| Dusis |
"Ok little brother , I'll call you crazy ...
The first thing to do is to open this amphora and check what's in it ! Let also the magickos amongst us do their things to know what's that thing . If we determine the contents can be moved to one other recipient , let us do so . If we determine we can destroy the contents by burning them , that would be also a solution but it would deprive us of travelling to Vesh obviouly . Your choice .
Now we don't know if this amphora is detectable by other means than visual . Maybe if it does protect a portion of a titan , titan's spawns are drawn to it and separating us from it would be a bad bad idea .
Now the walkway is indeed a good idea as long as stay near an exit if things go south. Let us remember than a patrol of veshmen has been destroyed by these things and even if the have stricken back , running might be a good option. the wise warrior lives to fight another day. "
Incantator Maro
|
"Another vote for calling you crazy, I'm afraid." Maro says to Amon. "I don't believe that this item should leave our physical grasp."
Destroying the contents does sound like a very practical 'Gordian knot' style solution, but I suspect that the adventure wants us to go Veshwards. :)
"I would prefer not opening the vessel. Whatever is contained within, could be dangerous to the town if released." 'As well as to our own immediate health...,' he thinks to himself.
| Warden of Doors |
Examining the vessel, there doesn't seem to be any latch or opening. The heavy lead amphora is etched with a writhing, serpent-like pattern that seems to move in your peripheral vision, making you queasy. Chardun's blood-dripping wreathed scepter symbol is stamped onto its face.
Knowledge checks? Detection spells? Throw it against a wall?
| Warden of Doors |
Amon:
| Amon Goethe |
"Hmm... I don't remember the entire story, since Corean's deeds during the Divine War were of greater focus during my training, but I recall that Mormo was brought down by the combined efforts of Her children Madriel, her twin Belsameth, and their half brother Chardun with the aid of Denev, the last remaining Titan. It was a terrible battle and Mormo's death tainted the forest, turning it into what is now the Hornsaw Forest. I do recall that Chardun supposedly sealed part of her away during this battle, though I didn't know until now exactly what that meant. I suppose this quite literally contains a piece of Mormo the Titan."
| Amon Goethe |
"If we are going with a more traditional route, we need to limit ingress. The doors and windows can all be opened eventually, so let's use the stairs. We move the boxes to form barricades at the base of each stairway and use the second-floor balcony as our redoubt. If we weren't concerned with the Rivermaster's feelings I would say we should destroy one set of stairs, but we need his ferry to travel tomorrow. Whoever has ranged weapons needs to arm them and we keep the amphora in the center of the balcony walkway. If enemies make it past a barricade and stairs, we grab the amphora and jump through a window. The landing will probably hurt, but we will be able to quickly run before they can exit the building."
| Warden of Doors |
In short order, Amon, Maro, Dusis and Galwynn have the stairwells blocked and secured, ranged weapons at the ready and the amphora on the floor, ready in the event of a hasty retreat. Belsameth's moon casts cold blue light through the windows, cutting the darkness into unsettling shapes. Despite the long day, none of you feel fatigued: the threat of imminent danger being more than enough to shake off your weariness.
Incantator Maro can change up his spell list now if you want, Set, since darkest night is his patroness' domain.
In the dead of night, the amphora begins to tremble and quake. Chardun's leaden symbol blazes purple-blue and you all watch in startled horror as ghostly chains spring from the floor around the vessel, multitudes of them winding together to form the shape of a man. You stare, stunned, as the chains shift to become flesh, hair, robes. A man in white regalia stands before you, his sandaled feet and the bottom of his robes soaked in blood and powdered bone. He wears a crown of laurels like a conquering hero, a bloody scepter in hand and chains rattling at his belt. His countenance is terrible to behold.
Will saves:
Incantator Maro: 1d20 + 4 ⇒ (16) + 4 = 20
Amon Goethe: 1d20 + 2 ⇒ (14) + 2 = 16
Dusis: 1d20 ⇒ 19
Galwynn: 1d20 + 2 ⇒ (13) + 2 = 15
Incantator Maro turns his head from the vision of Chardun, refusing to be cowed by the conquerer of his homeland. Dusis flinches, closing his eyes just in time to avoid locking gazes with the Divine sending. Amon and Galwynn, unbidden, fall to their knees before the god's image, transfixed by his terrible presence.
