Corentin the Younger |
Keeping his shield up Corentin calls, "The giants will never free you but I give you my word that if you aid us with information and swear to cause no more harm to this party then we will set you free once our mission is done. Aid us and aid your own chance at freedom."
Prepare an action to close the door if they take any aggressive action
Corentin the Younger |
Ya I figured but last chances and all :)
Seeing no sign of cooperation in the riled beasts demeanor Corentin seals the doorway.
"We can try for another path but I suspect we'll need to deal with them at some point. Their placement seems to guard something."
Moving to the southern doorway he prepares to open it once the party is set.
Safe to assume we were tied up for a minute or more with the cage? Confirming enlarge would have worn off or if it has time left.
GM Captain Trips |
Assuming the door to the south gets opened once all of the healing and such is handled.
The large double doors open up to a landing area, with a dilapidated spiral staircase descending to a lower floor set against the southern wall. The landing itself is cluttered with refuse and appears to be seldom used. Another pair of double doors lead off to the east.
Gizsmith Glitterbyte |
Giz gestures at the double doors,
"Shall we try the other doors? I don't think that our quarry would be on the lower levels."
Jaghal |
Jaghal transfer some of his life force to Szacha, then heals them with two channels. "Good thinking Giz! Let's go up then!"
Energy Wave!: 6d6 + 2 ⇒ (5, 1, 5, 5, 4, 2) + 2 = 24
Sasha heals 5+24, I take 5 and heal 24. I'm being brief because I'm really short of time, please forgive me.
Szacha the Fiddler |
Szacha goes from bent to straight and smiling as he feels Jaghal's holy healing course through him: "You are truly godsent Jaghal! And yes, let's find a way up rather than down.
He moves over to the doors, signals for his companions to approach silently, then sticks his ear to the door.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Corentin the Younger |
Corentin steps up next to Szacha and waits to see what the skald hears.
GM Captain Trips |
Listening to the door, neither man hears any noise from the other side. Testing the handle the door appears to be unlocked. Throwing caution to the wind Szacha opens the door, revealing an empty chamber. A low fence surrounds a rectangular opening in this room’s floor. A winch, a frayed rope, several rusted buckets, and three large water jugs sit next to the fence.
There are no other obvious exits from the room.
Gizsmith Glitterbyte |
Perception: 1d20 + 2 ⇒ (8) + 2 = 10
"Might be an oubliette." Giz will cautiously approach the well and call out softly, in orc, then giant and lastly common.
Szacha the Fiddler |
"Eeywgh... The only reason I'd go down there is to die horribly while trying to find a quiet way through the keep..." says Szacha with curious disgust in his voice. Part of him wanted to explore what could be their best chance to move trhough the keep unnoticed, but part of him also remembered the oozes and their caustic kisses.
Gizsmith Glitterbyte |
So either we go down the stairs or through the manticore room? Ugh.
Giz has a wand of silent image, maybe we can use it to bait out tail spikes from the manticores. If we can get them to use their spikes, they are pretty easy pickings.
Jaghal |
"It might be used by us to escape, right? Maybe it's worthy it, later." He thinks for a bit about the possibilities. "That hole will lead us nowhere. We might go for the stairs or try the door to the north of where we first entered. I don't think the commander would have to go by the manticores on a daily basis, so I don't think there's much behind them, but..."
If no one makes a decision let's go north, to the door on the north of the latrine room.
I'm still facing difficulties posting, but I'm doing my best atm.
Gizsmith Glitterbyte |
Know(arcana- re:Manticores: 1d20 + 13 ⇒ (11) + 13 = 24
"Well, if we need to get past the manticores, we can try to disable their strongest weapon, their tails. I'm pretty sure they can't keep shooting spikes forever, maybe we can trick them into using them up with some magic. What do you think about..."
OK, here is my idea. Silent image copy of whichever PC as the best ranged weapon. Have the illusion enter the room, maybe go check out the winch. See what the manticores do. Regardless of their response, walk the illusion out of the room. Wait a few minutes and then repeat. When they start to ignore it. Repeat, but have the illusion aim their weapon at the manticores. Repeat. Once they start to completely ignore the illusion, send in the actual PC they actually attack, then run out. Send illusion back in. Repeat until the manticores are out of tail spikes, then we just pew, pew them to death. Giz can maintain an illusion forever and with his wand we can even swap the illusion around to keep them on their toes. Thoughts?
