All right guys, let's get this thing started again. As Lotus said, you've got a prisoner who can't talk, a camp full of jungle tribesmen and slaves, and tomb to explore. It's dark and you're all wearing sunglasses. Hit it! Seriously, what's the next step? Here are some options:
What are you gonna do?
I'm back (finally!) and should be good to go! Thanks for your patience, guys. Still apparently not able to speak, the rider watches and listens to your discussions. His black eyes reflect the firelight, shifting back and forth between the speakers. When Skittle sits in his lap, his eyes widen, and he shoots a glance towards Bedu, but makes no other moves. Indo studies the rider's trail, and is able to ascertain that riders along this path are somewhat regular, though it's impossible to say just how frequently people pass along it. Watching the camp, Skittle thinks it might be possible to slip into the tomb unnoticed. The tribesmen's camp is far enough from the entrance that darkness should cover the approach, and the noise of the slaves and animals in the camp might mask any sounds the party makes, as long as they try to be stealthy. Now as for the god-kings... I'll put it in a spoiler for Neil just in case anybody wants to be surprised, but it's not really secret.
Spoiler: So, the god-kings. I think you've been doing a great job with playing a cleric of them. To tell you the truth, I've never really fleshed them out, so there's not much "canon" to go against. :) Originally, it was just extra flavor for the Iskandria write-up, and so many people were clamoring for a pbp that I never had time to flesh out the world much more than that.
But basically, I kind of think of them like ancient Mesopotamian kings mixed with Egyptian pharaohs - mortal kings while alive, but deified after death. And it's not so much worshiping one god-king, as all of them together as a pantheon, almost like a kind of ancestor worship. I think they'd be more of an urban thing - the city dwellers venerate them, maybe with a small household shrine, and certainly there are (were) big temples run the old priestly bureaucracy, of which Liet was a member. But I don't think they would be seen as having much direct influence on daily life. The god-kings are there to provide legitimacy to the status quo (or at least the way it was before the Rani seized power) - that of the current god-king and the priest-bureaucracy. They represent tradition, and probably a lot of conservatism, too. Liet, being one of those priests, however, would probably have a very different view of the god-kings and just what they mean. So basically, feel free to run with it, or expand upon it however you want to. If you go way out in left field, I may step in, but it's not like I have stranglehold on *my* creation. Certainly, based on the current situation in Iskandria, I could see priests like Liet doing everything they could think of to "sell" the god-kings to people like Lotus so that they can return to the way it was. Hope that helps. If you have any other questions, I can try to answer them!
Bedu heals the dying rider - he is conscious, although not fully recovered, and his throat is still damaged. He doesn't say a word as Lotus strips him of his belongings and Bedu bindss his hands and feet. There is nothing on the horse except for a satchel containing a couple of waterskins and a what appears to be dried snakes.
Bedu the Barber wrote: Later on round the campfire Bedu tells the bazaar coffee shop story of the Rani and his faith in religion, and how he started as a humble and just man. Now look at him each time, each step taking him away from goodness and slowly deciding that faith and power rule together. TREASON! The Rani is a woman!
Larry, I sent you an email. We'll be here when you get back. Lotus calms the rider's frightened horse as Liet rushes to the fallen tribesman. A quick examination reveals that the man is very close to death, and even if healed, might never speak again, as Lotus's crossbow bolt has ripped his throat completely open. Basically, he would need to be magically healed to full hp to repair the damage, and even then, there will be a chance that he won't be able to speak. If it hadn't been a critical.... I'll leave it up to you if you want to heal him - it's not a sure thing.
Not sure where Hammurabi or Indo is. Been awhile since either of them has posted - Indo especially. Before the rider can react, Liet hurls another sling stone at him, but it whizzes past him into the trees. The rider looks up just in time to take Lotus's next crossbow bolt right in the throat. His shout chokes off as blood gushes out of his mouth, then topples from his horse, his pata half-drawn from its sheath. Skittle:
Lotus lets fly a crossbow bolt, followed closely by Liet's sling stone, both of which hit the surprised rider and spook his horse. He sways in the saddle as Bedu finishes his incantation, but shakes off the effects of the daze spell. Now seeing you, he shouts and reaches for his weapon. Next round!
