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Nietzschean
Jan 3, 2010



Super Ethical.



Long ago, before humans became the dominant force on the continent of Segunto, the lizardfolk were a widespread and prosperous people. The legends of your people tell of Shh’rak, the mightiest shaman of what was then called the Kal-Duga Jungle, who united the lizardfolk tribes at the behest of the Wyrm God Tyrannis. Songs are still sang of Mighty Shh’rak the Wise: of how he fought to unite the lizardfolk tribes; of how he taught stoneworking to the lizardfolk masons; of how he built a glorious temple to the Wyrm God; of how they assembled him an altar at the apex of a grand Ziggurat; of how the sun itself burned brighter, and seared all foes.

The Wyrm God was pleased with the lizardfolk and blessed them with the warmth of the sun. Under the guidance of Shh’rak the Wise, and the worship of the Wyrm God, the lizardfolk expanded and took control of most of the continent. Their population flourished for many years, and in following generations the lizardfolk nation became known for its founder: the Shh’rak Empire. Its settlements dotted the ancient lands, each built around a temple to the Wyrm God made of finely worked stone.

Then, at the apex of the lizardfolk’s glory and success, came the fall.

For whatever reason, usually glossed over in retellings of the legends, the Wyrm God became displeased with the lizardfolk. So great was his anger that he stole the sun from the sky just to spite them. During this time the lizardfolk came to call the Long Night, the enslaved races the lizardfolk had conquered rose up against them and overthrew their empire. The sun came back a month after it first disappeared, but the damage had been done: the once proud race of lizardfolk had been diminished to prey and quarry for elven, gnoll, and human huntsmen.

Centuries have passed since the Long Night, and the lizardfolk remember only legends of the glory days of the Shh’rak Empire. The way of their stonework, the lore of their faith, and the location of their powerful relics have been mostly forgotten with the passing of generations. The descendents of Shh’rak huddle in their cramped yurts and hunt crocodiles in the jungles and swamps of western Injat.

But last month, a shaman named Anshar from the Dakar village made claims of a vision from the Wyrm God. He has called for the mightiest warriors, the swiftest hunters, and the most skilled and learned among the tribes. He has heard the voice of the Wyrm God, and it is time for the lizardfolk to reclaim their birthright.

The four of you have been selected from among your own villages to go to Dakar and meet with the shaman Anshar. Speculation and skepticism are your constant companions until you arrive near sunset to what looks like any other of the dozens of villages scattered throughout Injat: squat, cramped yurts clustered together around the broken ruins of a small, disused temple. Only this temple is not abandoned. Despite its crumbling exterior, like so many others degraded by weather and strife as to be barely recognizable for its original purpose, a fire burns atop it. Smoke that's sweet with blood and incense wafts through the balmy air.

It is to this small temple that the four travelers are led to have audience with a stout lizardman. The shaman Anshar is dressed in the bones of a giant crocodile, its ribcage and pelt fashioned into a breastplate and its skull split to form epaulets. About his waist is a belt woven of what look like finger bones from some other humanoids. He greets you all and ushers you inside, to what was once a grand entry chamber but due to the collapse of adjoining corridors is now the only accessible and serviceable room in the structure. This room is lit by a fire in the middle of it and adorned with fresh symbols on its walls painted over those long ago etched into the stonework. Smaller lizards, barely larger than kobolds, are inside the room attending to a scattered mess of alchemical and religious paraphernalia strewn about on low benches and tables.

There is nowhere to sit, and Anshar turns abruptly before the four travelers may file in past the entryway. Standing before the fire such that he is silhouetted against it, Anshar addresses the four travelers. His attendants remain silent and continue to work at whatever alchemical work it is they're doing.

”So it is you,” says Anshar in a gravelly voice, ”of all the tribes, who will undertake this task.” His tone is contemptuous. His eyes flash in the flickering light. ”Of all the tribes,” he says again, ”there are but four to answer the Wyrm God.” If lizardfolk had venom sacs, he would surely be spitting venom. “And why have you come, then?” he asks no one in particular. ”Was it for glory? Was it to honor the ancestors? Hmm! Why have you answered the Wyrm God’s call when so many have not?”


