You must be logged in to post messages.
Please login or register

Hall of Wonders - Role Playing & Creative Writing
Moderated by ChowGuy, Ziggurat Mason

Hop to:    
loginhomeregisterhelprules
Bottom
Topic Subject: The Faerûn Colonists – IC thread
« Previous Page  1 2 3 ··· 9  Next Page »
posted 12-19-07 12:27 PM EDT (US)   
The Faerûn Colonists – IC thread

Links:
The Map
OOC thread
Character thread
Evermeet
Neverwinter
The Pirate Alliance
Zhentarim
Giant Trilogy: Changes to official D&D rules + Spell book (language color codes and spells)

This is the IC thread for The Faerûn Colonists, please use the OOC thread for any OOC (out of Character) posts, and please don’t post anything here before I have made my first DM post…

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 03-08-2008 @ 10:17 PM).]

Replies:
posted 12-21-07 09:08 PM EDT (US)     1 / 244  
How it all began…

In 1371 DR explores found a great island in the Trackless Sea, 2000* miles off the coast of Faerûn. The rumor brought more explores and soon there was stories all over Faerûn about a great island to the west, a sparsely populated island that was rich in valuable resources…
Many nations along the Sword Coast of Faerûn sent their own explores to learn the true about this new island and 3 of those along with Evermeet, the Zhentarim and an alliance of pirates all found it worth to make a colonizing attempt. The reasons for colonizing was many, some attempts where made out of pure greed and lust for power, while other nations badly needed the recourses or wanted to prevent rival nations from getting too powerful. Some nations even wanted to protect the local populations against the other nations.
In the summer 1372 DR 6 nations had successfully established a small colony on the island, and they now needed to expand…
(*This is a change from what I have posted earlier, but after realizing that a Faerûn week consists of 10 rather than 7 days that is a more reasonable distance to travel by ship in 2 weeks)

Evermeet:
Evermeet had know the existence and location of The Great Western Island for a very long time when the island was discovered by the nations of Faerûn, but until recently the island had held very little interest for the elves of Evermeet. That has however changed recently, not only is Evermeet interested in protecting the local elves against the colonists from the nations of Faerûn, but because Queen Amlaruil has decided break the nation’s long isolation policy and to involve Evermeet in the happenings of the rest of the world, Evermeet is for the first time in its history in need of more resources than it can produce itself.
The promising magician Kethean Xiloscient was send to The Great Western Island with a group of colonists and a small military force. Landing on the northern shore he quickly negotiated a deal with the major tribes of wild elves living in the eastern part of a great forest there. After hearing about the other nations that was in the process of colonizing the great island, the local elves were only glad to get the protection of a strong elven nation.
A harbor was quickly constructed, and a village deep in the forest became the centre of the new colony. Many local elves happily joined the colony and the village soon grew to a small town, but even more elves were skeptical and wanted to remain independent. Some half-elves and even a few dwarves joined the colony as well.

Neverwinter:
When Lord Nasher got confirmation of the existence of The Great Western Island, he first contacted Waterdeep in an attempt to make a joined colonization effort with the big city, but when The lords of Waterdeep refused to treat Neverwinter as an equal partner Lord Nasher instead turned to Lady Alustriel and The Silver Marches for support. Alustriel liked the idea and because The Silver Marches badly needed all the resources it could get, she had an easy time convincing the confederation to support Newerwinter.
The promising young half-elf Kinsing Tserra was chosen to lead the colony and he was send to The Great Western Island with 2000 colonists and some military forces from both Neverwinter and The Silver Marches.
Arriving at the eastern shore of The Great Western Island, Kinsing Tserra was able to convince the local villages that they would benefit from being ruled and protected by his new colony. A harbor was soon constructed and a small town was build up from the ground as an administrative center of the province and the new colony.

Waterdeep:
The great metropolis of Waterdeep is a city mostly build on trade, so when The Great Western Island was discovered, the masked lords of Waterdeep didn’t take long to agree about that Waterdeep needed “a piece of the cake”. The various masked lords had their own favorite for a governor for the colonization attempt, but after much discussion the mage Dominica Ironcap from the city guard was chosen as a compromise.
The colonists from Waterdeep where the first to make landfall on The Great Western Island. The colonists landed at a great plain in the south-eastern part of the island, but Dominica soon realized that without extensive military forces a colonization attempt in the wild land dominated by nomadic human tribes and various monster races was going to fail so she moved the colony north where the land was dominated by more settled humans. These humans where living in small farming villages and was only happy to get a strong leader that could protect them against raids from the nomadic tribes from the south.
With ruthless effectiveness Dominica quickly established a harbor and a small town, and soon made up for the time she has wasted in the south.

The Pirate Alliance:
When the arcane brotherhood in Luskan learned of Newerwinter’s alliance with The Silver Marches and the plans of colonizing The Great Western Island, they knew they needed to act fast if they ever were to fulfill their secret plans of taking control of Luskan’s rival to the south. In a matter of weeks they had forged an alliance with the two ogre mages that was in control of Murann as well as the pirates of the Nelanther Isles. Being the real power in Luskan they also dethroned the new self-appointed “High Lord of Luskan” Marcus Terral, but rather than executing him they appointed him as the leader of the colony they had planed in The Great Western Island.
Rather than trying to compete for the easiest accessible eastern part of the island, Marcus Terral sailed to the western part and made landfall in a province dominated by humans. In a surprise attack he took control of the central human town in the area. His new colony soon received a lot of goblin colonists from Murann as well as other nonhuman colonists from the Nelanther Isles. The local humans weren’t happy about that but they were too scared to do anything about it.

Calimshan:
Like Waterdeep, Calimshan depend on trade for its survival, so when the ruler Syl-Pasha Ralan el Pesarkhal got confirmation of the existence of The Great Western Island he decided to join the colonizing race. The Calimshan expedition was lead by Jet Skaren, who found an area in the southwestern part of the island that was much like the land he came from. The desert province was sparsely populated and the nomadic tribes living there were too week and divided to prevent the colonists from taking control.

