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| Abyssal Stalker02-22-07, 01:28 AM | This is a quest for Loddick Saffrion who goes to investigate the Luna March. If you are not Erithmu or me, please don't post here but in the tavern. SUCCESS! Questlog: Week 1: Loddick almost walks to a deadly trap of a pair of Chuul. He slips away and torches the murderous creatures with Energy Missiles. Rewards: 2700 XP 4382 gp worth of treasure: a fully loaded 3pp Cognizance Crystal, 5 CLW Potions, a Silver Dagger and 210gp. Used: 28pp Week 2: Loddick is tracked down by a half-giant werecrocodile ranger, but he turns their roles upside down and sticks it full of arrows. Rewards: 2700 XP 4382 gp worth of treasure: brooch of shielding, efficient quiver, potion of delay poison, potion of resist cold 10, potion of pass without trace and 432gp Used: 17pp and 5 silver arrows Week 3: Loddick examines a lonely hut near the lizardfolk village. He finds out that a witch-doctor of the Swampers lives there, but the lizardwoman is hostiles and calls a massive zombie to help her get Loddick. Loddick survives the fight after using all of his resources. Rewards: 2700 XP 4382 gp worth of treasure: +1 hide armor, black onyx gems for 3200gp and 17gp. Used: 16pp, 25 arrows, 18 cold iron arrows Loddick sells all of the treasure for full price. |
| Abyssal Stalker02-22-07, 01:28 AM | http://www.wizards.com/dnd/images/ph2_gallery/97115.jpg Loddick Saffrion Male Elan (Medium Abberation) Ranger 1/Egoist 6/Slayer 2 [ECL9] Lawful Neutral 42765/45000xp Member of TLT, Defender of the Great Tree Current Fight Cycle Expenditures: Questing Free Action: Making money with Craft 270gp STR...12 [+1]...(04 pts) DEX...18 [+4]...(10 pts) (+2 item) CON...14 [+2]...(06 pts) INT...24 [+7]...(16 pts) (+2 4th,8th +4 item) WIS...08 [-1]...(00 pts) CHA...06 [-2]...(00 pts -2 racial) Hit Points: 60 [8 + 2.5*6 +4.5*2+ 18 con +10 Feat] -- Resilance (1pp to mitigate 2 hps) AC 20, Touch 14, Flat 16 [+6 Armor +4dex] -- +4 Shield (Force Screen) -- +1 Animal Affinity (dex) Initiative: +4 [4dex] BAB/Grap: +6/+7 [+6bab, +1str] Speed 30 45 Skate Saves: Fort +08 [2rng +2psi +0sly +2con +2 enh] Refl +10 [2rng +2psi +0sly +4dex +2 enh] Will +09 [0rng +5psi +3sly -1wis +2 enh] -- +4 racial (1pp Resistance ability) Attacks:+x to attacks Precog(off) +11/+6 Ranged: +1 Seeking Deep Crystal Composite Longbow (+1 str) 1d8+2 [20/x3] [110’ Range] -- +1to hit and damage w/in 30ft // +2d6 dmg Psionic Shot // +2d6 dmg Deep Crystal +8/+3 Melee [Ma] Deep Crystal Falchion 2d4+1 [18-20/x2] -- +2d6 dmg Deep Crystal // Damage w/ AA(str) 1d6+4 +8/+3 Melee [Ma] Deep Crystal Scimitar 1d6+1 [18-20/x2] -- +2d6 dmg Deep Crystal +8/+3 Melee [Ma] Deep Crystal Dagger 1d4+1 [19-20/x2] -- +2d6 dmg Deep Crystal +09 Ranged Touch: Varies by power -- +1 to hit and Damage(if applicable) w/in 30ft Feats: Point Blank Shot - 1st Track - Ranger 1 Psionic Body - Psion 1 Psionic Shot - 3rd EK(Dissolving Weapon) - 6th EK(Energy Missle) - Psion 5 Fell Shot - 9th Elan: -2 charisma Aberration type: immune to spells that affect only humanoids Naturally psionic 2 bonus PP Resistance(SU): spend 1 pp as immediate action to gain +4 racial bonus to saves Resilience(SU): spend 1 pp as immediate action to reduce damage by 2hp Repletion(SU): spend 1 pp to sustain self w/out food or water for 24 hrs Favored Class Psion Ranger Track Wild Empathy d20-1 Favored Enemy (Human) Psion Disipline: Egoist Bonus Feats: 1,5,10,15,20 Slayer FE +2: Half Giants Enemy Sense Brain NauseaSkills (Rng 40 Psi 36, 18 sly): +14 Concentration.............. [12, +2con][4rng +6psi +2sly] +20 Craft (Arrow Stick Figures) [11, +7int +2 MW Tool][4rng +6psi +2sly(cc)] +13 Craft (Bowyer)............. [4, +7int +2 MW Tool][4rng] +13 Craft (Armorsmith)......... [4, +7int +2 MW Tool][4rng] +13 Craft (Weaponsmith)........ [4, +7int +2 MW Tool][4rng] +09 Knowledge (Arcana)......... [2, +7int][2psi] +11 Knowledge (Dungeoneering).. [4, +7int][4rng] +08 Knowledge (local).......... [1, +7int][1psi] +08 Knowledge (Nature)......... [1, +7int][1psi] +12 Knowledge (Planes)......... [5, +7int][5psi] +11 Knowledge (Psionics)....... [4, +7int][4psi] +09 Knowledge (Religion)....... [2, +7int][1psi] +17 Psicraft .................. [10, +7int][10psi] +11 Listen..................... [12, -1wis][4rng+8sly] +09 Spot....................... [10, -1wis][4rng+6sly] +08 Hide....................... [4, +4dex][4rng] +08 Move Silently.............. [4, +4dex][4rng] +03 Balance.................... [0, +4dex -1ACP] +00 Climb...................... [0, +1str -1ACP] +00 Jump....................... [0, +1str -1ACP] Speaks Common, Celestial, Elven, Infernal, Dwarven ML 7: PP 72/72pp Use: 24 (46Class +24Int +2Race) PowerAx - The Ax is the augment cost for the power 1- [DC18] VigorA1, Skate, Precognition (offensive)A3, Force ScreenA4, Entangling Ectoplasm 2- [DC19] Animal AffinityA5, Energy Adaptaion(specified)A4,Ego WhipA4, Energy StunA1, Energy MissleEK,A1, --------- Dissolving WeaponEK,A2 3- [DC20] Dispel PsionicsA1, TouchsightA2, Hustle, Energy RetortA1 4- [DC21] Energy AdaptationA4, Freedom of Movement Buffs and Prefight actions: Psionicly focused Equipment: +1 Mithril Breastplate of light Fortification[15 lbs][4000+2100 gp]C +1 Seeking Deepcrystal Composite Longbow (+1str) [3 lbs][8000gp +600C gp] [Ma] Deepcrystal Falchion[8 lbs][537.5 gp]C [Ma] Deepcrystal Scimitar[4 lbs][507.5 gp]C [Ma] Deepcrystal Dagger[1 lbs][501 gp]C Head: Headband of Intellect +4 16000gp Cloak: Cloak of Resistance +2 4000gp Gloves: Gloves of Dexterity +2 4000gp Efficent Quiver[2 lbs][1800 gp] Arrow compartment: 30 Arrows 20 CI Arrows 10 Silvered Arrows (All other arrows wrapped and stored in Javelin secton, weight ignored due