Game Roster
Blacktail, played by Rhjamiz
Oresskorda, played by Ryuujin
Sssuma, played by K Prime
Zhyrrid, played by Valhawk


Welcome to the game "Shh'rak Empire," where our reptilian heroes will undertake a quest to brave ruined temples, recover ancient artifacts, and wage war to restore their homeland to its former glory. This is a fairly high-powered game using the Pathfinder rule set in a home brewed campaign setting. Players should please begin every post with your character name in bold. Regular text for in-character actions and dialog, italics for game mechanics (rolls, specification of action types, etc.) and OOC stuff as necessary.

Your first post should include your character sheet in plain text (pre or quote tags are both fine), and you will probably want to make a truncated combat block for keeping track of hit points, resources, and stats. If you'd like to have a specific token for your character to be represented in posts and on maps, then you'll want to make that and include it or edit it into your posts as soon as you get the chance.

The game will begin as soon as everyone has posted their sheet and responded to Anshar's question. Recruitment/OOC thread is here.

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Ryuujin
Sep 26, 2007
Dragon God

Oresskorda the Mad


The strange, reclusive, Lizardfolk wrapped tightly in the boiled skin of a crocodile and adorned with bones and small skulls stuffed with a motley of strange concoctions, speaks. "For glory. Once we were the mightiest, we ruled all. Now we are but a shadow. We shall return to our glory, our might, and I will see to it."

pre:
Oresskorda the Mad
Lizardfolk humanoid 2/Alchemist 1
CN medium humanoid (reptilian)
Init +0, Senses Perception +4

DEFENSE
__________________________________________________________

AC 18 (+3 armor, +0 Dex, +5 natural); touch 10, flat-footed 18
hp 28 (3d8+9+1)
Fort +8, Ref +2, Will +0

OFFENSE
__________________________________________________________

Speed 30 ft.; climb 30ft.; swim 15 ft.
Melee bite +4 (1d4+3), claw (1d4+3)
Ranged short bow +1 (1d6)
Special Attacks  Sneak attack (+1d6), Mutagen

STATISTICS
__________________________________________________________

Str 16. Dex 10, Con 16, Int 14, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Skill Focus (Craft Alchemy), Magical Aptitude
Skills  Acrobatics +4, Climb +15, Craft (Alchemy) +11, Handle Animal +4, 
Knowledge (Nature) +8, Perception +4, Ride +4, Spell craft +8, Survival +6, Swim +11, 
Use Magic Device +7; Racial Modifiers +4 Acrobatics, +8 Climb, +8 Swim, +2 Survival
Languages  Common, Draconic, Goblin, Sylvan.
SQ  hold breath
Equipment  crocodile skin jerkin, short bow, alchemist‘s kit, 
pathfinder‘s kit, 40 arrows, Medicine Stick (alchemist's formulae book); 66gp  
Weight 53 lbs

SPECIAL ABILITIES
___________________________________________________________

Hold breath (Ex):
A lizard folk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks
drowning.
Alchemy:
An alchemist  gains a competence bonus equal to Alchemist level on Craft Alchemy checks to create an 
alchemical item.  Can use Craft Alchemy to identify potions as if using detect magic, must hold the potion 
for 1 round to make such a check.
Brew Potion:
Gains Brew potion as a bonus feat.  Can brew potions of any formulae he knows, up to 3rd level, using his 
alchemist level as his caster level.  The spell must be one that can be made into a potion.
Mutagen:
Makes a special mutagen after 1 hours work.  When brewed select Strength, Dexterity or Constitution.  
Standard action to drink.  Gets +2 natural armor bonus, and a +4 alchemical bonus to the selected ability 
score for 10/level.  Takes a -2 penalty to a corresponding mental score.  Intelligence for Strength, Wisdom 
for Dexterity, and Charisma for Constitution.
Throw Anything:
Gain Throw Anything feat as a bonus feat.  Adds Intelligence modifier to damage done with splash 
weapons, including the splash damage if any.
Extracts:
Know 2+int mod at first level.  Can prepare 1, plus any bonus extracts from a high Int.
Sneak Attack:
Gains sneak attack as a rogue. (1d6)

Extracts Per Day:  1+1 1st
Extracts Known: 
2+2 1st level:  Cure Light Wounds, Enlarge Person, Identify, Shield.