Zhentarim:
When the Zhentarim learned about The Great Western Island, their leader and chosen of Bane Fzoul Chembryl decided that this was a great opportunity to increase the power of the network and increase the worship of Bane. From secret harbors along the Sword Coast the Zhentarim send a small fleet of ships with colonists and some military forces. As leader of the expedition Fzoul had chosen his ambitious cousin Elrin Darkcastle. Elrin was too quickly growing too powerful for Fzoul’s liking, so he wanted him as far away from the center of power as possible.
The Zhentarim made landfall at the southern part of the island where Elrin Darkcastle was able to take control over the local community of humans after their leader died from a “mysterious illness”.
With ruthless effectiveness the Zhentarim established a harbor and a “capital” for their new colony.
Resent events:

Evermeet:
Agent reports: Your scout in the mountain province to the south reports that the province is dominated by a strong Dwarf kingdom and that it has many valuable resources, some are already exploited by the dwarves.
Your scout in the forest to the west reports that this province is mostly covered by forest and that it is controlled by a community of forest elves, but that a good number of wild elves and centaurs are living there as well. He has also spotted orcs and goblins in the hills to the south as well as a few humans and half-elves at the edge of the forest to the west. He also reports the darkwood is growing in this part of the forest.

Scouts inside Northern Forest East reports that they have found the location of several goblin villages inside the province and that those goblins seems weak enough that it might be possible to drive them away.

Note: If you chose to attack the goblins a battle will start immediately and if you win, you will gain some gold and perhaps prestige points and the goblin population in your province will be reduced which will increase happiness and cause the non-citizens to become citizens faster.

Neverwinter:
Agent reports: Your scout to the north reports that the province surprisingly enough is mostly populated by halflings and gnomes and that they seems to be in control of the province as well. In the hills and mountains there seems to be living a large number of dwarves though, and your scout has spotted a few humans, goblins and half-elves as well.
Your scout in the forest to the south reports that the province is controlled by trolls, but that some elves and dwarves are living there as well.

Your men report that the groups of undead (zombies and skeletons, presumably the original inhabitants) attack anyone that gets near to the nearby town ruin. The locals tell you that it has always been like that. Those undead will have to be cleared away if the ruin is to be explored.

Note: If you chose to attack the undead a battle will start immediately. If you win you can explore the ruin.

Waterdeep:
Agent reports: Your scout to the north reports that the province is a small, but reasonable well organized human kingdom. The army of the kingdom appears to be a lot stronger then anything your new colony can muster.
Your scout to the southwest reports that the province is a great plain dominated by nomadic humans although other races such as Gnolls, Orcs, Dwarves and Ogres are living there as well.
He also reports that a raiding party of ogres is moving towards the border of New Waterdeep…

Note: You can choose to meet the ogres at the border. That will prevent any damage to your province. If you do so a battle will start immediately. You can also wait for the ogres to come to you. That will allow militia units to form and help you in battle and the battle won’t start before next week, but some raiding damage will be done to your province and happiness will decrease temporary

The Pirate Alliance:
Agent reports: Your scout to the east reports that the province is controlled by humans, but that there also are a large number of non-humans living there, particularly goblins and hobgoblins. It might be possible to get those non-humans to help you conquer the province…
Your scout to the south reports that the province is a great plain that is controlled by well organized human nomads. Some humans is settled in farming villages as well but it appear to be the nomads that is in control. A good number of Halflings as well as some Gnomes, Elves, Goblins and Half-elves are living in the province as well.

In New Luskan the humans that are not under your control yet, seems to gathering forces for an attempt to throw you out of the province!

Note: You can choose to attack the rebels immediately or wait for them to attack you. If you wait, militia units will form to support you, but the rebels will also have a chance to gather more forces…

Zhentarim:
Agent reports: Your scout to the east reports that the province is a great plain that is controlled by a large tribe of gnolls, but that nomadic tribes of many other races (Humans, Catfolk, Centaurs and Ogres) are living there as well.
The scout you send north has not reported back yet…

The gnolls inside your province seems to be gathering forces, probably to test the strength of the new human leader…

Note: You can choose to attack first, perhaps before they can gather all their forces, or you can try a diplomatic approach, or wait for then to attack you. If you wait you will benefit from the formation of militia units.


Note to all: If you chose to attack someone this week it might be a good idea to recruit some Mercenaries to help you out (Mercenaries are good cannon fodder)

You can now all make your first IC posts. I would like you to start with a description of the creation of your colony from your character’s point of view, but that is not a requirement.

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-22-07 07:50 AM EDT (US)     2 / 244  
When the colonists arrived they were immediately received by the troops of a small but prosperous mainly human kingdom,Elrin managed to convince their king that the Zhentarim could be useful "friends"

Three days latter the local priests were banned by their own king and the temples closed,because their priests were powerless to resist the coming of the new god Bane,and the king himself converted to the new faith

Note: their priests worshiped mainly non-existing gods,so by Faerun's rules they didn't receive magic powers

After one week most of the population also converted,impressed by the "miracles" Elrin showed them,and Elrin was made High Judge of the realm

Late in that day Elrin was invited to a dinner with the king,there he slayed the cooker and put some poison in the king's drink

It was done,the king was dead and Elrin took the city to "mantain order",his troops brutally invaded the city slaughtering any opposition,and arresting the Banker of the realm who was "obviously responsible for the murder"

So Elrin begun his preparations to make all the humans and non-humans nearby submit...


I want to use the following orders and actions:
Orders: Set all taxes to medium,and set freedom level to low,start building a shrine to Bane and marketplace and barracks
Actions:Go on a diplomatic mission to talk with the gnoll leader

[This message has been edited by GloriousWarlord (edited 12-22-2007 @ 09:36 AM).]

posted 12-22-07 02:26 PM EDT (US)     3 / 244  
The gnoll leaders of several tribes where already gathered when they got a message that the new human leader wanted to meet with them. After some discussion they decided that they wanted to her what he had to say, and a meeting was set up on neutral ground.

