On the other side of the trap you find yourself in a rather strange predicament. There are several creatures in the room of crystaline mirrors. Arthur seems to be stuck in most of them, the crystaline mirrors.
K Religion DC 17/27:
You know this is a revenant, an undead looking for its murderer.
27: You know several more things about them... There is a large robot. It’s arms end in an assortment of drills, torches, hammers, and vices. It seems inactive and has all sorts of ice on its body. There are many other pieces on the ground and likely more of its kind are destoryed around the room.
K Arcana DC 17:
Terraformer Robot CR 7
Source Bestiary 5 pg. 209 XP 3,200 N Large construct (robot) The facets of this crystalline formation shift and vibrate, as though in anticipation.
Dungeoneering DC 21: Carnivorous CrystalCR 11
XP 12,800
Fired up on anger and strong cider, the mob gathers torches and other equipment, and begins marching toward the courthouse to see justice done and to burn the Beast alive in the Punishing Man. The mob is (mostly) made up of ill-armed townspeople. inside the courthouse:
While the courthouse guards quickly lock all the doors
leading into the courthouse when the mob first appears, they take no direct action against the mob themselves. PCs who want to command the guards during the attack must succeed on a DC 12 Intimidate check to get them to follow orders in combat. [50 townsfolk and 5 ringleaders]
DM notes: Assault 1: Most of the mob chants, calling for the guards
inside the courthouse to hand over the Beast to the mob’s justice. Meanwhile, 10 townsfolk move in and attempt to break into the jail at the main entrance (area A1) with portable rams. The ringleaders move into firing positions from cover and attack any of the courthouse’s occupants (including the PCs) with their crossbows. This attack is repelled when five members of the group attacking the door are overpowered or dispersed. The second attack occurs 1d4 rounds later. Assault 2: Still covered by the ringleaders with their
Assault 3: For the final attack, those armed with
Besides brute force, the PCs can try other means to
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Development
To reinterate:
Imrick quickly flies over the mob and lands at the doors of the courthouse. Cristo draws his morningstar...
Round 1 Cyril takes the crit to his shoulder a massive wound opens up, blood pours down his body. 36 damage Saronis dodges and swipes back at the ragewight attacking him. Saffire gets hit and the wound opens to a degree a good portion of it recovered on her turn, 16 damage. Round 2:
Three Ragewights quickly charge the three of you. vs. Cyril greatsword: 1d20 + 12 ⇒ (5) + 12 = 17 damage: 2d6 + 6 + 6 ⇒ (1, 1) + 6 + 6 = 14 (/17–20 plus energy drain), greatsword: 1d20 + 12 - 5 ⇒ (13) + 12 - 5 = 20 damage: 2d6 + 6 + 6 ⇒ (5, 1) + 6 + 6 = 18 (/17–20 plus energy drain), bite: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
vs. Saronis
bite: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
vs. Saffire
bite: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22
Round 3: Three Ragewights continue attacking. vs. Cyril greatsword: 1d20 + 12 ⇒ (14) + 12 = 26 damage: 2d6 + 6 + 6 ⇒ (4, 2) + 6 + 6 = 18 (/17–20 plus energy drain), greatsword: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11 damage: 2d6 + 6 + 6 ⇒ (4, 1) + 6 + 6 = 17 (/17–20 plus energy drain), bite: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
vs. Saronis
bite: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
vs. Saffire
bite: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
As you get to within 100 feet of the cu sith it barks! Will DC 20 or be panicked for 1d6 rounds. That would be its surprise round action. Your actions... DM notes: This imposing beast is as large as a bull and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Its eyes glow with a fiery green light.
Cu SithCR 7 XP 3,200
DEFENSE AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
OFFENSE Speed 40 ft.
TACTICS During Combat The cu sith starts combat with its Dooming Bark. It then attacks any creature unaffected by its bark. Morale The cu sith fights to the death unless an ally it respects calls it off. STATISTICS Str 25, Dex 17, Con 18, Int 5, Wis 14, Cha 14
SPECIAL ABILITIES Dooming Bark (Su)
Worry Prey (Ex)
Dungeon: rehash:
But the tenth floor is different. The chamber opens into a colossal volcanic vault, wide enough to house a mountain. Two shapes circle high above, their wings blotting out the dim glow of the molten rivers below. Old—perhaps very old—red dragons. Their scales are darkened with age and battle, their eyes ancient and merciless. Unlike the others, they never land. They remain airborne the entire fight, circling, diving, and unleashing torrents of fire that turn the stone floor to glowing slag. It is a grueling fight, and in the end you are forced to retreat, battered and scorched, realizing that deeper floors would likely hold creatures far worse.