to quiver) Total Arrows: 64 arrows [15 lbs][5 gp] 40 CI arrows [6 lbs][2 gp]C 16 Silver Arrows [3 lbs][30 gp]C Expendable Items (Max = 2450gp): [CL] Stone: Sythense 25gp Equipment at home: Gold: 13009 gp [Ma]Artisan’s Tools (Arrow Stick Figure kit) 55gp [Ma]Artisan’s Tools (Bowyer) 55gp [Ma]Artisan’s Tools (Armorsmithing) 55gp [Ma]Artisan’s Tools (Weaponsmith) 55gp Miscellaneous Statistics: Encumbance: 0-43 (light), 44-86 (medium), 87-130 (heavy) Weight carried: 31 lbs Mount weight carried: N/A Pitlords: snip here down Fights results: 0600xp/0666gp 3rd ... vs Marcos, Uilo, Jecht 0900xp/0966gp Win ... vs Aragorn 0900xp/0966gp Win ... vs Wieniete 0900xp/0966gp Win ... vs Valek 1298xp/1390gp 2nd ... vs Death, Tan, Danidus 0400xp/0492gp Loss .. vs Khazzzahm 1200xp/1200gp Uncover the Smuggler (TLT Entrance) 1500xp/1725gp Win ... w/ Kitty vs Kaz & Dronnar 0500xp/0658gp Loss .. vs Sunstroke 1500xp/1725gp Win ... vs Riana 1500xp/1725gp Win ... vs War 0600xp/0822gp Loss .. vs Kimahri 1800xp/2154gp Win ... w/ Eraca vs Perius 1800xp/2156gp Win ... vs Pestilence 0600xp/0822gp Loss .. vs Eraca 2700xp/3153gp Win ... w/ Uilo vs Cyra 2100xp/2772gp Win ... w/ Daisy vs Asran 2100xp/2600gp Seeing the Future (EYE Entrance) 1400xp/1918gp 2nd ... vs Kitty vs Neidr 0700xp/1062gp Loss .. w/ Sunstroke vs Nell 1667xp/2862gp 2nd ... vs Morathor vs Little Daisy Rejoin TLT after EYE is replaced by LOY. Character Change 0000xp/0000gp The Ruins of Cradalart 0800xp/1365gp Loss .. vs Zassl 2400xp/3632gp Win ... w/ Besthirah vs Indivara 2400xp/3632gp Win ... vs Featylec Character Change 2700xp/4770gp Win ... vs Eraca 0900xp/1770gp Loss .. vs Denshi 2700xp/4770gp Win ... vs 4 Tiefling Wizards FFA - 1 Arrow Aragon - Nothing Wieniete - 13 Arrows Valek - 6 Arrows(1gp) FFA - 21 arrows (1gp) Khazzzahm - Nothing MQ - 3 Arrows Team - 1 Arrow Sunstroke - None Refunded - 2 Cognizance Crystals (2000gp) Riana - None War - None Kimahri - 6 Arrows Crafted: Mithril Breastplate 4200, Deep Crystal Falchion 1075, 40 CI arrows 4gp, 20 Silver arrows 60gp. Total: 2669.5gpX Sold: Mithril Chain Shirt 550 gp Purchased: Efficent Quiver 1800gp Perius - None Pestilence - None Eraca - None Cyra - None Asran - None Seeing - None Purchased: Int headband +2 -> +4, Cloak of Resistance +2 (16000gp total) FFA - 11 Arrows, 4 silver arrows Neil - None FFA - None Purchased: Dex Gloves +2 (4000gp) Cradalart - 7 arrows Indivara - None Featylec - 1 arrow Purchased: +1 for M. Breastplate, Added Seeking to bow (+1 equiv) (7000gp) Eraca - None Denshi - None Tieflings - 6 Arrows Purchased: Light Fortification (+1) to M. Breastplate (3000gp) 2 Chuul Size/Type: Large Aberration (Aquatic) Hit Dice: 11d8+44 (93 hp) Initiative: +7 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19 Base Attack/Grapple: +8/+17 Attack: Claw +12 melee (2d6+5) Full Attack: 2 claws +12 melee (2d6+5) Space/Reach: 10 ft./5 ft. Special Attacks: Constrict 3d6+5, improved grab, paralytic tentacles Special Qualities: Amphibious, darkvision 60 ft., immunity to poison Saves: Fort +7, Ref +6, Will +9 Abilities: Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5 Skills: Hide +13, Listen +11, Spot +11, Swim +13 Feats: Alertness, Blind-Fight,Combat Reflexes, Improved Initiative Environment: Temperate marshes Organization: Solitary, pair, or pack (3-5) Challenge Rating: 7 Treasure: 1/10th coins; 50% goods; standard items Alignment: Usually chaotic evil Advancement: 12-16 HD (Large); 17-33 HD (Huge) Level Adjustment: — Half-Giant Afflicted Werecrocodile, 6th level ranger (hybrid form) Medium Giant (Psionic, Shapechanger) Hit Dice: 9d8+54 (98 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16 Base Attack/Grapple: +8/+18 Attack: Large Greataxe +15 (3d6+9) or Composite Longbow +12 (2d6+7) Full Attack: Large Greataxe +15/+10 (3d6+9) and bite +9 (1d6+3) or 2 claws +14 (1d4+6) and bite +9 (1d6+3) or Composite Longbow +12/+7 (2d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities Special Qualities: Fire acclimated, powerful build, low-light vision, hold breath, scent, alternate form, lycanthropic emathy, curse of lycanthropy, DR 5/silver, favored enemy (human), favored enemy (elf) Saves: Fort +14, Ref +11, Will +8 (+2 vs Fire) Abilities: Str 22, Dex 16, Con 22, Int 8, Wis 15, Cha 10 Skills: Climb +10, Control Shape +10, Handle Animal +4, Hide +12 (+4 racial in water, +10 cover when fully in water), Jump +10, Knowledge (nature) +1, Listen +8, Move Silently +9, Spot +8, Swim +17 Feats: Iron Will (racial), Track, Wild Empathy, Endurance, Rapid shot, Point Blank Shot, Psionic Shot, Manyshot Challenge Rating: 9 Treasure: 12000gp: +1 Large Composite Bow 2d6 (+6 STR) (3000gp), 4 Nets (80gp), Masterwork Large Greataxe 3d6 (320gp), +1 Studded Leather (1175gp), Brooch of Shielding (1500gp), Efficient Quiver (1800gp), Cloak of Elvenkind (2500gp), Potion of Delay Poison (300gp), Potion of Pass Without Trace (50gp), Cure Serious Wounds (750gp), Tattoo of Force Screen (100gp), Tattoo of Synesthete (100gp), Potion of Resist Cold 10 (300gp), 100 arrows (5gp), Waterskin (1gp), Rations 6 days (3gp), Silk rope (10gp), 6gp Alignment: Neutral Evil Level Adjustment: +3 Spells: Magic Fang (CL 3), Resist Energy (CL 3) Psi-Like Abilites: 1/day Stomp DC11 (ML 4) Half-Giant Afflicted Werecrocodile, 6th level ranger (animal form) Medium Giant (Psionic, Shapechanger) Hit Dice: 9d8+54 (98 hp) Initiative: +3 Speed: 20 ft. (4 squares), 30 ft. swim Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 19 Base Attack/Grapple: +8/+18 Attack: Bite +14 (1d8+9) or tail slap +14 melee (1d12+9) Full Attack: Bite +14 (1d8+9) or tail slap +14 melee (1d12+9) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, Improved Grapple Special Qualities: Fire acclimated, powerful