Age of Ashes Myth-Speaker Prey for Death
Netkin's observation about the gates is correct. The aiudaras will not function without the proper keys. Netkin's recollections also hint that each key will be associated with the god associated with the gate's adornments.
Age of Ashes Myth-Speaker Prey for Death
Yasmenei remains at the helm during the storm, ensuring the Tide Hunter stays on course and doesn’t capsize. All hands are needed on deck to weather the storm’s ferocity, and the PCs are a key part of the effort. To protect the Tide Hunter and its supplies, they must assist with sailing, navigating, and dodging the angry sea serpent (Monster Core 299)! This event uses the Diminishing Victory Points variant of the Victory Points subsystem. The PCs’ objective is to help bring the Tide Hunter safely to Eupherae before it runs out of Ship Points, representing both the structural integrity of the ship and its supplies. The Tide Hunter begins with 10 Ship Points. This encounter is broken into three phases, after which the ship reaches safety. Once per phase, each PC must perform the Weather the Storm activity below to protect the Tide Hunter. Several skills are recommended, but feel free to propose additional solutions using skills or spells. WEATHER THE STORM
Batten Down: You secure the supplies on deck and shield them from damage with an Athletics or Crafting check. If you critically succeed, you retrieve some supplies that were thought lost and regain 1 Ship Point (maximum 10). Calm the Serpent: You distract or placate the sea serpent with a Deception or Nature check. Command Crew: You aid Yasmenei in relaying her orders and issuing your own when she’s occupied at the helm with a Diplomacy or Intimidation check. If you critically succeed, you inspire your companions, and all PCs get a +2 circumstance bonus to checks to Weather the Storm during the next phase. Maneuver Ship: You help maneuver the Tide Hunter by rowing (with an Athletics check) or tending the sails (with an Acrobatics check). Navigate: You keep an eye on the waters and scan for potential hazards with a Perception or Survival check. Results:
Round 1 Begins!
Age of Ashes Myth-Speaker Prey for Death
Your former competitors, and the sailors on the ship, greet you warmly, and make ready to cast off. Captain Yasmenei:
Yasmenei is a knowledgeable resource about the waters around the region, though she’s only recently returned after a long journey and doesn’t have current information on the denizens of Pol-Bailax’s surrounding islands. Navigator Ekuno Kworale:
Kworale is a male human that hails from distant Holomog and met Yasmenei when their journeys crossed along the southern coast of Casmaron. The two became fast friends, and he’s been part of the Tide Hunter’s crew ever since. He often cautions Yasmenei to be less reckless in the courses she charts. Quartermaster “Wandering” Syrenike:
This undine halfling earned their appellation from their strict schedule of only staying with a single ship for five years, give or take any time needed to reach the next port, before moving on. They’ve never explained this to anyone, nor spoken of their past. As the five-year mark is approaching, Yasmenei’s been attempting to convince them to stay. Carpenter Vakloia:
With her impressive knowledge of crafting and maintenance, Vakloia, a female stheno, keeps the Tide Hunter in good repair. She’s a relatively new addition to its crew, having joined a year ago when it visited her home of Dhuraxilis. She’s always coming up
with new innovations for the ship and enjoys swapping notes with any like-minded artisans. The Tide Hunter’s Hold
The PCs can procure any common, non-magical gear of level 1 or lower, in addition to the uncommon weapons from War of Immortals (147–148). The ship also has a small selection of magic items, including a battle medic’s baton, everlight crystal, mage’s hat, and tracker’s goggles, as well as three lesser healing potions, six minor healing potions, a sleep arrow, and an oil of potency. Eupherae is half a day’s sail from Pol-Bailax. Normally, the route to the island is straightforward and the surrounding waters are relatively calm. However, as the Tide Hunter gets midway to Eupherae an unseasonable storm kicks up. Forks of lightning flash across the sky as sheets of rain cascade over the Tide Hunter’s deck. At the helm, Yasmenei shouts orders to the crew, who struggle to control the oars and take in the sails through the wind and rain. “All hands!” she calls, pitching her voice to carry over the storm. “Take up your positions! We’ve got some exciting weather afoot!” Suddenly, the Tide Hunter lurches, something jolting it from below, and a massive, serpentine beast breaches the waves next to the ship. Its fanged maw snaps at the Tide Hunter’s masts, splinters flying as the ship veers to avoid the serpent’s teeth. “We can’t fight that!” Yasmenei shouts. “Everyone hang onto something; it’s about to get choppy!”
