biofeedback (DR 3/-)
 

Ten humanoid skeletons pull themselves up from the railing to the deck. Because of your warning cry the crew is ready for them and run to grap swords from a rack nearby. Two of the skeletons come straight for you. The other is carrying a mace but the other attacks with it's claws. The one with claws hits you but your psionic defences wont let the claws do harm. The young mage moves closer to one of the skeletons and releases a fiery arc from his outstreched fingers. The fire scorches bone but doesn't destroy the skeleton. The captain comes tumbling down from the upper deck drawing his thin blade and slashing one of the skeletons doing minimal damage.

Init:
16 Crew
14 Skeletons
13 Mage
8 Captain
3 Val'

OOC: Still working on that map. Couldn't find a good one ready anywhere.
 

Gripping Falchion in both hands, Valsamath steps forward to attack the skeleton that the mage has damaged with his fire ( or if that would require more than a 5' step, the one attacking him with the morningstar, and if those two happen to be the same skeleton, so much the better ) . He brings his sword down in a chopping motion, hoping he can cut through the bone, but while he puts sufficient muscle behind it, his aim is insufficient.

Attack: 1d20+5=7, Damage: 1d8+2=8

( I am probably going to want to play this one out myself, at least for a few rounds. )
 

(well lets say they are the same as I seem unable to pull up a map)

You take a swing but the skeleton raises his mace to defence. The clang is almost deafening for you strike with all your strenght. Having secured weapons the crew now enters the fray also in pairs. The skeletons manage to get some hits through to the others but not you. The mage lets you handle those two and instead turns his attention to a skeleton that managed to harm a crewman badly. He sends a ray of pure white light towards it. Somehow the unholy energy binding the creature ceases to exist and the bones clatter to the deck. "I got one!" He yelps in excitement. The captain looks at his thin blade with unbelief as he cuts one skeleton in two with two strikes. Evenso he drops the blade and picks up the skeleton's mace.
 

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