Dungeon Kobold |
17th of Flocktime.
After dropping by Ph'rexis's home and obtaining the magic items he's crafted—Farrukh notices his scimitar's blade has turned a bit more sinuous and tentacle-like, while Carina sees numerous images of locks and doors have been carved into her firebrand—the group heads to the Artisan's District, not far from the smithy known as the Cold Forge.
Sewer access can be gained via any one of a number of local grates, though most of these are in the middle of bustling city streets.
How do you intend to make it into the sewers?
Farrukh Al'Khatel |
Farrukh looks at his sword appreciatively.
"I like it. Makes it distinctive. Plus it bodes well for its ability to slice into tentacle headed creatures."
Are there any grates that are out of sight?
Astraden Limhaare |
"Well, thanks anyways," Astraden says, waving halfheartedly as she exits the grove. She heads first Horatio Rib's Everything, then Crowmar's Magnificent Lantern Emporium, pounding loudly on their doors three times each before giving up.
--
In the morning, she rushes to the same shops before breakfast, then on the way to the sewer entrance quickly searches the Artisan's District for a silversmith who might have an old symbol lying around.
Diplomacy (GI): 1d20 + 3 ⇒ (14) + 3 = 17
Dungeon Kobold |
Farrukh, you can make a Knowledge (local) check. Alternatively, you can spend an hour searching the area and make a Perception check.
Astraden struggles to find anything, and gets numerous suspicious looks for asking—Olidammara isn't very popular in the Artisan's District, and neither are half-orcs.
Finally, she notices a banged-up silver symbol at the bottom of a box of undergarments in a thrift store. The symbol has been crudely painted, and the paint is chipping off at points. Still, it's made of pure silver, and the owner seems happy to sell it off.
Carina Viera |
Carina takes a moment to admire her upgraded pistol.
"Locks and doors as a motif?" She asks, running a finger along the barrel. "I like it--I think I'll call it my 'Master Key'." She giggles.
Tanith 'Kordson' Creed |
Tanith shows off the script-formed ursine shape sprawling a good portion of his heavily muscled chest and part of his shoulder while the party cases the sewer entrances. "Check it out. He rears up when I flex!" he says proudly while flexing a mammoth bicep. "I'm going back to that guy for sure!"
Reminded of the task at hand, the big Kordite stops and looks around.
"Farrukh, why don't you and Rodrigo look for someplace out of sight. Red and I can ask around. We can't be first fools trying to get down there."
Carina Viera |
Carina giggles again and rubs her belly where her tattoo is hidden. "I might consider going back as well, if this tattoo lives up to his reputation."
A diamond with a ring of leaves inside. Quite lovely.
Carina Viera |
I'll take 10 on Diplomacy (Gather Information) for a 25. Yay Wayfinder! :D
Dungeon Kobold |
Afraid not, Rynjin.
Searching will still likely be quicker than gathering information (and puts you at less risk of attracting attention), so if you want, you can still roll Perception.
Astraden Limhaare |
The day after her card game with Farrukh, Astraden visits Shag Solomon's clothing stand, looking for simple, tough fabric in her new size. On a whim, she purchases a violet-colored woolen vest for colder weather. While looking through a few other shops, she decides to unload the old clay lamp and oilskin she stole from the bandits, reasoning she'll have no need of light with her new, orcish eyesight. She also sells Zud her masterwork rapier.
+0.05 gp+0.15 gp+155 gp=+155.20 gp.
That night, she finishes writing the last cleansing spell, and starts on the scroll of protection Tanith requested.
The day of Cuetzpalli's funeral, the cleric meets up with Eben's contact at the temple of Norebo and is purged of the final vestiges of death-ache. She dumps her old, torn, bloodstained, and undersized traveling clothes in the creek by Midnight's Muddle, and so feels quite fresh and proper in time for the Olman's funeral. After washing up, she spends another good eight hours recording the spell of electricity resistance.
Perception (aiding Farrukh): 1d20 + 8 ⇒ (2) + 8 = 10
Dungeon Kobold |
Because most people don't think of that sort of thing. It's obscure trivia.
After an hour's search, Farrukh is able to find a sewer grate in an out-of-the-way alley. Getting down from there takes some time, but nobody notices the party as they enter the dank systems.
The primary sewer tunnels are ten feet wide and are half full of brackish water, up to three feet deep in some places. The tunnels are a maze of small chambers, large cisterns, and cramped pipes with no currently accurate maps. On more than one occasion the party is forced to move through openings barely large enough to fit through without squeezing, and the air is terrible.
Fortunately, the party doesn't have to sludge through for long. Farrukh is able to quickly find a route between the drow's directions and what they knew already. Numerous patches of the Beggar's Gold mold lead the way, and as the party comes to an intersection, he finds another clue: A human body rotting in the water. There is an expression of utter terror frozen on the dead man's half-decayed face, and there is a large hole in his skull.
