| Cuthberwyn Fizzkomingus |
DC 32 Refl (1): 1d20 + 22 ⇒ (2) + 22 = 24 fail, 42 dmg, resist 10 = 32 dmg
DC 32 Refl (2): 1d20 + 22 ⇒ (17) + 22 = 39 success, 22 dmg, resist 10 = 12 dmg
Cuthberwyn takes the full brunt of the first elemental's jump, but it somehow shields him a bit from the second. He draws out a wand as he weaves a spell to target both elementals. Cast slow (H+3), DC 32 Fort.
Interact to draw, verbal & somatic components for slow (H+3).
Dori Markhaldow
|
Dori float stumbles closer to the elemental and tries to do some damage...
actions 1:step
actions 2:strike
actions 3:strike
attack!: 1d20 + 26 + 1 ⇒ (16) + 26 + 1 = 43
damage?: 3d8 + 7 + 1 ⇒ (5, 3, 7) + 7 + 1 = 23
attack!: 1d20 + 21 + 1 ⇒ (4) + 21 + 1 = 26
damage?: 3d8 + 7 + 1 ⇒ (5, 7, 1) + 7 + 1 = 21
target gains resistance 16. If the foe is within 15 ft range:
attack!:: 1d20 + 26 ⇒ (19) + 26 = 45
damage?: 3d8 + 7 ⇒ (1, 4, 1) + 7 = 13
If hit is successful, target gets 3 persistent good damage
| Ðakaþos |
Eh, I've soloed thus far, not going to change regardless of my current HP total!
Ðakaþos, standing alone continues his duel with the dragon, hoping to fell it before he succumbs to the pain: Persistent: 4d6 ⇒ (1, 4, 1, 4) = 10 Reduced to 0
Power Attack: 1d20 + 28 + 1 ⇒ (12) + 28 + 1 = 41 for DMG: 5d12 + 7 ⇒ (12, 4, 1, 8, 4) + 7 = 36 and Cold: 1d6 ⇒ 5
ATK 2: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38 for DMG if hit: 3d12 + 7 ⇒ (8, 10, 10) + 7 = 35 and Cold: 1d6 ⇒ 3
Attack Haste: 1d20 + 18 + 1 ⇒ (5) + 18 + 1 = 24
Flat: 1d20 ⇒ 14
GM Tyranius
|
@Dakapos- The reflex save you made against the breath weapon was a critical failure for double damage. 119 would have been the normal damage and the crit fail caused an extra 58 damage. You also already went this round.
Red Fort DC 32: 1d20 + 23 ⇒ (10) + 23 = 33
Green Fort DC 32: 1d20 + 23 ⇒ (16) + 23 = 39
Cuthberwyn weaves a spell into his dirge that seems to slow the elementals. Dori's hammer cracks the molten rock open as it strikes the elemental square in the chest.
Veshumirix weaves a spell and creates a wall of flames surrounding around Dakapos. before biting down at the warrior. Using your first attack as your AoO. As the dragon bites down Dakapos stabs into the lower jaw.
Jaws vs Dakapos AC 38: 1d20 + 33 ⇒ (13) + 33 = 46
Mirror Image; 1=real: 1d4 ⇒ 3
The dragon's maw rips through one of his images. The two elementals slip through the lava pool as they surround around Kelvin.
Red Tendril vs Kelvin AC FF 32: 1d20 + 26 ⇒ (20) + 26 = 46
Damage: 2d10 + 14 ⇒ (6, 6) + 14 = 26 Crit for 52 + 3d8 Persistent Fire.
Red Tendril vs Kelvin AC FF 32: 1d20 + 26 - 5 ⇒ (13) + 26 - 5 = 34
Damage: 2d10 + 14 ⇒ (9, 7) + 14 = 30 + 3d8 Persistent Fire.
Red Tendril vs Kelvin AC FF 32: 1d20 + 26 - 10 ⇒ (3) + 26 - 10 = 19
Green Tendril vs Kelvin AC FF 32: 1d20 + 26 ⇒ (5) + 26 = 31
Green Tendril vs Kelvin AC FF 32: 1d20 + 26 - 5 ⇒ (2) + 26 - 5 = 23
The flaming tendrils slap all around Kelvin as he is unable to avoid all of them.
★★★
Veshumirix's Lair Round 3 / 4
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Dakapos (70/203 HP) │ Resist Slashing 3, Resist Energy (Fire) 10, Haste, MI 2/3, 4d6 Persistent Fire
➤ Cabaguil (88/134 HP) │ Resist Fire 10, MI 3/3
➤ Dori (227/234 HP) │ (Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
Veshumirix (-227 HP) │ Fire Shield, Resist Cold 5
Elemental (Red) (-111 HP) │ Slow 1 1/rnd
Elemental (Green) (-0 HP) │ Slow 1 1/rnd
➤ Kelvin (136/192 HP) │ Resist Fire 7 (Energy) 10, Fly 5' up, 3d8 Persistent Fire
➤ Raspar (167/173 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cuthberwyn (118/162 HP) │ Resist Fire 10
| Raspar Soulsage |
Round 3
Action 1: Strike red.
