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Sorry folks, came back from being away and internet was down, phone company just out to make repairs today.
The creature is just about to lunge and ravage Zaghigoth, when Yekskya peppers it with arrows, one, two, three. The beast pauses, stunned, providing the opportunity for Krolmnite to paddle over and thrust his sword blade deep into it's belly. It falls back off the blade, causing an enormous splash as it sinks below the waves, dead. Yekskya you're right, missed one of your round 3 arrows a hit, either because I forgot it or got confused as it was the same hit and damage rolls as your readied action. End result - with round 4 action that's three successful ranged hits for a total of 55 points damage. Mighty good shooting plus with Krolm's smite attack to boot, and the spawn of the Aomak is deader than a doornail.
The deed done, Krolmnite summons energy to heal himself of some of his wounds. In the aftermath of the attack, the lake is quiet once again. With your variety of enchantments, it is short work subsequently to paddle over to the half-sunken hulk. It's possible it was the creature's lair, but to be honest, given the size of the thing, this wreck strikes you as a bit too small. However, you do find secreted away in a flooded hold a locked iron military trunk. With some effort you can get it aboard one of the reed boats.
DC 25 Disable Device or DC 23 Strength/break check:
Inside the iron chest you find a cache of gold ingots likely worth 1,000 gold pieces, an adamantine machete (functions as a short sword), and three potions, two of which look to be the same formula.
Ack, have had internet troubles so haven't had a chance to update this, but that's one vote for going straight to find the lich. Anyone else? I'll aim to move the game on, Thursday/Friday night, so if anyone has a different opinion make yourself heard.
Also I have some ideas on this, but does anyone have any firm opinions one way or the other about keeping Aleste in the party as an NPC?
It's been a few days, and I'm away at the weekend, so considering we've not heard from Cat I'll take the liberty of NPCing her, hopefully we'll hear from Werner soon.
Spawn of Aomak - Round 4
Yekskya and Krolmnite up as well!
Cat shortbow 1d20 + 7 ⇒ (17) + 7 = 24
damage 1d6 + 1 ⇒ (5) + 1 = 6
At his comments, Sellyria gives Ambrose a long, not unkindly but pitying look. "If you are determined to go then please, let us aid you. Whatever you feel you may need for your journey, if it is in our power to grant we shall do so. Rest now, tomorrow we will return you to your companions and speed your departure.
If any of you want to make any small-scale purchases before leaving, let me know. I'll be out of town for a couple days, so in the meantime I'll press on. By the way, do you have any plans for travel? Going due south, or detouring elsewhere on the way, for example Bristol? Are you all travelling as a group, or is Leonar flying ahead?
The following day after breaking fast you are flown back to the hillock where Maludin was tending Fang, Smoke, and your other horses. Killiar gives one final farewell. [b] "I will ready a party of our people for battle. Fare well. You have made me reconsider humans, you may have merit after all. We will meet again."
Sellyria stares deeply into the fire. "These are grave tidings. A lich is not a creature to be trifled with. Even should you find the Ghostlord coerced into helping the Red Hand, there is no guarantee he would make a trustworthy ally. But, the risk is leaving him to ally with our enemies. It could be that you will need to confront him, either to prevent him giving aid to the goblins, or once this confict has been resolved, gods willing. But to do nothing may tip the tide in the wyrmlords' favour. I fear that if you go, not all of you will return."
The Spawn of Aomak - Round 3 continued
@Yekskya: Yes, you're readied action should have gone when the creature resurfaced.
Yekskya's arrow bites deeply into the monster's thick hide, embedding itself and causing a nagging pain. 18 points damage plus the 1 point bleed damage.
Krolmnite takes advantage of the monster's reappearance to make his move as well. With his enhanced strength he cleaves at the creature's neck with all his might, but the blade merely slaps against it's scales. The beast snags his boat and Kromnite just manages to hurl himself free and into the water before the creature begins to duck below the surface, taking the remnants of his boat with him.
Zaghigoth's summoned bull shark darts in to take a bite out of your adversary, but it struggles as well. Its bites seem no more than a nibble to the creature, even though the shark loses several teeth in the process. As the half-orc tries to paddle to help Krolmnite, the creature rakes him with an enormous clawed fin. You were within the creature's reach, so the movement provoked an attack of opportunity, a claw attack against AC 21 for 12 points damage.
The shark is joined by Quinta's celestial octopus. It's more successful with its bite, finding a vulnerable area and injecting a painful poison. Meanwhile, Quinta uses her magic to send an ear-piercing scream at the creature. It cocks its head, it seems to be feeling the cumulative pain from its many wounds. Made first save against the poison successfully, took 5 points damage; also made its save against the ear-piercing scream, taking 2 points sonic damage.
Rowena, over to you!
Updated Map Zaghigoth I forgot to move your position before taking a screen shot of the map, so you are alongside Krolmnite.
spawn Fort - bite 1d20 + 13 ⇒ (20) + 13 = 33
spawn Fort - scream 1d20 + 13 ⇒ (18) + 13 = 31
spawn aoo 1d20 + 13 ⇒ (8) + 13 = 21
damage 1d6 + 6 ⇒ (6) + 6 = 12
Helaku shares with you his recollections of tales he has heard of the Ghostlord of the Thornwaste. Afterwards, Sellyria steeples her fingers and leans back in her seat by the fire. "The years have wrought many changes in your tale, sorcerer. Your story paints the druid and his tribe as noble savages, trodden upon by the brutal knights of Rhest. As I remember, the nomads were in actual fact feral cannibals who thought that by dying in bloodthirsty combat they would be recreated as undying lions. Urikel Zarl had already embraced eternal undeath long before. The nomads were his fanatical cultists. When the lords of Rhest sought to challenge his power, the two armies destroyed each other." She creeps closer to look at the phylactery, not daring to touch it. "This, must belong to Urikel Zarl. The Ghostlord. It should be destroyed at once. Yet, your goblin's letter implies they fear the item being returned to its master. Why? Why steal it in the first place?"
