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120 posts. Alias of Molech.


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Of more startling concern is the disturbance, in the upstairs room of the right-wing, of a sad Haunt or Ghost.

A young dancer. In her exotic ballerina costume. Is only vaguely aware she is dead.

She floats sadly through a routine for a few moments, makes a sacred gesture to Shelyn in the air, and looks at you expectantly.

The skeletal remains of a young lady are strewn about the room, as is her Holy Symbol. A violent crack at the back of her skull indicates her cause of death, so long ago.


The Bastards of Erebus

.

Outside of Vizio's Tavern looking in, Palaveen, Tiefling Cleric of Asmodeus, smiles under his soft-skinned horns, confident in his ambitious plots. His rottweiler, Scabby, stands guard beside him, jaws firmly clenched in a readied snarl, looking ready to pounce.

Palaveen shifts his head slightly to his left where two Tiefling twins stand-- Vethamer having just thrown a bead from a Fireball Necklace into Vizio's Tavern, and Ostengo having just conjured the wooden coins of Mammon. "Well done, Bastards." He looks right to yet another Tiefling standing nearby, "Dravano, remember to leave at least one survivor. The Bastards have a reputation to build."

Dravano The Digger turns to his soft-looking boss, Dravano's thick, oversized fangs creating a perpetual grin that hides his disappointment at Palaveen's instruction of mercy. "The Digger isn't good with remembering about survivors." Dravano looks hungrily at Vizio's Tavern, his jagged claws and horns as menacing as the spikes on his armor.

Palaveen of Asmodeus shrugs off The Digger's complaint. "Very well, Dravano, you can return to the lair with the twins and me -- Gornych is an ambitious Bastard; he will gladly lead the assault in your stead." And Palaveen begins to walk briskly away with the Tiefling twins, Vethamer and Ostengo -- an outraged Dravano The Digger with nothing to do but follow the Cleric and leader of The Bastards of Erebus, perhaps with the lesson of not talking back to Palaveen when given instructions next time.

For his part, Tiefling Gornych smiles with such a task, leading the assault on Vizio's Tavern instead of just following Dravano The Digger.


Renzio takes the 'standard' precaution of drawing his dagger and, as he starts to take his first step to 'Move' into the common room of Vizio's Tavern, he sees a glowing, fiery marble or beed flying through the air through the window.

It bursts in a massive ball of eldritch fire that covers the entire common room of Vizio's Tavern. Luckily, all of you are in the private room.

Those singing in celebration a moment before, however, are all caught in the instantaneous inferno of eldritch flame.

The Bastards of Erebus are attacking!


Hearing Lord Lodros Mhartis discussing a strike against 'King' Whitechin with Harbormaster Casarus Vitallain, and considering Arrus Volso's intriguing question about brokering a peace accord with the sewer-Xvart, Tiknesr perhaps doesn't regret spending so much of his time tinkering with Constructs and gears and mechanics, but does wish he had learned a little more about the going-on in the sewers.

Um, he remembers that Xharts are dark-blue skinned, little humanoids, very like Gremlins and Kobolds, that congregate in the sewers and sometimes on the surface in the mostly abandoned Parego Dospera -- they have dark orange hair sometimes. .... And Xvarts have a peculiar Religion with some minor Demon Lord of the Abyss.

Tiknesr remembers seeing one in Parego Dospera a couple years ago, but it fled quickly back down to the sewers.


Don't Fail Me Now, Dice Gods!:

Bluff: 1d20 + 11 ⇒ (10) + 11 = 21 vs DC 19

Lady Sabella reflects on on the arcane gangster's shifty eyes for a brief moment and, though she can't be certain, it is perfectly reasonable, maybe probably, that the yellowish, hazy smog and pollutants were irritating the Mage's eyes and that's why he gave a heavy blink when mentioning Hamfist.

An instant later, one of the other mooks happens to poke his head outside a window of The Soiled Sow and finds himself veritably nose-to-nose with the mighty K'Tak. "Woah! .... There's a big Tiefling snake-man out here, Baku. Uh, he has magic that makes him look like a clown." And the thug is visibly confused by this. With the remark, though, a tiny bit more tinkling, like soft, crystal windchimes, jingles from above the roof again.

At K'Tak's revelation, the mooks each tighten their grips on their Saps, though their lethal weapons are still sheathed.

Baku the Mage is more cool, even nonplussed.


One of the Thugs clearly sees K'Tak -- he will alert his allies.

.

Lady Sabella, I assume your Hell Hound did not have a Readied Action to Attack or an instruction to take AoOs -- considering you continued dialog and began a Diplomacy route. If I'm in error we'll have to back up -- the mage wouldn't allow a Hell Hound to get between him and the thugs.