Action 2: Strike red.
Action 3: Stride..
Raspar's Righteous Aura: Your righteous aura dampens evil’s might. You and all allies within 15 feet gain evil resistance 5.
Raspar strikes out at red, again and again, then moves closer to the dragon.
Melee or Ranged Strike:
1d20 + 26 ⇒ (20) + 26 = 46 to hit;
P/S, holy: 3d4 + 7 + 1d6 ⇒ (1, 3, 2) + 7 + (2) = 15 damage (holy)
Critical damage: 6d4 + 14 + 1d6 + 1d6 ⇒ (3, 3, 3, 3, 3, 3) + 14 + (1) + (6) = 39 + 2d6 + 1 ⇒ (1, 1) + 1 = 3 persistent bleeding
Melee or Ranged Strike:
1d20 + 26 - 4 ⇒ (7) + 26 - 4 = 29 to hit;
P/S, holy: 3d4 + 7 + 1d6 ⇒ (2, 2, 1) + 7 + (5) = 17 damage (holy)
Note 16 damage of prevention is on the stack AND a get out of restraint (potentially) free card + 2 persistent good damage to the grappler.
2 persistent good damage for the grappler.
Melee or Ranged Strike:
1d20 + 26 ⇒ (1) + 26 = 27 to hit;
P/S, holy: 3d4 + 7 + 1d6 + 1d6 + 1d6 ⇒ (1, 1, 4) + 7 + (3) + (2) + (2) = 20 damage (holy, disrupting, flaming)
Critical damage: [ dice]6d4+14+1d6+1d6[/dice] + 2d6 + 1 ⇒ (3, 5) + 1 = 9 persistent bleeding
AC: 38 +2 with shield action. + resist piercing 4
Fort/Ref/Will: 25/24/24 + 2 vs. spells/reaction
HP: 188/188
Focus: 2/2
Hero Points: 3
Speed: 20'
Luck? 0/1 used (vs. save/check)
Other Luck? 0/1 used (vs. perception/attack)
Melee Strike:
[ dice=Shield]1d20+25[/dice] to hit;
[ dice=B]1d4+4[/dice] damage
Melee Strike (Halberd):
[ dice=Halberd]1d20+16[/dice] to hit;
[ dice=P/S]1d10+3[/dice] damage
[ spoiler=@Dori, GM Tyranius]
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level (=16). The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.[/ spoiler]
| Kelvin Craghorn |
Note that Kelvin has Deny Advantage, so he can't be Flat-footed due to flanking
Persistent Fire: 3d8 ⇒ (3, 1, 4) = 8 0 damage
Action 1: Strike
Action 2: Strike
Action 3: Fly
Reaction: Opportune Backstab
Kelvin continues to stab out at the elemental, barely holding back his rage in favour of concentration.
Strike vs Red (Flat-footed): 1d20 + 27 + 1 ⇒ (17) + 27 + 1 = 45
Damage (P + Sonic/Elec): 3d6 + 8 + 3d6 + 1d6 + 1d6 + 1 ⇒ (1, 4, 6) + 8 + (1, 3, 5) + (1) + (6) + 1 = 36 plus Weakness 5 to Slashing
And again!
Strike vs Red (Flat-footed): 1d20 + 22 + 1 ⇒ (17) + 22 + 1 = 40
Damage (P + Sonic/Elec): 3d6 + 8 + 3d6 + 1d6 + 1d6 + 1 ⇒ (5, 3, 5) + 8 + (6, 2, 4) + (4) + (5) + 1 = 43 plus Weakness 5 to Slashing
He then glances at the dragon, yearning to kill it, and then back at Cuthberwyn and Cabaguil. Coming to decision, he shouts at Raspar. "Go bleed for that darn idiot fighting a dragon alone! Dori and I will keep these things busy."
