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Thirsty Thinking

Started by Carthrat, October 21, 2006, 08:05:10 PM

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Carthrat

1 HUSK: 750xp.

So, SO not worth it.... don't calc this until you finish the rest of the adventure (unless you all just go home now.)
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

9 Kuo-Toa Whips: 450xp
7 Kuo-Toa Grunts: 525xp
1 Kuo-Toa Sergeant: 100xp

1 Kuo-Toa Monitor: 100xp
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

2x Kuo-Toa Monitor: 200xp
3x Kuo-Toa Grunts: 225xp
8x Kuo-Toa Whips: 400xp
1x Kuo-Toa Mage: 200xp
1x Kuo-Toa High Priestess: 400xp

Mission Complete! Details later: 500xp
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up

Carthrat

Loot! I hope you brought a cart. Pincer staves are pretty big, hefty things.

Corridor Kuo-Toa: 3 Masterwork Pincer Staves (market value of 350gp each)
11 Non-Masterwork Pincer Staves
4 Blue Potions
4 Green Potions
7 Red Potions

Githyanki Prison Room Kuo-Toa

-Two Masterwork Pincer Staves (one was found lying in a corner)
-Two Enchanted Pincer Staves

Monitors: Each Monitor was packing an enchanted longspear, and a strange kind of coral amulet that glows when brought near water.


Sub-Underground room

This room is a mess, when you finally get a chance to look around it. Most of the fight took place in the centre, but surrounding it appears to be a rough sleeping area, fouled with Kuo-Toan gear and slime, despite the prevailing watery conditions. The blood mingling with the stagnant liquid gives the entire place a terrible odor.

With time to inspect the area, you determine that the room contains several shut-off pipes and grates, and the walls contain large pumping mechanisms, presently inactive. Glancing into the river reveals much the same. The metal grates and pipes all seem to be made of adamantine, and are apparently several inches thick each.

One of the pipes juts out from the wall near a stairwell, and seems to be empty. There is a thick metal grate over it, making access difficult, though of course it's possible to poke fingers and the like through. About ten metres away, however, you can see some kind of object, looking somewhat like a blade, hanging on the edge of a drop where the pipe turns downwards.

-Three Enchanted Pincer Staves
-One Enchanted Pincer Stave; it seems to perpetually drip water, and has a thin film of liquid between it's large claws. Re'Laizary reports that "..oi, Angel says that thing is thinking."
-One enchanted flask, found in the Kuo-Toan campsite.
-One pair of bracers, found in the water.
-6 Blue Potions
-One Enchanted Banded Mail, built out of coral scales. It shifts and slips if you try to move it, gurgling all the while.
-Three Rings, one on each of the guards you were forced to face.
-One SPELLBOOK. The pages are made out of a strange, slimy substance, and it drips with water no matter what you do.

(SC = Spell compendium.)
(PHB2 = PHB2, natch)

1st Level: All PHB Spells
2nd Level: Protection From Arrows, Resist Energy, Glitterdust, Fog Cloud, Acid Arrow, See Invisibility, Locate Object, Daze Monster, Alter Self, Knock, Scintillating Scales (SC), Phantasmal Assaliants (SC), Electric Vengeance (PHB2), Electric Loop (SC)
3rd Level: Dispel Magic, Magic Circle Against Good, Sleet Storm, Stinking Cloud, Clairaudience/Clairvoyance, Tounges, Lightning Bolt, Scintillating Sphere (SC), Invisibility Sphere
4th Level: Aqua Breath, Wall of Ice, Dimension Door



Conjuration [Creation] [Water]
Aqua Breath
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 Standard Action
Range: Medium (100ft+10ft/level)
Targets: One creature
Duration: Special
Saving Throw: Fort Partial;
Spell Resistance: Yes

This spell fills the lungs of a target with water. If they have to breathe, this can cause serious trouble. The spell instantly does 1d6 damage per level (saving throw for half), and if they fail the saving throw, they are unable to act as they gasp for air and gurgle up water from their overflowing lungs. They get a fortitude save every round after; if they succeed, they are able to snap out of it, but if they fail, they take an additional 1d6 damage and continue to be unable to act.

Material Component: A little bit of fresh water.
[19:14] <Annerose> Aww, mouth not outpacing brain after all?
[19:14] <Candide> My brain caught up