I guess Indo is incommunicado. Onwards, then. You take up your positions, and the sound of hoofbeats reaches your ears soon afterwards. The rider comes into view a moment later, then abruptly hauls back on the reins, slowing his horse to warily approach. Focused on the dagger apparently hanging in mid-air, he doesn't seem to notice the trio of ambushers hidden in the underbrush. Surprise round! Single action only please, and Bedu needs to roll initiative.
Liet Kynes. wrote: Also, I'm wondering if we get a surprise round action before regular initiative? That could make a big difference if we have to bring this guy down quickly before he can alert the camp. Depends on whether he sees you or not. If you're concerned about that, y'all might want to think about making some Stealth checks too. :)
Lotus wrote: What kind of check would you need to find a good ambush site? There's no time to really find a good place. You're racing to get ahead of the rider, so you'll have to make do with where you are when he reaches you. Bedu wrote: Could do with knowing roughly where we are in relation to the tomb and natives when we intercept the rider. It looks like you should be able to intercept the rider about 100 yards or so from the main camp, probably out of direct view. The slaves seem focused on setting up camp, and the tribesmen seem focused on the slaves. Bedu wrote: How long we have before he comes? Not long! Maybe a couple of rounds. For the rider's equipment, make a DC 15 Perception check:
Spoiler:
The rider carries a madu (a leather parrying shield with long antelope horns extending from opposite edges), a pata (a shortsword with a gauntlet hilt, like an oversized punch dagger), a whip, and a longbow on his back. Actions so far:
We'll wait to see if Indo posts. State any other actions you want to take, and go ahead and roll initiative.
The statues on either side of tomb seem to represent the twin God-Kings Takshak and Haatim the Cinderborn. It was traditional to represent the divinity of the god-kings by portraying them (in art, statues, etc.) with the heads of powerful beasts. The tomb itself appears very old - it is built into the side of the valley, which means it predates the practice of elaborate ziggurat temple-tombs favored by later god-kings. It is also decidedly non-traditional, being a twin tomb for twin rulers, instead of for a single god-king. The book mentions Takshak's body being laid to rest in his tomb upon his death, but mentions nothing of the later fate of Haatim or his body. A dark hole now gapes in the hillside, leading underground into the tomb. Both the slaves and desert tribesmen guarding them cower from the entrance as the moan issues forth, and even the elephants trumpet nervously. When they have recovered their wits, the tribesmen whip the slaves into motion and order them to begin setting up camp a short distance from the tomb. The sun hangs low over the walls of the canyon as late afternoon turns to evening. DC 15 Perception check:
Spoiler: One of the tribesmen begins saddling a horse, apparently in preparation for a ride or journey.
The group picks up the trail once more, following the small river that winds its way along the ravine's floor. Once, long ago, this must have been a mighty river indeed to carve such a canyon as this. As you travel, you come across numerous snakes with nearly every step, but thankfully they seem more afraid of your heavy footfalls, and no one makes the mistake of treading on a venomous viper. Once, a troop of noisy monkeys passes by in the branches overhead, shattering the stillness of the jungle, and dropping pieces of fruit and feces as they pass. Liet can make a DC 15 Knowledge (history) check with a +2 bonus.
Spoiler:
Based on your readings of the book, could this ravine be the "River of Venom" that Takshak crossed? The number of snakes found here could certainly be interpreted that way.
BTW, having read the book, if you use it as a point of reference (i.e., looking things up in it), it will give you a +2 circumstance bonus on Knowledge (history) checks involving the twin god-kings and their reign. Turning a final bend in the canyon, you see an excavation site in a hidden valley below you. Under the watchful eye of several armed jungle tribesmen, two dozen slaves are busy removing rubble from what seems to be the entrance to an ancient tomb, long sealed by a cave-in. Harnessed elephants, driven by their mahouts, pull the larger pieces of debris away from the opening. A cheer rises up from the slaves as the final large stone is removed, but the cheer is quickly silenced as the tomb emits a low, bone-chilling moan. Two large statues flank the entrance, one depicting an elephant-headed human, the other with a tiger’s head. These imposing 10-foot-tall figures eternally stand guard, daring anyone to try and enter the tomb.