.

Because we have NPCs unknowingly entering squares with Invisible PCs, this could get really interesting really fast. Pretty much everyone will be Flanking, and pretty much everyone will suffer a -2 to Hit and -2 to AC -- that is, if combat actually breaks out.


The obvious leader shrugs noncommittedly at Lady Sabella's mention of language choice. As they approach closer and everyone can see their Red Face symptoms it becomes clearer. He conforms to the Chelaxian tongue. "Well, I recognize my betters when they visit The Styes, 'Mi'Lady, --.' I just wanted to make sure I suggested proper deference, Mage to Mage." He pauses to encourage you to volunteer your name, to freely give him your identity without offering his own.

When asked (or not) he continues, "We're looking for this guy on behalf of our Boss, Hamfist. You sure you haven't seen him?" It's perhaps noteworthy that for a brief moment, as the mage mentioned his "Boss, Hamfist," he ever so slightly averted his eyes.

He and his men approach and enter The Soiled Sow, clearly looking around the place -- and are cramped with the Invisible Artemisia, Val, Par and Muziel Moreau, sharing spaces.

Will the Dice Gods Reveal K'Tak Hiding Outside?:

Mage Perception: 1d20 + 12 ⇒ (6) + 12 = 18 vs 27
Gang Member Perception: 1d20 + 9 ⇒ (19) + 9 = 28 vs 27
Gang Member Perception: 1d20 + 9 ⇒ (2) + 9 = 11 vs 27
Gang Member Perception: 1d20 + 9 ⇒ (16) + 9 = 25 vs 27
Gang Member Perception: 1d20 + 9 ⇒ (7) + 9 = 16 vs 27
Gang Member Perception: 1d20 + 9 ⇒ (13) + 9 = 22 vs 27


The men are continuing to Move forward, whatever Actions you want to take you may take in the next six seconds before they're adjacent to Lady Sabella's Hell hound.

.

Lady Sabella can translate to anyone who doesn't speak Infernal but her whispering to the empty air behind her would likely be noticeable.

.

K'Tak is visible but currently has 100% Concealment on the other side of The Soiled Sow. If he Moves or takes certain Standard Actions he can attempt a Stealth check.

.

Anyone may attempt a Knowledge: Local and/or a Knowledge: Geography check to recognize if it is odd -- and if it is, "HOW" odd it is -- that the gang leader is speaking in Infernal rather than Chelaxian.


Having spent a few moments looking at the fresh blood stains on Breakwater Pier, the six begin heading toward The Soiled Sow.

From their vantage point, they only see Lady Sabella and, in front of her, a Hell Hound.

Their cloaks look shabby and threadbare from afar but Lady Sabella has informed you that it is a disguise job, that the Cloaks are enchanted.

The leader is not in front, but he recognizes the Infernal guardian for what it is -- though it is extremely unlikely he can be certain if it is briefly Summoned or has been Called for a long period of time.

From about 30 feet away, he calls out to Lady Sabella in Infernal:
"Greetings Fair Mistress, we are searching for a large blonde-haired man who would have come by here recently. He is crazy and chaotic and has committed many crimes. Perhaps you have seen him?"


Even as Muziel Moreau and K'Tak finish off the Cadaver Lord, a desperate bum tries to loot a fallen Wight for drugs, or the next best thing-- money to buy drugs. Alas, all of the fallen Undead, including their boss, are without possessions, even clothing. And it is easy to shoo away the addicts, even as they beg for Shiver. Or the next best thing, money to buy Shiver.

Investigating the area for clues about who the Undead 'Master' is, even after an exhaustive search, turns up nothing. Apparently the Undead -- not too unlike the Aspis Consortium spies at Pythoness House -- were simply waiting at this location to eliminate (rather than spy upon) any competitors searching for The Lantern Man. That these hungry dead kept themselves from eating alive the helpless homeless here is a clear sign that, whomever their Master is -- who according to The Cadaver Lord 'has the axe' -- is powerful enough to force the Undead not to take advantage of the bums, but rather keep a low profile and await potential competitors.

Muziel Moreau knows, and you can confirm it after he used telepathy to communicate to you all, that Cadaver Lords are telepathic.

What remains are the questions--
Do you leave the Undead corpses here, or do you take them somewhere (such as Fort Korvosa to Cmdr. Jute of the Korvosan Guard) as evidence?

And more importantly, where do you go next?


Par Joakimson unleashes himself upon the Cadaver Lord but, alas, only one of hist strikes was strong enough to damage the Undead. And the monster still stands.

