| Wapiti |
Unsure of what to do, and unable to recognize the threat, other than it being a clear danger, Wapiti takes a defensive posture, watching carefully.
Full Defense (seems reasonable between the defend, guard, and protect tricks
| Clebsch RoW |
Baknarla:
Spear 1: 1d20 + 17 ⇒ (10) + 17 = 27
Damage 1: 1d8 + 7 ⇒ (7) + 7 = 14
4 damage gets through DR
AC 25
Crystal:
Slam: 1d20 + 18 ⇒ (9) + 18 = 27
Damage, P & S: 7d8 + 9 ⇒ (7, 1, 8, 5, 3, 1, 4) + 9 = 38
DC 22
Baknarla: Fortitude: 1d20 + 9 ⇒ (15) + 9 = 24
As an old friend flies into the area, the crystal begins to move, taking on a vaguely quadrupedal form with a head full of sharp crystals that resemble fangs.
It moves slowly but reaches Baknarla and starts to attack her. She is ready and stabs it with her spear, but the hard shell of the creature resists much of the damage. 4 damage done after DR.
The creature then bites the adlet shaman, doing a lot of damage with the bite. 38 to Baknarla.
The crystal starts to spread as if to engulf her, but she fights off the attempt to trap her.
Round 2
Crasius*
Talsune*
Ingrit*
Wapiti
Thorizmond*
Barknarla (38 lethal)
Seke
Crystal (4 lethal)
* Those who were stunned by the crystal hum aura, must make a DC 22 Fortitude save to end the stunned condition. Once a save is made, the character is immune to the hum for the rest of the fight.
| Ingrit |
Fort: 1d20 + 10 ⇒ (4) + 10 = 14
| Crasius Leone |
I am not sure if Talsune needs a save, so I made one for her as well.
Crasius' Fortitude+Heroism: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Talsune's Fortitude?: 1d20 + 12 ⇒ (2) + 12 = 14
Blarg.
| Thorizmond Dvezda |
Fortitude: 1d20 + 14 ⇒ (12) + 14 = 26
Shaking off the stunning effect of the hum, Thorizmond trots forward, lining up a charge on the strange rock creature. Prepare! We must strike sure, and strike hard!" he calls to his alies.
Using a Standard Action to activate Lion's Call:
Lion's Call (Ex): At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Then a Swift to grant Outflank via Greater Tactician. (8 rounds)
| Wapiti |
Invigorated by Thorizmond's battlecry, Wapiti advances, driving his antlers into the enemy creature in the absence of instruction from Ingrit.
Gore/Lion's Call: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Piercing/Magic: 3d6 + 8 ⇒ (1, 2, 1) + 8 = 12
| Clebsch RoW |
Spear 1: 1d20 + 17 ⇒ (8) + 17 = 25 Hit
Damage 1: 1d8 + 7 ⇒ (6) + 7 = 13 3 damage
Spear 2: 1d20 + 12 ⇒ (7) + 12 = 19 Hit
Damage 2: 1d8 + 7 ⇒ (5) + 7 = 12 2 damage
Spear 3: 1d20 + 7 ⇒ (17) + 7 = 24 Hit
Damage 3: 1d8 + 7 ⇒ (2) + 7 = 9 no damage
Bite: 1d20 + 10 ⇒ (19) + 10 = 29 Hit
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 + Cold: 1d6 ⇒ 4 No damage
Rurik was stunned in the initial save. His place in the initiative is after Seke and before the crystal. Sorry about that.
The hum causes stun. It is a sonic mind-affecting effect with a DC that is Constitution based. So Thorizmond's special ability against fear is not helpful versus the hum.
Crasius, Talsune, and Ingrit remain stunned by the subsonic hum of the crystal.
Wapiti awaits instructions that don't come.
Thorizmond shakes off the effect and tries to rally his comrades. Wapiti takes this as inspiration to charge the rock. His antlers strike but the hard surfaces turns away most of the damage. 2 damage done.
Baknarla shifts to one side and attacks the crystal with her spear and even tries to bite it. She does a little damage, but even with her mighty spear, she fails to get it into places that cause much harm to the strange creature. Total of 5 damage.
Seke
Rurik*
Crystal (11 lethal)
Round 3
Crasius*
Talsune*
Ingrit*
Wapiti
Thorizmond
Barknarla (38 lethal)
*: Make a DC 22 Fortitude Save to escape the stunned condition.
| Seke |
Seke 5 ft steps to be able to see the creature. She then immediately invokes her patron to empower her hexes with curiosity!
