The Worm That Walks |
She can remove disease at will. It was just a question about Bubba getting cured quicker. If you wanted to give it to Bubba to cure his affliction sooner than that is cool. Otherwise, she will suggest that he have it in case something like that happens again.
"Ahhh, you ran into N'vesh-N'kar. That thing has been around for as long as this place has history as far as I could tell." She invites you upstairs to get comfortable and offers you wine to relax while you discuss the days events. She respects Bublaka's desire for solitude but asks Valgrim if he will be ok.
Valgrim Twin-Axe |
Valgrim happily offers the potion then to Bubba for future emergencies.
"I hope so. Though we didn't know her long, Raya was an ally, so we're all affected. And the worms in your head, I can't imagine how it degrades your intelligence, though that scorpion with 3 tails messed with my brain also, so it can get pretty bad. N'vesh-N'kar is no more! If I have to, I will take down each of Kyuss' minions myself. Raya, Vulcan, too many have fallen. Hatred of undeath can be a good thing...it drives me, even when you see things that no mortal should ever see, like a gigantic undead midnight-blue shark that flies!" Valgrim tries to muster a smile, but the day's events have been tiring.
Friar Ferez |
Very interesting PM, GM!
Friar expends the rest of his channel energy spells to heal the party as well as his converting his spells to cure, especially on Valgrim.
9d6 + 9d6 + 9d6 + 9d6 ⇒ (4, 6, 1, 5, 5, 6, 6, 1, 2) + (1, 4, 4, 5, 5, 2, 3, 3, 6) + (3, 1, 3, 1, 5, 4, 3, 1, 4) + (5, 6, 4, 5, 6, 2, 6, 1, 6) = 135
Friar continues to follow the nudge once he is inside the tower to see where it leads him, blessing himself with his goddess' glory. "I believe there is a missing piece of Balakarde in Thessalar's Fortress, so you may get your wish to fight him, Valgrim and Zulshyn. Though with him being a lich, we'd have to find his phylactery, so ending him permanently may not be viable. But temporarily is fine, so we can search the fortress for what we're looking."
The Worm That Walks |
The lillend curls herself up on a sumptuously appointed divan with her glass of wine lightly supported in her fingers. She swirls it as she considers your words and listens to your tales, "It is impressive that you have rid the world of the like of N'vesh-N'kar. It's...unfortunate that Raya has fallen, I had hoped to hear more of her tales." She looks at Valgrim over her glass for a moment, "Ahhhh...hatred, just another word for blind consuming passion. That is good in small doses, as is its close relative of blind love. Both are quite likely to deeply wound or even destroy the people afflicted. There is many a song written about such stories." She turns to Ferez at his words, "A missing piece of Balakarde? And Thesselar has it? I'm not sure what to make of that, please explain. Whether you end him permanently or not, I should be glad to be rid of him from here at least."
Ferez: You have another PM.
Friar Ferez |
Friar pulls out the coin purse. "We found this in N'vesh-N'kar's treasure room, perhaps it belonged to Balakarde, but whenever we touch it, we feel he is close. It has bonded with me and his knowledge now courses through me. I am much more adept at religion and spellcraft and I feel more intelligent and wise, holding the purse. I surmise it is Balakarde's spirit's influence. And even more so, I feel a pull toward certain locations, as if Balakarde himself is leading me to something he wants me to find. I feel it is pulling me to Thessalar's fortress, so there must be something there. And to be completely honest, Zulshyn, it is pulling me to your bedroom chamber on the second floor as well. Do you keep anything of Balakarde's there or anything that could be related to him? You have been a gracious host and I would never dare of breaching your privacy, but I believe we need to find these items, so Balakarde's purpose, from beyond the grave, can be revealed to us. Is there anything there that you can think of? Please, our quest to destroy Dragotha requires your assistance."
Diplomacy: 1d20 + 23 + 19 ⇒ (17) + 23 + 19 = 59
Valgrim Twin-Axe |
Oh..really!