Jaghal |
I think the manticores are smart enough to know that's an illusion once they try attacking it, Giz, but that's a good idea to draw the first volley of shards and then we can get in and pew pew them to death.
Corentin the Younger |
"Those beasts are guarding something, either the leader of this place or some treasure of theirs. In either case it would be a blow to our enemies for us to get by them. Your plan seems reasonable enough Master Glitterbyte. The chain in the room seemed like it might raise the cages so I guess the remaining question is do we try and kill the beasts or raise the cages out of our way?"
GM Captain Trips |
I think the manticores are smart enough to know that's an illusion once they try attacking it, Giz, but that's a good idea to draw the first volley of shards and then we can get in and pew pew them to death.
They'd get a will save once they attacked it, but if that fails then they would completely fall for the ruse, totally confused why their spikes didn't kill the thing. There's always a chance one makes the save, but its better than no plan at all :)
Gizsmith Glitterbyte |
Oh I fully expect that they will figure out the illusion is an illusion as soon as they attack it. The key is to move the illusion in and out of line of sight, so they don't if the person that comes into the room is real or not.
I mean I guess you could interpret it that even if the illusion moves out of line of sight, since it is the same casting, they will not be fooled by the same one twice. (Which I think is reasonably fair, Illusions are the greyest of grey areas in tabletop RPGs. Does it disappear if it is disbelieved? Look different? Completely at the DMs discretion).
Even if that is the case, Giz has a wand of silent image, so he can just recast the spell and they would require another saving throw.
Corentin the Younger |
Onward! We're going with Giz's plan to go to the manticore room and bamboozling their minds as best we can before heading in to kill them.
"Time is not with us in this. Let's move to the beasts room and deal with them."
Corentin moves back to the doors to the manticore's room and prepares to open one once Gizsmith is ready.
Jaghal |
My ranged capability is kinda limited, unless I use spells. I'll probably resort to Spiritual Weapon to avoid cover from dozens of sources with my reach spear. I also have minor image in case you need it for your plans, Giz. Otherwise I'll leave it on your charge guys, cause I'm short of time these days.
Gizsmith Glitterbyte |
Setup: Everyone in the adjoining the manticores. Everyone to either side of the door. Open doors. No one within manticore's LOS
1. Giz makes illusion of Sasha (I guess, we don't have much in the may of ranged attacks). Walk it in front of the doorway make it look like it's going to attack. See what happens.
2a. If no response, walk illusion out of LOS. Repeat step 1 with original illusion
2b.If they attack illusion and disbelieve it. Then go back to 1. If they fail to disbelieve then 2a.
3. If they ignore the illusion repeatedly, then have real Sasha step out and attack and retreat. The return to 1.
4. Alternate illusory PCs as necessary
Repeat until manticores are dead or are out of tail spikes. If it works, we should be able to bypass the encounter without really taking damage. If not, then at least hopefully we can mitigate their ranged threat a little.
GM Captain Trips |
Can't find fault with the plan. Given you can use the wand up to 25 times they are eventually going to fall for this enough times to deplete their tail spikes. Let's say it takes 12 charges to make this happen, giving them a 50% chance of seeing through the illusion. They are angry enough to keep attacking as they are pretty desperate to be released.
Rather than delay this portion of the adventure I am going to handwave the combat. At some point after the tail spikes are gone you will be able to dispatch them through the bars, either with ranged weapons or reach weapons, without any real danger to yourselves. Once you have them dispatched and you raise the cage you will be able to search the room and proceed through the door on the far side for further investigation.
Once the manticores have been dealt with, the party takes a few minutes to sort through the various containers that fill the room and have a closer look at the items inside the cage. What first appeared to be a cloth drapery inside the cage in fact is a massively sized wedding dress, covered with clear ornamental gems that look to be of considerable value. Underneath the dress the group finds two folded pieces of paper.
To the Great Storm Tyrant Volstus,
You call all giants to bring ruin to the small folk. I, Grenseldek, answer your call, but I am not your soldier. I offer something better. I pledge my hand in marriage to you. I bring a dowry and a tribe of giants, ogres, and orcs, and I will serve at your side as queen. Take me and you will not regret it.
Your future bride,
Grenseldek, Glorious Chieftain of the Twisted Hearts
Grenseldek,
I have no interest in your proposed union. Even now, hundreds of giants flock to my banner within Minderhal's Valley. You may bring your trinkets and your tribe and offer them as tribute, and I will consider not killing you outright for your audacity. I give you this one admonition-do not approach me again with such a proposal. You are far below my station, and the very prospect is absurd. If I ever hear such nonsense again, know that I shall take much more than just your “hand.” I am the Storm Tyrant-my word thunders with the might of the sky and my justice strikes swift as lightning. You have been warned.