Flat check: 1d20 ⇒ 1
Damage (P + Sonic/Elec): 3d6 + 8 + 3d6 + 1d6 + 1d6 ⇒ (3, 6, 1) + 8 + (6, 1, 1) + (6) + (4) = 36 plus Weakness 5 to Slashing
| Cabaguil Hobnil |
Equipped: Staff of healing
Conditions: True Seeing (3/10m), Mirror Image (3/3 images, 3/10r)
Battle Medicine: Cabaguil
Guidance: None
Bounce Back (1/1, no wounded condition from dying)
Cape of the Mountebank (+2 deception)(1/1, •>>, dimension door)
Crafters Eyepiece (+1 craft)(repair 30hp instead of 20hp)
Diplomat’s Badge: (+1 diplomacy)(•>, DC 20 recall knowledge for +2 diplomacy 24hrs)
Eye of the Wise (•>, telepathy with Warbal Bumblebrasher)(•>, +2 decipher writing, disable device, identify magic, pick lock, seek, sense motive)
Goggles: (+1 perception)(1/1, •>, darkvision 1 hour)
Healer’s Gloves: (+1 medicine)(1/1, •>, cure 2d6+7)
Prayer Beads: (+1hp divine spells)(1/1, •>>, bless)(1/1, •>>, heal)
Ring of Lies: (+2 deception)(1/1, •>>, glibness)
Staff of Healing, Major: (7/7) (+3hp heal spells; stabilize, heal(1,2,3,4,5), restoration(2,4), restore senses(2), remove disease(3), breath of life(5), remove disease(5))
Wand of Heal: (1/1, •>>, heal)
Bloodline Focus: Diabolic Edict* (1/1)
Bardic Spells Spell attack +21 (T), Spell DC’s 31 (T)
Cantrips: Daze, Guidance, Inspire Courage, Mage Hand, Message
First Level: (1/1) Magic Missile§
Second Level: (0/1) Mirror Image
Third Level: (1/1) Magic Missile§ (3), Invisibility Sphere
Sorcerer Spells Spell attack +23 (E), Spell DC’s 33 (E)
Cantrips: Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame*,
First Level: (2/4) Charm§*, Heal§, Purify Food and Drink, Ray of Enfeeblement
Second Level: (2/4) Flaming Sphere*, Charm§* (2), Create Food, Dispel Magic§, Heal§ (2), See Invisibility
Third Level: (2/4) Charm§* (3), Crisis of Faith§, Dispel Magic§ (3), Enthrall*, Heal§ (3), Mending (3), Searing Light§
Fourth Level: (2/4) Charm§* (4), Crisis of Faith§ (4), Dispel Magic§ (4), Enervation, Freedom of Movement, Heal§ (4), Remove Curse, Searing Light§ (4), Suggestion*§
Fifth Level: (1/4) Charm§* (5), Crisis of Faith § (5), Crushing Despair*, Dispel Magic§ (5), Flame Strike§, Heal§ (5), Prying Eyes, Searing Light§ (5), Sending
Sixth Level: (1/4) Blade Barrier§, Charm§* (6), Crisis of Faith§ (6), Dispel Magic§ (6), Flame Strike§ (6), Heal§ (6), Scintillating Safeguard, Searing Light§ (6), Spirit Blast, True Seeing*
Seventh Level: (1/3) Blade Barrier§ (7), Charm§* (7), Crisis of Faith§ (7), Dispel Magic§ (7), Divine Decree, Finger of Death, Flame Strike§ (7), Heal§ (7), Regeneration, Searing Light§ (7), Sunburst§
I really like the Ðakaþos easy-bake oven on the map.
Cabaguil focuses on red. Again. Sad that after so many rounds of the best he and the others can bring, it’s still up.
He tries for a worse will save than fort and casts Crisis of Faith (5) (•>>, Will DC 33 damage: 10d6 + 5 ⇒ (2, 3, 5, 6, 5, 5, 2, 1, 4, 5) + 5 = 43 or divine casters: 10d8 + 5 ⇒ (5, 4, 3, 8, 1, 6, 2, 4, 7, 4) + 5 = 49)
Should red fall, he’ll move (•>) out onto the platform so he can at least see the other targets in their battle. If red still refuses to drop, he’ll Inspire Courage (•>, +1 attack, damage, and saves vs fear (status)).
If red falls prior to his init, he moves then hits green.
GM Tyranius
|
Kelvin doesn't feel the flames coating his body as his magical protections keep him protected. Kelvin's rage knows little bounds as his attacks cause the elemental to explode in the middle of the lava.
Explosion (Kelvin and Dori) Fire Damage: 7d6 ⇒ (4, 3, 5, 3, 4, 2, 1) = 22 DC 30 reflex.
Raspar tosses his starknife at the remaining elemental's face. It gouges deep into the surface. Immune to bleed.
Will DC 33: 1d20 + 21 ⇒ (14) + 21 = 35
Cabaguil moves out onto the platform assaulting the elementals mind as it grabs ahold of its head in confusion.
★★★
Veshumirix's Lair Round 3 / 4
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
➤ Dakapos (70/203 HP) │ Resist Slashing 3, Resist Energy (Fire) 10, Haste, MI 2/3, 4d6 Persistent Fire
Cabaguil (88/134 HP) │ Resist Fire 10, MI 3/3
➤ Dori (227/234 HP) │ (Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
Veshumirix (-227 HP) │ Fire Shield, Resist Cold 5
Elemental (Green) (-60 HP)
Kelvin (150/206 HP) │ Resist Fire 7 (Energy) 10, Fly 5' up, 3d8 Persistent Fire
Raspar (182/188 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cuthberwyn (146/190 HP) │ Resist Fire 10
| Kelvin Craghorn |
Reflex save vs DC 30: 1d20 + 26 ⇒ (10) + 26 = 36 No Damage
Kelvin easily avoids the explosion, having been ready for it to happen.
| Ðakaþos |
It is time to meet Dahak!"