Meanwhile, the Wight who tried to bluff that he was staggered by the ice missile, heard his boss' command and shambles forward to fight, provoking attacks from Par Joakimson and Lady Val who have the advantage of reach.


Par Joakimson feels the plague begin to corrupt his bloodstream, oozing from the Undead's jagged claws. In his head he imagines he can almost feel the disease seeping through his veins to his heart. He involuntarily squeezes the muscles throughout his body, flexing in excruciating tension as if he could fight off the disease with sheer strength of fortitude. He grunts an exhalation, reminding himself vehemently that he is a Battle Oracle of G'Rum -- and he fight off the disease with no trace of concern.

The Cadaver Lord remains. But not the disease!


The Cadaver Lord may be an unknown Undead, but a boss is a boss, and Artemisia Burningleaves and Lady Val quickly attack him, with only one Wight remaining (and that one staggered, still 20 feet from the fight).

Firing two arrows, the Elven Eldritch Knight sticks her first arrow deep into the Undead's neck, green and black putrid puss trickling down its corpse-shoulder. The second arrow glances off its skin harmlessly.

From reach, Lady Val strikes true with her Glaive, severing a chunk of flesh from his ribs, and spraying necromantic effluvia all over the sleeping, homeless wretches -- not to mention Par Joakimson and K'Tak!

But the Cadaver Lord is still animate!


Not knowing that the 'boss' Undead is a Cadaver Lord, experienced in Roguish tactics and that its favorite enemy is humans, you may be somewhat shocked that the hungry dead acrobatically weaves its way to Par Joakimson, trying to duck under any opportunity attacks.

It bellows a raspy command to the final Wight, staggered in the background to join it in battle, promising that "The Master" will reanimate them should these weak, breath-dependent mortals succeed in their first encounter.

Here Comes The Boom:

Acrobatics to avoid AoO from Par Joakimson: 1d20 + 16 ⇒ (4) + 16 = 20 vs CMD ?!?!?
(You've used three AoOs; I didn't check to see whether you have a fourth for the Cadaver Lord, and no CMD is on your sheet.)

Claw Par's eyes out!: 1d20 + 14 ⇒ (20) + 14 = 34 vs 24 AC
Damage from the Claw: 1d4 + 6 ⇒ (4) + 6 = 10
Critical Threat!: 1d20 + 14 ⇒ (2) + 14 = 16 vs 24 AC

And through the livid filth on the Undead's claws, rotting-green plague taints Par Joakimson's open wound, creeping into the Battle Oracle's bloodstream.
(Fortitude Save, please -- nat 1 would be ideal ;)


K'Tak begins to unleash on the Wight that so recklessly approached him with its cold claws, but whatever remaining Negative Energy had kept it animated was slashed away from the Dineh's first claw.

A tactical step to his side brought the other two Wights, confronting the large Par Joakimson and Lady Sabella, within his grasp, and like a crocodile or great shark unleashing a death-roll, rips the two Wights to ribbons.

All that remain are the staggered Wight -- and their leader.


The Wights are clearly in trouble, their rotting, emaciated corpses show no hint of anatomical distinction, having long since decayed away. One is staggered by Sabella's Ice Missile, the other three vainly attacking with their bare claws trying to slam the life from you. And as they lurch by the enlarged Par Joakimson to get to your living flesh, Battle Oracle hits each of them in turn.

Now one Wight is standing adjacent to Par Joakimson, hoping to continue its assault.

One Wight is standing adjacent to Sabella Arvanxi, hoping to continue its assault.

One Wight is standing adjacent to K’Tak’Ktah’hal, hoping to continue its assault.

Everyone is affected by a Haste Spell.

And the Undead leader is about to join the fight
(Knowledge Religion for info on this creep)


Round 1:

Muziel Moreau .... Casts Haste and Moves back (through difficult terrain, now adjacent to Artemisia in normal footing)

Par Joakimson .... Casts Enlarge Person, standing in difficult terrain, 15 feet from the 4 Wights, 20' from the leader -- hoping to take attacks of opportunity

Lady Sabella Arvanxi .... Casts Ice Missile on a Wight, hitting it with freezing energy colder than the death that animates it! (standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader, already has See Invisibility)

Wight .... Staggered in rough terrain -- hit by Sabella Arvanxi's Ice Missile for 13 HP.