Swift action invoke patron 1/10 minutes : Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.
She afterwards focuses on the crystalline creature and tries to amplify the misfortune effect on its existence! She then cackles like a lunatic to continue the effect.
Free Action Amplify Hex feat: lose Snowball spell for +1 DC to hex
Standard Action: Misfortune Hex DC 25 Will save for crystal creature where this is NOT a mind affecting effect, save to resist a hex is equal to 10 + (1/2 the witch's level) 5 + (the witch's Intelligence modifier) 7 + (curiosity invoke patron) 2 + 1 (amplify hex)
Move action: Cackle Hex
MISFORTUNE (Su): Cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
- CACKLE (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
AMPLIFIED HEX: You can augment the power of a hex by expending a spell slot or prepared spell of at least 1st level. Each additional time you use this ability in the same day, it requires a prepared spell or spell slot 1 level higher (a 2nd-level spell the second time, a 3rd-level spell the third time, and so on). When you amplify a hex, you can choose one: increase its saving throw DC by 1, increase its range by 30 feet (if it already has at least a 30-foot range), or increase its duration by 1 round (if it already has a duration of at least 1 round).
| Clebsch RoW |
Will: 1d20 ⇒ 2
The crystal is unable to resist Seke's misfortune hex.
Rurik break out of his stunned state. Rurik can take his normal actions for this turn. Then the crystal is up.
| Rurik Voralius |
Rurik isn't really sure of what to do, so he tries the usual sonic-attack-versus-crystal-entity.
Sound burst damage: 1d8 ⇒ 2
DC 17 Fort save or stunned for 1 round.
| Clebsch RoW |
AC 25
Slam: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 7d8 + 9 ⇒ (3, 4, 1, 3, 5, 2, 4) + 9 = 31
DC 22
Barknarla: Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20
Duration: 1d10 ⇒ 9
Rurik's magical burst of sound is not a strong as it can be, but the creature recoils and takes a bit more damage 3 pts than might otherwise be dealt to a normal creature.
The crystalline creature attacks Barknarla, causing another serious wound 31 damage. This time, her flesh is covered in crystals, restricting her movement entangled condition.
All PCs are up.
Round 3
Crasius*
Talsune*
Ingrit*
Wapiti
Thorizmond
Barknarla (69 lethal, entangled)
Seke
Rurik
Crystal (14 lethal)
*: Make a DC 22 Fortitude Save to escape the stunned condition.
| Thorizmond Dvezda |
Thorizmond moves up and, using the distraction of Baknarla's presence, attempts to stab the strange crystal creature.
Attack, +1 Impact Lance: 1d20 + 11 + 4 ⇒ (11) + 11 + 4 = 26
Damage, Magical/Piercing: 2d6 + 18 ⇒ (3, 4) + 18 = 25
| Ingrit |
Ingrit snaps out of the trance, taking a dazed moment to process her surroundings.
Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Wisdom: 1d20 + 2 ⇒ (7) + 2 = 9
| Crasius Leone |
Crasius and Talsune struggle to break free!
Crasius' Fortitude+Heroism: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Talsune's Fortitude: 1d20 + 12 ⇒ (18) + 12 = 30
| Clebsch RoW |
Strength: 1d20 + 4 ⇒ (20) + 4 = 24
Retcon: misfortune rerolls from attacks on Barknarla
Slam: 1d20 + 18 ⇒ (16) + 18 = 34
No change.
Barknarla is the icon with the wolf profile.
Thorizmond hits the rock square on with his lance, but has trouble doing his usual damage due to the hardness of the rock. 15 damage.
Ingrit and Talsune break free from the stunned state brought on by the subsonic hum of the creature. Only Crasius is still out. Talsune can attack or take other actions.
Barknarla struggles mightily against the crystallization spreading over her and shatters the forming encasement. she is no longer entangled.
Round 3
Crasius*
Talsune
Ingrit
Wapiti
Thorizmond
Barknarla (69 lethal)
Seke
Rurik
Crystal (29 lethal, misfortune)
Bold still have actions.
| Rurik Voralius |
Rurik advances, his boots keeping him moving at speed over the ice, and he throws a ranged healing spell to assist Barknarla.
Reach cure moderate wounds: 2d8 + 10 ⇒ (5, 7) + 10 = 22
| Seke |
Seke sees the wounds closing on Barknarla, but wants to aid her some more in case she’s affected again by some form of attack.