Combat Block:
pre:

HP: 28           Fort: +8	Swim +11
Init: +0	 Ref:  +2	Climb +15
Speed: 30 	 Will: +0       Perception: +4
AC: 18           FF: 18         Touch: 10


Claw x2 (Lizardfolk) +4 x2 (1d4+3/x2)
Bite (Lizardfolk) +4 (1d4+3/x2)

Ongoing:
  None

Ryuujin fucked around with this message at Dec 31, 2012 around 05:05

Rhjamiz
Oct 28, 2007



Blacktail


The imposing lizardfolk warrior stood easy in the presence of the shaman. He was confident of his worth, and his purpose. "To take back what is ours by right. For the glory of the Wyrm God."

quote:

Blacktail
Male Lizardfolk
Fighter 1
NE Medium Humanoid (reptilian)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+5 armor, +2 Dex, +5 natural)
hp 27 (1d10+2d8+6)
Fort +7,Ref +2,Will +3; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 30 (20) ft., swimming (15 feet), climb (30 feet)
Melee Greatsword +6 (2d6+6/19-20/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)
Claw x2 (Lizardfolk) +1 x2 (1d4+2/x2)
--------------------
Statistics
--------------------
Str 18,Dex 14,Con 14,Int 8,Wis 13,Cha 10
Base Atk +2; CMB +6; CMD 18
Feats Cleave, Iron Will, Power Attack -1/+2
Traits Birthmark, Dirty Fighter
Skills Climb +8, Survival +7, Swim +8
Languages Draconic, Common
SQ Hold Breath (x4)
Other Gear Boiled Crocodile Skin, Short Spears (5), Dagger (2), Belt Pouch, Greatsword, Backpack, Bread, Flint and steel, Meat, Oil, Silk Rope, Torch (5), Waterskin (2), Whetstone, Trail Rations (10), Shortbow, Arrows (100), Handaxe, Longbow, Longsword, 25 GP
--------------------
Special Abilities
--------------------
Birthmark - +2 save vs. charm & compulsion
Cleave - If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Dirty Fighter - +1 damage when flanking.
Hold Breath (x4) (Ex) - You can stay under water longer than normal.
Power Attack - -1/+2 You can subtract from your attack roll to add to your damage.
Swimming (15 feet) - You have a Swim speed.
Prehensile tail - Climb speed 30 feet.


Token:


Combat Block:
pre:

HP: 27           Fort: +7	Swim +8
Init: +2	 Ref:  +2	Climb +8
Speed: 20 	 Will: +3       Perception: +1
AC: 22           FF: 20         Touch: 12

Greatsword +6 (2d6+6/19-20/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)

or

Claw x2 (Lizardfolk) +6 x2 (1d4+4/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)

Ongoing:
  None

Rhjamiz fucked around with this message at Jan 10, 2013 around 16:31

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched


Zhyrrid stands tall, his voice filled with the self-assurance of one born to rule, "I come because you called for the best. I am strongest of my line, the blood flows strong and wild in me. More then my parents or parents parents back all the way to the Long Night. I come to take back what is ours by right: glory, empire, dominion. They belong to us, and not the smooth ones."


Combat Block:
pre:
Full Sheet

HP: 22           Fort: +5	Swim +9
Init: +1	 Ref:  +1	Climb +9
Speed: 30 	 Will: +2       Perception: +4
AC: 16           FF: 15         Touch: 11

Claw x2 (Lizardfolk) 	+2 (1d4+1/x2)
Bite (Lizardfolk) 	+2 (1d4+1/x2)
Light Crossbow		+2 (1d8/x2)

Cantrips:
Detect Magic, Acid Splash, Daze, Prestidigitation

1st Level Spells: 4/4

Color Spray
1 Standard, V, S, M
15' Cone, Will(DC 15) Negates

Enlarge Person

Ongoing:
  None
Token:

K Prime
Nov 4, 2009

風林火山


Prophet Sssuma


The strange, pale lizard stares at Anshar. "Because, my brother, I have heard the voices of the past and the future calling for me to come, just as you did. Did you think you were the only one so blessed? The other shamans, the faithless, they may remain in their holes. I am here because it is demanded."

pre:
Prophet Sssuma
Lizardfolk humanoid 2/Dual-Cursed Oracle 1
LE medium Humanoid (reptilian)
Init +1, Senses Perception +0

DEFENSE
AC 22 (+5 armor, +0 Dex, +5 natural, +2 shield); touch 11, flat-footed 21
hp 21 (3d8+3)
Fort +4, Ref +0, Will +2

OFFENSE
Speed 20 ft.; climb 30 ft., swim 15 ft.
Melee sickle +4 (1d6+3/x2), bite +4 (1d4), or claw +6 (1d4+4), bite +6 (1d4+4)
Ranged shortspear +4 (1d6+3)
Special Attacks

STATISTICS
Str 16, Dex 10, Con 12, Int 10, Wis 10, Cha 17
Base Atk +1; CMB +4; CMD 14
Feats Improved Initiative, Extra Revelation
Skills Intimidate +10, Knowledge (history) +4, Knowledge (religion) +4, Use Magic Device +6
SQ hold breath
Equipment  boiled crocodile skin, croc skin shield (heavy), sickle, 5 shortspears Backpack, Bread,
 Flint and steel, Meat, Oil, Silk Rope, Torch (5), Waterskin (2), Trail Rations (10);
 30 gp. Weight 74 lbs.

