The plan proceeds without a hitch. "Th-thank you for all your help. I really mean it," Aravashnial stammers out, his ears still a vivid red. "Don't worry about it! Iomedae teaches us that spiritual blindness is the only true blindness." He pulls out his copy of The Acts of Iomedae, and recites in the flickering light of Marina's Dancing Lights: "But they that hateth their brother are in darkness, and walketh in darkness, and knoweth not whither they goeth, because that darkness hath blinded their eyes." Anevia nods. "Blessed be the Inheritor." Bearclaw shrugs. "The handholds could be from cultists, like Millorn. They seem too modern to be dwarvish. Or... bat people!" He grins. "Why would bat people need to climb on pitons? Couldn't they just fly?" Badwe asks wearily, putting his holy text away. "Because they lost their wings when they evolved into bat people, duh," he shoots back as if it were the most obvious thing in the world. "Or pitlings," Aravashnial offers. "Mole-people are a stupid myth to scare children of Kenabres from wandering too far at night." Horgus spits bitterly. "But of course, I wouldn't put it past our resident conspiracy theorist to bring them up." You continue on through the darkness for a good 15 minutes. Giving you a chance to respond to some roleplay before
Unchained is out! I don't plan on changing anything, as mythic solo is enough to fiddle with for me, haha. I will be converting monks and rogues to the unchained monks and rogues, though. I will also use the new poisons/diseases (though tbh there aren't many of those in the AP). However, if you would like a free retrain to Unchained Barbarian, go ahead. If you would like to experiment with other subsystems (such as the Stamina subsystem) we can do it, I'm leaving it up to you.
"She's my wiiiiiiiiiiifffeeey. I'm a proud Mrs. Tirablade," Anevia corrects cheerfully, utterly oblivious to Karis' dark mood. She lowers herself back down, wincing slightly when she puts weight on her injured leg. "But that's a good point! Be careful!" Aravashnial's ears turn bright red, clearly uncomfortable with the fact that his handicap is slowing the group down. Horgus mutters incoherently to himself, but he has clearly learned his lesson about griping too much in front of Karis. Karis Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Karis easily climbs up to the top of the tunnel. The tunnel evens out to level after 60 feet of climbing, and continues on, endlessly, into the darkness. She does not notice anything unusual out there.
"Lylina is his girrrrrlllllfriend! They used to run their shop together then she up and disappeared like, a month ago and I'm trying to figure out why!" Anevia whispers to Karis in a stage whisper with a big wink. "Yes, yes, we all know it's the Eagle Watch's concern to stick their noses in everyone's business," Horgus grumbles. As the group leaves the cavern, Anevia resumes pestering Aravashnial. Finally he snaps, "If you really want to know, try asking your precious Irabeth, if we find her." "When we find her," Anevia corrects, interrupting. "If Iomedae spared Lord Gwerm of all people, she saved my Irabeth." "Yes. When," the elf wizard huffs. Seeming satisfied with this information, Anevia is finally quiet. The group proceeds to a steeply inclined tunnel leading upwards. Its walls are lined with numerous nooks, handholds, and dozens of iron pitons that have been driven into the walls long ago. This tunnel moves at a near vertical incline for almost 60 feet. "Well, well, well! This looks promising!" Bearclaw rubs his hands together enthusiastically. "Up is better than down, wouldn't you say?" Anevia grabs onto a few handholds experimentally, hoisting herself up. Her upper body strength is sufficient to make up for her useless leg. "I'm strong enough to do this on my own, but I don't think I can help elfy at the same time. What do we do?" The handholds are frequent enough to function as a ladder and do not need a climb check. Unfortunately, Aravashnial is blind.
Thanks for the heads up! Have fun GMing at the con :) Deducted your torches, food, and water. You are currently out of water. Your false life also wears off. Everyone recovers 1 HP/level for resting. HP totals: Horgus Gwerm: 12/18 HP, Anevia Tirablade: 17/17 HP, Aravashnial: 17/35 HP, Karis: 6/15 HP, Badwe: 8/11 HP Marina 8/9 Bearclaw 3/10 Bearclaw and Marina both awaken. Marina casts Dancing Lights, and pets her cat affectionately, mulling over her spells for the day. Badwe kneels a little aways from the group, clutching his symbol of Iomedae, and prays for her guidance to lead them out of the darkness. Any changes to spell lists? Anevia awakens, almost good as new. She hobbles on her leg uncertainly, and discovers that she can now limp about without need for a crutch. She pokes and prods at Aravashnial, trying to get him to fess up to where his girlfriend, Lylina went to. "C'mon c'mon c'mon! What happened? Dish!" Aravashnial looks irritated. "Drop it, Anevia. What happened between us is none of your concern." Unfortunately, their conversation is interrupted when the ground begins shaking under your feet! The whole cavern vibrates as the tremors shake the very earth. Dust falls from the ceiling all over everything and everyone. Then, as suddenly as it started, it stops. Badwe rejoins the group, looking worried. "Wow, that was scary. Maybe we should get a move on?"
