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Damien is correct; with Ki plus haste Kali can easily be next too the serpentfolk The serpentfolk pulls the holy symbol out of doorway into the temple and whirls about; using the symbol of Ydersius, he unleashes a burst of sound upon Damien and Kali. concentration: 1d20 + 14 ⇒ (9) + 14 = 23 Damien and Kali sonic: 1d8 ⇒ 1 and a Fort save, DC 17 or be stunned 1 round
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The ratfolk begins slipping out of his body - but finds that it is he he who feels the universes misfortune, for a change. Tik's mind begins to slip not into a hydra, but rather into the nearby nauseated dragonkin - which proves too alien for the ratfolk to handle. The creature fights off the possession and Tik finds himself thrust back into his body. The rest of the heroes advance closer to the oncoming tower. As they pass the dragonkin and the barbarian, they see that the drakeland soldiers are slowly finding their feet - the dragonkin's eyes flash with a fiery hatred of the strange aliens that would humiliate him. From the parapets, it is easy to see that huge cryohydra are easy targets - some 160' aways, and unarmored save the beasts thick hides. Note: you might be able to assault the tower from the level of the plateau, but the hydra are well below the walls - maybe 50'. Magic, flight, or arrow is needed to attack them directly. They're still "off map" - in abstract space. Party up! dm screen: Barb 2 - 2 rounds Dragonkin - 1 rounds Tower 7 rounds will: 1d20 + 8 ⇒ (20) + 8 = 28
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Yes, I'm back, and I appreciated the break. As soon as you deal with the last serpentfolk the level is essentially done.
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1d20 + 13 ⇒ (5) + 13 = 18 Ziszkaa curses in a forgotten tongue but manages to shake off the glittery impediment. Instead of retaliating against Damien it continues its flight, disappearing from Damien's sight as moves towards its unknown goal. Pary up!
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James' flight of arrows finishes the serpentfolk that Kali wounded, ending the visible threat to the party. However, the footfalls of the traitorous Ziskaa can still be heard echoing throughout the halls, quickly growing fainter. Damien is up!
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The barbarian manages to stumble mostly out of the way of the flame strike, but that only lands him in Sven and Shanya's blades. Under their combined assault he falls to the ground, dead. There is a scream of ice scraping upon ice as the siege tower and it's cryohydra team loom closer to the walls of the fortress. The creatures snap and hiss under the strain of the load, but seem quite determined to reach the walls. The dozens of warriors cliging begin to throw javelins and curses at the other defenders upon the wall, but neither seems effective against the bowmen defending the walls - yet. Another 30 yards, however, and their javelins may be close enough to find their mark. Party up! The tower is approachin 180 feet away. 1d20 + 4 ⇒ (16) + 4 = 20 dm screen: Barb 2 - 3 rounds Dragonkin - 2 rounds Tower 8 rounds
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Kali lands a single punch on the serpentfolk as it continues to ooze red ichor out of it's chest. 20 damage, poke the party!
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I apologize, I forgot to mention that I'm on another work trip for the past week, and will be for another. The distractions have limited my posting rather severely.
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Kali launches into a flurry of strikes, only one seems to land solidly and satifyingly against the serpentfolk. She does chase away the last of the magic images surrounding the serpentoflk Prayer, Haste for everyone but Kali
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I will be traveling for work 9/15 - 10/2, and then attending a wedding 10/5 - 10/10. I will likely be available to post intermittently.
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1d3 ⇒ 3
Although James first two arrows only chase away images, the third arrow takes flight with preternatural accuracy, striking the creature in the eye. The serpentfolk howls and grasps at his ruined eye before falling over, dead. Nice one-shot!
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I wish I could change the color scheme. Sorry, missed that.. Tik's curses cling to the barbarians, almost tangible with the cloying scent of coming death. Both of the Kalt's immensely strong swings only manage to bounce off the stunned barbarians surprisingly thick armor.
