DM Alexander Kilcoyne |
Inspecting the body closely, Casimir does not find anything else. The knife, however, still has flesh upon it. This man died fighting something and certainly cut a large chunk out of it before himself being cut down. Based on the size of the wound, Casimir suspected one of the zombie cyclops they had encountered.
Casimir |
"Onward, but carefully. I think this man was slain by the same undead cyclops we encountered earlier. More of them may be lurking close by. If so, we need to be prepared to deal with them. We can't afford many of the powerful hits the seem to be able to land automatically." Casimir says, as he lays the knife besides the slain man.
DM Alexander Kilcoyne |
Moving deeper into the complex, the Guardians stepped through the southern door to a truly macabre, grisly sight.
This door opens onto a short dais looking out over a large chamber. Thick pillars ascend to a twenty-foot-high ceiling, while a wide stone staircase climbs to a darkened gallery above. The true purpose of the chamber is apparent from the great stone table running across its center. Dozens of seats have been set about this massive affair and propped upon them is a feast of horror. Each chair holds the corpse of a human locked in its death throes, its mouth agape in anguish, the top of its cranium brutally removed, and the brains within excised. In total, thirty-three were slain here- and at the head of the table, a familiar face was stretched in the same picture of agony. Maegar Varn.
You recognize the inhabitants as citizens of Varnhold.
In the corner of the room, blood and gore stained stairs led down further into this hellish place.
Kip Bendybrook |
knowledge (local): 1d20 + 7 ⇒ (13) + 7 = 20
Kip let's out a gasp when he initially sees the room and it's gruesome contents. After that shock has abated and he sees more clearly, he let's out a howl of anguish as he recognizes the many citizens of Varnhold present.
He rushes the table trying to identify each person... Are Lord Dalgum or Bellamin present at the table? Or any other high ranking officials known to us?
Malthir Al Dagon |
Evil, corrupted bastards...I will send you back to the abyss that you were spawned from.
Malthir whispers under his breath but loud enough to be heard by those close by him.
Push on, we can grieve later. First there is a matter of vengeance!
Kip Bendybrook |
Am I the only one feeling a little lost? I'm having a hard time picturing where we are and what we have done. Maybe a map would help? When you have time of course.
Fenna Thistleswade |
Fenna looks upon the massacre silently, her impassive features frozen for a moment as she takes in the scene before letting out a small sigh.
"Let the souls of our fallen friends find peace under the Shepherd's watchful gaze, and rest in the Midwife's solemn embrace." she offers in quiet prayer.
Knowledge(local): 1d20 + 3 ⇒ (1) + 3 = 4
Kalev Lehola |
We must return and give proper burial to these poor souls, lest they rise and wander restlessly about, further spreading the evil that claimed their lives, Kalev says solemnly, before moving on with the others, taking point unless someone prevents him.
Ricter Vorsk |
Knowledge (local): 1d20 + 5 ⇒ (20) + 5 = 25
"All of those seated here were citizens of Varnhold. It seems what little mystery remains surrounding that town's depopulation is solved."
"Agreed, Kalev. Once we kill that skulking coward that did this it is imperative we put these unfortunates properly to rest. It will be the first of many, many tasks involved in making this keep fit for anything other than demolition."
The tone of his voice makes it clear that, like the rest of the guardians, this humiliating murder of their former ally has left him gripped with carefully-contained rage.
DM Alexander Kilcoyne |
Not providing a map, don't like the AP one and don't have time to make one in MapTools. You've been descending into the complex. You left one avenue unexplored higher up and behind you. Onwards, another set of stairs leading up is your obvious exit, behind Maegar Varn.
The only high-ranking figure here was Maegar Varn himself, though you recognize some middle rank individuals in his command hierarchy, also transfixed in agony. The death these individuals suffered was spectacularly grim and macabre; pinned to their chairs and forced to watch each other have their brains carved out.
Varnhold was not anywhere near as prosperous or inhabited as Kardas; but the city-state still boasted thousands of citizens and it was becoming a popular merchant hub. The other citizens were still missing, or perhaps dead. A grim individual might wonder if the source of the Undead armies assaying Kardas were Varnhold's slain citizens; their bodies providing necessary fodder.
Moving onwards, the group ascended the stairs, leading to a balcony that overlooked the horrific scene below. In the north-east corner of this balcony room, a rather oddly placed alcove had been cut into a square, seemingly serving no purpose. Perhaps it had once been used to display some statue or fixture, but now it simply lay empty. To the south-east, a stone door blocked further passage.
Kip Bendybrook |
Kip looks to those more inclined to open likely dangerous doors in evil lairs...
DM Alexander Kilcoyne |
Sorry for the delay folks. Absolutely brutal week at work, but a long weekend now to make posts in is upon me!
