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Siggut Frost wrote:
["Well if we're only going to lose eventually anyway, you might as well give us the scoop on what is going to happen. "
"As we speak, Kyuss' general amasses his undead army to await the appearance of Kyuss in your world as the Age of Worms is but weeks away. And you wish to know his general?" The tiefling smiles as his eyes continue to scan each of you for your reactions, "I guess there is no harm. Either you die or I die today. It is none other than Dragotha, former mighty red dragon and the first ever dracolich and former consort of Tiamat! Even if you defeat me, your might will never equal his. I die happy that there is no preventing the Age of Worms!" He pauses for effect, stretches his back, then continues. "Well, you and I have learned all we can. I think it is time...there is no stopping destiny, let's have it!"
6 rounds have passed in game time, while you were talking.
1d20 ⇒ 9
Kilros moves so fast, before any of you can even react, as if he could predict your movements. He flies effortlessly 30' up, his multiple images and eyes scanning the party and pondering decisions in milliseconds. "Seems none of you, except the wizard, can fly. Bad tactical decision, if you don't mind me saying. Now, every good unit is only as strong as its healer. So, the quiet priest has got to go....for now."
The tiefling spouts arcane incantations and waves his hand at Elise. There is a tear in the fabric of reality next to the cleric and she gets sucked in and disappears from sight! Ravarel recognizes the spell as Maze. Elise appears in an extradimensional labyrinth, alone, the walls appearing to shift and confound the cleric.
Party is up! No Air Walk and only Ravarel can fly. Elise may try a DC 20 Intelligence check (or natural 20 in her case) as a full-round action. Kilros has 8 images and himself (total: 9), is 30' up and 50' away from the party, and 58' on the diagonal. Remember if you do manage to fly, you fly up at half speed.
Ravarel Darkwood wrote:
Rav, Spellcraft requires that the spell casting is visible to you or with the use of Detect Magic and Knowledge arcana's wording that it identifies a spell in effect requires some interaction with the spell, say for example, you see a wall of fire or bump into a wall of force or you recognize a shield spell because at the last minute your blow was deflected. Not just looking at someone you can say he has protection from energy:cold on, for example. At least that is my interpretation. They have a spell specifically for this purpose: Greater Arcane Sight (7th level).
Siggut Frost wrote:
"Are you saying it's worse if we kill you than if we don't?"
You see a diabolical smile form on the tiefling's lips, "Only if you believe in such prophecies and for warriors, such as yourselves, who believe you have control of your own fate, my words are drivel, right? Yet I am sure all the signs and steps that have led you to this point were long in place before you were even born. Imagine the planning Kyuss has engaged in, after being banished from the world for 1500 years...think of that patience....in the end, we shall see who is right and wrong."
Ravarel Darkwood wrote:
Very wary at this unexpected turn of events "So the Prophet has killed the Harbinger. Why?"
"I was his pupil in fact. But as I grew in my knowledge of Kyuss and the Age of Worms, I came to one inevitable and inescapable conclusion: the one who announces the Age of Worms is upon the world has to cease to exist. It is by "their" hands that "his" existence ends and thus, the Age of Worms is inevitable and the glory of Kyuss is at hand. Ma'kar did not understand that. He called himself the Harbinger but was a lich and wanted to "live" forever. I could not tolerate this dichotomy so I gained his trust and once I learned of the location of his phylactery, I ended his existence. I think he looks better now on my wall than in lich form, wouldn't you agree? And in doing so, took over his role and was cursed to live until the heroes from the past end it. And so I have been waiting...for these so called destined heroes of destiny. For upon my death, will the Age of Worms be truly irreversible. At least that is what my centuries of divination have taught me. That does not mean I will not fight to my last breath to end your lives. So you see, I win either way." The tiefling smiles.
He looks at Oreana, "You are quite correct that all it takes is one mistake. One lack of concentration, one failure to resist my powerful magic, and the last thing you may see is my smiling face. But there are 5 of you and just one of me, so the odds are greater for that reason. I will try to keep it challenging. For upon my death, shall the General of Kyuss' forces be free to gather his undead armies and wreak havoc on the world and usher in the Age of Worms."
In reality, since the spellweaver was a 3.5 creature, I was not happy with the conversion and he was just too complicated to run with up to 6 spells per round and plus he was a lich, so had to keep track of all that. This way, he is a simple wizard, focused, and much simpler to run. Now if he is more dangerous, we will see. He is not a pushover and he should not be against 5 party members. He is an appropriate CR and he does not even come close to his wealth level, if he were a PC.
Thank you. Moving on..