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Sven manages to hit the stunned, disarmed barbarian twice, glancing blows that only sever tendon and not bone. The monstrous Triaxian holds on with fierce power to life, and slowly recovers from his stunned state. Over the wall, the tower slowly advances as the huge cryohydras pulling it strain against the weight. No enemy on the map gets a turn this round! Party up! Spoiler: Barb 1 - 80 damage, stunned, disarmed Barb 2 - 4 rounds Dragonkin - 3 rounds Tower 9 rounds
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Indeed, the stink of betrayal is easy to read, no matter what the language or the mouth speaking it. Kali charges bravely but only causes one of the images to vanish; the serpentfolk hisses in displeasure and lashes out with bite and dagger, missing. The second serpentfolk races around and stabs the monk in the back. 2 pts Meanwhile, Ziskaa yells something in quick, hissing Undercommon - presumably an order for his underlings to continue the fight - and then flees!
Spoiler: dagger: 1d20 + 11 ⇒ (3) + 11 = 14 1d4 - 1 ⇒ (4) - 1 = 3 bite: 1d20 + 5 ⇒ (10) + 5 = 15 1d6 - 2 ⇒ (5) - 2 = 3 plus poison dagger: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 1d4 - 1 ⇒ (3) - 1 = 2 Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 saves. The save DC is Constitution-based.
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The approaching towers are about 100' away from the edge of the walls, but approaching slowly - dozens of warriors swarm around the base or sit inside, but it's the two cryohyrda providing motivation. A sleet storm would certainly slow them down. Kalt just misses landing his blow, but Avora's dinosaur is much more effective - not only does the mighty tail smash into the barbarian, it knocks him senseless for a moment! The tail has a nice stun affect too :)
Shanya and Sven up!
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"Yessss, yessss, just a few more roomssss... thisss way" Ziszkaa crows. In the next room, a pool runs down the middle of this narrow chamber. Two emerald bridges cross the pool. The room appears to be a fish pond - fat, pale fish swim lazily in the shallow pool. In the room, two serpentfolk seem alerted and ready for the party - they stand surrounded in mirrored images of themselves No sooner do the first of the group step through the door then Ziszkaa starts screaming. undercommon:
"Uzar-Kus is dead. I lead now! Kill these pale skins and we will sacrifice them for the glory of Ydersius! Kali is up!
Spoiler: 1d20 + 9 ⇒ (13) + 9 = 22 1d20 + 10 ⇒ (8) + 10 = 18 Damien Tyrith: 1d20 + 1 ⇒ (17) + 1 = 18 James Shieldworn : 1d20 + 4 ⇒ (3) + 4 = 7 Torque the Lawbringer: 1d20 + 1 ⇒ (2) + 1 = 3 Kali Altzairu: 1d20 + 3 ⇒ (20) + 3 = 23 1d4 + 1 ⇒ (2) + 1 = 3 1d4 + 1 ⇒ (1) + 1 = 2
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With a cunning flurry of strikes Kali dispatches the serpentfolk. It falls to the ground, lifeless. Ziszkaa hisses in annoyance. "Too bad, he was such a wonderful simpleton. So easy to manage. This is the price I must pay to regain my home, I suppose. The fish ponds lie beyond."
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The dragonkin and one of the Triaxian stumbles out of Tiknesr's noxious mist; the remaining Triaxian warrior stumbles straight ahead, screaming a bloody warcry and charging at Sven. As he does so, bow and axe hew into him, leaving great bloody wounds. Still, the fury of the barbian carries him through, and lands a solid strike on Sven, which threatens to cut deeper but for it being halted by bone. A scraping distance is hear in the distance - a giant tower, pulled by cryohydras below, seems to be pulling up in the distance, although it seems still some time away from where the heroes fight. 21 damage on Sven Party up!