Dakapos continues to feel his skin melt and smolder.
He is prepared for the end, though he'd prefer not to die this day!Persistent: 4d6 ⇒ (3, 1, 1, 4) = 9
POWER ATK: 1d20 + 28 + 1 ⇒ (17) + 28 + 1 = 46 for DMG: 5d12 + 7 ⇒ (9, 11, 11, 2, 7) + 7 = 47 and COLD: 1d6 ⇒ 6
CERTAIN 1: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 Still 7 Slashing
CERTAIN 2: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27 Still 7 Slashing
Flat: 1d20 ⇒ 16 BOOM!
Dori Markhaldow
|
Dori floats towards the remaining elemental while fighting to urge to confront the dragon... It will wait.
actions 1:float
actions 2:strike
actions 3:strike
attack!: 1d20 + 26 + 1 ⇒ (6) + 26 + 1 = 33
damage?: 3d8 + 7 ⇒ (8, 3, 6) + 7 = 24
attack!: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 38
damage?: 3d8 + 7 ⇒ (1, 3, 7) + 7 = 18
target gains resistance 16. If the foe is within 15 ft range:
attack!:: 1d20 + 26 ⇒ (1) + 26 = 27
damage?: 3d8 + 7 ⇒ (6, 1, 6) + 7 = 20
If hit is successful, target gets 3 persistent good damage
GM Tyranius
|
Dakapos' frost blade seems to have saved his life as he cleaves through the dragon'e eye and down into its neck, splitting it open as hot magma flows down the side.
Veshumirix is dead thanks to a lot of extra cold damage (around 100) from weakness.
Dori and Kelvin strike into the remaining elemental before it has a chance to burn Kelvin any further. It wobbles about, pulsing as if it too is on the verge of exploding.
★★★
Veshumirix's Lair Round 3 / 4
Party Conditions: Inspire Courage
Battlemap
──────────
BOLD: GO!:
──────────
Dakapos (70/203 HP) │ Resist Slashing 3, Resist Energy (Fire) 10, Haste, MI 2/3
Cabaguil (88/134 HP) │ Resist Fire 10, MI 3/3
Dori (227/234 HP) │ (Shield Hardness 17 HP 167/180), Resist Fire 7, Slashing 4 (Wyrmbane Aura 15 Ft Fire 3 , Acid 3 , Cold 3 , Electricity 3 , Poison 3)
Elemental (Green) (-138 HP)
Kelvin (150/206 HP) │ Resist Fire 7 (Energy) 10, Fly 5' up, 3d8 Persistent Fire
Raspar (182/188 HP) │ Resist Piercing 3; Resist Fire 15 (Righteous Aura 15 Ft Resist Evil 5)
➤ Cuthberwyn (146/190 HP) │ Resist Fire 10
| Ðakaþos |
The elf, bloodied, burned, and covered in the wound-slurry of his foe stands triumphant, but not exultant. The fight is not over, and the danger has not passed!
GM Tyranius
|
Seeing Cabaguil's spirit blast have such a positive effect Cuthberwyn sends one out of his own.
Spirit Blast (Heightened to 7th): 18d6 ⇒ (6, 1, 1, 6, 6, 3, 3, 3, 3, 2, 2, 3, 6, 2, 3, 2, 4, 2) = 58
Fort DC 31: 1d20 + 23 ⇒ (4) + 23 = 27
The blast of spiritual energy completely destroys the elemental as it explodes.
Explosion: 7d6 ⇒ (3, 3, 5, 6, 6, 3, 1) = 27 DC 30 Basic reflex.
Veshumirix’s hoard consists of:
Veshumirix’s collection still holds the Crown of Saggorak. In addition to being a precious art object worth 1,000 gp, the crown is priceless to the Undead King Harral. It is your choice if you actually return it to him per your agreement.
Ilssrah Embermead’s defeat puts an end to the Scarlet Triad’s plans to court an alliance with duergar. Now that the Guiding Chisel is in their grasp, you can open the way to Duskgate at your convenience.
At this point, with the true extent of the threats facing Kovlar revealed, most members of the Stonemasons’ Guild come to accept that Chiselrock was corrupt. His betrayal deals a blow to the guild’s prestige, but they slowly begin to distance themselves from his crimes.
With Veshumirix slain, Kovlar no longer has to fear a powerful and unpredictable alliance of foes operating within and outside of its walls. In recognition of the great services you have done for the city, the Court of Regents grants you citizenship, as well as the right to receive a full decade of training from any of the guilds, free of charge.
That is the end of Book 4. You are all now level 15!.
With your relations with Kovlar you all now have access to the following items and feats.
GM Tyranius
|
You have as much downtime as you wish, though keep in mind this will affect enemies and events in the future. Will continue on once you are ready to activate Duskgate.
| Cabaguil Hobnil |
Cabaguil says goodbye to the living volcano at the entrance on the way out - though the party takes 20 minutes or so to heal prior to departure (just in case). ”You have a good one. I’d wait until tomorrow, but you should go see the dragon and decide what to do next.” He grins widely.