The Spawn of Aomak - Round 3
The creature retaliates by crashing down onto Krolmnite's boat, smashing one end to bits and as it grabs the boat in its jaws it threatens to pull the raft down into the depths of the lake as it tries to submerge again. Krolmnite, you can take your readied action as the creature surfaces in striking distance. However, as it tries to sink your boat please can you make a Reflex save against DC 15 to avoid being dragged under along with your craft. The boat is going down, so success means that you are in the water.
spawn bite 1d20 + 13 ⇒ (9) + 13 = 22
damage 2d6 + 9 ⇒ (5, 5) + 9 = 19
Round 2 continued
Quinta continues to focus on her own summonings, calling a creature forth from Beyond.
Knowledge local result 15+:
You recall campfire tales of the Ghostlord of the Vale. These tales speak of a once-proud druid who dwelt in the verdant plains south of Rhest and led several tribes of nomads. These nomads were said to have built a massive lion of stone in honor of this great druid, who taught them the ways of the lion and how to live at peace with these proud creatures. Yet when dark times fell on Rhest, their shadow also fell upon the lions' plains.
It began when nobles visiting from Rhest arrived in the region. the nomads befriended the nobles but were betrayed by them when the visitors hunted down and killed a lion monarch for his pelt and claws. the nomads reacted with violence, slaying the visiting nobles to a man. Rhest answered in kind, and its army marched against the southern plains. The disorganised nomads stood little chance against Rhest's military might, and the tribes were slaughtered despite the fact that the lions rose to defend them. The warriors of Rhest confronted and slew the druid between the paws of his own massive stone shrine.
But the night after the warriors returned to their city, doom came to Rhest. Ghost lions prowled the streets, stalking and killing anyone they came across. When the dawn came, the entirety of Rhest's cavalry, including families, servants, and squires, lay dead. Rhest never recovered from this night of terror, which marked the beginning of the decline of that once-proud nation. In the years since, the once-verdant hills to the south have grown horrid and tangled. The Thornwaste is all that remains.
Knowledge history result 25+:
Read the results above for Knowledge local. The story is accurate in its general outline, but it gets several important facts wrong. Urikel Zarl, the great druid of the story, was in fact the leader of a cruel lion cult based in the southern regions of the kingdom. His people were not the noble nomads legend recalls, but feral cannibals who believed that in death their bodies would transform into lions and thereafter live forever. Urikel Zarl was their undying lord and master, who had long before turned his back on the natural world for the tainted promises of eternal undeath. When the Rhestian lords sought to challenge his power and subjugate the region, their cavalry and the cultists destroyed each other; in the years to come, both Rhest and the Thornwaste fell to ruins as a result.
Knowledge geography result 20+:
You recall once seeing a map that placed the Ghostlord's lair somewhere near the eastern end of the Thornwaste. Tellingly, most regional maps show nothing in this depopulated area.
Knowledge religion result 25+:
This is a very unusual phylactery for a lich, and is probably the work of a druid.
These knowledge checks can be tough. Leonar I would have said that being a lion shaman would grant you a +4 circumstance bonus to any knowledge checks concerning the Ghostlord, but it seems you might still fall short. If you all are struggling, you could also consider these options:
- Travel to a city like Brindol or Dennovar and research the topic in one of their libraries.
Round 2 continued
Yekskya likewise waits with arrow drawn, steadying himself as the boat rocks on the disturbed waters. He can hear Quinta focusing on a summoning spell as he scans the waters.
1d5 ⇒ 3
Anyone else want to make Knowledge checks?
You reckon there is a legend local to Elsir Vale about a Ghostlord, but you can't recall the details. And you don't dredge up any more details about liches or their phylacteries.
Sellyria is delighted to make the trade of magic items, handing you the wand in exchange for the periapt of wisdom. You soon see it gracing her bow, emphasising her air of dignity and ancient wisdom. "Can we persuade you to stay for a while? We can easily find accommodation for you, but I sense you do not intend to stay overlong. Where do you plan to go from here?"
Denizen of the Lake - Round 1 continued
As the creature rears up out of the waters and tears a piece of Krolmnite's boat to shreds, the gnome twists round and rams his sword deep into the creature with tremendous strength. He shouts a challenge at the beast, and the challenge seems to resonate. 19 points damage, and you do also get your smite damage for fighting a dragon or evil creature - is that an extra four points damage? It's difficult to say just what type of beast it is, it doesn't seem to conform to expected types. You could try making a Knowledge check to try to identify it for certain, but you'd say at the lest that it's a dragon or evil outsider.
Before the monster can sink below the surface again, Yekskya fits two arrows to his bow in quick succession. The thistle arrow hits, biting deep. The second arrow is deflected by thick blue scales. It has a sleek head with bony, scaled ridges at the end of a long sinewy neck. A muscular, blue scaled body with an equally long tail, and four powerful fins. The two fore-fins have grown sharp claws at the end which could deliver sweeping blows. 18 points damage plus 1 point bleed damage from the thistle arrow, the second doesn't penetrate the creature's hide.
Trying to keep his boat steady, Zaghigoth completes his summoning spell, bringing forth a powerful water elemental. At his command it surges forward and rises up to slam a wall of water into the creature's side. The creature's neck whips out like a striking viper and its jaws close around the elemental. Biting down, the elemental's body is compromised and collapses. Zaghigoth begins a spell to summon another creature. The elemental fell victim to the creature's bite attack as it had superior reach and so took an attack of opportunity. The monster's confusing you, it seems related to a water-borne reptile known as an elasmosaurus, but it's more than just an animal or magical beast.
Concerned, Quinta edges back in her boat while she begins a song, a song of champions prevailing against the powers of darkness. She too begins a summoning spell.
Cat fires another arrow. This time the arrow falls just short and splashes into the water.
The monster turns its attention back to the gnome and the greatsword threatening it. After back pedalling a few feet so as not to be directly under Krolmnite's boat, it opens its jaws and spits a bolt of lightning at the paladin! Five foot step up for creature, before making lightning attack. This is a breath weapon effect, it's DC 17 to evade or take 32 points electricity damage. The creature then dives below the waters, leaving Krolm's boat rocking wildly. Moved 50 feet down.
spawn aoo 1d20 + 13 ⇒ (12) + 13 = 25
damage 2d6 + 9 ⇒ (2, 2) + 9 = 13
breath weapon 10d6 ⇒ (3, 1, 6, 2, 4, 4, 2, 2, 4, 4) = 32
The Beast Beneath the Waves - Round 1
"Watch out! Krolmnite, it's right underneath you!" The rogue indicates the creature's position by taking up her shortbow and taking aim. Readied action to shoot if the creature breaks the surface. Krolmnite just has time to turn around when a pair of massive jaws break the surface and snaps an enormous chunk out of his boat! The doughty gnome just barely manages to hang on, but he does see the arrow sticking out of the creature's snout, courtesy of Cat. 2 points damage to the creature, seven points damage to Krolmnite's boat.
