|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Round 1 - Enemy
A great howl, louder than any you have heard rings out from atop the tower.
I told you to find them and kill them! Not return to me with your tail between your legs!
There is the sound of metal scraping on metal and then a high pitched yelp. A moment later, the big shaggy shape of a werewolf comes hurtling through the doorway at the top of the tower, it's head almost decapitated from its body.as it falls through the air, tumbling down in a spray of blood, it changed form and reverts to that of a young man just before it crashes to the ground with a sickening crunch of twisted bone.
I am Malthus Mordrinacht, Packlord of the Shudderwood and the apex predator of these lands. To stand against me is to invite slaughter!
The outline of a massive grey wolf appears at the top of the stairs and howls once more at the moon. It then turns and heads inside.
Round 2 - Heroes
From high in the tower you can hear a snarling voice, low and angry, like a wolf with bared teeth;
Your pack is weak Cybrisa. Always have the Broken Ones eaten the scraps left by the Silverhides, like carrion feeding hyenas - you are less than wolves.
The humans have slain your kind and now approach my Throne. Well let them come. I have consumed Sain's heart and rightfully claimed my title as Packlord. Vrood has the remainder of the heart so there can be no challenge. I will do what your pack was too wretched to achieve and slay the humans. I will eat their hearts and so take their power for my own.
Mirror Image and Good Hope are both 1 minute per level so both of those are fine to be cast when you're on the roof. The initiative count only started when Sebastian started climbing the stairs, so you can begin Inspire Courage immediately before he did that and then take your Round 1 action as normal.
Round 1 - Heroes
Sebastian, I will take your climb as your first round action. Remember that when you climb you do so at half your movement rate. If you stealth as well it is reduced to a quarter. So that means you ascend 25ft of the 90?
Sebastian mounts the steps first. They hold as he quietly ascends but he can immediately see how dangerous they have become, each step almost crumbling to dust beneath his feet, leaving him staring down at the drop to the ground.
When you first mount the steps the drop is 30ft. This rises to a height of 120ft above the ground at the top
So someone lay out the exact plan for me.
The party, now healed from the grievous wounds inflicted by the wolves, though dangerously low on resources, climb the stairs outside the temple and reach the roof where Sebastian and Jon battled the archers.
The bodies are still present, though now reverted to human form which makes the bloody cleaves and broken bones so much worse.
The winds whips at your clothing and a full, hungry moon hangs in the sky. The tower stands before you, squat and round. A ring of narrow, crumbling stairs wind around the tower to a single door near the top.
Sebastian's fists pummel into the werewolf before him, shattering the creature's ribs like a cracked egg shell. Reeling from the attack it is left vulnerable to his sweep and once more he knocks it down.
Cara meanwhile strides forward, seeing that Morbar is in desperate trouble and not for the first time in the past few months, threads the eye of the needle and sends a glittering silver shaft streaking toward the werewolf assaulting him so badly. The arrow punches through the creature's throat. It's eyes bulge and instinctively the blade falls from it's claws with instinctively clasp the wound and it sinks to the ground, spluttering and gulping on it's own blood.
Morbar, just updating the map and realised Werewolf 3 can't reach you from where it is. Because of that, should you choose to withdraw you would incur one attack of opportunity from werewolf 1 and he is prone because Seb's trip attack was successful.
Morbar hurls himself at the werewolf before him, the hulking brute’s stench of wet fur and filth strong in his nostrils. But for all his bestial appearance, the foe clearly has some skill with the blade and is able to slide the edge under Morbar’s pauldron and into his shoulder as the warrior rushes in.
Undeterred, he smashes his hammer into the creature’s ribs, feeling it crunch but without the fully satisfying impact he was expecting.
Meanwhile, Sebastian demonstrates that brute force is not the only means to achieve victory and his broad sweep kick barrels the werewolf he is facing off it’s feet.
Davos’ burning spell sears the flesh of the werewolf facing Morbar whilst Markus, Cara and Jon all move into more advantageous positions and await their turn to join the fray.
Round 2 – Enemy
The wolf knocked off it’s feet by Sebastian snarls up at the monk before clambering back to it’s feet and laying into him with it’s silver blade.
Sebastian, as it stands, you may take an attack of opportunity.
Werewolf 1, Sebastian, Greatsword: 1d20 + 10 ⇒ (20) + 10 = 30 Hit
The wolf facing Morbar takes a step back (to K10) and tries to cleave the dwarf’s head from his neck.
Werewolf 2, Morbar, Greatsword: 1d20 + 10 ⇒ (16) + 10 = 26 Hit
The final wolf, quivering in anticipation of the kill, finally sees a chance to get involved in the fight and moves forward to the edge of the raised portion of the room (I11) and looks down hungrily on Morbar. He raises his sword and brings it down in a huge sweeping motion.
Werewolf 3, Morbar, Greatsword: 1d20 + 10 + 1 - 4 ⇒ (5) + 10 + 1 - 4 = 12 Miss
Round 3 - Heroes
Seb, you will in fact incur two attacks. Charging through a threatened square does not prevent an attack of opportunity so number 1 will get an attack. Number 2 had a readied action to attack anyone who comes into range so he will attack you too.