She hexes her to become more fortunate in her actions.
Standard action to apply fortune hex on Barknarla. Move action to cackle to extend the fortune hex and misfortune hexes on the crystalline creature.
| Crasius Leone |
Talsune moves up and swings at the Crystal.
Move and make a single attack at the Crystal. Talsune will have soft cover from Wapiti.
Glaive Attack-Cover: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
Glaive Damage: 2d8 + 9 ⇒ (6, 3) + 9 = 18
| Clebsch RoW |
Rurik heals Barknarla, although she is still wounded. Seka gives her the benefit of a fortune hex. Then Talsune wallops the rock with his glaive, but the hard surface blunts some of the effect. 8 damage gets past DR.
Round 3
Crasius*
Talsune
Ingrit
Wapiti
Thorizmond
Barknarla (47 lethal, fortune)
Seke
Rurik
Crystal (37 lethal, misfortune)
| Wapiti |
At Ingrit's direction, Wapiti focuses on attacking with his hooves, lashing out at the strange rock creature.
Hoof 1: 1d20 + 12 ⇒ (4) + 12 = 16
Cold Iron/Magic/Bludgeoning: 1d4 + 8 ⇒ (1) + 8 = 9
Hoof 2: 1d20 + 12 ⇒ (7) + 12 = 19
Cold Iron/Magic/Bludgeoning: 1d4 + 8 ⇒ (1) + 8 = 9
| Ingrit |
Bow in hand, Ingrit draws her adamantine Warhammer from where it hangs in the saddle, striking the bizarre creature with a powerful blow.
Adamantine Warhammer (ignores hardness under 20): 1d20 + 13 ⇒ (13) + 13 = 26
Bludgeoning/adamantine: 1d8 + 2 ⇒ (6) + 2 = 8
| Clebsch RoW |
AC 29
Slam: 1d20 + 18 ⇒ (16) + 18 = 34
Slam: 1d20 + 18 ⇒ (11) + 18 = 29 Misfortune reroll
Damage: 7d8 + 9 ⇒ (7, 6, 5, 7, 7, 5, 2) + 9 = 48
DC 22
Fortitude: 1d20 + 10 ⇒ (1) + 10 = 11
Wapiti's hooves fail to harm the creature. Ingrit's warhammer hits and does some damage. 8 damage.
The rock attacks Wapiti and takes a big chunk out of him. And the noble creature's body becomes partly encased in interlocking crystals. 48 damage plus entangled. Next turn: An entangled creature can attempt a Strength check (DC 22) as a full-round action to break free. Check Wapiti's HP header. It shows damage but I suspect that was from the last battle and would be healed by now, I expect.
Round 4
Crasius (stunned)*
Talsune
Ingrit
Wapiti (48 lethal, entangled)
Thorizmond
Barknarla (47 lethal, fortune)
Seke
Rurik
Crystal (45 lethal, misfortune)
* DC 22 fortitude save needed to remove stunned.
By now you know the rock creature has an AC of 17, DR 10/- (which I'm interpreting essentially has Hardness 10, so the Adamantine warhammer bypasses the DR. It is vulnerable to Sonic damage. Good luck.
| Seke |
Seke hexes Ingrit now to become more fortunate in her actions.
Standard action to apply fortune hex on Barknarla. Move action to cackle to extend the fortune hex and misfortune hexes on the crystalline creature.
@Ingrit: See Spoiler.
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
| Rurik Voralius |
Rurik squeezes through his allies' space to come near Wapiti and cast freedom of movement upon the noble elk. Stag? Moose? Whatever, big creature with enormous horns.
| Ingrit |
Seeing the rock creature shift to attack Wapiti's flank, Ingrit calls out a warning, guiding him with her knees to evade the attack.
You may want to alter your action depending on the results of this Rurik
Bolster Companion (Ex): The Ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion’s AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Ranger to benefit from this trick. This makes Wapiti's AC 33 vs that attack.
| Clebsch RoW |
| 1 person marked this as a favorite. |
Retcon: Ingrit's warning causes the rock to miss its attempt to wound Wapiti.
If not for the Misfortune effect from Seke, the original slam attack roll would have still hit, although it would have done less damage. Good teamwork. Rurik can ret-con his spell.
| Thorizmond Dvezda |
Thorizmond jabs repeatedly at the rock creature with his magical lance.