Inspecting the alcove carefully, Casimir found a slightly out of place brick and pushed upon it. The stone wall slid aside and revealed a chamber beyond.
A burbling fountain and pool that stink of sulfur occupy the center of this chamber. A shallow channel cut into the stone of the floor passes beneath a pair of bronze double doors, funneling the foul-smelling water out of the pool to the east. The flow of water led under a set of double doors to the east, while to the south, stairs led up to another door.
Ricter Vorsk |
"Whatever it is, the stink of it proves it to be the work of this tower's disgusting occupant. There's some fell artifice to this arrangement, and thanks to your perceptiveness Casimir we're now in a position to disrupt it."
Ricter, flail and shield in hand, goes over to the bronze double doors and stands at the ready
"I say we form up and kick these things down"
DM Alexander Kilcoyne |
Peering into the water suspiciously, Casimir perceived nothing of immediate danger from it other than the smell of sulfur and the noxious, bubbling, slightly distasteful looking water itself. The group formed up and made ready to storm the subsequent chamber...
Following post (likely tomorrow, not been at a computer in days sorry) will be a big one...
DM Alexander Kilcoyne |
The ancient bronze door was little obstacle for the augmented strength of the Guardians; it came crashing down as though a giant had struck it, shattering into two pieces and landing hard upon the stone floor.
A burbling fountain and pool that stink of sulfur occupy the center of this chamber. A shallow channel cut into the stone of the floor passes beneath a pair of bronze double doors, funneling the foul-smelling water deeper into the chamber. The room was large, the water running into another pool of water. A small, ancient altar with fresh human heads lay to the south while some kind of archaic library occupied a northern alcove of the room. However, the sight that immediately demanded all of the Guardian's attention was the throne elevated just above the pool. It was the largest chair the Guardians had ever seen and was crafted from the bones of what must have been thousands of creatures. Sat upon it, his fleshless back straight and his single eye (clearly removed and replaced by a red sphere of pure crystal) fixed upon the adventurers, was a truly ancient Undead creature. It was obviously once a cyclops in life and although its flesh was grey, stretched and clearly dead it was not skeletal in nature.
Knowledge (Religion) checks please.
The thing upon the throne made no move to rise, but instead addressed the adventurers. Its voice was unnaturally clear and without accent; quite clearly projected and spoken magically rather than naturally in a smooth tone. It was perhaps, more unsettling than the raspy or ancient dialect the Guardians were more accustomed to coming from the Undead.
"Would-be kings of the land long-lost; look upon all that remains of ancient Casmaron" it said, gesturing to the dusty room, library, altar, his throne and the treasures heaped in a horde behind it. "Malthir... Casimir... Kip... Fenna... Ricter... Kalev..." he said, looking to each of you in turn, speaking Kip's voice with a particular vehemence. "I have learnt much of all of you since my awakening. I am Vordakai. Welcome to my tomb."
Both sides are tense and ready for a fight; if your reaction is honestly to immediately attack that's fine but anything other than dialogue will take us straight into initiative, no free actions or attempts to get a surprise round.
Casimir |
Mirror image: 1d4 + 2 ⇒ (1) + 2 = 3
As identical copies of Casimir sprung up around him, he stepped forward with the others, keeping in line with the other guardians. His grip tightened on Brightclaw, and he clearly felt the arcane connection he shared with the blade. He was keenly aware he would need to wield both the keen edge and the magic flawlessly to survive this encounter.
Kalev Lehola |
You seem restless for someone who has a tomb to his name, Kalev says with audible disgust in his voice, the leather wound around Cleft's shaft creaking as he grasps the weapon tightly in his strong hands.
Kip Bendybrook |
The hair on Kip's neck stands on end as the entity on the throne speaks his name. His mouth suddenly very dry, Kip is only able to croak out one word, Awakening?
Malthir Al Dagon |
knowledge religion 1d20 + 6 ⇒ (18) + 6 = 24
So you are the creature that has brought such ruin to the innocents of this land!
You are the thing that has threatened our kingdom!
You are the thing that has placed itself above the living in some vain attempt to hold onto what was a pitiful existence.
Know that it was the champions of Kardas that came here...we six that destroyed your guardians and sent you back to the grave!
Malthir pauses momentarily before he starts forward to make sure none of the other Guardians have anything to say...or if he can gleen anything of its nature or weaknesses before the battle begins in earnest.
Ricter Vorsk |
Ricter refuses to give this abomination the dignity of a response. Besides, Malthir pretty much covered everything. The Hellknight simply waits the last few seconds before the Guardians can finally purge this tower...