As they walk back, he suggests, ”We should return the Crown of Saggorak as we promised.”
He is very proud to be a citizen, and thanks the Court of Regents profusely, making it clear the honor is felt deeply. He can’t quite believe how far he’s come from that time with the little fire…
I’ll have more on the next days later - along with a divvy of the cash at least, for I suspect we’re keeping the items.
| Raspar Soulsage |
Raspar ignores the loot for the moment, and instead focuses on the real prize: the fancy dwarf bed that used to sleep kings.
"Let's go get the bed. That's really going to round out the guest room," Raspar says eagerly.
| Ðakaþos |
As the party collects the fantastic treasure, Dak collapses to the cavern floor. The pain is excruciating. It takes every bit of physical and mental toughness to not scream.
As the party clears out, he uses his shifting blade to take a scale as a memento. Once the healing comes, he affords himself time to reflect.
------------------------------
Proctoring the SATs for the next 2 days. Not sure what this is going to look like for my posting since it's a post-COVID accommodation world.
| Cabaguil Hobnil |
First, Cabaguil helps Raspar get the bed.
Then, in the coming days, Cabaguil works on his armor first and foremost, trying to catch up to the last fight, let alone the next.
+2 rune: 1d20 + 23 + 1 ⇒ (8) + 23 + 1 = 32 (eyepiece) vs DC 30
greater resiliency rune: 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27 (eyepiece) vs DC 32
greater resiliency rune: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25 (eyepiece) vs DC 32
greater resiliency rune: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26 (eyepiece) vs DC 32
greater resiliency rune: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41 (eyepiece) vs DC 32
winged rune: 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27 (eyepiece) vs DC 31
winged rune: 1d20 + 23 + 1 ⇒ (4) + 23 + 1 = 28 (eyepiece) vs DC 31
winged rune: 1d20 + 23 + 1 ⇒ (20) + 23 + 1 = 44 (eyepiece) vs DC 31
He spends as long as it takes to bring his protection up to snuff. Looks like 8 days. When he’s not slaving away at such things, he’s doing a little shopping…
Party Divvy
Each of us receive 1,950gp from the dragon’s hoard. If we sell any items we can divvy it later.
Cabaguil will look to pick up a Messenger's Ring (I) (700gp), selling his Diplomat’s Badge (62gp). He’ll also pick up a set of Artisan's Tools, sterling (50gp), selling his old tools for 2gp. His crafter’s eyepiece and the new tools don’t stack, but Cabaguil is tired of working with his old stuff. Time for an upgrade!
Speaking of upgrades, Cabaguil also improves his gloves into Healer's Gloves, greater (I) (+620gp, L).
1,950 - 700 + 62 - 50 + 2 - 620 = 644gp to me!
Cabaguil offers, ”If anyone needs a loan, I’ve 700 gold to lend.”
| Cuthberwyn Fizzkomingus |
Cuthberwyn presents the dragonscale amulet to Dak. For the dragonslayer, he says simply.
Cuth will agree that returning the crown, keeping their promise, is the right thing to do.
| Raspar Soulsage |
As they walk back, he suggests, ”We should return the Crown of Saggorak as we promised.”
”Absolutely,” Raspar agrees, padding along.
I will try to have ol’ Raspar upleveled this weekend.
GM Tyranius
|
| 1 person marked this as a favorite. |
As you head out of the cavern Raspar makes sure to make a pitstop and pick up his new kingly bedframe from the Rainbow Citadel.
Finally, there’s the matter of the undead of Saggorak and your promise to the undead King. For so many centuries, the city has remained haunted, but Veshumirix’s attack has devastated the ruins. Just as fire can painfully cauterize a wound and then allow it to heal, the devastation of the dragon’s presence could allow Saggorak’s ruins to recover. Returning you find the decayed King nervously pacing his throne, the undead dwarf is astounded by the unexpected move. "You actually returned?" He holds shaking hands out for his crown.
This act of generosity, combined with the fact that so few of his undead remain, causes the king to sigh in relief and swiftly crumble away to dust, leaving behind his weapons and crown. As long as the crown remains on his throne, Saggorak will continue to recover, and in time could be reclaimed by the living.
With the undead threat taken care of Raspar grinds his bed across the city a few feet at a time through the portal where Cabaguil comes face to face with a very stressed and very worried goblin. Warbal begins screeching. "Where you been. I though you all dead."
| Cabaguil Hobnil |
Cabaguil is pleased that the undead threat, such as it was, is no more and hopes they are able to recover Saggorak soon.
He apologizes to Warbal, "My friend, I am sorry for not reaching out sooner! I should remember to do so."
"No. No, we're not dead. We're all very much alive, and improved for our time away! How fares the Citadel?"
| Raspar Soulsage |
"Where you been. I though you all dead."