build, low-light vision, hold breath, scent, alternate form, lycanthropic emathy, curse of lycanthropy, DR 5/silver, favored enemy (human), favored enemy (elf) Saves: Fort +14, Ref +11, Will +8 (+2 vs Fire) Abilities: Str 22, Dex 16, Con 22, Int 8, Wis 15, Cha 10 Skills: Climb +10, Control Shape +10, Handle Animal +4, Hide +12 (+4 racial in water, +10 cover when fully in water), Jump +10, Knowledge (nature) +1, Listen +8, Move Silently +9, Spot +8, Swim +17 Feats: Iron Will (racial), Track, Wild Empathy, Endurance, Rapid shot, Point Blank Shot, Psionic Shot, Manyshot Challenge Rating: 9 Treasure: 12000gp: +1 Large Composite Bow 2d6 (+6 STR) (3000gp), 4 Nets (80gp), Masterwork Large Greataxe 3d6 (320gp), +1 Studded Leather (1175gp), Brooch of Shielding (1500gp), Efficient Quiver (1800gp), Cloak of Elvenkind (2500gp), Potion of Delay Poison (300gp), Potion of Pass Without Trace (50gp), Cure Serious Wounds (750gp), Tattoo of Force Screen (100gp), Tattoo of Synesthete (100gp), Potion of Resist Cold 10 (300gp), 100 arrows (5gp), Waterskin (1gp), Rations 6 days (3gp), Silk rope (10gp), 6gp Alignment: Neutral Evil Level Adjustment: +3 Spells: Magic Fang (CL 3), Resist Energy (CL 3) Psi-Like Abilites: 1/day Stomp DC11 (ML 4) Middle-aged Lizardwoman 5th-level Cleric Size/Type: Medium Humanoid (Reptilian) Hit Dice: 7d8+14 (51 hp) Initiative: +1 Speed: 20 ft. (6 squares) Armor Class: 21 (+5 natural, +1 dex, +4 armor, +1 shield), touch 11, flat-footed 20 Base Attack/Grapple: +4/+3 Attack: Claw +4 melee (1d4-1) Full Attack: 2 claws +4 melee (1d4-1) and bite +2 melee (1d4-1) Space/Reach: 5 ft./5 ft. Special Attacks: Death Touch +4 melee touch (5d6) Special Qualities: Hold breath, Rebuke Undead, Spontaneous Casting of Inflict Spells Saves: Fort +5, Ref +5, Will +7 Abilities: Str 9, Dex 13, Con 14, Int 12, Wis 16, Cha 11 Skills: Balance +8, Concentration +9, Jump +6, Knowledge (nature) +4, Knowledge (religion) +5, Swim +7, ACP -3 Feats: Deflect Arrows, Multiattack, Spell Focus (necromancy) Environment: Temperate marshes Challenge Rating: 8 Treasure: 50% coins; 50% goods; 50% items Alignment: Neutral Evil Level Adjustment: +1 Cleric domains: Death, Earth Spells per day (5/4+1/3+1/2+1); 0th level: Detect Magic, Guidance, Light, Resistance, Resistance 1st level: Cause Fear, Doom, Obscuring Mist, Sanctuary, Shield of Faith 2nd level: Soften Earth and Stone, Bull's Strength, Resist Energy, Spiritual Weapon 3rd level: Animate Dead, Bestow Curse, Dispel Magic Equipment for 9400gp: Black Onyx Gems for 4700gp, +1 Hide Armor (1165gp), Light Wooden Shield (7gp), Cloak of Resistance +1 (1000gp), 1 Scroll of Soften Earth and Stone (150gp), Potion of Magic Fang (50gp), Potion of Cure Moderate Wounds (300gp), Potion of Protection From Arrows 10/magic (300gp), 2 Potion of Invisibility (300gp), Pearl of Power 1st level spell AND Gray Render Zombie Size/Type: Large Undead Hit Dice: 20d12+3 (133 hp) Initiative: -1 Speed: 30 ft. (6 squares; can’t run) Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16 Base Attack/Grapple: +10/+21 Attack: Bite +16 melee (2d6+7) or slam +16 melee (1d8+10) Full Attack: Bite +16 melee (2d6+7) or slam +16 melee (1d8+10) Space/Reach: 10 ft./10 ft. Special Attacks: — Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +6, Ref +5, Will +12 Abilities: Str 25, Dex 8, Con Ø, Int Ø, Wis 10, Cha 1 Skills: — Feats: Toughness Environment: Temperate marshes Challenge Rating: 6 Treasure: None Alignment: Neutral Evil Level Adjustment: — |
| Abyssal Stalker02-22-07, 01:50 AM | Loddick was on the move. The lizardfolk of the marshes had yet remained quite peaceful, but Loddick had a bad hunch of what was coming. Some of them had already been seen in Yurunwood, and Loddick thought that better safe than sorry. Nothing big, he would just take a quick look to the swamp and maybe catch a glimpse of the lizardfolk's residence. |
| Erithmu02-22-07, 01:57 AM | Loddick wasn't sure of the plans that the swampers had for the area, while some good had been done according to the council. There could only be trouble if they organized themselves under a leader. Stalking through the bush Loddick kept his bow in hand, head down, and feet as quiet as he could manage. Even lizardfolk knew to keep scouts around. As much as I would love to RP, I have little time this week (Papers due Monday and Wednesday), so getting to the first encounter would be swell. |
| Abyssal Stalker02-22-07, 02:28 AM | Loddick realized that the moor he had been stalking through was nothing compared to the swamp that started to spread in the direction he was heading. This would be harder than he had thought. The swamp looked dangerous. Bottomless watery pits covered with moss, fallen logs here and there. And above all, mud. Who knew what was lurking in there? The marshes were full of snakes and insects, but Loddick knew that far more dangerous creatures could be lurking there. Loddick came by a wide stream. He needed to find a way over it, and luckily he spotted a fallen log that surely would take him to the other side. There were even two massive rocks in the water that he could use to jump over the stinking water. Just when Loddick was about to jump on one of the rocks, he realized that a pair of eyes were staring at him from the other rock. It wasn't a rock, but a vicious Chuul, waiting to snatch him! Just when Loddick springed into action, he realized that the other rock was a chuul as well, and already on the move! Initiative: Chuul #1: Moves to base Loddick (move, move) Loddick Chuul #2 http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,30,62,L oddick;b=Chuu,L,35,64,Chuul2;c=Chuu,L,35 ,61,31,62,Chuul1 |
