3-Way Battle: Now 3-Way Sneaky - How to make it fun?

Vrylakos

First Post
Ok... I posted a thread recently, which I now cannot find, describing my party's endeavors to capture the Obsidian Needle.

In their attempts to steal it from the Witch-Queens of Tleyzu, the Forces of Darkness who are now aware of the Obsidian Needle's location - also attack Tleyzu.

The Bad News: The sorcerer's player can no longer make the game. The psychic warrior is rehearsing a play that night.

I'm left with a party consisting of a cleric (12th level), a barbarian/bard (1/11), and a Sneaky Swordsman (Rogue 1/Fighter 3, Prestige Rapier Death-stabber 8).

I can send in an NPC sorcerer no problem. It will actually work out with the Bardbarian's background story.

However, the party, still preparing, has decided on a new tactic.

Their Dire Enemy, Valmuuresh, is a Very Old Blue Dragon. He's very powerful, totally outclasses the party, but has his own agenda. If the Forces of Darkness triumph, Valmuuresh's big long term draconic plans will be for naught. If the PCs gain the Obsidian Needle, the Forces of Darkness will be stymied. So, Valmuuresh, who destroyed the cleric's hometown and killed a bronze dragon who was trying to help the party back in the day, is willing to help the party. The party is desperate...

The party plans on asking Valmuuresh to assault the Ziggurat, distracting the Tleyans while they sneak inside.

The Forces of Darkness are the wild card. Valmuuresh doesn't know about their Flying Invisible Keep, and neither do the players, or the Tleyans.

My problem: I had planned for a big fighting game, tactical insertion of the party, sneaking and battling their way up to the top of the ziggurat complex while explosions go off all around them. Tom Clancy meets Special Ops Fantasy guys in a chaotic skirmish.

The players want to sneak. Sneak sneak sneak. The cleric wants to try out Etherealness for the first time. The sneaky swordsman has a ring of invisibility. The bard... well... um, I don't know what she's got. In their ideal world, they'll be in and out, and they'll have no trouble. Afterwards they might feel like they had a hollow gaming experience, but right now they hope to be bored.

So, my question: How do I make a sneaky game thrilling and fun?

I'm a fan of the Thief Series of games, so this should be easy, but I'm running into a mental wall here.

Any advice would be appreciated.

Vrylakos
 

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Vrylakos said:
Ok... I posted a thread recently, which I now cannot find, describing my party's endeavors to capture the Obsidian Needle.
http://www.enworld.org/forums/showthread.php?t=64518 :)

The party plans on asking Valmuuresh to assault the Ziggurat, distracting the Tleyans while they sneak inside.

The Forces of Darkness are the wild card. Valmuuresh doesn't know about their Flying Invisible Keep, and neither do the players, or the Tleyans.

My problem: I had planned for a big fighting game, tactical insertion of the party, sneaking and battling their way up to the top of the ziggurat complex while explosions go off all around them. Tom Clancy meets Special Ops Fantasy guys in a chaotic skirmish.

The players want to sneak. Sneak sneak sneak. The cleric wants to try out Etherealness for the first time. The sneaky swordsman has a ring of invisibility. The bard... well... um, I don't know what she's got. In their ideal world, they'll be in and out, and they'll have no trouble. Afterwards they might feel like they had a hollow gaming experience, but right now they hope to be bored.

So, my question: How do I make a sneaky game thrilling and fun?
Well, off the top of my head...

Have things react around the players. Maybe Valmuuresh is a little too successful at storming the ziggurat. Suddenly lightning bolts go flying through the walls, or Valmuuresh ends up being able to take the Needle. Watch as the Forces of Darkness assault the fort and the Tleyans need to respond, and have the players caught in the crossfire. Tleyans are taking pot shots at anyone who moves outside... maybe Valmuuresh is going to fall, and suddenly there's no distraction.

Play up the sense of urgency. Running through the ethreal takes time too, and maybe there are ethereal guardians as well as material ones. Have Material forces run past them up to where the Needle is. Also, according to MotP, movement in the Ethereal is halved... so while it may be safer, it'll slow them down (MotP, p. 54).