Sorry again! End of the quarter and all sorts of grading has been bogging me down. My emphasis was making it a boss fight not not a box fight. I put the dragons in place and they will likely be reactive. Though they are intelligent beings. But there may be a few magical shenanigans since it could be a forced fight... ;)
"Ragnar Stridson" wrote:
Sull the leader explains it is hard to truly say their strength. It should be a relatively small cave network that is their base. 10 to 30 Mongrelmen. There is rumors of a minotaur. They are known as the Lair of the Vile and Vicious. Take prisoners if you want but any you take please take with you to the surface we have too many mouths to feed already. We do need the path clear so we can come aid. They shouldn't be too strong, having a minotaur is surely a false rumor. Some Mastercraft weapons perhaps. Feel free to stock up and take an 8 hour rest. Continue to speak with NPCs or gather specific information if you want in spoilers. We will be moving forward in the main gameplay. Food and water are given freely at Cheif Sull's apartment. ---
Following the map and general directions in a few hours you get to another manor. You think its the right one. You see an imposing beast as large as a bull and covered in intertwining roots, plant matter, and shaggy green and white fur that terminates in a long, plaited tail. Its eyes glow with a fiery green light. It appears to move into your path and the manor. K nature DC 17: This is a cu sith. A protector of fey and their portals.
Stinking Cloud:
Source PRPG Core Rulebook pg. 349 School conjuration (creation) [poison]; Level arcanist 3, bloodrager 3, magus 3, shaman 3, sorcerer 3, summoner (unchained) 3, witch 3, wizard 3 Casting Casting Time 1 standard action Components V, S, M (a rotten egg or cabbage leaves) Effect Range medium (100 ft. + 10 ft./level) Effect cloud spreads in 20-ft. radius, 20 ft. high Duration 1 round/level Saving Throw Fortitude negates; see text; Spell Resistance no Description Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect. You do need roll each round also for each fog bank. Luckily only one is active in round 5 and 6. I didn't realize it was every round until now.
Dungeon: The cavern is massive with many different tunnels and caves off shooting from it. Though the main cavern is large enough for the dragons to fly with ease. So something like a half mile by a half mile. 2400 feet by 2400 feet.
True strike should be delayed. Also you should re-read your spells to see duration and distance. Such as prayer. Round 1 The two of you rush into the room. R, takes flight and runs forwards, 70x4= 280 feet of flight! You do notice the flames turn on and the dragons look your way once you enter. Round 2-7 R, continues to run... another 280 feet x 5= 1400 feet. The dragons are now up and prepare themselves to fight with you, likely casting spells of their own. The dragons come into view and they get ready to breathe fire upon you. Feel free to change and edit as you want to... I am just giving you a framework!
