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  #136  
Old Dec 19th, 2022, 06:05 AM
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The Dragon Cave Island - The broken IslandThe sun rises over the broken island, and with the sun's rays, some warmth actually comes to the frozen limbs of crew and adventurers.

An overtired Captain Frostraven shuffles across the blanket with reddened eyes, a cup of steaming black liquid in his hands. An exotc but aromatic scent rises and is blown away by the wind. The woman looks at the island.
"Magmell Island. That's where my brother and my fiancé went to look for treasure." She stirs the black contents of the cup and the spoon slowly sinks into it. Captain Frostraven sips carefully from the cup, nods approvingly to herself, then turns to the helmsman, who is also hanging more over the helm than standing behind it. "Approach over the east side, engines half ahead. Man all lookouts! A gold ducat for the one who spots the Silver Pegasus first!"


DMoC:Please roll a CON save DC 14 to avoid being exhausted level 1.

Then roll a perception check, too.
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  #137  
Old Dec 19th, 2022, 07:18 AM
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Valerius Codrin, Druid of the Moon
HP: 33/33 | AC 16 | PP: 15 | Spell Save DC: 13 | Spell Attack: +5 | Rank: Your familiar with the airship, now. Even under stressul conditions. On the airship, once per combat, you can neglect a negative effects like headwind, airship movement or poor view.Sky Defender Third class | Status: Normal
HD 1/3d8 | Spell Slots: (1) 4/4, (2) 2/2 | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

When you choose the circle of the moon at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Combat Wild Shape 2/2 | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.Circle Forms
You have resistance to fire damage.Hellish Resistance | Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Legacy of Stygia 1/1
Familiar with the various outcast groups (beggars, urchins, slaves), able to locate/contact these groups in urban settings. They'll aid however they can, might shield/fight for you. Knowing the underbelly of cities you have an easier time locating and conversing with criminal's & their organizations.Outcast Familiarity | Common, Infernal, DruidicLanguages


Valerius was far CON save 14too hyped up to feel tired. He rushed to the rail, but he was Perception 8too excited to actually notice much of what he was seeing.

 

 

 
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  #138  
Old Dec 19th, 2022, 04:47 PM
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Khat - Rouge Female Shifter (Swiftstride) | Darkvison: 60ft, PP 13, PI 11 | Status: normal | Initiative: +5

Khat was quite exhausted, having spent the night playing tag with a Dragon. The adrenaline had worn off at the likable Rogue was feeling far from her best. Khat to the group, "I'm for taking a cat nap. Take wake me until you need me. Khat retired to her hammock, hoping she would feel better after some sleep."


 
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  #139  
Old Dec 20th, 2022, 10:33 AM
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Kazza sighed a deep sigh of relief as the moment passed and the threat from the dragon ended. Only when the coursing of adrenaline faded did she start to realise
Dice Constitution Saving Throw DC14:
1d20+3 (13)+3 Total = 16
how tired she was. She rubbed her eyes again, surprised to find how raw they felt from the constant touching and the cold of the wind. She felt haggard, a little tired, and while she didn't need as much rest as most, going without her elven trance was hard enough. It was a nice respite from her normal nightmares. Still, she had to continue on, like all on this ship.

As the warmth of the sun finally stirred her from a very fitful and far too short rest, she slid down from her usual perch to see what was happening on the lower deck. It seemed that they had arrived at their station. "Magmell Island. Treasure, captain? What is it that we can expect here and where did they search for treasure. The more we know the more prepared we can be. Are there more dragons? Worse? Are we to find ourselves in a mine, cave or out in the open?" It didn't occur to her to apologise for the barrage of questions. Social subtleties were not high on her agenda. Once the captain had responded, she heeded the call and climbed back up to her perch. There, she
Dice Wisdom (Perception):
1d20+6 (9)+6 Total = 15
kept her eyes peeled again, tired, but grateful to have survived an encounter with a dragon.