You can counter etherealness (and likewise invisibility) a number of ways. A Dimensional Anchor around the Needle would prevent ethereal folks from jumping in, meaning they have to go back out and switch to Material form. There's going to be dedicated defenders around the Needle - maybe they even are prepared to jump to the ethereal themselves with it to prevent its capture. The possibility of invisible or ethereal (or astral) invasion is certainly a possibility at this level, and the enemy may be prepared for it. Maybe the Tleyans don't know about the invisile keep, but they know the Witch-Queens' servants favor stealth and and invisibility.

Or, you could let the plan work. After all, they're using their abilities well, and should be rewarded. But jumping back into the Material may sound an Alarm, so even if the party can get to the Needle, suddenly they have to get through all the Tleyan forces, plus the FoD, plus even possibly a dragon betrayer! Now they're running for their lives, which can be just as tense. And still lots of explosions. :)
 

The Close Call: "You, scout over there!" -- and the party sees a pair of guards move towards their location. They have to avoid scrutiny, run away very quietly, or kill the guards and fake an "all clear" signal.

Cannon Fire: Big spells should be going off in all directions. The party should be hampered by roaming Cloud Kill effects (which move at a fixed speed), summoned demons who have been told to "kill those who are not us", random Explosive Runes, Fire Traps, and the like ("land mines").

Exposition: This is your chance to let them witness some really cool stuff, without wanting to stop the bad guys from doing their thing. Write up in advance some of the cool images you want them to be around just in time to see. This is a great time to showcase the power of a few specific future big bad guys.

No Time to Think: When they try to gather their wits and plan something, have someone yell "INCOMING!" and fireball them. They're only "safe" when moving, and even then, it's not that safe. This will add a lot of tension and pressure, as they'll have to keep making decisions without knowing the consequences.

-- N
 




Wondered if we were going to get an update.;)
Here's my kind of disorganized suggestion list.

You have to credit the PCs though.... before it would have been slightly unreasonable (or at least a major coup) for them to manage to break into the Ziggurat. Another big blue dragon might shake things up enough for them to pull it off.

My instinct is to say: "Why change things?". The same players are involved you have the Mind-witches, the forces of darkness, and the party. I would just add the dragon in and see how things would change. I might assume the following
1. The FoD, assuming they know the dragon is there to stop them, will have to put significant defenses toward holding it off.
2. From the psions stand point if it looks like there is one foe they will probably be tempted to commit forces directly to stopping them. They focus the divinations on the keep, try to take control of people at a distance, mass their forces at the points the keep would have to attack to get access to the zigg, etc. If the dragon shows up and attacks them the psions have to spend less forces to hold off the keep, and it also encourages them to think more broadly. There are obviously some big things going on. At the very least they are likely to contact the dragon.
This suggests there will be more psions who could wind up interfering with the party, and might be more alert (there are clearly a lot more variables here than a simple attack by an enemy force). There will also be less FoD or the FoD might switch to stealth mode sending in a group of non corporeal undead as scouts before teleporting (or using Shadowdancers to shadow jump in and out) and get the needle.

Basically I think you should be able to use what you have now without too much change. I assume the PCs will be ignoring most of the fighting so they should probably encounter more harried troops running to re-enforce etc.

I would consider making the ziggurats's walls solid in the ethereal, or else placing dimensional guardians there. In particular the needle surrounded by some kind of dimensional anchor and force effect. Otherwise it would be long gone.

I have some questions about the invisible keep.
How is anyone going to know about the invisible keep?
See invisibility only has medium range and True seeing (at least in 3.0) has a flat range of 120 feet. Having to get within 100-200 feet of an invisible object (I think it's 60 feet isn't it?) means your pretty darn close to the thing. Psions on the ground are going to have a devil of a time trying to figure out what's going on.
I recall dragons having a tremendous ability to sense invisible but that might only be in their lairs....


Last thought: It's probably my obsession with morality talking but dealing with evil should have repercussions, dealing with smart evil has serious repercussions.

What keeps the following from occurring? (there may be in game reasons).
The party comes to the dragon. The dragon sees their point and accedes to intervene if the FoD turn up at the Ziggurat. But it probably 1. Its pride is injured* 2. It wants to get rid of the insolent party 3. It wants more power magic, allies and/or to move its plan forward.
*=In general I would see this as a desire to pervert the plan and ultimately show that it's smarter than the mortals who choose to manipulate it.