Liet rushes to Hammurabi, who lies unmoving on the ground. After some judicious use of the healing arts and the help of the God-Kings, Hammurabi sits up, conscious but dazed, and quite shaken from his fall. Liet pronounces him fit, albeit wounded from the fall. Good on all the healing. Meanwhile, Indo lowers Bedu down to the ground (fortunately, as the dwarf seems particularly unsuited to climbing, even giving a shriek when he misses a foothold and falls a few feet before the belayed rope arrests his fall). With Skittle's help from the ground, Indo rappels the rest of the way down, joining his companions on the ravine's floor. Everyone is down (relatively) safely. Perception check DC 10:
Spoiler:
It soon becomes apparent that the cool, shady confines of the ravine are home to a wide variety of snakes of all sizes lurking in the undergrowth. Fortunately, the specimens you've noticed so far appear to be non-venomous. Perception check DC 20:
Spoiler:
From the bottom of the ravine, you can now see a narrow track that winds its way down the cliff face, apparently obscured by branches from above. It looks like it would have been an easier way to descend, had you noticed it before. The small river on the floor of the ravine trickles off beneath thick vines and foliage, pointing the way to the Twin Tombs, if Samir's map is to be believed.
With Bedu pointing out footholds from above, Skittle scurries down the rope like a monkey, reaching the shaded bottom of the canyon with no trouble. Following Skittle's lead, Liet makes his way down - although he slips a little, he is able to brace himself against the wall of the ravine and arrive safely, followed quickly by Lotus, who scrambles down with an acrobat's grace. Skittle and Lotus attempt to help Hammurabi negotiate the climb, but after only a few feet he loses his grip, and plummets down into the ravine. Hammurabi: You've got one chance to catch yourself while falling - make another Climb check! Bedu and Indo watch with horror from the edge of the ravine as Hammurabi falls.
Sorry for the delay, folks! Let's get this thing started up again! Perusing the surroundings, Lotus doesn't see any other way down, though the trees and undergrowth block much of the view, both at the top and along the sides of the ravine. If you want to climb down, I'll need Climb checks from everyone, and you can use Aid Another if you like, following Skittle's suggestion. Otherwise, you can spend more time searching around for another way down with Perception checks.
Bedu: Yes, soon, but see the discussion thread. The rest of the night passes uneventfully, with no more spider attacks. An early breakfast and you're back on the trail. You don't get very far, however, before you come to the edge of a canyon that slices through the jungle like a jagged knife wound. It looks to be more than 100 feet across, and at least 50 feet deep, with a small river just visible at the bottom among thick undergrowth. According to Samir's map, the river at the bottom of the canyon should lead to the tomb. The question is: how to get down there?
More information from the book for Liet: Spoiler: Takshak is said to have led the first human settlers into Iskandria across the Banshar Kush, fleeing some undefined oppressive evil in their homeland. They were plagued by disease and fell beasts the entire journey through the Viridian Jungle, but though their numbers dwindled, they persevered. The River of Venom, an expanse of millions of poisonous snakes, presented one final, seemingly insurmountable obstacle. Takshak would not be deterred. Holding his staff aloft, the king entered the slithering mass and parted it, allowing his people to pass safely, and gaining his legendary appellation, the “King of Serpents”.
A few short months later, just after the refugees had established their new homes, Takshak mysteriously fell ill and died. Takshak’s twin brother Haatim assumed the throne. Many whispered that he had murdered his brother, a theory supported by his subsequent ruthless behavior. Haatim ruled with an iron fist, clamping down heavily on his people, imprisoning or killing so-called subversives, and even burning communities that spurned his authority. He was reviled as a tyrant, became known as “the Cinderborn”, and few mourned his eventual passing.
Round 2 (continued):
End of combat.
Round 2 (in progress): Lotus fires her crossbow at the spider menacing Skittle, and is rewarded with a satisfying thunk as the bolt buries itself in the arachnid's abdomen. Liet hurls a slingstone at the spider as well, but the stone sails past it into the trees.