"Fools.", he says in a voice dripping with arrogance and malice,"Flee this place, for the spawn of the Hag are upon thee."
This command finished, the vision dissipates into ghostly chains once more and drifts away like smoke. The amphora sits on the floorboards where you left it, no different than when the Vigilant first entrusted it to you.
Galwynn and Amon:
| Amon Goethe |
After a few stunned seconds, Amon shouts, "To the barge, now!" He secures his shield to his back, hefts the amphora with one arm, and draws his longsword with the other. "I don't care if philosophy dictates otherwise, when the Tyrant himself deigns to appear to you, you move your keister! Everyone, down the stairs and out the door!" Amon jogs down the steps, vaults the barrier, and makes for the door.
| Warden of Doors |
Amon gathers up the vessel and is about halfway down the stairs before he hears the Riverhouse door creak open. In the moonlight, the young paladin and his new comrades can see a reptilian humanoid step into the Riverhouse flanked by two more of its kind. It is more slender than an elf, yet taller than a human. Dressed in loose robes, you can make out the glint of the moonlight off of its jewelry and the slim scimitar in its hand. Its snakelike eyes burn with sorcery and when its gaze settles on Amon, it points with its blade and hisses something to its companions in its blasemphous Titanspawn language.
Asaath:
First person to respond rolls group initiative.
| Amon Goethe |
Do you mean whoever responds first rolls for which group goes first? Is this a straight d20 or are there modifiers? Am I using my Dex modifier? Please modify my roll accordingly :)
1d20 + 2 ⇒ (15) + 2 = 17
"Back to Plan A! Missile weapons, go!" Amon backpedals up the stairs, places the amphora on the ground, and draws his shield.
Amon takes Total Defense action this round, standing halfway between the barricade and the top of the stairs. +4 Dodge bonus to AC.
| Warden of Doors |
All PCs will use the group initiative roll, then add their initiative bonus. So 15 for the good guys.
Serpentfolk initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Galwynn- 23 (?)
Amon, Dusis and the Asaathi- 17 (Amon- move and drop amphora, full defense; Dusis-?)
Incantator Maro- 16(?)
I'll post the write-up for the round when Galwynn, Dusis and Maro have a chance to post their actions.
Incantator Maro
|
Maro steps towards the Amphora and stands over it, to take a strike at any serpent that attempts to seize it from the ground, while muttering an invocation to Belsameth. "Night be upon you." he says confidently, towards the serpent-man who spoke aloud.
Cause Fear, Will DC 13 or frightened 1d4 rounds, shaken 1 round if succeeded. 1d4 ⇒ 4
| Warden of Doors |
Tanil graces Galwynn's shot with unerring accuracy, striking the serpentfolk in the shoulder. Its blood smokes and hisses around the arrow. Ignoring the pain, it utters several arcane phrases as its comrades advance toward the stairs and the retreating Amon. It finishes with a flick of its wrists as the other serpentfolk pull the barricade away And that's their whole round.; the amphora in the young paladin's hands grows slippery in his grasp. Amon- Reflex save or drop the amphora from the stairs.
Dusis fires on the spellcaster with his shortbow, doing his best to follow Galwynn's lead.
1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 5
And while it was a fine shot, the creature's grotesque grace allows it to dodge the missile by a hair's breadth.
The serpent-man doesn't even seem to notice Maro's spell.
Asaathi will save: 1d20 + 8 ⇒ (16) + 8 = 24
Incantator Maro
|
Oh emm gee, post got eated!
Hopefully still within five feet of wherever the Amphora ends up so that he can AoO any snake attempting to lean down and snatch it up , Incantator Maro silently calls upon Belsameth the Trickster to enshroud him in layers of deception move action to activate Copycat, 1 round of a single mirror image , while holding shield and sword at the ready and saying with soft conviction, "Death! Death upon all who defy the will of the gods!" Channel Negative Energy, 1d6 damage to all living targets within 30 ft., DC 13 Will save for half damage, using Selective Channeling to avoid damaging Amon, Dusis or Galwynn (free to not affect self).