So the dragon contacts the Witches. After all this obsidian thing has been sitting there for a long time, it wasn't bothering the dragon before so as long as it stays out of the hands of the FoD the dragon really doesn't care. The mind-witches are evil but probably can be bargained with and from what I gather aren't opposed to the dragon (or planning on destroying the world). The dragon and the witches share two common enemies (or at least irritants) the pcs and the FoD. Likewise the dragon can't be too thrilled with attacking a giant invisible keep filled with shadows, dark warriors and so forth. Acting in concert with the Mind-witches insures that the dragon can do so with a minimum of risk and guarantee the FoD are turned back.
In exchange for a few powerful objects, the services of a few servants or a promise not to intervene in the dragon's plans later it seems likely some kind of bargain can be reached. Oh and there are a few pesky humans the dragon wants skewered...

It's not really Piratecat level, but I think it's appropriately RBDM.
 

I suppose I should stress that I'm not looking particularly for a perfect tpk or anything. I just think that evil intelligent foes should be cunning. And that dealing with/trying to outsmart or use a dragon needs to be very difficult.

Especially if the Blue dragon is your BBEG this kind of thing only establishes him as a heavy weight and the kind of opponet appropriate for your players.

If you want to be fiendish, but not kill of the party you might give the dragon a whole nother layer. What if he thinks the psions -might- pose a threat to his plans in the future (remembering that dragons think in centuries). Why not take advantage to set-them-back....

Betrayal Layer 1 (same in both versions): The dragon tells the party he'll attack the FoD and give them a chance to get the obsidan needle.

Here's one possibility
BL 2: Not wanting risk his scaly hide against a whole lot of evil people, or be attacked by the psions by mistake, he tells the psions about the upcoming attack. To further ingraciate himself with the psions he tells them about the party. They give him some powerful objects and he comes to the Zigg to lend aid in case they have trouble holding off the FoD. The party is found out and caught (but the psions don't trust the dragon fully so they aren't killed, or else the psions just want answers as to why the PCs want the needle and don't think the group is a threat).
BL 3: The rulers (the witch queens) are proud and think they can handle the FoD but as insurance they keep the dragon close by, with them in the Ziggaurat, to release as a secret weapon to crush the FoD. His attack will be the signal for the reserve force to attack as well. The FoD does press them hard at the critical juncture they ask the dragon to attack and.... he eats them.
Chaos erupts everyone goes nuts weird psonic effects start cacading around. The dragon grabs a bunch of the psions most powerful items (or else has swallowed them) and then flies off to deal a punishing blow to the FoD. With luck most of the reserve psions don't know what is happening they see the dragon and follow their last instructions to attack helping deal a severe blow to the FoD.
The psionic backlash from the deaths of the queens disrupts the control over the PCs (either they were dominated or in force globes or something... I like dominated personally). They now have a chance to get the needle, the protections on which have been disabled.

Result:
The dragon comes out as a champ, but with a bunch of enemies. It didn't realize that the PCs would be freed by the witch queens deaths (its not a psionics expert) but it managed to shut down one foe, another possible foe, get a bunch of powerful items, and almost killed off the PCs.

Here's another where the dragon doesn't betray the psions overtly.
BL 2: Not really wanting to get his scaly hide dirty he tells the psions about the upcoming attack. He omits the PCs existence however. The psions give him some powerful objects and he comes to the Zigg to lend aid in case they have trouble holding off the FoD. The party possibily, with help from the dragon, or at least it acting as a destracting force, manages to pierce the keep.
BL 3: The rulers (the witch queens) are proud and think they can handle the FoD but as insurance they keep the dragon close by, with them in the Ziggaurat, to release as a secret weapon to crush the FoD. His attack will be the signal for the reserve force to attack as well. Then the needle is stolen by the party who manage to escape. The witch-queens are thrown into chaos, and the dragon using all of its guile and trickery suggests that maybe the needle is already stolen and in the FoD's hidden keep.
Desperate to get back the needle they abandon caution to the wind and attack with the dragon at point in a vicious, desperate onslaught on the FoD. The psions take grave losses (as do the FoD who think the Needle is still in the zigg). Eventually the FoD realize pull back. They weren't banking on the dragon, they aren't wining and might even realize that the needle is missing.
The psions are decemated but realize that things would have been much worse if the dragon hadn't been there. They pay whatever they agreed (in items) and will keep their promises to the dragon. The FoD are likewise weakened and have failed to acheive their goal (and thus can't thwart the dragon's plans).
The dragon can look foward to these two groups continuing to feud in the future, it's been paid off and may even have gotten a relationship with the psions.