Bearclaw's first hit bounces off a stalacite. He scores a hit on his second shot, the bolt landing into the creature's body with a disquieting thunk. The darkmantle screeches, and retreats into the other cavern. Bearclaw follows it slowly, another shot bouncing off the cavern ceiling. Finally, his fourth and final shot spins through the air and and lances through it. The darkmantle falls to the ground with a thud. Both darkmantles perish. fall damage: 1d6 ⇒ 6 Darkmantle 1 stabilize: 1d20 + 2 - 10 ⇒ (5) + 2 - 10 = -3
Bearclaw sighs. "I'm glad that's over. Karis and her group look around the cavern but find nothing of interest except the skeletons of the creatures' prey, mostly rodents and lizards. Marina recasts Dancing Lights. "Karis. Rest."
Bearclaw shoots at the darkmantle, but it bounces off one of the bony protrusions that emit from its head. The creature pursues at first, but Bearclaw sees that it then stops just before entering the second cavern, electing to attach itself to the ceiling with its suction cupped tentacles. Its eyes stare at the other cavern warily.
HP totals: Horgus Gwerm: 8/18 HP, Anevia Tirablade: 15/17 HP, Aravashnial: 11/35 HP, Karis: 5(+6)/15 HP, Badwe: 7(+5)/11 HP Marina 7(+3)/9 Bearclaw 2(+3)/10 Okay thanks for the clarification :) Aravashnial smiles ever so slightly, happy to actually be of help as he harnesses the power of unlife to protect each person a little from death. Each person feels a little bit more vigor than they did before. "Alright, this will only last 6 hours. I have 16 charges left on the wand, though, so I'll be able to refresh it after we rest if you want." Afterwards, Marina refreshes Dancing Lights and the group ventures into the Darkmantle cave so that they don't need to be worried about being eaten in their sleep. The darkmantles stay glued to the ceiling, each of their eyes focused on the small, reinvigorated group. Bunch of Initiative Rolls:
Karis: 1d20 + 2 ⇒ (13) + 2 = 15 Marina: 1d20 + 8 ⇒ (9) + 8 = 17 Badwe: 1d20 + 2 ⇒ (16) + 2 = 18 Bearclaw: 1d20 + 2 ⇒ (18) + 2 = 20 Darkmantle 1: 1d20 + 6 ⇒ (16) + 6 = 22 Darkmantle 2: 1d20 + 6 ⇒ (20) + 6 = 26 Initiative
Bearclaw opens combat with an orcish war chant. Badwe takes the cue and fires at a darkmantle, but the darkmantle darts away, dropping down into the air. The darkmantle hears Marina's curses and shudders, but resolves itself to protect its home from these intruders. It flies closer to the group, attaches itself to a stalactite tip, and casts Darkness once more shrouding the area in an inescapable gloom. The other darkmantle charges at Karis, who hears it coming and stabs into the darkness blindly. She scores a hit, her thrust simple a straight, sending a jolt down the length of the spear with an audible crunch and a horrible squeal. She hears the creature fall to the ground with a thud. Bearclaw can see that it is still twitching, but unlikely to get up anytime soon. Darkmantle 2 will save: 1d20 ⇒ 6 AC -2 AC 7 rounds
Surprise Round/Round 1Summary: Bearclaw sings. Badwe misses Darkmantle 2. Marina lands Evil Eye on Darkmantle 2. Darkmantle 2 casts darkness, shrouding the area. Darkmantle 1 charges, but Karis uses her readied action to spear it through, KOing it. Bearclaw next.
So is everyone eating and drinking? How long will Marina's watch be? There doesn't seem to be any other firewood. Marina and Bearclaw look over the statue. Bearclaw can't make heads or tails of it, so Marina takes it from him. "Looks Sarkorian. Has our little dwarf friend been looting in the Worldwound?" she wonders. Aravashnial says glumly, "There's the matter of the wand of false life that I have but no one took me up on that offer." Horgus shakes his head, his mouth full of preserved meat.
HP totals: Horgus Gwerm: 8/18 HP, Anevia Tirablade: 15/17 HP, Aravashnial: 11/35 HP, Karis: 5/15 HP, Badwe: 7/11 HP Marina 7/9 Bearclaw 2/10 The group finds:
The darkmantle cave is barren. The darkmantles themselves huddle and shiver on the ceiling, their many eyes watching you warily. What do you take and who carries it? Anevia, Aravashnial, and Horgus plop down next to Millorn's extinguished campfire. "Should we light this?" Anevia inquires, poking the ashes with a stick. "We could burn his gross stuff for a little bit, I wager." Horgus rubs his stomach and sighs. "I'm so hungry... and thirsty too. Do you have anything to eat?" Your group can last 48 more hours without eating with no ill effect. Your group can last 24 more hours without drinking with no ill effect. You are carrying 20 days worth of food rations and 8 days of water rations.