Valgrim's ears perk up when he hears Friar mention that Zulshyn may have an item of Balakarde's.
The Worm That Walks |
The only indication that she is taken off guard for a moment is the raising of one eyebrow, "That....answers a number of questions I had about my favorite statue. I am very attached to it, as it is a priceless work of art." She sighs and takes another sip of wine before continuing, "I suppose you ridding me of Thessilar is worth quite a bit..." Another thought then comes and her eyes light up, "It would be worth it if your friend Bublaka could give me another performance, but it must be absolutely sublime. So yes, I will part with it for ridding me of the lich, which it seems you have need to do anyway, and a stellar performance from your talented bard." She smiles conspiratorially at Valgrim and Ferez, "Don't worry about trying to cheer him up, I prefer darker performances..." She looks back at the pouch Ferez has brought out, "That is actually quite valuable, Balakrade said to me once that if you put a single gold coin in it that it will fill with gold each day. Quite the artifact."
Valgrim Twin-Axe |
Valgrim goes to visit Bubba, "Hey brother, it turns out Zulshyn has something of Balakarde's that she's willing to part with, if you perform for her, even in your depressed state. What do ye say? I know it's been a rough day, for all of us, but we need this statue of Balakarde."
Bublaka |
"Wha...? I'm sorry, Valgrim, I was composing an ode to Raya. I hope to perform the various works about her as a unified... That's not what you asked, is it? Balakarde? Left something here? You know, I had the impression that she had been a confidante of his. In his later years, I gather those were rare indeed."
He stands and stretches his back. "Song of the Spheres, how long did I sit there? Let's see, a performance worthy of saving the world entire... Or maybe something extemporaneous. It would be good to feel the creation and see the reaction directly."
Walking with Valgrim back to the chamber where the others wait, he asks their angelic ally if she would be willing to participate in the performance. She has but to stand while he works his design around her...
With a bow to Friar Ferez, "If I may have your Lady's blessing for my endeavor?" Humming a tune to himself, he casts a couple of spells. The first has no visible affect, but the second creates a shadowy Bublaka that sings a quiet dirge as its movements follow those of the real bard. Bublaka combines an almost tribal dance around the solemn figure of Exousia with an oration of epic battles, deaths well earned, and rebirth.
Trying to pull out all the stops here. Brilliant inspiration to reroll and shadow bard to inspire competence for +6
Performance (Oration): 1d20 + 29 + 19 + 6 ⇒ (1) + 29 + 19 + 6 = 55
Reroll: 1d20 + 29 + 19 + 6 ⇒ (16) + 29 + 19 + 6 = 70
Bublaka |
That detail escaped me. Brilliant inspiration will last until a natural 20 comes up. As will shadowbard. I won't get the Dawnflower's blessing after the first. Here goes nothing!
Round 2: 1d20 + 29 + 6 ⇒ (9) + 29 + 6 = 44
Round 2: 1d20 + 29 + 6 ⇒ (18) + 29 + 6 = 53
Round 3: 1d20 + 29 + 6 ⇒ (13) + 29 + 6 = 48
Round 3: 1d20 + 29 + 6 ⇒ (19) + 29 + 6 = 54
Round 4: 1d20 + 29 + 6 ⇒ (5) + 29 + 6 = 40
Round 4: 1d20 + 29 + 6 ⇒ (20) + 29 + 6 = 55 <--- Oh, no! My last 20 doesn't count!
Round 5: 1d20 + 29 + 6 ⇒ (2) + 29 + 6 = 37
Round 5: 1d20 + 29 + 6 ⇒ (20) + 29 + 6 = 55
Chest heaving from the physical and emotional toll of the work, Bublaka says, "Forgive me, my steps faltered as I wearied from a long day. I hope you approved otherwise."
Diplomacy: 1d20 + 29 + 6 ⇒ (8) + 29 + 6 = 43 Unless I can use that may 20 here?