Age of Ashes Myth-Speaker Prey for Death
With your permission, the hag slips out of the tower, leaving you to closely inspect the place. The bottles on the shelf contain rare spell components, including a large bottle full of severed eyes. The components are worth 60 gp to the right collector. The shark jaw rack also holds a greater ring of sigils. Hyp seems ready to take off, and heads out the door of the tower:
Hyp goes to shake hands when a piercing telepathic voice interrupts the goodbye. “It’s not enough for the thieves to steal our water. They kill our allies. They destroy our homes. They will not stop until none of us remain. A young, misguided undine guides them. I have a use for him. Bring him to me.” The message this time is "louder", causing sharp headaches. There’s a sudden shift in the behavior of the surrounding sea life. Fish of all sizes swim aggressively toward you, interposing themselves in between
A massive school of bluefin tuna, made of hundreds of fish, engulfs Hyp, pushing and prodding him as they quickly swim away. Hyp tumbles in circles inside the swarm, his prized collection of scavenged treasure falling from his bag. "HELP!" In seconds, the fish disappear into the dark sea. Following the trail of scavenged loot left in the swarm’s wake is your only hope of saving Hyp. We're in a chase! The salmon start at the second obstacle and automatically advance to the next article at the start of the round. If the group has enough points for the first obstacle, feel free to attempt the 2nd. Obstacle 1
Obstacle 2
Age of Ashes Myth-Speaker Prey for Death
Fortitude: 1d20 + 33 ⇒ (4) + 33 = 37 Dianora's spell knocks Saint Fang to the ground, but the dragon deflects her saber attack with a raised wing. Yuki's spell just catches the dragon, and he fails to resist the void damage. One of Crystal's attacks hits the dragon, but Kimmich's strike fall just short. Every time a strike fails to hit the dragon, his spiked scales attempt to poke the attacker. For every missed strike, take:
For his part, the dragon stands and opens his mouth, breathing a smoldering cone of forge smoke over Kimmich, Dianora, and Yuki.
Before Your Turn: Kimmich, Dianora, and Yuki: DC 40 Reflex vs. 28 fire & 45 poison; Failed Stike hits: Dianora (x1), Crystal (x3), Kimmich (x2) DC 40 vs 22 piercing
~+~Combat Round 7~+~
Age of Ashes Myth-Speaker Prey for Death
DC 18 Elf Lore would be fine, instead of Society. Examining the room more closely, you can see the details of the gates. Starting clockwise from noon. A pair of closed double-doors sit at the north side of the circular room. Lotusgate: This aiudara is destroyed, but what remains is still decorated with designs of lotuses and icons sacred to Alseta. (This is where you are entering the room.) Jewelgate: This aiudara is decorated with images of crystals, and its upper arch bears designs like those of stalactites. Icons sacred to Yuelral adorn the aiudara. Duskgate: Decorated with images of sunsets and beautiful architecture in what appears to be a desert or savannah, this aiudara is devoted to Findeladlara. Huntergate: Images of hawks and moons, interspersed with jungle vegetation and trees, decorate this aiudara, along with icons sacred to Ketephys. Vengegate: This aiudara is adorned with images of wasps, whips, and the waves of the open sea, along with icons sacred to Calistria. Dreamgate: Butterflies, stars, and images sacred to Desna adorn this final aiudara.
Age of Ashes Myth-Speaker Prey for Death
Resa looks around the area, even peeking into the next room. The walls and domed ceiling of this large circular chamber are elegantly carved in spiraling designs. To the north, a double door stands in the side of a squared-off column protruding from the wall, while to the south an open archway leads to a stairwell leading up that’s been blocked by rubble. In the center of the room stand six statues of elves, all facing outward and arrayed around a dry fountain. Empty benches sit in four alcoves to the east and west, nestled between six stone archways built into the wall. Each of these archways bears a different type of decor, but with the exception of the northeastern archway she enters the room from, (which is partially collapsed and opens into a ruined chamber beyond), each archway leads nowhere—they are filled with plain, featureless walls of polished stone. Society DC 20:
The walls and decorations are in an ancient elven style.
Critical Success?