Fenna Thistleswade |
Knowledge(Religion): 1d20 + 16 ⇒ (9) + 16 = 25
Fenna looks upon the ancient creature through cold eyes, "Had your lessons of us not been drawn from the murder of our friends and allies, this meeting might have been more cordial... but your actions have marked you as an enemy of the people of Kardas, Vordakai, and you shall face judgement as such."
Casimir |
The five identical copies of Casimir take a few carefully measured steps into the room, dipping their swords to have the tips trail a few inches off the floor. The Spymaster of Kardas does his best to appear casual, but there is an edge of steel in his movements and voice.
"It would seem you have us at a disadvantage. You obviously know a great deal about us all, and what we know of you is mere scraps of knowledge gleaned from ancient legends and crumbled wall carvings. May we know who we face, so we can tell a proper tale of this encounter, in this life or the next?"
The copies of Casimir spread out a bit in a semi-circle, and Casimir hopes his companions will take the hint.
DM Alexander Kilcoyne |
You seem restless for someone who has a tomb to his name,
"Imprisoned in a tomb of my own design, no less. Restless? More curious, thus far. I have learnt much of this new world. Perhaps sending my Undead forth so soon was remiss of me. I am not yet ready to create my new empire."
The hair on Kip's neck stands on end as the entity on the throne speaks his name. His mouth suddenly very dry, Kip is only able to croak out one word, Awakening?
"For over 10,000 years I have slumbered... until an explorer stole a trinket from this place. Ancient alarms were triggered. I was released... unleashed"
The five identical copies of Casimir take a few carefully measured steps into the room, dipping their swords to have the tips trail a few inches off the floor. The Spymaster of Kardas does his best to appear casual, but there is an edge of steel in his movements and voice.
"It would seem you have us at a disadvantage. You obviously know a great deal about us all, and what we know of you is mere scraps of knowledge gleaned from ancient legends and crumbled wall carvings. May we know who we face, so we can tell a proper tale of this encounter, in this life or the next?"
The copies of Casimir spread out a bit in a semi-circle, and Casimir hopes his companions will take the hint.
Vordakai stood up slowly in response to Casimir's maneuvers.
"Yes... My name is Vordakai, of Ancient Casmaron. The sixteenth Vordakai. The last of my name. In the next life you may tell your betters that you had a chance to stop the death that came. That you failed."
Knowledge(Religion): 1d20 + 16 ⇒ (9) + 16 = 25
Fenna looks upon the ancient creature through cold eyes, "Had your lessons of us not been drawn from the murder of our friends and allies, this meeting might have been more cordial... but your actions have marked you as an enemy of the people of Kardas, Vordakai, and you shall face judgement as such."
"It has become clear to me now that in this Age, you place a great deal of emphasis on the life of chattel. Your mewling, soft-skinned kind have grown soft, for the most part. There is no place for the weak in the natural order of things. Ancient Casmaron understood this."
[ooc] knowledge religion 1d20+6
So you are the creature that has brought such ruin to the innocents of this land!
You are the thing that has threatened our kingdom!
You are the thing that has placed itself above the living in some vain attempt to hold onto what was a pitiful existence.
Know that it was the champions of Kardas that came here...we six that destroyed your guardians and sent you back to the grave!
The ancient Undead spread his arms wide with a toothy smile.
"Yes! I am the very same! I shepherded the population of an entire Kingdom into my lair, fed off their brains and souls! I reveled in it, and the knowledge devouring their minds gave me! I sent their souls screaming to the Four Horsemen and they shall reward my obeisance! Those that are left will be sold on other planes! Face me if you dare!" Vordakai shouted as the gem in his only eye socket flared red with power and he raised his ancient limbs in hostile intent...
You recognize Vordakai as some form of ancient Lich, an Undead being of unspeakable Evil. You recall little more other than the basic lore around such creatures, and the fact that magical bludgeoning weapons are far more effective against such beings.
V: 1d20 + 6 ⇒ (9) + 6 = 15
?: 1d20 + 5 ⇒ (6) + 5 = 11
Casimir: 1d20 + 5 ⇒ (7) + 5 = 12
Malthir: 1d20 + 0 ⇒ (19) + 0 = 19
Fenna: 1d20 + 0 ⇒ (14) + 0 = 14
Ricter: 1d20 + 2 ⇒ (6) + 2 = 8
Kalev: 1d20 + 3 ⇒ (4) + 3 = 7
Kip: 1d20 + 6 ⇒ (18) + 6 = 24
Vordakai- Villain of the Varnhold Vanishing
Round 1-
Ordered Initiative-
Kip- 24
Malthir- 19
Vordakai- 15
Fenna- 14
Casimir- 12
Something Happens- 11
Ricter- 8
Kalev- 7
Active Effects-
Mirror Image (Casimir)- 3 images remain
Map-
Notes-
Narrative-
Kip and Malthir are up. Reminder- FINAL FIGHT OF CHAPTER 3!