Attack of opportunity, Seb, Ww1: 1d20 + 10 ⇒ (7) + 10 = 17 miss
Werewolf 1 is also tripped
Round 1 - Enemy
The pasrty bursts out of the secret room and into the temple proper. Three hulking werewolves, with silver greatswords gleaming in the light of Davos' spell stand ready to meet them.
Two close in, but in the cramped room cannot squeeze through to reach their prey.
Let the sheep come to us!
Ready action to attack when someone comes within reach
One of the wolves however sees Sebastian and Morbar as tempting targets and slashes at both with a wide cleave.
Werewolf 1, Morbar, Cleave: 1d20 + 10 ⇒ (19) + 10 = 29 Hit
His blade sweeps across Morbar's chest, catcing under the arm guard and slicing through his armpit into his torso. Sebastian is able to duck out of the way as blood begins to fountain from Morbar's grim wound.
The wolf then steps back, knowing he is out of range of the smaller humans.
I can't update the map until tonight but Sebastian is in M16 (you can't stand in M17), Morabar is in L16, Jon is in K17, the wolf that just attacked is in J13 and the others are in K11 and H13
Round 2 - Heroes
I'm going to say the DC to hear Markus spell is 5 since you have to speak in a strong voice to cast a spell.
1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
What was that? says a snarling voice. There's someone down there!
Round 1 - Heroes
Jon, because the wolves heard Markus casting it immediately went into initiative so you can either take your casting of protection from evil as your first round action or do something else
The party take some time to rest and reflect on all that has happened so far and how their lives have been thrown into a maelstrom over the past several months
The secret room that Estovian was hiding in provides a cramped but safe place within the temple. Everywhere else the presence of fur and bones suggests that the wolves haven't yet found this room.
They gather their gear and swing open the door, ready to ascend the tower.
1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
1d20 + 18 ⇒ (14) + 18 = 32
Markus suddenly holds his hand up signalling the team to halt. He hears something.
In the large shrine room next door he hears the shuffling of feet as well as snarled words of angry conversation. A moment or so later, a howl rings out and another further up the tower answers.
A voice says;
Packlord, seven of the Broken Ones lie dead upstairs.
This is answered by a deep growl and;
I don't care if this is one of the other mewling packs or the sheep from the Lodge. Find them and kill them!
One sounds as if they are moving off whilst the others start moving around in the room next door.
The wolves are not aware of your presence. Obviously as you start moving toward them or discussing plans they will get perception checks to hear you.
Ninety minutes have passed. This means the symbol of pain has worn off but please factor that into your spell durations too.
Feldgrau, everyone may read:
Feldgrau was a small village in the Furcina area of the county of Ardeal in Ustalav lying close to the source of the Millrun River.
During the War Without Rivals - a terrible civil war between the counties of Ardeal, Barstoi and Varno over a patch of land called the Dragosvet Plains - the villagers were massacred.
Today it lies silent and ruined in the middle of the blasted wasteland called the Furrows.
Good RP guys, let me know when you're ready to move on. Perhaps this is a good time to theorise what you think is happening at large, what the Way's endgame is, what happened to Kendra and so on. But up to you if you want to move on to the tower.
Davos studies the map and the scroll.
Although you knew the first was a map of Ustalav, the wizard is able to determine the locations highlighted. They are the towns of Ravengro and Lepistadt, a location near Ascanor Lodge (likely the Stairs of the Moon) and one other place - a small village named Feldgrau which is in the Furrows of Ardeal, some 130 miles from here.
Having seen enough of the disfigured corpse, the party heads back into the room where Estovian was hiding.
A partition of iron bars once divided this chamber but they have long since rusted to nothingness. To one side, rows of shelves lined with bottles and beakers filled with strange fluids and jars containing powdered reagents and herbs surround the remnants of a long stone surgical table. Another shelf holds a selection of tarnished surgical tools. A 10-foot-deep pit sits in the floor of a crudely chiselled cave. Rusted manacles lie scattered about the floor near the edge of the pit.
The items on the shelves consist of tonics and unguents, all long past any curative purpose. There also seems to be several other derivatives that have a faintly familiar smell.
DC 10 Craft Alchemy or DC 15 knowledge nature:
There are two bottles of a liquid formed from distilled Wolfsbane. They should act in the same way as the plant in terms of curing lycanthropy.
The surgical tools in the room are all made of solid silver and the entire collection is worth 4,000g. There is also a locked iron strongbox left under a pile of rubbish.
Lockbox Disable Device DC 25 or Strength check:
Within the box there is a wand DC 17 Sepllcraft and three wooden scroll cases decorated with fragile, colourful moth wings. They must be preserved with some kind of magic to remain in such well kept condition.
The first scroll is a tragic account of a Desnan priest. It describes how the Stairs of the Moon was an ancient temple of Desna constructed in the Shudderwood during the first half of the Age of Enthronement. For over 800 years, the temple administered to those of Desna’s faithful among the settlers of the Shudderwood, until the Whispering Tyrant came to Ustalav. At that time, the high priest of Desna at the temple had a single son whom he loved dearly.