The Worm That Walks |
Yes, you can use that last 20 on the diplomacy. Just icing on the perfect cake. You were trying to hit a 35 DC, so you made all of your rolls :)
Zulshyn is having none of Bublaka's modesty, "It is so rare to meet a true virtuoso! I drink to your health so that you may grace this world with your songs for many years to come." She gives Bublaka a radiant genuine smile, the first that has crossed her usually brooding countenance, and she whispers to him, "I know you are wearied by your days adventures and loss but would you consider gracing me with your company this evening...without the others? I feel you share a common appreciation for the finer things in life and we have much to talk about."
Everyone should state how they are spending the rest of the day, assuming you are all waiting until tomorrow morning when both Exousia and Ferez renew their spells. It is understood that she will turn over the "piece of Balakarde after Thessalar's defeat.
Friar Ferez |
Friar and Exousia will discuss religion and Sarenrae and her achievements until the night and then rest and pray for spells in the morning.
Valgrim Twin-Axe |
Valgrim drinks his efreeti brandy and gets drunk, until he passes out, knowing his life may end soon so he treasures the flavor of the alcohol!
The Worm That Walks |
Lol, nice Valgrim.
In the wee hours of the morning, Valgrim wakes up having to piss like a race-horse. His dwarven metabolism has shaken off most, but not all, of the powerful effects of the efreeti brandy. While your guest room is subdivided with mobile wooden lattices, you have left them open so you can see each other. Ferez is deep asleep and Exousia is sitting cross-legged most likely communing with her goddess. Valgrim looks across the room to see that Bublaka's bedding has never been disturbed and the bard is nowhere to be seen. Faintly, the ranger can hear a rhythmic tapping coming from somewhere out in the main gallery.
Valgrim Twin-Axe |
"Lucky bastard..." Valgrim mutters with a smile on his face and goes back to sleep, until Friar wakes him.
The Worm That Walks |
You all wake quite refreshed in the morning. You find Bublaka and Zulshyn both out on the balcony enjoying the view drinking some exotic coffee blend. Bublaka still has a disheveled appearance to him but appears chipper and ready to go all the same. The bard cuts an unusually fine figure this morning, with that scar that perfectly emphasizes his strong angular orc jaw, outlined against the ever present twilight of the Fissure.
Bublaka, add a permanent +1 inherent bonus to charisma.
Ok, your all rested and rememorized. What's your plan now?
Bublaka |
Bublaka shares a smile with his friends like he has not worn in a very long time. Despite their current environs, he seems very at ease here. "Visiting with our gracious host, I learned a bit more about that beast we fought yesterday. And I recall some more snippets from legends I had forgotten. It seems several, maybe six, wormdrakes were created by Dragotha to wreak havoc in the world, but at least one always remains to guard the lair of the dracolich that created it. Perhaps that's what we ran afoul of. I'm sure the lich would be fascinated with the process that could create such an amalgamation of dragon and Kyuss worm-creature. Notwithstanding his interest in a certain artist of our acquaintance, it's probably why he remains in the area." He smiles at Zulshyn and sips from the coffee once more.
He sets the mug down and starts ticking off points of information on his fingers, "With regards to magic that targets a particular type of creature, I believe that the creature's going to be susceptible to that which is most effective against dragons rather than undead, which I initially considered."
"As a dragon, it has some characteristics it shares with the 'true' dragons - blindsight and darkvision, both of extended range, and the aura of fear that surrounds it, which we experienced. Less common is the outsider-like ability to see that which is truly there. My mirror images or invisibility will have no more effect on the wormdrake any more than they do on our celestial ally."
"Weaknesses that I can identify from available stores are few. It regenerates damage like a troll, perhaps more quickly. Silver weapons and fire seem to stop this ability for a short time and damage dealt during that window of opportunity must be healed by the beast normally."
"It shrugs off damage from weapons that aren't dealt by enchanted silver implements. Cold and acid have no effect on it and it has common draconic immunities to that which would cause paralysis, poison, and sleep. Electrical and fire damage are largely ignored, but it is not immune. Of course, magic that is not cast by a powerful wielder will wash over it like so much rain."