Have at 'em!
1d5 ⇒ 3
Cat bow 1d20 + 7 ⇒ (16) + 7 = 23
damage 1d6 + 1 ⇒ (1) + 1 = 2
spawn bite 1d20 + 15 ⇒ (16) + 15 = 31
damage 2d6 + 9 ⇒ (2, 1) + 9 = 12
I thought this would be a good place to have a brief pause to go back over the threads before the group moves on, got taken down by a bout of stomach flu and checking some of the details took longer than I thought. In any case, have made some changes to the campaign thread, notably added some of the NPCs encountered and treasure found.
It is a great relief when the owls alight at the elven encampment of Starsong Hill. Killiar and Speaker Sellyria Starsinger ensure you are well fed, while the clan's priest, Illian Snowmantle, organises a group of healers to tend to your wounds. It won't be long before you are all feeling better. In the evening, the elves hold a feast in celebration of your accomplishments. The lizardfolk seem momentarily cowed, the Red Hand forces left in the area are in disarray, and you've managed to drive off a dragon! Killiar Arrowswift announces that your bravery has inspired the Tiri Kitor to look beyond the Blackfens, and take more interest in the outside world. A band of elven hunters have even volunteered to aid in the defence of the Vale. Killiar offers to fly with them to Brindol.
Later in the evening, after the festivities have ended, Sellyria helps to identify some of the treasure you brought back. "Let's see. Hmm, several of these items would be ignored by our own hunters, but would suit a knight such as yourself, Ambrose, or Shaylar you as well. The armor, and the mace, and this pennant, attach it to a lance or spear. Three times a day it should grant you great bravery and morale in battle."
"This horn over here, made form a mountain goat, is a horn of fog. Sound the horn, and it shall create a cloud of obscuring mist that will conceal the musician. Very useful. And this headband, this has been enchanted to grant increased Wisdom to the wearer, in much the same way that the one on Leonar's brow must do. I would be interested in a magic item such as this. Perhaps you would consider a trade? In exchange, I can offer you an arcane wand, that you can use to cast scorching rays at your opponents."
When she opens the small iron coffer and beholds the delicate adamantine chain threaded with lion's claws and teeth, Sellyria gasps and takes a step back. "An abomination! How could this come here, to our encampment! Do you know what this is? An instrument of evil, an abomination. This my friends, is a lich's phylactery."
You also find a means to open the locked ironbound chest found in Wyrmlord Saarvith's quarters. Inside are six leather sacks, each containing 100 silver pieces and 20 gold pieces. Wedged between some of these sacks is a delicate-looking wooden and silver box. Inside the box is a folded letter that smells of strange perfume, although it's obvious from the indentation in the velvet lining that something the size of a child's fist once rested in the box as well. The box itself is finely wrought, and likely would be worth something to a collector.
Letter, written in Goblin:
Take great care with the enclosed phylactery. I need not explain to you what the Ghostlord would do if he knew where I had sent his little bauble for safekeeping. Hide it somewhere safe - perhaps it could be trusted to your dragon friend's keeping? Keep it hidden until Brindol is taken. Should it fall into the hands of someone who could return it to its owner, the consequences for our effort could be dire indeed.
Finally, Killiar offers to bring you to where your horses and wolf have been waiting, so that you can check that they have been well cared for.
I thought at this point you all might find these maps useful for reference.
I thought to have this up at the beginning of the week, but go taken down by stomach flu. But, it looks like you've been using the time productively!
First, here are some stats for the reed boats, thought they might come in handy.
Squares 1 (5 ft. by 10 ft.)
AC 9; Hardness 5
HP 60 (paddles 10)
Base Save +1
Maximum Speed 30 ft. (muscle); Acceleration 30 ft.
CMB +1; CMD 11
Ramming Damage 1d8
Propulsion muscle or current
Control Device oars
Means of Propulsion 1 to 2 paddles
Crew 1 (the pilot, who is also a rower, plus up to 1 additional
Cargo/Passengers 600 pounds/up to 1 passengers (a
reed boat can carry a total of 2 Medium creatures, either as
crew or passengers)
The day does seem peaceful, and after Zaghigoth and Krolmnite spot what look like the remains of a ship, they lead the group in that direction. How best to lure out this beast, this spawn of the lake spirit Aomak? You have differing opinions. Quinta is of a mind to lure the reature out, perhaps with a tasty carcass. Krolmnite advocates investigating the wreck in the case that it might be the creature's lair, then the little gnome boldly volunteers to be the bait for Quinta's plan. Yekskya has his bow ready. Zaghigoth favors summoning a water elemental to investigate the wreck, and begins chanting a summoning spell, encouraged by Rowena.
You are still making plans as Krolmnite rows ahead, ready to call out a challenge in the name of Smiad and Iomedae. Suddenly fish scatter, and you can see an ominously large, dark shape deep in the water, submerged but passing between Krolmnite and the rest of you. It seems to have a long neck and tail, a broad streamlined body, and four long flippers. The little gnome seems to be the only one who hasn't noticed, but with her lightning reflexes it's Rowena who reacts first.