Wight .... Moves through rough terrain to Slam Attack (Large) Par Joakimsin -- Provoked an AoO from Par Joakimson and Hit for 20 HP

Wight .... Moves through rough terrain to Slam Attack Lady Sabella Arvanxi -- Provoked an AoO from Par Joakimson and Hit for 25 HP

Wight .... Moves through rough terrain to Slam Attack K'Tak -- Provoked an AoO from Par Joakimson and Hit for 24 HP

K’Tak’Ktah’hal .... tbd, standing in difficult terrain, adjacent to a Wight, 25' from the leader

Undead Leader .... in rough terrain

Artemisia Burningleaves .... tbd, standing in a clearing, 10 feet from the 4 Wights, 35' from the leader

Lady Imperia Valeria Thrune .... tbd, standing in difficult terrain, 20 feet from the 4 Wights, 25' from the leader

Slam Attacks. one on Par Joakimson, one on Sabella Arvanxi, one on K’Tak’Ktah’hal:

Fort Save vs DC 17 Ice Missile: 1d20 + 3 ⇒ (7) + 3 = 10
Slam Attack on Par Joakimson *IF* he makes his Save to avoid being Staggered: 1d20 + 4 ⇒ (9) + 4 = 13 vs 24 AC (24 since you're Large -- still need nat 20)
Failed Fortitude Save -- this Wight (having taken 13 HP from the Ice Missile) is Staggered

Slam Attack on Par Joakimson: 1d20 + 4 ⇒ (13) + 4 = 17 vs AC 24
Miss

Slam Attack on Sabella Arvanxi: 1d20 + 4 ⇒ (7) + 4 = 11 vs AC 13
Miss

Slam Attack on K’Tak’Ktah’hal: 1d20 + 4 ⇒ (2) + 4 = 6 vs AC 22
Miss


Artemisia Burningleaves, Elven Eldritch Knight, is the first to notice a new stench wafting into the 50x35 Fever Dream Alley. She immediately points out to everyone the shambling Undead joining you.

A corporeal corpse, animated and blazing eyes, leads from the back of four other semi-intelligent dead. All five are naked and rotting, disease and death encrusted on their cracked claws and jagged teeth. They stagger and waver into Fever Dream Alley, stepping carelessly on the sleeping.

These are the Hungry Dead, malevolently intelligent and eternally voracious, but they are not even bothering to look at the food at their feet. They are here specifically for you.

A Telepathic burst emanates from the leader in the back, "The Lantern Man's axe is our Master's now; you are too late. But your consolation prize for second place in this race is to feed my hunger!"

Artemisia has cleared about ten feet around her. And behind her is a narrow path into the tenements of Bridgefront. The sleeping bodies make the entire rest of Fever Dream Alley difficult terrain for combat. The five Undead are roughly twenty feet from the group, crossing Fever Dream Alley to get to you.


As the Ormyr gets closer its smile widens.

Running out of time Azlain allows, just briefly, his magical essence through rigorous training to give a little something to the shadowy whispers beyond the Nightglass. He is confident with his studious knowledge and experience manipulating magical trinkets that he can activate the Nightglass without giving in to the Shadows of Zon Kuthon.

On the edge of the Nightglass a Nightwave swims close, almost close enough to swim out of the gate that is the active Nightglass.

The Ormyr draws closer, nearly finishing its Mythic Harm/Poison casting.

Magnius readies an attack if it gets close.

.

And the Nightglass begins to bleed darkness.

The Ormyr stops smiling.

And is consumed back into the The Shadow Plane.


Getting ever closer the Ormyr begins chanting the words to a spell, a profanity of The Midnight Lord as breath from its oversized lips. Like an elephant seal swimming through the air it begins to cast its spell.

Azlain holds the Nightglass, sacred to Zon Kuthon, in his mortal hands, listening to the whispering, manipulating its antique magic.

It's becoming obvious what spell the Ormyr is casting--

Harm.

But it's greater. There is an air of mythic power in the Ormyr's arcane casting.

It is both the spell Harm and the spell Poison, a spell from a mythic time with magic now lost to mortals.


Perpetually smiling the Ormyr spies the little devil buzz in to Winnow not unlike a gnat or a butterfly. Floating above the failed Priest the Ormyr peels off the slave's Eidolon like an onion's membrane, ready to inflict discipline and sorrow on the mortal.

Then the Imp steals from Zon Kuthon.

.

Still smiling, the Ormyr turns away from Winnow, back toward the Chelaxian mortals who interrupted the test of the tasty children, the gifts to Zon Kuthon.

The Ormyr's face smiles wider, more grotesque, in zealous wrath.

It immediately floats to Azlain and the little thief.


The Ormyr, surrounded by The Red Widow's Air Elemental and two aerial Leopards, still a preternatural grin on its bulbous face, nonetheless turns apoplectic in sanguine rage.