"We experienced," he shudders, "one of its devastating breath weapons, that of Kyuss worms. All reports are that it can only do that once a day. It has a second breath weapon that I am aware of, a cone of supernaturally cold acid. That, it can use much more often, as a standard dragon would use its breath weapon, if I'm not mistaken."
"I have never heard of its ability to call allies as it did with that airborne shark, but one survivor reported that he saw a wormdrake summon several worms - purple worms and frost worms, if the report can be believed - with a moment's thought. The fellow had reached nigh hysteria when he was found a week after the rest of the merchant caravan he was guarding was destroyed. Only the wormdrake knows why it didn't use the opportunity to create a dozen or more Kyuss creatures that day, but it chose to simply rip and tear, freeze and burn."
"This things are so fantastical and rare that they don't even make it into children's tales. Imagine the scarring that would come about if the child believed the tales." He picks up his coffee again, "In the interest of being better forewarned, what are the things we need to consider before we traipse off to tempt Charon's attentions once again?"
How are we set for knowledge of our known challenges? Is there anything I can use my lore on ahead of time that will help us prepare?
Friar Ferez |
Friar's spells:
Special Attacks channel positive energy 6/day (DC 24 [26 to damage undead], 10d6 [+19 vs. undead]), Sun's blessing
Domain Spell-Like Abilities (CL 19th; concentration +27)
11/day—touch of glory (+19)
Cleric Spells Prepared (CL 20th; concentration +28)
9th—mass heal , miracle, prismatic sphere D, greater communal spell immunity
8th— dimensional lock, fire storm (DC 26), holy aura , stormbolts (DC 26), sunburst D (DC 26)
7th—empowered flame strike (4, DC 23), greater restoration, sunbeam D (DC 25)
6th—cold ice strike UM (DC 24), greater dispel magic , heal (2), undeath to death D (DC 24), wind walk
5th—communal air walk, breath of life (DC 23), flame strike D (DC 23), spell resistance (3)
4th—blessing of fervor (DC 22), death ward (2), freedom of movement (3), holy smite D (DC 22)
3rd—dispel magic , invisibility purge , searing light D, searing light (4)
2nd—bless weapon D, grace (3), spear of purity (2, DC 20), status
1st—comprehend languages , liberating command, remove fear, shield of faith D, shield of faith (3)
0 (at will)— create water , detect magic , light, stabilize
D Domain spell; Domains Glory, Sun
Exousia's spells:
Special Attacks channel positive energy 10/day (DC 20, 1d6)
Spell-Like Abilities (CL 16th; concentration +23)
Constant—detect evil , detect snares and pits , discern lies (DC 20), true seeing
At will— continual flame, dispel magic, holy smite (DC 21), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead (DC 20)
3/day—blade barrier (DC 23), flame strike (DC 22), power word stun, raise dead , waves of fatigue
1/day—earthquake, greater restoration, mass charm monster (DC 25), waves of exhaustion
Domain Spell-Like Abilities (CL 18th; concentration +25)
10/day—touch of glory (+2)
Cleric Spells Prepared (CL 18th; concentration +25)
9th—mass heal D, mass heal , etherealness
8th—antimagic field , holy aura D, stormbolts (DC 25), sunburst (DC 25)
7th—ethereal jaunt (2), holy sword D, holy sword, jolting portent UC
6th—greater dispel magic , eaglesoul, heal (2), greater heroism D, word of recall
5th—breath of life (DC 22), cleanse, life bubble APG (DC 22), righteous might D, righteous might (2)
4th—death ward (x2), divine power, greater magic weapon, neutralize poison D, greater shield of fortification
3rd—cure serious wounds D, invisibility purge, prayer, searing light (4)
2nd—bear's endurance, bless weapon D, grace (4), martyr's bargain
1st—divine favor (3), moment of greatness UC (2), remove fear, shield of faith D
0 (at will)— detect magic , stabilize, vigor, virtue
D Domain spell; Domains Glory (Heroism subdomain), Healing (Restoration subdomain)
Friar Ferez |
How far to Thessalar's Fortress in Wind Walk form?