During the wars against the Whispering Tyrant, the priest’s son served as a missionary, but when he returned home some years later he had changed, for at some point he had contracted a particularly virulent strain of lycanthropy. The priest tried everything he could to save his son. He imprisoned his son in a secret chamber beneath the temple and conducted experiments upon him, desperate to reverse the curse. When his research failed to yield positive results, these experiments turned dark and terrible.
The priest developed a serum from his son’s blood that he used to
The second scroll describes an ancient ritual for communing with the Song of Spheres (Desna) that can be performed atop The Stairs of the Moon using the ancient relic Duskmoth that is now built into the tower.
The third and final scroll registers as magical. DC 18 spellcraft.
The woman is holding a plain iron ring etched with strange symbols that Markus recognises as those of the Whispering Way. The injuries she has sustained seem to be consistent with claws and bites so it appears that the wolves were responsible for her death.
The body is still clutching a leather satchel containing a number of onyx gemstones (worth a total of 1000gp).
Also within the satchel is a crumpled map. It depicts Ustalav but has several coordinates scrawled on the back.
Knowledge geography check to recognise the areas marked
With everything happening with Estovian, you also have yet to search the room with the pit
No problem Sebastian. You're right in some of what you say. Firstly, having checked the spell, the grapple attempt occurs on the enemy turn not when you move into it. So you are right in that you could move through it toward the entrance to the temple. So disregard the damage dealt above.
However, Estovian's Dimension Step ability allows him to travel 30 feet per wizard level per day (210 feet). So in fact he could have teleported directly into the woods and out of sight anyway. So either way, he escaped. But if it makes things better, he is really of no consequence. What is more interesting is...
As the cloud eventually clears and the tentacles wither and reced into nothingness, the party is able to take stock.
The room with the bent open portculis appears empty aside from piles of rubble and detritus. There is also a stench of wet dog and several bed-like piles of fur and leaves. It seems the werewolves have been using this area as a den for some time.
In one corner, propped up into a sitting position, is the body of a black-robed woman. Her cowl and robes have been torn and it is clear she has suffered multiple wounds. The most bizarre of her injuries appears to be that her entire lower jaw and most of her face has been melted away as if by acid, leaving nothing more than a gaping, disgusting hole.
Round 3 – Enemy
In the space of a few seconds this ancient temple has become a death trap. With most of the party caught in the stinking, choking cloud of gas, others being lashed and torn by the patch of black tentacles – chaos has broken out.
Morbar searches for Markus in the cloud, not knowing that the priest has managed to free himself and get to safety in the small hidden room.
Davos takes to flight, hovering in the safe space near the ceiling while Jon steps out of the cloud and thrusts his sword into the small wizard, the hate and frustration evident in his voice. Similarly Cara step toward the edge of the cloud and, though she cannot escape it completely, she manages to get three shots away that tear into the wizard who is by now white with blood-loss and staggering on the verge of unconsciousness.
You shan’t take me back to the Palatine Eye! he coughs. The Way gave me the means to control the wolf-spirit nearly three decades ago – why come after me now!?
He raises a weak hand and, keeping a close eye on Jon’s blade, begins to cast a spell.
Concentration check vs DC 21: 1d20 + 7 + 4 ⇒ (10) + 7 + 4 = 21
And much to Jon’s frustration, he once again vanishes.
Cara, Jon earlier posted that he stepped into that clear space in front of Estovian so I could only put you on the edge of the cloud.
Black tentacles grapple attempt: 1d20 + 7 + 4 + 1 ⇒ (11) + 7 + 4 + 1 = 23
Sebastian and Morbar re-entered the tentacles and both got cuaght. Estovian used his Dimensional Hop ability to move his maximum which is 110 feet, putting him outside the temple. He then moved 30 feet toward the woods. Since no one can reasonably get to him in the next round, he will cast Dimenion Door in Round 4 to move a further 1,000 feet into the woods (leaving no trail) and escape. Therefore...
Tentacle damage, Sebastian and Morbar round 3: 1d6 + 4 ⇒ (5) + 4 = 9
Each round you can attempt to escape by rolling a successful grapple or escape artist check vs the grapple rolls above +10
Round 2 - Enemy
As everybody seems to close in on Estovian, he takes a hasty step backward and casts another spell.
A rolling green mist of disgusting poisonous fumes erupts within the corridor and spreads inexorably through the dungeon.
Cast Stinking Cloud. Can everybody except Morbar make a Fortitude save vs DC 17 or become nauseated. Important: Sebastian, Cara and Jon do not have line of sight to Estovian. Davos does but Estovian has concealement.
Meanwhile, the tentacles continue to thrash about Markus.
Maintain grapple: 1d20 + 7 + 4 + 1 + 5 ⇒ (5) + 7 + 4 + 1 + 5 = 22
Round 2 - Heroes
No attack of opportunity, he took a five foot step out of your reach to I22
Cara, the arrows you fires at the ghost when it was outside Woukd have flown off into the woods. So recover half of whatever you fired in the rounds prior to the last one (if that makes sense lol)
Also, you can't take a five foot step because the tentacles are difficult terrain. As you step in to the other room though, you see Estovian there