From here, Farrukh leads the group into an ancient and particularly deep sewer tunnel. It descends quickly, the path covered with Beggar's Gold and otherwise pitch black. Light source?
The sewer tunnel keeps going a long, long ways, but there is a branching path that leads into what appears to be a natural cave. Now Farrukh and the others can plainly see tracks leading in. Patches of phosphorescent fungus light this large underground chamber, which is littered with huge swaths of bright yellow fungus and toadstools of various sizes, some gigantic. The tracks lead straight through.
You may make two Knowledge checks.
Check #1:
Check #2:
Keep in mind that, even if you have both Knowledges, you can only make one check per item. So choose the skill you have a better chance of succeeding with.
Map updated. Place yourselves as you see fit.
Farrukh Al'Khatel |
If Astraden is prepping Ebon Eyes and casting it on me I don't purchase the Ioun Torch. I wanted the Cracked Magenta Prism anyway, and I forgot I was down to a little over 1000 gp.
I wanted to set it to Dungeoneering anyway, to identify the weird beasties Xyrzog "created" when we got to them, so that seems like a good choice.
Take 10 on Dungeoneering for a 22 twice.
"Careful, that stuff there is Yellow Mold. VERY dangerous. Carina can burn it away. DO NOT touch it unless you like dying."
"There are shriekers there, there, there, and there. If you get within a few feet or shine bright light on them they scream really loud."
Tanith 'Kordson' Creed |
While the party considers the bizarre fungus, Tanith quaffs a protective potion. Mage armor.
"That stuff means we're on the right track right? The dark elf woman mentioned them. Astraden brought a spell to keep them quiet."
Eben MacTeague |
I assume our light sources are the same as usual- someone casts light for general visual purposes, and I cast dancing lights for a roaming spotlight. But knowing there'd be shriekers ahead, we'd be keeping the lights back until we hit them with silence.
By now, Eben has become enough of a pro at heading into disgusting places that he hardly grumbles at all upon headed into the sewer. Though he's also somewhat distracted by the variety of stones whizzing around everyone's heads. "If we stand too close to one another, will they collide?" He is brought back to reality by the dangers ahead. "Yuck. So... make the mushrooms silent, then bomb the mold?"
Rodrigo Dantares |
"Should I call Sombra and send her ahead?" Rodrigo asks the others. "She can see in the dark with little issue and report back what she finds to me telepathically."
Tanith 'Kordson' Creed |
Tanith nods at Eben's comments and then considers Rodrigo's offer. He had no idea who this Sombra was but the notion of sending a scout ahead wasn't a bad one.
"Uh, sure. Send out 'Sombra' after we kill off all this fungus."
Rodrigo Dantares |
You heard the man.
Yes, master.
Sombra will head down the corridor, flying along the ceiling and taking 10 on stealth and perception, for a 41 and 30 respectively. She reports back everything she sees to Rodrigo. She goes 100' and then stops.
"Done, good fellow. She will begin reporting momentarily," Rodrigo says. "Please, commence your fungus removal program."
Tanith 'Kordson' Creed |
We need to kill off the fungus first. The shriekers might have blindsense or something.
Astraden Limhaare |
- 0-level (4) create water, detect magic, spark, --
- 1st-level (4+1+D) bless, ebon eyes, ebon eyes, protection from law, --, --
- 2nd-level (3+1+D) bear's endurance, bull's strength, bull's strength, silence, --
- 3rd-level (2+1+D) dispel magic, magic circle against evil, magic circle against law, prayer
- 4th-level (1+1) - air walk, freedom of movement
Eben eyes and ebon eyes.
Once Farrukh points out the shriekers, she points to a spot in the center of the patch, mutters, "Hold the punch-line," and twists her hand twice. All sound in the area suddenly ceases.
Silence.
Eben MacTeague |
1 person marked this as a favorite. |
Eben eyes
I steadfastly refuse to give that a 'like'.
Dungeon Kobold |
Waiting on Carina, since I assume Rodrigo obliges and holds off on sending Sombra for now.
Carina Viera |
"On it." Carina says (or at least mouths thanks to the silence) as she tosses a bomb into the patch of yellow mold.
Ranged Touch Attack: 1d20 + 8 ⇒ (6) + 8 = 14 +1 if PBS applies
Fire Damage: 3d6 + 3 ⇒ (1, 2, 4) + 3 = 10 +1 if PBS applies
Dungeon Kobold |
It will require three bombs in total to destroy all the mold.
The bombs go off in perfect silence, explosions of noiseless fire.
Once the bombs and shriekers have been dispatched, Sombra snakes ahead.
Map is delayed by site problems, so the followup on this will likely come later today.