Over to you! First action goes to Cat, no surprise round as it didn't seem that any of you were taking actions to be stealthy, and the thing in the water isn't very stealthy at all. It's difficult to determine how deep the submerged shape is, perhaps 30feet?
spawn Stealth 1d20 - 1 ⇒ (8) - 1 = 7
apawn Percept 1d20 + 14 ⇒ (16) + 14 = 30
spawn init 1d20 + 5 ⇒ (16) + 5 = 21
Cat percept 1d20 + 7 ⇒ (16) + 7 = 23
Krolm Percept 1d20 + 2 ⇒ (4) + 2 = 6
Quinta Percept 1d20 + 6 ⇒ (12) + 6 = 18
Yeks Percept 1d20 + 3 ⇒ (14) + 3 = 17
Zag Percept 1d20 + 9 ⇒ (12) + 9 = 21
Cat init 1d20 + 10 ⇒ (18) + 10 = 28
Krolm init 1d20 ⇒ 19
Quinta init 1d20 + 2 ⇒ (3) + 2 = 5
Yeks init 1d20 + 5 ⇒ (7) + 5 = 12
Zag init 1d20 + 1 ⇒ (5) + 1 = 6
Ambrose, given that you had a lot of the feats already, I'm happy if you want to swap out a feat for another option. You're right that you're not really in a place that's conducive to downtime and retraining, so we'll just say that it's a trick Ambrose has picked up on his adventures.
Hit Points: I'm pretty flexible with hit points. The method I favour is you can either take the average for your die roll (d6 = 4; d8 = 5; d10 = 6; d12 = 7), or if you want to gamble you can make a dice roll instead. The catch is if you roll the dice you keep the result, even if it's worse than the average. I'm happy if you want to take the average in this instance though!
Update to come, I'm just getting caught up with things. In the meantime, I'm considering better ways to track party treasure and wealth. Any suggestions?
Okay, so just to keep me right, and to help with interpreting results, you have in effect:
Cat - Touch of the Sea from Zag.
Krolmnite - Water Breathing and Bull's Strength from Zag; Water Walk and Bear's Endurance from Nkechi.
Quinta - Resist Energy (electricity) from Nkechi.
Yekskya - Touch of the Sea from Zag; Divine Favor, Bull's Strength, and Resist Energy (electricity) from Nkechi.
Zag - casting Barkskin on self.
The Lake of Vanished Armies
It is rather a pleasant outing, truth be told. The day is sunny and warm, and the lake is a vibrant deep blue. Fish seem plentiful, perch and shoals of sardines. Every so often you hear a splash, causing you to whip around towards the noise, but each time it is only a fish leaping out of the water to catch insects. You spend some time patrolling the center of the lake with no results. You begin to wonder, just how do you catch a lake monster?
Krolmnite and Zaghigoth:
Paddling at the fore of your little flotilla, the two of you spot something the others may have missed. Out towards the north shore of the lake you can see what looks like a tree or rocks jutting from the river. Actually, seen together the tree looks more like the mast of a ship, and what at first appeared to be rocks could more accurately be described as the sterncastle of a ship. It seems to have scuttled itself, with only a few bits breaking the surface.
Cat percept 1d20 + 7 ⇒ (8) + 7 = 15
Krolm percept 1d20 + 2 ⇒ (19) + 2 = 21
Quinta percept 1d20 + 6 ⇒ (3) + 6 = 9
Yekskya percept 1d20 + 3 ⇒ (14) + 3 = 17
Zagh percept 1d20 + 9 ⇒ (12) + 9 = 21
Having found the eggs, you are able to destroy them in short order, depriving the Horde of the Red Hand valuable allies. The egg shells are scaly and sharp, and you need to take care not to cut yourself on them. You carefully check the structure, but don't find anything else of note.
Your mission completed, you retreat to the canoe and start rowing back to shore, keeping a sharp lookout for any attacking lizardfolk. Aleste struggles with the locked iron chest that you picked up but manages to get it into the craft. Trellara looks at the strange iron coffer as well.
Fortunately, the lizardfolk seem to give you a wide berth. You don't know if it is because they are grateful that you have emptied the ruins for them to reclaim, or if your feats of arms have cowed them. Either way, you reach the shore unmolested and head into the swamps. Before long, you are spotted by a wild elf scout on owl-back. You are soon greeted by Killiar Arrowswift and a band of his warriors. "I am impressed! We were not certain that you would return from the ruins of the city, but glad that you have done so. Please, you look like you are in need of healing and rest. We will take you back to our encampment, and we look forward to hearing your tale."
Without further ado, you return to the elven encampment of Starsong Hill. BTW, you all have levelled up to 8th level, well done! Go ahead and level up your characters, and I'll post the next part in a couple days.
There is no butcher locally per se, but the people living along the edge of the lake are fishermen or hunter-gatherers, so there is plenty of opportunity to acquire bait.
So, just before I proceed, just to get an idea of the buffs being used:
Cat - Zaghigoth casting touch of the sea.
Krolmnite - Zag casting touch of the sea, water breathing, and bull's strength; Nkechi casting water walk and bear's endurance. Do you want Krolm to have touch of the sea and water walk? If not, you could transfer one or the other to Quinta.
Yekskya - Zag casting touch of the sea; Nkechi casting divine favour and bull's strength.
Zag - casting barkskin on himself, leaving shield behind.
Quinta, see below for your night-time interrogations of the local fauna. If you decide you were taking anyone with you on your excursion, they can read the spoiler too.
At dusk you carefully make your way along the shore of the Lake of Vanished Armies. Luckily a fat moon creeps over the horizon and helps to light your way. Hskoro pads beside you, his spear at the ready.
Unsure as to just how your newfound powers will work, you are somewhat surprised when you come across two crocodiles prowling in the long grass. Your serprent friend ability allows you to speak with the cold-blooded crocodiles after a fashion, but with creatures of such primal instinct it's difficult to overcome their natural tendencies to see you as prey.
"Meal?" the first crocodile asks as Hskoro prods at it with his spear to deter it from charging at you. "No!" you say as you try to coax them into discussing the creature haunting the lake. "Ah, the Great One," as the second crocodile finally catches on. "The one that lives in the deep. It has a neck like a snake, and tail too. Sharp teeth. Breath like thunderbolts, kills. Hard, hard scales. When it hunts, we flee to the shallows. Flippers sharp claws."
You try to glean more details from them, but the crocodiles divulge only a bit more before they grow bored and look for prey elsewhere. Apparently this creature is the color of deep water, which may make it difficult to spot.
Just for future reference, I'm guessing Quinta could also use her serpent-friend ability to talk to Oshok'arr.
Since you are waiting until the following day, Nkechi can also offer the following clerical spells:
level 3 (2 spells): water breathing or water walk
Since you are planning, you could let Nkechi know your plans, and in the morning he will pray for spells accordingly, beseeching Gozreh to test your worth and grant your boons.