"Hehehehe! You'll never catch Millorn!" you hear, echoing from caverns further in the darkness. Anevia curses again, and hobbles over to Aravashnial to guide him closer to the others. "Don't beat yourself up elfy," she says, trying to be comforting. "I'm...just not used to being so useless, is all," he replies, glumly. While Marina waits on Badwe to recover, she recasts Dancing Lights. Her cat wanders over to Karis and curls up on her chest, purring. Badwe sputters, but his eyes open and the bruises and wounds around his face and neck improve substantially. He jolts upright with a start, peering around at the bodies illuminated by Marina's Dancing Lights. "Oh Iomedae. Oh no. Is she...?" He rushes straight to Karis' side and checks her pulse. "Oh thank the Inheritor, she's alive," he breathes, relieved. "Marina, help me get everyone closer to me, please." Marina and Badwe gingerly carry Bearclaw and Karis closer together. Badwe grasps his holy symbol, and closes his eyes. "Light of the Sword, I am but your humble servant. Please help bring light to the darkness on this day." Soft, golden light radiates out from Badwe as Iomedae answers her cleric's plea. Badwe channel: 1d6 ⇒ 3 Karis and Bearclaw awaken, though Karis is still in horrible pain from the last fight. Her wounds all close up, but are still red and swollen. If you don't want him to have used his last channel just let me know and we'll undo it. Just trying to keep things puttering along. :) HP totals: Horgus Gwerm: 8/18 HP, Anevia Tirablade: 15/17 HP, Aravashnial: 11/35 HP, Karis: 0/15 HP (Disabled), Badwe: 7/11 HP Marina 7/9 Bearclaw 2/10
Karis stabilizes on the ground, her breathing coming in steadily. Whoops, okay, thanks for that lol Bearclaw misses the darkmantle, his spear going right over the small creature's head. The darkmantle retaliates, the force of its tentacle causing the half-orc to crumple to the ground. darkmantle 2 tentacle: 1d20 + 3 ⇒ (14) + 3 = 17
The darkmantle hesitates for a moment, then shoots up to the ceiling to huddle next to its partner as the magical darkness finally dissipates. The two huddle there, 15 ft up on the ceiling, partially obscured by stalactites. Meanwhile, Marina shoots a crossbow bolt at Millorn, jabbing into his chest next to Anevia's arrow. Millorn rummages for a bottle in his pack, downs it, and suddenly goes invisible! Anevia curses. "F~@# you, Millorn! When we get back to Kenabres I'll make sure Irabeth sends a whole squad of crusaders down here after you! You better run!" She then turns to look at all of the fallen bodies, sadly. "I-I'm afraid I don't know much first aid...Didn't you find some healing potions in the temple of Torag?" Combat ends Bearclaw stabilization DC11: 1d20 + 3 ⇒ (15) + 3 = 18 Bearclaw stabilizes as well, only unconscious and bruised, with great suction-cup marks on his face. HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: -3/15 HP (14 CON), Badwe: -5/11 HP (14 CON) Marina 4/9 Bearclaw -1/10 (14 CON) Leaving it up to you if you want Marina to focus on aiding her daughter and her friends, or to try and guess the square Millorn is in for another crossbow shot. Horgus leans against the cavern wall, and slides down it until he is sitting on the floor. He looks pale, sweaty, and exhausted, even though he didn't do anything but cower the entire fight. Aravashnial murmurs, almost inaudibly, "I'm sorry."
Bearclaw swings wildly at the darkmantle but his foot slips and he has to flail awkwardly for balance. The darkmantle seizes the opening, slamming a tentacle across his face and rattling his teeth inside his skull. Bearclaw moves out of the way just as it slithers another tentacle across his throat. Darkmantle 2 slam: 1d20 + 3 ⇒ (18) + 3 = 21
Millorn Will Save: 1d20 + 6 ⇒ (5) + 6 = 11 The deluge of curses on Millorn is finally too much for him and he shudders all over. While he is distracted by Marina, Karis slices into him, the sharp edge of her blade leaving a nice slice flayed from his abdomen. Wide-eyed and frightened, Millorn tries to back away from Karis only to find there is nowhere for him to go! He draws a dagger and slashes at Karis, a swift pivot bringing him into the perfect position to cut her down with as much force as he can muster. Karis falls to the ground, unconscious. "Hehehe! Crusaders! Crusaders! Crusaders never gonna get Millorn! Hehehe!" Karis must make a DC 13 CON check or she will be considered dying. Millorn dagger: 1d20 + 2 ⇒ (15) + 2 = 17
"Inheritor save us! Karis is down!" Anevia exclaims. "That's it! I'm helping, gods be damned! We have to do something, or we'll all die!" Aravashnial nods grimly. "Okay, elfy, I'm gonna leave you here, don't go running off!" She limps over towards the other cavern, supporting herself along the wall as she does so, and draws her shortbow with her other hand. She notches her bow with one of four arrows in her quiver, and fires! The arrow arcs through the air and whirs right into Millorn's chest with a thud. Anevia bow: 1d20 + 5 ⇒ (15) + 5 = 20
Satisfied with the damage she's done, Anevia cheers. "Hah! Suck it, Millorn, demon-worshipping arse-face!" HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: -3/15 HP (18 CON), Badwe: -5/11 HP (14 CON) Marina 4/9 Bearclaw 3/10