Spoiler:
This style of carving dates back to the Age of Legend, a time before Earthfall. Examine the Statues?:
The six statues depict various dieties: Alseta (goddess of doors and transitions), Yuelral (goddess of crystals and magic), Findeladlara (goddess of architecture and art), Ketephys (god of hunting and the moon), Calistria, and Desna. Examine the Arches: (Arcana/Nature/Occultism/Religion DC 22): The six archways these statues face are incredibly ancient aiudara. sometimes known as "elf gates."
Critical success?
Spoiler:
These aiudara seem even more ancient than those used today by elves elsewhere in the world. To activate an aiudara, one need only touch that portal’s key to the stone within its arch—doing so will cause the archway to turn to swirling mist and allow passage to the far side of the magical gateway. Each gate can also be examined individually for more details.
Age of Ashes Myth-Speaker Prey for Death
"Well, if you want to stop a Timonithaea, the rest of the information you need is there:" She points to the slate table in the hideout, which is covered in scrawling scratches. Check the table?:
A crude map of the Hoimpeia coastline and surrounding ocean onto the table using her claws. At first glance, the map seems like an unordered mess, but upon closer inspection, the information it contains is quite detailed. Cross marks pinpoint the locations of the naiad attacks on trade ships. One corner of the table contains a note written in Thalassic reading, “Ask Timonithaea to kill the undine boy. He saves too many sailors. I need their eyes for the necklaces if she expects to expand her attacks to the new shipping lanes.” "I'll just go then, shall I?"
Age of Ashes Myth-Speaker Prey for Death
Haha, good job team! With a flurry of blades and spells and arrows, you take down the cultist. With his last breath, he gasps: "Me interficere potes, sed reliqui Cinerum Ungues venient, et carnem tuam ad Exitium Infinitum pascent!" Draconic:
Kill me you might, but the rest of the Cinderclaws shall come, and they shall feed your flesh to the Endless Destruction! In addition to a magical chain shirt (+1 chainshirt)and a religious symbol of Dahak (which several of you recognize), the charau-ki leader wields an elaborate gauntlet that appears to have been crafted from dragon scales, with claws built from iron. Among his possessions, you also find a golden arrow-shaped charm carved with symbols of the elven god Ketephys. ID Magic DC 20 (Gunatlet):
ID Magic DC 19 (Arrowhead Charm):
Age of Ashes Myth-Speaker Prey for Death
"Oh, I am merely an old woman, I'm not in charge of anything," the hag contends. "I do keep an eye or two on things for Timonithaea." She continues in a frail, gurgling voice, "Timonithaea is the one with the grand plans. You land folk have been squeezing her and squeezing her with by the growth of Hoimpeia, ruining her mountain spring. Your citites are so hungry for fresh water, tut tut! "Why you built settlements near her spring not long ago, and she had to do something. She gathered up some allies and started raiding!" The hag tries to look modest, "Of course, I did my part too: She asked if I could work some...changes on a magical crown she found. So, I used my modest enchantments, made it a bit stronger. You can hear the crown quite clearly now, if you are anywhere within miles!"
Age of Ashes Myth-Speaker Prey for Death
Fortitude: 1d20 + 33 ⇒ (9) + 33 = 42 The dragon tumbles out of the sky!
Age of Ashes Myth-Speaker Prey for Death
Netkin Hero Point: 1d20 + 8 ⇒ (17) + 8 = 25 Netkin hits Vitus with some healing. Taunted by the guardian, the charau-ki leader attacks Vitus. gauntlet: 1d20 + 13 ⇒ (7) + 13 = 20 for piercing: 2d4 + 5 ⇒ (1, 1) + 5 = 7
The creature shrieks in frustration at the guardian's resilience!
~+~Combat Round 3~+~
~+~Combat Round 4~+~
Bold may act.
Age of Ashes Myth-Speaker Prey for Death
You take advantage of the respite to recover some health.
The banished dragon finally emerges, "You'll pay for that!" Saint Fang roars. ~+~Combat Round 5~+~
~+~Combat Round 6~+~
Age of Ashes Myth-Speaker Prey for Death
"Now, now: A lady needs her secrets," the hag answers. A skill check with a social skill would likely ensure some more cooperation.
Age of Ashes Myth-Speaker Prey for Death
I think you are right. It would be hard to reach him without going all the way around the baddie.