Eben MacTeague |
While waiting for Sombra to return, Eben lays a hand on Farrukh and Tanith. "I believe in you."
Heroism on Farrukh & Tanith; since it lasts 10 minutes/level I'm just going to use it as a default & cast good hope when in or near major combat.
Dungeon Kobold |
Directly ahead of Sombra, currently just out of sight, is a ledge ten feet off the ground. She hears movement from on the ledge, and as she advances, she smells two distinct scents.
One scent isn't especially familiar to her—it smells like mold, and dirt, and just a hint of elf.
The other bears a much stronger character, however: The nauseating stench of rotten eggs.
Map updated. Keep going or head back?
Rodrigo Dantares |
Rodrigo says, "Sombra has detected two creatures in the cavern ahead, on a ledge. She says one smells like a moldy elf and the other like rotten eggs."
Tanith 'Kordson' Creed |
Tanith nods in thanks for the information. "Wait, what does moldy elf even smell like?"
Tabling the question for now, the big man levels his poleaxe and gestures to Farrukh. "F~$* it. Let's find out."
Putting up Ebon Eyes as well.
Dungeon Kobold |
As a quick reminder, Ebon Eyes helps only against magical darkness (such as that created by the darkness spell). It has no effect on natural shadow.
Tanith 'Kordson' Creed |
Understood. We're counting on our cantrips for normal darkness.
Eben MacTeague |
Eben refreshes his dancing lights, then casts another spell upon himself. He then gets into line behind Farrukh and Tanith, carrying his bow in one hand and the glass rod in the other. "Remember, now, these guys are mental slaves like Johyis and the other drow. If we have to kill them, we have to, but it's worth trying to dispel first..."
Casting cat's grace on myself. Heroism lasts 697 and 698 rounds, dancing lights lasts 9 rounds, cat's grace lasts 70 rounds.
Is the group on the ledge using any kind of light source?
Dungeon Kobold |
No. It's pitch black up ahead, aside from a very faint green glow from beyond the current map's edges.
Rodrigo Dantares |
I'll likely be calling on you again soon. For now, go home.
Rodrigo dismisses Sombra with a few complicated gestures. "Go ahead, Tanith. Your muscles are surely a match for a moldy elf and some rotten breakfast."
Farrukh Al'Khatel |
"Drow are still Drow even when they're free, and I don't think Carina has an unlimited number of those bombs she carries around. We should save the Dispels for high value targets, not the small fry."
Tanith 'Kordson' Creed |
Tanith chuckles at Rodrigo's comment and advances with Farrukh. "That's for her to figure out. Red, I trust your judgement."
Eben MacTeague |
"Yeah, and Elsaroth sounded like high value, not small fry. Now the guards he's supposed to have with him... well, those are fry-able, probably."
Astraden Limhaare |
Astraden shakes a circle of silver around Rodrigo, murmuring, "Hide him from the law," and moves ahead of him as the group advances, peering into the blackness.
Magic circle against law.
Dungeon Kobold |
The party advances. The cavern begins to slope. Reflected light glimmers in the distance, and trickling water can be heard up ahead.
3d20 ⇒ (3, 5, 4) = 12
The party comes to the ledge and hears a hateful shout. They see three dark-skinned elves standing ten feet above. One of the drow wears an absurdly high collar, and his hair is completely black save for a streak of white. He has a vial out and ready. He is noticeably shorter than average for elves. The other two are wielding hand crossbows.
They are all clearly under the effects of a dominate spell.
Inits: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 5 ⇒ (16) + 5 = 21
Round 1: Elsaroth and Bolt Aces
The drow with the vial smiles as he steps forward and flings his payload at the top of Farrukh's head. As it hits him, it explodes in a tremendous blast of...nothing. But Farrukh suddenly feels his center of gravity forcibly shift, as if the planet itself is shaking uncontrollably. The blast continues past him, striking everyone else in the row and ending with Carina.
Bomb (Touch;Flat-Footed): 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 4d4 + 4 ⇒ (1, 2, 4, 3) + 4 = 14 Farrukh takes this damage. Everyone else takes no damage, but everyone except Eben and Rodrigo (including Farrukh) must make Reflex saves.
If you rolled 16 or less and you're Farrukh, you are knocked prone. You cannot rise back up for 1 round.
The other two drow take aim and fire, appearing to struggle only momentarily to shoot past the cover. They aim for Farrukh, shooting with the same nonchalant precision shown by Johysis.
Crossbows: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 271d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 Note that they move after Elsaroth, so you potentially have a +4 to your AC against ranged attacks.
Damage: 1d4 + 9 ⇒ (4) + 9 = 131d4 + 9 ⇒ (4) + 9 = 13
Other Dice: 7d20 ⇒ (2, 19, 17, 15, 18, 13, 4) = 88
Round 1: You are up!