Blur chance >20%: 1d100 ⇒ 7 Whoops! Thanks for the heads up. He's got Blur up so Karis missed anyway (see roll above) otherwise I would have taken the HP off the guy :P The ruthless edge of Bearclaw's well-timed spear once again spikes into the darkmantle's flesh, but it stays on Bearclaw, undaunted in his search for prey. With long drawn-out and careful aim, the monster's tentacle hits home, but Bearclaw backs up at the last moment before it can drag him back further into the darkness. darkmantle 2 attack: 1d20 + 3 ⇒ (20) + 3 = 23
Millorn Will Save: 1d20 + 6 ⇒ (15) + 6 = 21 Millorn shudders at Marina's curses, but his madness is such that the effect is only fleeting. He turns and grabs Karis' wrist, the electricity discharging from his hand and across her body, up and down her nodachi, and to her very core. Millorn touch attack: 1d20 + 2 + 3 ⇒ (17) + 2 + 3 = 22
HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: 2/15 HP, Badwe: -5/11 HP (14 CON) Marina 4/9 Bearclaw 4/10
Bearclaw stabs at the darkmantle, but his spear flies right over the small beast. The darkmantle returns a blow in kind, and with an audible whip it pelts Bearclaw's chest with a grisly crack, but Bearclaw manages to squirm away before it can ensnare him in his tentacles. Darkmantle 2 slam: 1d20 + 3 ⇒ (17) + 3 = 20
Meanwhile, Marina's bolt flies at Millorn, but is deflected by a strange transparent field of force surrounding the dwarf wizard. Millorn giggles sinisterly as Karis tries to hit him as well, dodging as she swipes at him with her nodachi. Millorn backs away until he is against the wall. He draws his crossbow from his back and casts yet another spell. Green electricity flickers around his right hand. Bearclaw misses the darkmantle, but the darkmantle manages to deal 4 damage to Bearclaw. Karis makes her save, but misses Millorn, as does Marina. Millorn draws his crossbow, and charges up a spell, but does not expend the charge this round. HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: 14/15 HP, Badwe: -5/11 HP (14 CON) Marina 4/9 Bearclaw 6/10
Millorn goes immediately after Darkmantle 2. Bearclaw's thrust begins high overhead, dives past the darkmantle's waving tentacles, and hits hard. Millorn giggles madly at Marina, his mind is too far gone for a mere curse to affect him. Meanwhile, the darkmantle slams a tentacle at Bearclaw yet again, who blocks it with the shaft of his spear. Millorn backs up, and emits a vivid cone of clashing colors from his hand directly at Karis! Karis must make a DC13 will save or be unconscious, blind, and stunned for 2d4 rounds. Millorn Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
Bearclaw deals 4 damage to Darkmantle 2. Millorn makes his will save vs Evil Eye. Darkmantle 2 misses Bearclaw. Millorn 5-foot-steps back and casts color spray at Karis.
Nah, it is still in the darkness, but their darkness only lasts 1 minute. And haha, this is Bearclaw's fight for sure. Bearclaw thrusts his spear into the darkmantle's flesh, eliciting a horrible squeal from the creature. Darkmantle 2 AoO vs Karis: 1d20 + 3 ⇒ (3) + 3 = 6 The darkmantle slams a tentacle in Karis' direction as she flees, but the blow lands several inches short of the barbarian. It then turns its attention towards Bearclaw, moving slowly towards it, then swings a tentacle at him widely past his head. Darkmantle 2 attack: 1d20 + 3 ⇒ (8) + 3 = 11 Suddenly, a glowing, green magic missile flies from out of nowhere, hitting Marina in the back! Marina turns and directs her dancing lights at the intruder, revealing the cavern behind them as containing a small extinguished campfire and a well-used bedroll, along with a few utensils and tools, sits near another cave opening in the far wall of this cavern. In the back is a crazed looking dwarf with a red beard, wearing ratty, filthy clothes and bearing a crossbow on his back. He shrieks like a man possessed! "Crusaders! Crusaders! Hehehehe! You'll never arrest me!" he shrieks, clearly insane. "What? Is that...Millorn? What in the Abyss?" Anevia asks, bewildered. "The Eagle Watch arrested Millorn a while ago for experimenting with abyssal magic. Never would have thought he'd hide so close to Kenabres...," "If you can call this place 'close'," Horgus says bitterly. Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5 Bearclaw deals 3 damage to Darkmantle 2. Karis runs out of the darkness. Badwe stabilizes, so he is merely unconscious, not dying. Darkmantle 2 5-ft steps towards Bearclaw. Millorn shows up and deals 5 damage to Marina with Magic Missile. HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: 14/15 HP, Badwe: -5/11 HP (14 CON) Marina 4/9
Bearclaw's swift snapshot pierces through the Darkmantle's flesh, staining his spear with its oddly dark blood. The darkmantle flees to the ceiling, where it clings to a stalactite with its tentacles and shudders. Meanwhile, Karis's slash swings wide, and she is lucky not to take Badwe's head off with that mighty blow! The darkmantle maintains its hold about Badwe, tightening its grip around his neck until Badwe passes out from the lack of air. His body slumps to the floor with a thud, and the creature releases its grip. Darkmantle 2 maintains grapple on Badwe?: 1d20 + 5 + 5 ⇒ (11) + 5 + 5 = 21
Bearclaw deals another 5 damage to Darkmantle 1. Karis misses. Darkmantle 2 maintains its hold on Badwe, deals 7 damage. Badwe fails to cast a spell. Bearclaw -> Marina -> Karis -> Badwe next. HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: 14/15 HP, Badwe: -5/11 HP (14 CON) On Badwe's turn he must pass a DC15 Constitution check or he is considered dying and will lose 1 additional HP.
