The bustling town of Kaer Maga, home of villainy and and more than one shady figure. A city that offers zillions of oportunities and even more ways to die!
The bolt hits the step but no reaction follows - obviously the trap recognies either weight or form of the object.
As if the zombies had heard your plans, your hear moaning from the ground floor - some of the mindless monsters must have entered the pyramid through the hole.
As you look, you see the first misshappen undeads crawling up the stairs, mindlessly following some inner command they know that they have to get up to the top of the pyramid...Soon the first one has reached your the first floor and stumbles towards the rainbowish stairwell...
Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5
"I like your idea, Daggers. I also don't think the zombie will mind if you make a mistake and he ends up dying. I mean being undead can't be much different from being dead."
With deep growling sounds, the zombie climbs the stairwell, passes the now blue step and finally reaches the top - only to get impaled by what looks like the missile of a spear thrower. In a wide arc the undead is catapulted back to you and hits the floor some metres behind you...the body twitches twice but then lies still.
Behind the zombie that is now ultimately put to rest more creatures swarm up towards you.
Vaughn grabs a zombie by the arm, pulls it most of the way up the stairs, then shoves it forward to where the first zombie got speared. C'mon, form a bucket brigade! Send those slow-pokes on up here and we'll exhaust the spears faster!!
Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5
"I'm not impressed with the initiative these zombies are taking. Can we move them any faster? I'm with Vaughn. We've got to rescue these girls quickly!"
His lip curling in disgust as the first zombie ascended the stairs, Tal'Zeneb nonetheless muttered a quiet blessing of Pharasma as it met its final end. Closing his eyes briefly and letting out a deep breath, he resolved himself to the presence of these abominations for the time being...the children's safety was the paramount need.
"We may want to arrive before these poor unfortunate souls, they may not be as discriminating as we in whom they attack."
The zombies are puppeteered quite well and don't attack you, instead they crawl up the stairs where half a dozen of them is greeted by a barricade of spears and impaled within a second...after that the organ-spear-thrower has used all of its ammunition and it is safe to enter the next level of the pyramid.
The weapon rests on a platform in the middle of a large room from which two doors on the opposite side lead further.
As Kenta reaches the door, he suddenly hears the screeching sound of metal being pulled over stony floor from behind the door...then again and again...and it's coming closer...
As the sound has nearly reached the door, the other one bursts open and Laion stumbles out of it - his robes torn and blood stained
Run!!!!!
He screams and runs back to the many-coloured stairwell...
So, iron golem behind one door, unknown horror from which a bloodied cultist behind another. I say, "not the iron golem." Who's with me? Vaughn moves toward the door Laion ran out of.
Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5
Kyren rushes up to Laion's side and talks to him as he pulls him to safety, "Where are the young goddesses? We are trying to rescue them! How do we get to them? Are we close yet?"
I *know* an iron golem will be a tough opponent--maybe too tough. I *don't* know about this one Vaughn jerks his thumb at the door Laion came out of. ...but I'm willing to try it to save the kids. Everyone ready? Vaughn has his daggers out, standing at the door adn ready to open it to wreak savage violence.
Vaughn gulps a bit. He looks at the gargantuan sword the guardian is wielding, then at his daggers, then up at the guardian. You're clearly overcompensating...
Since Vaughn was standing by the door, I'm ready to rock and roll on this guy...
...and anything guarding the vile secrets of this place deserves a stabbing!!
he starts the violence, making sure he leaves a space for the charging Kenta-on-Buta
Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5
Kyren immediately begins moving his hands in quick somatic gestures to cast Haste upon his companions. "Haste haste, there is no time to waste!" he declares.
"It's like someone's silly idea of a manifestation of insatiable sexual desires, punishment, and frustration!" Berry exclaims excitedly. "Let's kill it and dissect it!" =D
Unperturbed by the abomination before him , Tal'Zeneb comments "It would seem the cult has some more advanced capabilities. If this is indeed an undead manifestation, they may share some skills with the necromancers... Halting his musings, he bows his head and utters a sacred prayer to Pharasma.
"Pharasma, lady of bones, protect your servant and his companions in their work against the forces of evil."
Prayer, +1 on all rolls for all allies within 40ft, -1 for enemies
Duration 6 rounds
Hmmm if I could ask Alchy to hold off his turn in case this hits. Than we can poke at Mr. HUEGSUHWORD with impunity and laugh at hsi misfortune in appearing in games other than SH2.
Excitedly Berry decides the thing to do to the monster charging directly at them sword above its head is to stick it to the ground.
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
If the bag successfully sticks him to the floor she throws a fist up into the air in triumph. IF not she'll calmly whistle and get behind the meatier members of the party.