Spoiler: 1d20 + 14 + 2 - 3 ⇒ (20) + 14 + 2 - 3 = 33 1d20 + 14 + 2 - 3 ⇒ (8) + 14 + 2 - 3 = 21 1d10 + 11 ⇒ (10) + 11 = 21 1d4 + 1 ⇒ (4) + 1 = 5 1d4 + 1 ⇒ (3) + 1 = 4 Barb 1 26 damage
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Kali doesn't quite manage to topple the tremendously strong brute- but this time James luck proves truer, striking the beast twice, while Damien's magic missiles push the creature to the brink of death. With a dull determination, it continues to assault Kali - with almost sheer dumb luck its mace glances off the nimble warrior's head. 20 points, a crit 1d20 + 11 ⇒ (20) + 11 = 31
Party up!
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Perhaps the warrior Shieldworn somehow angered Desna, for all of his arrows fly wide in an extreme bout of unluck. Meanwhile, the degenerate serpentfolk flails clumsily at the nimble Kali - but truly, it is like trying to split water with an axe. Every mace swing or bite finds only air. 1d20 + 11 ⇒ (6) + 11 = 17
Party up!
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These are 10' squares, by the way. I scaled the stinking cloud down a bit. Where the egg hits the groups it bursts into a voluminous cloud of gas, snaking into the nostrils of the three drakeland warriors. A fit of coughing emerges from the clouds. Meanwhile, Avora begins her incantation. 1d20 + 10 ⇒ (15) + 10 = 25
Lana, Sven and Shanya are up. Lana is camping, so... Lana moves over and lays her hands upon Shanya, offering her the sweet succor of divine aid. +1 morale on attacks and saves v. fear for Shanya, plus 1d8 + 10 ⇒ (7) + 10 = 17 temporary hp Spoiler: Dragonkin, barb 2: nauseated
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Straining to find her footing as she lands, Kali's jump is nevertheless impressive - although she does not hit the brutish serpentfolk, she certainly surprises him. Still, as torque steps in the serpentfolk recovers enough to pull the lever. The statues spring forward quickly and swing their stone glaives at the half-orc - luckily for Toque, he manages to grab onto the sculpted hafts and stand his ground. Meanwhile, the power of Damien's acid ball is such that it completely obliterates the snake swarms. cmb: 1d20 + 15 ⇒ (5) + 15 = 20 James is up again
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James shot is true, landing solidly on serpentfolk. It howls out, but holds its ground, hovering it's hand above the lever. In the pit below, thousands of snake squirm in anticipation. It would appear to be readying for the next volunteer to step through.
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There are two barbarians closing in on your position, accompanied by a dragonkin. Those are the three figures on the left. Everything else is your party (In reality there are other combats nearby, but none that matter) The resolution is sucky because the starting map was huge, and this is a tiny chunk; my apologies on that count.
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The cries of battle grow louder as the the heroes prepare. In time, a messenger - a panting Triaxian soldier - rushes up to the heroes. (Draconic)"The commander says earn your keep! The western walls are being assaulted - warriors upon dragonkin!" This situation is indeed grim when the group ascends to the upper levels of the fortress. Perhaps twenty mighty Drakeland warriors swarm about one of the fortresses' bastions, along with half that number of drakes. By and large, the defenders seem to hold the line. However, a particularly vicious pair of invaders seems to have cut down the last of defenders between the bastion doors - they seem to have mischief on their mind... Heroes are up! Map will be updated in a wee bit Spoiler: Initiative (+2 in cold, mountains, underground from Kalt) Avora Teremocles 1d20 ⇒ 10 (+4 in cold) Greta 1d20 + 6 ⇒ (20) + 6 = 26 Kalt Ìsson 1d20 + 3 ⇒ (20) + 3 = 23 (+6 cold, +4 underground; +2 mountain and forest) Lana Shahakh 1d20 + 2 ⇒ (12) + 2 = 14 Shanya 1d20 + 6 ⇒ (4) + 6 = 10 Sven Bjornson 1d20 + 1 ⇒ (4) + 1 = 5 Tiknesr Th'th'th'th'slifp 1d20 + 6 ⇒ (11) + 6 = 17 1d20 + 2 ⇒ (4) + 2 = 6
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Ziszkaa falls to the back of the group. He notes the serpent talisman carried by the group. "That issss mine, and I would like to have it back, pleassse." Moving into the next room, the group finds a large chamber with a pit at its center, edged by a narrow walkway. The pit is filled with serpents that fill the chamber with a hissing chorus. Four stone statues of giant serpentfolk holding out long glaives stand in shallow alcoves in each corner of the room. On the wall to the east, a muscle-bound serpent folk hisses in alarm as you enter - there is a lever on the wall besides him. Ziszkaa hissess "The statuesss will move when the guard pulls the lever, and may knock you in. Beware!" He then falls to the back, passively. James is up! serpentfolk: 1d20 + 5 ⇒ (5) + 5 = 10
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The serpentfolk pauses, slightly startled. "It would be obviousss, soft one; two heads, white skin." The serpent-folk contorts it's face into what you guess to be a smile. "You have already killed him, yesss? Good, good. It makess thingss so much simpler. Well, let me live up to my end of the bargain. You have seen the temple... do you wish for the ressst of the tour of my kingdom?"