Age of Ashes Myth-Speaker Prey for Death
"Yes, yes," the hag answers. "I'm too old to crunch the bones now, alas. Nothing like a nice crackling bone between your teeth, but it's touch on the gums."
Age of Ashes Myth-Speaker Prey for Death
GM Screen:
1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 Miladistra hears someone rustling around in the corner of the tower. There is a rush in the water, and a clawed hand almost brushes her cheek. A curtain of magic dissolves away, and you see an elderly sea hag with
"Oh, you wouldn't hurt an old woman, would you? You barge into my home with your big dogs and don't even knock!"
Age of Ashes Myth-Speaker Prey for Death
Dianora's strike takes out the remaining elemental. Quiet washes over the battlefield for a moment. ~+~Combat Round 5~+~
Age of Ashes Myth-Speaker Prey for Death
GM Screen:
1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 151d20 + 15 ⇒ (4) + 15 = 191d20 + 15 ⇒ (1) + 15 = 16 The first tower holds several crates bearing the marks of trade companies throughout the region lay in a haphazard jumble. Each contains fashionable clothes favored by Iblydos’ upper class. Moving on to the second tower, you see a grizzly pile of bones, picked clean by fish. In the bone you see many personal belongings of the dead: rings, bracelets, lockets, and finely made tools. Markings on the items indicate they belong to mariners killed during Timonithaea’s recent attacks. If you return the personal belongings, you'll likely earn a reward. In the third tower, a large slate stone table with jagged lines, cross marks, and writing scratched across its entire surface sits in the center of the structure. A sleeping mat made of woven seagrass lay on the ground, littered with bones left over from several meals. Next to the bed, emerald necklaces hang from a rack made from a great white shark’s jawbone. Glass bottles of various colors and sizes line a shelf on the wall, each stoppered with cork or wax. Miladistra: Deroff smells something in the room.
Age of Ashes Myth-Speaker Prey for Death
Yuki blows apart the red elemental and blasts the yellow. Crystal begins methodically taking yellow apart. Saint Fang keeps trying to find his way back.
Finally, he's on the right path. Before your turn:
Age of Ashes Myth-Speaker Prey for Death
Hyp leads the way to Saloratha’s lair, five miles north of their current position. His path descends further into the sea, eventually passing seven hundred feet, a depth where sunlight no longer touches the seafloor. Hyp is abnormally quiet during the journey and keeps to his brisk pace. Dark down here. I assume by this level, someone has a light source that would work under water. One by one, the ruins of tall buildings emerge from the darkness. The upper levels rise from the seafloor like massive gravestones. The building’s lower levels extend deep underground, likely buried by volcanic ash from an ancient eruption long before the sea swallowed this city. Bridges span the unique flat roofs where the city’s inhabitants would have strolled through rooftop gardens with stunning views of the sea. There are 4 areas to investigate here. Please post your Exploration activity and vote on where to go first.
Age of Ashes Myth-Speaker Prey for Death
"Certainly, you should be well equipped!" Terpsime answers you. "You may borrow anything you need from the armor. Within reason, of course." She smiles at you. You can grab up to 10 gp or so of equipment. Terpsime explains they’ve arranged transportation on a ship called the Tide Hunter, whose captain and crew will assist. Additionally, several other citizens they’ve invited onto the expedition will be bringing teams. She indicates that you may have met some of them during the festival. Skorgomos lets you know who they’ll be working with and says they can meet up near the Tide Hunter: Dikaio, whom you saved from the shipwreck, and Phel and Sappil from the Pearl Chasers. Transportation for the expedition to Eupherae is assigned to the capable hands of Yasmenei, captain of the Tide Hunter, a twenty-oared light warship, a long, sharp-keeled ship. When you make your way down to the docks, sailors swarm through the harbor, hauling supplies and equipment to a ship at the far end of the docks. Crisp white sails flutter in the breeze on the ship’s two masts, and lines of oars march neatly down its sides. The figurehead on the prow is a carved owl, its head facing toward the horizon, and more owl carvings decorate the ship’s rails and masts. Through the hubbub, an elven woman, her hair in a long braid, waves from the Tide Hunter’s deck. “You’re the ones I’m ferrying to Eupherae, I take it?” she calls. “We’d best get a move on if you want to arrive with some daylight!” Dikaio hurries up to great you, as do Phel and Sappil. "Ho there, champions!" Phel laughs as they clap Rhohirron on the shoulder. You have time to get settled on the ship, ask the captain questions, and meet the crew, if you like.