The darkmantle shrieks horribly in surprise as Bearclaw smoothly slides his spear into its flesh. Anevia tugs on Aravashnial's hand once more and they attempt to flee the area. The darkmantle close by tries to stop him from fleeing. It slams a tentacle into his back but Anevia tugs him free and out of the darkness. The darkmantle twitches, then full retreats back up to the ceiling. Darkmantle 1 vs Aravashnial AoO: 1d20 + 3 ⇒ (7) + 3 = 10
HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 8/35 HP, Karis: 14/15 HP, Badwe: 2/11 HP Bearclaw deals 10 damage to Darkmantle 1. Darkmantle 1 deals 3 damage to Aravashnial with AoO. Darkmantle 1 retreats. Bearclaw gets an attack of opportunity on Darkmantle 1. If he takes the attack, please roll for him. Otherwise, Karis and Badwe are next. Badwe is grappled. Secret roll!: 1d20 ⇒ 4
Darkmantle 2 maintains grapple vs CMD 10: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14
The Darkmantle tightens its hold around Badwe's face, slowly choking him out. Anevia tugs on Aravashial's arm. "Come on! We need to get out of the darkness!" "What? No, let me help!" the elf replies, stubbornly. "How in the world are you going to help all blind like that??" Anevia asks, incredulously. "We need to go!" Darkmantle 2 deals 8 damage to Badwe. Anevia is delaying her turn to Aravashnial's to help him out of the darkness. Bearclaw goes next. The 3 survivors will simply be moving out of the darkness next turn. One will likely take an AoO, if Bearclaw does not. We can resolve that later. For now go ahead and take Bearclaw + Marina's turns. HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 11/35 HP, Karis: 14/15 HP, Badwe: 2/11 HP
Oh nevermind, forgot the darkmantle is still chilling on the ceiling, haha. The other darkmantle swoops down from the ceiling, charging at Horgus. It slams into him, and attempts to wrap its tentacles around him, but Horgus squirms free, screaming wildly. Darkmantle 1 attack: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13
HP totals: Horgus Gwerm: 5/18 HP, Anevia Tirablade: 12/17 HP, Aravashnial: 11/35 HP, Karis: 14/15 HP, Badwe: 10/11 HP
Alright, deducted a torch from your inventory and updated the doc. I fixed the map so it doesnt make you click on the circle instead of the stuff inside the circle anymore. You must be able to see a target in order to target a spell, unless the target is yourself. If you cannot see, then you must touch the target via a touch attack. Target rules are here under subheading "aiming a spell" Spell targeting rules:
Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell. It is still Marina's turn. I moved Marina back on the map so you can rethink your decision if you want. If you move her again, in the same way, she will provoke an AoO from darkmantle 1.
Aravashnial tilts his head, his elvish hearing picking up on Marina's low tone. "The First Crusade? You're sure? Ah! Incredible! That gives significant credence to the tale of the pitlings, possibly they were carved by the deformed children? Oh, if only I could see..." he exclaims loudly, in part due to his excitement. Before he can ramble on about the mongrelmen, however, two small monsters swoop down from the ceiling. As they fall from the cavern roof, they open up like hideous octopi, their thin, hook-lined tentacles connected by a fleshy web. Marina K.Arcana: 1d20 + 8 ⇒ (19) + 8 = 27 "Those are darkmantles! Underground predators, careful--" Marina calls out, but before you can react, they attack, shrouding the area in darkness so terrible that Marina's Dancing Lights fade to black. Only Bearclaw can see in the pitch black now. The big circle on the map shows the darkness. Darkness rules:
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Initiative:
Karis: 1d20 + 2 ⇒ (19) + 2 = 21 Marina: 1d20 + 8 ⇒ (18) + 8 = 26 Badwe: 1d20 + 2 ⇒ (14) + 2 = 16 Bearclaw: 1d20 + 2 ⇒ (4) + 2 = 6 Aravashnial: 1d20 + 2 ⇒ (4) + 2 = 6 Anevia: 1d20 + 7 ⇒ (2) + 7 = 9 Horgus: 1d20 - 1 ⇒ (1) - 1 = 0 Darkmantle 1: 1d20 + 6 ⇒ (17) + 6 = 23 Darkmantle 2: 1d20 + 6 ⇒ (7) + 6 = 13 Surprise Round! Only the darkmantles are participating in the surprise round since no one spotted them. Battlemap is updated. Darkmantle 2 charge at Badwe (Slam) vs FF/Blind AC: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13
A darkmantle drops from the ceiling, aiming at Badwe. It slams into the young cleric, nearly sending him to the ground. It wraps its tentacles around his face. Horgus starts screaming his head off. Surprise Round Summary: Darkmantle 1 uses darkness as a SLA. Darkmantle 2 charges at Badwe, hits, deals 2 damage and grapples him. Initiative Order 1. Marina
Aravashnial, Anevia and Horgus will NOT be fighting this fight so feel free to skip over their turns like they aren't there. They are included in initiative order only in case you want them to move. If you want them to move, when it is their turn, simply move them on map (Remember Anevia has a speed of 15') and give me a heads up. If you don't want/need them to move, just skip their turn. I forgot to mention that the torch went out while you were traversing that long stretch of tunnels. If you would like to use up another torch (at the time when the old torch went out) just say so now and Horgus will be holding it. If you do so, this new torch will have 40 minutes remaining. Dancing Lights expires on round 3. Round 1 Start
Correct, no other passages from the temple. The group heads back out through the hole in the tunnel wall which lead to the abandoned temple. The winding tunnel moves on ahead at a slight upwards incline, and it takes you a total of 40 minutes to maneuver. The ceiling varies, and at one point the tunnel is little more than 3 feet high, forcing the group to crawl. Finally, the small tunnel opens out into a larger cavern. Stone figures are carved into the walls of the cavern. Each depicts a different crusader clad in armor and wielding weapons, but their carved stone features contain expressions of sadness. DC 15 K. History:
The soldiers depicted are from the First Crusade. DC 25 Perception: There is a nest of two small monsters on the ceiling. They look like black octopi.