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Make a best guess :) I'm hearing you want to delay the exploration for the moment. Within the deep halls of the fortress, the sounds of battle are faint and distant - male and female Triaxians screaming either in frenzy or pain, the thud of ballista against the walls. The night yields up to heroes without incident. The panic chooses to creep in with the dawn, and rise along with the winds that begin to buffet and howl against the outside of the fortress. The storm that threatened on the journey in has erupted in fully, and thick flurries of snow fall all about blinding the defenders. Shouts can be heard from the army in the valley below - although sight is loss, it is clear that the weather has not stopped their attempts at entry. Around the group, defenders rush by with crossbow, sword and hastily donned armor. It seems moment of truth is appoaching. I added a map, more to give a sense of layout as opposed to a real combat map.
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The serpent folk awkwardly climbs the rope, trying several times in a futile effort to brace himself against the greased wall before giving up and gracelessly wrapping his legs around the rope and shimmying up. "I acknowledge your ressscue, children. We mussst find Uzar-Kusss and kill him - I can offer you jewells for thisss service, yesss." [ooc]I put a map in the profile map link. It's not so much for combat as for getting a sense of internal layout (yes, it's enormous)
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The serpentfolk waits a moment before answering. It contorts its hands in an inhuman way, shrinking them enough to slip their bonds. The serpentfolk dusts himself off and approaches the wall. "The firssst ssssecret is that much here is not how it seemssss. The sssstatue at the end of the hall outside will attack if you come to open the door to my cell." He walks over to the bottom of the magically grease-slicked walls. "Throw me a rope sssso that I may climb free!" The creature looks up expectantly.
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It is certain the creature seeks its freedom. Whether or not it will betray you... that is a different matter.
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(Draconic)"A legend in its uniqueness. How many two headed eagles have you seen." Nevra stops and rubs her snout in contemplation. "Of course, I say this to the strange, hairless aliens. Perhaps where you come from, such creatures are everywhere. Well, make yourself comfortable, you've a long night ahead of you... many long nights ahead of you, as long as the siege holds." She turns her attention to the mundane matters of keeping the fortress alive, leaving you to your own devices. We can skip straight to the siege, or you can explore the hidden passage as you wish.
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The creature smiles, and then sheds is shape, replacing his visage with that of an emaciated serpentfolk. "If you really mussst know, I am Ziszkaa, once proud leader of this Den. But that freak... that two-headed monssstrosssity took my rightful place. Free me, and you may have all the treasssures of this place, and I will ssshoww you the sssecrets."
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The ice is not too thick, although the door obviously hasn't been used in decades, if not centuries. It's hard to tell where it might lead, but it is buried deep within the fortress so an exit to the outside seems unlikely. ----------------------
(Draconic)"Two-headed eagle - you talk of the Commanders pet? A strange beast, that one. Some local seer - an ancient woman - gave it to him a few years ago. A troublesome beast - a proud creature, and it tends to bite the hands of those who are unlucky enough to have to feed it. But you won't find it wandering about, so you might as well go back to your quarters - it's in the Commanders office and don't get any ideas about going in there. How is it that you aliens came to learn about that mutant?"