An oily wave of darkness that feels chill and damp howls forth from his body, sluicing harmlessly over Amon, Dusis and Galwynn, and seeming to concentrate on the bodies of the serpent men. 1d6 ⇒ 6 damage, the spellcaster should be Shaken this round and have a -2 to his save
| Amon Goethe |
In my last post I set down the amphora at the top of the stairs. At least the grease will keep me from picking it back up!
How many serpentmen are there?
Amon grimaces as the putrid viscera seems to sprout from his gauntlets, "Ugh! I just polished this armor!" He swings his longsword at the nearest serpentman.
1d20 + 5 ⇒ (20) + 5 = 25
Confirm critical
1d20 + 5 ⇒ (19) + 5 = 24
1d8 + 3 ⇒ (8) + 3 = 11
Holy crap, the dice gods favor me! Total 22 damage if critical is confirmed.
| Warden of Doors |
I'm aware of that, but you act at the same time as they do. Make a reflex save or drop the amphora a bit further than you intended. There are three serpent-men; you guys are holed up on the balcony with the stairs blocked and they're on the ground level below. Two just pulled down the barricade on the left side with their actions. So, if you're on the top of the stairs, you'll have to run back down the stairs to attack with your longsword.
| Dusis |
Ok time for stupid action :)
Dusis will jump down 1d20 + 3 ⇒ (19) + 3 = 22 and move towards the caster drawing his heavy flail as he goes .
Given his success with the jump, he will strike the caster if he can
Att 1d20 + 4 ⇒ (19) + 4 = 231d10 + 4 ⇒ (6) + 4 = 10
Possible crit 1d20 + 4 ⇒ (15) + 4 = 191d10 + 4 ⇒ (9) + 4 = 13
Would it be possible to have an updated map?
| Amon Goethe |
Confusion dispelled :)
Reflex save
1d20 + 2 ⇒ (13) + 2 = 15
If Successful
Amon grimaces as the putrid viscera seems to sprout from his gauntlets, "Ugh! I just polished this armor!" Keeping his drawn sword between himself and the advancing serpentmen, he moves up the stairs toward the center of the balcony.
Double move to other side of balcony.
If Not Successful
Amon grimaces as the putrid viscera seems to sprout from his gauntlets, the heavy stone amphora slipping out of his grasp and to drop heavily on the stairs, "Oh, no you don't!" He bends down to pick up the amphora and hustles up the steps.
Move action to pick up amphora. Move action toward center of balcony.
| Warden of Doors |
Galwynn- 23 (Firebolt)
Amon, Dusis and the Asaathi- 17 (Amon- retreat to center of the balcony; Dusis-jump to ground level)
Incantator Maro- 16(channel negative energy)
A flickering ball of fire flies from Galwynn's hand toward the serpent-man, who dodges the missile with unnatural grace.
Keeping the slippery amphora in his tight grip, Amon rushes up the stairs with the other two serpent-men in hot pursuit. Dusis leaps into a stack of crates, crashing to the floor below in a spray of splintered wood and pillows, of all things. The Albadian berserker runs headlong at the serpent-man spellcaster, who narrowly sidesteps his attack. You're five feet short of melee range after your leap, unfortunately.
One of Amon's pursuers blows a long, shrill note on a horn from its belt as its comrade strikes out at the paladin with its scimitar.
Scimitar: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 1 ⇒ (6) + 1 = 7
But the powerful blow glances off of Amon's armor. The hornblower throws a javelin at the paladin point blank, not being particularly careful about missing its cohort.
Javelin, with penalty for throwing into melee: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 1 ⇒ (1) + 1 = 2
Meanwhile, the serpent-man spellcaster takes a deep swig from a gourd at its belt, coughs and spits a glob of acid phlegm at Dusis.
Ranged touch, reflex half damage: 1d20 + 6 ⇒ (5) + 6 = 111d6 + 1 ⇒ (4) + 1 = 5
Waves of oily blackness uncoil from Incantator Maro, seeping into the party's opponents.
Will saves: 1d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (4) + 5 = 9 Wounding two of them seriously, including the spellcaster. I don't see any mention of getting the shaken condition from it, though. At least, not in the Channel Energy section of the cleric class.