The party passes through the mist obscured doorway, which limits your vision to 5', a little nervous and hoping that you will not get ambushed by the spellweaver while your senses are limited. However, when you bypass the mist on the other side, the mist disappears and you are greeted by a surprising sight. You see the spellweaver you expected, but its skeletal corpse is nailed to the wall, all semblance of undeath gone, portrayed as some type of trophy.
Below the corpse upon a dais, rests a stone make-shift throne, upon which rests a hooded male humanoid with protruding devil-like horns, red skin, and glowing yellow eyes. Something like this Correction, you see multiple images of the tiefling, similar to the multiple images currently on Ravarel. You count 9 identical tieflings. To the side of his "throne", you see a desk spattered with papers and maps, alchemical reagents, spell components, books, etc.
Surprisingly, the figure does not instantly attack you when he sees you but instead stands. He smiles and speaks in a confident loud tone, "Ah..the heroes have arrived. I am sure you were expecting Ma'kar, the Harbinger of the Age of Worms", he says nodding his head to the spellweaver trophy in a nonchalant manner. "Sorry to disappoint, but you have me instead, Kilros, its Prophet. Do you have time to speak or shall we get to the task of destroying each other, of which I calculate you have 12.774% chance of winning? More or less...so many factors to consider. I haven't had much live company in many years, as you can imagine." His eyes scan you for your intentions and he smiles upon seeing Ravarel's mirror images and gives him a nod.
You sense great intelligence behind the tiefling's eyes and they appear to be very observant. You believe any spellcasting or moving of weapons will provoke him. If you want combat, we can proceed to initiative immediately. You are currently 50' away from the tiefling and the room is a 50' x 30' rectangle, with you and the tiefling at opposite ends. Let me know.
As the party continues down the corridor turning to the west, Ravarel sees a magic sensor floating, viewing the party's approach. His vast knowledge of magic identifies the spell as an Arcane Eye. He knows the sensor does not pose a threat. The rest of the party does not notice it.
At the end of the 50' corridor, lies an archway covered in mist. Must be the Dark Souls 3 influence on me! ;)
Ravarel, I understand, wizards are powerful...as you will all soon find out. ;) You have built a beast of a character and I commend you for it. The Reflex DCs are off the chart. And you are right, Spell Perfection makes it even sicker. However, from the messageboard posts, I read, everyone says the fact that no creature is immune to the effect makes it OP and players will only realize that when DMs use Dazing magic on them. Now, I am not that bitter (or am I? lol!) to make a character to do that to the party. I was just pointing it out and making a comment. You can build very powerful builds in PF at high levels. I hope you like mine when you meet him. :)
Ravarel's magic ends the threat as his Dazing magic puts the undead in a stupor where the rest of the party just wails on the undead and destroys them during the 4 rounds they have of free actions.
That Dazing magic is OP! I read about it on the boards but now I have seen it in action! Well played.
You see a passageway behind the southern partition in the wall.
EDIT: You can save your channels, Elise. :)
As the party begins walking into the room, you hear a click and expertly disguised panels in the eastern, western, and southern walls slide across, revealing three more Knights of Kyuss, garbed in full plate, shields, and wielding bastard swords. If you recall correctly, you vanquished a Knight with the two undead beetles upon arriving and going over the wall. These also have Kyuss worms in their eye sockets.
To refresh your memory:
Knights go last. Uh oh....
Yes, you land on the southern end of the cavern, just as your Air Walk spell expires.
Continuing down the southern corridor, you come to double doors, which you inspect for traps and open to reveal the following:
This room seems out of place, given the cold and barren decor of the other chambers in the complex. The floor is covered with a thick green carpet, and a long, padded divan sits in the room’s center. Small padded stools surround the divan. The walls are carved with nightmarish scenes of a dual world. The lower half of these carvings depict a world of caverns and twisting tunnels that are infested with massive worms, creatures that look like humans posing as worms, and creatures more horrifying than either. On the upper half, these worm monsters burst from the ground to ravage and ruin numerous humanoid civilizations. Dragons with the heads of worms fly in the skies above, and towering over them all is an immense figure in a dark gray robe. His face is hidden by the hood of the robe, but worms drip from under his cowl.
There doesn't appear an exit from this room, though to be fair, it is hard to inspect the room from 30' away.
Oreana is afloat and unaffected by the wormswarm, other than the bites she suffers.
Reflex saves: 1d20 + 12 ⇒ (1) + 12 = 13
The rest of the party moves and pulls Oreana out of the sea of worms onto one of the rocks.
Combat over. Now what?
Hope everyone had a nice weekend.
Siggut's blow connects and you see fear in the wormcallers' faces as Oreana strikes down the Overworm seconds after it appears.
Upon losing Air Walk, she descends into the lake of worms, where a host of worms descend upon her.
With a smile at the paladin's fate, the wormcaller looks at Elise and casts a Quickened Hold Person on the cleric. Elise Will Save DC 18.
