Only, the two-headed eagle sparks a reaction. "Commander Pharamol has a pet bird like that. They're extremely rare."
Ritual Book - tongues (uses your caster level; 30min casting time; no material component, but casting affects you with a temporary minor wild magic effect; 1,500gp)
The rider appears pensive for a long moment before lowering her spear and removing her helm. "Peace means you're not with Yrax. Would you be willing to come to Spurhorn and speak with my commander? Your presence might be exactly what we need to finally put an end to a long war." This is an appropriate moment to remind you of the raven tokens. ;-)
Mahmoud inflicts minor wounds on the giant reptile as it once again rams the barge.
Crocodile: 49pts damage
Both the rider and dragon cock their heads as you cycle through languages. Based on the cadence of the rider's reply, you can tell that she's switched languages as well. "Your words are strange, and I cannot understand them. This is the only other language I know. Do you understand what I'm saying?"
Nice! The twist you're referring to is Book Five, so you're still a few levels away. :-) Unfortunately, identifying the specific planet was a DC 40 Survival check, so you have no idea. After walking for approximately a mile, a shadow briefly blots out the sun. Looking up, you see a Large red dragon circling overhead before beginning to descend. As it lands (200ft away from you), you see an armor-clad white-furred creature mounted in a saddle on its back. It holds a strange-looking spear, and you notice the dragon is also wielding some sort of glaive. Pictures are in the usual spot. This is also when I should mention that Knowledge rolls won't always be provided for creature identification, and enemies will occasionally have access to abilities from rules systems that PCs don't. You're dealing with aliens, after all, and I want them to feel mysterious from a meta perspective as well. ;-) Last time I ran this, for example, some enemies used maneuvers from Dreamscarred Press's Path of War.
No worries! This is the primary difference between official ABP and my version, so it's an easy thing to overlook. The point is that the character is getting stronger, not the gear, so you can use any of the cool armor/weapons that show up without unnecessarily nerfing yourself due to lack of attunement. :-)
Once your transactions are completed, Zilvazaraat offers you a small figurine. "Thank you for your business - and for freeing me, of course. If you'd like to conduct more business in the future, don't hesitate to call." With a bow, both the merchant and his chest vanish. Potential Loot
This is why I recommended freeing him before you continued onward. He'll be the only way you can easily buy/sell things for the rest of the campaign. You can use the raven to summon him - or place an order if there's a particular sort of item you'd like to acquire. He'll generally be able to find it (or something similar) with a day's search and will then plane shift to your location.
I'll update tomorrow after Serael's had a chance to react. ;-)
I couldn't figure out a more accurate name, but you don't actually attune to anything. At the designated levels, your character gains +X to attack, damage, AC, CMB, and CMD. It applies regardless of the armor/weapon/shield you have equipped. In other words, you have +4 AC from your MW Chain Shirt, +1 shield AC from your new Buckler (which grants an additional +2 shield AC vs chaotic outsiders), and a total of +5 AC (+2 attunement +3 deflection) from leveling.
"I'm afraid I have no idea where we are, but I'm always happy to do business." A large chest appears next to him, full of magic items. Zilvazaraat's Current Wares
Zilvazaraat has enough coin to purchase up to 50,000gp worth of magic items at the regular price but has no interest in mundane items. The items in his stock can be bought or traded at regular value.
The gemstone shatters when it hits the ground, and from the scattered pieces emerges a blue-skinned humanoid. Over the course of a moment or two, he grows to approximately ten feet tall before giving you an elaborate courtly bow. "Many thanks, kind traveler! I am Zilvazaraat, peddler of wondrous wares from across the Great Beyond. Are you, by any chance, interested in doing business?" Winter's skill bonus is sufficient to automatically pass the Knowledge (planes) check to identify this creature as a Mercane: traders of magical items known for driving hard, but fair, bargains. Potential Loot (I forgot to mention this earlier)
The river's at least 50ft deep. Mahmoud attacks the crocodile, leaving it bloody, as Aerith dives into the water and teleports the injured slave back onto the barge. Deprived of its prey, the reptile turns its attention to the elf ... only to be intercepted by the gaping jaws of the largest crocodile you've ever seen! This reptilian behemoth is large enough to easily swallow a horse in one tremendous bite - and Aerith is only feet away.... Surprise! It's Gargantuan (so 15ft reach), has a 50% chance to ignore crits and precision damage, and has DR. The good news is that it used its action to fast swallow the other crocodile.