Incantator Maro
|
I don't see any mention of getting the shaken condition from it, though. At least, not in the Channel Energy section of the cleric class.
He was shaken for 1 round from the Cause Fear of the previous round. Had he failed his save, he would have been Frightened for 1d4 rounds, but even with his successful save, was Shaken for 1 round.
Maro steps to be within hands-reach of Amon, although not in such a way to risk an opportunistic strike from one of his pursuers. He calls out again, "Feel the night seep into your bones and consume you from within!" and another wave of darkness pulses forth, howling past his allies and seeming to coalesce around the Asaatthi. Amon, in particular, feels a chill and the sensation of skeletal hands scraping along his armor, sensing great frustration from whatever forces are being summoned, as if they hunger for his soul, but are being denied...
1d6 ⇒ 2 DC 13 Will save for 1/2
| Warden of Doors |
Ah, my mistake on both counts. He was shaken for that round and I thought Dusis' vertical movement counted as more than what a horizontal move might count toward his total for the round. We'll roll with it.
Dodging the serpent-man's wad of phlegm, Dusis swings his flail down on its skull with tremendous force, knocking it to the floor where it lays still.
And Amon has one guy in melee with him with another behind, attack occurring on the balcony area. They followed you up and attacked. And I need some perception checks, please.
| Amon Goethe |
Perception check 1d20 ⇒ 15
Feeling a blade slide off of the armor covering his backside, Amon swings around in a broad horizontal arc aimed at the serpentman's face. Hit or miss, the momentum and some skilled footwork allow him to spin about and put some distance between himself and the attackers.
Attack
1d20 + 5 ⇒ (18) + 5 = 23
Damage
1d8 + 3 ⇒ (8) + 3 = 11
5-foot step away from enemies after attack.
| Warden of Doors |
Galwynn- 23 (Mage Armor)
Amon, Dusis and the Asaathi- 17 (Amon-melee attack; Dusis-move, melee attack)
Incantator Maro- 16(channel negative energy)
You can all hear the chiming of an alarm bell from Trela and the hue and cry of combat. It seems you may not be the only ones with your hands full.
Galwynn speaks some arcane syllables, lifting a piece of cured leather. His clothes spark and smoke, wreathing him in a cuirass of flames.
As Dusis runs up the stairs, Amon batters through the Asaathi's guard to give him a vicious slash. Dusis swings a powerful blow at the other serpent-man, who dodges aside gracefully. The barbarian's flail pulverizes a section of the railing. The spawn of Mormo renew their assault, a flurry of blade, fang, tail and claw.
Full attack vs. Amon (scimitar, bite, claw, tail slap): 1d20 + 4 ⇒ (3) + 4 = 71d20 - 1 ⇒ (14) - 1 = 131d20 - 1 ⇒ (7) - 1 = 61d20 - 1 ⇒ (10) - 1 = 9 Wow, this guys sucks...
Corean shines his benevolent gaze upon his servant; Amon's blade seems to be everywhere at once, parrying the Titanspawn's every attack.
Full attack vs. Dusis: 1d20 + 4 ⇒ (9) + 4 = 131d20 - 1 ⇒ (12) - 1 = 111d20 - 1 ⇒ (1) - 1 = 01d20 - 1 ⇒ (13) - 1 = 12
Dusis gets an attack of opportunity after the Asaathi rolls a natural 1.
The Albadian berserker ducks a clumsy swing from his opponent, catching the blade on a studded leather pauldron. Acting on instinct alone, he ducks and weaves around the creature's fangs and talons even finding room for another swing of his flail.
Maro spits an oath to Belsameth as crawling darkness spreads from his shadow, spreading through the warehouse. They pointedly slither around Maro, Dusis and Amon.
Asaathi saves: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (19) + 5 = 24
Though the tendrils of night only brush the serpent-men, it is clear that both are unsettled by the black caress of Belsameth.
Next round.
| Amon Goethe |
I originally stated that I set down the amphora to draw my shield, but after discovering we were mid-round rather than starting combat, Amon kept the amphora tucked in his arm and never drew his shield.
How heavy is the amphora, BTW?
