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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Manbearcat" data-source="post: 6599815" data-attributes="member: 6696971"><p>Othor, see below. The stakes are much too high in this fight. You're wading in alone (as a player) against an army (you'll see...) of Unfettered Krakens, Sahuagin Mind Slaves, and an Aboleth Overlord. I'm going to give you full autonomy over Averandox (see below). I'll frame the opening of the scene maybe tonight...maybe this weekend. In the meanwhile, familiarize yourself with the below.</p><p></p><p>[HR][/HR]</p><p></p><p><strong><span style="font-size: 12px">Averandox (The Frozen Wind of the North)</span></strong></p><p><em>Solitary, Huge, Terrifying, Hoarder</em></p><p></p><p>24 HP; 3 Armor</p><p>Claws, Jaws, Wings (b[2d10] + 3 damage, piercing 1) <em>Forceful</em>, <em>Messy</em>, <em>Reach</em></p><p>Ability Scores + 2 all</p><p>Special Qualities: Wings, Frost immunity</p><p></p><p></p><p><strong><em>Frozen Breath</em></strong></p><p>When <strong>you breathe a cone of icy shards</strong>, roll + 2. * On a 10+, your frozen breath scours your enemies with the power of winter (as below). *On a 7-9, as 10 + but take -1 ongoing (cumulative) to Frozen Breath until you Rest and Recover.</p><p></p><p style="margin-left: 20px"><strong><em>Frozen Breath</em></strong></p> <p style="margin-left: 20px"><em>Forceful</em>, <em>Near</em></p> <p style="margin-left: 20px">Shards of ice envelop everyone nearby, inflicting 2d6 damage which ignores armor.</p><p></p><p></p><p><strong><em>Aura of Terror</em></strong></p><p>When <strong>you first wade into battle with puny creatures</strong>, roll + 2. * On a 10 +, they flee in terror of your awful presence for a moment. On a 7-9, a couple stand there stupefied by your magnificence...but most are unimpressed.</p><p></p><p></p><p><strong><em>Frozen Wind of the North</em></strong></p><p>When <strong>you call upon the frozen elements of the north</strong>, roll + 2. * On a 10+, choose two. *On a 7-9, choose one. * On a miss, some catastrophe occurs as a result of your calling.</p><p></p><p>* The effect you desire comes to pass</p><p>* You avoid paying nature’s price</p><p>* You retain control</p><p></p><p>[HR][/HR]</p><p></p><p>A single beat of his powerful wings will carry you aloft for considerable time. The moon is out in full and you can see it glimmering off the surface of the unfathomably large lake at World's End Bluff. The shoreline is frozen over, just a thin frosting, but the middle of the lake is alive with whitecaps. Very recently, a massive force must have stirred it. </p><p></p><p>Averandox's core begins to thrum with a latent roar that the dragon cannot wait to unleash. You feel it from your legs up through the entirety of your body. He is your ally but the mindless pull of evolutionary instinct makes your spine want to shiver nonetheless. Looking beyond you several hundred yards away, you see the sky is alive...</p><p></p><p>Two gargantuan krakens, unfettered by gravity's dictates, fly without wings. Their rubbery tentacles and huge mantles catch the moonlight as they cut ominous figures in front of the backdrop of the night-sky. Below them, on the shore of the great lake, is a platoon (30) of mermen, fish-faced with piranha-like fangs. Their four arms handling tridents with martial proficiency. Although you cannot see it, somewhere there must lurk a powerful aboleth.</p><p></p><p>Huge draconic wings ferociously attack the air. One beat accelerates you forward dramatically. 300 yards becomes half that in an instant. The rumbling in its throat, emanating through the rest of its body, grows ever deeper.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6781356" target="_blank">Tecklenburg</a></u></strong></em>, 150 yards away from your enemies and closing...a few hundred feet up on the back of Averandox. What are you doing? Remember, you're acting for both yourself and the dragon.