TRAITS:
Sacred Touch
Unnatural Presence (+1 intimidate, can intimidate vermin)

SPECIAL ABILITIES
Hold breath (Ex):
A lizardfolk can hold its breath for a number of rounds equal to 4 times its 
Constitution score before it risks drowning.

ORACLE:
Curses: Haunted (Progresses)
Retrieving any stored item from your gear requires a standard action, unless it 
would normally take longer. Any item you drop lands 10 feet away from you in a 
random direction. Add mage hand and ghost sound to your list of spells known.

Legalistic
Whenever you break your word (either purposefully or unintentionally), you become 
sickened for 24 hours or until you meet your obligation, whichever comes first. 
However, once per day, you can make a vow to yourself that grants a +4 morale 
bonus on any one roll you make while trying to fulfill a promise made to another 
individual.

Mystery: TIME

Bonus Spells:  ill omen (2nd), oracle’s burden (4th), bestow curse (6th), 
threefold aspect (8th), permanency (10th), contingency (12th), disintegrate 
(14th), temporal stasis (16th), time stop (18th).

Revelations:
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature 
within 30 feet to reroll any one d20 roll that it has just made before the results 
of the roll are revealed. The creature must take the result of the reroll, even if 
it’s worse than the original roll. Once a creature has suffered from your 
misfortune, it cannot be the target of this revelation again for 1 day.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and 
take either result. At 7th level, you can always act in the surprise round, but if 
you fail to notice the ambush, you act last, regardless of your initiative result 
(you act in the normal order in following rounds). At 11th level, you can roll for 
initiative three times and take any one of the results.

SPELLS KNOWN
0th: Detect Magic, Light, Purify Food and Drink, Read Magic
1st: Forbid Action, Cause Fear

K Prime fucked around with this message at Jan 2, 2013 around 16:08

Nietzschean
Jan 3, 2010



Super Ethical.

Anshar nods, apparently satisfied. He speaks in Draconic, the native tongue of the Shh'rak.

"Our people are like animals," he says with a mixture of contempt and sadness in his voice. "We are called 'monsters' by the smooth-skins, and they hunt us for their own 'glory'." He speaks those italicized words in Common, affecting to the best of his capacity the human dialect of Injat. "We are prideful, stupid animals! Vainglorious, perhaps." And then he actually does spit into the fire, though the spittle is likely not as venomous as his tone. It is as though he were speaking words not his own, words which disgust and offend him.

"That is what they say of us, the soft-skins. Even our people believe it! You have seen them, frightful like whelps gazing awestruck at the sun we once commanded, fleeing the half-things and runts that were once our slaves. That is our true enemy. And it cannot be merely fought, cannot be merely overcome with 'glory'. Any whelp may kill a man, any tribe may route an encroachment. And for what? Still we huddle in the dark! Still we hide, and still we are hunted."

He then indicates an unassuming leather satchel, lying unobtrusively against a wall of the entryway.

"Your task is not so simple as it may be overcome through 'glory'. But perhaps in finding glory for yourselves, you will accomplish what the Wyrm God requires of us. Take this, and travel to the East. There in what the soft-skins now call 'Paverno' you will go to the ruins of Shh'rak itself. What we seek is buried there."

Now is a good time to roll any relevant knowledge skills. There is also time to talk further with Anshar, and there will be time to do stuff 'in town' prior to departing from Dakar village.

e: Thanks Winson!

Nietzschean fucked around with this message at Dec 31, 2012 around 19:13

Rhjamiz
Oct 28, 2007



Blacktail


Blacktail merely nods, and steps over to retrieve the satchel, checking its contents before shouldering it. "It will be done."

Blacktail doesn't know poo poo about anything! (No trained Knowledge skills)

Rhjamiz fucked around with this message at Jan 10, 2013 around 16:29

Nietzschean
Jan 3, 2010



Super Ethical.