Age of Ashes Myth-Speaker Prey for Death
Ha! I've run it 3 times and they all picked the "safe" route. >:P Hope everyone is having fun.
Age of Ashes Myth-Speaker Prey for Death
Dianora crits twice and Kimmich crits once! The red melomach is in poor shape. Yellow: Lightning Punch, Strike
Red: Lightning Punch, Strike
void: 4d4 ⇒ (2, 4, 3, 1) = 10
Before your turn:
Age of Ashes Myth-Speaker Prey for Death
Vrosi shakes the blue enemy with a brutal grab, and Ardoinel blasts the restrained creature with fire, driving the life from it! Netkin patches up the party, while Resa thoroughly stabs the yellow opponent. Though left alone, the charau-ka leader doesn't seem inclined to surrender. He steps up to Vitus and swings with a clawed gauntlet, his hand crackling with fire and void energy. Step, Channel Smite
The claw scrapes off Vitus' shield, but the spell drains almost all of his remaining life force! Before Your Turn:
~+~Combat Round 3~+~
Bold may act.
Age of Ashes Myth-Speaker Prey for Death
The meteorite that interrupted the Moonday sendoff worries the people of Pol-Bailax. After a day of discussion, several drasikons determined the matter must be investigated. You are called up to the acropolis’s main courtyard to meet with Terpsime about the expedition. She’s joined by Skorgomos, an elderly cyclops who leads the giant seers. Terpsime looks up as the door opens, gesturing welcome. “Thank you for coming,” she says. “First, I want to offer my thanks—and the city’s—for your quick action during the festival. There’s no question your intervention saved lives.” From his seat in the corner, Skorgomos nods. “The angry shades may be appeased,” he rumbles, “but trouble remains. That meteorite appeared at the same time the send-off was disrupted, and there are no coincidences in the weave of fate.” “Therefore,” Terpsime adds, “we’re authorizing an expedition to Eupherae, the island where the meteorite fell. We’d like you to spearhead this; you’ve proven yourselves capable and canny, and those involved in Pol-Bailax’s official defense will need to remain here in case anything else happens. The mission is to survey the island, determine what crashed there, and neutralize threats if necessary. Are you willing to aid?”
Age of Ashes Myth-Speaker Prey for Death
Dorrance takes out the last naiad attacker, and danger recedes for long enough that you have a few moments to look around and gather yourselves. Perception DC 21:
You find several finely made vases that survived the attacks, each depicting Iblydos’s hero-gods standing before a cyclops, worth 85 gp. You also find bands of force, which belonged to a merchant mariner. Hyp emerges from his hiding spot, calling out, “Hey, machités, I found the naiads’ supplies. Come look at this loot!” Inside one of the buildings, you find a cache of tools to repair their coral armor, brass grappling hooks and waterproof rope used to board trade ships, and netting used to transport large objects. Among the gear used to attack the trade ships, two divers’ slates, used to write underwater by etching messages into the stone, rest beside a single dark red amphora. The message on the first slate contains directions to "Saloratha’s lair," along with instructions to bring the bodies of drowned mariners to her before sea creatures abscond with the remains. The second slate contains an explanation of the hag eye necklaces as described by Dorrance to you earlier. The amphora contains two hag eyes disguised as emerald necklaces. Hyp groans, "Ugh, Saloratha! She's probably eating everyone! I can lead you to the lair they describe. It's about five miles away. Just let me know when you are ready."
Age of Ashes Myth-Speaker Prey for Death
Crystal lands one critical hit against the melomach, and her debilitations cause her third attack to hit. The divine herald of Gorum tries to find his way out of Yuki's puzzle realm.
Before your turn: Kimmich, Dianora Fort vs DC 32 Fortitude vs 37 sonic
Age of Ashes Myth-Speaker Prey for Death
Reflex (Red): 1d20 + 17 ⇒ (18) + 17 = 35
Tiger heals himself and slashes at red, opening one very deep wound. The naiad dodges Chumwi's spell, but the orca takes the full blast, and becomes whalefall. The fire crit isn't going to work. I'm going to move the wolf attack to Red! Miladistra's magic fully heals Tiger, and Deroff bites a chunk out of the naiad. Foolishly optimistic, or driven by some hard-to-understand force, the last enemy continues to attack Tiger. aqueous shortsword: 1d20 + 18 ⇒ (3) + 18 = 21 for slashing: 1d6 + 10 ⇒ (2) + 10 = 12
~+~Combat Round 4~+~
Bold may act!
