IndyPendant's Sunless Citadel

IndyPendant said:
Jerek is already partway down the hole, with Ydyr just starting after him, when Heirmund translates Jair's question. They find that Durnn was being truthful about the climb at least; while the plants are unpleasant to the touch, almost slimey, they are at least as easy to climb as a knotted rope would have been--perhaps easier. And the sickly glow they give off, while horribly unnatural, is easily enough to see by.

Durnn smiles again--you're really coming to hate that grin--and says "Our bargain did not include information. Or light!" he adds, as Lehko moves to grab one. "You will leave us with only what you have brought here. And without the prisoners." Kuma silently moves to the edge of the pit, read to follow after Ydyr once there's room.

Durnn hesitates, then seems unable to restrain his glee in saying "I will tell you this: feeding the Gulthias Tree is the reason Belak has need of regular prisoners--and why we would have tried to take you alive had you been foolish enough to fight us. It would have been the worse fate. But you will find out soon enough about the Gulthias Tree!" He laughs. Menacingly. And the rest of his tribe laugh raucously with him. He raises his arm abruptly and, still smiling, asks "Tell me, Jair Feyfriend, how do you plan to get your animal down the pit? Will you sling it over your shoulder? Or can it climb like a monkey?"

As Heirmund translates Durnn's words Jair looks pensive and mutters "What is that maniac up to, sacrificing to a tree?" when the smiling hobogoblin's final words are translated Jair returns the hobgoblin's smile and laughs. "A monkey wolf that is a good one. No, simply a druidically powered war hound potent enough to take down a dragon. Tell him I heard hobgoblins live by a warrior code and I respect such honorable martial peoples. The kobolds said your people were sickening and dying. If there is an affliction on your people do not trust in the Outcast, he is twisted and offers nothing healthy. True druidic arts include healing lore in addition to spirit mastery, harnessing the might of nature, and other powers. Think about if there is anything you would want from a true druid and we shall talk again when my party returns. Much as my warhound longs to rip out the throats of enemies, I am glad to see you recognize the enemies your people face and we could come to an honorable agreement."
 

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With Terrek soon to be lowered down above them, Ydyr decides to hang and carefully drop to the earth below, while Jerek and Lehko hang on up above and wait to see what happens. The earth here is almost...mucky, and stains the hands slightly. The walls of this large cavern are covered with moss and fungus--the source of the sickly light, and probably within the tunnel above as well. Some sickly-looking plants and saplings grow in the moist earth. However, it is the two figures that command his attention. They are shovelling earth into a wheelbarrow. Or...they were.

As Ydyr watches, they turn to face him--and he is startled to see that only snippets of flesh remain adhered to spots on their skulls, all he can see at first of their cloaked figures. Dropping their shovels, the skeletons raise their talon-like fingers, obviously intending to attack him!

((Initiative: Lehko/22; Kuma/19; Terrek/15; Heirmund/14; Ydyr/9; Jair/9; Skeletons/6; Jerek/6.))

((Ydyr is standing 40' from the two skeletons. Lehko and Jerek are hanging to the vines 10' above him. They can carefully hang and then drop as a full-round action without taking damage by making a DC 5 Jump check. Or, they can try to make a DC 15 jump check and jump down as a move action. In either case, a failed roll means the character takes 1d6 falling damage, and a character without ranks in jump will fall prone unless they beat the DC by 5 or more. Note that no one except Ydyr can see the figures or knows anything is wrong quite yet, as Lehko and Jerek have at most a 20'-radius view of the room below them due to their position in the pit; however, Ydyr can easily call out a warning if he wishes.))

((Terrek is currently 10' above Lehko and Jerek, and being slowly lowered by Kuma and Jair while Heirmund looks down the pit and guides them. Once Lehko and Jerek are out of the way, Terrek can be safely lowered as a full-round action--but he will still be stuck in the harness.))

((The pit is 80' from the upper room's floor to the lower room's ceiling. Kuma, Jair, and Heirmund, at the top of the pit, only have a line of sight to a 10'-diameter square of the room below.))

((Jerek, please hold your action until I post the skeleton's action. I'll have the next round of posts start with your action, since the skeletons very nearly go last.))
 

Double-post:

Lehko slides, hangs out as far as he can and falls, landing in a three-point crouch. He raises a look of disgust on his face, "Just like home, except for the sli- woah! Trouble!" He raises his hands, preparing to fight.
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OR
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Lehko hears Ydyr's cry and snaps a glance at Jerek, not waiting for response or understanding. He slides down as far down as he can go, and releases his hold, attmepting to roll with the fall. Coming back up on his feet, he raises his hands in front of him in an 'X', and sweeps them out, releasing a low, gutteral shout thata ccompanies the wave of force flying from his finger tips. ((Force-wave, whichever is the better target at the moment.))
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((Of course Both scenarios assume I don't totally blow the roll. In that case, I make a wet thumpy noise as my ankle goes out from under me, I suppose.))
 