Attack, +1 Impact Lance: 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35
Damage, Magical/Piercing: 2d6 + 18 ⇒ (2, 5) + 18 = 25
Attack, +1 Impact Lance: 1d20 + 12 + 4 ⇒ (19) + 12 + 4 = 35
Damage, Magical/Piercing: 2d6 + 18 ⇒ (6, 4) + 18 = 28
Crit? Improved Critical Lance!
Attack, +1 Impact Lance: 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22
Damage, Magical/Piercing: 4d6 + 36 ⇒ (5, 5, 1, 5) + 36 = 52
Attack, +1 Impact Lance: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Damage, Magical/Piercing: 2d6 + 18 ⇒ (1, 3) + 18 = 22
| Crasius Leone |
Crasius' Fortitude+Heroism: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 I am just taking a nice break.
Talsune takes two swings at the crystal and bites at Barknarla as Crasius sits slumped in the saddle.
Glaive Attack: 1d20 + 16 ⇒ (17) + 16 = 33
Glaive Damage: 2d8 + 9 ⇒ (1, 4) + 9 = 14
Secondary Glaive Attack: 1d20 + 11 ⇒ (4) + 11 = 15
Secondary Glaive Damage: 2d8 + 9 ⇒ (5, 8) + 9 = 22
Bite Attack: 1d20 + 11 ⇒ (15) + 11 = 26
Bite Damage: 1d8 + 6 ⇒ (7) + 6 = 13
| Rurik Voralius |
Rurik is about to cross over to aid Wapiti, but seeing that Ingrit keeps the elk out of danger, he instead continues his advance and releases another healing spell on Barknarla.
Cure moderate wounds: 2d8 + 10 ⇒ (7, 2) + 10 = 19
| Crasius Leone |
I am sorry, I apparently messed up. Talsune will not attack Barknarla. In between posts I forgot that Barknarla was on our side.
| Clebsch RoW |
I want to make sure I understand Thorizmond's damage totals. On his profile, the damage for the impact lance is listed as 2d6+6. On his attacks posted above, the amount added is 2d6 + 18. Why +18 rather than +6? Once I understand that, I'll post the results.
Dragonkin have 10 ft reach, so I'll apply the bite to the creature.
Talsune's glaive chips away at the creature's hard exterior and he managed a bite as well. 7 damage.
Rurik heals Barknarla. She looks stronger and healthier although still with some wounds.
| Thorizmond Dvezda |
Sorry, busy weekend. Breakdown is as follows: +5 (Strength) +9 (Power Attack) +2 (Competence Bonus from Inspire Courage) +1 Enhancement bonus) +1 (luck bonus from prayer) The sheet is only showing the Strength and enhancement, because the others are situational.
| Clebsch RoW |
Even if situational, please list all bonuses that apply when you post an attack or damage. One correction, since Crasius has been stunned since the first round, there is no inspire courage bonus available yet You may be thinking of the Lion's Call you initiated, which is a +1 to attack but not to damage. That would put the added damage at 5 + 9 +1 + 1 = 16. To avoid this problem, when you post attack dicebots or damage dicebots, put the bonuses that apply. For example: {dice=Damage, Power Attack, prayer}2d6 + 16 ...
Do the same with any bonuses that apply to the attack. You only have to document bonuses or penalties that would change the bonus to the normal weapon stats. So your attack should be written {dice=Lance, Lion's Call}1d20 + 16 + 1 ... I'm not sure what the other +4 is from but it won't change anything this go.
So the first attack hit for 23. The second attack is a crit which does 26 + 48 = 74. You made third attack, but since haste has not been cast, you only get the two attacks. Each attack has 10 subtracted from DR, so damage is 13 + 64 = 77.
| Clebsch RoW |
Spear 1: 1d20 + 17 ⇒ (10) + 17 = 27 Hit
Damage 1: 1d8 + 7 ⇒ (1) + 7 = 8 Does not get throught DR
Spear 2: 1d20 + 12 ⇒ (17) + 12 = 29 Hit
Damage 2: 1d8 + 7 ⇒ (8) + 7 = 15 5 gets through DR
Spear 3: 1d20 + 7 ⇒ (12) + 7 = 19 Hit
Damage 3: 1d8 + 7 ⇒ (4) + 7 = 11 1 gets through DR
Bite: 1d20 + 10 ⇒ (5) + 10 = 15 miss
Thorizmond's lance blows do serious damage, chipping off bits of the creatures rocky exterior.