Valgrim Twin-Axe |
Bubba/Friar/Exousia, refresh our knowledge on liches and Thessalar's more powerful creations, if you know. Arcana and Religion checks perhaps.
Friar Ferez |
Knowledge (Religion):
Friar: 1d20 + 22 ⇒ (19) + 22 = 41
Exousia: 1d20 + 26 ⇒ (12) + 26 = 38
The Worm That Walks |
There is a bit of that info back on page 158, I believe. Bub shared some and Ferez's commune spell. Bub pretty much knows everything that I can give out about Thesselar. With that roll Ferez is pretty much familiar with the Lich template and may look at it to inform everyone of anything he wishes.
Ferez: You estimate around 3-4 miles as the crow flies.
Bublaka |
Friar Ferez |
Buff spells cast on party:
Heroes' Feast (8 hours): 1d8 + 10 ⇒ (1) + 10 = 11 temp hps
Greater Communal Spell immunity (50 minutes each party member): Disintegrate, Power Word Stun, Horrid Wilting, Maze, and Prismatic Spray
Wind Walk (party)
Communal Air Walk (200 minutes/3)
Spell resistance on all except Exousia: 20 minutes (SR 32)
Death Ward on Valgrim and Exousia: 20 minutes
Exousia Death Ward on Friar and Bublaka: 18 minutes
Freedom of Movement on Valgrim, Exousia, and Friar: 200 minutes
Invisibility Purge (self): 20 minutes (100' radius)
Status: 24 hours
Shield of Faith on Friar, Valgrim, and Bublaka
Exousia's Buffs:
Eaglesoul (self): 18 hours
Greater magic weapon on his axe: 18 hours (+4)
Greater heroism (self): 18 minutes
Life Bubble (all party): 36 hours
Greater Shield of Fortification (Self): 18 minutes
Bear's Endurance (self): 18 minutes
Bless Weapon (Axe): 18 minutes
Moment of Greatness (self and party): 18 minutes
In Windwalk form, Thessalaar's place is 2-3 minutes away. Please edit out from Exousia's spell list Etherealness and insert Miracle.
Valgrim Twin-Axe |
Ranger spells:
4th level: Freedom of Movement (x2)
3rd level: Repel Vermin (cast), Instant Enemy, Burst of Speed
2nd level: Versatile Weapon (cast on Exousia and Valgrim), Barkskin (x2) (cast on same targets)
1st level: Ironbeard (cast), Anticipate Peril (Cast), Lead Blades (cast), Longstrider (cast)
Let's go fight a lich!
Valgrim Twin-Axe |
Also, if Friar is willing, we switch items:
I give him Cloak of resistance +5 and ring of invisibility and he gives me his ring of resistance +5 and his cape of mountebank. That way 3 players have dimension door/teleport, since Bubba has it too.
I ask Exousia to put Greater dispel magic in my ring of counterspells again.
Bubba, can you inspire us with heroism?
Friar Ferez |
No problem with trading items, Valgrim. Your rationale makes sense. As for the invisibility ring, never mind. Invisibility purge is going to be on, lol. I don't think Exousia has a problem with GDM in your ring. I am ready to windwalk to Thessalar's place.
The Worm That Walks |
1d100 ⇒ 95
Bidding Zulshyn goodbye you step out on her balcony and allow your bodies to disassociate into their cloud forms.You quickly pass the miles flying low so Valgrim can guide with landmarks and terrain. The spire itself is reached without incident and you begin your ascent up its rocky edifice. Climbing a couple of thousand feet you pass through layers of clouds but still are not able to yet see the sky above. Upon reaching the top you see an immense bridge of stone spans from the western edge of the spire and disappears into the twilight, probably connecting with the canyon wall eventually. The bridge has a steep incline featuring well-worn stairs. The top of this mesa-spire is caught in a disorienting zone between near-constant layers of clouds above and below, giving it an otherworldly feel. Perched on the eastern edge of this mesa is a strange, squat fortress made of red marble, its low walls smooth and polished. There are few sharp corners on this keep, giving it an almost organic look.