"Oh we weren't dead, just looking for the right bed for the guest room!" Raspar points to the prize. "Why don't you help us get this to the workroom. We're going to need to sand and varnish this. I figure it can hold at least 8 halflings, 4 dwarves, 6 elves (depending on how they stack), and probably a few dozen gnomes. It's nice, don't you think?"
Raspar puts his hands on his hips as he immediately does a walk through of the Rainbow DreamCastle Citadel to both see how the maintenance has been going since he left, and what chores he'll need to get to work on immediately, as opposed to after dinner.
GM Tyranius
|
Warbel snaps her fingers as a small contingent of goblins grab ahold of the bed and begin to heave it through the Citadel to Raspar's new bedroom. It will certainly take a few days for Raspar to air out the undead funk from the sheets.
Warbel begins to give youa tour of the improvements. "he defenses could use a bit of shoring up, definitely more fire, but the training grounds are nearly complete."
Dori Markhaldow
|
Dori floats as quickly as he can towards Daks, He touches him gently and Torag's healing flows through him, "Rest easy son. Your heroism will be song about long after the both of us are dead." After making sure everyone is stable, he starts to give Kelvin a piece of his mind about him not being tactical in this thinking with he sees the dwarven axe from the dragon's hoard come into view.
"By Torag's Beard...could this be? No..." The Elder dwarf starts to look through the hoard of treasure. He starts to look through it more carefully. "Forin, Son of Dorin, wielded an axe just like this one..."
| Kelvin Craghorn |
Kelvin is surprisingly done with all of this, though he is pleased when the undead king turns to dust.
He lets Dori moon over the axe, eschewing all the traditions of dwarven weaponry. My spear is my own. And it's what works for me.
Before returning home the dwarf he seeks out Parvil. The sentinel of Kovlar is shocked when he propositions her, and quickly rebuffs him. Kelvin's reaction is a shrug and a 'had to ask', at which point he heads back when the others are ready.
I'm going to assume we sell loot in Kovlar and buy whatever we're looking for?
When Warbal mentions the work that needs to be done he nods. "Might be I can do some of it. Let's have a look..."
Will need to look at the sheet to see what's left
| Cuthberwyn Fizzkomingus |
Cuthberwyn wonders how long the Crown must remain to heal Saggorak.
Lore (Bardic): 1d20 + 19 ⇒ (12) + 19 = 31
If it is not a legend with which he is familiar, however, he determines to puzzle it out later at the Rainbow Citadel library.
| Raspar Soulsage |
Warbel snaps her fingers as a small contingent of goblins grab ahold of the bed and begin to heave it through the Citadel to Raspar's new bedroom.
"No! Not *my* bedroom, the workroom, then after we've fixed up the bed, it's going into one of the guest rooms," Raspar follows along, helping to make sure the goblins neither damage the bed, nor the Citadel, in their efforts.
| Cabaguil Hobnil |
Cabaguil spends just over a week on his gear (putting runes on for 8 days). At the end of that time he will, I suspect, be eager for the road.
Though of course if people want to work on the citadel, he is not opposed. "We have quite a bit in the Citadel fund, but if we need to add more, I have some to give."
There's 1200 in the citadel fund, but we've another 6k worth of stuff to sell I think if we need it. I figure Cabaguil is busy while you work on the place.
| Ðakaþos |
Dak will spend time crafting and researching. Will figure out exactly what later today.
GM Tyranius
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As long as the crown remains Saggorak will continue to heal. if it were to be removed then the Undead King will reform and be angrier than ever.
| Raspar Soulsage |
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Depending how many years the party has before embarking on the next gatequest, Raspar will decide which of the many additions, expansions, and restorations to take, and in which order.
Given a few months, he will likely have the initial meditative gardens planted and probably have the paths planned, but the hedge maze will take more time, and someone who understands euclidean geometry better than he does.
As for the dipping pool, Raspar is mostly sure that will have to wait until after the new sewage lines are dug and replaced, but will likely be done before the open air aviary.
The Rose Garden? That might be a phase 3 addition, likely after the butterfly-pansy walk. It's uncertain if he'll be able to raise the exact right flowers to make that work, but Raspar is willing to work on it.
"Hey Cabaguil?" Raspar shows up to ask Caba a question, padding closer probably when Caba wasn't expecting it, but it was an important question that Raspar had not quite been able to solve himself. "Will we need a separate run for the unicorns? Or will they be okay staying in the stables? What about any riding griffons? Whatever shall we do with them?" Raspar asks very seriously as such things were important.
| Kelvin Craghorn |
Remembering that the Scarlet Triad had little difficulty sneaking in and holding someone hostage, Kelvin decides that the defences need priority.
He turns to Dori. "Come on, old man. We've had our fun killing slavers, elementals and letting an elf fight a dragon. Let's take care of the walls. Some metal braces should do the trick in most places."