Inside the satchel is a rolled up piece of parchment tied shut with a strip of cloth, three small pouches that smell of spices, and a small knife that looks to have been fashioned from a crocodile fang and bound with leather from its hide.

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

"The soft-skins will have to be taught their place, and properly this time. Before we thought only to chain their bodies, a mistake that must be corrected. When we rise again as is our right, we must learn to chain their hearts and minds. In order to bind them forever into our service. Then, if the night should ever come again the smooth-skins will merely hold up torches for their masters rather than rebel." The noble-blooded lizard stops himself before he could continue into a longer rant. Clearly this is a subject he has strong opinions on.

Looking back towards the at Anshar, Zhyrrid asks, "And what is it exactly that we seek?"

Nietzschean
Jan 3, 2010



Super Ethical.

"The legends of our people speak of the sun itself being our greatest ally, and our greatest weapon," says Anshar as he squats down on his haunches. He gestures to the dust on the ground before him, and crudely draws a stepped triangle with the butt of a stick. "Surely you know the songs of Mighty Shh'rak the Wise, of how they built for him a great altar atop the most glorious ziggurat." Anshar draws a circle around the top of the triangle. "Here was the seat of his power. Here was where the Wyrm God gave us his blessing. Here shone the light which turned night into day, and which seared all who would oppose Shh'rak and his People." He taps the drawing a few times as he turns his gaze in turn to each of those assembled.

"You know the rest of the tale, too," he says as he brushes over the drawing so that it is no longer recognizable. "When the Long Night came, and the sun was stolen from the sky, so, too, did the Wyrm God darken the Eye and the Orbs. Our cities were razed, our temples were pillaged, and all we know now of the Eye of the Sun and the Orbs of Fire are so many children's stories that every tribe tells." He draws in the dirt again, this time indicating a space beneath the stepped triangle. "But these are not just legends. They are the tools that once built an Empire. Shh'rak was gifted them by the Wyrm God, who instructed him in their creation."

Anshar looks up from his drawing, back to the assembled. "What you seek is what has been destroyed. What you seek is that which is hidden. Perhaps it is the Eye itself, or an Orb which remains locked away in the deeper recesses of the temple. I have not seen its form, and it does not matter. I have seen its resting place." Again he looks to the drawing on the ground, and again he gestures to a space beneath the temple. "Here," he says as he taps the ground, "beneath the Temple of Tyrranis, lies our salvation where the Wyrm God has seen fit to bury it. Here must you go, and retrieve it."

Ryuujin
Sep 26, 2007
Dragon God

Oresskorda the Mad


Quietly the Mad lizardfolk listens to Anshan recite the legends and stories of their people. He is familiar with many of them, who wasn't? For now he does not speak, peering about, and dwelling on what he knows of these matters. As he does so he quickly, but carefully, inspects the contents of the satchel.


Knowledge Nature: 1d20+8 22

Nietzschean
Jan 3, 2010



Super Ethical.

Oresskorda can easily tell by their scent the contents of each pouch. They are each a poultice of medicinal herbs and ceremonial spices, mixed with their primary elements: one is heavy with sulfur, the second with salt, and the third with mercury. These are each strong alchemical components, any one of which might be used in a potion to great effect. Together they would make a cleansing draught, or perhaps a conflagration if mixed wrongly. A very skilled alchemist might bring forth both effects from the same mixture, if given time and the proper apparatus to prepare.

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

"So is there anything else about the temple that might be of use, records of traps, other legends? If we are to carry the fate of our race on our backs, then even the smallest scrap of information might prove crucial."

Nietzschean
Jan 3, 2010



Super Ethical.

"The temple was said to be guarded by the Wyrm God himself," says Anshar, "but history seems to show otherwise. What is certain is that the spirits of our ancestors were charged with guarding its catacombs. The mightiest warriors from the glorious Shh'rak Empire lie there interred, bound even in death to the Wyrm God's service. Perhaps the softskins have already dispatched them, or perhaps they still stand guard over the ancient relic." He shrugs. "As my brother speaks truly," he says with a gesture towards Oresskorda, "the path is already set: The Wyrm God knows already if you are worthy, and if you are then you will succeed." A toothy grin splits his face, the firelight gleaming from his sharpened teeth. "If not, well..." He finishes the sentence with a shrug.

"As to the traps, I do not know their details. Only that you must brave them to recover our prize. This you must do for the sake of our people."