How far away do you land and what do you do? It took you about 5 minutes to get here as you are traveling through twilight and had to stay close to the ground (relatively speaking - within a couple hundred feet at most) to avoid getting lost in the mists.
P.S. Who exactly is carrying Blackrazor and where are you keeping it?
Bublaka |
Bublaka has taken responsibility for Blackrazor. Retcon: During the brief layover, when he has opportunity, he will study the sword and attempt to communicate with it, knowing that powerful weapons often are as intelligent or more than their wielders. He will also inquire with Zulshyn to see what her thoughts on the weapon might be. He does not intend to wield it, but he doesn't want to push it off on Zulshyn, either. His decision will be based on his studies and her opinion of the weapon.
Valgrim Twin-Axe |
We reform 30 feet above above the inner courtyard of the Keep (past the gates, assuming it has some), relying on Air Walk, unless we see an army stationed there. Bubba, did we get that heroism?
Bublaka |
Not until we reform. You have to be able to see and hear me and I don't think wind walk lends itself to those conditions. When we reform, I can inspire heroics in two members of the party. You and Friar?
The Worm That Walks |
Perception: 1d20 + 30 ⇒ (10) + 30 = 40
You carefully drift above the keep's wall and over a swampy courtyard. What becomes immediately apparent to you are the two creatures that are acting as guard dogs for the structure. Each creature is a massive reptilian beast with four stump-like legs and a multitude of heads surrounding a central maw filled with oversized teeth. Its body is reddish-gold and scaled. A long serpentine tail extends from its body and ends in a pincer-like claw. Several of the serpentine heads focus on your indistinct forms and the beasts go into a frenzy of roars and hisses while snapping at he air in your direction.
You float a little higher than originally intended to stay out of their reach (40' Feet - They are gargantuan and can reach 35' feet). Do you do anything different or just continue reforming there? I'll put up a map shortly.
Friar Ferez |
Sorry for absence...50' above them we reform, in case they get bold enough to leap. :)
The Worm That Walks |
The beasts continue to hiss and roar. In the the midst of your re-solidification a skeletal figure with a long thin halo of bone white hair adorning his head suddenly appears out of thin air. He wears an ornate crown ringed by striking thessalmonster serpent heads, a reddish-gold silken robe that mimics the scale pattern on the two monsters flanking him, and ancient black leather gloves. He surveys the situation for a moment before commanding the thessalmonsters to silence, which they do with unnerving quickness. All the serpentine heads remain focused on you but they make no noise and move very little. In a voice that sounds like brittle parchment the lich addresses you, "To whom and what do I owe the pleasure of this interruption to my work?" He holds up a glove encased hand just as you totally become solid, "You look like people with a purpose. I do not remember offending any of you, so perhaps you are here for something other than my destruction? If that is the case, I see no reason this has to come to conflict. I have little interest or time for it."
Valgrim Twin-Axe |
Is he really that bold to show up or is this just a cheap illusion, like with the dragons?
"Exousia, is he really there? Or just some stupid image?"
Valgrim will wait for response.
Valgrim Twin-Axe |
"I'd gladly kill ya, Thess, but then I'd have to look for your phylactery and I don't have time for that. And besides, I wouldn't take your word for anything anyway, so just come out here and let's get this over with."
Valgrim summons the wings on his boots.
Friar Ferez |
"We're here to ransack your fortress, lich, so if you and your pets know what is good for you, you will stay out of the way."
Friar nods to Exousia and brings down a Firestorm on the "guard dogs", while Exousia casts Divine Power on herself.
DC 25 Reflex for half of 120 fire damage.