Volstus
A further search of the room reveals a book of love poems written in Giant worth 25 gp; a marble bust of a stone giant (actually the giant god Minderhal (Recognizable with a successful DC 20 Knowledge Religion check) worth 100 gp; a woven 25-foot square carpet depicting two giants making love worth 125 gp; a polished, giant-sized drinking horn made from a mammoth’s tusk worth 150 gp; a macabre necklace made from petrified human and elf ears; a series of 12 framed drawings or proportion studies of different giants (cave giant, ogre, hill giant, marsh giant, stone giant, ettin, frost giant, tomb giant, fire giant, ash giant, cloud giant, and storm giant), each worth 50 gp; a gem-encrusted scabbard for a Huge falcata worth 200 gp; a bronze statue of a fierce storm giant riding a dragon worth 150 gp; as well as 5 pp, 147 gp, 103 sp, and 976 cp.
Szacha the Fiddler |
"Yish!" shouts Szacha as he reads through the letters and takes in the sight of the wedding dress and the carpet "Friends! I beg of you: Do not let me be caught an imprisoned. I shudder at the thought..." he adds, half jesting.
He then reads the letters aloud, tAnd thinks out loud: "This is a lot more than this insurrection... I mean, this fortress is not even taken seriously by this tyrant... He sounds full of himself though. That can only work against him!"Szacha tries to sound confident, by a slight quavering betrays his fear.
Gizsmith Glitterbyte |
Yay! Wand charges duly noted.
Giz reads the notes and shares their contents (feel free to look under the spoilers). "Um, so I think we might have a bigger problem than we first thought. Storm-Tyrant, might a little overly theatrical as far as titles go, but having an army of giants probably helps him to pull it off."
Appraise the dress: 1d20 + 10 ⇒ (14) + 10 = 24
When Giz sees the rug, "I never knew that there was a giant rug shaped hole in my life, but there was. I must have it."
Jaghal |
Marked off another 2nd level spell, to represent the Spiritual Weapon awesomeness in Gizsmith perfectly elaborated plan.
K.Religion: 1d20 + 8 ⇒ (13) + 8 = 21
Jaghal finds it too interesting when Szacha reads the letters aloud. "Loool she's been dumped miserably! Isn't she the one we need to end?" He kinda pities her, it seems. "I mean, there shouldn't be much more spirit left in her, right?!"
The gnome takes notice of the pieces of loot, making a comment about the marble bust. "That's supposed to be the giant god Minderhal. Don't ask me how I know this." He's more interested in the necklace, though, wondering who did it belong to. So, since Giz for the first time ever didn't, Jaghal detects magic on the spoils, lately taking note of the real content of the letter. "An even bigger army of giants! That's freaking awesome!" He's excited, but you know that's just Jaghal.
Corentin the Younger |
Corentin looks over both notes, his steadily improving understanding of the giant language easily handling Grenseldek's straightforward writing but taking a bit longer to work through Volstus's note.
"So then all this was just too....so many lives lost." the cavalier shakes his head slowly. Taking and releasing a deep breath he looks to the party and continues. "At least this tells us that the attacks on Trunau were of Grenseldek's choosing and not driven by futher machinations. I agree the thought of a giant army amassing is troubling but it's just smoke on the breeze at the moment. We still have our task ahead of us, once we see it done we can worry about whatever this Storm-tyrant is up to."
Helping the others pack whatever is salvageable he then crosses to the double doors and prepares to open them.
Ready to go when the party is
GM Captain Trips |
Checking and then opening the doors, the party finds a cluttered stairwell leading up to the highest point of the keep's main structure. At the top landing of the stairwell is another door, this one apparently secured. Listening closely, Sasha hears voices in the chamber beyond...it is definitely occupied.
This feels like a good spot to prepare yourselves quietly before entering...
Map updated, scroll to the right a good amount.
Jaghal |
Jaghal was born ready. If the boss is indeed behind these doors, they would show her the power of the smaller races! Everybody is linked with his Life Link ability, so it's just a matter of time. He nods to the others and moves his hands a bit, making a gesture that the party knows well. Preparing and action to cast Spiritual Weapon on the surprise Round if there are enemies behind the door.
