The creature is a manticore. It has scent and darkvision. Its normal attack routine is claws and bite. It can also throw a volley of spikes from its tail. They are known to be lawful evil. Moira can tell the creatures are bring truthful about their mistreatment. However, the phrase "kind dwarves" did roll off their tongues with some disdain.
The party moves west through the doors. A huge square iron cage fills most of this circular chamber, with several crates, chests, statues, paintings, and other art objects crammed between the cage and the walls of the room. Inside the cage, a large piece of furniture sits under a cloth drapery of some sort. The cage has no doors, but you do see a thick chain attached to a pulley near the doors that you think may raise the cage if enough strength is applied. You sense movement in the cage and suddenly two creatures, a male and female, appear from the back of the cage. Each creature has a vaguely humanoid head, the body of a lion, the wings of a dragon, and its tail ends in long, sharp spikes. Both of the creature's wings have been clipped. The male creature speaks first, "Kind dwarves, please free us. We are the prisoners of an evil giant who starves and mistreats us. Please save us from this mistreatment." Knowledge Arcana trained checks allowed to identify the creatures.
Severa Zadyra wrote:
The second one. You can take spell focus as a feat if you wish.
Treasure (asterisk = magical):
Severa Zadyra wrote:
I normally do let wizards swap it out, but the SRD entry on the exploiter wizard states an exploiter wizard forgoes the tried and true methods of arcane focus and arcane schools. So to give them free spell focus would not make sense, so no, unfortunately. :)
The party of dwarves tear into the giants.
Angered and severely wounded, the female giant takes her fury out on Moira trying to cleave the party!
Party is up!
Everyone gets +3 hit and +3 damage on weapon attacks.
Round 1: Giants
The female giant gets up.
The female giant then takes a swing at Moira, but misses poorly.
After Moira's AoO, party is up in Round 2.
Stigmar listens at the door for 2-3 minutes and hears two giants talking in their native tongue about the orcs' stupid gladiatorial match with the captured dwarf and how they're bored hanging out in this keep. They also mention something about staying away from the haunted chapel - that place gives them the creeps. Go in?
Stigmar Stonefoot wrote: cross the courtyard (as long as the dwarf fighting the bear is still ok) By the turning of the cheers to boos, it sounds like the dwarf is winning. You cross across the courtyard on the ramparts, pass through two empty guard posts, and reach the barracks at the base of the bell tower. Several decrepit bunks rot in this neglected room. The tracks of numerous footprints have cleared a visible path between the room’s three doors in the thick layer of dust coating the floor. You find a spiral staircase to the west that leads up to the bell tower, which you last saw unmanned. You can go south through a door that leads into a fortified keep built into the southwestern corner of Redlake Fort. Or you can backtrack to one of the guard posts and take stairs to the ground level. Which way?
I just saw this - going to apply with a dwarven diviner wizard. He will be a knowledge guru, specializing in area of effect spells (fireball, etc.), and buffing party members with Diviner's Fortune 10/day. He will join the Champion's games as in his studies he discovered that it has been prophesized that he join and save the world. Will work on more details. Wizard: Harrigan Stonesight Male dwarf diviner 9 NG Medium humanoid (dwarf) Init +10; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework) -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 83 (9d6+45) Fort +9, Ref +7, Will +9; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. Special Attacks hatred Arcane School Spell-Like Abilities (CL 9th; concentration +16) . . Constant—detect scrying . . 10/day—diviner's fortune (+4) Diviner Spells Prepared (CL 9th; concentration +16) . . 5th—cone of cold (DC 24), heightened fireball (DC 24), prying eyes . . 4th—arcane eye, heightened fireball (2, DC 23), greater invisibility . . 3rd—arcane sight, fireball (2, DC 22), fly, haste, lightning bolt (DC 22) . . 2nd—frigid touch[UM], mirror image (2), scorching ray (3), see invisibility . . 1st—feather fall, identify, mage armor (3), magic missile, snowball[UW] . . 0 (at will)—detect magic, mage hand, prestidigitation, read magic . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 10, Dex 15, Con 18, Int 24, Wis 12, Cha 8 Base Atk +4; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip) Feats Fast Study[UM], Greater Spell Focus (evocation), Heighten Spell, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration Skills Acrobatics +2 (-2 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (planes) +19, Knowledge (religion) +19, Perception +10 (+12 to notice unusual stonework), Spellcraft +19; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Abyssal, Common, Draconic, Dwarven, Giant, Infernal, Orc, Terran, Undercommon SQ arcane bond (ring of sustenance), forewarned, scrying adept Combat Gear lesser acid elemental metamagic rod[APG], lesser extend metamagic rod, lesser intensified metamagic rod[APG]; Other Gear belt of physical might +2 (Dex, Con), cloak of resistance +2, handy haversack, headband of vast intelligence +4, ring of sustenance, wizard starting spellbook -------------------- Special Abilities -------------------- Arcane Bond (Ring of sustenance) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Darkvision (60 feet) You can see in the dark (black and white only). Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world. Diviner's Fortune +4 (10/day) (Sp) As a standard action, touch grants ally +4 insight bonus to many checks for 1 round. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y Forewarned 4 (Su) Can always act in surprise rounds. Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school. Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones. Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs. Heighten Spell Increases spell level to effective level desired. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Scrying Adept (Su) At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a - Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
You continue west into a guardroom that offers a splendid vantage of the surrounding countryside. A set stairs in the guardroom leads down to the base of this guard tower. From here you can cross the courtyard or you can go downstairs. Apologies, I did not see the map clearly and there is a wall that prevents you from going further west.