Wounded by Lotus's crossbow bolt and dripping black ichor, the first spider abandons Skittle and scuttles away into the foliage. The second spider is not so willing to give up its meal, and drops down to Hammurabi, sinking its fangs into his shrouded body. (1 pt of damage, make a Fort save) Bedu aims his own arrow at the spider, but its quick movement reduces the damage to a glancing blow. I need 2 Fort saves from Skittle (one for last round, 1 for this round), plus his action for this round.
Indo Ninzarbi wrote: What would it take to acid splash the web the spider is hanging by. If the spell ignores hardness, can that do enough damage to drop Skittle and the spider? Hopefully the gnome can tumble away from it if the web gives way. I'm going to see if I can look it up, but I imagine we need a ruling instead of a rule. You'll have to roll to hit, which might be difficult, since the webline is thin and the light is poor. Then again, it's not moving and you can spend a full-round action to aim and get a +5 on your attack roll. Acid splash might be enough, but it's probably stronger than just regular rope. BUT, Skittle isn't dangling from a web - he was climbing the tree, so he's more wrapped up in webs on a branch or next to the trunk.
Round 1: Initiative order:
Skittle struggles to get free of the spider's sticky webbing, but is stuck fast. (Based on initiative, Bedu hasn't cast his spell yet. You can try again next round, this time with the bonus from the grease spell.)
The first spider scurries down its webline to the thrashing form of Skittle and sinks its fangs into the struggling gnome. (4 pts of damage, make a Fort save.)
Bedu greases up Skittle to help him esape, then prepares his shortbow to attack. Indo draws his sword and casts his own chant as glowing tattoos flare and fade on his skin. End of round 1.
Skittle and Hammurabi are entangled: -2 on attack rolls and -4 Dex, move at half speed; Escape Artist (including Dex penalty) or Strength check to escape as a full-round action. Spider 1 is 20 feet up in the trees, next to Skittle. Spider 2 is 20 feet up, dangling from a web. Post your actions for round 2!
Surprise round:
Skittle notices the spider above him just as the giant arachnid launches a web at the gnome. The sticky strands envelop and entangle him. (Skittle is entangled: -2 on attack rolls and -4 Dex, move at half speed; Escape Artist or Strength check to escape)
A moment behind, Bedu adds his warnings to the others', and shouts his encouragement. End of the surprise round.
Bedu, Liet, and Hammurabi:
Spoiler:
As you set up camp, Bedu, Liet, and Hammurabi notice furtive movement in the trees. It appears a couple of giant spiders are lurking in the foliage overhead, approximately 40 feet above you.
Roll inititative and state actions for a surprise round (remember you only get one standard OR move action in a surprise round). Lotus and Indo go about setting up camp, as Skittle scrambles up a nearby tree to get a look around.
Liet Kynes. wrote:
Huh. That is indeed curious (and it's not the only one - wonder what the design decision was there?). Much as I want to stick it to the PCs, I'll allow it. ;) Skittle's up to full too!
Another long day - it seems like you should be getting used to the heat, but it just doesn't seem to be the case. The thick foliage around you seems to press the heavy, moist air even closer around you. Even worse, the clouds of stinging insects and biting flies seem unaffected by the heat and humidity and plague your every step. Those born to the jungles tolerate it as they always have, but those of the city can only think with longing of cool drinks and shaded fountains. By the end of the day, you've about reached your wits' end, and gratefully collapse to the earth in exhaustion at your chosen campsite when you decide to stop for the night. Skittle: 4 points nonlethal damage and fatigued (-2 to Str and Dex) (this damage happened after Liet's calming touch).
As dusk falls, and you go about making camp, make Perception (sight) checks.
Give me one Survival check for the party to stay on course. Then everyone needs to make a DC 15 Survival check and 2 DC 15 Fort saves for the heat. Liet and Lotus don't need saves because of endure elements. If you make the Survival check, you get +2 to the Fort save, -4 if you're wearing armor. Indo or anyone else who makes the check can give the bonus to 2 other people (say who they are).