The villager thanks Yekskya profusely and via Nkechi's interpretation promises to encourage the other villagers to bless your hunt.
Nkechi also offers to help. While not wanting to combat this spirit of the jungle directly, the wizened old man does explain that he has thrown the bones and performed an augury, and wishes you well on your quest. He offers Zaghigoth an enchanted pearl, and explains that it will help him to recall a spell previously cast, and he also offers the use of trident to anyone who wants to wield it. It is well-made, one of the few metal items the guide carries. He also offers to cast a spell of barkskin, endure elements, or magic weapon if anyone wishes. He apologises he cannot do more, not having expected to be on the water today. However, if you wait until morning he may be able to help with additional spells. The items are a pearl of power (1st level spells) and a masterwork trident.
Any other plans post them here. Otherwise I'll try to put next post up soon, tonight if possible. Another monster hunt begins!
Looking closely at the ones that you have found, you are certain these haven't been spawned by the lizardfolk. You're not as certain whether they were the get of the razorfiend, but they do seem tinged with magical energy, and you think it's a good guess that they are.
There seem to be a lot of eggs here, fixed in place along the inner walls of the building by a sticky resin. It would take a while to find them all. Unlike a duck's egg that is smooth to the touch, these are leathery and scaly.
If you are trying to round them all up, we'll need some Perception checks from anyone venturing inside.
@Ambrose: The creature hadn't moved within melee range actually. As a consequence I was interpreting Ambrose's action as a readied action, to attack should the creature stray within reach.
Razorfiend's Revenge - Round 2 continued
And it does! Luckily, the greenspawn creature is wounded and blinded. It wallows forward as its head thrashes about, trying to clear its eyes. Every few seconds it lashes out with its wings like razor-bladed scythes, hoping to catch Ambrose and Leonar with a blow. Instead, it meets Ambroses's sword. As it approaches within reach, the cavalier plunges his sword into the creature's heart. Then, withdrawing the blade, Ambrose spins on the ball of his foot and brings his sword up to decapitate the creature. The thing collapses in to the water. Wow, I think any of those attacks from each of you would have been enough to take down the beast, Leonar if you want to save your summoning spell and Shaylar you can keep your spells.
With the immediate threat over, you have more freedom to look around. What you instead fine a clutch of eggs just under the water. Indeed, the eggs seem to be acattered everywhere in the chamber. The eggs are warm to the touch, with a tough speckled shell.
@Yekskya: You describe what you are looking for to the locals. Eventually one approaches with a man-sized spear with two barbed hooks peeling back from the blade. "Is this what you're looking for?" the man asks in Polyglot. He offers to sell it to you for three gold pieces. Images of a hooked lance seemed to be hard to come by, but this weapon has all the statistics of mundane hooked lance from Ultimate Combat.
@Zaghigoth: No problem with the spell selection, especially if you all are waiting until the following day. However, the reed boats are fairly narrow, and Oshok'arr may have trouble fitting in to one. Then again, she is Medium size...
Are you planning to hunt the spawn of Aomak right away? Or wait until nightfall, or wait until morning? Let me know your general plan of action - especially if you all are pairing up in the boats or taking individual boats - and I'll post the next part.
Presuming that you want to hunt for the lake monster, after a time the villagers give you the use of several reed canoes. They are small, only large enough to carry two individuals each.
Through Nkechi as an interpreter, the villagers also relate how some time ago a ship sailed upriver from Eleder but foundered while crossing the lake. It sank along with its treasure.
Razorfiend's Revenge - Round 2 continued
Aleste tries to see what is happening over the fence. Spying the creature, the weary alchemist draws out a flask and lobs it over the fence at the razorfiend. Amazingly it hits the creature, creating a loud burst of fire and flame. The creature is hit by a bomb for 20 points of fire damage.
Trellara tries to help by directing a sudden burst of sound at the enemy creature. A cacophony of sound washes over the razorfiend, but it seems to shake off the worst of the effects. Razorfiend made its Will save, taking only the 1 point sonic damage but avoids being stunned.
[ooc] Ambrose up.
razorfiend Will 1d20 + 4 ⇒ (5) + 4 = 9
Aleste bomb 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
damage 4d6 + 3 ⇒ (5, 4, 5, 3) + 3 = 20
Trellara sound burst 1d8 ⇒ 1
razorfiend Fort 1d20 + 9 ⇒ (18) + 9 = 27
Nkechi goes back to confer with the locals, who seeme to get more agitated and upset as they tell you about all the loved ones who have been killed by the beast. Nkechi brings one grizzled old man over, the only person to have seen the creature and survive. He is missing one arm, and his left side is terribly gouged by teeth marks.
The man describes a creature with a neck so long that at first he thought it was a snake, wrapping around his reed fishing boat and crushing it. A whip sharp tail also cut through him. The man was able to struggle away when the creature chased a school of fish. His son and brother were not so lucky.
Nkechi speaks. "You are right, Yekskya. If you choose to hunt this creature, you will need boats. It prefers the deeper water of the lake. The people here are willing to give you what you need, but advise you against it. They say the danger is too terrible." Nkechi then announces that he will not be joining you on the hunt. He has no wish at this time to confront a creature of the spirit world so powerful.
Hskoro it turns out is disinclined to join you in hunting the creature across the dark waters of the lake. He doesn't refuse in so many words, but every time you mention rowing out across the lake, the nagaji monk's skin seems to turn a shade of green and he looks awfully uncertain.
Razorfiend's Revenge - Round 1 continued
Badly burned by the creature's acid breath, Leonar falls back and begins casting. A powerful elemental summoning spell.
Surprised to see Ambrose and Leonar being attacked, Shaylar draws his bow and sends several arrows arcing over the wooden fence at the razorfiend. Two of the three arrows bite deep, burying deep into the razorfiend's hide. 20 points damage to the razorfiend.
Helaku over to you!
