| Tarondor |
"I'm not a member of your ridiculous band of thieves and tomb-robbers!" says Bengeirr.
Having dropped off the Ulfen warrior with a nonplussed Venture Captain, who agrees to call the guard, the team returns to Greydog Manor, and finds Skelg still in bed, attended by his manswervant, Tyros.
"D...did you get it? The Lantern of the N...north?"
Zandibus the Magnificent
|
"Probably," Zandibus adds cheerfully, never let anyone be to reassured, its boring.
Zandibus the Magnificent
|
Zandibus nods taking the lantern to the tapestry holding it up and if nothing happens trying to replicate whatever process Bengeirr used.
| Tarondor |
As you step through the portal, you find yourself in a strange ice-cave. Sunlight filters through the walls and ceiling, and three braziers give some warmth to this otherwise chilly space. Directly ahead of you, a tunnel leads through the ice, sloping steeply downward. Behind you, a shimmering portal hangs on what appears to be a main mast embedded in the
ice. Following the mast downward, you can barely make out the blurry outline of a ship’s deck below.
Everyone, give me a Fortitude save (DC 15).
Owyn Moravic
|
Fort. save: 1d20 + 7 ⇒ (1) + 7 = 8
Oh, well. If this is for cold, I have energy resistance cold/5.
Owyn moves deeper into the cavern, calling out as he goes. "Tirfyr! Can you hear me?"
Caradeum Genwyllian
|
Caradeum purchased a scroll with eight castings, so he'll cast it on everyone.
Caradeum quickly retrieves a scroll from his pack and begins to intone arcane phrases as runes on the page begin to glow, then disappear. "There, that should help with the chill. Is that a ship down there?"
Owyn Moravic
|
Sighing in relief as the cold ebbs away from his skin, Owyn looks back over his shoulder as he replies "It looks looks like it. Come, let's see if anyone is home.". He then continues to move farther in as he calls out for Tirfyr.
Zandibus the Magnificent
|
"Ooooh, excellent, many thanks Caradeum, new experiences are great fun and all, but I was hoping to save frostbite for later!" Zandibus says happily.
Mounting Ambroscious he starts making his way down the tunnel.
Haraldir
|
Fort: 1d20 + 4 ⇒ (1) + 4 = 5 Haraldir feels the cold numbing every part of his body. His mind slowly drifts to a distant memory, his own body nearly frozen in the mountains north of Absalom - Is this how it ends? Is this...
As his consciousness was slowly draining away from him, Haraldir feels the soothing touch of Caradeum;s magic, and as warmth and strength slowly returns to his muscles the ranger manages a shy smile: "Thank you Caradeum. Your help is most welcome"
After regaining his senses, Haraldir readies his bow and starts looking around, trying to avoid any nasty surprises. Perception: 1d20 + 7 ⇒ (1) + 7 = 8
| Tarondor |
You're okay. Caradeum protected all of you.
The sloped tunnel is slippery, but after a long curve it suddenly opens into another cave at the rear deck of a ship. More braziers keep the worst of the cold at bay, but a wall of solid ice blocks access to the foredeck. A large drum stands on the deck, and behind it is a trapdoor leading into the hold.
Owyn Moravic
|
Arriving on the deck of the ship, Owyn's hopes of saving Skelg's man dwindle with each silent minute that passes.
"If Tirfyr isn't in sight, then he had to have gone below deck," says Owyn as he turns to regard his friends. "Come, let us check the hold and hope that we're not too late."
Zandibus the Magnificent
|
Zandibus eyes the drum, "When I see a drum I really just want to bang it... But I suppose its a bad idea? Let's see if its magic!" He casts detect magic and scans the drum and then the rest of the cave for magical auras.
Haraldir
|
"Whatever you do, please do not bang it...at least for now. Who knows what it might attract" - Haraldir answers to gnome, being aware how prone the little one was to act (usually in the least expected way).
He simply nods to Owyn's suggestion and states "Proceed, I am right behind you"
Zandibus the Magnificent
|
Zanidibus nods, though his eyes twitch towards it as he backs away. He opens the door to the hold and steps back letting the others advance first, sending a set of dancing lights whirling down with no apparent spell casting.
Using dancing lights spell-like ability to provide illumination.
| Tarondor |
The smell of death and rot fills this lower deck, even with the cold. It is darker down here without the sunlight filtering through the ice, and no braziers burn. Shadowy movements are visible in the darkness, accompanied by an eerie creaking noise as though someone were still working the oars. A figure moves toward you along the aisle between the rowing benches. It appears to be a withered human wearing an Ulfen burial mask.
Owyn Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Zandibus & Friend Initiative: 1d20 + 8 ⇒ (5) + 8 = 13
Caradeum Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Haraldir Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Haldyr Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Rowers Initiative: 1d20 + 0 ⇒ (9) + 0 = 9
Initiative Order
Caradeum
Haraldir
Owyn
Zandibus & Friend
Haldyr
Rowers
Anyone, go!