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  #140  
Old Dec 20th, 2022, 10:43 AM
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Upon catching sight of the island the captain explained how his brother had been searching for treasure. His excitement now lead to exhaustion and the idea of further adventure prior to a strong ale and a good bed seemed much less interesting. "Is your brother in danger? surely we could rest after a fight with a dragon. "
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  #141  
Old Dec 20th, 2022, 11:15 AM
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The Dragon Cave Island - The broken IslandCaptain Frostraven turns to Kazza. "Air Defender Leafwind, as much as I understand your questions, I have only few answers." she says. "At our last stop, we were told that the Silver Pegasus had planned to travel to the Magmell Island to search for treasures. I hope to find some traces of the airship. Old campfires, new pits in the ground, trees lumbered,..." She hesitates. "... or parts of the airship."

Then, she turns to sky cleric. "Everyone is in danger in this area and they are overdue. More than normal. We can rest on our way back. Now, we must rescue the crew and maybe the Silver Pegasus, too."
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  #142  
Old Dec 21st, 2022, 06:13 AM
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Prrup-tik, Grung Ranger (revised)
Sheet|AC: 16|HP: 49/49|Status: Normal
Initiative ADV|Early attack ADV|2-Weapon Fighting|Piercer Feat|Poison piercing|+2 dmg v. humanoids|Poison touch|Poison immunity|Jumping and climbing|2/3 Spells|4/4 HD|4/4 Goodberries | 1/1 adventure luck
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The cold Made his CON save.didn't bother Cujo much; Prrup-tik should have saved the extra blanket for himself. After a night of shivering, he met the sun Failed; Exhaustion 1.ragged and bleary-eyed. He scanned the landscape with the others, more in an effort to rouse himself than to earn a coin, but he 11 Percdidn't see much.

 

 

 

 

Prrup-tik AC 16| HP 49/49|PP 10|4/4 Goodberries|1/1 adventure luck|Exhaustion 1
Cujo AC 17|HP 17|PP 13 (18 for hearing and smell)
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  #143  
Old Dec 22nd, 2022, 02:50 PM
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DMOC:I forgot to mention: the character can use the travel time to Magmell Island as short rest. (This does not affect any exhaustion results, because only long rests reset/prevent exhaustion.)

The Dragon Cave Island - The broken Island
The sun continues to rise and the fog lifts on Magmell Island. Kazza is the first to spot the tattered hull of the Silver Pegasus between the cliffs on the edge of the island. Immediately, the crew rings the bell, which immediately puts an end to naps for everyone on board.

Soon after, the Dragonrise heads directly for the crash site at full speed. The wreckage of the Silver Pegasus - at least the front half, the rear half is missing - lies amidst the remains of an abandoned village. The main part of the village has already disappeared into the depths with the crumbling edge.



Open the picture in new tab to zoom in.

As the Dragonrise approaches, one can see piled crates and countless corpses of humans, elves and many orcs, in addition to expected debris.
Captain Frostraven bows over the railing. "Someone was there after the crash!" She looks at the helmsman. "Drop off at the edge!" Then she claps her hands. "Air Defenders! Get ready to rappel!"
DMOC:This is an isometric map. It's the first time, I use such a map and I'm really curious if this works and if it increases the atmosphere.

This is also a custom made map, i.e. if you burn down a house or tree, it'll appear as ruin/dead tree in the next map. Thus, don't feel limited by the features of this map.

The captain will drop the air defenders at the outer edge of the island. Please give me a description about the drop off sequence and what you do when reaching the ground. (Actions for one round only.)
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  #144  
Old Dec 24th, 2022, 10:58 AM
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Khat - Rouge Female Shifter (Swiftstride) | Darkvison: 60ft, PP 13, PI 11 | Status: normal | Initiative: +5

Khat was tired and cranky, not at her best. The Swiftstride Shifter thought, "The lure of gold has overcome my cautious nature. First dancing with dragons, and now jumping into what appears to have been a battleground full of Orc." Still, the silent hunter did not let any betray her misgivings.

Khat was the first to the rappelling rope, sliding down the rope to hit the ground. The Rouge move to the trees, attempting to hide behind a tree.


 
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  #145  
Old Dec 25th, 2022, 04:23 PM
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Prrup-tik, Grung Ranger (revised)Sheet|AC: 16|HP: 49/49|Status: Normal
Initiative ADV|Early attack ADV|2-Weapon Fighting|Piercer Feat|Poison piercing|+2 dmg v. humanoids|Poison touch|Poison immunity|Jumping and climbing|2/3 Spells|4/4 HD|4/4 Goodberries | 1/1 adventure luck
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Prrup-tik holds a spindly finger to his chin as he looks down over the rail, contemplating an engineering problem. Fortunately, the Dragonrise bears countless ropes, and, now briefly anchored, also a few crewmembers – airmen – to spare. With a little help, the grung has Cujo begrudgingly harnessed for a disconcerting descent through open air. Prrup-tik himself casually grips the rope in one hand and one foot, just a meter above the wolf.