When Elrin arrives at the meeting place with a few bodyguards, the gnoll leaders are already there. The leader of the biggest and most powerful tribe take a step forward and say:
”You wanted to speak with us human, what do you have to say?”

Note: please use the language color codes found in this link:
Giant Trilogy: Changes to official D&D rules + Spell book
The link also has many good spells that you wont find in the basic rules

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-22-07 07:14 PM EDT (US)     4 / 244  
"Yes,"noble" chief,I am here to discuss the future of our peoples"
"This is the deal,you and your gnolls join me and my army,and in exchange you will receive equipment,military training,many enemies to slaughter and eat,part of the loot,and some provinces i plan to conquer"
"Do you agree to these terms ?"
posted 12-26-07 07:23 PM EDT (US)     5 / 244  
Kethean had not stepped foot on the island until only a few days prior, but the strong work ethic and flexibility of the elves made the transition smooth and safe. He was here, he knew, to protect the elves that inhabited this island first and foremost, and he would not allow anyone to interfere with this goal. The fact that other nations had decided to make a move for the island meant almost undoubtedly that blood would be spilled in the process, but that was the price of security.

The grey elf was tall and of noble bearing, a scholar and magician. He was still somewhat young, a trait that led him to still retain some optimism--it was his greatest tool. The optimist knew that he would succeed in what he put his mind to, and Kethean Xiloscient knew that he would truly represent Evermeet here, doing his duty to queen and country.

And there was a lot of work to be done before he could even think about forming an army with which to defend the elves of these woods with arms and armor.

Kethean worked mostly from his makeshift office, put together at the center of the settlement Evermeet had erected. There, he was hard at work getting things up and running.

Although it would have been easy to focus entirely at home, it was important to Kethean to be on good terms with his neighbors and begin expansions without military conquest as soon as possible.

Orders:
-Send emissary to Dwarfhome with instructions to attempt to negotiate a treaty between Dwarfhome and Evermeet. The best the emissary can negotiate is acceptable. (500 gp)
-Send another emissary to Northern Forest West with the same orders. (500 gp)
-Build silk farm at the silk location. (3000 gp)

-Change trade tax to very low.

Actions:
Kethean is interested in exploring a dungeon. However, Kris, it isn't clear to me whether doing so along is a good idea or if I started the game with any military units....

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 12-26-07 11:51 PM EDT (US)     6 / 244  
Yilreste had been right; the conquest of this island in the name of civilization and justice would not be necessary. The inhabitants of what was to become New Hope were already civilized by the time the fleet reached them. It had been a dangerous journey; they had to contend with the Pirates of the Sword Coast on the high seas, and had it not been for Yilreste's swordswomanship, all might have been lost right then and there.

Some day, Kinsing mused, he would have to write a song about that.

The situation now was worse than what he had originally imagined. New Hope would have to take over as much of the island as possible, as quickly as possible. It wasn't that the peoples of the island were savage. Some of them were, of course, but that was no less true of the mainland. But other nations of Faerûn were taking steps to control the island for themselves. What happened upon this island might well bring about the end of Luskan... or the fall of Neverwinter.

The locals seemed only too glad to join this incipient little empire that Commodore Tserra had founded. He had brought with him enough troops to hopefully hold the northern trolls at bay. But they had also heard rumors of other nations making colonies, and Kinsing could only guess who they were, based on their descriptions. Luskan was involved in this, as were Calimshan and Waterdeep. This much he already knew, but the fact that there were rumors this far in meant that they already had a foothold. But there was an Elven invasion as well. Could it be Evermeet? He would have to investigate this...

*

It was a rainy day, and the mountains to the west were covered in snow. The colony had supplied him with plenty of agents to send on missions diplomatic and otherwise. Right now, however, it seemed like the most pertinent thing to do would be to increase the power base New Hope had in this very region. With less than a third of the area's population as citizens of New Hope, the resource base would be best increased by simply bringing them into the colony. Obviously, doing this would require some tact - and, perhaps, a little bit of an offer. Kinsing had less of a problem bribing other peoples than Yilreste did. The bribe would benefit the people being bribed, and it would make them more prosperous, especially if the bribe consisted of building a gift for them. Even Yilreste could go with that!

But, first things first.

"'Morning. What are your orders, Commadore?" asked the spy whom Kinsing had arranged for. It had been a quiet morning so far, and the ships in the port were being crewed for trading back with Neverwinter.

"Go into the Land of the Small, to the south. Conceal that you are spying as best you can, but do not engage in any unlawful espionage. Your objectives are to determine the following three things: first, you are to identify the character and severity of any threats that the inhabitants face. Second, you are to determine the extent to which the people - not their leaders - are aware of these threats. Last, you are to determine the extent to which the populace would be interested in having an external military force aid them in defense of what they are up against. Proceed with your own judgement."

"Aye, Commadore," the spy said, before leaving the room. Kinsing watched as the man left. Hopefully, it would no be that serious if the man were caught, either for the colony or for the spy. ASking questions in a tavern is different from stealing state secrets.

The other special ops person came in. "Greetings, Commadore. I am to understand that you have an assignment for me," she addressed him.

Kinsing studied her carefully. This was definitely a task for which an elf would be needed. Hopefully, her race would enable her to do the diplomacy that he needed of her. That, and, she was among the most skillful sailors he had ever known... "Intelligence tells me that Evermeet has sent a colonial expedition to this island."

"I am well aware of that," the captain answered with a smile.

"Good," Kinsing responded. "I need you to find this colony. If possible, open up diplomatic relations with them and act as our ambassador. Find out what their intentions are, if you can, and let them know our intentions. If our interests do not conflict and they are friendly, offer an alliance. I have a feeling that we share common enemies - and not just on this island."

"I understand your orders, and will carry them out as best I can," said the captain.

"You are dismissed. Good luck!" Kinsing said, being formal. He knew that the woman was as good as anybody he could wish for for this task, and there was no reason why she should doubt herself. Yet, at the same time, she was right to; who knew when those pirates would show up again?