A mocking smile creases Amon's face, "Yes, that hurts. I'm aware." Another slash of his longsword brings the blade high then low in a slanting line across the serpentman's chest.
Attack
1d20 + 5 ⇒ (14) + 5 = 19
Damage
1d8 + 3 ⇒ (7) + 3 = 10
Another 5-foot step backward after the attack.
Incantator Maro
|
More crazed ranting and channeling of negative energy (still avoiding harming Dusis, Amon and Galwyn).
"The darkness courses in your veins, the cold seed of your death growing within you!" Maro cries out, spittle flying from his mouth as he loses himself in his enthusiasm. The energies resemble shadowy souls of the damned, clutching at the flesh of the Asaatthi.
1d6 ⇒ 1
My rolls, oh how they suck. He gets credit for enthusiasm, I guess... Three more channel energy uses available today.
| Warden of Doors |
Galwynn- 23 (Ray of Frost)
Amon, Dusis and the Asaathi- 17 (Amon-melee attack; Dusis-melee attack)
Incantator Maro- 16(channel negative energy)
Galwynn's ray of frost strikes home, spreading a rime of frost on the serpent-man attacking Amon. The asaathi parries the paladin's powerful swing with its own scimitar before dropping the blade and diving for the amphora under Amon's arm.
Initiating grapple- AoO from Amon.
Grapple vs. Amon's CMD 16: 1d20 + 2 ⇒ (16) + 2 = 18
He manages to grab the lead urn and maintain a tight grasp.
Dusis' strike on the serpent-man's clumsy opening is deflected at the last minute, though it leaves the creature open to a follow-up attack; the flail's head smacks into its shoulder. Hissing, the creature turns its full attention to the barbarian.
Full attack vs. Dusis: 1d20 + 2 ⇒ (7) + 2 = 91d20 - 3 ⇒ (12) - 3 = 91d20 - 3 ⇒ (17) - 3 = 141d20 - 3 ⇒ (6) - 3 = 3
Still shaken from the Incantator's shadows, the creature has another poor showing.
Saves vs. Maro's channel negative energy: 1d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (17) + 5 = 22
The Amphora weighs around 5 pounds and is made of thick lead, plus whatever is inside. Amon actually can't back away from the Asaathi, since Maro and Galwynn are packed in behind him on the map.
Incantator Maro
|
"Die, damn you!" Maro says, having snapped out of whatever state he was in, and begun to appear concerned that the creatures are not dead yet. The darkness pulses forth from within him again, like a faint surge of black blood from a dying heart, again, sliding around his companions to harm only the serpentmen.
Channel negative Energy 1d6 ⇒ 1 DC 13 Will save for half
| Warden of Doors |
There's only one guy left, so I don't think we really need an updated map. The asaathi is at the top of the stairs with Dusis just behind in melee range. Amon is next to the serpent-man as well: they form an L shape with Dusis at the short end. Behind Amon is Maro, with Galwynn behind the cleric. The catwalk is only 5 feet wide, so Galwynn will have to make a ranged attack instead; I'll use his roll with a different modifier.
Galywnn's arrow flies astray, shattering the window at the opposite end of the Riverhouse. Amon shrugs aside the corpse of the asaathi, striking out at his companion. The serpent-man parries the paladin's blow with his scimitar just in time to duck under Dusis' flail. Using the same momentum, it dives recklessly for the amphora under Amon's shield arm.
AoO from Amon and Dusis for initiating grapple.
Grapple vs. Amon's CMD: 1d20 + 2 ⇒ (5) + 2 = 7
But the paladin pushes him back.
Maro's shadows once more slither over the serpent-man, leaving him diminished.
Incantator Maro
|
Maro is well past annoyed with the lack of appropriately impressive results from his dark channeling, and gives it one more attempt, with a muttered, "Just die, gods-forsaken snakes!" Snake-like itself, the darkness coils around the standing Asaatthi, and seeps into the dying bodies of the others, while ghosting across the forms of his allies to no affect.
1d6 ⇒ 4
Item one on the agenda is some sort of masterwork / enchanted holy symbol that adds +2 damage to channel energy uses! 1 pt. channels (save for 1/2) stink!