When the two touch down, rather than take the time to fiddle with knots in the very threatening scene, the ranger quickly cuts through the harness ropes to release his companion before hopping into the saddle. Crossbow in one hand, Prrup-tik points with the short sword in the other. Cujo obediently trots into cover, but at the front of the landing group.

 

 

 

 

Prrup-tik AC 16| HP 49/49|PP 10|4/4 Goodberries|1/1 adventure luck|Exhaustion 1
Cujo AC 17|HP 17|PP 13 (18 for hearing and smell)
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  #146  
Old Dec 31st, 2022, 01:17 AM
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Valerius Codrin, Druid of the Moon
HP: 33/33 | AC 16 | PP: 15 | Spell Save DC: 13 | Spell Attack: +5 | Rank: Your familiar with the airship, now. Even under stressul conditions. On the airship, once per combat, you can neglect a negative effects like headwind, airship movement or poor view.Sky Defender Third class | Status: Normal
HD 1/3d8 | Spell Slots: (1) 4/4, (2) 2/2 | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

When you choose the circle of the moon at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Combat Wild Shape 2/2 | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.Circle Forms
You have resistance to fire damage.Hellish Resistance | Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.Legacy of Stygia 1/1
Familiar with the various outcast groups (beggars, urchins, slaves), able to locate/contact these groups in urban settings. They'll aid however they can, might shield/fight for you. Knowing the underbelly of cities you have an easier time locating and conversing with criminal's & their organizations.Outcast Familiarity | Common, Infernal, DruidicLanguages


The sight of the drop at the edge of the railing served to curb his enthusiasm a little. He made sure to secure and double check his connection before slowing making his way down the rope. Once on the ground, he was... a little concerned about the sheer volume of corpses. He figured there wouldn't be many in the way of witnesses, so he decided to see if there were any forest critters who might've seen what happened. He knew how to speak to animals, so that should be easy. Hopefully.

 

 

 
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  #147  
Old Jan 3rd, 2023, 04:21 AM
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She dropped off the side of the ship, easily making her way down to the ground, joining Khat, Valerius and Prrup-tik on the floating island. The air felt warmer here, which was a stark relief. "What could bring down an airship like that?" she whispered almost to herself as she took in the wreckage of the Silver Pegasus. Such a majestic name for something that now lay in ruins. "Could the dragon have done this? I cannot fathom something else with the power to bring down a ship like this, much less upend it." Then again, she appreciated the dangers of flying. It didn't take much to damage whatever it was that made the machine fly and crash it. But upend it?

She waited patiently. There had been mention of some signs of that something had been here since the crash. Shouldn't there be signs of bodies? Or perhaps tracks leading to wherever the survivor's had done. She waiting for the captain to reach the ground. "Permission to search for tracks?" she queried, feeling a lot more at home on the ground than in the air, despite the fact that the ground was in the air. Here at least was wilderness, her home. She would not get lost here. And hopefully they'd quickly track down the missing aeronauts. With the captain's permission, she asked Khat to join her and slowly started walking a circle around the periphery of the broken airship,
Dice Wisdom (Survival):
1d20+6 (12)+6 Total = 18
searching for signs of tracks and where sentient beings had approached or left.


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  #148  
Old Jan 3rd, 2023, 06:34 AM
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DMOC:Suluruk is also on Magmell Island.
In the ruins of the Magmell Island
The Dragonrise approaches the crash site on the edge of the island with a powerful engine hum. Hectic activity immediately takes hold. Ropes are thrown down over the floor hatch and the air defenders find themselves roped up faster than they realize what is happening.