Third, the sage entered the room as the elf left. "Ah, Minister Kadalote," he greeted the man.

"You called, Commadore? I hope that the Gods treat you well, this week," said the old man.

"Let us hope for that." Kinsing said, trying to be diplomatic with the man. "As you know, there are a number of villages that have not yet joined in with our mutual defense league in this area. But they worship the same gods as we do." He waited for the words to sink in. Minister Kaladote nodded, and Kinsing went on. "Go into the outlying settlements to the west, against the mountains. Offer to build a pantheonic shrine to prove that we can help them. It will be more than just taxes."

The minister nodded. "I will do this," he said. "Sir, if I may, allow me to councel you on another means to accomplish this task."

Kinsing smiled. "Go ahead, Minister."

"A show of military strength, on the people's behalf, might be of use here, as well as to please the Gods, and our homeland," Kaledote began. Kinsing gestured for him to continue. "There is a ruined town that has become infested with the dead. If they could be defeated, then they would not be a threat to the people anymore, so it would be an act of good faith to them. There may also be treasures within the ruin that could be of use to us. And, I suppose I need not stress the importance of laying the dead to rest."

"That is already in the plan, Kaledote!" Kinsing laughed. Yilreste has seen to that." he smiled. "Is there anything else?"

"No," Kaledote answered, smiling through his white beard. "Good luck, Kinsing."

"And to you also," Kinsing said. He watched the elderly man leave.

The last person to come in was a military commander. "Greetings, Commodore," he said. "Your orders, please!"

Kinsing stood up. The captain saluted. "Yes, hire the mercenary slingers. Then gather our troops. We march on the living dead in the morning."

"Aye Aye, Commadore!"

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 12-28-2007 @ 01:03 PM).]

posted 12-27-07 10:37 AM EDT (US)     7 / 244  
Kethean had a great curiosity when it came to magic items from various disciplines of magic, and he had an adventuring spirit that matched his will to learn. The best way to learn was to experience, and experience came with travels and, at times, combat.

The scouts had reported the presence of a dungeon, some ancient ruin that was left here by one of the races that probably still inhabited the area. Naturally, Kethean took it upon himself to check these ruins out and perhaps gain further insight into the history and nature of the races of this island.

Still, he wouldn't do it himself and, though he had few military forces, he would take with him a squad of twenty elven soldiers armed with longswords. He headed down to the military encampment inside the city's outskirts and spoke with the leader. "There's a ruin nearby that I wish to explore. Come with me." He was pretty blunt when he was giving orders, but figured that was how it should be.

Action:
Kethean is going to explore a dungeon, and he's taking with him the elven warriors unit.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 12-28-07 10:40 AM EDT (US)     8 / 244  
Evermeet:
There is not much left of the ruined castle. The outer walls are almost entirely crumpled although a single tower is still standing. Of the main keep, only what appears to be a great hall is still standing.
Kethean and his two lieutenants can investigate the tower or the great hall or they can search the rest of the rubble and try to find something interesting…

Lieutenants:

Elven warrior lieutenant
Elf level 3 warrior
Hp: 18
AC 14, touch 11, flatfooted 13
Abilities: str 12, dex 13, con 10, int 11, wis 12, cha 11
Saves: fort +3, ref +2, will +2 (+2 v E)
Equipment (1400 gp): leather armor, shortbow, longsword, buckler
Feats: Weapon Focus (longsword), Weapon Focus (shortbow)
Attacks: longsword +5 (1d8+1) or shortbow +5 (1d6) 60 ft
Skills: Detection (cc) +4, Stealth (cc) +2, climb +3, swim +2
Special Qualities: Low light vision, sleep immunity
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft

Elven longspear lieutenant
Elf level 3 warrior
Hp: 18
AC 14, touch 12, flatfooted 12
Abilities: str 13, dex 12, con 10, int 11, wis 12, cha 11
Saves: fort +3, ref +2, will +2 (+2 v E)
Equipment (660 gp): Studded leather armor, longspear, 3 javelins
Feats: Spear Wall, Weapon Focus (longspear)
Attacks: longspear +5 (1d8+1) or 4x javelin +4 (1d6+1) 30 ft
Skills: Detection (cc) +4, Stealth (cc) +2, climb +3, swim +2
Special Qualities: Low light vision, sleep immunity
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft



Neverwinter:
It only took Kinsing and his men half a day to reach the ruined town. From a good distance they spotted several groups of skeletons and zombies moving around both inside and close to the town. It was almost as they were patrolling the area…

Undead enemies:

Human Skeletons 1 (S1)
Human Skeletons (20)
Hp: 48
AC 13, touch 11, flatfooted 12
Abilities: Str 12, Dex 13, Con -, Int -, Wis 10, Cha 1
Saves: fort +0, ref +1, will +2
Equipment: -
Feats: -
Attacks: 4x claw +1 melee (1d4+1)
Full attacks: 4x claw/claw +1/+1 melee (1d4+1)
Skills: Detection (cc) +0, Stealth (cc) +1, climb +1, swim (can’t swim, but can walk on bottom)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, scary (-2 to enemy will save against fear)
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft

Human Skeletons 2 (S2)
Human Skeletons (20)
Hp: 48
AC 13, touch 11, flatfooted 12
Abilities: Str 12, Dex 13, Con -, Int -, Wis 10, Cha 1
Saves: fort +0, ref +1, will +2
Equipment: -
Feats: -
Attacks: 4x claw +1 melee (1d4+1)
Full attacks: 4x claw/claw +1/+1 melee (1d4+1)
Skills: Detection (cc) +0, Stealth (cc) +1, climb +1, swim (can’t swim, but can walk on bottom)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, scary (-2 to enemy will save against fear)
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft

Human Warrior Skeletons (SW)
Human Skeletons (20)
Hp: 48
AC 16, touch 11, flatfooted 15
Abilities: Str 12, Dex 13, Con -, Int -, Wis 10, Cha 1
Saves: fort +0, ref +1, will +2
Equipment (100 gp): decayed studded leather armor, rusty longsword, decayed heavy wooden shield
Feats: -
Attacks: 4x rusty longsword +1 melee (1d6+1)
Skills: Detection (cc) +0, Stealth (cc) -2, climb -2, swim (can’t swim, but can walk on bottom)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, scary (-2 to enemy will save against fear)
Base speed: 30 ft
Charge: 60 ft
Run: 120 ft

Human zombies (Z)
Human Skeletons (20)
Hp: 108
AC 11, touch 9, flatfooted 11
Abilities: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1
Saves: fort +0, ref +1, will +3
Equipment: -
Feats: Toughness
Attacks: 4x slam +3 melee (1d6+2)
Skills: Detection (cc) +0, Stealth (cc) -1, climb +2, swim (can’t swim, but can walk on bottom)
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits, scary (-2 to enemy will save against fear)
Base speed: 30 ft
Charge: 30 ft
Run: 60 ft

Human warrior zombies (ZW)
Human Skeletons (20)
Hp: 108
AC 14, touch 9, flatfooted 14
Abilities: Str 14, Dex 8, Con -, Int -, Wis 10, Cha 1
Saves: fort +0, ref +1, will +3
Equipment (540): Spear, studded leather armor
Feats: Toughness
Attacks: 4x Spear +3 melee (1d8+3)
Skills: Detection (cc) +0, Stealth (cc) -2, climb +1, swim (can’t swim, but can walk on bottom)
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits, scary (-2 to enemy will save against fear)
Base speed: 30 ft
Charge: 30 ft
Run: 60 ft

Map:
http://i4.tinypic.com/6yp69ux.png

Each square is 20x20 feet
The light green areas are high grass and low bushes (hiding is possible by laying down)
The dark green areas are forest with light undergrowth, it provides cover and concealment, movement cost is doubled
The gray areas are rubble, it provides cover and hiding is possible, movement cost is doubled
A few buildings in the town are more intact then the rest (only the roofs are missing)

You can place your units anywhere you want south of the “borderline”
You will move first
I also need the following information
Any starting orders each unit has been given (if any)
If any spells has been cast before the battle.
The “Kinsing unit” can start on its own or joined to any infantry unit (you can’t join him to the cavalry unit as you has not provided him with a horse)


Zhentarim
Diplomacy: 18+11=29, bluff 4+8=12
The gnoll leader likes what he is hearing, but he also feels that Elrin is not entirely truthful.
”I will need to discuss this with the leaders of the other tribes” he says and return to the other gnolls. They discuss in gnoll for a long time and finally the gnoll returns to Elrin
”I will join you with my tribe and so will some of the other leaders, but many other will wait and see if you fulfill your promises and if you are as strong a leader as you claim to be.”

Effect: A good number of the gnolls in your province will become citizens next week and you will be offered gnoll mercenaries

Kris Lighthawk
Creator of Lighthawk's mod

[This message has been edited by Kris Lighthawk (edited 12-29-2007 @ 11:56 AM).]

posted 12-28-07 01:55 PM EDT (US)     9 / 244  
Kethean was considerably interested by the keep and its complete state of disrepair. Wishing to reach the most interesting and functional of the remaining parts of the keep, he headed carefully for the great hall, readying himself to cast a spell if he needed to and keeping the lieutenants close.

He was no expert of stealth, so he didn't bother trying to sneak in and out, but that didn't mean he was relaxed and going for a stroll in potentially dangerous areas. "Stay close," he told the lieutenants quietly.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 12-28-07 04:57 PM EDT (US)     10 / 244  
This isn't going to be as easy as I expected. It looks like these are more than just roving undead.

"I don't think I can repel that many at once," Yilreste whispered in Kinsing's ear. He would have to do something about that - if he came home from this.

Kinsing led the troops into the grassland south of the ruin and hid his troops in the tall grass. "Troops, wait for my signal. We will attack when I begin a song of war. First Light Infantry, your mission is to interpose yourselves between any undead and any vulnerable troops, and take full defense. First Dwarf Infantry, I will command you personally. Slingers, follow me, and fire on any skeletons close enough once the fighting starts. Cavalry, hold back, and attack skeletons when they come close."

"Oh, and ignore the illusions."

Kinsing made to have a small army of Neverwinter soldiers appear to the west of him, commanded by illusions of himself and Yilreste. They marched silently to the borders of the town, in full view, while the real soldiers lay in wait.

Kinsing is embetted within dwarf infantry at Q'69. Light infantry is at P'69. Slingers are in Q'70. All three are lying in the grass. Cavalry are in L'80. Illusory infantry is in q69.

Silent Image is in effect, and creates illusory infantry.

Action: delay until enemy moves. If Z moves to attack illusory infantry, they will move back, and I will move forward.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 12-28-2007 @ 11:41 PM).]

posted 12-29-07 10:53 AM EDT (US)     11 / 244  
Evermeet
Kethean and the lieutenants failed to see the large monstrous hunting spider that was hiding among the shadows of the sealing of the great hall, so they was taken completely by surprise when it jumped down and attacked Kethean. Fortunately for Kethean the spider’s fangs hit his buckler and were deflected harmlessly.

Bite: 3+7+2(“charge”)=12, miss

Large Monstrous Hunting Spider (6 HD)
Hp 33
AC 14, touch 12, flatfooted 11
Space/Reach: 10 ft./5 ft.
Abilities: Str 16, Dex 17, Con 12, Int —, Wis 10, Cha 2
Saves: Fort +6, Ref +5, Will +2
Feats: -
Attack: Bite +7 (1d8+4 plus poison)
Skills: ?
Special Attacks: Poison ?
Special Qualities: ?
Base speed: 40 ft, climb 20 ft.
Charge: 80 ft
Run: 160 ft

Map:
http://i14.tinypic.com/6x9cu8z.png

The light gray areas are rubble (movement cost is doubled)
Remember, you can give the lieutenants orders but not directly control them.