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In addition to the woman, the Pathfinders note a few dire rats scurrying about the floor below. The wall between the lower and upper levels seems to have grease to prevent the beasts, and prisoners, from climbing up. "Are you mad?" the woman starts when Kali comments. "No... wait; I mean, I'm sorry. Please, I have suffered long enough in these chains; my soul is well and good and pure. Please let me out!" Kali:
You note that though the desire for freedom is genuine enough, something seems wrong. The woman was just ever so slightly too quick to answer, a little too strong given her imprisonment. It's only a slight feeling of unease, but there. gm screen: 1d20 + 2 ⇒ (18) + 2 = 20
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Trying the door, Torque finds a simple yet sturdy mechanical lock. Eventually, you find a key from the mutated serpentfolk that fits the lock. Opening the door, you find a viewing gallery staring down into a pit below - against the wall is chained a dark haired human woman with a haggard look about her. She looks surprised as you enter, and then calls out in a rush. "Please, help me! Free me from these evil things!" Spoiler: Perception James: 1d20 + 10 ⇒ (9) + 10 = 19 Torque: 1d20 + 14 ⇒ (7) + 14 = 21 Damien: 1d20 + 9 ⇒ (7) + 9 = 16 Kali Altzairu: 1d20 + 10 ⇒ (7) + 10 = 17
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dm screen:
Perception (+2 in cold, mountains, underground from Kalt) Avora Teremocles Perception: 1d20 + 17 ⇒ (5) + 17 = 22 (+4 in cold, +2 in natural settings) Greta Perception: 1d20 + 17 ⇒ (5) + 17 = 22 Kalt Ìsson Perception: 1d20 + 17 ⇒ (16) + 17 = 33 (+6 cold, +4 underground; +2 mountain and forest) Lana Shahakh Perception: 1d20 + 7 ⇒ (9) + 7 = 16 Shanya Perception: 1d20 + 13 ⇒ (2) + 13 = 15 (+4 v. traps) Sven Bjornson Perception: 1d20 + 7 ⇒ (8) + 7 = 15 Tiknesr Th'th'th'th'slifp Perception: 1d20 + 12 ⇒ (18) + 12 = 30 (+2 if scent based) Kalt: During your wanderings, you notice an ice wall that seems to have an irregular stone wall behind it. You're not certain, but it seems possible that there might be a well hidden door behind the sheet of ice.
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It does not take much time wandering around lost before the group attracts the attention of one of the inhabitants - in this case, the seneschal Nevra the blue dragonkin comes hiss-clucking in a almost maternal fashion. (Draconic) "So you've convinced Commander Pharamol to let you stay, and now you're wandering around. Be careful dears, you wouldn't want to give any one the wrong impression. What is it that you seek?" The seneschal curls one clawed hand underneath her chin waiting for an answer.
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When the party finally turns to the eastern hall, they find one door immediate at the entrance of the hall on the northern wall, one door to the south, and a short flight of stairs to the east leads down to another doorway and an alcove containing a statue of a robed serpentfolk priest with its hand raised in warning. On the wall at the top of the stairs, the
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The three arrows nearly eviscerate the snake outright as the rip into the it's body; however, only a single of Kali's strikes hit and it isn't enough to kill the nest guardian. Instead, the snake strikes out at Kali again - only her supernatural monk reflexes spare her another wound. 1d20 + 10 ⇒ (19) + 10 = 29 Shortly there after, the blood loss causes the creature to pass out. Hit or miss, the bleed will cause it to go unconscious next round. Sorry to be anticlimatic! The glowing warm heart of the emerald spire sits in the corner, while ourteen eggs sit in various niches around the hatchery. A spire token would allow you easy transit to the surface if you have one The northern half of this level of the Emerald Spire explored, the Pathfinders find their attention turned back to the Southern half. Anything you want to do to the eggs?