Rhen buries the axe in the ogrekin's forehead, killing it instantly!
On these 2 ogrekin, you find 2 ogre hooks, 24 arrows, and 2 composite longbows (+6 Str). If you stay on the ramparts, you can go west or head north to cross across the courtyard. Stigmar sees no other threats on any other ramparts. Which way?
Uldruk inspired.
Round 1: Ogrekin
Party is up! Too lazy to update map since only 1 enemy left. :)
The party of dwarves moves through a couple of rooms and structures as they move onto the ramparts to move to the other side of the fort. Neither side is surprised when the door to the guard tower some 45' away opens and 2 patrolling deformed ogre-kin meet eyes with the party! Growls from the half-ogres makes it clear that no parlay will be accepted. Initiative:
Round 1: Ogre-kin
Attack at Rhen: 1d20 + 6 ⇒ (4) + 6 = 10...miss!
Party is up! There are 2 enemies - 1 green, 1 plain. Map is updated. I couldn't remove the numbers on the map so please ignore. :)
Stigmar, you cross the bridge with no issues. The slime is green slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below. It does not harm stone. So what do you want to do now? Deal with orcs in the arena? Continue scouting the ramparts and find a way down into the courtyard?
Uldruk's longhammer caves in the ogrekin's deformed head and the battle is over. Moira has a decent wound on her shoulder. 2 charges from the wand will heal her back to full. You look around and nobody has yet to become aware of your presence. as the dwarf vs. bear spectacle is still ongoing. However, you are out of invisibility potions. If you're curious, you open the trapdoors and they reveal murder holes above the gatehouse. You believe the guards would have poured green slime on any intruders trying to break in. On each of the deformed ogrekin, you find a composite longbow (+6 Str), 2 thunderstones, and an ogre hook.
The ogrekin's FF AC is 16.
Round 1: Ogrekin
Attack: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Yes, you can take 10 (a minute), since the spell lasts for 3 minutes. With Rhen securing the rope, the climb is made much easier. Thankfully, the half-ogres, as you would expect, are not very perceptive or wise, and are a little distracted by the spectacle. Now that you're up close, the creatures look inbred and deformed with extra mutant arms sticking out. They are medium size, about 7' tall, and wield ogre hooks. You also see six trap doors by their feet and two earthenware jars filled with green slime by their feet. Though the ogrekin cannot see the fight well from their perch, they are still distracted by the cheers (when the bear hits) or derisions (when the dwarf lands a blow), which are also drowning out any other ambient sounds. So the party of 3 dwarves is invisibly on the roof and ready to take a surprise action, I imagine. Initiative:
Party has a surprise round (standard or move action). I will assume that you positioned yourself in flank or next to your enemy before you strike. After the surprise round, Moira and Rhen may take their full round of actions in Round 1. You two, post twice. Then, the half-ogres go. Map and Pic of enemies in Campaign Tab.
Uldruk Rockhorn wrote: And how many orcs do we expect to be here in total, other than these 4 and the half-ogres? And the 25 watching the spectacle? Who knows? You just learned of the existence of this Fort occupied by orcs and half-ogres and perhaps giants, since there was a giant on one of the patrol units. Also, remember you're here to recover a dwarven artifact and one of your other dwarven brothers, whom you have not yet seen.
Moira the Lost wrote:
You've killed 5 orcs in the barbican. To the west there's a bridge in open air, which can be viewed by the 3 half-ogres on the roof of the gatehouse, unless you take special measures. Below the bridge are 4 orcs 15' down on the floor, where the orc tents are located. I hope that clears it up. Please also note that since it is dark now, the bell tower is currently unmanned.
Udruk moves 5' closer and swings his longhammer with reach at the last remaining orc, but misses wildly. Attack: 1d20 + 8 + 2 + 2 ⇒ (1) + 8 + 2 + 2 = 13 Summary of Party's Round 2:
Round 3: Enemies
Uldruk's AoO hits: 1d20 + 8 + 2 + 2 ⇒ (9) + 8 + 2 + 2 = 21
Ok, I'm back 1 hour later, so I did not make you suffer much. Thank you all for your applications. I really enjoyed the community's creativity. I struggled back and forth with different party compositions, but in the end, I picked the characters that appealed to me the most. Without further ado, the four (4) characters selected are: Ki'dhir: Male human (Garundi) Ranger 9
To those selected, please report to the Discussion Thread. If I need additional characters, you will be hearing from me. Thanks again and happy gaming.
Hello all, congratulations on your selection! Feel free to create your aliases and finalize your characters. You can edit your character sheet as you see fit to complement the party. Please format your main stats in the Race/Class Tabs to help me view your main stats without clicking on your profiles. Any questions, please let me know. Let's have fun!
Summary of Applicants (updated): Faro Al-Wati: Male Human Mortal Usher 3/Rogue (Thug, Unchained) 3/ Slayer 3
Less than 8 hours to go! If I missed anyone, please let me know.
Summary of Players' Turn:
Round 2: Enemies
White orc attack on Rhen: 1d20 + 6 ⇒ (17) + 6 = 23 --- hit!
Party is up in Round 3. Combat Map has been updated.
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