Liet Kynes. wrote:
Lotus & Skittle had the first watch. Bedu & Indo had the middle watch, when the tatzlwyrm attacked.Leaving Hammurabi & Liet to take the final watch. So there's only one watch left, but you should bee able to heal everyone up and people can still renew their spells in the morning. Liet Kynes. wrote:
The book will take you more than one night to read through, but you can glean the following information from a quick scan tonight. Spoiler:
The book is a history of two ancient god-kings, Takshak the King of Serpents, and Haatim the Cinderborn.
These two rulers – twins, in fact – occupy a misty place somewhere between fact and fantasy, mythology and history. How much of the stories told of these legendary figures are accurate remains open to debate. Takshak is said to have led the first human settlers into Iskandria across the Banshar Kush, fleeing some undefined oppressive evil in their homeland. No further information about the items in the tatzlwyrm's cache, other than perhaps the men were hunters or woodsmen, based on what remains of their gear.
Skittle brings down the following items: two light crossbows, a masterwork shortbow, a case of 7 crossbow bolts, two short swords, a bich’hwa (also called a waveblade or “scorpion’s tail”), a suit of leather scale armor, a signet ring with the image of a dancing monkey, 9 gp, 12 sp, and eight days’ worth of rations. Weapon & armor info behind the spoiler.
Spoiler:
Bich'hwa: Also known as the waveblade or “scorpion’s tail,” this short, double-curved blade has no hilt but features a knuckle guard and can easily be used in either hand. A bich’hwa provides a +2 bonus on any roll made to keep from being disarmed in combat. This weapon is a special monk weapon for the use of flurry of blows and other monk abilities. Light Exotic melee weapon, 1d4 damage, 19-20/x2, 2 lb., P or S Leather scale: Leather scale armor is a leather coat and leggings (or skirt) covered with overlapping scales made of cured leather, like the scales of a fish. It comes with leather gauntlets.
Liet:
Spoiler:
You can't find out much about the ring. Your best guess is that it's some sort of personal or family symbol, though not from any important or well-known person or family. After your rude awakening at the hands (and teeth) of the tatzlwyrm, the rest of the night passes uneventfully. Hammurabi and Liet take the final watch, and though the sunrise isn't visible through the thick foliage of the jungle, the forest gradually brightens, heralding the new day. Anybody want to do anything else in the night/morning before setting out on the trail again?
Skittle:
Spoiler: Climbing farther up, you reach the three bodies, apparently strung from a branch by their own entrails. Although the bodies have been stripped of nearly all their flesh, some equipment still dangles from the half-devoured carcasses. The following items remain in useful condition: two light crossbows, a masterwork shortbow, a case of 7 crossbow bolts (though no arrows), two short swords, a bich’hwa (also called a waveblade or “scorpion’s tail”), a suit of leather scale armor, a signet ring with the image of a dancing monkey, 9 gp, 12 sp, and eight days’ worth of rations.
Skittle Beck wrote:
Need another Climb check to get up to the bodies.
Skittle:
Spoiler:
Climbing the tree, your nose is the first to notice the smell of decayed meat. In the amplified light of the fire below, your eyes can just make out what looks like three humanoid bodies dangling from a branch high above you. And I noticed in the last combat: Skittle is a Small creature, so your weapon damage should be Small too, i.e., short sword 1d4 and kukri 1d3, and so on.
Liet:
Spoiler: Tatzlwyrms are indeed dragonkin, though they lack the wings and breath weapon of the larger true dragons. They are also far less intelligent, but possess an instinctive cunning and innate ferocity. They prefer areas of dense vegetation and are innately stealthy, often lying in wait to ambush prey. They do possess a breath weapon of sorts, a weak "poison gasp" that they use against prey entrapped in their coils. Like true dragons, they can see in the dark and are immune to sleep and paralysis magics. Tatzlwyrms also possess the same hoarding compulsion as their better-known draconic cousins, collecting the remains of their hunts. Heavily gnawed equipment and forgotten treasures often lie littered among these grim hoards, even although the dragonkin themselves have no use for such wealth.