So while Cabaguil tending to his equipment Kelvin grumbles and works.
He does his best to ignore Raspar, knowing full well that unicorns don't belong in stables, that griffons will claw you before they let you ride them, and that they have no space for a mini putt course, nevermind a whole back 9.
Day 1 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (1) + 21 = 22 0 days
Day 2 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (10) + 21 = 31 1 day
Day 3 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (12) + 21 = 33 1 day
Day 4 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (3) + 21 = 24 0 days
Day 5 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (14) + 21 = 35 2 days
Day 6 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (14) + 21 = 35 2 days
Day 7 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (12) + 21 = 33 1 day
Day 8 - Crafting (Upgrade Defenses) vs DC 25: 1d20 + 21 ⇒ (5) + 21 = 26 1 day
8 days of progress, costing 80gp for materials. If allowed, he'd work to progress this on top of the specialist's work. If not, he'll tell the workers to take some time time off and will do it himself.
| Cabaguil Hobnil |
"Hey Cabaguil?" Raspar shows up to ask Caba a question, padding closer probably when Caba wasn't expecting it, but it was an important question that Raspar had not quite been able to solve himself. "Will we need a separate run for the unicorns? Or will they be okay staying in the stables? What about any riding griffons? Whatever shall we do with them?" Raspar asks very seriously as such things were important.
I remember replying to this, but apparently Paizo disagrees. Or I dreamt it!
Cabaguil suggests, "I think the uni's can stay in the stables. Make it with a flat roof - and reinforce it! Any griffons we get can nest on it." he smiles.
When he's not working on his runes he spends time with his companions, enjoying their company. As the week+ grows to a close, he asks, "What do we think we'll find past the next gate? Just wondering if I should plan some scrolls or something."
GM Tyranius, can you give us an overview of what we think are the next steps and what lies beyond the gate - as far as we know? I've sort of lost track and could use a refresher. :) Thanks!
GM Tyranius
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Book 5: Against the Scarlet Triad
Recently, a new group has come to the Citadel's dungeons: A cult of Dahak worshippers called the Cinderclaws. Based far to the south in the Mwangi Expanse, this group of Cinderclaws became stranded in the dungeons below Hellknight Hill when its leaders managed to temporarily activate Huntergate. The Dahak cultists became separated from one another, and are divided between the keeps two basement levels, each of which was cut off from one another by a recent collapse in the fortress' main staircase. A leaderless group of these evildoers lurks in the shallowest dungeon level, while its truly dangerous sub-commander Malarunk and several of his minions remain trapped near Alseta's Ring itself, impatiently waiting for their allies far to the south to reactivate Huntergate so he can return home.
Meanwhile, a secretive Norgorber cultist in Breachill names Voz Lirayne has discovered the existence of Alseta's Ring, and now plots to find a way to reactivate it to earn support from a group she has allied with: The Scarlet Triad. As tight lipped as the half-elf has remained about the discovery, however she's let too much slip to her apprentice, a greasy halfling man named Calmont. Himself a ne'er-do-well and an opportunist, Calmont sought a way to activate the portals for his own gain by ending any heroes setting off towards the Hill by setting a catastrophic blaze to the Town Hall.
Having stopped Voz's machinations, eliminated Malarunk and the immediate Cinderclaws threat, and even recovered the deed to the citadel itself, you find yourself victorious. However there is much to be done with Citadel Altaerein. What lies beyond Huntergate? Why were the Dahak cultists coming through the auidaras?
Having traveled through the Huntergate you found yourself in the Mwangi Expanse with the Ekujae elves to confront the Cinderclaw Cult's main operations. The Cinderclaws were hiding behind a magical barrier within Dahak's remains, eager to sacrifice a young red dragon named Kyrion to act as Dahak's avatar. It seems that they were mining poisoned gold for the Scarlet Triad, a secretive group that clearly took advantage of the Cinderclaws for their nefarious plans. What all of this means is still clouded in mystery.
In defeating the treacherous Cult of Cinders, you discovered a nefarious group pulling the cult's strings—a mysterious merchant's guild called the Scarlet Triad. Following clues and utilizing another portal found below their castle on Hellknight Hill, you came to the recently founded nation of Ravounel, Standing against the Scarlet Triad as the group attempts to establish an underground slave trade, you helped the Bellflower Network as well as many others in defeating the gnoll slave trader, Laslunn. In her defeat you found that she knew the Eye of the Wise could be used to activate Jewelgate, and her notes indicate, in particular, that she hopes to use the Eye of the Wise to leverage her influence with her direct superior, Ilssrah Embermead, who is currently working to secure the far side of that aiudara under the Five Kings Mountains. The Scarlet Triad is trying to magically convert Alseta’s Ring into a weapon somehow but you aren't sure how yet though the answers seem close at hand.
The Scarlet Triad—slavers at the center of a vast conspiracy—have been tracked to the Five Kings Mountains. There, in the subterranean city of Saggorak, the slavers have forged an alliance with a terrifying dragon. To stop them, you navigated a complex political landscape and made an alliance with a dwarven king who's been dead for thousands of years!