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I would say it would last about two fights. If this is the third, then it's gone. Kali easily sends a ray of fire scorching across the hide of the enormous snake - but to her dismay, the fire does almost nothing against the creature. It is quickly apparent that the creature is far from natural. The snake slithers forward and snaps at the monk, finding only thin air.
1d20 + 10 ⇒ (4) + 10 = 14
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Having taken some time to heal their wounds, the part turns to the room in the Northeast corner. Opening the door, the group sees a chamber bathed in a green radiance emanating from the piece of the Emerald Spire piercing the room. Carved into the wall around this pillar are large nests holding pearly eggs. A large, red snake - a guardian of the eggs, perhaps - rises up as the heroes enter, displaying an enormous hood and hissing evilly.
DC 15 nature:
The emperor cobra is a rarely seen, highly venomous snake of incredible proportions (16', 200 lbs.). Its only notable feature is its venom. DC 16 planes:
This creature is fiendish, likely resistant to fire, cold and all but good weapons. It is likely to have an attack particularly harmful to those who are good. dm screen: Init Damien Tyrith: 1d20 + 1 ⇒ (14) + 1 = 15 James Shieldworn : 1d20 + 4 ⇒ (7) + 4 = 11 Torque the Lawbringer: 1d20 + 1 ⇒ (3) + 1 = 4 Kali Altzairu: 1d20 + 3 ⇒ (18) + 3 = 21 1d20 + 6 ⇒ (9) + 6 = 15
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Specifically, the clues were grouped, and you are looking for two keys: First set:
I have been remiss in mentioning this important fact, but the base which you are operating at is (in Triaxian and Draconic) "Spurhorn". Cough *rebus* cough. This is a spoiler. Open me if you want some hints:
-------------------------------------------------------------------- Second set:
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Let me know if you need any further clarification on the fortress setup. The key feature is that it is only approachable by air (or difficult climbing). As mentioned before, a storm is approaching and will arrive on the morrow.
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The commander leaves the group to have free run of the fortress. The complex proves to be extensive, although there are only defensive structures on the surface. The surface defenses include eight towers built into the outer walls tower, and five blockhouses, each leading to a passageway descending into the living/work quarters of the fortress. Everything surrounds an inner keep with five additional towers. Archers and dragon-blooded sorcerers seem over the many walls. The rooms within the icy plateau prove to have extensive barracks and any number of mundane facilities, catering to both the humanoid Triaxians and the their dragonkin allies. Of note is a shrine to Apsu, the good god of the draconic pantheon. These Triaxians seem to favor the worship of the scaled deity. Surprisingly, a blue dragonkin named Nevra seems to be the Seneschal, overseeing support operations, while a gold dragonkin (Amerenth) seems to hover over the Commander when you see him, acting apparently as a lieutenant and right hand. The guards deny the group entrance to the inner rooms of the keep and to the dungeons. Moreover, the groups is informed that any sort of magic the crosses space will be warped within the castle walls and lead to an oubliette of sorts. Casual exploration seems to yield no clue as to the location of the missing key to the dancing hut, whatever its form. It seems, unfortunately, that if the keys are to be found, they must be within quarters that the group is denied access to. A few other personalities seem to be prominently involved in the defense of the fortress: a black dragonkin and his rider, Herjan and Zusk; Talsune, a riderless copper dragonkin; Thronull, a Triaxian in charge of the garrison crossbowmen, and Jarilne, leader of a group of "Ice Seers" using magic to spy upon the assaulting forces. Your heads swimming with names after the introductions, the groups is left to their own devices for the evening. The distant sun sinks low as the siege wears on...
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The commander looks at Shanya and Kalt for a spell, and then turns to scan the roiling morass of Dragonland armies far below as they lay siege to the fortress. A fireball arcs up from the attackers, only to wink out a few seconds later as some industrious defender counterspells it. Commander Pharamol turns back to Shanya. (Draconic) "Fine, you can stay. If you want to make yourself, help defend the walls when they make their assault. It may be today or tomorrow, but no doubt they will come. If we're alive after, then we'll talk about your mysterious missing objects." |