Round 3:
Hammurabi throws another telekinetic fist, but misses, while Skittle slashes at the wyrm, slicing it with his kukri. Liet moves in as well, bashing the dragon's glaring eye with his mace, spattering Lotus with black ichor. Taking advantage of its blinded eye, Indo steps forward and brings his father's sword whistling down, a hair's breadth away from Lotus's face. The blade cleaves through the tatzlwyrm's neck. Lotus feels a quick, painful pressure as the creature's coils reflexively constrict, then they slide down to the ground to join the wyrm's lifeless head. (Critical hit from Indo, 10 pts of damage, and Lotus is no longer grappled. :) End of round 3, and of the combat, it seems.
Round 2: Initiative order:
Bedu throws more logs on the fire, shouting to wake everyone up. Frustrated at losing its prey (twice!), the tatzlwyrm lunges again at Indo, but the warrior's mystical armor blocks its sharp teeth. Hammurabi strikes the wyrm with a telekinetic fist as Skittle darts in, but the creature's scales deflect his weapon. Liet raises his glowing mace, further banishing the darkness and making the creature more visible. In the bright light, you see a creature like a long snake, but with a dragon's head and two long, clawed arms. A sickly green mist wafts from its gnashing maw. Indo swings his sword at the beast, but it dodges out of the way. Trying to shake off her grogginess, Lotus moves around the creature, looking for an advantage. (You can try to set up a flank with either Indo or Skittle - which one?) End of round 2.
Round 1:
Having lost its prey, the "dragon-snake" turns its attention to Indo, jaws snapping and locking onto the warrior (5 pts damage, even with mage armor). Its coils lash around Indo as well, holding him fast. (Indo is now grappled. I'll assume Indo wants to break the grapple and escape and use your rolls for that.)
End of round 1.
Initiative order:
DC 12 Knowledge (arcana) check to recognize the creature:
Spoiler: Tatzlwyrm, a feral and degenerate type of minor dragon
Bedu and Indo are on watch in the middle of the night. All seems calm, just the normal sounds of the jungle at night. Suddenly, the canopy above rustles madly as a long, sinuous form drops out of the trees onto Bedu. Slithering like a large snake, the creature has the head of a dragon and a pair of clawed arms. Its jaws clamp down on Bedu's shoulder (4 pts of damage), and while its claws scrabble ineffectively against the dwarf's armor, its coils wrap tightly around his body. (Bedu is grappled.) That's the surprise round! Bedu and Indo, roll initiative and post actions! Everyone else, make a DC 10 Perception (hearing) check to see if you wake up. If successful, you wake up, but must make a DC 15 Wisdom check (representing your mind's ability to cope with a new situation right out of sleep) to be able to act this round, as you are groggy from sleep. If successful, roll initiative and post your action. A failed check means you are dazed (you can take no actions, but have no AC penalty) for 1 round. The following round you may act normally.
Indo: Survival (1d20+6=17), Fort saves (1d20+4=13, 1d20+4=18). Indo takes 2 points of nonlethal damage, all healed by Liet's calming touch.
A small jungle clearing seems as good a place as any to make camp. When you stop, Liet's ministrations provide welcome relief from the day's journey and oppressive heat. A little while later, you are able to your ease with fresh water and bland but filling rations. The smoke from a small fire helps to keep the insects (mostly) away, as the jungle's night chorus begins warming up. Any other plans for the evening?
Addendum to last post: I need total of 2 DC 15 Fortitude saves per day from each person. The Survival check is made once each day, and adds its bonus to both saves. A successful save on the first one gives you a +1 bonus on the second one. Failed saves result in 1d4 points of nonlethal damage per save. I'll let you know how much damage you accumulate once I see the results of everyone's saves. So one more save needed from Lotus and Bedu, and all checks needed for Indo, Skittle, and Hammurabi (remember successful Survival checks can help others too!) The going is hot and uncomfortable, but relatively uneventful as you make your way deeper into the jungle. Fortunately, Lotus seems to be keeping the group on course with Samir's map. The day gradually draws to a close, but the uncomfortable humidity remains. Perhaps it's time to find a good place to camp for the night. Post any actions you have regarding setting up camp, setting watch, etc. |