Identifying potions is actually a perception check (you take a small taste). I just used your rolls and switched the modifiers, so all good! "These are potions of cure light wounds. A good find! I don't sense any magic coming from this ring, though," Marina says, as she checks each item. Warhammer is masterwork, if that wasn't obvious =) Badwe kneels in front of the altar to Torag in reverence. "Father of Creation, please forgive your lost son. May he rest in peace."
The shrine is humble, as befits a dwarven temple, and there is little treasure, except on the huecuva's body. Badwe and Bearclaw attempt to help Karis in her look through, but end up just knocking things over randomly and kicking up lots of dust. Karis, on the other hand finds:
Let me know what you pick up, and who picks it up, if anything. The survivors come back in, looking around curiously. Anevia plops herself down on a pew.
Karis approaches the huecuva from behind. Her violent swing comes riving into it with the momentum needed to rive the creature in half along its abdomen. As the two parts come crashing to the ground, the illusion dissipates, revealing the truth of the monster to Karis and Marina. Badwe lowers his shield, breathing heavily. "Praise to Iomedae," he gasps out.
The survivors clear out into the cavern, slowly, as Anevia can only move so quickly with her leg. "And what if there's more of them out here?! Shouldn't we stick together??" Gwerm calls back, a faint touch of panic in his voice, waving his torch about wildly. Marina's shot fires straight into the Huecuva's chest with a thud, but it doesn't seem to affect the undead creature as much as one would expect. The dwarf ignores her and continues after Badwe, focused on his prey, but Badwe manages to keep him off with his shield. "Karis! Karis! Do something!" Badwe grunts. Huecuva Claw 1: 1d20 + 4 ⇒ (3) + 4 = 7
Marina's shot deals 4 damage. (5 DR) Huecuva 5-ft steps forward, misses. Friendly reminder: Dancing Lights has one round left of duration, and Gwerm has the torch. It will expire in round 4. While the cavern outside is lit, there are no lights in the temple.
"It's an illusion, Karis! See, he's furious at me. Huecuva hate clerics who keep their vows, doing what they could not in their own lives!" Badwe grunts, still trying to hold off the monster's assault, although to Karis it just looks like a crazed dwarf priest clawing at him madly. He doesn't have time to address Karis taking his goddess' name in vain for the time being. Karis slashes at the monster hard, but misses the dwarf's head by just a hair.
Huecuva will save: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26 Takes no damage. The huecuva exudes an Aura of Faithlessness, protecting him from Badwe's god's power! The undead dwarf screeches horribly, his eyes focusing on Badwe's necklace. The huecuva circles around slowly, away from Karis, and towards Badwe, and claws at him with his skeletal hands. Badwe pulls back at the last moment, and the creature's nails snag on his vestments, tearing a line through them. Huecuva Claw 1: 1d20 + 4 ⇒ (3) + 4 = 7
Huecuva 5-foot steps, misses Badwe. Round 1 start
The room smells faintly of grave dust and decay. Marina whispers, "A long time ago, the dwarves all lived deep underground, until they received a prophecy from Torag. It said, "When the ground shakes beneath your feet, it is time to emerge to the skies above." Then Starfall happened, ending the ancient Azlanti civilization, the first cities of men, signaling the dwarves to rise up in its aftermath. Maybe this place is a remnant of those times, for in the days of ancient Sarkoris, the dwarves all lived in the Sky Citadel of Jormundun, now lost to the demons." Her cat walks by her side, wary, its tail fluffed out like a feather duster. The stocky figure lurches up, revealing an otherwise normal looking dwarf wearing vestments emblazoned with Torag's holy symbol. He glares at Karis. "....Leave this place!" Marina seems confused, but Bearclaw looks horrified at the dwarf. Badwe calls out, "Watch out! That isn't what it seems to be! That's a Huecuva, a risen corpse of a heretical cleric who blasphemed and renounced their deity before death." Karis Will Save: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Rolls:
Karis Initiative: 1d20 + 2 ⇒ (11) + 2 = 13 Marina Initiative: 1d20 + 8 ⇒ (16) + 8 = 24 Badwe Initiative: 1d20 + 2 ⇒ (16) + 2 = 18 Bearclaw Initiative: 1d20 + 2 ⇒ (19) + 2 = 21 Huecuva Initiative: 1d20 + 8 ⇒ (7) + 8 = 15 Initiative Order
Surprise Round!