</p><p></p><p>[HR][/HR]</p><p>Saerie, let me know what your plans are. Are you just digging out that deadfall (will take a fair bit of time...probably an hour) so you can reunite with your goblin companions (and then do whatever from there with the unconscious barbarian, etc). You're a bit past mid-day at this point. You'll be approaching dusk in a few short hours after that excavation. Let me know.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6599815, member: 6696971"] Othor, see below. The stakes are much too high in this fight. You're wading in alone (as a player) against an army (you'll see...) of Unfettered Krakens, Sahuagin Mind Slaves, and an Aboleth Overlord. I'm going to give you full autonomy over Averandox (see below). I'll frame the opening of the scene maybe tonight...maybe this weekend. In the meanwhile, familiarize yourself with the below. [HR][/HR] [B][SIZE=3]Averandox (The Frozen Wind of the North)[/SIZE][/B] [I]Solitary, Huge, Terrifying, Hoarder[/I] 24 HP; 3 Armor Claws, Jaws, Wings (b[2d10] + 3 damage, piercing 1) [I]Forceful[/I], [I]Messy[/I], [I]Reach[/I] Ability Scores + 2 all Special Qualities: Wings, Frost immunity [B][I]Frozen Breath[/I][/B] When [B]you breathe a cone of icy shards[/B], roll + 2. * On a 10+, your frozen breath scours your enemies with the power of winter (as below). *On a 7-9, as 10 + but take -1 ongoing (cumulative) to Frozen Breath until you Rest and Recover. [INDENT][B][I]Frozen Breath[/I][/B] [I]Forceful[/I], [I]Near[/I] Shards of ice envelop everyone nearby, inflicting 2d6 damage which ignores armor.[/INDENT] [B][I]Aura of Terror[/I][/B] When [B]you first wade into battle with puny creatures[/B], roll + 2. * On a 10 +, they flee in terror of your awful presence for a moment. On a 7-9, a couple stand there stupefied by your magnificence...but most are unimpressed. [B][I]Frozen Wind of the North[/I][/B] When [B]you call upon the frozen elements of the north[/B], roll + 2. * On a 10+, choose two. *On a 7-9, choose one. * On a miss, some catastrophe occurs as a result of your calling. * The effect you desire comes to pass * You avoid paying nature’s price * You retain control [HR][/HR] A single beat of his powerful wings will carry you aloft for considerable time. The moon is out in full and you can see it glimmering off the surface of the unfathomably large lake at World's End Bluff. The shoreline is frozen over, just a thin frosting, but the middle of the lake is alive with whitecaps. Very recently, a massive force must have stirred it. Averandox's core begins to thrum with a latent roar that the dragon cannot wait to unleash. You feel it from your legs up through the entirety of your body. He is your ally but the mindless pull of evolutionary instinct makes your spine want to shiver nonetheless. Looking beyond you several hundred yards away, you see the sky is alive... Two gargantuan krakens, unfettered by gravity's dictates, fly without wings. Their rubbery tentacles and huge mantles catch the moonlight as they cut ominous figures in front of the backdrop of the night-sky. Below them, on the shore of the great lake, is a platoon (30) of mermen, fish-faced with piranha-like fangs. Their four arms handling tridents with martial proficiency. Although you cannot see it, somewhere there must lurk a powerful aboleth. Huge draconic wings ferociously attack the air. One beat accelerates you forward dramatically. 300 yards becomes half that in an instant. The rumbling in its throat, emanating through the rest of its body, grows ever deeper. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6781356"]Tecklenburg[/URL][/U][/B][/I], 150 yards away from your enemies and closing...a few hundred feet up on the back of Averandox. What are you doing? Remember, you're acting for both yourself and the dragon. [HR][/HR] Saerie, let me know what your plans are. Are you just digging out that deadfall (will take a fair bit of time...probably an hour) so you can reunite with your goblin companions (and then do whatever from there with the unconscious barbarian, etc). You're a bit past mid-day at this point. You'll be approaching dusk in a few short hours after that excavation. Let me know. [/QUOTE]
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