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-29-07 11:07 AM EDT (US)     12 / 244  
Kethean barely had time to react as a huge spider leapt from seemingly nowhere and attacked him. He was quick, however, and managed to turn the attack aside with his buckler before the venomous fangs reached his torso or neck. He carried a rapier, but chose not to draw it, instead turning his mind to magic.

It was dangerous, but he cast the spell shocking grasp in range of his opponent's fangs, and the spider immediately took the opportunity and struck again, but once again its attack went wide (5+7=12). Kethean then delivered his spell (18+4=22, hit) and the spider shrunk back from the hit, its flesh crackling with barely-checked electricity (4+6+3+3+5=21 damage, 12 hp left).

Kethean finally took a step backwards out of the fight (5-foot step to H21) and gestured at the spider. "Bring it down," he told his lieutenants. (1 order, free action)

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 12-29-07 12:48 PM EDT (US)     13 / 244  
Evermeet:
The two experienced elf warriors reacted immediately on Kethean orders. They both sidestepped so they was flaking the spider between them and then attacked. The spider managed to avoid the longsword, but the spear hit and penetrated its abdomen. It wasn’t enough to kill the thing though, and the spider turned and attacked the spearman in retaliation. Fortunately it missed again…

Longspear: 11+5+2(flanking)=18, hit, 4+1=5 damage, spider is at 7 hp
Warrior: 5+5+2(flanking)=12, miss
Spider: 2+7=9, miss)
Map:
http://i17.tinypic.com/8albkex.png


Neverwinter
As soon as the Illusions appeared the nearby zombies moved towards for them. It was however not only the zombies that reacted, all the undead in and around the ruined town turned and moved towards the illusions with full speed…

Map:
http://i13.tinypic.com/8a34lj8.png

Enemy units:
Skeletons 1 (S1): Hp 48, AC 13
Skeletons 2 (S2): Hp 48, AC 13
Warrior Skeletons (SW): Hp 48, AC 16
Zombies (Z): Hp 108, AC 11
Warrior Zombies (ZW): Hp 108, AC 14

Neverwinter units:
1st Neverwinter light infantry (L): Hp 36, AC 13, hiding, prone
1st Dwarf warriors (D): Hp 40, AC 16, hiding, prone
+ Kinsing: Hp 22, AC 19, hiding, prone
1st Neverwinter Light cavalry (C): Hp 88, AC 16, hiding
Mercenary halfling slingers (S): Hp 54, AC 15, hiding, prone

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-29-07 03:12 PM EDT (US)     14 / 244  
Kethean was a little disappointed to see that the spider did not fall as quickly as he had hoped, but he didn't see it posing too much of a threat before it went down after a couple more hits. He didn't want to risk casting another spell, so he drew his rapier (move action), sidestepped (5-foot step to I20) so that he was also flanking the beast, and jabbed the weapon at the spider (11+5+2=18 hit), meeting its flesh again.

Unfortunately, his attack barely drew blood as the spider minimized the damage it took by twisting aside (3-1=2 damage, spider at 5 hp).

He had no further orders.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 12-29-07 04:39 PM EDT (US)     15 / 244  
While the spider was distracted by Kethean’s attack the elf warrior with the longspear stepped back, then hit the spider with full force in the head. The spear penetrated deeply, the spider’s body stiffened and a moment later it was finished off by the warrior with the longsword.

Longspear: 14+5+2[flanking]=21, hit, 8+1=9 damage
Longsword: 18+5+2[flanking]=25, hit, 5+1=6 damage, spider is dead
Kethean gains 250 xp


There are no other monsters in the great hall and a quick search reveals that there are no other exits from the great hall than the one the party entered through. In a big pile of bones, that presumably is old victims of spider, Kethean and his men find coins and other valuables worth 500 gp.
The party can now investigate the tower or search the rest of the ruin.

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-29-07 07:05 PM EDT (US)     16 / 244  
Kethean was satisfied by the performance of the soldiers he had brought. They were victorious and had become so without injury. The treasure they quickly gathered was less than impressive--about as much as it had cost for the governor to dispatch an emissary earlier in the week, from whom he was readily awaiting a reply.

Still, he and the two soldiers weren't done with these ruins just yet. "Let's head for the tower," he told the lieutenants. "Be on your guard against another attack."

The studious mage put away his rapier and cast shocking grasp again, but held the charge. He would be ready to deliver it in a moment come the next encounter, and he wouldn't run the risk of some opportunisitic attack from his next opponent during the casting of the spell.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 12-29-07 08:08 PM EDT (US)     17 / 244  
"Something is controlling them," Kinsing said.

"In the ruined temple, I would guess," Yilreste suggested.

"Wait until the skeletons are out of sight," Kinsing answered as a plan of action formed in his mind.

Kinsing will delay until S1 is out of sight behind the rubble or until Z begins to attack the illusions.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign
posted 12-30-07 09:54 AM EDT (US)     18 / 244  
The boats land on the shore, men jump out with their swords drawn. Their leader a one eyed man ran in the front of the group cutting a bloody path through the defenders.

In a matter of hours the city was theirs, without a siege, without diplomacy and without mercy. Marcus terral seathed his rapier when he and his men had slaughtered the last defender of his new city.
_________________________

Marcus Terral smiled as he heard the scouts reports.

Wait for the Rebels to make the first move, so that the militias have time to organise the defences.

Change the tax of the province to high.

Capital, thank god I am exeptionally known to be able to pull fireballs from my hat.