You move on a bit and camp nearby, giving some space between yourselves and the locals and the lake. Hskoro stands guard over the camp, never straying far from Quinta's side. Nkechi excuses himself and heads over to talk to the locals, sampling some of their wares. He comes back later, his face tight. "Grim tidings. The people here make their living on the lake, fishing and gathering reeds. A great and terrible spirit resides in the lake, a dweller of the lake named Aomak. Lately one of its children has been terrorizing the lake people. A titanic creature with a long neck and tail, devouring fishermen and boats. They call it the Spawn of Aomak. They know not how to appease such a creature. I said that I would attempt a ritual in the morning, but I feel the thing that they face is a being of flesh and blood rather than a spirit."
Razorfiend's Revenge - Round 1
I should emphasize that the pool of water in the middle of the chamber is about 10 feet deep. It also would have helped if I had remembered to attach a map to the last post - see below. For now I'll interpret your move as a readied action, hold on to those rolls.
...And it does! The greenspawn creature rears up, hissing at you and spitting a haze of acid at Leonar and Ambrose. It then flexes its wings and moves in for the kill. Please if you can both make a Reflex save against DC 18. Failure means 21 points acid damage, or 10 points acid damage with a successful save.
Leonar and Shaylar up!
Shaylar init 1d20 + 10 ⇒ (3) + 10 = 13
Trellara init 1d20 + 2 ⇒ (16) + 2 = 18
breath weapon 5d6 ⇒ (5, 2, 5, 4, 5) = 21
Shaylar Climb 1d20 + 12 ⇒ (9) + 12 = 21
Aleste init 1d20 + 3 ⇒ (20) + 3 = 23
No rest for the wicked! Um, and you guys.
No surprise round needed, so we'll go straight into a normal combat round, Helaku and Ambrose you're up first. It didn't sound as if Leonar or Ambrose were making any particular attempts to be quiet as they climbed into the enclosure, and Leonar's perception check blew the creature's stealth attempt out of the water.
Leonar and Ambrose nimbly climb over the fence, while Helaku remains outside with the others. Looking around this dank place you immediately note the large leathery eggs placed all around the chamber. The eggs themselves seem strange and scaled, affixed to the walls with some sort of sticky resin.
You don't have the opportunity to investigate any further, as Leonar points out the stream of bubbles rising to the surface from below. They seem to be making a beeline for Ambrose and Leonar. Suddenly an enormous reptile, very similar to the one you fought in the swamps some timw ago. It roars a challenge and splashes through the water towards the pair of you!
17 - greenspawn razorfiend
Perception check 1d20 + 14 ⇒ (7) + 14 = 21
Stealth check 1d20 - 1 ⇒ (17) - 1 = 16
Init 1d20 + 7 ⇒ (10) + 7 = 17
It doesn't take you long to check your opponents' gear and gather your things. The six Mwangi men who were intent on breaking into the house were roguish thugs, but must have been moderately successful as each was wearing enchanted studded leather armor, and finely made masterwork short swords and punching daggers. You are able to recover four of each of the weapons, but only three sets of studded leather as some had been burnt by Maudrill's flaming spheres and one of the men escaped. You also recover four hand crossbows and quivers of bolts, 40 bolts in total. You gather that each had a grappling hook and a loop of 50 feet of silk rope, and a set of thieves tools (four total). Four thunderstones, as well as four potions. You gather together a total of 180 gold pieces.
The summoner is a different matter. He is much more lightly equipped, it seems he hadn't expected to have to dirty his hands by fighting. An inspection reveals that he is wearing a pair of magical bracers on his forearms under his sleeves, as well as an amulet tucked under his shirt. A bull whip hangs at his belt, and it seems to be made of good quality leather (masterwork). You also recover an arcane scroll tucked deep into a pocket.
DC 17 Spellcraft identify 4 potions:
4 potions of invisibility.
DC 19 Spellcraft identify scroll:
Arcane scroll of dimension door.
DC 20 Spellcraft identify amulet:
Amulet of natural armor +1.
DC 22 Spellcraft identify bracers:
Pair of bracers of armor +1.
After exchanging goodbyes with Cheiton and your comrade in arms Maudrill, you slip out of the city, Zaghigoth suredly leading the way between vine-choked ruins and more recent dwellings. Oshok'arr follows, doing her best to tread softly. Krolmnite the knight of Smiad (and Iomedae) and Yekskya, and Cat. Hskoro keeps a close guard around Quinta, guiding her through the jungle city in a protective fashion that is almost cloying. Nkechi hums to himself, a spell or merely a tune you cannot tell.
You note that the militia are quick to arrive at the scene of the fight. With the city located on the frontier near violent and aggressive tribes, citizens are quick to respond to the threat of attack. Nonetheless, you are able to sneak around the outer watchposts and by the time the sun rises you are well away from Kalabuto. on to Tazion!
Your trail soon begins to run parallel to the River of Lost Tears until soon enough it empties out into a huge freshwater lake, the Lake of Vanished Armies. Marking the border between Sargava and the Mwangi Expanse, dozens of tribal settlements line the muddy banks of both the river and the lake. The settlements are small, consisting only of collections of mud-daub shacks, and they seem to lack such amenities as shops and inns. A few folk ply the waterways in small pole-driven watercraft. Still, the folk seem friendly and accommodating, and they show interest in outsiders by offering all sorts of gifts ranging from exotic foods to mystic drugs, and occasionally their companionship.
It is early afternoon by the time you reach the lake, would you like to camp here for the night, or press on? The folk certainly seem friendly, though there does seem to be a certain amount of tension in the air as you pass through the settlements along the banks of the lake.
You make your way along the walkway to the adjoining building. The stone building must have once been a prominent building, but now its flat roof has almost entirely collapsed. A section to the east remains intact, forming a narrow and mossy platform above the waters. The remaining walls stand about a half-foot above the water level, creating an L-shaped enclosure. The entire area has been reinforced with a fence of logs and branches lashed together with ropes, extending the ruined walls of the building up by another ten feet. At the west end of the enclosure lies a large heap of mud and rotting plants. The only easy way inside to be a gate in the northeast corner, near a floating bridge that leads back to the boardwalk that surrounds the larger building.
The gate seems to be lashed shut, but with work you should be able to get it open again ( DC 10 Disable Device check ). You might also find a place where you can easily climb over the fence or perhaps even slip through the fence itself ( DC 10 Climb check or DC 30 Escape Artist check )
Maudrill's gaze focuses on the gnome. "Krolmnite's right, we were just defending ourselves. But even so it'll take time to convince the militia of that, and we haven't got time. Go, and find this Tazion place. I'll help Cheiton smooth things over, and hopefully follow on with the rest of the Pathfinder contingent when they get here. Go! If we're lucky Aspis will think we were all killed and we can steal a march on them."