Result:
The dragon comes out well and doesn't have the surviving psions as enemies (at least not until they figure out he worked with the party, which will probably take a while). It's deceptions may fall apart in the future but it has manged to get everything it wants and any consiquent anger on the part of the psions that may result should be tempered by the tremendous beating they've taken. It's gotten a good look, up close, at how they operate and may have gotten anti psionic items from them. (PR to go with its SR, etc)

Don't mean to go and script your game or anything, but I think that the addition of this extra element really adds a lot of possible fun in the game now and some great future developemnt. The PCs are in for some tight scrapes but it's not impossible for them to achieve their goals.

I would think a little bit about the kind of role you want these groups to play in the future. It sounds like the dragon is going to play a big role, so he should come out well (though he could take a beating too I suppose, get some negative levels and wind up weaker and more at the party's level). If you want the psions and/or the FoD to continue on then have the battle break off ealier. By comparison if you want one of them to fade away from the game after this point and become a lesser player I would be tempted to work it so they suffer a crushing defeat.

There are also possibilities for the PCs to get allies for the future. If you want the psions in the game in an ambigous role you might have the psionic kingdom shatter as a result of the deaths of the mind witches and have a vengance sect that starts to oppose the dragon. Likewise the FoD might take it personally and actually work with the PCs later to stop the dragon.
 
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Graf,


Those are excellent suggestions!

We've just gotten into the first part of the Big Zig games.

I want you to get to know the party, as their particular predicament will be important.

The party:
Kyan Tor: Once a cleric of the Avasha the Healing Goddess, now dedicated to the Goddess' twin brother, Avashek the Lord of Swords, God of War and Protection.
Raven Silvereel: Bard/Barbarian merren (blue-skinned aerial nomads).
Keska Mekis: Psychic Warrior half-breed Tleyan, recently brought back from the dead by a psionic necklace-entity. He's bonded to a psionic crystal ship, an artifact of the Tleyans; Keska gave up part of himself, his curiousity, to create the bond and give the ship life.

Probably going to show up:
Adamante Lieron: Swordsman, rogue, warrior, and hostel for evil. Adamante is descended from the nobility of a city betrayed by its neighbors. The city's nobility, seeing their number was up, performed a spoilsport maneuver: they summoned devils, gave them their city as a home in this plane, as long as the royal family was free, alive, and protected. So now Adamante has a devil in his bloodstream. Whenever he goes down in a fight, his blood-devil forms a doppelganger of him, and "Bloody Adamante" kills whatever took out his host, as well as any party members he can reach.

In their escape from Tleyzu, the party stumbled across a trapped cavern, and only Adamante got stuck inside behind a two ton boulder. A necklace in the cavern began to telepathically speak to him, and told him it could free him if he could put it on. He did. The necklace fused to his neck, disintegrated the boulder, and has since offered advice every now and then - like where to find the ship that Keska bonded to.

When Keska was killed by a blade barrier, the necklace offered to attempt an 'ectoplasmic surgery' and revive him - in return for 'borrowing' Adamante's body while he slept.

Did I also mention Adamante contracted the first case of lycanthropy in my campaign setting? A divine disease created by Malvorn the Beast God, Adamante for a while was a winter-werewolf.

Adamante brings new meaning to the term 'tainted'.

THE STORY SO FAR:
The PCs, of which only three were able to make it, have managed to get a bunch of magical items on loan from a powerful ally.

They've also called in the only 18th level character they know of, Jaldiin, a Wizard of the Pentatra's Red Temple (the temple of fire, passion, war, fire, fire, and more fire). Jaldiin happens to know Teleport Circle. Jaldiin scopes out the desired destination and tells them its divination blocked and teleport blocked, but he can get them close.

Valmuuresh, the dragon, has agreed to attack the ziggurat at noon.