Zandibus the Magnificent
|
Zandibus steps up in front of Caradeum behind the bench and chants sending a ray of gleaming white positive energy flying at the Zombie in front of him. The gnome then points at the masked figure and shouts,
"Ambroscious attack!"
The elephant moves forwad and slams his tusks into the creature, but seems to do little damage.
Sorry to block access to the masked guy, but I figure he might do something very nasty and better than happen to an animal companion than a PC. Ambroscious also has a good AC so is likely safer than most. If anyone wishes to take that space instead please do so and I'll have him attack a zombie instead.
Disrupt Undead Ranged Touch: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d6 ⇒ 3
Gore: 1d20 + 3 ⇒ (20) + 3 = 23 Damage: 1d8 + 2 ⇒ (2) + 2 = 4 Piercing
Crit Conf. Gore: 1d20 + 3 ⇒ (8) + 3 = 11 Ex Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Owyn Moravic
|
What are these things, exactly?
Knowledge (Religion): 1d20 + 5 ⇒ (14) + 5 = 19
Owyn will take a 5-ft. step forward as he swings his sword at the undead creature on his right and shouts out "Back to the grave, abominations!"
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Caradeum Genwyllian
|
Before anyone has a chance to step in front of him, Caradeum moves up five feet and casts a spell. Pointing his outspread hand, he sends forth a cone of ice and snow, encompassing all the visible creatures.
Flurry of Snowballs: 4d6 ⇒ (5, 5, 5, 5) = 20
Flurry of SB has Rime Spell Metamagic applied to it, so all creatures are entangled for 2 rounds. It's a 30' cone.
Haraldir
|
Thankful to Zandibus and his oversized companion, Haraldir takes a step back prior to preparing and releasing two arrows at the masked figure.
Rapid shot #1, PBS: 1d20 + 5 ⇒ (2) + 5 = 7
Potential dmg #1: 1d8 + 1 ⇒ (7) + 1 = 8
Rapid shot #2, PBS: 1d20 + 5 ⇒ (13) + 5 = 18
Potential dmg #2: 1d8 + 1 ⇒ (5) + 1 = 6
| Tarondor |
Caradeum, please list the DC's of any saves when you cast a spell.
Owyn, they're some weird, cold-based variant of a ghoul and zombies.
Haldyr's Reflex save (DC 15): 1d20 + 2 ⇒ (9) + 2 = 11
A's Reflex save (DC 15): 1d20 + 0 ⇒ (5) + 0 = 5
B's Reflex save (with bonus for cover) (DC 15): 1d20 + 0 + 3 ⇒ (10) + 0 + 3 = 13
C's Reflex save (DC 15): 1d20 + 0 ⇒ (12) + 0 = 12
D's Reflex save (DC 15): 1d20 + 0 ⇒ (15) + 0 = 15
Caradeum blasts the undead with shards of ice and snow, destroying three of the rowers before they can rise from their seats and badly injuring Haldyr. Zandibus targets the tall corpse with a beam of pure white light that burns a hole right through it. It continues to advance until Ambroscius appears and drives its tusks through the undead Ulfen warrior, stilling him forever.
Haraldir fires two arrows, destroying the last of the rowers.
[COMBAT OVER!]
Zandibus the Magnificent
|
"Well! Very impressive Caradeum! I shall have to hope I learn that spell!" Zandibus says, evidently impressed. He casts detect magic and examines their fallen, refallen, foes, especially the mask.
Caradeum Genwyllian
|
Sorry about that. I spent so much time trying to figure if I could catch them all, I forgot to list the DC.
Caradeum begins checking the bodies and looking around.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Zandibus the Magnificent
|
Is it magic?
Zabdibus gives Ambroscious a scratch between his eyes, "Better bide big buddy, be bold bearing broken bone. I do not think you can handle a ladder. Well let us go up then."
Zandibus the Magnificent
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"Woah, hold on the stairs are magic! Let me take a look see if they are trapped. The Mask is magi to, Caradeum can you take a look at it while I check if the stairs are trapped?"
Zandibus takes 20 examining the stairs for traps for a 22. And if he is able to find one will try to disable it.
Disable Device: 1d20 + 5 ⇒ (17) + 5 = 22
Zandibus the Magnificent
|
"Hmmm, not a trap, but a spell... Can you tell what it is Caradeum?"
Zandibus has no spellcraft ranks sadly.
Haraldir
|
Haraldir goes to see if he can recover one of the arrows which missed, and than simply stands idly as the exchange between his companion more versed in terms of arcane skills goes on.
"So, can we disable or dispel that sorcery, whichever it is?" - he asks finally.
Zandibus the Magnificent
|
Zandibus shrugs, "It won't hurt us directly, let's just set it off and hurry. Ooooh, or better yet set it off then wait ten minutes before going up in cse there is a spellcaster up there who is going to buff themselves up!"