Age of Ashes Myth-Speaker Prey for Death
Sorry for the delay! Insane week at work. Markus dodges some of the fire, and the charau-ka leader doesn't dodge his spell! The needles sink into his flesh. Vitus is badly scorched by the fireball, but undaunted he strides and and challenges the closest enemy. Ellaeaanda's strategy is very effective; her arrow pieces deeply and throws the leader off-guard to Vrosi. The fireball scorches party members to various degrees, and the blue charau-ka attacks Vitus. The creature is able to hit once, though the guardian's armor absorbs some of the blow. sickle: 1d20 + 8 ⇒ (18) + 8 = 26 for slashing: 1d4 + 3 ⇒ (2) + 3 = 5
Before Your Turn: Netkin & Resa-DC 23 basic Reflex vs 18 fire
Bold may act.
Age of Ashes Myth-Speaker Prey for Death
Vilmur misses, but Dorance slices deeply into the orca. Any animal following its natural behavior would surely flee after such and onslaught. Instead, then toothed whale closes in on Dorance with a flick of the tail and attacks. bite: 1d20 + 15 ⇒ (3) + 15 = 18 for piercing: 2d8 + 11 ⇒ (6, 6) + 11 = 23
Before Your Turn: Don't forget about quickened!
Bold may act!
Age of Ashes Myth-Speaker Prey for Death
Fortitude (Blue): 1d20 + 7 ⇒ (1) + 7 = 8
Siara's wave of vital energy ripples through the spirits, tearing them to pieces. The rest of the spirits fall back from your position, and within minutes, the spirits’ sudden fury fades. Many of the spirits sheepishly scurry down the road toward the sea, and others wordlessly mouth apologies to loved ones or flee in shame into the nearby woodlands. City officials do what they can to restore order and escort everyone home. Nobody is sure what streaked overhead, but everyone has a theory. Whatever it was, though, it has shaken Bailax. Terpsime you know she might need your help investigating it in the coming days. Level up to 2, everyone gains a hero point.
Age of Ashes Myth-Speaker Prey for Death
Rohirron's attack slices through the ghost, and it barely holds together. The flame of Iannos' torch finishes it off! They don't resist fire! Excellent idea with the torch. The blue spirit seems agitated by all that torch waving and swoops in to attack Iannos. ghostly hand: 1d20 + 7 ⇒ (8) + 7 = 15 for void: 1d4 + 3 ⇒ (1) + 3 = 4
The red ghost strikes back at Acantheus of the Fiery Hands.
~+~Combat Round 2~+~
Please ignore that the map says a square equals 10 feet.
Age of Ashes Myth-Speaker Prey for Death
Reflex (Red): 1d20 + 6 ⇒ (12) + 6 = 18
The ghosts are buffeted by Siara's exhalation, with the blue ghost being pushed away. Acantheus wreaths his hand in flame and waves it at the red ghost, counting on Rohirron to protect him from any counterattacks. Stride, Cast ignition
The black ghost has a try at Siara, reaching for her life essence.
That's 17 damage, but Rohirron probably has something to say about that. ~+~Combat Round 1~+~
Please ignore that the map says a square equals 10 feet.
Age of Ashes Myth-Speaker Prey for Death
Chumwi and Lem cast their spells, and Tiger threated the naiad in melee, though his strikes don't connect.
The red naiad kicks through the water after Tiger and attacks with his watery shortsword.
Before Your Turn: Don't forget about quickened!
Bold may act!