They fly to Tleyzu in Keska's living ship, and once close, they teleport to a gladiatorial arena that the PCs know a bit too well. It's close to the Ziggurat, though. Kyan tells Jaldiin to hide, as he's their ticket home, and they don't want him to be smashed by a blood totem, etc. Jaldiin goes with Kyan's plan, and hides in an alarmed Rope Trick spell.

The party waits in the shadowy archway of the arena's entrance, hiding behind banners showing the fearsome glory of the matriarchs of Tleyzu.

Noon comes... Kyan starts getting antsy.
Suddenly fireballs begin to explode, rays lance out, spheres of doom and destruction roll down from overhead.

A shadow falls over the arena, and just then a wing of red-robed figures zoom past sitting on manta-ray-like winged shadows.

The shadow over the arena moves slowly, and the party peeks out to see the Black Keep, parts of it still becoming visible. The party don't know what the hell's going on, don't know where Valmuuresh is, but this is a distractio, and the Tleyans are freaking out. Blood totems are lumbering into life, stone eagles taking to the air, stone ape swinging pillars and warclubs at the flying foes.

Kyan decides to make a run for the ziggurat. Raven is disguised as a Witch Queen, and Kyan and Keska down potions of invisibility. They run like hell, down a wide street the explodes with fire. Scorched, the continue on...

Until ten foot tall black armored figures stride out of a dusty side-alley, bringing with them the stink of death and rotting flesh.

The ground assault has began, and the party isn't even sure who they are...

We had to end there.

Ok...

Valmuuresh is assessing the situation. I'm waiting for a good moment for him to show. He knows about the Obsidian Needle now.

Adamante: he's been missing for a while (player busy), but I figure he might just appear in Tleyzu, possessed by the necklace. The necklace is actually a coterie of psionic criminals - which is pretty bad considering they're criminals in a psychic slaver state of Evil, their bodies destroyed, their psyches merged and imprisoned in their soul-gems. No one knows this, but they are very leery of what the necklace does with Adamante's body when it has full access when Adamante sleeps. Having him show up in Tleyzu (disguised, or not)seems like a good way to throw some worry into the mix and allow the player an easy in...

The necklace doesn't know about Adamante's devil, though.

So right now, they're running, stealthy style, with Raven disguised as a Witch-Queen. This would be more effective if the bard knew, say, Tleyan. She only knows a few words from when she was a slave of the Witch-Queens...

So, there's things so far! The Valmuuresh betrayal is a definite... oh yes.

Vrylakos
 

Ok, here's how it went down. It was a hell of a fight!

It turns out that Raven *does* know Tleyan. She wrote it in her character diary and level-up notes, but skipped the adding to her character sheet part...
****************

The party sees the black armored undead forces entering the streets. For a moment they're not sure what's going on.

A Tleyan voice calls out to them, one of the Witch-Queen's Warlock-Consorts, the psychic warrior bodyguards of the Witch-Queens. He only see's Raven's "Take-20 on a Disguise Roll" Witch-Queen, and wants to get her out of harm's way. She ducks into the building the Warlock is calling her from, and he asks that she stay safe while he goes and checks the roof to see if they can make a flight to the ziggurat (Warlock Consorts have breastplates enchanted to allow flight). While he goes to the roof to take a look, the party whispers frantically, only to be interrupted by an explosion - the ceiling cracks, and the charred body of the Warlock falls down the stairs, as the roof is hit by some sort of spell.

The party decides to run like hell to the Ziggurat. The streets are for the moment clear of Evil Troops, so the Witch Queen and her invisible companions make a break for it. Blood Totems stalk the streets, manifesting powers upon the flying war mages, and hurling pieces of rubble at the troops in the streets. Dodging several spells and hiding from one pitched street battle, the party eventually makes it to the plaza in front of the Ziggurat, where Evil troops have taken cover and are pelting spells upon the defenders.

Warlock Consorts are commanding troops of barbaric jungle tribesmen, the Witch Queens' worshippers. They hold the doors as Tleyans flee to the safety of the Ziggurat. Raven is swept up by a Warlock Consort who has commanded the doors be closed, and the trio manages to get inside as the doors close, invisibly aiding the Consorts hauling the doors shut as Astral Constructs cover them.