Winnow, a mere mortal slave to The Midnight Lord, has brought it through with his midnight mirror to offer child-gifts to Zon Kuthon for testing -- and has reneged on that gift. More outrageous, now the slave-Priest flees as though these pathetic Chelaxian infants seem more intimidating to Winnow than Zon Kuthon and his favored Ormyr!?!

Winnow shall pay for this outrage!

Eventually the Ormyr, by then back in his home deep in The Plane of Shadow at The Midnight Lord's Umbral Court, will learn who these impudent Hell-Fools are and return to this unbalanced Material Plane -- to enact his revenge on them.

.

The Ormyr floats toward Winnow, provoking the futile attacks of Elemental and Leopard -- and casts Dismissal on Winnow's Synthesized Eidolon of Shadow and torture. Winnow, wisely, does not resist the spell.


The Ormyr is Dazed, floating in the air above Winnow.


The Leopards savagely slash and bite into the Ormyr's blubbery hide but do nothing -- that is, until the second leopard manages a claw right under the Ormyr's eye socket, a critical soft spot, managing to do a little damage.

Meanwhile, the violent winds of the conjured Air Elemental batter the Ormyr for a full six seconds!

.

(Roll another 1d3 +7 for Crit damage to be added.)


In addition to the basic Knowledge Yaos knew, she also knew one other bit about these Outsiders, that Freezing & Acidic magical energy very rarely damages them

Ormyr special defense: Cold and Acid Resistance / 20


Winnow's Will Save vs Daze: 1d20 + 15 ⇒ (12) + 15 = 27

Ormyr's Save vs Will Save vs Daze: 1d20 + 11 ⇒ (6) + 11 = 17 IF Azlain successfully penetrates Spell Resistance


Winnow Will Save: 1d20 + 15 ⇒ (20) + 15 = 35

Ormyr Will Save: 1d20 + 11 ⇒ (10) + 11 = 21

.

Magnius & The Bogeyman are also in the area of Glitterdust (and so are the two Leopards in melee with the Ormyr).


Spell

The Ormyr cast Chain Lightning, provoking two AoOs from the Lepoards.


Oh, the Ormyr's Chain Lightning would also hit all of the Aerial Leopards.

Please roll their Ref Saves as well.

EDIT: One of the four Leopards (not attacking the Ormyr) is NOT targeted by the Chain Lightning; the Ormyr only has eleven and that Leopard makes twelve.


The Bogeyman (and everyone) sees Winnow take the 5-ft-step out of Flanking so that he's only adjacent to Magnius (I rolled 50/50 to see who he would go next to.).

So The Bogeyman can take a 5-ft-step and strike at the square the now-invisible-again Winnow is in -- since you can assume he couldn't Move after having taken a 5-ft-step. And attack the square Winnow is (presumably) in. (You could also use a Move Action to move to Flank that square with Magnius.

(Or if you have a Potion of See Invisiblity or anything, I dunno.)

.

YES, Winnow did take another Action after his 5-ft-Step and Standard Action to Cast Dispel Magic on the Glitterdust -- but because he has his Gr Invisiblity back, you don't know that.


The Ormyr, despite its perhaps perpetual grin, seems angry as the two gifts offered to it for testing for The Midnight Lord, have Dimensioned Door away.

"One can not take back gifts already offered to Zon Kuthon, little Priest," it politely accuses Winnow. "They must be tested for their worth."

Then the Ormyr unleashes a bolt of black lightning directly in Winnow's terrified face.

The Ormyr still smiling, the jagged bolt of energy blasts Winnow first, then crackles outward, striking The Bogeyman and Magnius, before hurtling to Azlain, Mendacius and Yaos just outside the house. It does not strike the two children, of course, as they are gifts to The Midnight Lord.

Chain Lightning: 11d6 ⇒ (5, 1, 4, 1, 3, 2, 3, 3, 2, 1, 5) = 30 .... Ref DC 18 for half damage

Winnow knows better than to attempt avoidance of his punishment and does not try to escape the full fury of the black lightning. He takes full damage, purposely.

.

The Ormyr is a servant of Zon Kuthon, not unlike the Yochlol is a servant of Lolth. Lawful Evil Outsiders of the Shadow Plane, they wield both divine and arcane spells, of up to 'moderate' strength, as Sorcerers. A Supernatural Ability allows them Levitation and slow, clumsy flight, and their blubberous epidermis heals rapidly upon being damaged; likewise, it protects them from all but the most incredible Bludgeoning damage. As powerful Outsiders they have both some DR and SR.