Ydyr calls out a warning to you all, although he doesn't give any details. Lehko responds by simply letting go of the vines and dropping lithely to the surface below, landing beside Ydyr in a slight crouch and already casting a spell. The wave of force ripples outward to strike the skeleton, but it manages to resist the full force of the blow. Ydyr decides to be ready to strike when the skeletons approach him, and he quickly lashes out at the one Lehko struck when they move at him, crushing its ribs and almost--but not quite--destroying it completely.

((Lehko's Jump check: 19+1=20. Skeleton's save: 18. Ydyr's attack: 19+2=21. Damage: 4+0=4.))

The skeletons then attack, both of them clawing at Ydyr. One of their claws strikes Ydyr a tearing wound down one arm, but he manages to dodge the other swipe. Ydyr and Lehko are startled to see two of the saplings in this strange room uproot themselves, animate, and suddenly charge them. They're twig blights! In moments they are within range, one each attacking Lehko and Ydyr. Ydyr manages to avoid the jagged ends of their claw-like limbs, but Lehko cannot, and as it rips a shallow gash along his stomach, Lehko can feel some of the creature's vile sap coursing through his veins!

((Skeletons' attacks: 16, 11. Damage: 2. Twig Blights' attacks: 13, 11. Damage: 1. Lehko's Fort save: 11+0=11. Poison damage: 1.))

Heirmund holds up a hand for Kuma and Jair to wait before lowering Terrek, until Jerek is also clear of the pit, and all three at the top wait. Durnn continues to taunt you, saying "Your companions. They are having troubles?" The tribe laughs again. Nastily. Some of the goblins raise their spears and move forward, obviously intending to take advantage of the situation--but Durnn, somewhat surprisingly, forestalls them. "No. A deal was struck. Their prisoners, for safe passage down the pit. So, let the fools go down. Into the pit. But just in case they decide to to break their bargain...Grenl. Close the door."

You are really coming to hate that grin...

((I'm going to have Heirmund, Kuma, and Jair delay their actions to go after Jerek. If Jerek clears the way, Kuma and Jair can then lower Terrek to the ground as a full-round action, and Heirmund can begin climbing down. So, with that in mind...))

((New init order: Lehko/22; Terrek/15; Ydyr; Twig Blights/7; Skeletons/6; Jerek/6; Kuma; Jair; Heirmund. It is currently Jerek's action.))
 

Jerek shouts, "Look out below!" He drops down to join the others, trying to move into a good position to attack.

[OOC: Dropping down like Lehko did. Tumble +7, then move to flank one of the bad guys. No weapon drawn since I don't have quick draw and don't have a +1 BAB. I'll have to draw it next round.]
 


Jerek follows Lehko's lead and drops to the ground below--but he lands badly, and desperately turns the fall into a quick roll. He ends up lying on the floor on his back--but at least he's unhurt. Slightly off to one side of the battle, he's also able to regain his feet without risk, although he's now got the floor's grime all over him.

((Jerek's jump check: 8+0=8. Tumble check: 10+7=17.))

The pit finally clear, Kuma and Jair lower Terrek to the ground behind Lehko and release the rope. Heirmund immediately begins climbing down, although if he goes slowly and carefully the battle will be long over by the time he gets there. Meanwhile, Jair and Kuma vaguely register one of the goblins shutting the door you all came through.

Lehko takes a step back and targets the badly damaged skeleton with another wave of pure force, and smashes it to pieces, the shattered bones flung away so hard some of them strike the far wall of the chamber. Terrek struggles forward, hampered by the harness he's in and the rope it trails, but still attacking one of the twig blights. He rips into it with his powerful jaws, tearing it apart into sickly kindling. Ydyr lashes out at the remaining skeleton with a quick flurry, and manages to strike a glancing blow which leaves a small crack in its arm.

((Skeleton's fort save: 4. Damage: 4+1=5. Str check...n/a. : ) Terrek's attack: 16+3-2=17. Damage: 5+3-2=6. Ydyr's attacks: 18+0=18, 12+0=12. Damage: 1+0=1.))

The remaining skeleton and twig blight attack, both of them on Ydyr. The skeleton can't quite anticipate Ydyr's dextrous weaving, but the twig blight gets in a lucky strike, raking its envenomed claws down Ydyr's back, injecting its sap-like poison into his veins...

((Skeleton's attacks: 11, 15. Twig blight's attacks:19, 1. Damage: 2. Ydyr's fort save: 3+3=6. Ydyr takes an additional point of poison damage. He is now at 1 hp.))

((The DC to climb down is 0--an autosuccess for Kuma and Heirmund. That's at 1/4 speed, however. You can climb at 1/2 speed by making a DC 5 climb check if you wish--but you risk a slim chance of falling. Terrek will take a -2 penalty to all rolls and act as if heavily encumbered while in the harness; while anyone can remove it, doing so takes a full-round action that provokes AoO's. Note that only Ydyr is currently in melee, however.))
 

Jerek springs toward Terrek, drawing his sword. He swipes the blade through the rope trailing from the big dog's harness, to prevent his being hampered by it any further.

[OOC: Let's see...Twig Blights and Skeletons. Me with a short sword...Guess I'll help the dog! :) I'm assuming the -2 was from the harness/rope so I'll do what I can to alleviate that.]
 

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