Astraden Limhaare |
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15 +2 if Elsaroth is lawful.
Tanith, you are the one carrying the fickle winds scroll, correct?
Astraden's footing is shaky, but she is still able to brush her fingers over Tanith's shoulder and say, "Climb the wind." As her spell completes, she shimmers and diverges into two identical forms.
Round 1: Cast air walk (standard action) and copycat (move action). Ebon eyes lasts 650 rounds, farrukh eyes lasts 651 rounds, magic circle against law lasts 694 rounds, air walk lasts 700 rounds, and copycat lasts 6 rounds.
Farrukh Al'Khatel |
This group Initiative thing annoys me more and more as time goes on and enemy initiative scores get better.
Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
"Carina, do me a favor and bomb the one with the doofy haircut." he calls back down the line.
Tanith 'Kordson' Creed |
Reflex (heroism): 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Caster Level: 1d20 + 7 ⇒ (7) + 7 = 14
Aided by an overwhelming sense of confidence, Tanith barely avoids the bizarre explosive as it whizzes past him. After he's enchanted with pseudo-flight by Astraden he takes to the air like some sort of incredibly hairy musclebound bird and gestures toward each of his companions with the magic from a scroll. A thin sheath of powerful wind springs up to protect each of them.
Fickle Winds for everyone.
Eben MacTeague |
Sense Motive: 1d20 + 16 ⇒ (4) + 16 = 20
"His hair's not doofy, I like it! Don't know if I could pull it off, though..." Eben says, clearly in some admiration of (and perhaps immediate attraction to) the drow chucking bombs at them. He gives a artful flick of the glass rod he holds in one hand, says a quick phrase ("Stay cheerful!"), and presses one of the rod's buttons. A wash of positive emotion rains down on the group (familiar to anyone who might have lingered around a depressed dinner table, some days back...).
Good hope on everyone. For those already affected by heroism, the only real difference is that you now get +2 to damage as well.
He then runs forward, ahead of the group. At the end of his path, he stops and flicks a tiny speck of butter up in the air at the ledge. "Watch your step!" he says, as the majority of the ledge becomes coated in a layer of slick oil. He angles himself to the side, his profile showing hints of the dance-like movements he's demonstrated before.
Swift action: cast good hope using the quicken rod. Move action: move 30 feet to current position. Standard action: cast grease on ledge. Free action: activate Dance of 23 Steps.(Encompassing all the squares they're standing on + the one behind them, making a 10 foot square.)
Heroism lasts 696 and 697 rounds, dancing lights lasts 8 rounds, cat's grace lasts 69 rounds, good hope lasts 70 rounds, grease lasts 70 rounds. Grease save DC is 14, Eben's AC is 23/18/15 while Dance of 23 Steps is active.)
Astraden Limhaare |
Tanith, which direction are you taking to the air into?
Dungeon Kobold |
Reflex Saves: 1d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (17) + 8 = 251d20 + 10 ⇒ (16) + 10 = 26
The crossbowman slips and falls, surprised by Eben's spell. The other two drow both roll their eyes.
Carina and Rodrigo are up.
Rodrigo Dantares |
Rodrigo makes a gesture to summon some assistance to their aid. A moment later, three small portals to the heavenly planes open in midair above Farrukh, Eben and Tanith. Three celestial creatures that somewhat resemble flying lanterns swoop out of the portals and begin peppering the drow with laser fire.
_________________________
Standard action; summon monster IV
Number of Archons: 1d3 + 1 ⇒ (2) + 1 = 3
They appear in the spaces above Tanith, Farrukh and Eben if there is room.
Archon Touch attacks on alchemist: 8d20 ⇒ (17, 17, 20, 19, 2, 20, 7, 16) = 118 21, 21, (Crit, 23 to confirm), 6, (Crit, 11 to confirm), 20
Assuming the 6 misses. Damage: 1d6 ⇒ 11d6 ⇒ 51d6 ⇒ 31d6 ⇒ 31d6 ⇒ 4
Crit damage if 23 confirms: 1d6 ⇒ 4
Crit damage if 11 confirms: 1d6 ⇒ 3
Likely 17 damage, bypasses any DR he might have.
XP --
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 [17] (2d10+2) [2d10+6]
Fort +4 [+6], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1 [5], Dex 11, Con 12 [16], Int 6, Wis 11, Cha 10
Base Atk +2; CMB -4 [-2]; CMD 6 [8]
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Tanith 'Kordson' Creed |
Tanith didn't have a move action to actually move so that was mostly just a description of him being affected by airwalk.
Eben MacTeague |
Nice. When I saw Rodrigo had Superior Summoning, I wondered if 'swarm of lantern archons' was going to be putting in an appearance.