An Ormyr's primary function on The Material Plane is to 'test' prospective Clerics, Priests and other casting slaves of Zon Kuthon. It tests their Ability to one day cast spells for The Midnight Lord. Those that pass can become initiates, and train to serve their master of shadow and torture. Those that will never have the requisite Ability to cast spells fail the test, and can be consumed as sustenance by the Ormyr.

Additionally, Yaos knows one other tactical bit of information about Ormyrs. And Azlain knows three other bits of information.


Yaos' Leopards fly up five feet and viciously attack the Ormyr as he just begins to test the children. The first Leopard manages to get one claw though the Ormyr's blubbery-gray flesh, sinking deep enough to draw blood, but very little of the viscous, black liquid trickles out. The second Leopard's claws and bite do not penetrate the Ormyr's hide.
(Leopard One hits w/ 1 Claw for two points of damage after DR.)

More importantly, Yaos steals his children, angering the creature for interrupting its tasty testing.

The Ormyr looks directly at Invisible Yaos as she Dimensions Door away with the children, and though he is unable to strike out at her as she casts, his pallid eyes follow Yaos outside of the house somewhere behind Azlain.


Ormyr
Favored of Zon Kuthon

.

Winnow's spell complete, despite the rude interruption of Chelaxian malcontents, the ether of this abandoned room rips and a conjured nightmare from Zon Kuthon's own home appears floating in the room above the children. Ten feet above.

It looks a bit like a floating, frightening elephant seal but with a grinning human face, oblivious to the eruption of combat around it.

It's perpetual grin lights up at the presence of the children. "Ah, delicious," it undulates with saliva forming at its mouth, "Let us see if you have the worthiness to receive The Midnight Lord's blessing." And a long, black tongue protrudes from its mouth, impossibly long, and tests the children's cheeks, ears, mouths, noses and eyes, leaving no part of the face un-licked
in assessment.

Image???:
This is the closest thing I could find even though it's not really accurate. Apparently no one ever put an image of an Ormyr from 2E on Google Images. Think of the creature as sorta like this and sorta like Jabba the Hut.

The Ormyr is Large and is 10 feet above the children, around 12-13 ft off the ground hovering. Knowledge: Cosmology for identification


Winnow's Shadow
Unique Nightshade: Nightwalker Cenobite

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Detached from his fellow slave to torture and twilight the Nightshade stands tall between the Kuthite native to this warm Plane and the Chelaxians chirping around.

The Imp's arcane wand posed no threat but the wizard with the Holy Symbol of Geryon, he was different.

Will Save: 1d20 + 16 ⇒ (4) + 16 = 20

And outraged, it returns to the deepest recess of The Shadow Plane.


The unique Nightwalker Cenobite is less than the typical Nightwalker, only Medium size, and has lost some of its individualism undergoing its transformation into a Cenobite.

But it's still a Nightshade.

Azlain beat its Knowledge DC by two, that's pretty much all he knows.


Winnow's Shadow
Unique Nightshade: Nightwalker Cenobite

.

From below even the nadir of The Plane of Shadow come the Nightshades. Extraplanar Undead of ineffable evil and power. This Nightwalker has undergone some hideous metamorphosis, somehow, likely at the command of The Midnight Lord, and is apparently serving as guardian for Winnow.

Azlain doesn't know too much about what this thing can do, only that it is more powerful than he. But it is a creature of absolute Darkness and absolute evil so it probably doesn't like the light. It is made from essentially raw Negative Energy.


Winnow's Shadow
Extraplanar, Incorporeal Cenobite

.

Becoming alert as its fellow servant of twilight and torture tends to The Midnight Lord's new slave-recruits, The Shadow becomes aware of The Bogeyman's presence outside, a monstrous voyeur.

Moving languidly, yet gracefully, The Shadow detaches itself from Winnow, almost certainly alerting the agent of Pangolais of a fresh victim (or victims) to offer to The Midnight Lord.

And floating, wafts ten feet from Winnow.


Bellflower Network
Battle under the Sycamore

.

Caught completely unaware the three Halflings and their Half-Elf ally flinch against the immediate blast of arcane fire and the ringing boom of dazing thunder it creates in its wake. Despite such an unannounced interruption of their plans to flee here to reunite with their Wizard, Avalia Greenheart, they are ready to fight to the death -- assuming also that their ally Arnam Goodkin the Hunter and his companion Freedom, are most likely dead.

.