Aleste gathers his gear, hale again but still stiff and sore from his close brush with death. "I agree, let's get out of here. If those lizardfolk had the run of this place before, I'd rather go before they think we're cramping their style. Besides, that walkway out there seemed to lead to another building. Might be worth checking it out on the way."
Round 4 continued
Zaghigoth decides his entangling barricade has done its work, and with a word and a wave of his hand the choking vegetation shrivels back to its normal state. This provides an open path for his comrades, and Oshok'arr bears down on the summoner once more with a threatening honk. One of her thumb spikes seems to punch through a wall of force. It ablates some of the force of the blow, but it still knocks the spellcaster flat off his feet and opens a gash across his chest. The man's unconscious, but interestingly as his blood oozes out it seems to congeal and turn hard as iron on contact with air. Nearby, with a yowl the spellcaster's eidolon disappears, banished back to its own plane. The summoner's ablative barrier converts some of the damage received to nonlethal damage, and he also had a blood armor spell in effect. Unconscious but in stable condition.
Given free rein, Quinta's summoned hyena leaps across the pit, intending to charge the summoner. With the man unconscious, the hyena instead spends a few moments sniffing the prone body but seems to be looking forward to chomping on it.
From the window, Maudrill spies the last intruder trying to escape across the rooftops - now that the entangling vegetation is gone its fairly easy for the marauder to climb up. With a flick of the wrist the aasimar sends his two flaming spheres at the man. Incredibly, the canny rogue manages to dodge both fireballs, as one of them shortly after winks out of existence. The man hightails it into the night.
Nkechi leans back, catching his breath after that fight.
The day is yours! Well, the night anyway. Perhaps not for much longer though. Your fight, since it spilled out of the house onto the streets with all sorts of raucous spells and fancy pyrotechnics, seems to have woken up the entire neighbourhood. Not to mention, the spells having caused minor damage here and there. You can hear militia being summoned.
Cheiton comes rumbling out of the house. "Holy blazes! You all better grab your gear, and clear out quick. Whoever sent these goons, they either wanted to eliminate you from the running or hold you up. If the militia get hold of you, you won't be going anywhere for a while. Go. I'll try to smooth things over here, but go. And good luck."
Amidst the chaos, you notice Maudrill crouched beside the unconscious summoner# He looks up at you with his iridescent blue eyes# #b# "Guys, you're going to have to go without me# I want to stay and question this guy# For one thing," #/b# he holds up a copper medallion engraved with the emblem of a snake on a shield# #b# "This guy seems to have been working for the Aspis Consortium# I'll try to find out if any more are in the city and slow them up, if I can# If I can do so, I'll catch up with you#" #/b# He gives the rest of you a military salute#
#spoiler=Rowena# After the fight, you spot what the intruders were trying to do when they were spotted by your sharp-eyed comrades# It looks like the back door of Cheiton's safe house has had an explosive ward placed on it causing it to explode if anyone opens the door# In all probability they were planning to do the same to the main door, trapping you all inside# #/spoiler#
hyena Acrobatics 1d20 + 2 ⇒ (9) + 2 = 11
flaming sphere 1 3d6 ⇒ (1, 5, 4) = 10
flaming sphere 2 2d6 ⇒ (4, 6) = 10
M1 Reflex 1d20 + 6 ⇒ (13) + 6 = 19
M1 Reflex 1d20 + 6 ⇒ (18) + 6 = 24
Nkechi ranged 1d20 + 6 ⇒ (9) + 6 = 15
damage 1d8 - 1 ⇒ (2) - 1 = 1
M1 Acrobatics 1d20 + 10 ⇒ (13) + 10 = 23
Crux bite 1d20 + 9 ⇒ (3) + 9 = 12
damage 1d6 + 4 ⇒ (5) + 4 = 9
Crux claw 1d20 + 8 ⇒ (9) + 8 = 17
damage 1d4 + 4 ⇒ (1) + 4 = 5
Crux 1d20 + 8 ⇒ (7) + 8 = 15
damage 1d4 + 4 ⇒ (2) + 4 = 6
Cat Perception 1d20 + 10 ⇒ (17) + 10 = 27
The hobgoblin skald Nurklenak looks just as surprised as you as he looks at the shining blade of Trellara quivering from the mortal wound to his chest. Even more surprised when Shaylar draws close and shoves his own sword into the captive. The hobgoblin's last words in Common as the life leaves its body and it slumps to the side is "Rotten elves..."
This was left off my last post, but the DC to open the lock on the chest you find in Wyrmlord Saarvith's room is 30. What would you like to do next? There are no opponents in the immediate vicinity, but for how long?
Round 4 continued
Hskoro follows Quinta down the stairs. At first he pauses by the front doorway, but then heads for the back door. Krolmnite charges after, leaping down the stairs on gnome legs, determined to get into the thick of the battle.
Zaghigoth, Quinta & Maudrill up.
Cat - you avoided being sickened by the vines, but did get entangled. On Zaghigoth's turns you'll need to continue to make Reflex saves against DC 20 to break free of the entanglement effect and to keep yourself free for as long as you are in the area.
As far as you can tell, the hobgoblin is truly contrite. Ingratiating, even.
There's a glint in his eye as the hobgoblin listens to the party debate letting him go. He is most in favour of Leonar's approach, but when Ambrose's argument seems to carry the day the hobgoblin begins to worry.
At Ambrose's suggestion, Trellara struggles to her feet, newly healed limbs still stiff and sore. With a cold gaze she regards the captive as she steps closer. "Do you know what I think, Ambrose? I think our land needs to be purged...of...every..last..one of them!" With that she lifts her longsword and in one fluid motion buries the blade in the skald's chest! 7 points damage to the hobgoblin, he's hanging on with positive hp but only just.
Bluff 1d20 + 15 ⇒ (17) + 15 = 32
Trellara attack 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d8 - 1 ⇒ (8) - 1 = 7
Round 3 continued
Quinta dashes downstairs and hurls open the door. She hurls an ear piercing shout, enough to get past the summoner's magical defences and keep the spellcaster on the back foot for a while.