[This message has been edited by Marcus XVI (edited 12-30-2007 @ 10:02 AM).]

posted 12-30-07 02:23 PM EDT (US)     19 / 244  
Evermeet:
The tower was made entirely of stones including the floors and stairs. That was probably then reason whey it had survived while all the other towers has crumbled to piles of stones and a few low walls. The party entered through a door at ground level, but the lowest floor proved to be empty. So did all the other floors until the party reached the topmost floor. Here they found a strange statue besides a pile of coins and other valuables. Just as the three elves had entered the floor, the “statue” suddenly moved and turned towards the party.
The elf with the longspear reacted fast and crying “Gargoyle!” he stabbed at the creature. He hit it, but his spear proved unable to penetrate its skin.
The other elf lieutenant didn’t react as fast

17+5=23, hit, 2+1-10=no damage

Gargoyle
Hp 37
AC 16, touch 12, flatfooted 14
Space/Reach: 5 ft./5 ft.
Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Saves: Fort +5, Ref +6, Will +4
Feats: Multiattack, Toughness
Attack: Claw +6 (1d4+2)
Full attack: 2 claws +6 (1d4+2) and bite +4 (1d6+1) and gore +4 (1d6+1)
Skills: Detection +4, Stealth +4
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze
Base speed: 40 ft, fly 60 ft.

Map:
http://i3.tinypic.com/8abamtk.png

Kethean needs to roll 13 or better on an initiative roll in order to move before the gargoyle


Neverwinter:
The skeletons didn’t move out of sight but rather continued to move towards the illusions without crossing the crumbled town walls.
Soon after the Zombies reached the illusions and started to “attack” them, their fists going right through the unreal soldiers…

Map
http://i8.tinypic.com/6tp3kux.png

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-30-07 03:33 PM EDT (US)     20 / 244  
OOC: Mostly good rolls so far. Let's hope it holds up!

IC:
(Initiative 14+2=16)

Kethean was quick and ready, having suspected the statue to be a gargoyle before it attacked. The fact that it had been the only statue in the tower and had been surrounded by valuables was a great clue, and Kethean was suspicious and investigative by nature.

He watched the longspearman hit but fail to do any damage--the gargoyle was tough, its hide almost impenetrable if you didn't have magic. He doubted the other lieutenant would have any success, either, of the conventional sort. But this was hardly the sort of battle Kethean wanted to fight alone....

The grey elf stepped up to the gargoyle and delivered the spell he held in his right hand (11+4=15, hit), and Kethean was satisfied to see the thing take an appropriate amount of injury (5+2+6+3+3=19 damage, Gargoyle at 18 hit points). Still, it didn't appear to be close to going down.

His soliders weren't going to do any good hitting with their weapons, as he had decided, so they would have to make themselves useful in another way. He had a new order for his lieutenants. "Try to hinder it without standard attacks--try to trip it or knock it down," he told them. It was risky, but if they could bring it down, it would buy him extra time to cast a spell safely.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.

[This message has been edited by that one elf (edited 12-30-2007 @ 03:35 PM).]

posted 12-31-07 11:38 AM EDT (US)     21 / 244  
Evermeet:
The gargoyle hissed in anger and pain when hit by Kethean’s spell.
”You will die for that elf!” It snared and attacked and attacked Kethean with everything it got. Only one claw attack got through Kethean’s defenses though.

Claw: 8+6=14, miss
Claw: 18+6=24, hit, 4+2= 6 damage, Kethean is at 16 hp
Bite: 14+4=18, miss
Gore: 5+4=9, miss


The elf with the longspear moved forward and attempted to kick the gargoyle feet away under it but he was unsuccessful. The gargoyle retaliated with a claw attack but its claws didn’t penetrate the elf’s armor. The other elven warrior ran forward and tried to tackle the gargoyle, but it managed to avoid his attack as well.

AoO: 6+6=12, miss
Tripp attack: 5+4=9, miss
Tripp attack: 2+4=6, miss

Map:
http://i7.tinypic.com/6t2s9e1.png

Status:
Gargoyle: Hp 18 (37), AC 16

Elven warrior lieutenant: Hp 18, AC 14
Elven longspear lieutenant Hp 18, AC 14
Kethean: Hp 16 (37), AC 19

Kris Lighthawk
Creator of Lighthawk's mod
posted 12-31-07 03:45 PM EDT (US)     22 / 244  
OOC: Just a note, Kris--you seem to have recorded Kethean's maximum hit points to be too high. You did, however, get his current hp right, so it doesn't really matter....

IC:
Kethean gritted his teeth when his blood was drawn and pain washed through him. Anger rose up in him, his usually studious and calm mind indulging in a moment of drastic emotion. The hit wasn't too bad, but had it not been for his careful maneuvers, there could have been more--enough even to have seriously injured him.

Now he had a difficult choice to make--was he to hit the thing with another spell and hope it went down, or heal himself to try and last long enough for his lieutenants to accomplish something? It was a risk, but he made up his mind quickly enough. If he failed to kill the gargoyle, he would trust in his defenses to save him.

In the wake of the trip attempts by his soldiers, Kethean Xiloscient cast shocking grasp yet again. The gargoyle was too distracted by his opponents to make a quick attack, and the spellcaster took a quick step diagonally (5-foot step to B1) so that he was flanking the gargoyle. He then delivered the spell (7+4+2=13 hit) with a touch to the stony flesh. Electricity erupted from his hand on contact (4+6+2+3+5=20 damage, gargoyle at -2 hp) and the flesh cracked. The gargoyle fell to the stone floor.

(That concludes combat...)

The threat over, Kethean allowed himself to feel winded by the brief but intense exchange. "Gather what treasure you can," he told the lieutenants. Then he cast cure light wounds on himself, and his wound disappeared (6+5=11 points healed, Kethean back up to full). Feeling much better and not concerned with whether the gargoyle survived or not, the governor of Evermeet helped the lieutenants sort through the stony creature's treasure.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 01-01-08 01:24 AM EDT (US)     23 / 244  
As the zombies reached the illusions, Kinsing conjured a cloud of illsuroy fog that enveloped them, and then dissapated, leaving the zombies fighting nothing. He hoped that the zombies would begin moving southward to investigate. "On my mark, move for the skeletons," he said quietly, allowing the command to spread among his troops. The cavalry's orders would stand.

Delay one more round, but the illusions are reacting to the attack in such a way that it is not immediately obvious to an observer that they are illusions.