Karis and Bearclaw push the door open, and Marina sends her Dancing Lights in through the doorway to illuminate the room. Inside is a narrow nave lined with broken stone benches. The air is cold and stale, and thick layers of dust cover the floor, benches, and a large altar at the far end of the room. On one of the benches facing the altar is a motionless, stocky, hooded figure, covered with an equally thick layer of dust. Bearclaw coughs a little after receiving a mouthful of dust. He peers inside. "I wonder what happened here," he whispers to Karis.
"I'm sorry for the outburst. Thank you for caring about me," Anevia says, rubbing the tears from her face and smiling sheepishly at the group. "And you too," she says, to Karis. "I can tell you care too. Or else you would have probably cut us all to pieces by now, with that fancy sword of yours. I appreciate it. You helping us I mean, not not cutting us into mincemeat!" She tries to joke, hoping to cheer up the stern kellid woman. Horgus rolls his eyes at all the sappiness going around, and leans against the wall with a scowl on his face. Aravashnial remains silent and contemplative as ever. Karis inspects the door. The stone door is in excellent condition, and features a large engraving of a hammer, the holy symbol of Torag. It is slightly wet in places due to a drip coming down from a leak in the ceiling. It would probably need some muscle to wedge open, if it is anything like the previous door. Marina recasts Dancing Lights. "Cado, baeislkou." She gestures towards the door. "Slav kloto voaex dor lav 'k 't baro. Ark'orkt xrav klaek 'g vo laeb ka vae'k ar klod ka avor klo baau gau it, vo'b do louo aerr baev." Hallit:
Come, daughter. Show these weak men how it is done. Ancients know that if we had to wait on them to open the door for us, we'd be here all day. Badwe frowns, as his parents raised him on Common, trying to distance the family from the old tongue. Using harsh 2 from this language generator if you care about consistency haha.
Bearclaw diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14 Anevia stares at Bearclaw’s face and bursts into tears, sobbing uncontrollably. Marina rubs her shoulders as she chokes out, ”I-I… A few years ago, I was hired to ...retrieve… some sacred objects from a forgotten shrine to Torag just like this one, in the River Kingdoms. But… the whole thing was a set-up. The guy who hired me was actually some bounty hunter hired by the Silent Shroud...um… they’re the law enforcers in Nidal, where I was born. He had been tracking me for ages because… because I was born into the thieves guild there, at least until the Silent Shroud dismantled it… killed my whole family and I was the only one to escape. I was twelve but they didn’t care, I was just a loose end to them.” She fidgets nervously. ”This isn’t news, Iomedae has forgiven me for my sins, and the Crusaders know everything,” she reassures, just in case they were intending to drag her back to Kenabres in chains. ”Anyway, then this half-orc paladin just… busts in! Just as the Silent Shroud was about to hobble me with a bone saw and haul me back to Nidal. Turns out she was tracking the guy, he was a tiefling who spied on the Crusades for some cult back in the Third Crusade...she could have killed me with the rest but she saved me. She saved me. No one’s ever given a s~@! about me before, not even in the guild. I tried to pledge myself to her service, but she said, ’You’re welcome to travel with me, but you owe me nothing.’. She taught me about the Inheritor, and how it doesn’t matter to her who you were only who you are. And I followed her all the way to Kenabres, and...we….we fell in love. We were married, in the Cathedral of St. Clydwell. Oh, blessed Iomedae, Irabeth. I don’t know if I can keep going on without her.” Anevia moves up from unfriendly to indifferent.
After bracing herself, Karis manages to force the old stone door open, revealing a small, dark chamber. Marina casts Dancing Lights, illuminating a stone bench at the southern wall of the chamber. At the far side of the room, a basin of water sits atop a stone pedestal. Another stone door engraved with an image of a hammer stands beyond. Horgus steps in and looks around, looking unimpressed. Anevia informs Aravashnial, "This is...an abandoned temple to Torag, god of strategy and protection. There's a lot of dust. No one has been here for a long time." She groans. "I'm sorry guys but my leg is acting up after that long walk. Is it okay if I rest on this bench for a bit?" She lets go of Aravashnial and hobbles over to the bench, and eases herself down. Sense Motive DC 15, rolling for your party members is fine:
Anevia's eyes are close to brimming with tears, but she keeps turning her face away to hide it. Something is really bothering her. Horgus Gwerm starts grumbling. "Come on. You've been slowing us down this whole way. Maybe we should split up if you can't keep up..." Anevia explodes. "Just shut up you blithering idiot! But really, I shouldn't be surprised that a man afraid to even acknowledge his own faith wouldn't be moved by a forgotten temple like this. Being ashamed of your own faith! It's as bad as worshipping demons." Horgus seems taken aback by her outburst, then remarks contemptuously, "That's ironic, coming from a worthless little street rat like you. Who were you before the Crusaders took you in, hmm? A thief. Once a thief, always a thief." Anevia's fists clench and her eyes narrow as she struggles to control her breathing. She says nothing, fuming with black, silent anger. Horgus isn't done, though. "And your little band had the audacity of accusing me of working with demons, when clearly the enemy is right under their nose, nay, in bed with them!" The argument is escalating. What does Karis' group do? Will you take a side?