Their leader, Avarin Littlehat, eldritch Trident clasped within his hairy fist, immediately recognizes the infamous Bogeyman -- and also remembers that night, one month ago, when his group freed twenty slaves and successfully assassinated Francesco Phandros. All had not gone to plan, for the young Phandros' cadre was already dead, and these hitherto unknown Chelaxians were in their stead. But now two of them were back. And combat begins.
Ref Save: 1d20 + 6 ⇒ (17) + 6 = 23 vs Fireball
Will Save: 1d20 + 9 ⇒ (5) + 9 = 14 vs Daze

The Slayer, Arlo Yellowknuckle, who last had such fun in battle when he thrust his longspear in Francesco Phandros' heart, doesn't really recognize Yaos or Magnius -- the Halfling just knows that battle is here, and is eager to fight against Chelaxians or their allies.
Ref Save: 1d20 + 11 ⇒ (14) + 11 = 25 vs Fireball
Will Save: 1d20 + 5 ⇒ (18) + 5 = 23 vs Daze

Half-Elf Cleric of Iomdae Amina also recognizes Magnius and Yaos, her Holy Symbol flaring with pure, white light as she reflexively jumps from Azlain's spellfire.
Ref Save: 1d20 + 6 ⇒ (19) + 6 = 25 vs Fireball
Will Save: 1d20 + 9 ⇒ (2) + 9 = 11 vs Daze

The young Halfling Investigator, Aaron Smallbridge, realizes with deep consternation that these Chelaxians, including the dreaded Bogeyman, must've somehow followed him here -- his warning to the Bellflower Network backfiring. Though he may not be much of a combatant, he will nonetheless do his part in fighting the evils of Hell, tyranny and Cheliax.
Ref Save: 1d20 + 10 ⇒ (19) + 10 = 29 vs Fireball
Will Save: 1d20 + 6 ⇒ (2) + 6 = 8 vs Daze


Rd 1:

.

Avarin Littlehat:
Halfling Magus-8, leader, wielding an enchanted trident and his eldritch power: 1d20 + 2 ⇒ (1) + 2 = 3
.

Arlo Yellowknuckle:
Halfling Slayer-9, wielding an enchanted longspear: 1d20 + 9 ⇒ (7) + 9 = 16
.

Amina:
Half Elf Cleric-6 of Iomedae, wielding her Holy Symbol and a Longsword: 1d20 + 2 ⇒ (12) + 2 = 14
.

Aaron Smallbridge:
Halfling Investigator-6, wielding alchemical projectiles and arcane bombs: 1d20 + 5 ⇒ (12) + 5 = 17


Freedom Ref Save vs Grease: 1d20 + 7 ⇒ (3) + 7 = 10


Freedom Climb check: 1d20 + 14 ⇒ (9) + 14 = 23 after being hit by the Alchemical attack

.

Freedom Ref Save: 1d20 + 7 ⇒ (8) + 7 = 15 to avoid entanglement

Freedom Ref Save: 1d20 + 7 ⇒ (19) + 7 = 26 to avoid catching fire

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And growling, Freedom will continue to attempt to climb out of the Spiked Pit.


Freedom the Bear, hearing the desperate sounds of his good friend, furiously tries to climb out of the Spiked Pit again.

Here Boy, Come On Boy!: 1d20 + 14 ⇒ (18) + 14 = 32

....And like a BOSS, escapes the Spiked Pit, having taken both falling and piercing damage -- but ready to pounce toward his Halfling ally.
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EDIT: (Actually, I think he can only climb 20 of the 40 feet -- half his normal movement. So he's halfway out. Freedom had to use a Move Action to get up from Prone as well as his Move Action to climb.)


Magnius' crossbow bolt penetrates Arnam Goodkin's enchanted Studded Leather armor, as the Hunter is still barely aware of what's going on.

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Shaken by the eruptive assault and prone on the ground, injured before he even knows what's going on, Arnam Goodkin immediately attempts to ring the alarm bell, knowing that, though he will not likely survive this, at least his allies in the Bellflower Network below, will be warned.

Alak the Halfling knows the extent of his failure as a guard as nothing happens when he rings the bell violently. Turning his back in a nearly defenseless position -- provoking an attack from The Bogeyman over him -- the Hunter tries to pull apart the stuck clapper on the magical bell.
STR check: 1d20 + 0 ⇒ (20) + 0 = 20


Surprise Rd:
Freedom Ref Save vs Spiked Pit: 1d20 + 7 ⇒ (12) + 7 = 19


Arnam Goodkin
Will Save: 1d20 + 7 ⇒ (1) + 7 = 8
SHAKEN!

