Blodgett Lomax |
Unless they have any definitive response to Mercutio's inquiry about the nature of the evil, none from Blodgett.
Careful to keep his books and quills stowed, Blodgett listens intently to the names the elders speak and turns them over in his head multiple times until he is confident he knows how they are to be pronounced.
Dungeon Master S |
They don't seem to be any more forthcoming.
The elder nods to an elf you didn't even realize was there. He approaches bearing an array of yellow wood weapons, each of masterwork make. There are spear, longspear, greatclub, and terbutje.
The spear itself looks incredible!
The longspear is potent indeed! It's a +2 spear
The way to Dehu Inu is clear, and the elves are expectant.
Blodgett Lomax |
Spellcraft take 10 for 20.
My goodness! This is a marvelously enhanced weapon!
Blodgett holds it forth to his party members, knowing them to be better equipped to wield it than he.
Shortspear, I presume? If so, anyone proficient in simple weapons can use it. My vote would be for Mercutio or maybe Bhielli.
Mercutio Menschjaeger |
I can wield any of them. I wouldn't say no to taking the longspear.
Dungeon Master S |
Feel free to call whatever weapons you want. I'm AFK most of today, so hopefully we can head into the taboo jungle first thing tomorrow.
Dungeon Master S |
With weapons chosen, the elves send you forthwith (same day)...
Ahead the jungle foliage thins and becomes an open area of stunted, low-growing brush and grasses that is nearly half a mile wide. The perpetual sounds of life in the jungle fall silent. A series of worn stone monoliths, each roughly ten feet tall and spaced evenly every 100 feet, marks the perimeter of this clearing.
On the northeast border, a 60-foot-tall cliff rises to a plateau above. More of the stone monoliths loom from the top of the cliff. About halfway up the cliff, a ledge juts sharply into the clearing.
There is writing upon the stones, ancient and esoteric...
Nykal Bloot |
I'm currently assuming the weapons distribution as: Greatclub (Bhielli), Longspear (Mercutio), Spear (Nykal, unless someone else wants to grab it), Terbutje (unclaimed)
Nykal squints at the writing...
Linguistics: 1d20 + 4 ⇒ (13) + 4 = 17
Dungeon Master S |
Looking around, there doesn't seem to be anything more except approaching the rather scary looking cave entrance...
Mirilani Wyrmblight |
Although not proficient, Miri can hold on to the terbutje.
Miri will quickly scan around for signs of activity. Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Dungeon Master S |
Sorry guys, got side tracked with some good news yesterday and never finished my planned update. The map shows the cave you need to enter. The ledge is 40'.
A semicircle of twelve wooden stakes, each topped with a severed head, is arranged in front of a wide split in the cliff face. Some are barely more than skulls, their flesh nearly gone, while others appear to be more recent. Two are almost completely covered with ants, busily working to take anything they can eat. The victims appear to be elven. Eleven of the heads have been mounted in such a way that they face toward the split in the rock, while one faces outward toward the clearing where you stand.
The cliff looks fairly straightforward to climb, but only if you're comfortable with climbing. (DC 15). You can take 10. Rather than draw it out someone can post the plan to get everyone up.
Nykal Bloot |
"Could someone climb up there and lower a knotted rope down for the rest of us? There are a lot of, uh, stakes, to...tie it to."
Anyone with +5 or more Climb could take 10 to climb up and then lower the rope down for the rest of us. For those who can't handle a knotted rope we could just drag them up last
Nykal will also cast Detect Magic, focusing especially on the one head pointed outwards.
Dungeon Master S |
It doesn't radiate as magic, and you don't see anything else that seems to either.
Rayquaza |
Rayquaza examines the cliff face for a moment, then pulls at the rope twisted around his waist. The knot comes undone and the nagaji starts climbing the stone wall with finesse, grabbing at rocks that jut out from the cliff side and pulling himself up forcefully. When he arrives at the top, Rayquaza picks whatever seems to be the most firmly connected to the ground, then ties the rope to it and drops one tip to the party below.
"The Dragon is always ready to help those with lesser climbing capabilities! But please give me the rope back before my loincloth falls down!"
Nykal Bloot |
Nykal and Gob will climb up the rope (+4 and +2 Climb, respectively)
"Thanks, Dragon."
"It's THE Dragon, Nykal. Show some respect."
"I'm not going to--"
"Sorry, the Dragon. My brother is intimidated by people like you and me." Gob offers a fist bump to the Dragon. It will be slimy.
"Can someone please just ambush us already?"
Dungeon Master S |
Indeed! I'll ambush everyone as soon as you've confirmed you can climb up and put your minis on the map ;-)
Mercutio Menschjaeger |
Mercutio's Strength modifier cancels his armor check penalty out perfectly, so he shouldn't have a problem.
