Reavis Smoot |
Is there any obvious way to sabotage the equipment to harm the creatures instead of helping them? Would I need to make a roll to figure that out?
The Man Behind the Curtain |
Considering the vast quantity of vinegar here, it would be nigh impossible to convert all of the liquid into something unusable by the creatures. While you could possibly sabotage the equipment to cause massive leaks, the penanggalans only use it after feasting on blood, and a lack of vinegar would really only be a short term annoyance.
Reavis Smoot |
Questions about Penanggalens: DR, Immunities/Resistances, Special Attacks.
The Man Behind the Curtain |
Penanggalen are undead creatures that maintain many of the traits of their previous race, however they do also have DR/silver and slashing, fire resistance, and cold resistance. Their bite is particularly harsh as it tends to carry disease. Not only does their bite spread disease, but it also weakens flesh and allows the creature to begin draining their blood.
Reavis Smoot |
"Huh, these things have defenses against all my major attacks. Say, do you all have silver slashing weapons? If not, I'll let one of you use my silver weapon blanch. I'd use it myself, but arrows pierce so it would be waste."
Karg Once-Bound |
"Well no sense in waiting much longer, the magical wards won't last forever."
Karg is going to open up one of the caskets.
"Beware foul beast. We have come to kill you and drink your booze. And you are all out of booze."
The Man Behind the Curtain |
1 N 4
2 W+E 5
3 S 6
Which coffin?: 1d6 ⇒ 5
The coffin contains stitched together tissue that seems to be a mixture of human and fiendish flesh. Several of the masses of flesh bear tattoos of a stylized cradle. It seems as though this is where the victims of Dallo were taken. The stitched together tissues are not animated in any way and seem to be a failed experiment of sorts.
Shear's Knowledge (Planes): 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21
Shear is able to identify the fiendish flesh as coming from a Ceustodaemon.
Stuff: 1d20 + 10 ⇒ (7) + 10 = 17
Karg Once-Bound |
"Great. Because getting killed isn't bad enough. At least I get another round with the person responsible for daemons at us."
Karg resets the lid before repeating the process on all the coffins clockwise across the room.
"I would love that blanch Reavis. I brought with me silver bolts myself, but if it isn't going to help, might as well make sure to get a bit more damage in with my blade."
The Man Behind the Curtain |
All of the eastern coffins contain similar failed experiments. Two of the western coffins are empty, however one of them contains a book entitled Death's Gentle Caress.
A quick scan of the book reveals that it has a short guide describing different types of undead, and a few of the pages contain spells useful for those who work with undead.
Considering the high spellcraft of the party I'll just go ahead and list them.
Animate Dead (5 HD)
Cure Moderate Wounds
Dispel Magic
Undead Anatomy I
Who currently posesses the other items found so far this scenario? The arrow from Shiori and the Naginata?
Karg Once-Bound |
Karg isn't qualified to wield weapons like the naginata, but forced he will use it. The preference would be for another more martial character to take it on.
Reavis Smoot |
Reavis has the arrow, he'll also copy some of those spells into his formula book at the end of the scenario, assuming things go well.
Reavis hands Karg his silver weapon blanch along with flint and steel and a torch to melt it. "It only works on your first hit so make it count."
Karg Once-Bound |
"Either I'll hit it hard or I'll be dead. So don't expect any refunds if it rips out my throat."
After applying the blanch to his weapon, Karg clears the rest of the room.
The Man Behind the Curtain |
More something else: 1d20 + 10 ⇒ (18) + 10 = 28
You hear some speaking from up above in Tien
...followed by some footfalls approaching the balcony that's overlooking the area.
Putting you into initiative now, if you have any non-combat actions you want to take let me know and I'll decide how to fit them into this.
Vash, Millie: 1d20 + 4 ⇒ (12) + 4 = 161d20 + 5 ⇒ (8) + 5 = 13
Karg, Shear: 1d20 + 1 ⇒ (15) + 1 = 161d20 + 3 ⇒ (19) + 3 = 22
Reavis: 1d20 + 5 ⇒ (1) + 5 = 6
Enora: 1d20 + 2 ⇒ (9) + 2 = 11
Lars: 1d20 + 0 ⇒ (6) + 0 = 6
Baddie 1: 1d20 + 0 ⇒ (10) + 0 = 10
Baddie 2: 1d20 + 2 ⇒ (13) + 2 = 15
Baddie 3: 1d20 + 1 ⇒ (14) + 1 = 15
Shear the Eidolon |
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
"Things above have heard us. They are coming."
Shear moves quickly up the stairs to be on the frontline of the fight and see what approaches.
Moves 80 feet, accounting for difficult terrain of stairs, 15 feet of movement left at top of stairs on this level.
The Man Behind the Curtain |
Coming to the top of the staircase Shear (and Karg via link) see Mata Ryuu at the desk in the back of the room, up and alert. In front of Shear is a headless Yeti standing upright in a defensive posture, and a swarm of humanoid skulls floating off of the ground, bits of flesh and sinew still hanging from them.
Lars Boulderstep |
Naginata is with me though Vash could have it if he wishes. It's a +2 Weapon.
Seeing Karg applying the Blanch to his weapon, Lars decides to put up some magic as well.
Running his finger along his pick, he traces some runes while incanting along his breath and calls upon blessing on his weapon to make it heavier.