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The group works on the Citadel as Dakapos and Cabaguil work on plans to bring the fight to the Scarlet triad themselves. With their second in command defeated they are greatly weakened. Digging through the library and investigating the gate itself the pair find that Duskgate should lead into Katapesh.
| Ðakaþos |
"It will be nice to strike at the heart of this conspiracy. I long for a tower, wine, and book of magic." While leveled, my gear is in disarray, and I need to learn way more about magic items. I'll make it a priority before the game picks up.
| Cabaguil Hobnil |
Awesome overview - thank you!!
"As we seem to be going to Katapesh, I think we should sell some things when we arrive. It's a very mercantile place I understand."
"Let's sell the dwarven waraxe, +3 greater striking ancestral echoing, along with the antimagic rune and dragonscale amulet."
"Unless folks want 'em of course." he adds almost absentmindedly.
Take a look at the treasure sheet in case anyone wants anything. :)
| Kelvin Craghorn |
"That antimagic rune could be useful. I'd expected someone to claim it. If no one wants, I'll gladly etch it onto my armor."
"And it sure seems a shame to part with the amulet. They're incredibly rare!"
| Cabaguil Hobnil |
Early one morning as the party is having breakfast, Cabaguil announces, "I'm done with the runes, and it seems we've made good headway on the Citadel. I say we leave construction in the capable hands of the hired masons for now and we investigate the next gate."
"Is everybody ready? 'cause I can go right now." he takes a bite of his bacon, "Well, after breakfast anyway."
GM Tyranius
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After several weeks of repairs, selling gear, and gathering new equipment the group gathers back down at Alseta's Ring before the Duskgate. Cabaguil holds the Guiding Chisel into place as the magic takes hold opening the portal beyond.
In keeping with many other portals associated with Alseta’s Ring, the area between Duskgate’s Isger side and its Katapesh side consists of an extraplanar series of rooms: the Duskgate Way Station. This way station is intact but, as with the others, hasn’t been visited in thousands of years. Decorated with images of stags cavorting before the setting sun, Duskgate was the last of the gateways constructed in Alseta’s Ring.
This broad antechamber features four towering, elaborate frescos that depict elves creating various forms of art: dance, music, sculpture, and metalwork. Four archways lead from the room’s corners to other chambers, and above each arch towers the sculpted form of an imposing elven woman with one hand raised toward the ceiling and the other hand holding an elegant staff.
| Cabaguil Hobnil |
Crafting: 1d20 + 23 ⇒ (11) + 23 = 34
"Nice. The four murals depict four of the traditional elven crafts associated with the elven goddess Findeladlara—goddess of art, architecture, and twilight—depicted above each of the archways, in addition to determining that the metalcraft depicted involves casting mithral." Cabaguil shares what he knows.
As they appear to be open passageways, he holds everyone up a moment and casts another Prying Eye (•1min, perception +23). "This worked last time, maybe it will again."
He'll also cast See Invisibility (•>>) when he's done with the Prying Eye.
GM Tyranius
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Cabaguil's Perception (E): 1d20 + 22 ⇒ (3) + 22 = 25
Cabaguil's spell works perfectly as he casts see invisibility to watch as it flits trough all of the rooms with ease.
Room 2
This chamber’s wall forms an unbroken mural of an elven lifespan, advancing chronologically from dawn and childhood to twilight and old age to night and death.
This mural is but one of dozens, each purposefully painted atop one another in homage to the eternity of art, symbolically building upon past generations’ accomplishments to create modern marvels. The result is a wall covered in more than a foot of paint.
Leaning against the wall is a staff made from mithral.
Room 3
This vaguely triangular room provided beds, food, and other accommodation for elves traveling through Alseta’s Ring. Now the seven alcoves hold only the fragile fragments of what were once beds, and the dusty remains of tables, bowls, and food pots lie scattered about the room.
Room 4
This small chapel hosts a polished granite-and-gold statue of a handsome elven woman in archaic robes, holding a staff and pointing with an outstretched finger toward the sky as if tracing an image. Along the room’s sides are scores of pots, brushes, chisels, charcoal sticks, and other art supplies.
The statue depicts Findeladlara. The art supplies correspond to a wide range of crafts and have been preserved by the chapel’s faint divine presence. Collectively, the magically preserved supplies are worth quite a bit of gold.
Room 5
A stone archway featuring images of the sun setting over a desert sits in a curving alcove, with drifts of golden sand strewn for several feet around its base. This appears to be the exit from this waystation.
The irregular shape of this room provided space for larger parties to assemble around, enter, and exit the aiudara to the southeast with ease. However, the aiudara has malfunctioned occasionally over the millennia, sucking in bits of grit from its paired portal in Katapesh and disgorging them here. The southeast half of the room is now buried in a roughly 2-foot-deep dune of pebbles and sand.