Barknarla fiercely stabs the rock with her spear and even tries to bit it, but only manages at chip a few bits 6 damage.
The creature now has just 9 hp left.
Ingrit and Wapiti are up. Last chance to finish off the rock before it attacks again.
| Thorizmond Dvezda |
I get three attacks because at level 11, a Cavalier's BAB is +11/+6/+1. Mea culpa on the inspire courage. if we have to type out [dice=Attack, +1 Impact Lance, BAB, STR, Large Size, Weapon Focus, Enhancement Bonus, Luck Bonus, Power Attack Penalty]1 d20+11+5-1+1+1+1-3 etc every time we post an attack or damage, I'm going to go a bit crazy.
| Clebsch RoW |
The combat section of your profile only lists 2 attacks for each weapon. Please update your profile, since I rely on that when I look at what your character can do in a round. That third attack would hit and do another 12 points of damage after DR. The rock has just 10 hp left.
Ingrit and Wapiti are the only PCs who haven't acted this round.
| Ingrit |
Swinging low in the saddle, Ingrit attempts to strike the rock creature with multiple swings, clearly an unfamiliar mode of attack for her.
Adamantine Warhammer (ignores hardness under 20): 1d20 + 13 ⇒ (1) + 13 = 14
Bludgeoning/adamantine: 1d8 + 2 ⇒ (7) + 2 = 9
Adamantine Warhammer (ignores hardness under 20): 1d20 + 8 ⇒ (4) + 8 = 12
Bludgeoning/adamantine: 1d8 + 2 ⇒ (3) + 2 = 5
Adamantine Warhammer (ignores hardness under 20): 1d20 + 3 ⇒ (10) + 3 = 13
Bludgeoning/adamantine: 1d8 + 2 ⇒ (1) + 2 = 3
| Seke |
| 1 person marked this as a favorite. |
As Ingrit is under a fortune hex from Seke I’ll reroll the first attack roll for her. I didn’t reroll the damage as that would not be affected so take the roll that Ingrit made GM. Thanks.
Ingrit fortune hex reroll - Adamantine Warhammer (ignores hardness under 20): 1d20 + 13 ⇒ (11) + 13 = 24
| Ingrit |
Wapiti launches himself into fullt attacking the rock creature.
Gore: 1d20 + 14 ⇒ (8) + 14 = 22
Piercing/Magic: 3d6 + 8 ⇒ (2, 1, 4) + 8 = 15
Hoof 1: 1d20 + 12 ⇒ (17) + 12 = 29
Cold Iron/Magic/Bludgeoning: 1d4 + 8 ⇒ (3) + 8 = 11
Hoof 2: 1d20 + 12 ⇒ (18) + 12 = 30
Cold Iron/Magic/Bludgeoning: 1d4 + 8 ⇒ (1) + 8 = 9
| Clebsch RoW |
Wapiti's antlers make a solid hit and the rock-like creature shatters into many lifeless shards.
This is a safe place to rest, heal, and prepare to move on, sleeping if you choose.
Although most of the crystals in this cavern are not of any particular value, large aquamarines worth 7,000 gp in total can be gathered from this chamber.
Next chance I get, I'll narrate the rest of the section of the adventure rather than role playing it out. Then you'll start the 4th and final section of the AP book 4.
| Seke |
Seke stands still after the crystal monster finally collapses. Her hands tremble from the realization that she is no longer alone.
”I … I found you. We … We survived… together! I … was hiding. I thought I would face this alone. I thought the Mantle had dragged me back only to test me… or punish me. But you were here. We fought beside each other … without hesitation!“
Her gaze drifts to the familiar figures, and she wonders if she’s still fresh in their memories.
”Ehh … do you recognize me. From Artrosa. From that time when I stayed behind with Jadrenka … and I watched you leave. You know … I told myself it was the right choice… “
| Crasius Leone |
"It is good that you were able to find us. More assistance is always appreciated. That crystal was terrible. I hope we do not find more of those in this complex." Crasius says as he still holds his head and tries to recover from the terrible effect.
| Clebsch RoW |
I encourage everyone to role play welcoming Seke back to the mission and fill her in on where you are and what you are seeking. I expect Rurik has more than enough healing magic to bring everyone back to full hp and am assuming you rest to recover spells and abilities before moving on.
Seke is introduced to Baknarla, of the adlet ancestry, humanoids with heads like wolves, but unrelated to the lycantrope variety. She is a shaman of her people who have been persecuted by the dragons and drakes of the Drakelands.