Kip Bendybrook |
Round 1 Init 24
Kip reaches inside his trusty haversack, producing a scroll (MA) before quickly unrolling it and reading the empowered words scribed upon it...
(SA cast magic circle against evil f/scroll) A shimmering curtain of light momentarily materializes, centred on Kip. You feel your body and mind fortified against the evil before you.
A magic circle against evil... Kip whispers to his companions.
Status and Effects:
AC: 21 HP: 43 of 62
magic circle against evil expires in 50 min.
Malthir Al Dagon |
Malthir surges forward, hoping to draw any evil attacks away from his friends. Double move to H/28.
Evil cur, I am Iomedae's champion. When you face us you face her as well! Iomedae, bring forth the flame to cleanse the evil that we are about to do battle with!
Activate Smite Evil.
Current stats:
HP:73/76
AC:29/34 against my smite target
Smite Evil
Veil of positive Energy.
DM Alexander Kilcoyne |
The Lich looked upon the approaching Malthir and his shining sword intently before slowly moving south to man the bottleneck between himself and the pool. He spoke now not in a tongue familiar to all of you but in an unfamiliar language entirely as he plucked from (a clearly not ancient) spell pouch a scrap of leather. Vordakai tossed it into the pool as he chanted and his form began to continually appear as if shifting in various locations, varying by a few feet each time as he seemed difficult to track. Brief, ebony black clouds of mist sprang into being each time his position shifted, only to fade out moments later.
The spell cast is Displacement.
The Lich replied in contempt, again audible to all in their native languages so that Fenna heard it in Gnome, Kip in Halfling, etc.-
"Iomedae? You worship a deity younger than myself. Such gods rise and fall every few thousand years. Pathetic."
Fenna and Casimir are up.
Casimir |
Spellcraft: 1d20 + 12 ⇒ (9) + 12 = 21
"He has cast a spell of displacement on himself. It's only an illusion, and of short duration, but it will make him harder to hit."
Casimir twists his wrist and a wand appears in his hand. He speaks the words to activate it, and everyone except Malthir feel the familiar quickening of a haste spell. Swift+standard action to draw and use wand from wrist sheath - expires round 6
Dropping the wand, he moves forward at blinding speed. Move action - move to B31
Fenna Thistleswade |
Fenna follows Casimir into the room, calling upon the divine blessings of Aroden. "Let the favour of the Soldier bolster us, and help strike down this terrible foe."
Move to D26 and cast prayer (DC 19 Will)
DM Alexander Kilcoyne |
Vordakai Will Save (Modifier hidden, success): 1d20 ⇒ 13
As much of the party surged forward, from an unseen signal from the Lich a creature emerged from the pool behind the smashed door. Though for a moment it looked like the pool was simply flooding, the mass of water quickly took shape as it formed into a vaguely humanoid shape; its flowing mass a myriad of small waterfalls and currents and quite clearly a water elemental. Striding forward and drenching the previous chamber, the mass was utterly huge in mass; and it sent an impressive wave of water crashing through the doorway, the water smashing into Kip and clutching him as the wave pulled back like the tide; dragging the poor Halfling with it from a distance of fifteen feet back through the doorway and seeking to trap him with powerful currents of its own devising...
Fluffy way of describing a grapple, which moved Kip to closest adjacent square as a result.
CMB (Grapple): 1d20 + 24 - 4 ⇒ (8) + 24 - 4 = 28
Kip is grappled, as is the water elemental.
Ricter and Kalev left to act this round.
Casimir |
KIP!!
Yup, there it is again, that gnawing tightness in the pit of your stomach that won't stop whimpering "Oh crap, we're all gonna die" over and over again. In other words, the Kingmaker campaign we've come to know and love. It's so good to be back :-)
Malthir Al Dagon |
Fenna follows Casimir into the room, calling upon the divine blessings of Aroden. "Let the favour of the Soldier bolster us, and help strike down this terrible foe."
Move to D26 and cast prayer (DC 19 Will)
Prayer doesn't allow a saving throw.
Ricter Vorsk |
As Milthir moves Ricter moves with him, keeping the shields in formation. However, seeing the narrow gap by the fountain he checks with the Baron:
Double move to G28
"Are we filing through that, or should I try to get round the other side of the fountain?"
Could I fight without penalty in H35 if I got to it?
Kalev Lehola |
Seeing his small friend endangered by the massive creature of water, Kalev flies into a rage and charges straight at the beast, for a moment forgetting his own safety.
Enter Rage as free action. Charge to F18. Power Attack and the whole sheebang
Attack: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 2d8 + 21 ⇒ (6, 6) + 21 = 33
Rage 4/6 rounds used