-Heir to Beleriand, Heir to the Silmaril, Chosen of Illuvatar-

GM of the Glory of the Past Middle Earth Roleplay Thread

Creator of the New Keepers Campaign

[This message has been edited by Beren V (edited 01-01-2008 @ 08:43 PM).]

posted 01-01-08 06:04 PM EDT (US)     24 / 244  
Evermeet:
In the pile besides the dying gargoyle Kethean and his lieutenants find valuables worth 1000 gp as well as a masterwork dagger. They find nothing else of interest in the tower. Searching through the rest of the ruin the party finds valuables worth 400 gp. They also find some stairs leading down to what probably was the cellar of the castle. The stairs are blocked by fallen stones but it seems that a way down could be cleared in a few hours.
”Shall we start to clear a way through lord Kethean?” One of the lieutenants asks

Kethean gains 333 xp
Note: you can rest the party before exploring the rest of the ruin if you wants…
You can even buy and sell stuff, and do other free actions as well as issuing orders to the colony (if you have any orders left for this week) You can also stop the exploration altogether and resume it another week. The money you find can be used at once.


Neverwinter:
The zombies had obviously not realized that the illusions were not real because they continued to attack them. The other undead continued to moving towards the illusions at full speed.

Map:
http://i7.tinypic.com/8elfamg.png

Kris Lighthawk
Creator of Lighthawk's mod
posted 01-01-08 06:44 PM EDT (US)     25 / 244  
Kethean nodded. "Yes, go ahead," he decided. He was a little concerned about the continued need to cast spells, and hoped he wouldn't run out of spell slots for the day. But he figured he still had enough in him to work through the underlevel--at least, unless it was extremely large.

He wished he had some more men with him to help take the load off his shoulders when it came to the combat, but didn't see how he could afford to have trained soldiers shipped over from Evermeet at this point. He was hesitant to hire mercenaries, too, so he would just have to make due.

(Kethean still has 3 or 4 orders left he's capable of giving, but I can't really think of anything that needs done.)

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 01-01-08 08:27 PM EDT (US)     26 / 244  
Evermeet:
In a few hours the stairs had been cleared enough for the party to go down. It was completely dark down there, so the two lieutenants both brought lit touches with them. The stairs ended at a hallway going north-south. To the north the hallway turned east after 40 feet, to the south it continued farther then any of the elves was able to see…
”Do we go north or south lord?” one of the lieutenants asked

Note: Kethean can carry a touch as well if he wish

Kris Lighthawk
Creator of Lighthawk's mod
posted 01-02-08 09:43 AM EDT (US)     27 / 244  
"Let us head north," he said. He preferred to have a visible goal when he headed into a dungeon, though it was possible that he would end up going both ways before too long anyway.

He then lit a torch as well and let his low-light vision adapt. He carried the torch in his left hand--the hand with his buckler. It wouldn't interfere with his spellcasting while it was there.

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 01-02-08 04:46 PM EDT (US)     28 / 244  
Evermeet:
As the corridor turned east it widened from 10 feet to 15 feet, and what had clearly been used as prison cells appeared on each side of it. It was too long for the elves to see the end of it.
What looked like a sword seemed to hang suspended in the air about 50 feet down the corridor…

Make a spot check if Kethean moves to investigate

Kris Lighthawk
Creator of Lighthawk's mod
posted 01-02-08 05:39 PM EDT (US)     29 / 244  
Kethean paused as he saw the sword. There was something wrong about it--swords didn't just hang in the air like that. A thought crept through Kethean's mind then; it was a thought that explained the presence of the sword as well as why it was hanging in the air like that. In truth, he suspected, it wasn't hanging in the air at all, but in a nearly transparent gelatinous substance.

He tried to spot the thing and confirm his suspicion (Detection 9+2=11), but didn't see a gelatinous cube. "Hold still," he told the lieutenants. "Look closely at the sword and immediately around it. I think we're facing a gelatinous cube."

The governor knew handle to handle something like this, too. "If you see anything, don't hesitate. We'll need to use ranged attacks and try to bring it down before it reaches us. A gelatinous cube is large enough to fill the whole corridor side to side, so it should be hard to miss."

Kethean put away his buckler, dropped his torch, and drew his longbow. He would take his own advice on this one.

((I hope I didn't take too many actions.... Also, I'd like to know how high the ceiling is.))

Eros Estot in the Giant Trilogy, the DM and Kaiden in Red Hand of Doom, and Seraph in Staff of the Emerald Enclave.

I'm happy to play any d20 game you can throw at me, and have tried most of them.
posted 01-03-08 12:53 PM EDT (US)     30 / 244  
Evermeet:
The warrior lieutenant also dropped his torch and drew his bow, while the longspear lieutenant held on to his torch for the moment.
Suddenly the sword started to move to wards the party and soon all 3 elves could see the huge transparent cube it was imbedded in. The elf warrior shoot an arrow into the cube, but if anything it just made it increase its speed. The longspear lieutenant now also dropped his torch and made himself ready to hit the cube when it came into range.

9+5=14, hit, 5 damage, gelatinous cube is at 49 hp

Map
http://i5.tinypic.com/8amgftf.png

The ceiling is 16 feet high

Gelatinous Cube
Hp 54
AC 3, touch 3, flatfooted 3
Space/Reach: 15 ft./10 ft.
Abilities: Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Saves: Fort +9, Ref –4, Will –4
Feats: -
Attack: Slam +1 (1d6 plus 1d6 acid)
Skills: -
Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Base speed: 15ft.

Status:
Gelatinous Cube: Hp 49 (54), AC 3

Elven warrior lieutenant: Hp 18, AC 14
Elven longspear lieutenant Hp 18, AC 14
Kethean: Hp 22, AC 19

Kris Lighthawk
Creator of Lighthawk's mod
« Previous Page  1 2 3 ··· 9  Next Page »
Age of Wonders 2 Heaven » Forums » Hall of Wonders - Role Playing & Creative Writing » The Faerûn Colonists – IC thread
Top
You must be logged in to post messages.
Please login or register
Hop to:    
Age of Wonders 2 Heaven | HeavenGames