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[Unbounded World:The Aeterian Expedition] (Now With New And Improved Amulets!)

OOC -
(The scorpion was a standard colossal scorpion advanced to 50 HD)
Zavac's stats I shall withhold in case you encounter her again.
The d12s are because as a house rule Vielnanan outsiders get d12s.


However the 4 nomads Zavac had with her were as thus:

Zavac's Band:
4x
Crocodile Spirit (Court)
Lesser Spirit (Desert River)
Medium Outsider (Faerie,Water,Earth,Shapechanger)
HD: 9d12 (81) + 54 (135 hp)
Initiative: +4 (Dex)
Speed: 40', Swim 90', Burrow 30'
Armour Class: 30 (10 (base) + 4 (Dex) + 13 (natural) + 3 (Deflection))
Base Attack/Grapple: +9/+15
Attack: Bite +16 (melee) (2d8+9) or tail slap +16 (melee) (1d12+9) or Khopesh +15/+10 (melee) (1d8+6)
Full Attack: Bite +16 (melee) (2d8+9) and tail slap +16 (melee) (1d12+6) and +1 Flaming Cold Bane (Human) Khopesh +15/+10 (melee) (1d8+6+1d6 (fire) + 1d6 (cold)) (19-20/x2)
Space/Reach: 5'/5'
Special Attacks: Spells, Spell-Like Abilities, Common River Mastery, Common Desert Mastery, Favoured Enemy (Human +4/Aeterians (Group) +2), Rage 3/day,
Special Qualities: Fae Traits,Improved Grab (Bite), Lesser Spirit Sight, Immunities (Ability Drain,Ability Damage, Disease, Poison, Sleep , Paralysis, Fire, Cold), DR 10/Cold Iron, Swift Tracker, Animal Companion, Nature Sense, Wild Empathy , Trackless Step, Resist Nature's Lure, SR 23, Evasion, Improved Uncanny Dodge, DR 1/-, Fast Healing 9
Saves: Fort: +16 Ref: +14 Will: +13
Abilities: Str 22 Dex 18 Con 22 Int 18 Wis 16 Cha 18
Skills: Hide +17*, Listen +16, Spot +16, Swim +35, Survival +18, Move Silently +17, Bluff +17, Concentration +19, Intimidate +17, Knowledge (Nature) +13, Knowledge (The Planes) +10, Spellcraft +17
Feats: Multiattack (B),Improved Multiattack (B),Endurance (B),Track (B),Eschew Materials (B),Power Attack,Weapon Focus (Bite),Weapon Focus (Tail Slap),Sunder,
Alignment: Usually Neutral
Treasure: Standard + Khopesh
CR: 13
* +4 racial bonus on hide checks when in water. Further, a crocodile spirit can lie in the water with only its eyes and nostrils showing gaining a +10 cover bonus on Hide checks (when in crocodile form).

Spells (As a 9th level Druid with access to the Water, Earth and Sun Domains and the Ranger Spell-List) (6/5/5/4/2/1)
0th - Cure Minor Wounds, Light, Purify Food and Drink, Guidance, Resistance, Virtue
1st - Magic Fang x2, Animal Messenger, Longstrider, Produce Flame
2nd - Hold Animal, Heat Metal, Chill Metal, Soften Earth and Stone, Barksin
3rd - Greater Magic Fang x2, Searing Light x2,
4th - Bane weapon, Fire Shield
5th - Flamestrike,

Spell-Like Abilities (Sp) - Teleport w/o Error, Plane Shift, Create Water, Know Direction, Resistance, Flare,Charm Animal, Detect Animals and Plants, Hide from Animals, Speak with Animals, Sand Storm (as sleet storm but using sand), Control Water, Quench, Sunbeam, Dispel Magic, Sand cloud (as fog cloud)

Common Water Mastery (Su): A court crocodile spirit gains a +8 competence bonus to its swim checks. While it and its opponents are in contact with water the court crocodile spirit gains a +2 to hit and damage.

Common Desert Mastery (Su): A court crocodile spirit moves through desert terrain at normal speed, and may ignore the effects of sandstorms and other desert hazards, including impediments to speed or concealment they would grant an opponent. Additionally a court crocodile spirit spirit does not leave tracks when moving through desert terrain. 9/day the Court crocodile spirit can evoke the desert to cause an opponent to make a Fortitude save (DC 18) or become exhausted, an opponent who passes the save becomes fatigued. An opponent with equal to or greater HD than a court crocodile spirit becomes fatigued if it fails the save and is unaffected if it succeeds.

Fae Traits (Ex/Su): Despite being native to the Plane of Faerie, and not being as closely bound to Vielnana as the fey, Fae are still part of Vielnana and are not subject to banishment or dismisal or any other effect that requires the subject to be extraplanar.
- Bestow Blessing/Curse (Su) Removed :p
- Grace (Su): As fae creatures Court Crocodile Spirits get their Charisma bonus as a deflection bonus to their AC and an unnamed bonus to their saves.