Age of Ashes Myth-Speaker Prey for Death
The heroes solemnly observe their victory, enjoying the glow of kleos (glory), but mindful of the reason for the games--the death of one of the most promising heroes of Bailax in years. The hero-god Loptoleon once shepherded the recently deceased to the afterlife, with the spirits walking along the bioluminescent wake of his boat. He has since perished, yet spirits of the Iblydan dead still walk to the sea each Moonday as if answering his call. Bailax guides the spirits with torches and pyres, lighting the way, ensuring the dead don’t get lost (and haunt the land), and giving them one last look at their loved ones. Dintolneon’s death draws an especially large crowd. At sundown, a thousand citizens carrying lanterns somberly make their way outside the city, where they stand vigil several steps off the main road. Terpsime meets you there with spare torches, guiding you to stand near the front of the crowd. Moments later, the first spirits arrive. Glowing faintly with spectral light, souls of the recently deceased march along the road, gazing at the onlookers with wonder and even starting to leave the road, only to be repelled by the lanterns’ heat. The crowd softly encourages them onward, tosses flower petals on the road, and even calls out messages to be carried to loved ones in the afterlife. Within minutes, scores of spirits have joined the procession, including a spectral Dintolneon. Then without warning, a third light appears: a meteor streaking westward less than a mile overhead, trailing angry red flames. Its sonic boom crashes into the crowd, bowling over some and extinguishing others’ lanterns. Worse, as the meteor’s sparks fall among the marching spirits, the ghosts’ faces contort with confusion and rage before the spirits begin lunging at bystanders! Time to step up once more, heroes: The spirits focus their attacks on nearby creatures, so if you hold your ground, you can draw the spirits’ ire and buy others time to escape. Initiative:
Siara, Search: 1d20 + 3 ⇒ (13) + 3 = 16 Iannos, Avoid Notice: 1d20 + 6 ⇒ (2) + 6 = 8 Acantheus, Detect Magic: 1d20 + 7 ⇒ (8) + 7 = 15 Rohirron, Defend: 1d20 + 4 ⇒ (7) + 4 = 11 Red: 1d20 + 6 ⇒ (12) + 6 = 18 Blue: 1d20 + 6 ⇒ (1) + 6 = 7 Black: 1d20 + 6 ⇒ (5) + 6 = 11 One of the spirits swerves out of the street to attack Rohirron, reaching out a chilly hand at the centaur.
~+~Combat Round 1~+~
Please ignore that the map says a square equals 10 feet.
Age of Ashes Myth-Speaker Prey for Death
Vrosi hits one of the boggards, but fails to grab its knobby skin. Resa rushes into the fray and follows up on the off-guard foe, which is barely clinging to life.
Then enemies spring into action. The red charau-ka in the back chants loudly, and the air fills with flames, even catching the two boggards in the blast! He brings up a shield of force around himself.
The other charau-ka shrieks in pleasure at the destruction and moves in with his sickle to attack the party in the glowing aftermath of the fireball. Shriek (Quickened), Step, Strike, Strike, Strike
Before Your Turn: Everyone-DC 23 basic Reflex vs 18 fire
~+~Combat Round 2~+~
Bold may act.
Age of Ashes Myth-Speaker Prey for Death
Kimmich and Dianora take advantage of the dragon's absence to savage the returned warlord. Ligthning forks from Dianora's spell-enchanted hit, but the melomachs resist it. Ordulf, though, is not so lucky. The slices rips open his old wound, and as the void energy flows through him, all of his "fatal" scars tear open. "No! NO! Gorum!" But the god of battle does not answer his pleas, and his herald is (temporarily) banished. The warrior's sword clatters to the ground, and he dies with a gasp of disbelief. The elementals are too single minded to desist from their attack when a lesser servant of their god falls. One clangs into place next to the group, its ringing song quickening the other. Red: Stride, Lightning Punch
Yellow: Scream, Strike, Strike
Before your turn: Crystal, Kimmich, Dianora Fort vs DC 32 Fortitude vs 37 sonic
Age of Ashes Myth-Speaker Prey for Death
Yuki banishes the draconic herald, and lends the team a violent vision of Ordulf's future. Speaking of violence, Crystal slashes into Ordulf three times, living up to her title of Slayer. Ordulf continues to attack, but he must be feeling some fear in his heart as his arms don't have their usual strength, nor his feet their usual quickness. He sweeps his sword across the battlefield, a wide swing that aims for both Crystal and Kimmich. Cleaving Blow: 1d20 + 33 - 1 ⇒ (9) + 33 - 1 = 41 for slashing: 3d12 + 13 ⇒ (7, 12, 12) + 13 = 44 plus electricity: 1d6 ⇒ 6 Then he follows up with a slash at Crystal.
Saint Fang tries to find his way out of Yuki's spell, but makes no progress.