Casting Lead Blade
The Man Behind the Curtain |
I don't believe that he can wield a 2-handed weapon sized for a medium... statue?. I'll use lead blades as your action when your turn comes up.
Additionally, there are several heads on pikes around the perimeter of the room that are now muttering aimlessly as they sense the presence of intruders.
Karg Once-Bound |
"Alright, I admit the elves and the village were better than this."
Karg digs through a bag and withdraws a necklace with a pair of golden beads and quickly throws it around his neck.
Actions to withdraw and wear necklace of fireballs.
Lars Boulderstep |
Then if the weapon is still with Lars, He'll cast it on the Naginta else it'll be on his pick. My weapon and armor spells last longer due to me being a forge priest.
The Man Behind the Curtain |
Rather than delay Vash, since there are no immediate targets I'll assume he mounts up and ascends to get a view of everything going on.
The swarm of Heads flies over the balcony ledge and descends 30 ft to harass Karg (provoking AoOs from Karg and Enora if able to take them).
The heads begin to bite at Karg, and the clattering of jaws and stench of rotting flesh begin to overwhelm him! Swarm damage: 1d6 ⇒ 6 DC11 Fort save or be nauseated
The beheaded yeti pushes forward and tries to hold the line...
Slam: 1d20 + 5 ⇒ (12) + 5 = 17
...but is unable to land a solid blow on the fiery creature.
Enora, Lars, and Mata Ryuu all begin their caster routine of buff self and prepare for combat! Mata maneuvers himself to keep some of the pillars around the balcony between him and Vash.
If any of you want to be in a different place following your buffs go ahead and move yourselves.
Reavis, you're up!
The Man Behind the Curtain |
A balustrade rings a balcony where a vast, circular vat rises from the chamber below. Nestled against the northern curve of this chamber sit three workbenches crammed with glassware. Along the east and west walls, large spikes with upraised points are affixed tot he floor, four to the east and four to the west. A single set of stairs at the chamber's southern end rises to another chamber above.
What would you like to know about the targets? Anyone can request info, Enora with help from Sharaheen and a creepy book form an encyclopedic knowledge on the subject.
Lars: 1d20 + 12 ⇒ (9) + 12 = 211d20 + 12 ⇒ (8) + 12 = 20
Enora: 1d20 + 16 ⇒ (6) + 16 = 221d20 + 16 ⇒ (19) + 16 = 35
Karg Once-Bound |
Karg bats the heads away with his hands after resisting the temptation to swing his falchion at them.
Fort Save: 1d20 + 4 ⇒ (3) + 4 = 7
Which turns to be a major distraction as Karg does nothing but attempting to beat them away with his fists. "I want the elven assassins back!
Karg Once-Bound |
While I might offer the information we might want would be resistances/immunities to know the energy attacks to throw at them and special attacks just so we aren't caught off guard with the explode or breath blasts of cold while flying around.
The Man Behind the Curtain |
Enora, a few things you know about this mass of heads:
They are a pretty standard swarm, just that they happen to be undead and fly. As such they are incredibly vulnerable to area affect, but very resilient against physical assault.
Regarding the yeti however, you get a flash of insight from your studies of the bestiaries in the grand lodge.
1 - When a yeti is turned into a beheaded creature as such, it loses its need for body heat and becomes a walking husk exuding frigid air. It is completely immune to fire, however its immunity to cold is gone since it is already at the hairy edge of being too brittle to exist.
2 - Rather than explode on death like the carrion golems, these creatures have the ability to blow horrid blasts of frigid air through their neck holes at surprising range.
3 - Their cold attacks are so powerful as to be capable of chilling someone in place (staggering them).
Lars Boulderstep |
Interesting stuff on the yetis.
Reavis Smoot |
Reavis readies an action to throw a bomb at the swarm once Karg moves out of the way, using Precise Bombs to leave out any allies from the splash.
Bomb RTA + Mutagen + PBS: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
Damage: 3d6 + 7 + 1 ⇒ (1, 1, 3) + 7 + 1 = 13
Miss Square: 1d8 ⇒ 1
Those splashed take 11 fire damage or 5 damage with a DC 17 Reflex save.
The Man Behind the Curtain |
Top of the initiative with mounted Vash, Karg, and Shear.
Vash, you see Mata eying you angrily ducking behind the balustrade. On the other side you see Shear fighting a decapitated yeti zombie.
Reavis, you miss the swarm... reflex: 1d20 + 2 ⇒ (16) + 2 = 18
The swarm deftly maneuvers to avoid the blast...
...and dies anyways.
Lars Boulderstep |
Lol. What? Nice evasive Maneuvers, too big a blast radius?
Lars Boulderstep |
Thank the Pazio Heavens.
Karg Once-Bound |
Karg sees a Reavis holding a bomb while staring at the summoner. He quickly books a retreat from the impending explosion.
Vash Swiftfeet |
"Lets go Milly!" Vash says as he charges!
Charge!: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Ride by attack
Shear the Eidolon |
Shear just delivers a barrage of attacks on the undead yeti.
Bite Power Attack: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Bite Damage: 1d6 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Claw Power Attack: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Claw Damage: 1d4 + 3 + 4 ⇒ (4) + 3 + 4 = 11
Claw Power Attack: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
Claw Damage: 1d4 + 3 + 4 ⇒ (3) + 3 + 4 = 10