Once all are healed and rested, she leads on through the Rimekeening Crevasse. In the next ice cave, a pair of frost worms accost the group, but they are defeated after a fierce battle. If you choose, you can role play this battle. It is a CR 14 encounter.
The next section of the passageway has a fork and Baknarla is unsure which direction to explore. She chooses the left fork which leads south for 250 feet before making a sharp right turn that goes northwest for 80 feet before opening into an ice cavern. Another battle ensues when a roper clinging to the roof of the cave attacks. During the battle, the roper brags that she will defeat all and display them in ice like her other victims. Indeed, a glance a the western wall of the cave shows some humanoid figures frozen in a wall of ice.
Once defeated, Baknarla advances eagerly, ignoring her wounds, to look closely at the figures frozen in ice. Two are Triaxian humanoids called ryphorians, but one has a head of a wolf.
She excitedly summons an ice elemental and orders it to retrieve the corpses from the ice. The elemental can move through ice like it was liquid and pulls three corpses out of the wall of ice. One Baknarla identifies as Sarnok. Sarnok was a mighty warrior-shaman who lived long ago and slew more than one dragon with his magic spear. He was also renowned for his wisdom, bringing about peace treaties between the adlet tribes and several Drakelands realms. The old tales say that one day Sarnok set out to explore the depths of the Rimekeening Crevasse and was never seen again, but that he will return some day to guide his people to glory once more.
Sadly, Baknarla now knows he will not return, but she does claim a holy relic he wore, called the Prophet's Pectoral. As reward for helping her find it, she gifts the group his other gear, which includes a +1 dragon bane thawing longspear and a belt of fallen heroes.
Inspecting the other bodies reveals one is wearing the hide of the dragonrider and additional bits of coin and jewelry worth 425 gp.
PRICE 18,480 GP
SLOT armor CL 8th WEIGHT 25 lbs.
AURA moderate abjuration and enchantment
Crafted from the scaled hide of a black dragon and lined with wolliped fur for warmth, this suit of +1 bolstering (Ultimate Equipment) black dragonhide armor was designed to protect and aid dragonriders of the Dragon Legion in their battles against the evil dragons of the Drakelands.
Hide of the dragonrider grants its wearer a +5 competence bonus on Ride checks, and the wearer does not take an armor penalty from the armor on Ride checks. In addition, when mounted, the wearer can transfer some or all of the armor’s armor bonus (including its enhancement bonus) to his mount as a bonus that stacks with all others. As a free action at the start of his turn, the wearer chooses how to allocate the armor’s armor bonus, and that allocation lasts until the wearer’s next turn. Once per day, the wearer can imbue hide of the dragonrider with resistance against one type of energy, as the energy resistance armor special ability. This resistance lasts for 10 minutes.
Hide of the dragonrider functions as a cold weather outfit, granting its wearer a +5 circumstance bonus on Fortitude saves against the effects of cold weather.
After laying Sarnok to rest properly and resting and healing fully, Baknarla leads the group back to take the other passagway which leads out of the crevasse and into the realm of white dragon warlord Yrax. His fortress, called Ivoryglass, rests on a magical base that floats just above the Vahara Glacier. According to the clues given in Baba Yaga's hut, the other key to take the hut to the next location where the witch queen may be found, a bearskin rug, is somewhere in the fortress. Of course, the fortress also contains a white dragon and his minions.
Before going further, everyone should level up to 12th level. Let me know in the Discussion thread when you have done so and ask any questions you may have.
| Seke |
Seke looks first to Crasius, then to Baknarla.
“I am… grateful you found me as well. ” she says, giving all again a small bow in Tian fashion.
“That creature would have killed me if I had faced it alone. I felt it watching me from the ice, waiting. I was afraid to move deeper into the cavern.”
Her fingers brush her sleeve.
“I am here because I could not stay away any longer. I tried… I remained with Jadrenka in Artrosa when you left. I thought my failures made me unworthy to continue your path. But the Mantle of the Riders… it does not forgive unfinished duties.”
For Seke these words are clearly difficult.
“The dreams began to tear at me again. Jadrenka saw it. She scryed for you and sent me here … close enough that fate could finish what it began.”
She turns to Baknarla next.
“You are different … I have potentially heard of your people in Jadrenka’s records… dragons and the hunts? Oh and the losses? Well, I am honored to stand with you all.”