I'd highly recommend figuring out what to do about the tiny creature inside the gem before proceeding much farther. ;-) Exiting the room, you find yourself in a wintry region of snow-covered mountains. The sun appears to be not much more than a mere pinprick of light, and stars are visible in the sky. (it appears to be approximately 10am, but illumination is only dim light)
Previous Room Description wrote: This room contains a large stone fireplace with a series of iron rungs climbing up its chimney. This square room appears to be a cozy wooden cabin. Shelves packed with esoteric knickknacks and strange ingredients line the walls. A stone fireplace with a large mantel takes up the room's northwest corner, while opposite the room's only door stands a simple wooden table on which rests a cracked clay bowl. A large blackened cauldron sits in the center of the room. As you finish climbing out of the chimney, three ravens take to the air. In unison, they chant, "Baba Yaga has gone on, off to see her only son. But a trail she left behind, if the breadcrumbs you can find!" before picking up several objects off the shelves and dropping them in front of you. First, they take a stuffed two-headed eagle from a shelf, then place an iron spur and a drinking horn beside it. Next, they take an elephant tusk and a small hand mirror and drop them atop a bearskin rug. The ravens then disappear, repeating their cryptic phrase a final time.
Summer and Horns can charge, but as the moon-beast is 15ft off the ground, Boris will have a difficult time reaching it. All four of your shots strike the moon-beast as Summer charges in. Horns's antlers don't quite penetrate the creature's surprisingly-thick hide, but you can tell that your companion came very close to wounding it.
Moon-Beast 82pts damage
Like the room you just exited, this room appears to be a storage room filled with mounds of moldering herbs, clay pots, and barrels of fertilizer. Of more pressing concern is the Large eyeless froglike creature with a tentacled snout hovering near the ceiling.
Knowledge (occult) DC 26: 1d20 + 20 ⇒ (16) + 20 = 36
They're also immune to cold, crits and precision damage; capable of casting shadow magic; and able to deal WIS drain with their tentacles.
One thing that might help with the number tracking is splitting up the bonuses/penalties in your attack routine. A player in my Mummy's Mask campaign does that, and it definitely helps when things get complicated. :-)
The extraplanar slaver quickly falls under your sudden attack. Potential Loot
Aerith's blade strikes a particularly-large crocodile but fails to pierce the creature's thick hide. It hisses and slides off the rock it was sunning itself on and begins swimming toward the royal barge.
Reaching the barge, the Huge reptile lunges out of the water and attacks one of the rowers!
The crocodile is still visible but is partially submerged.
"It's better for you to see for yourself, but I can assure you that it'll be worth your time." The robed figure reaches into a pouch and offers you a small ruby (worth 100gp). "I have more."
(you also know that mechanically, they have quite a few Sneak Attack dice, access to illusion and hypnotism magic, and strong resistance to cold and electricity)
This room contains a large stone fireplace with a series of iron rungs climbing up its chimney. There are also several dusty piles of old furniture, bales of cloth, and trays of dried seeds. A red-robed humanoid is busily rummaging through this clutter but stops when it sees you. "Ah, hello. Are you an inhabitant of this strange garden?"
Unused to being loquacious, Mahmoud's delivery is rough, and while he attempts to apply his general experience as an entertainer, that doesn't translate to following the poem's complicated rhyme schemes and shifting rhythms. (in other words, a free verse that was instead recited like a textbook) Aerith's bout of stage fright was no help, either. Fortunately, the lookout's sudden shout of "Crocodiles ahead!" offers you a chance to redeem yourselves. Hunt down a suitably-impressive specimen and your paltry performance is sure to be forgotten.
