| Landis Thatch |
The moment Landis steps into the circular chamber, the corpses begin to move - all of them. They don't stand up and start shuffling over at him like you might expect, though. Instead, they begin rolling, sliding, and gliding towards the centre like iron filings towards a magnet. The corpses begin to create two masses, which slowly start to rise up.
Landis also notices that the way back is gone; hidden, rather, like the sometimes there, sometimes not stone wall at the last intersection. A quick test with his hand shows that it is an illusory wall; easy to spot when he knows where it is, but would be hard to find in a pinch if he'd moved much further away.
Landis begins to Madly toss body parts to the corners of the room, in the hopes it might slow the building of whatever is happening. "Keep them off me". "I'm going to try to destroy whatever is causing this". Landis digs through the pile looking for the source of the light, putrid flesh, blood, and who knows what else flying through the air.
| Nazard |
Landis tosses rotting corpses aside in a mad bid to disrupt the amalgam from forming, but it is insignificant next to the rate of building. What you had first though to be two amalgams forming next to each other soon turn out to be not whole constructs, but just the legs of one much bigger humanoid construct. Landis and the others estimate that when the construct finishes, it'll be at least 60 feet high.
Even though the corpses are not animating in the traditional sense, 1d4 ⇒ 4 of them grasp and claw at Landis, even as they are being lifted up to build the behemoth.
Landis doesn't have a weapon readied, so no attack of opportunity.
Grapple: 1d20 + 4 ⇒ (11) + 4 = 15
Grapple: 1d20 + 4 ⇒ (14) + 4 = 18
Grapple: 1d20 + 4 ⇒ (15) + 4 = 19
Grapple: 1d20 + 4 ⇒ (15) + 4 = 19
One zombie grabs his leg, two others each grab an arm. Landis let's out a yell, and then things take a turn for the worse as he feels himself being lifted, carried up into the air by the zombies as they join the amalgam. Even worse, Landis feels the behemoth attempting to incorporate his own body into itself!
As the zombie builds upwards, you can see the outline of a sarcophagus being revealed.
| Landis Thatch |
Landis tosses rotting corpses aside in a mad bid to disrupt the amalgam from forming, but it is insignificant next to the rate of building. What you had first though to be two amalgams forming next to each other soon turn out to be not whole constructs, but just the legs of one much bigger humanoid construct. Landis and the others estimate that when the construct finishes, it'll be at least 60 feet high.
Even though the corpses are not animating in the traditional sense, 1d4 of them grasp and claw at Landis, even as they are being lifted up to build the behemoth.
Landis doesn't have a weapon readied, so no attack of opportunity.
Grapple: 1d20+4
Grapple: 1d20+4
Grapple: 1d20+4
Grapple: 1d20+4One zombie grabs his leg, two others each grab an arm. Landis let's out a yell, and then things take a turn for the worse as he feels himself being lifted, carried up into the air by the zombies as they join the amalgam. Even worse, Landis feels the behemoth attempting to incorporate his own body into itself!
As the zombie builds upwards, you can see the outline of a sarcophagus being revealed.
According to RAW only one of them can grapple Landis. The remainder simply add +2 to the CMB to defeat Landis CMD.
Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.
Landis attempts to break the grapple CMB to defeat grapple. (1d20+7=18) (NOTE: he also gets a +4 to this if they are trying to move him somewhere he doesn't want to go.
If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus. This is under the MOVE section of the PRD.
But if you want to carry through with this for story sake, I'm good with that.
| Nazard |
No worries, Landis. That was a totally fluff description. Wasn't able to add, however, that he's now 10 feet up in the air (my phone battery was dying and I had to hit submit or lose everything).
Initiative rolls:
Rorse: 1d20 + 3 ⇒ (3) + 3 = 6
Vero: 1d20 + 2 ⇒ (18) + 2 = 20
Niesen: 1d20 + 11 ⇒ (6) + 11 = 17
Hickory: 1d20 + 4 ⇒ (15) + 4 = 19
Behemoth: 1d20 - 3 ⇒ (6) - 3 = 3
Landis: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative:
Hickory
Niesen
Lilo
Landis
Rommin
Maenir
Rorse&Vero
Behemoth
Hickory steps forwards and casts a grease spell on Landis, granting him a +10 bonus to his check to escape the grapple.
Niesen steps forwards and hurls a dagger at one of the corpses at the base of the leg that has Landis. Attack: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12 The dagger loses too much momentum from the distance to penetrate the thick undead flesh.
Lilo's flames shoot out, covering the four corpses that make up the creature's left knee. Each corpse seems to take the full brunt of the flames, leaving four very crispy (though still twitching) bodies to hold up that leg.
Landis, covered in arcane grease, easily slips free of the zombie behemoth's clutches and drops to the ground (1d6 ⇒ 3 non-lethal damage). Does he wish to move away?
Up next: Landis (move action remaining), Rommin, Maenir
| Nazard |
Rommin will swing with all of his might at the monstrosity holding his new friend.
To hit 1d20+4
Damage 2d6+2
Not trying to talk you out of that impressive damage roll, but Landis had managed to wiggle free on his own, and I was just waiting to find out if he runs out of the room or stays to continue attack the beast. Does Rommin still want to go in there and attack the thing if Landis is free?
| Landis Thatch |
No worries, Landis. That was a totally fluff description. Wasn't able to add, however, that he's now 10 feet up in the air (my phone battery was dying and I had to hit submit or lose everything).
Initiative rolls:
Rorse: 1d20+3
Vero: 1d20+2
Niesen: 1d20+11
Hickory: 1d20+4
Behemoth: 1d20-3
Landis: 1d20+2Initiative:
Hickory
Niesen
Lilo
Landis
Rommin
Maenir
Rorse&Vero
BehemothHickory steps forwards and casts a grease spell on Landis, granting him a +10 bonus to his check to escape the grapple.