Szacha the Fiddler |
Szacha nods and winks, casting a defensive spell on himself, splitting into an array of dizzying images, then say, as he prepares to pull the door open: "Let me start by saying to you all what an amazing trip this has been. Now, behind that door, we might the mighty warrior-queen that fits this scary dress. As I said, let none of us be taken alive, lest some misled artist depicts our toils on some fierce carpet! Now, that being said, let's give her a fight that will make her forget about that Storm Tyrant and wish instead she'd have sided with Trunau!"
Cast Mirror Image: 1d4 + 1 ⇒ (4) + 1 = 5 images, then start Inspire Rage when I open the door.
Inspired Rage (Su) Affected allies gain a +2 morale bonus to Strength and Constitution and a +2 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Plus Lesser Spirit Totem: These spirits make one slam attack each round against a living foe that is adjacent to the raging. +7 to hit, 1d4+3 negative energy damage. Spirit Totem: the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).
Gizsmith Glitterbyte |
Sunder the door? I should have learned Knock last level...
Fingers a waggling, Giz enhances the Party's already prodigious prowess.
Cast enlarge person on Corentin, the cast Haste on the party.
Corentin the Younger |
While the party begins to prepare Corentin offers guidance on the battle to come. "We'll need to get in close to these giants quickly to remove their height advantage. Strike when they're distracted by our charge."
Sharing Distracting Charge for 6 rnds : +2 to your next attack roll against an opponent who was charged and hit by an ally with the feat. Must be used before the ally's next turn or is lost
Feeling the now familiar energy of Gizsmith's magics and Szacha's song flowing through him Corentin drinks the content of a vial from his belt pouch. "For Trunau." he says simply as he focuses his thoughts inward and releases the divine energies within his armor.
Giz Cor will use Righteous Might through his armor if you want to Enlarge Szacha instead
Righteous Might, Rage Song, Bulls Strength, Haste
+10 Str, +6 Con, -2 Dex, +2 Natural Armor, -1 AC (size), -1 AC(rage), +2 Will saves, +1 Reflex saves, +1 AC, DR 5/evil, Movement 50', +1 to hit
AC 21, Fort +10, Ref +4, Will +5, Init +1, HP 71/71
Break down door attempt: 1d20 + 8 + 4 ⇒ (18) + 8 + 4 = 30
GM Captain Trips |
Quickly preparing for battle, the party stands behind Corentin as he quadruples in size and lowers a shoulder, slamming into the door and nearly tearing it off of its hinges in the process. The battered portal flies open wide, revealing a the large chamber atop the keep, which appears to have recently undergone a renovation. A broken wall partially blocks a dark alcove to the northwest, surrounded by broken bricks and scattered debris. A circular niche on the opposite side of the room to the southeast holds a raised table. In the center of the room, three beds have been crammed together beneath a single huge bearskin bedspread. South of the beds, a massive floor-to-ceiling mirror stands against the wall, and a large dust-covered armoire hunkers between two sets of doors along the northeast wall.
Standing in the room are two massive orc females, nearly the size of giants themselves. While their size suggests obvious giant blood in their lineage, they appear in all other ways as standard orcs. In the alcove to the southeast stands a towering female hill giant, pondering over a large chunk of rock placed on the table. To the northwest, in the shattered alcove, pace two massive wolves. The female giant quickly looks up from the table and her eyes widen at the sight of the adventurers breaking down the door to her chamber. This was obviously not what she was expecting this afternoon.
Initiative!
Corentin: 1d20 + 2 ⇒ (13) + 2 = 15
Sasha: 1d20 + 2 ⇒ (15) + 2 = 17
Gizsmith: 1d20 + 2 ⇒ (2) + 2 = 4
Szacha: 1d20 + 3 ⇒ (18) + 3 = 21
Jaghal: 1d20 + 1 ⇒ (4) + 1 = 5
Giants and Such: 1d20 + 2 ⇒ (7) + 2 = 9
Jaghal, since you had a held action, I will let you get that off just as Corentin smashes open the door. However, you can only see the right orc currently.
The party is up, the door is open, and the battle begins!
Sasha the Mouse |
Without hesitation, Sasha and Galor dash into the room and select a target, taking the orc on the left.
Sasha vs. orc: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 2d6 + 2 ⇒ (4, 4) + 2 = 10
Galor vs. orc: 1d20 + 7 ⇒ (14) + 7 = 21 Damage: 1d6 + 3 ⇒ (6) + 3 = 9