(In addition to being prone, flat-footed, injured, and robbed)


Seeing three hostiles pop out from nowhere right in the great and wise tree near his bonded alpha-male companion, Freedom charges forward to attack -- uncaring of his lowered defenses when he makes such a charge -- and pounces on one of the three hostiles.

random PC (in alphabetical order): 1d3 ⇒ 2
The end of his charge taking him the first five feet up the trunk of the great and wise tree, reaching above himself at the hostiles above him.
EDIT: Attacking Magnius!

Roundhouse Black Bear Claw: 1d20 + 11 ⇒ (3) + 11 = 14
Slashing: 1d8 + 12 ⇒ (3) + 12 = 15

Uppercut Black Bear Claw: 1d20 + 11 ⇒ (16) + 11 = 27
Slashing: 1d8 + 12 ⇒ (7) + 12 = 19

Black Bear Maw Says BITE: 1d20 + 11 ⇒ (11) + 11 = 22
Teeth Sinking Deep into your flesh: 1d8 + 12 ⇒ (2) + 12 = 14

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Yaos' action in Initiative may come first; we may retcon.

Freedom has a +2 Attack for Charging and a -2 Attack for attacking from below.


Arnam Goodkin
Bellflower Network NG Halfling Hunter-8

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On guard in the branches of the great sycamore tree, one of the few remaining lairs the Bellflower Network can use from time-to-time, Arnam Goodkin is not too worried about Aaron Smallbridge's report of someone poking around looking for Halflings in the Bellflower Network. It could have been anything.

But he does agree with their leader's measure of prudence, Avarin Littlehat's order to be on guard and leave this place immediately, reuniting with their powerful Wizard, Avalia Greenheart.

Arnam Goodkin allows his gaze to land on Freedom, remembering the time five years ago when he found the black bear cub in the southern Whisperwood on the Iseld River near Remesiana. Now the black bear is bigger than he is. Freedom seems calm.

Perception: 1d20 + 18 ⇒ (16) + 18 = 34 vs DC 38

And Invisibly, Mendacius flutters near the Halfling, gently applying the Alchemical Glue to the bell's clapper.


I tried to give the answers to your Skill Checks in Gameplay with as little metagame-sounding words as possible, while still giving you the results of your Knowledge Checks and Spellcraft rolls. But in case it didn't come out well....

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Arnam Goodkin out in the Sycamore Hunter-8 wields a +1 Longbow, Human Bane -- with Freedom the Bear

Avarin Littlehat Halfling Magus-8 wields a +1 Trident, Human Bane

Arlo Yellowknuckle Halfling Slayer-9 wields a +1 Longspear (Killed Lord Francesco Phandros)

Amina Half-Elf Cleric-6 of Iomedae

Aaron Smallbridge Halfling Investigator-6

. . . .

Avalia Greenheart is not present but, a few weeks ago on the caravan path she cast Dimensional Anchor on Yaos and also a Cloudkill.


Inside the cavern the leader, Avarin Littlehat, wields a magical trident, equal in power to Arnam Goodkin’s bow and with the same Human Bane quality. Apparently a Magus, the Halfling can additionally imbue his trident with spells of 3rd Level of power and attack twice in six seconds.

Aaron Smallbridge, the Halfling who led you to this place, is clearly an Investigator, with the alchemical bombs and sharp eyes of one, though not as experienced as you, who can study a target to attack like a Rogue and swiftly create Extracts of 2nd Level potency.

Arlo Yellowknuckle, Yaos immediately recognizes this Halfling as the one who, from Invisibility, slayed the young Lord, Francesco Phandros, on the road to Gheradescci County – in one thrust as the Phandros noble exited his caravan wagon. Avarin carries himself as a Slayer, a Fighting Rogue with even more experience and talent than you all have. The Halfling's Short Spear is imbued only with minor magic.

The Half-Elf with them, Amina, is a Cleric of Iomedae, not as experienced or skilled as you, but able to cast 3rd Level divine spells nonetheless.


Among the branches of the great Sycamore hides Arnam Goodkin with his bow, clearly of fine quality constructed by a master, and imbued with considerable eldritch power. Additionally, the bow has an almost imperceptible hum indicative of enchanting arrows especially harmful to Humans, a bane to humanity one may call it.

The Halfling himself looks the part of a Ranger equal to your own degree of abilities, but one that is an equal amalgam of Ranger and Druid -- a true Hunter. His eyes and nose, so unlike a Halfling, are featured that of a Mouse; and his ears have folds not unlike a Bat.

Away from Arnam Goodkin, just in the treeline around the Sycamore's clearing, Freedom the bear circles, very much a Companion to the Halfling.

It's the Bell in his hands that is of concern -- it is clearly magical and the clapper, when ringing, will be heard telepathically by those who are attuned to it.

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