Towering tropical vegetation grows in profusion here, and the canopy of green foliage gives the impression of a leafy ceiling overhead. Thick creepers choke the trees and taller shrubs, each straining to reach the light above. There are two moonflowers among the vegetation, but as you've fought several nasty plants already, I didn't think you'd appreciate their "pod prison" ability - especially as it isn't particularly friendly for a solitary PC. ;-)
AoO: 1d20 + 20 ⇒ (12) + 20 = 32 Damage: 2d8 + 13 ⇒ (4, 1) + 13 = 18 The magical flames prove to be quite effective against the enraged treant, but a creature this ancient is going to take a lot to bring down. This quickly becomes evident as it attempts to stomp on your companions - and you!
Treant: 76pts damage
The court bards are well-acquainted with Muminofrah's idiosyncrasies, and once they can see that you aren't here to "tell them how to do their jobs," they calm down. "This isn't the first time Her Eminence has done this. She loves the flattery but gets bored of hearing it from us all the time. Unless you want to write something yourself, we can give you a poem to pass off as your own. If you perform it well, she'll be satisfied and likely make a patronizing comment aimed at us - which will be ironic considering we're the ones who wrote the damn poem in the first place."
"That sounds so dangerous! I'm so happy that you're okay! A distraction from all that excitement sounds like an excellent idea." Muminofrah pauses in thought for a few moments before her face lights up. "I know! All that time in the library surrounded by books has surely filled your head with fanciful words. Perhaps you can use them to educate my bards! They've been sorely lacking in talent as of late, so how about you help them compose a poem or two to present before tomorrow's crocodile hunt. I'll be the subject of the verses, of course."
As soon as you mention Baba Yaga, the treant roars in fury and charges!
Slam: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29 Damage: 2d8 + 13 ⇒ (6, 4) + 13 = 23
Deep shadows cloak the barren soil of this dense grove of coniferous trees. A twisting, disused trail winds its way into the depths of the wood. In the center of the grove, you discover a sickly, overgrown ash tree, with tangled drooping branches jutting out at peculiar angles and malignant knots disfiguring its trunk. As it animates, you realize it's a treant! "Trespassers! Why are you in my grove!"
A wide variety of plants, from mundane shrubs to aromatic herbs to colorful exotic flowers, grow in unkempt profusion in this garden. Glass greenhouses and fenced enclosures hold more greenery, and a grove of larger trees flanks the garden. A small wooden shed sits to the southwest. Potential Loot
The locations marked 'A3a-d' hold either loot or more hostile plant creatures. It's your decision whether or not to search them.
Merry Christmas! Syvet doesn't respond to your question. It appears that, with the death of the wolf-in-sheep's-clothing, her spirit has departed to the Boneyard. A tangled mass of overflowing weeds and thorny brambles grows in profusion here. A scattering of bleached bones lies entwined in the barbed tendrils of the wiry thicket. There's also a combat vs a Giant Flytrap - which we'll skip as back-to-back fights against grapple-focused monsters feels a bit unfair. Especially since there's no loot. ;-)
Pinned prevents you from doing anything that requires movement except for attempting to break free, so I used your roll for that. 12 + 10 BAB + 2 ABP + 3 DEX = 27 ... which beats the monster's CMD of 26. ;-) You barely manage to wriggle free of the grasping roots but Boris isn't so lucky. Fortunately, Summer and Horns are able to destroy the wolf-in-sheep's-clothing before it can cause any more damage. As this happens, you hear a whispered "Thank you" before Syvet's body collapses on top of the tree stump.
You can't move when grappled but can still take Move actions. You're probably thinking of the pinned condition. ;-) Your starknife glances off the monster's thick bark, but your companions' attacks are more effective. Despite the injuries, the wolf-in-sheep's-clothing continues to attempt to squeeze the life out of you and Boris.
Enemy: 123pts damage
Nope, no mistake! Horns is too big for the monster to grab, and it has an affinity for familiars. All of you manage to strike the monster, but it's too powerful to be immediately dispatched. It continues to attack - this time attempting to wrap vines around everyone within reach.
Enemy: 72pts damage
"I'm afraid I have no idea."
Enemy Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
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