Quinta's hyena bounds out through the doorway to attack the summoner, but is quickly entangled by the ensorcelled vegetation. Failed Reflex save means the hyena's currently entangled, but at least it didn't fall into the pit. Neither is it sickened by Zaghigoth's sickening entanglement.
Upstairs, Cheiton bends down to check the body of the man taken out by Yekskya's arrows.
Maudrill leaps back through a couple doorways to the room he was sharing, where he could look out the window at the fighting outside. Seeing the summoner, he directs his flaming spheres across the night sky towards him. Before, I could picture the spheres being directed to blindly bump against the exterior of the house until making contact with an enemy body, but to move against the spellcaster I'm going to say requires line of sight, so have moved Maudrill to the nearest west-facing window. Spheres travel 30 feet per round, so should be there next turn.
Nkechi tries to send his small mini storm against the cat-like creature again. It's buffeted by the winds, but doesn't otherwise seem to suffer any ill effects as it stalks after Zaghigoth.
The last remaining intruder is now desperately trying to flee, but is hampered by the entangling vegetation. He reaches for the low-hanging roof of a neighbouring building, but is unable to climb up as the plants hold him fast.
The summoner seems stunned by Quinta's sonic attack. He doesn't take any actions. Dazed from the ear piercing scream.
Yekskya up, then I'll also post Krolmnite's action.
Updated Map - A lot of movement this past turn. Quinta's outlined green as a reminder that she's actually downstairs, with Hskoro and Krolmnite following on the stairs. Flaming spheres on the move, with the lone marauder, hyena and Rowena all entangled. The stony ground around the summoner is difficult terrain, as is the entangled area.
Redric Fort 1d20 + 4 ⇒ (9) + 4 = 13
hyena Reflex 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
hyena Reflex 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Cheiton melee 1d20 + 6 ⇒ (8) + 6 = 14
damage 1d6 + 2 ⇒ (2) + 2 = 4
Nkechi ranged touch 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage 1d6 + 2 ⇒ (2) + 2 = 4
hyena Fort 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
M1 Reflex 1d20 + 6 ⇒ (4) + 6 = 10
M1 Climb 1d20 + 9 ⇒ (18) + 9 = 27
Cat Reflex 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
sickened 1d4 ⇒ 1
Just as Shaylar revives under Leonar's ministrations, Aleste and Trellara also come around with some healing. Aleste brushes himself down and looks at the pink patches of newly healed skin on his arms. "That's not happened to me for a long time." he says enigmatically. "Thanks for healing me, Leonar, I thought I was a goner." Trellara just seems traumatised and distant.
Leonar casts detect magic and searches the building's chambers. Helaku helps by casting fly. Fortuitous, as when you enter through the double doors into a large chamber you see that most of the floorboards in the center of the room have fallen away to expose the flooded ground floor thirty feet below. This large room might have once been a well-appointed library, but now its shelves lie in disarray along the east and west walls. No sign of any books are apparent. There is a large pile of goods and treasure, items claimed as tribute from the lizardfolk and others reclaimed from the sunken city. Several of these do indeed glow with a magical aura. These items include:
- A suit of full plate armor, decorated with gold filigree and a roaring lion motif. Obviously the armor of a champion of Rhest.
Armor Spellcraft DC 21:
+2 full plate armor
- A finely worked mace chased with gold and silver.
Mace Spellcraft DC 21:
+2 silvered heavy mace
- A simple bronze headband decorated with an intricate pattern of small green gemstones. Detects as having moderate transmutation magic.
Amulet Spellcraft DC :
Periapt of Wisdom + 2
- The twisted horn of a mountain goat, elongated and enchanted and with a murky brown hue. Emits faint conjuration magic.
Horn Spellcraft DC 18:
Horn of Fog
- A narrow red cloth flag skilfully embroidered with a lion in gold thread that appears as if its looking directly at you, or passant guardant in heraldic parlance. It looks designed to be attached to a lance, polearm, or staff. It exudes moderate abjuration and enchantment magic.
Banner Spellcraft DC 21:
A battle version of a Knight's Pennon, as described on p.307 of the APG. If mounted and displayed on one of the above weapons, it grants its bearer the benefits of a heroism spell once per day.
Chain Spellcraft or Knowledge (arcana) DC 26:
This is a dread item: the phylactery of a lich, a powerful and magical undead being. A lich will go to great lengths to protect its phylactery.
The room to the north (just next to the stairs where you fought the hobgoblin) appears to have been the goblin Wyrmlord Saarvith's headquarters. Three large animals - a leopard, a wild boar, and a crocodile - stand at the ready in the southern portion of this room. Closer inspection reveals them to be stuffed and mounted for display. The walls are decorated with a striking tapestry depicting a five-headed dragon in a pose of destructive rage. A free-standing perch for a falcon or eagle stands in the room's northwest corner. A cot heaped with fine furs lies against the western wall, next to a large table. Atop the table lies a dead batlike creature, its abdomen cleaned and stuffed with salt and wood chips, and its wings pinned to the table's surface with several thin pins. An ironbound chest sits on the floor beneath the table. The chest is locked.
The room to the south seems to belong to the hobgoblin, meaning he must have been one of the officers of this horde contingent. The chamber is clean and well-organized, despite its grim furnishings. Small barbed cages rest against the wall, not quite large enough to stand in and not quite wide enough to sit in. Several barrels of water are on the floor to the north, along with a bloodstained mop. A simple cot and a chair and desk round out the room's contents. A small coffer under the cot reveals the hobgoblin's gleanings from the ruined city: 155gp, 320gp, and a fine ruby-set bracelet in the shape of a sinuous lion worth 200gp. [/spoiler]
The hobgoblin cackles away, happy to sing. "Oh, you'll not catch them. Saarvith and Regiarix will be halfway on their way to Azarr Kul. He'll probably get knocked around a bit for having failed his orders, but as long as his companion the dragon lives he'll bounce back. They'll have gone north." He looks at the map but professes not to know any more details than you know aleady. He looks dejected. "Now, please masters! Please let Nurklenak go. There's no need to keep me any longer."