(Ok, end of one game - Keska's player can't make the next game, but Adamante's player does make it).

Raven, trailed by her invisible partners, looks for a place to discuss the next step of the infiltration. In the chaos within the Ziggurat, Keska goes missing. She finds a store-room of clay urns and dried herbs, but before she can start talking, a Warlock Consort named Nomek, an adversary of Keska's, appears - apparently recognizing Raven. Raven senses something not quite right about Nomek, and in the next moment, as Nomek babbles about waning power and current events not being amenable to his agenda, his form changes to that of the missing Adamante, who pitches forwards unconscious. Whatever the Necklace was doing in Tleyzu disguised as Nomek will have to wait until later...

Using his magical snakeskin cowl, Adamante takes the form of Nomek. Kyan invokes a Locate Object, and amazingly beats the 17th level Witch-Queen Anaxaphaal in a caster vs. caster roll. Kyan senses the Obsidian Needle at the top of the ziggurat.

The group makes their way up, and Raven makes a series of incredible intimidate and bluff rolls, getting past check points and distracting Consorts with active "Detect Magic/Psionics" powers so her invisible cleric companion can sneak up the Ziggurat's tiers. Her rolls eventually get a bit too good, and while covering for a failed Bluff roll by "Nomek" she is put in command of a group of barbarian thralls who are manning strange psionic cannons that fire obsidian discs at incredible speeds. She directs the gunners to fire upon the Reaver Blackheart, a potent enemy she sees stalking the streets below. She makes up an excuse and abandons her command to make her way up to another tier of the Ziggurat, this time failing to roll her Intimidate (Raven had been hitting 31's and 28's Intimidate and Bluff rolls as she made her way up the Zig, really shining in this infiltration game). She is forced to Charm the senior guard who guards the staircase up to the penultimate level of the Ziggurat, who then offers to escort her to Anaxaphaal to relay her "vital information". They stride behind the senior Witch-Queens arrayed on the penultimate tier who are busy manifesting powers in the defense of the ziggurat.

As they make their way, Raven hears these highest ranker of the Tleyan Matriarchy discuss the imminent arrival of their 'new ally who cost them dearly'. Just as Raven steps onto the stairs leading to Anaxaphaal's chamber, she sees down below in the city a building burst in a cloud of rubble and dust, and from it arise the blue, thorn-skinned bulk of Valmuuresh, the greatest of the Blue Dragons. He roars and takes to the air, incinerating a flying group of war mages in a burst of lightning.

(The players look at one another... No one is sure exactly what's going on, but they seem to have the feeling that they've been played for fools, though they're not exactly sure how.)

Anaxaphaal's guards are hesitant to allow a Witch-Queen they're not familiar with up into the High Witch-Queen's chamber, but the presence of Nomek and ANOTHER crazy Intimidate roll (with some GREAT roleplaying by Raven's character as an indignant Witch-Queen) convince them to allow her up to 'await the High One's pleasure'.

Once they're in the room the hammer falls.

They are in a 40' by 40' room, each wall of which lets out onto a balcony. One end of the room houses a stone box sealed by a slab - which Kyan's Locate Object spell homes in on as the resting place of the Obsidian Needle, their goal.

On one balcony, protected by an ectoplasmic wall from outside attackers, is Anaxaphaal and her second in command, Namira. Anaxaphaal is a *17th level* psionic lich, though the party only suspect that she's something other than normal, since the concept of a psionic lich is foreign to them. Namira is a 12th level Shaper. Their backs are to the party.

It's initiative time.

Adamante turns, draws his concealed rapier, and skewers the senior guard Axuur with a critical hit, taking out over two-thirds of his hit points. The electrified glass rapier slides into his chest and out beneath his shoulder blade. He staggers back, stepping away from the sudden attack.

Kyan has saved a block of Incense of Meditation for this day, and his spells are full of divine potence. He seals off the balcony with a maximized Blade Barrier. Unfortunately, the Witch-Queens can still see through it.

Adamante is in no time Dominated by Anaxaphaal, and ordered to kill his friends (not for the first time in his career, I might add... You'd think they'd plan around this). Namira manifests Schism upon herself.

Raven, clad in her disguise with only a Ring of Protection for... protection, tries to Charm a Consort. The Consort shrugs it off. The Consort in turn manifests Displacementm and his image begins to flicker about...