Correct that there were two Fort DC 13 saves in round one. Though they are keeping up the fog and another hit the group in round three. Just as there will be another one in round 5. Round 5 The lion claws and bites at the dretches. It crunches down upon an arm of the red dretch and releases. The dretches do not come out into the open, and spoil Preacher's readied action. The two dretches closest to the lion continue to exchange blows with the lion. rolls:
Lion miss chance: 3d100 ⇒ (27, 3, 30) = 60
claw: 1d20 + 4 + 2 - 1 ⇒ (2) + 4 + 2 - 1 = 7
claw: 1d20 + 4 + 2 - 1 ⇒ (3) + 4 + 2 - 1 = 8
Only one claw gets through to the lion's flesh, 10 damage. Another wave of noxious fumes emerges at the end of the round. Another Fort DC 13 before your round 6 actions. The lion also gets hit by a cause fear effect Will DC 11. Round 6 attacks: claw: 1d20 + 4 + 2 - 1 ⇒ (7) + 4 + 2 - 1 = 12
damage: 1d4 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7 claw: 1d20 + 4 + 2 - 1 ⇒ (7) + 4 + 2 - 1 = 12 damage: 1d4 + 1 + 3 + 2 ⇒ (2) + 1 + 3 + 2 = 8 bite: 1d20 + 4 + 2 - 1 ⇒ (7) + 4 + 2 - 1 = 12 damage: 1d4 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7 20% miss chance: 3d100 ⇒ (12, 64, 86) = 162 claw: 1d20 + 4 + 2 - 1 ⇒ (2) + 4 + 2 - 1 = 7
Lann and his fellow Mongrels wait for you before moving along. Once you are all ready they lead you to Neathholm. The tunnel winds north for about 1,100 feet (about 15 minutes of travel at a speed of 15 feet) before reaching a circular, 20-foot-diameter cavern. Four mongrelmen stand guard here before a large stone door. Accompanied by Lann and the others, the guards greet their mongrel companions warmly. While they eye your group with suspicion, Lann’s word is good enough to let you all enter the chamber beyond the door. Beyond the stone door lies the settlement of Neathholm. A small, dark lake ripples in the center of this two-hundred-foot-wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky one-hundred-foot-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts made of mismatched planks of timber bob along the length of a crooked pier at the lake’s closest shore. Lann and the others escort your group to the largest building atop the island’s low central peak—this is the home of Chief Sull, a bloated and unpleasant-looking but mild-mannered mongrel with one clouded white eye. Chief Sull listens to Lann’s report and thanks your group for their attempts to free the trapped mongrelman. He then asks the group to explain their presence in the caverns. Once Sull learns the source of the tremors that shook the tunnels and caused so much damage, he grows quite concerned. He and his kind, Sull explains, may be outcasts and freaks in the eyes of uplanders like your group, but their ancestors helped drive back the demons in the First Crusade. He wants the demons defeated as much as anyone who lives above, and asks you if you’re willing to bring this message to the surface—that the mongrels will stand with the inhabitants of Kenabres to defend the city. Assuming you agree, Chief Sull nods sagely and goes on to inform you that the nearest route to the surface lies to the south, but this exit is guarded by a tribe of mongrels who do not have the same opinions as those of Neathholm. In fact, this smaller tribe, a group he contemptuously calls “the traitors,” have consorted for some time with cultists. Chief Sull has ignored them, but that time has passed. If you agree to destroy the traitors as they make their way back to the surface to bring word of the mongrel’s pledge to aid the crusade, Chief Sull promises you aid in the form of a small stash of potions (six potions of cure light wounds and three potions of lesser restoration). His own soldiers, alas, he cannot spare—he needs them to fan out deeper into the tunnels to gather
DM notes: You can rest in Neathholm safely for as long as you want. The mongrelmen of Neathholm trade occasionally with other underground races and willingly accept both gold pieces and items in trade if the PCs wish to restock. Once the PCs are ready to move on, Chief Sull escorts them to one of the several doors that mark exits from the cavern in which Neathholm is located—the route beyond this door leads directly to the traitors’ den, and past that, to the surface. He wishes the PCs luck in
their journey, gives them the potions he promised, and tells them he eagerly awaits word of whether the crusaders wish them to join the battle above. At your option, he may allow Lann to accompany the PCs to the traitors’ lair and above as an envoy and guide. He certainly tells the PCs they’re welcome to return here if they need to retreat, rest, and recover before making additional assaults on the traitors. If the PCs have found the bat brooch in area A2 and give it to Chief Sull, his one good eye gets a bit misty; he accepts the gift, explaining that one of his sons left Neathholm after an argument. Chief Sull doesn’t expect his son to return, but he treasures the return of this brooch nonetheless. In thanks for the brooch’s return, he gives the PCs his own +1 morningstar, asking only that they use the weapon to split at least one traitor’s skull before they reach the surface. NPC Reactions: Horgus is disgusted by Neathholm and can’t be away from the place quickly enough, but Anevia is intrigued by the possibility of recruiting the mongrels to aid the crusade. Aravashnial is delighted to learn that there are entire societies of “mole people” and “pitlings” under the city, but unless the PCs ask him to stop using such phrases, his unintentionally insulting comments impart a –2 penalty on Diplomacy checks made in Neathholm.
You left the courthouse at what hour?
So yes, timeline. I threw out numbers that are merely guesses.
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