| Erithmu02-22-07, 09:11 AM | Loddick had heard of these things, stepping back quickly he protected himself from the highly dangerous claws. Then he lashed out with fire. rnd1: Withdraw action along the path (assuming Std forest traits) which means they will move at half speed to catch up. Round 2: Delay till after the second one moves (init order C1,C2,Loddick) if they are over 30ft away and close together manifest 7pp EM(fire) and take a move action. If they are under 30ft take a double move. After two EM's stop and I might finish them off w/ my bow. Just ... Don't let them attack me. |
| Abyssal Stalker02-22-07, 12:16 PM | Loddick retreats, but he can't seem to shake them off. Initiative: Loddick: Retreas (full) Chuul #2: Moves after Looddick (move, move) Round 1: Chuul #1: Follow Loddick (move, move) Loddick: ? Note that they have the same speed. At least at the moment you are in difficult terrain. http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,30,62,2 4,63,Loddick;b=Chuu,L,35,64,29,63,Chuul2 ;c=Chuu,L,31,62,25,62,Chuul1 |
| Erithmu02-22-07, 12:19 PM | Then lemme work my way to the path, (if there is a path).... If no path, then 5ft step, manifest Freedom of movement, and then start the EM(fires). Avoid AoO by getting out of reach. |
| Abyssal Stalker02-22-07, 12:31 PM | Loddick retreats as the lobster-creature lumbers towards him, snapping it's nasty claws. To his relief he finds a path that some animals have been using and can get a little distance to the creatures. Round 1: Loddick: Retreats (full) Chuul#2: Follows Loddick (move, move) Round 2: Chuul #1: Follows Loddick (move, move) Loddick: Delay Chuul #2: Follow Loddick (move, move) http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,24,63,1 7,61,Loddick;b=Chuu,L,29,63,24,64,19,62, Chuul2;c=Chuu,L,25,62,20,64,Chuul1 |
| Abyssal Stalker02-22-07, 12:41 PM | Loddick takes a hike along the path. He finds a good spot and forms a devastating energy missile! The first one dodges and the missile only burns through one of it's tentacles, but the second takes a straight hit to it's ugly head! Round 2: Loddick moves. (move, move) Round 3: Chuul #1 and #2 follow Loddick (move, move) Loddick blasts with a 7pp EM (fire) for 31 damage and moves away. Chuul #1 saves (15 damage), #2 doesn't (31 damage). http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,17,61,5 ,60,5,54,Loddick;b=Chuu,L,19,62,13,61,8, 61,Chuul2;c=Chuu,L,20,64,15,61,10,62,Chu ul1 |
| Erithmu02-22-07, 12:42 PM | Round2: from that spot fire of an EM (7pp fire) then take a move action down the path. |
| Abyssal Stalker02-22-07, 12:50 PM | Loddick continues his good strategy, allthough the creatures seem only lightly irritated of the scorching blast. Round 4: Chuul #1 and #2 follow. (move, move) Loddick retreats. (full) Round 5: Chuul #1 and #2 follow. Loddick blasts an EM (fire) for 30 damage and retreats. Both Chuul fail their save (30 damage). Loddick has used 14pp. Chuul #1 has taken 45 damage. Chuul #2 has taken 61 damage. http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,5,54,2, 44,7,42,Loddick;b=Chuu,L,8,61,6,56,5,50, Chuul2;c=Chuu,L,10,62,7,58,6,52,Chuul1 |
| Erithmu02-22-07, 12:52 PM | Gimme a 3rd |
| Abyssal Stalker02-22-07, 12:58 PM | Loddick is surprised to see that the hulking lobster-creatures still keep coming, after a blast of his mind that would take down even the strongest of men. He concentrates this mind and sends again a missile, but this time he lets it slip through a branch and it loses some of the potential before hitting the beasts. To Loddick's astonishment, the first one of the beasts opens it's jaws and speaks with a bad accent: "Puny creature. Stop running. Stop and I will suck your brains out of your skull!" Round 6: Chuul #1 and #2 move. Loddick blasts for 24 damage and moves.. Both save (12 damage). http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,7,42,12 ,40,Loddick;b=Chuu,L,5,50,7,45,Chuul2;c= Chuu,L,6,52,7,47,Chuul1 |
| Erithmu02-22-07, 02:23 PM | Good thing this is a quest and not a mission 4th it, and stop rolling high for them and low for me, no way I am getting into melee with that rolling streak. Chuul d20: 6 rolls, 16.2 average |
| Abyssal Stalker02-23-07, 02:54 PM | Loddick sees that he is about to reach another stream, but feels like it's too dangerous to go to a terrain that's natural to the beasts. He instead heads back to the harder terrain. http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,12,40,1 7,44,18,50,Loddick;b=Chuu,L,7,45,10,41,1 5,43,16,49,Chuul2;c=Chuu,L,7,47,8,41,13, 42,15,47,Chuul1 http://www.hwx.it/coco/coco.php;v=1;map=forest;a=Lodd,M,18,50,1 6,56,12,61,5,55,Loddick;b=Chuu,L,16,49,1 5,55,13,60,Chuul2;c=Chuu,L,15,47,16,53,1 4,58,Chuul1 Finally, after a desperate retreat, Loddick manages to find a place where he gets to blast once more! The fiery missile is full of raging energy and burns right through both of the creatures, leaving only two smoking shells with some charred tentacles and boiling grease. Round 12: Chuul #1 and #2 move. Loddick blasts a 7pp EM for 39 damage and both fail their save (39 damage). Chuul #1 has taken 96 damage and is dying. Chuul #2 has taken 112 damage and is dead. How's that for damage! |