Lesser Spirit Sight (Su): As lesser spirits Court Crocodile Spirits can percieve into the spirit realm and as such are constantly detecting good,evil,law and chaos and magic. E\ach as if within the 3rd round of use.

Spirit Form (Su): As spirit beings Court Crocodile spirits have no true physical form and may wear any form they please (limited to humanoid or animal forms of their HD or lower). However the Court Crocodile Spirits have 3 prefered forms:
Desert Nomads (In this form the Crocodile spirit lacks its bite and tail slap attacks)
A Large Crocodile (In this form the crocodile spirit lacks its Khopesh attack)
And a Hybrid Form, with a crocodile snout and tail as well as scaly skin.
Due to their nature in all forms the natural attacks and any weapons wielded by a Court Crocodile Spirit count as Magic Silver weapons for the purpose of overcoming damage reduction.
 
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Lochan's eyes will flutter open, taking in the surrounding, he notes the wash of moved sand, probably from the nomads Teppic mentions. He takes notice of the tattoo, however does not investigate much.

He'll stand up slowly, slinging his bow over his shoulder he'll nod at the dragon and say little as agreement that they must hurry.
 

As you pack and make your departure preparations Thol nods at each of you speaks
"Farewell." and he heads off into the desert.

Zerren leads you rapidly through the dessert, for around half an hour, stopping at a circular ring of tall sand dunes to high to see over.

"If you climb the ring you will find my parents lair entance inside the circle. I will sketch you a map. And stay outside so I do not get in your way, I would only be a distraction against the fiend."

Code:
P = Party
S = Sand Dune
L = Lair Entrance

     (This way lies the ocean)
    
    SSSSSSSSSSSSS
  SS............SS        (This way lays Aeter)
  SS............SS
  SL............SS..P
  SL............SS     
  SS............SS
    SSSSSSSSSSSSS
   South (Unknown lands)

Each character represents 20' as the crow flies, the sand dunes are fairly steeply angled though.
(Aeter is Northeast, and the Pyramid North west)
 
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Teppic motions the others to stay back for a moment and moves towards the dunes. He lopes up the sands in a crouched position before falling to his stomache and crawling the last few feet up to the crest. Once he reaches the top, he stays as low as possible while trying to get a good look into the encircled area.

[Hide +21 ; Move Silently +22, Climb +15, Spot +14, Listen +14]
 

Teppic slithers up the sand dune and looks down into the open area between the dunes, the area is largely flat but patches of the area look like they have been recently disturbed. From here you can make out the huge 40 foot hole that marks the entrance to the lair, but it is to dark to see inside it.
 

Teppic quickly reverses himself and slides back down the dune to the others waiting at the bottom.

"It is as we were told. I cannot see anyone or anything outside of the lair, but there has been activity in the basin."
 
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Talsia's spells for the day:

Spells Memorized (6/8/7/7/7/7/5/4/3/2)
0-Create Water (x2), Read Magic (x4)
1-Comprehend Languages, Divine Favor, Hide from Undead, Magic Weapon, Sanctuary, Shield of Faith (x3)
2-
3-Invisibility Purge, Magic Circle vs. Evil, Speak with the Dead, Stone Shape.
4-Dimensional Anchor (x2), Dismissal, Divine Power, Restoration
5-Break Enchantment, Commune, Flame Strike, Greater Command, Righteous Might, True Seeing (x2)
6-Banishment (x2), Greater Dispel Magic, Windwalk, Word of Recall
7-Ethereal Jaunt
8-Firestorm, Holy Aura
9-Miracle, True Ressurection

Domain Spells (Luck and Planning):
1-
2-Augury
3-Clairaudience/Clairvoyance
4-
5-Break Enchantment
6-Mislead
7-
8-
9-

Spells up:
Group: Shield Other
Talsia: Status (on group), Deathwatch, Moment of Prescience, Spell Turning, Freedom of Movement, Magic Circle Against Evil

Talsia channels positive energy into Duncan, healing him of his wounds (Sacrifice up to 3 auguries to fully heal Duncan (2d8+10 healing each)) She then looks for a volunteer among the group who's willing to take down any flying opponents, preferably Skor because of his quickness in combat, and casts Airwalk on him. She then begins to pray for Paradox's blessings upon herself and her companions, before readying her mace for the battle ahead.

"I highly suggest we spread out our battle formation a bit more, even as we approach."
 
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"Thanks. Much better now."
Duncan climbs the dunes, and takes a look at the lair entrance.
"I'd bet it's waiting for us under the sand, that bastard. Skor, if it tries to fly, grab him and take him right down here where we can deal with him; Teppic, you from the right and me from the left; Lochan, do your worst. Only careful not to skewer Skor too. Talsia, try to kick his sorry ass right back where it came from, but if it doesn't work, take care. Ok, let's go and get through with it."
He looks up in a silent prayer to the Watchful Eye, and then unsheathes his sword, whose usual shine is now warm with the blessing of the sun, and jumps down the dune.
 

Duncan lands at the bottom of the dune and all seems still and quiet. The area is flat and desolate apart from the few areas of disturbed sand, and the 40' wide entrance to the lair.
 

Into the Woods

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