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

"Then let us dally no longer. Our race has too long languished in disgrace, and I say let them not chafe under that burden for a day longer than necessary." The caped lizard stood proudly, and started to gather up his supplies for the journey.

Unless anyone has something else they want to do, let's get this show on the road.

Nietzschean
Jan 3, 2010



Super Ethical.

Having reached a 3/4 consensus in IRC, we proceed.

The shaman Anshar hurries the group along their way, directing them as though they didn't know which way was East. It is perhaps peculiar that someone so doubtful of his charges would entrust them with so important a task. In any event, business in town is attended to by those who require it: changing currency, replacing supplies, and so on. The small village is soon nothing more than a flicker of light and waft of smoke in the distance behind them as the party proceeds towards their objective.

The jungle is alive with the sound of its native creatures, who despite the importance of their mission do not seem to care about the party members. The sunlight is dimming, and there are clouds on the horizon. The way ahead is mired in wet muck, slowing the advance of the party as they wade through the wetlands.

Roll perception and survival.

Those who beat Perception 13: You are aware of shouting in the distance. It sounds to be in the Common tongue of humans.
Those who beat Perception 17: You are aware of the hiss and growl of native crocodiles hunting for flesh. It comes from the same direction as the shouting humans.
Those who beat Survival 15: The clouds on the horizon clearly indicate a rainstorm approaching.

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

Finally on their way, Zhyrrid blithely moves through the jungle.

Survival: 1d20+6 7
Perception: 1d20+4 5

Wow, I'm off to a momentous start, gently caress you too Orokos.

Rhjamiz
Oct 28, 2007



Blacktail


Blacktail picks up a shortbow, some arrows, and a sturdy handaxe, before the setting out into the jungle. One never knows when one might need some range on an enemy.

As the journey begins, Blacktail glances to the sky and frowns. "Rain's coming. Soon." However, his grumbling is put on hold He cocks his head, before hissing quietly. "Humans nearby, be on guard."


Perception: 1d20+1 = 15
Survival: 1d20+7 = 22

Rhjamiz fucked around with this message at Jan 10, 2013 around 16:29

Ryuujin
Sep 26, 2007
Dragon God

Oresskorda the Mad


Once out from within the village Oresskorda the Mad feels more at ease. Travelling through the muddy ground of the swamp, Oresskorda takes in the scents and sights of the land. Drawing a claw through the mud, then tasting it.

Occassionally a claw absently caresses the odd collection of stuffed skulls and bones about his waist.

Survival: 1d20+6 20
Perception: 1d20+4 17

Better than Zhyrrid at least on those rolls.

Nietzschean
Jan 3, 2010



Super Ethical.

Surpassing the DC by more than 5, Blacktail and Oresskorda are both able to determine not only that rain is coming, but that it will arrive within the hour and last through the night; additionally, their familiarity with the weather informs them that tomorrow will be a clear day. They also each can tell by direction where the humans are: they are off the path the party would otherwise take, somewhat to the South. Going to investigate them would require the party to go out of its way to meet them.

edit: Updated to respond to both Blacktail and Oresskorda

Nietzschean fucked around with this message at Jan 2, 2013 around 03:10

Ryuujin
Sep 26, 2007
Dragon God

Oresskorda the Mad


Oresskorda stops to listen to the sounds, glancing at the sky. Then with a dark chuckle, "It seems we will soon have rain, we are also not far from some humans, and some hunting crocodiles, heh. Perhaps we should check it out? Though we may want to wait for the crocodiles to finish their meal."

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

"Let us go to the smoothskins, they might have something useful, and there's value in studying them. If they don't have something we can use, we can always kill them. Better than letting them blunder into some unsuspecting hunter."

Rhjamiz
Oct 28, 2007



Blacktail


Blacktail grunts, before nodding in agreement. "Agreed, though I prefer we kill them, regardless. We can loot their corpses for the useful 'something' before feeding them to the gators."

Rhjamiz fucked around with this message at Jan 10, 2013 around 16:29

Nietzschean
Jan 3, 2010



Super Ethical.



The three lizardfolk proceed toward the South, with Blacktail at the lead.

After a time, the group comes upon a couple of humans with spears knee-deep in a pond of stagnant muck, fighting against a crocodile that's bigger than they are. A third man lies bloodied on the Southern bank of the water, his inert body nearly occluded by the low brush. From the party's vantage on the Northern bank, they can see that another crocodile is beneath the surface and on his way to join the meal. The two men on their feet seem so far unscathed, but too busy with their fight against the crocodile to have noticed the party's approach.