| Abyssal Stalker02-23-07, 03:25 PM | Loddick goes to check that the Chuul are dead, allthough the smoking carcasses make it quite obvious. He kicks the smoking chitin shell and spots something shining inside the dead shell. To his surprise, the thing humms with psionic energy. Loddick realizes that it must be one of those Cognizance Crystals. Too bad for the previous owner - who obviously has become Chuul food - part of the users energy is still stored in it! From the other corpse Loddick finds a bunch of small clay jugs. He reads the carving from their side that is barely readable: "Dr. Feelgood's Get Well Potion". He counts them and gets five. The creature has taken the potions for obvious digesting problems, for inside it's shell Loddick finds a fancy dagger made from silver. Apparently Chuul like wizards too. He doesn't find anything more of use, except some valuable coins, also inside the smoking shell. Good luck that he burned through them so he doesn't need to dig through their internal organs. Loddick gains: A fully loaded 3pp Cognizance Crystal, 5 CLW Potions, a Silver Dagger and 210gp. And of course 2700XP! |
| Erithmu02-24-07, 01:30 AM | So ... 28 pp on that one ... I better do a whole lot better on the other two encounters. Question: I just want gp at the end of the quest, but I am allowed to use whatever I pick up (Cog Crystal...) and if I keep/use it it is deducted from my rewards? Loddick took in a deep breath as the two creatures fell, he wasted no time in storing his reward and beat a hasty retreat to some better cover. They were obviously guardians, and someone would be missing them. He needed to find a safe place from which The Living Tree could contain the swampers and then calm the anger. |
| Abyssal Stalker02-24-07, 02:07 AM | Well, the rewards section in the Quest rules says that you can use what you find or sell them in the end for full price. I just thought to give you some options. I guess these encounters that I've created aren't too easy, but then again EL9 encounters never are. It is OK to use the CG if you want to and sell it in the end, it's basically 3pp for free if you wish, but I don't think it's a too big bonus. |
| Erithmu02-24-07, 06:08 PM | Fine w/ me Loddick moved over the log and crossed to the next section of forest with a quick step. He moved slower and took his time stopping from time to time making sure that he wasn't followed. Opening up his mind he reached out to the Great Tree in hope that he would be heard and could seek guidance. RP note: With Loddick being a psion his connection to TLT's The Great Tree is much more intricate, and is able to communicate to the Tree anywhere within Gladius. The druids have tried to seek an explaination, but they just assume it is related to the Tree's calling of Loddick |
| Abyssal Stalker02-25-07, 01:01 PM | Loddick reaches for the Great Tree and soon feels it's presence in the trees all around him. They seem to whisper to him of danger. Loddick hears one word being repeated in the humming around him. "Hunt" or "Hunter". Was someone or something after him? The swamp was full of threats, as the pair of Chuul had proved to him. Loddick tried to act like he didn't know anything of the approaching danger, but sharpened his instincts and readied himself for the upcoming danger. |
| Abyssal Stalker02-28-07, 04:21 AM | Loddick started to look for a better place to combat whatever was after him. He slowly started to change his route towards higher ground. The treacherous terrain he was in wouldn't be an easy place to face a foe who was on his natural terrain. He started to get mental images of the hunter. His natural sense towards his chosen enemy instantly recognized it a half-giant. But there was something else, something he couldn't quite catch. The image switched between an animal and a humanoid. A shapeshifter? Let's keep this rolling... Describe me the terrain you want to fight this thing. It should be something you could expect to find on a swamp. |
| Erithmu02-28-07, 09:44 AM | Something with high bushes that I can see the thing approaching and remain somewhat hidden. I want to cross a couple of streams and water banks to mess up my scent trail. Then set up a trap and turn hunter into hunted Also, rotate out 10 of my normal arrows for silver arrows in my efficient quiver, and put that silver dagger where I can find it easily. Also is this 'half-giant' land based, or does it have a measure of flying to my sensing of it? If your allowing prebuffs, hook me up w/ a 3pp dissolving weapon on a silver arrow. |
| Abyssal Stalker02-28-07, 01:42 PM | Loddick moves across some water and hides in the bushes, hoping to catch a glimpse of the hunter. Loddick creates a deadly coat of acid on one of his arrows, and readies his bow. And then he sees the thing, about 60ft of him. It's massive size reveals it's giant heritage, but the features of the creature are strange. It has a brown-tinted, thick skin and it's dressed in clothing that seems to blend in the surroundings. The most gruesome feature on it is it's massive jaw. It moves with the cautiosness of a deadly hunter, and stops to sniff the air. It wields a massive bow in it's hands. Loddick spots the thing at 60ft. It doesn't spot Loddick, so you have a surprise round. http://img181.imageshack.us/img181/2393/suo2vo1.png Loddick is red. |
| Erithmu02-28-07, 03:24 PM | Loddick moves across some water and hides in the bushes, hoping to catch a glimpse of the hunter. Loddick creates a deadly coat of acid on one of his arrows, and readies his bow. And then he sees the thing, about 60ft of him. It's massive size reveals it's giant heritage, but the features of the creature are strange. It has a brown-tinted, thick skin and it's dressed in clothing that seems to blend in the surroundings. The most gruesome feature on it is it's massive jaw. It moves with the cautiosness of a deadly hunter, and stops to sniff the air. It wields a massive bow in it's hands. Loddick spots the thing at 60ft. It doesn't spot Loddick, so you have a surprise round. http://img181.imageshack.us/img181/2393/suo2vo1.png Loddick is red.Is Slayer enemy sense going off? If yes fire off a fell shot w/ 2pp DC charge and the acidic silver arrow. (add FE) then see what happens w/ init |