Vartosh, the Consort that Raven had Charmed a level before, goes down before Adamante's blade. Raven is next...

Raven manages to Charm Adamante, and issues new orders to him... and so an opposed Charisma vs. Charisma battle ensues. Luckily, Raven bumped her Charisma up to 20 just before this infiltration, so she has a one point edge... And it's enough - she barely manages to get the upperhand in the battle for Adamante.

By now both of the Consorts have Displacement up, and proceed to nickel and dime Raven and Adamante.

Kyan drops a maximized Flame Strike on Namira and Anaxaphaal, and both fail to resist its effects. Anaxaphaal, who is many things but not fast, goes last in the round, and dimension slides to safety. She then proceeds to heal herself and set up defensive powers.

Namira, meanwhile, attempts to give Raven a Crisis of Breath, and then dimension slides to the roof of the ziggurat, and prepares to manifest some Astral Constructs with her schismed mind.

Meanwhile, Kyan has problems. He's been swinging on the Consorts, but the displacement is proving very effective. Suddenly he feels four hammer-like blows rain down upon him from behind, and for a moment he is lifted and pulled apart by unseen claws. He is grievously hurt by this unseen assailant, and what's worse, he sees two Astral Constructs appear on the balcony, ten feet tall ectoplasmic forms with swirling weapon-arms. They appear as stern idealized Consorts, and begin to close in, targeting Raven - who Namira apparently has a mad-on for.

More blows fall on Kyan, and Raven is forced to duck in and heal him with her bardic magic. Adamante's deadly blade is having a hard time finding its mark against the displaced Consorts, but he is suffering a series of minor wounds. He retreats, activates his ring of invisibility, and steps aside to quaff a potion of healing.

(Admittedly, Adamante being victim of two Charm-like effects perhaps should have produced different results. I let is play fast and loose after Raven won the Charisma roll in order for Adamante's player to have fun. Kyan the Cleric now swears Adamante will have an eternal Protection from Evil cast upon him whenever an adventure rears its head)

Things are dire. Kyan is hit again and again by the four blows from his invisible and incredibly powerful assailant. He can't move due to the Consorts and the Astral Constructs and a desire to protect the unarmored Raven. He connects against his invisible foe, but his holy sword does not blaze with divine light - his foe is not Evil.

Raven casts an area effect Dispel Magic, and rolls well.
One Astral Construct dissipates, one Consort loses his displacement, and the unseen attacker becomes visible: a huge, towering four armed ape with green and red striped fur. It's mouth is muzzled, and its four claws are metal-shod. It's a beast from the Tleyan arenas, under the Witch Queens domination. Kyan hacks at it, trading blows. He is bleeding freely now, and soon his Divine Power and its extra hit points will fade, leaving him unconscious.

Adamante leaps forward and kills the undisplaced Consort. Raven again casts a dispel magic, and this time the four-armed ape loses its psionically enhanced Constitution score, and it falls down, dying.

For a moment, there is a breathing space. Raven has retreated to one of the balconies, thinking to get to a safe spot. Unfortunatelt, she sees Namira perched on the corner of the roof, preparing to send down more Astral Constructs. Raven sings forth a Hold Person, and Namira remarkably fails her Will save. Still, her mind is free, and a Construct materializes. Raven runs, as she is still wounded from the melee.

Kyan, in the last few rounds of round of combat, had used his only Ethereal Jaunt spell to fuel a Heal. He took some nasty hits from the ape, but still stands - barely. He invokes Spell Resistance, and then opens the slab, triggering a fiery psionic trap. Adamante catches the brunt, but it rolls off of Kyan's warded body.

Raven runs past, announcing Namira's presence as a Construct appears and strides after her.

Kyan now sees the Obsidian Needle in the box. He grabs it, and feels it leech away his entire being.... He struggles to assert himself, and succeeds with a massive 31 Will save roll.

They've got what they've come for. Raven quaffs a potion of flight and speeds off. Adamante activates his Owl Feather armor and flies across the floor toward a balcony. Kyan is last out, now followed by two Constructs.

Everyone is hurt, badly.

And then Anaxaphaal reappears in a blur of rainbow light.

More after lunch!
 

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