There is a clear avenue of retreat back to the North should the party wish to simply go on about their way. Treat any of the foliage which occupy at least a full square as a tall tree which provides full cover, and any foliage smaller than that as brush that provides partial concealment. The background texture is treated as normal terrain; the water in which the spearmen are fighting a crocodile is treated as 1/2-land speed difficult terrain; the water containing the other crocodile is deep enough to swim, but otherwise is treated as 1/4-land speed difficult terrain.

Roll any skill checks which may be relevant to the scene as presented; then, roll initiative and act in initiative order during the surprise round if combat is to be joined.

Ping me on IRC if there are any details I left out, or any questions! It is assumed that K Prime's character accompanies the party, but has not entered combat. Ping me on IRC if you want to hop in, and don't worry about being penalized in experience or loot for missing something—I don't do that.

e: Included a token that was missing.

Nietzschean fucked around with this message at Jan 2, 2013 around 05:15

Ryuujin
Sep 26, 2007
Dragon God

Oresskorda the Mad


Finally the group spots the wayway humans, and a pair of crocodiles. For the moment Oresskorda is content to watch the scene unfold, silently cheering on the crocodiles. But that will soon change.

Knowledge Nature: 1d20+8 27
Initiative: 1d20+0 3

Nietzschean
Jan 3, 2010



Super Ethical.

Oresskorda: You know that crocodiles are powerful beasts, easily able to kill a man. You know their hunting habits, too: they lie in wait for wayward prey to come into the water or near its edge, then clamp down into them and drag them to a bloody death in the muck. It is unusual that a crocodile would leave its prey on the shore after killing it. Perhaps that man in the brush was bloodied by something besides crocodiles?

K Prime
Nov 4, 2009

風林火山


Ssuma

Ssuma ponders. Is it worth risking death by crocodile to see humans dead?

A cacophony of voices scream in his ears, all conflicting, ranging from cries to murder everyone present to advice to run like hell.

Ssuma makes up his own mind. "Ssa! If the humans start winning, we should kill them. Otherwise, why waste the time?"

Initiative: 1d20+1 19

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

Zhyrrid looks on below scoping out the battle, trying to determine whom would win, humans or crocodiles.

Perception: 1d20+4 21

Inititive: 1d20+1 7

Valhawk fucked around with this message at Jan 2, 2013 around 21:58

Nietzschean
Jan 3, 2010



Super Ethical.

Zhyrrid: You can see that both spearmen are presently unscathed and on their feet, but that their weapons are also free of crocodile blood. The one crocodile they're fighting has a few chipped scales and worn teeth to show for its trouble, so it seems to not be faring as well. While it's presently a close match, the humans ought to be able to eventually wear it down through their flanking and mobility. Should the other crocodile join the melee, the tide would sharply turn and the men would be greatly outmatched. At this particular moment, however, the second crocodile does not seem at all interested in the fight; instead, its attention is focused on the prone figure on the southern bank, which it probably presumes to be an effortless and safe meal.

Rhjamiz
Oct 28, 2007



Blacktail


Blacktail crouches down, watching the scene through the foliage. He makes a noise that might be considered assent. "We'll see what happens."

Initiative: 1d20+2 = 6

Nietzschean
Jan 3, 2010



Super Ethical.

Initiative Order: Ssuma, Zhyrrid, Blacktail, Oresskorda.

Begin Surprise Round.

edit: I'll update the map once all four PCs have moved. You guys can see the rolls I made in advance on orokos for the NPC's initiative and perception, but they won't matter and nothing will happen until the surprise round ends.
2nd Edit: May as well update the map since I needed to provide results for Detect Magic.

Nietzschean fucked around with this message at Jan 4, 2013 around 03:05

K Prime
Nov 4, 2009

風林火山


Ssuma

Ssuma walks his way to a position behind the group of trees to the south- everyone is looking elsewhere and if they do need to interfere it's a better place to be.

Move to E-7

Valhawk
Dec 15, 2007

EXCEED CHARGE


Zhyrrid the Dragontouched

Zhyrrid, quietly sneaks a bit closer and focuses inward, whispering the words of the spell, the lizard sorcerer extends out his magical senses looking to be sure that there was no magical forces in play.

Move to -A,-4.