| Abyssal Stalker03-01-07, 12:53 AM | Yes. It's a half-giant. Sort of. |
| Erithmu03-01-07, 09:23 AM | Close enough, Silver Acid DC arrow via fell shot. Roll up some init and lets get it on. |
| Abyssal Stalker03-01-07, 01:23 PM | Loddick waits for the creature to come a bit closer and then he launches a devastating attack with the acidic arrow, channelling his psionic energy through the crystal bow. Surprise round: Loddick shoots with 2pp deepcrystal + 3pp dissolving weapon for 35 damage (roller says 33, forgot to add the +2 from favoured enemy) Initiative: Loddick 19 Monster 6 |
| Erithmu03-01-07, 02:23 PM | EM (Fire) 7pp take a single move away |
| Abyssal Stalker03-01-07, 03:37 PM | Loddick keeps pushing with his attack, and launches a missile of pure fire. The creature takes almost falls down from the attack, but somehow still keeps standing. The hunter steps behind the bushes to gather his strengths. Round 1: Loddick blasts with a 7pp EM fire. Monster fails the save (34 damage) Monster steps behind the bush and does something. |
| Erithmu03-01-07, 04:04 PM | Regain Focus If he remains hidden, manifest another Dissolving Weapon on a silver arrow, and then go for readied action for another Fell + DW + DC shot |
| Abyssal Stalker03-02-07, 11:22 AM | Loddick meditates and gains his focus back, while the hunter stays hidden behind the bush. Loddick takes out another arrow and coats it with acid, but at the same moment the attacker moves out and takes a shot at Loddick! The arrow hits Loddick on the side and sends waves of pain throughout his body. Round 2: Loddick gains psionic focus. Monster does something. Round 3: Loddick manifests a 3pp dissolving weapon on a silver arrow. Monster moves and shoots at Loddick, hitting for 23 damage. Loddick 37/60hp, 29/72pp (dissolving weapon) Monster xx-69/xxhp (something?, something?) |
| Erithmu03-02-07, 01:15 PM | Fire back: Fell Shot + DC, then find some cover. |
| Abyssal Stalker03-04-07, 04:03 AM | Loddick takes aim and launches a new arrow at the hunter, striking true with the help of his mental power. To his surprise, the creature roars in agony, and starts changing it's form into a crocodile. Loddick moves to the cover of the bushes, and hears the monster move his way. Round 4: Loddick shoots with fell shot+deep crystal+dissolving weapon and hits for 23 damage. Monster changes shape and moves towards Loddick. The distance is 40ft. |
| Erithmu03-04-07, 09:38 AM | Spiffy! ... 1 pp skate, and just use move and shoot to finish him off. If it is the huge variety of Croc, lemme know cause I might just finish him off quickly then, no need to chance stuff. |
| Abyssal Stalker03-04-07, 11:30 AM | Loddick manifests a power and gains superior speed compared to the crocodile. He keeps moving away from it and sticks it full of silver arrows. Finally it stops moving and turns into a dead half-giant. Loddick manifests skate and shoots 5 arrows, killing the monster with 30 damage. Loddick used 17pp and 5 silver arrows. |
| Abyssal Stalker03-04-07, 11:38 AM | Loddick carefully examines the half-giant's dead body. He finds several items of interest, but takes only what he can carry. The weapons of the beast are all too heavy for him, but some of the stuff is very useful. There is a protective necklace, a quiver that seems to hold an endless amount of arrows and some potions that might prove useful. The stats of the monster are listed on the first page on the second post. |
| Erithmu03-05-07, 09:05 AM | Feeling the pain from the lycanthrope's arrow, Loddick downs some of the healing potions, incase he is surprised and then quickly continues on his way. Get me w/in 5 of my max hp so 2-4 of the potions. |
| Abyssal Stalker03-05-07, 10:25 AM | As soon as Loddick drinks the potions, he feels his flesh bind itself back together, pushing the remains of the arrow out of the wound. Loddick uses 3 potions, healing 18 damage. Status: Loddick 55/60hp, 26/72pp |
| Erithmu03-05-07, 10:43 AM | Loddick took a deep breath as he crouched next to the half-giant, scanning the horizon he still didn't have any better of an idea of where to set up a base camp for the coming setup. Stowing the gear for sale later, he looked for a patch of trees, a cave, or anything that would provide some place to fall back to should the missions go poorly. Finals week(s) has started, Simple is better. |
| Abyssal Stalker03-06-07, 04:56 AM | Loddick observed his surroundings for a while, but couldn't find anything suitable for a base of operations. He decided that chances of finding a decent place would be on the higher ground he had been heading to. The lower parts of the region were covered with stinking water, moss and only little trees. The soil started to turn harder as he continued walking. His instincts were right, he noticed. He found a massive old tree on something that was closest to a hill on the marsh. The water around the tree was quite clear and there wasn't too much of it. The tree was ancient, and had a strong bond to the Great Tree. It wasn't that high, but the trunk of the tree was at least 7ft thick at ground level. It was surely a recognizable landmark and would do well. Loddick climbed the tree to observe the surrounding area. He noticed smoke rising from several places in the swamp, a good way from the tree. Most of the smokes were coming from one area. It was probably the settlement of the Swampers. From the east side of the settelement was rising a single smoke and it was clearly separated from the rest of the settlement. Loddick decided that he would see to it now. He didn't want to risk of being catched while entering the main settlement, but he would still get some information on the