Niesen steps forwards and hurls a dagger at one of the corpses at the base of the leg that has Landis. Attack: 1d20+6-4 The dagger loses too much momentum from the distance to penetrate the thick undead flesh.
Lilo's flames shoot out, covering the four corpses that make up the creature's left knee. Each corpse seems to take the full brunt of the flames, leaving four very crispy (though still twitching) bodies to hold up that leg.
Landis, covered in arcane grease, easily slips free of the zombie behemoth's clutches and drops to the ground (1d6 non-lethal damage). Does he wish to move away?
Up next: Landis (move action remaining), Rommin, Maenir
If Landis thinks the creature could squeeze out into the world at large he will stay and fight. If he thinks it is trapped here, he will retreat risking the AoO.
| Nazard |
If Landis thinks the creature could squeeze out into the world at large he will stay and fight. If he thinks it is trapped here, he will retreat risking the AoO.
There's no way this creature could ever fit through the entrance to this cavern. The creature can't take an Attack of Opportunity yet, so his escape is unhindered.
Rommin steps forward slashing at the corpses making up the burned leg. He slashes through one of them and it drops to the ground, detached from the main beast.
Up next: Maenir, Rorse & Vero, Behemoth
| Nazard |
Maenir stays put inside the corridor, as do Rorse & Vero.
The zombie behemoth continues to form. You estimate that it's three-quarters finished. It's going to be truly enormous (actually, colossal) when it's finished.
1d4 ⇒ 3 of the zombies grab at Rommin, the only person in range. Rommin may have an attack of opportunity on one of them (or more if he has Combat Reflexes).
Grapple: 1d20 + 4 ⇒ (16) + 4 = 20
Grapple: 1d20 + 4 ⇒ (15) + 4 = 19
Grapple: 1d20 + 4 ⇒ (2) + 4 = 6
Two of the zombies grab hold of Rommin. Rommin finds himself being lifted up into the air as Landis had been.
The sarcophagus is quite visible now. It is covered in strange switches and runic writing, similar to that one the tablet from the outer room. You can tell that the lid is transparent, but can't see what, if anything, lies inside.
In addition to a sarcophagus, you can now clearly see some sort of other device attached to the head of the enormous coffin. The second device is the source of the mysterious pulsing glow. A yellow light emanates from a gem set in the device. It builds from nothing to very bright over the course of two 'rounds', accompanied by a soft hum which rises in pitch, before it cuts out completely and starts the cycle over again.
ROUND 2
Hickory steps back into the corridor.
Niesen tries a pair of daggers at the leg holding Rommin.
Attack: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4
Attack: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Neither dagger penetrates. Niesen takes a 5-foot step back.
Lilo sounds a retreat and then heads back into the corridor.
Up next: Landis, Rommin, Maenir
| Nazard |
Landis keeps back in the corridor.
Rommin wriggles free of the zombies' grasps and drops to the ground, taking 1d6 ⇒ 1 non-lethal damage. He picks himself up and heads for the corridor himself.
As soon as the last of you step through the illusory wall, the zombie behemoth stops forming and instantly begins to deform at the same rate in which it grew. After three 'rounds', all that remains in the room is a pulsing glow beneath a pile of partially-decomposed corpses.
| Rommin Hawkridge |
Well, I need to bathe now. What was that thing? On second thought, why don't we head to the surface and talk about it. I think we've seen all there is to see down here for now. If no opposes the idea, Rommin will lead the group back up to the surface and to the edge of the clearing that the tree is centered in.
| Maenír |
"I'll bet that glowing thing is the source of their power". "If we could somehow get in there undetected, and destroy that thing, I'll bet we could end the threat without taking on that monstrosity".
"I might be able to help you out there - let’s head back to camp, and rest. We can revisit the problem in the morning."
| Nazard |
Rommin will lead everyone to a decent camping site, far from the tree (at least a couple of miles) and easily defended. He'll set about the chores of setting up the site.
Ummm...it's only a few hundred feet at most to the shore. If you're really worried about finding a defensible spot, you could just return to Hobart's Prize
Maenir, when you fail the save, you're stunned and therefore lose concentration on the spell. If you pass the save, you experience severe headaches (fluff only, no mechanical effects) and can determine the school and power of the aura as normal. Once Maenir regains his senses, does he wish to keep trying to identify the auras?
| Nazard |
I’ve tried it 3 times, but never got any description of it. Not really worried about it.
Oh, you mean the earlier tries at the beach. I understand.
The thing is, back on the beach, Maenir sensed an aura of overwhelming power seemingly all around him (he was unable to determine the school of magic). It would be unusual to sense the aura everywhere unless it was a magical effect with an unusually large area of effect. If it is a magic item which is the source of the aura, it must be generating a large magical field, though it is possible that now with the potential source within line of sight, Maenir would be able to determine more. He's perfectly free to try again, as there's no limit to how often he can try to pass his saving throw (Will DC 15). Once he passes, he's not stunned by the aura he's sensing, just headache-y, which is only fluff.| Lord Brycen |
Once back at the beach, Rommin hears a whispered message from Lord Brycen, "Please report on progress. Our livestock near death from dehydration. If necessary, we will have to take the ships out of range of this field."
Rommin has 25 words with which to respond, or they could row over and report in person.
| Lord Brycen |
Actually, it's message, not sending, and I see now that it doesn't have to be sent to only one person, but one per level, which means everybody could hear these missives and respond to Lord Brycen.
A third casting of it comes back. Understood. We will take the ships out of range of the field and return in 24 hours. Good luck."