Dungeon Master S |
I KNOW Miri won't have a problem, but Bhielli's sheet doesn't say. I'll ping the player.
Mirilani Wyrmblight |
Miri (who almost could have taken 10 without the rope) climbs up once a rope is presented.
Dungeon Master S |
Sorry guys, real life got in the way today.
Dungeon Master S |
Once atop the bluff, the party can clearly see a passage leading into the split in the stone. The feeling of foreboding casts an intangible pall on the air.
The heads on sticks didn't stop you, but as you move to enter, they turn to face you! Thankfully not all, but 5 heads all turn, bits of flesh still hanging from their faces and graying teeth clattering slightly!
Then one skull sprouts bat wings out of its temples. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape!
The guardians have more in store for you than simply a message.
Head with wings: Knowledge (Planes) DC 13
Heads with creepy clacking: Knowledge (Religion) 11
Ask a question for every 5 over
Enemy: 1d20 + 1 ⇒ (8) + 1 = 9
Mirilani: 1d20 + 12 ⇒ (4) + 12 = 16
Nykal: 1d20 + 0 ⇒ (10) + 0 = 10
Mercutio: 1d20 + 4 ⇒ (1) + 4 = 5
Rayquaza: 1d20 + 1 ⇒ (16) + 1 = 17
Blodgett: 1d20 + 1 ⇒ (13) + 1 = 14
Bhielli: 1d20 + 1 ⇒ (19) + 1 = 20
Dungeon Master S |
Round 1:
Bhielli: Go
Rayquaza: Go
Mirilani: Go
Blodgett: Go
Nykal: Go
Baddies: TBD
Mercutio: TBD
Blodgett Lomax |
Knowledge (planes): 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge (religion): 1d20 + 8 ⇒ (8) + 8 = 16
Well, certainly glad to get THOSE rolls out of the way...
For Kn (religion), how about special attacks?
Oh dear! Oh my! These are decidedly unpleasant!
Blodgett retrieves a wand from his spring-loaded wrist sheath and expends a charge, as a sheet of flame erupts from it, cascading over one of the heads and the winged critter!
CL3 burning hands: 3d4 ⇒ (4, 1, 1) = 6
Still just a DC 11 Refl save, tho.
Nykal Bloot |
Nykal steps up to attack the black-bordered head-on-a-stick
+2 Yellowheart spear: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
Gob steps up to the yellow-bordered head-on-a-stick
Slam!: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Slam!: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Rayquaza |
Rayquaza helps the last of the party members up, then collects the rope and ties it tightly around his waist. Before he can take another action, the heads spring to life, and he instinctively moves his hands to the strange Imperial Dragon style position. However, he seems to remember something, and he pulls out a jade wand with an amethyst dragon curled around it from his loincloth. He then waves it around himself, and seems relieved to see the spell take effect.
Use Magic Device, Wand of Mage Armour: 1d20 + 8 ⇒ (16) + 8 = 24
Swift - Enter Dragon Style
Move - Draw Wand of Mage Armour
Standard - Use Wand
New AC - 19
Dungeon Master S |
Blodgett: Beheaded! Minor undead that can be created to the magic users demands. They can have any number of attacks, but given how wide these mouths are getting, then can likely belch fire, or create an ear piercing scream.... or both!
REF Black: 1d20 + 2 ⇒ (7) + 2 = 9
Winged: 1d20 + 4 ⇒ (18) + 4 = 22
Blodgett's fire incinerates one of the heads. It hits the ledge with a thunk and then tumbles to the jungle floor below. The winged head weathers the fire rather easily.
Since Blodgett killed Nykal's target before he got there, I made a command decision to move your targets to yellow and white. It does the most good for the party while maintaining your actions, let me know if you'd rather change it up.
The spiritual team of Nykal and Gob move in tandem to the Eastern edge of the ledge and make short work of the two severed heads! Rayquaza uses a wand to prepare for attack.
Round 1:
Bhielli: Go
Rayquaza: Buff
Mirilani: Go
Blodgett: Fire!
Nykal: ATK!
Baddies: TBD
Mercutio: TBD
Varg: 3
Bhielli Tazalla |
I can't update the map as needed, so as there's no nearby head that I can see, I'll go 'south' and attack
Oooooh, yer orc-kissing ugly there....
Bhielle swings the club in a wide arc... it feels weird not hefting his fine axe.
PA w/ Great Clubd: 1d20 + 5 ⇒ (9) + 5 = 141d10 + 7 ⇒ (6) + 7 = 13
Mirilani Wyrmblight |
Miri moves quickly toward the bat-winged creature, drawing a dagger as she goes. She stabs at it!
Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Sneak Attack: 2d6 ⇒ (2, 5) = 7
Dungeon Master S |
Bhielli gives the club a practice swing before getting close, and then lets fly. The swing almost misses, but it connects enough to send the head flying deep into the jungle trees, and in many pieces at that.
Miri drives her dagger upwards into... whatever is on the bottom of the winged head. Blood oozes out onto her head, and the flying head twitches, but doesn't drop.
The remaining simple skull belches a flame of its own on Blodgett Ranged touch: 1d20 + 2 ⇒ (14) + 2 = 16 and burns the man's face for FIRE DMG: 1d6 ⇒ 1 It then floats off it's stick and hangs 10' off the cliff
That's minor compared to what the winged head does next. Despite the wound it's mouth opens freakishly wide and it lets out a screech that vibrates your very bones! [ooc]Everyone needs to make a DC 12 FORT save or be paralyzed for 2d4 ⇒ (3, 1) = 4 rounds.
Round 1:
Bhielli: Kill FORT Save
Rayquaza: Buff FORT Save
Mirilani: hit FORT Save
Blodgett: Fire! FORT Save
Nykal: ATK! FORT Save
Baddies: ATK
Mercutio: Go & Save
Varg: 3
Mercutio Menschjaeger |
Fortitude save versus sonic and mind-affecting: 1d20 + 9 ⇒ (17) + 9 = 26 additional +1 if it's also a fear effect; -2 if it somehow doesn't count as mind-affecting...not that it matters. :)
Knowledge (Planes): 1d20 + 3 ⇒ (20) + 3 = 23
Special defenses? I already know what its special attack is....
"Bleah! A vargouille! The scream is nothing compared to its kiss! Keep a weapon between you and it!"
Mercutio demonstrates with the mighty spear...
+2 Yellowheart Longspear vs vargouille: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 + 6 ⇒ (6) + 6 = 12
...or perhaps not so much. It's been a long time since he's fought with a mere spear.
Dungeon Master S |
Mercutio's attention is grabbed by the vargouille and the spear misses!
Round 2:
Bhielli: FORT Save & if passed, go
Rayquaza: FORT Save & if passed, go
Mirilani: Go & if passed, go
Blodgett: FORT Save & if passed, go
Nykal: Go
Baddies: TBD
Mercutio: TBD
Varg: 3
Nykal Bloot |
Nykal runs to the edge of the cliff and attempts to poke the red-bordered skull with the longspear:
attack: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d8 + 6 ⇒ (8) + 6 = 14
Gob delays until he has a clear shot at something.
Rayquaza |
Fortitude (Mind-Affecting): 1d20 + 6 ⇒ (12) + 6 = 18
Rayquaza seems unaffected by the Vargouille's screech, too focused on his inner Dragon to fall prey to the paralyzing scream. Confident at the effects of his Mage Armour, the nagaji leaps in the air, above his allies, and moves to strike the winged head with his fist.
Unarmed Strike + Charge - Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Much to Rayquaza's dismay, however, the Vargouille floats much further than it seems, and the Dragon's punch hits the air with a fwoosh.
Dungeon Master S |
It's not a pretty hit, but Nykal jabs the vargouille right in the eye socket. This time the shriek is on of near defeat and rage as the thing barely holds on.
Rayquaza resists the paralytic scream, but his strike ends only in a fwoosh.
Round 2:
Bhielli: FORT Save & if passed, go
Rayquaza: Miss
Mirilani: Go
Blodgett: FORT Save & if passed, go
Nykal: Hit
Baddies: TBD
Mercutio: TBD
Varg: 17
Mirilani Wyrmblight |
Needing a clear shot, Miri steps to the north (5ft), drops one of her well-made daggers to draw a cold iron dagger from a sheath, and throws it at the Vargouille.
Dagger throw: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d4 ⇒ 3
"I'm going to want that back, you winged nasty!"
Bhielli Tazalla |
If save is for a spell or spell-like, I have an additional +5
FORT: 1d20 + 6 ⇒ (8) + 6 = 14
Bhielli is impressed he even made contact and gains an appreciation of the weapon. Al'righty then ... next?
PA w/ GC: 1d20 + 5 ⇒ (17) + 5 = 221d10 + 7 ⇒ (7) + 7 = 14
Dungeon Master S |
GM Caveat on Bhielli's hit since I don't know that he can see the map. I'm keeping his roll, but saying he threw the weapon to hit the head, even with the improvised and cover penalties it's a hit.
Bhielli and Miri make short work of the remaining heads. Miri's stab as well as Bhielli's thrown weapon hit their marks, but they spend a minute climbing down to retrieve them.
The remaining heads seem to be just as they seem, and no one seems the worst for wear after. Thinking about Mercutio's warning about the kiss makes some shake their heads in thanks that the monster was short lived.
All attention then turns to the cave...