lizardfolk. There was still some daylight left, so Loddick headed for the source of the single smoke. It took some time to get there, but finally he reached something that was a hut on an island surrounded by deep bog. A rope bridge carried Loddick to the island. Loddick didn't hear any sounds, so he thought that it would be safe to take a look at the hut. The hut was filled with tools of black magic. There were skulls of strange creatures on the shelves, bones hanging from the ceiling, jars with odd powders and items inside them and many other items that indicated the worship of dark forces. The hut was quite small, so Loddick guessed that only one being could be living in it. There was nothing of special interest in the hut, so Loddick headed out. Outside the hut Loddick realized that he had been cought. An old lizardwoman, clearly the one living in the hut, was standing outside next to the stinking water. She laughed maniacally and spoke: "I've been watching you, boy. You know that you are on my ground, don't you? Haven't they tought you to not enter other folk's houses? We'll see how well you can handle my little watch dog!" And with those words the lizardwoman turned towards the bog and chanted: "Rise!" To Loddick's astonishment a massive undead lumbered from it's watery tomb, dripping of stinking water and vines hanging from it. Then he exploded to action... I still need to finish the stats for these guys, but here's the intro. A lizardwoman magician of some sort and a large undead. |
| Erithmu03-06-07, 09:42 AM | Looking for init and distance mainly, this could be interesting. I am assuming that my knowledge skills don't identify anything. Also ... we talking zombie undead, or skeleton undead. Second big question is ... arcane or divine spellcaster (Holy symbol?) |
| Abyssal Stalker03-07-07, 07:39 AM | Loddick scans through his mental library, and recalls something about lizardfolk. This must be the shaman of the tribe. They are known of interfering with dark powers. Religion plays an important role in the lizardfolk society, and usually their shamans are respected, but also feared members. Loddick recognized the symbols of the lizardwoman resembling death and earth. The lizardwoman was dressed in thick hides and carried a wooden shield, but it didn't have any weapons. Some scrolls and potions were hanging from her belt. The lumbering mass of flesh was clearly a zombie, a slow but strong creature that would probably be able to take a lot of punishment. It had clearly been some natural creature of the marsh before the lizardwoman had animated it to her service. All that came to Loddick's mind in an instant, and probably more, but Loddick didn't have time to analyze the situation any longer. He needed to do something, before the zombie would grind him! Initiative order: Loddick Lizardwoman Cleric of Death and Earth Large Zombie You rolled very well on knowledge (nature) and quite good on knowledge (religion). http://img66.imageshack.us/img66/7905/island1ps1.jpg Loddick Lizardwoman Zombie |
| Erithmu03-08-07, 10:53 AM | Move action: move 20ft horizontally and 10ft towards the Lizardfolk cleric (should still leave me about 50-55 from the zombie Std: Ready a Fell DC Bow shot (standard arrow) vs Casting. Goal: Get the zombie to move close to the cleric so I can blast them both at the same time. Round 2: If they are close enough to EM then manifest an EM:fire 7pp on both. Else I'll see what my options are |
| Abyssal Stalker03-08-07, 03:01 PM | Loddick moves towards the lizardwoman, drawing his bow on the move. He streches the bow, ready to launch a deadly arrow full of psionic energy, hoping to hit on a crucial moment. The lizardwoman starts to cast a spell and Loddick lets the arrow fly, but the lizardwoman acts with surprising speed and knocks the arrow from it's path! She finishes the spell and points a finger at Loddick! Loddick gets a bad feeling of what's to come... All the while the zombie lumbers towards Loddick. Round 1: Loddick moves 25ft and readies a deep crystal fell shot. Lizardwoman starts to cast and triggers Loddick's action. Loddick shoots, but Lizardwoman deflects the arrow. Lizardwoman finishes casting. Loddick must roll a will save. Lizardwoman moves 20ft towards the zombie. Zombie moves 30ft towards Loddick. Do you want to use Elan resiliance on the save? |
| Erithmu03-08-07, 04:22 PM | Round 1: Loddick moves 25ft and readies a deep crystal fell shot. Lizardwoman starts to cast and triggers Loddick's action. Loddick shoots, but Lizardwoman deflects the arrow. Lizardwoman finishes casting. Loddick must roll a will save. Lizardwoman moves 20ft towards the zombie. Zombie moves 30ft towards Loddick. Do you want to use Elan resiliance on the save? Elan: Yes round 2: if they are w/in 15 feet EM:fire 7 pp, then make sure the zombie is a nice 45ft away from me. |
| Abyssal Stalker03-09-07, 01:16 PM | The lizardwoman points at Loddick and curses, when nothing seems to happen! Loddick responds with an energy missile, burning the lizardwoman and the zombie quite badly. The cleric grasps a potion from her belt, quaffs it and turns invisible! Loddick loses the cleric's whereabouts, and is too busy to keep away from the zombie that keeps coming for him. Round 1: ...Cleric casts, Loddick passes the will save with Elan resiliance (1pp)... Round 2: Loddick blasts with a 7pp EM (fire) for 24 damage, both opponents fail the save. Cleric draws and drinks a potion of invisibility. Zombie moves. Loddick: full hp 16/72pp Cleric: xx-24/xx (invisible) Zombie: xx-24/xx http://img402.imageshack.us/img402/8716/island2ho9.jpg |