At the edge of the floor hatch, a dizzying, infinite depth opens up directly beneath their feet. The icy driving wind whistles through the opening. Then the edge of the island appears, not 50 feet below the airship. Abruptly, the propeller suddenly switches to thrust reversal, the airship dances and bucks, and the air defenders are nearly ejected from the floor hatch.
"GO! GO! GO!" Hands push more than they guide and the adventurers' feet dangle in the air a fraction later. A jolt goes through the ropes and then the winches screech open. Downward! It's going down! Not a gentle float, no. A braked fall. At best. The ground rushes towards them for a moment, then wood and metal wedge together and the air defenders hit hard. Straps and buckles are released - or cut - then the adventurers are free again. Not a second too soon, a gust of wind whips over the edge of the island and yanks the airship aloft. Whoever is still hanging on the ropes is lost.

Above the group, the engine hums as the crew tries to get the airship back on course, but the wind spirits of the island seem to oppose the request with all their might.

Khat and Prrup-tik take refuge in the shelter of nearby trees. The bark is covered with a slimy, black substance from which grows a waist-high, blue fungus. As Cujo and Prrup-tik try to squeeze past, the fungus' head moves in their direction. A silent voice hisses something incomprehensible in the grung's head. "Thage gare! May rooodsh!"

Valerius looks around, his sharp eye searching every leaf and trunk for signs of animals, but the ruins seem as if they have been wiped out. Only the remnants of giant spider webs are visible in the ruined buildings. Anyone else would get a cold shiver down their spine, but not the druid. He almost feels ... welcome.

Kazza doesn't wait. Whoever or whatever is lurking here - the airship could neither be overheard nor overlooked! Now it's a matter of taking advantage of the element of surprise. With quick steps, she approaches the remains of the airship in a circle. The corpses of the former crew - at least this statement allows the clothing - are partly cut open with blades, the humans also partly gnawed and eaten.
The orcs lie around with torn open bodies or are pierced with spikes.

Then, she hears a sound from the center of the broken airship.



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DMOC:You can act in any order.
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  #149  
Old Jan 4th, 2023, 05:19 PM
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Khat - Rouge Female Shifter (Swiftstride) | Darkvison: 60ft, PP 13, PI 11 | Status: normal | Initiative: +5

Khat did not like this situation one little bit. The bodies of the dead lay all around the ship. It did not appear to Khat that the died fighting each other. The Orcs are torn open or killed with spikes. This is not the work of sentients but rather dangerous creatures.

Khat began looking around, trying to spot any predators before the spotted her. However, the situation scared her enough to let her feral nature out. Khat took on a more feral look - her eyes became slitted like a cat's. Her black and white fur got longer and thicker. She shifted from side to side with feral grace.


 
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  #150  
Old Jan 4th, 2023, 09:54 PM
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Prrup-tik, Grung Ranger (revised)Sheet|AC: 16|HP: 49/49|Status: Normal
Initiative ADV|Early attack ADV|2-Weapon Fighting|Piercer Feat|Poison piercing|+2 dmg v. humanoids|Poison touch|Poison immunity|Jumping and climbing|2/3 Spells|4/4 HD|4/4 Goodberries | 1/1 adventure luck
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Prrup-tik nearly jumps out of his saddle when the fungus suddenly takes shape and speaks. Cujo growls as he backs the two out of the copse of trees and Prrup-tik alerts the others: “Talkin’…livin’…I mean, animate fungusth!” But even in his alarm, the grung does not suspect this entity of having wrought all the evident carnage.

“No sthurvivors,” he observes sadly. “Nothing feeding. Not much, anyway,” he amends, referring to the relatively few bit marks. “It’sth like a big murder,” he says. “It ain’t natural.”

Investigating the nearest corpses, the ranger offers some speculation. “Stho…the orcsth killed the crew, and then sthomethin’ killed the orcsth? Sthomethin’ was only eating humans,” he points out. “Maybe that was actually the orcsth, and they were interrupted. Maybe the killers ain’t stho bad – they justht hate orcsth,” he suggests, hopefully. “A lotta folk do.

“Cujo,”
Prrup-tik asks, “you think there are any more orcsth around here?” The wolf sniffs the air thoughtfully.

OOCTrying to use Prrup-tik's humanoid "radar" if there's time - with 1 minute in concentration, sense all humanoids within 5 miles, including type, numbers, and general direction and distance (in miles).

 

 

 

 

Prrup-tik AC 16| HP 49/49|PP 10|4/4 Goodberries|1/1 adventure luck|Exhaustion 1
Cujo AC 17|HP 17|PP 13 (18 for hearing and smell)
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