The second wounded wormcaller, just struck by Siggut, casts a Quickened Hold Person on the dwarf, takes a 5' step, and lets the worms again fully heal him as his action this round.
Oreana, let me know how you are going to stay afloat (swim, etc.), assuming you make the nauseated save, or if you're sinking like a stone.
Updated map will come later today.
Okay, lots to get to.
Kaydanna, I have posted it before about players reading posts and making saves when called for, so you auto-fail the Hold Person save that was requesed of you but I will treat your roll of 16 as your full-round action second Will save, so no attack this round but you are no longer held. Not trying to be a d**k but I take time to post recaps and bold the text for a reason when it comes to saves. Plus, since players can preview rolls, it is the best way to avoid "cheating", in my opinion. I am sure you did not do it on purpose but I have emphasized this point before. Thanks for understanding.
Siggut is up. With FoM on, he can auto-escape the grapple as a standard action or do something else.
Suddenly, a monstrous gigantic green worm, its massive maw filled with sharp teeth, rises gloriously from the sea of worms, Kyuss worms falling from its head back into the sea, as it stands 30' high! With its massive reach, it looks like it could reach any of the party members and attack them! First, it stares at the party for a second before focusing on....Ravarel!
1d5 ⇒ 5...Siggut!
The giant worm then rears back its body and brings down its massive maw on the dwarf, taking a vicious chunk of flesh off, as it grabs the tiny dwarf in its maw!
Round 2: Bad guys!
The second wormcaller casts a Quickened Hold Person on the approaching Kaydanna and then casts an unholy Flamestrike on Ravarel and Elise!
Knowledge Arcana (take 10) reveals the following about the Overworm:
You have been down here for about half an hour. Ravarel, you did not use the Selective Fireball.
You begin to explore the perimeter doing a right-hand search. After about 30 feet of movement, Siggut, who is in the lead, gets a clear unobstructed view of a ledge on the other side of the cavern, where stand 2 wormcallers. They immediately see him as well! He alerts the party and combat ensues.
To target the spellcasters, you have to move to Siggut's square or further west or move more then 20' south.
You head south for about 30 feet before the 10' wide passageway opens up into this immense cavern filled with a horrific sea of writhing green and the nauseating susurrus of millions of slimy bodies slithering over each other. There is no floor—the hallway falls away to the undulating surface of an immense lake of green worms. The rippling surface lies about five feet down from the floor of the passageway, while the ceiling rises to a vault nearly ninety feet above. Low islands of stone protrude here and there from the edges of the wormy expanse, and additional passageways extend out of the sea and back onto solid ground in the wall opposite and in the wall to the left.
The swarms stop at the edge where the sea begins. You do not see any enemies though the islands of stone block your line of sight from viewing the complete cavern. Now what?
Elise Sunwake wrote:
I was traveling for Mother's Day and I am back.Elise, the swarms are under the party's feet and following you, so yes, the swarm was close enough to be absorbed by the wormcaller. However, Siggut and Oreana's attacks were sufficient to destroy it, leaving the dazed wormcaller, who we can easily say won't survive another round of full attacks, so combat over!
The fountain detects as necromantic and illusionary magic and since I am sure no one wants to take a sip, there is no other exit from this room, no secret doors, etc. In the prior room, you can go south or head back to the room you left alone in the SW.
Kaydanna, a 13th level half-elf warpriest has 11 feats (7 base + 4 bonus) with Weapon Focus for free. You have 13 feats (please explain):
Oreanna, you do not double the holy damage on a crit.
Oreanna's critical attack destroys the dazed undead wormcaller.
Thanks for the update.
Will saves for Siggut (spell) and Ravarel.
After the saves, the rest of the party is up.
You all have a Fate Point now. This allows you one re-roll of the die before you know the results, whenever you wish, be it a save, attack roll, confirmation roll, SR check, miss chance, etc. You cannot use it in the same round as when you use a re-roll from another ability (mainly applies to Ravarel with his Staff ability).
You investigate the doors and finding them not trapped, Siggut pushes them open. The chamber beyond is lined with the trappings of religious ceremony in homage to Kyuss the Wormgod, but in place of an altar stands a beautiful, if disturbing fountain carved from black marble. Even more disturbing are the three Wormcallers standing poised about the fountain, as if they were expecting you…
Reroll between Elise and Wormcallers:
The party proceeds east with the worm swarms in tow. Elise senses an aura of necromantic magic in the room with the fresh corpses but doesn't sense any other danger. Elise notices that the corpses are all of Flan ancestry (from the time of when Kyuss was a mortal) and the corpses all have ritualistic markings of suicide.
You continue east to another room with two exits: south and east (ends in double doors). Which way?