There are no other tunnels leading out of the cave. Bearclaw peers at the door. "A hammer.. the holy symbol of Torag, the dwarven god, right? Maybe this is some kind of shrine?" Badwe nods. "Yeah that makes sense, I mean, we are underground and thats where the dwarves all came from." Badwe strength check: 1d20 + 4 ⇒ (3) + 4 = 7 Badwe tries to push the door open, but after a few failed attempts, stops, panting. "Whew... that's stuck pretty tight there.." Marina's Dancing Lights expire, but the cavern is well lit.
Karis Haldva, slayer of bugs! The fly hears Karis' challenge, and takes flight, buzzing angrily in a straight line towards her, and right into her ready and waiting sword. Karis' broad swipe catches the fly off-guard, and the horrible creature is hewn in two, offering no further resistance to her nor anyone else. The others follow her voice, and cautiously step through the hole in the tunnel wall. Bearclaw takes a moment to help both Anevia and Aravashnial through the tunnel debris. "Looks like we found the mother of those two maggots earlier," Badwe observes. "At least it seems like that building is empty. Pretty anyone inside there would have come running out when you yelled..."
The tunnel opens up into a 30 foot high cave, with a large 20-foot high building in its center. The greenish light emits from a number of Dancing Lights floating lazily about the cavern, yet you hear no voices nor see any enemies. The building is bunkerlike, with no windows and walls of worked stone blocks, only a massive, closed, stone door. A 10-foot-long carving of a hammer decorates the façade. The ruins of collapsed outbuildings stand to either side. DC 15 Perception?: There is a huge giant fly crawling around on one of the walls of the building, partially obscured by the darkness. The bloated creature hasn’t noticed you…yet.
It's hard to argue with that, and the three are quiet for sometime. Bearclaw is bothered by the silence, so he starts humming a little ditty under his breath. It's difficult to keep track of time in the dark underground, but you trudge on for a solid 30 minutes. Eventually you start moving uphill, which is encouraging at the very least. Finally you reach a 5-foot wide opening in the tunnel wall filled with soft, greenish light. The tunnel itself continues onwards into the darkness. "This could be dangerous," Marina whispers. "But it could also be the way out. Should we take the chance?"
The cave contains just rubble and rocks as far as you can see, likely from the ceiling. "Alright elfy, watch your step, lots of rocks and rubble about." Anevia says to Aravashnial, her mood seemingly brightened. Meanwhile, Badwe gives Horgus a hand to help him to his feet, and the noble seems surprised at his kindness. The group gets a move-on through the winding tunnel. It is very long, longer still since Anevia and Aravashnial cannot move very quickly. "You're a priest at the Cathedral?" Horgus asks, inquiring about his tattered formal garb. "Well...no. I've only just completed seminary, but I'm not ordained.." "Ooh, well, I wouldn't worry about it. It seems like Iomedae already considers you her priest!" Anevia says brightly. Badwe smiles ever so slightly, as if he hadn't considered that until now. "Keep aware, even in the priesthood." Aravashnial cautions. "I am of the belief that there are traitor cultists throughout the city, even within the church of Iomedae. How else would they have so easily infiltrated Armasse?" Horgus laughs gruffly. "Yes, well, we all know you're the paranoid one. I'd watch out for this one, Kellid." he says, motioning towards Aravashnial, words dripping with venom. "He's liable to spring trumped up false allegations on you with naught but a hunch." Aravashnial pales under his bandages, and mumbles in elvish under his breath, but otherwise doesn't respond.
Snake Will Save: 1d20 + 1 ⇒ (7) + 1 = 8 The snake draws back, suddenly uncertain. Before it can retreat, Karis approaches with a fast, neat overhead slash. Her overhead strike flows like quicksilver, rending it open with a surprisingly jagged wound. It lives, but just barely, not moving, slowly bleeding out. Snake fails save to Evil Eye, is now dying and unconscious. Horgus lays there trembling, looking pale and sweaty. Badwe smiles at Karis, pleased.
Marina's Dancing Lights float across the cavern, revealing that it is 50 ft across before narrowing into another 10 ft wide tunnel. Bearclaw glances around. Bearclaw Knowledge Dungeoneering: 1d20 + 5 ⇒ (6) + 5 = 11 "Yeah, let's get a move on." Horgus is suddenly inspired to get moving, spurred on by his much braver companion's voiced fears. He starts sprinting ahead, only to trip over a large piece of rubble. The torch falls to the ground next to him, and suddenly, a long, grey snake strikes at him while he is down! The snake was previously camouflaged amongst the stones. It was not possible for Horgus to perceive the ambush, so I didn't roll. Snake Bite: 1d20 + 2 ⇒ (1) + 2 = 3 Horgus rolls out of the way just in time, and the snake narrowly misses him! The snake strikes the stone floor instead, and it recoils, hissing in pain and anger. Initiative Rolls:
Karis: 1d20 + 2 ⇒ (14) + 2 = 16 Marina: 1d20 + 8 ⇒ (16) + 8 = 24 Bearclaw: 1d20 + 2 ⇒ (5) + 2 = 7 Badwe: 1d20 + 2 ⇒ (8) + 2 = 10 Horgus: 1d20 - 1 ⇒ (12) - 1 = 11 Snake: 1d20 + 5 ⇒ (2) + 5 = 7 Initiative Order 1. Marina
Marina and Karis are up. Horgus is currently prone. Battlemap updated. "Ahhhhhhhh! Help me! Please, help me!" Horgus cries out.
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