Bleed Flat Check: 1d20 ⇒ 16 ~+~Combat Round 1~+~
Age of Ashes Myth-Speaker Prey for Death
Miladistra heals her ally, commands Deroff to bite (which he does well!), and swims closer. The blinded naiad continues to slowly flee. ~+~Combat Round 3~+~
Bold may act!
Age of Ashes Myth-Speaker Prey for Death
Kimmich (Will): 1d20 + 25 ⇒ (1) + 25 = 26
Dianora and Kimmich each strike Ordulf once, and Kimmich shares an effective tactic with the group. The red melomach elemental gets into position, its limbs ringing out magical encouragement as it goes, reverberating with the yellow elemental. Once it closes on the group, it attacks Dianora.
The yellow elemental lashes out at Crystal with a fist while directing a lightning strike at Yuki!
It spends it's remaining actions wailing away at Crystal.
Only one blow connects, but it's a doozy! Before Your Turn: Crystal, Yuki--DC 37 Will vs frightful presence; Yuki--DC 40 Reflex vs 23 fire, 35 poison
Age of Ashes Myth-Speaker Prey for Death
Dorrance's precise attacks take out one of the naiads, and her follow-upstrike hits the killer whale.
Vilmur's stone goes rocketing off into the deep. The killer whale swims to get close to the party, then bites at Dorrance.
~+~Combat Round 3~+~
Bold may act!
Age of Ashes Myth-Speaker Prey for Death
Due to your previous experiences, you realize that these foes are charau-ki and boggarts. You know that charau-ki are excellent at throwing weapons, and that boggards let out frightening croaks. Fortitude: 1d20 + 11 ⇒ (19) + 11 = 30
The blue charau-ki starts shrieking as it scoops up rocks from the debris on the floor to throw at you!
The creature's wild attacks bounce all over the walls, adding to the increadible din in the underground chambers. ~+~Combat Round 1~+~
Bold may act.
Age of Ashes Myth-Speaker Prey for Death
Reflex (Red): 1d20 + 17 ⇒ (20) + 17 = 37
Tiger, the robe they gave you grants a swim speed! Spells crackle around the attackers; Lem and Tiger both land attacks on red. With eyes finally clear, two of the naiads attack:
White vs Deroff: 1d20 + 12 ⇒ (9) + 12 = 21 for slashing: 1d8 + 5 ⇒ (5) + 5 = 10
~+~Combat Round 2~+~
Bold may act!
Age of Ashes Myth-Speaker Prey for Death
The Terpsimoi prepare for the race, with Iannos and Rohirron experimentally rolling the amphora around the staging area and Siara and Acantheis scoping out the course below. When the competitors are all prepared, the race begins with the sounding of a horn! To overcome the disadvantage of not being able to make choices for each obstacle, I'm going to take the higher of Rohirron & Iannos' rolls and use the other as an aid attempt. STEEP SLOPE
GOAT CROSSING
PEBBLES AND POTHOLES
Siara Crafting: 1d20 + 7 ⇒ (13) + 7 = 20
Special Critically failing a check to Overcome this obstacle deals 3 additional damage to the amphora.
DUBIOUS GATE
Siara Crafting: 1d20 + 7 ⇒ (11) + 7 = 18
OVERCROWDED FINISH LINE
Siara Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
You cross the finish line last, but with a completely intact amphora, which is commendable! The Golden Pegasi come in first, though they almost smash their amphora! They are followed by the Pearl Chasers, then Team Akki. Final Medal Count:
Your success at the Grand Melee insures that you take the first prize for the Funeral Games! After the amphora roll, Undyl gathers the teams to tally their medallions and announce winners. The cyclops has arrayed several lots of Dintolneon’s possessions bequeathed to the city, and he identifies the magical items so that you can make an informed choice. Beginning with the winning team—each of whom also receive a champion’s laurels—and then in descending order, Undyl calls up each team to pick a lot as their prize.
Once the teams have claimed prizes and received the spectators’ adulation, Undyl offers one last reminder: “Remember, these games honored our beloved Dintolneon, whose spirit will be among those we guide to the sea tonight. Join us outside the main gate at sundown so that we can bid him safe journeys one last time.”
Age of Ashes Myth-Speaker Prey for Death
Ellaeaanda wrote: @GM Matt: Are the baboon-men and toad-men charau-kas and boggards? We met some in the basement of the hellknight citadel so presumably we'd recognize them if they are. Yes, you would recognize them, then!
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