| Erithmu03-09-07, 02:51 PM | Manifest Skate 1 pp, move Manifest Vigor 2pp, move Then play keep away w/ the Zombie, move and shoot, keep focus for the time being. Don't spend 2 pp on DC, I just want to soften up his probably 10 HD of d12s. Tactics will shift when the Cleric returns visible. |
| Abyssal Stalker03-09-07, 03:38 PM | Loddick manifests some speed to himself as well as some lifepower, while easily avoiding the clumsy zombie. The lizardwoman prepares for the fight out of sight. Loddick launches an arrow at the zombie, hitting but doing little damage. Then he feels the air move only inches away from his face and the lizardwoman suddenly appears next to him, her claw glowing with malevolent energy! Round 3: Loddick manifests skate and moves. Cleric does something. (buff?) Zombie moves. Round 4: Loddick manifests vigor for 10hp and moves. Cleric does something. (buff?) Zombie moves. Round 5: Loddick shoots, hits for 7-5=2 damage. Cleric charges with a touch spell invisible at Loddick, but rolls a 1! Cleric turns visible. Zombie follows Loddick. Loddick: full hp+10 13/72pp Cleric: xx-24/xx (buff?, buff?, hodling a touch spell) Zombie: xx-26/xx http://img76.imageshack.us/img76/1521/island3wz9.jpg |
| Erithmu03-09-07, 03:41 PM | 5 ft step SW to put the cleric between me and the zombie. EM: Elec 7pp (hit zombie if I can) but the cleric needs to die. |
| Abyssal Stalker03-09-07, 04:30 PM | Loddick takes a step back and loads an energy missile of electricity at his opponents, dealing a devastating blow! The lizardwoman looks quite injured, but keeps coming. The zombie has taken serious damage, but looks like it's able to go on forever. The lizardwoman tries to take a grasp of Loddick with the black-glowing claw, but misses again. The zombie lumbers mindlessly towards Loddick. Round 6: Loddick manifests a 7pp EM electricity, dealing 25 damage to both cleric and zombie. Cleric misses with a touch attack. Zombie moves (5ft away from Loddick). Loddick: full hp+10 6/72pp Cleric: xx-49/xx (buff?, buff?, hodling a touch spell) Zombie: xx-51/xx You still have the cognizance crystal unused. I don't know if you intended to use it already, but there's an extra 3pp. |
| Erithmu03-09-07, 06:24 PM | Hurm ... Just realized I don't have my focus ... 6 pp EM: Elec hit em both again, which will probably draw a charge from the zombie ... withdraw then use the 3 pp for a dissolving arrow, fire that off, and then finish the thing off with arrows and movement. |
| Abyssal Stalker03-12-07, 02:10 PM | Loddick steps away and leashes his remaining powers on a last effort. The rattling energy of the missile is enough to take the lizardwoman down, but Loddick pays dearly as the hulking zombie charges him and slams him with a rotten swing of arm. Loddick retreats away from the thing and grabs the psionic crystal from his pocket, drawing it's energy. He coats an arrow with acid and shoots it right through the beast, with only little effect. He curses and keeps moving away with his superior speed, sticking tens of arrows on the zombie. Loddick starts to worry as his arrows run low, but just when he has only a handful of arrows left, the zombie stops. Then it collapses like a small tree, and is motionless. Round 7: Loddick steps and blasts with a 6pp EM (electricity) for 20 damage. Both cleric and zombie fail their saves. Cleric is dropped. Zombie charges Loddick and slams for 13 damage. Loddick: 57/60 0/72pp Cleric: xx-69/xx (dying) Zombie: xx-71/xx Round 8: Loddick withdraws from the zombie. Zombie follows. Round 9: Loddick uses cognizance crystal and moves. Zombie follows. Round 10: Loddick manifests a 3pp dissolving weapon and moves. Zombie follows. Round 11: Loddick shoots the zombie, hitting for 14-5=9 damage. His second arrow deals 8-5=3 damage. Zombie follows. Zombie xx-80/xx, distance 60ft Round 12: Loddick shoots, but the arrows deal no damage. Round 13: Loddick shoots, but the arrows deal no damage. Round 14: Loddick shoots, 1 damage. (45 arrows left) Round 15: Loddick shoots, 5 damage. Round 16: Loddick shoots. 4 damage. Zombie xx-90/xx Round 17: Loddick shoots. 3 damage. Round 18: Loddick shoots, miss. Round 19: Loddick shoots, 1 damage. Round 20: Loddick shoots, 2 damage. Round 21: Loddick shoots, 4 damage. Round 22-24: Loddick shoots, no damage. (25 arrows left) zombie xx-100/xx Round 25: Loddick shoots, no damage. Round 26: Loddick shoots, 3 damage. Round 27: Loddick shoots, 4 damage. Round 28: Loddick shoots, 6 damage. Round 29: Loddick shoots, 9 damage. Round 30: Loddick shoots, 6 damage. Round 31: Loddick shoots, 3 damage. (11 arrows left) zombie xx-131/xx Round 32-33: Loddick shoots, no damage. Round 34: Loddick shoots, 2 damage. Zombie drops. 5 arrows of 30 recovered. 2 arrows of 20 cold iron arrows recoverd |
| Abyssal Stalker03-12-07, 02:24 PM | Congratulations! You passed the quest. Youu can see all the encounters on the first page. |
| Erithmu03-12-07, 02:25 PM | Loddick took in a deep breath and after a moment he took his Falchion out and made sure that the thing was dead. Stepping back into the hut he knew this would be a good place from which to begin the raids. Going out to the trees he contacted the Great Tree, and made an effort to indicate where he was. Aside from the insane amount of HP you were throwing out here, I'm happy. Thanks for the run. It was interesting and troubling at times, which is a good mix. |
| Abyssal Stalker03-12-07, 02:31 PM | Yeah, there were a lot of hp involved, I have to admit. I didn't plan it that way, though. I tried to think about interesting encounters that could come up on a swamp. I had to think about the gray render zombie two times, but then I figured that it's so clumsy that it's easy to counter. Luckily that cleric missed with the bestow curse, then you would've been in trouble! |