Casting Detect Magic towards the south-east.



pre:
Combat Block:

HP: 22           Fort: +5	Swim +9
Init: +1	 Ref:  +1	Climb +9
Speed: 30 	 Will: +2       Perception: +4
AC: 16           FF: 15         Touch: 11

Claw x2 (Lizardfolk) 	+2 (1d4+1/x2)
Bite (Lizardfolk) 	+2 (1d4+1/x2)
Light Crossbow		+2 (1d8/x2)

Cantrips:
Detect Magic, Acid Splash, Daze, Prestidigitation

1st Level Spells: 4/4

Color Spray
1 Standard, V, S, M
15' Cone, Will(DC 15) Negates

Enlarge Person

Ongoing:
  None

Nietzschean
Jan 3, 2010



Super Ethical.



Ssuma: The way ahead of you to the South looks clear. There are no visible obstructions besides the muck, and there is a break in the trees that would allow you and your companions to continue in that direction without significant obstruction.
Zhyrrid: Looking to the south-east the only entity that immediately grasps your attention is the crocodile, and you can tell there is something magical within your field of vision.

Rhjamiz
Oct 28, 2007



Blacktail


Blacktail follows closely behind Ssuma, keeping an eye on the battle.

Moving to F -7

pre:
HP: 27           Fort: +7	Swim +8
Init: +2	 Ref:  +2	Climb +8
Speed: 20 	 Will: +3       Perception: +1
AC: 22           FF: 20         Touch: 12

Greatsword +6 (2d6+6/19-20/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)

or

Claw x2 (Lizardfolk) +6 x2 (1d4+4/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)

Ongoing:
  None

Ryuujin
Sep 26, 2007
Dragon God

Oresskorda the Mad


Oresskorda follows the others' lead, moving behind the trees to come across the humans from the other side, avoiding interrupting the lone crocodile's meal.

Move to G -7

pre:

HP: 28           Fort: +8	Swim +11
Init: +0	 Ref:  +2	Climb +15
Speed: 30 	 Will: +0       Perception: +4
AC: 18           FF: 18         Touch: 10


Claw x2 (Lizardfolk) +4 x2 (1d4+3/x2)
Bite (Lizardfolk) +4 (1d4+3/x2)

Extracts:  2/2

Cure Light Wounds
Enlarge Person

Ongoing:
  None

Nietzschean
Jan 3, 2010



Super Ethical.

The surprise round ends with our heroes and their potential foes positioned thus:


One of the human spearmen calls out to the other that he saw a party of lizardmen moving among the trees.

Initiative order: Ssuma, Crocodile 2, Spearman 1, Crocodile 1, Zhyrrid, Blacktail, Spearman 2, Oresskorda.

K Prime
Nov 4, 2009

風林火山


Ssuma

Ssuma turns to his comrades. "So, do we move on, or do we hunt?"

Doing nothing yet.

Nietzschean
Jan 3, 2010



Super Ethical.

The second crocodile moves south-east, further into the deep water. Near the center of the pool, it disappears beneath the surface of the muck and becomes occluded from view.



Crocodile 2 moves so that its upper-left corner occupies E,9 and then sinks.
Zhyrrid: As the crocodile moves away, you lose sight of any magical auras.

The crocodile in melee with the spearmen exchanges blows with one of them. The man in D,14 lands the point of his spear between scales, prompting the crocodile to turn and lunge at him with jaws wide open and teeth grasping for flesh. In turning, the crocodile's tail sweeps the other spearman in G,13 across the thigh drawing blood as the rough scales abrade unprotected skin; however, he is too slow to catch the spearman in D,14 with his bite.

Spearman 1 attacks Crocodile 1, hits. Crocodile 1 bites Spearman 1, misses; tail slaps Spearman 2, hits.

Nietzschean fucked around with this message at Jan 4, 2013 around 14:58

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Rhjamiz
Oct 28, 2007



Blacktail


Blacktail grips the hilt of his greatsword. "I say we cut them down."

Talking at Ssuma, whoa nelly.

pre:
HP: 27           Fort: +7	Swim +8
Init: +2	 Ref:  +2	Climb +8
Speed: 20 	 Will: +3       Perception: +1
AC: 22           FF: 20         Touch: 12

Greatsword +6 (2d6+6/19-20/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)

or

Claw x2 (Lizardfolk) +6 x2 (1d4+4/x2)
Bite (Lizardfolk) +1 (1d4+2/x2)

Ongoing:
  None

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