Waking up in the sewers
Your entire body aches, never before have you felt such an all-encompassing body pain. You rise up on your elbows and look around, finding yourself in a dry room, but undoubtly in the sewers, laying on a stained matress. You see your other companions, laying on similar mattresses, their bodies stripped of most of their clothing, lain beside them, and wrapped in bandages and poultices. Several ratfolk scurry across the room, a pair of ratfolk closet to you are moving in bundles of straw, one has a severe limp caused by a club foot, while the other appears to have an unsightly growth of a tumor along the left side of his face, and eye.
"Ahh, you awaken. Sorry if we disturbed your recovery, good lords. We moved as quietly as we could. Should we fetch Kubi with you? She is busy with preparations, but I'm certain she'll make time for you."
Kubi arrives, looking a bit less meek than when you first met her in the alleyway of The Little Uskwood.
"Strange timing you have - on the eve we plan to make good on our promise to aid you, you crash down into our warrens, and we have to pull you from the rubble and out of death's grasp. Strange timing indeed. I apologize for your friend of orcish descent, he did not survive the collapse. The injuries to his body were...incompatible with life."
"The swarm moon waxes full, and our power rises to a full crescendo. With no enemies in our home, we would turn our wrath on this Glorious Reclamation, as they would confine us to the sewers. Our time is short, but I beg for you to share with me the cause of the sword towers collapse on your group."
"A remarkable tale for remarkable people. Not to be dismissive, but we have only a few hours before dawn, and much to do. In a few minutes, our lesser kin will emerge topside in massive swarns to steal away food, destroy property, and terrorize the citizens of Kantaria. We will do no more permanent damage than absolute neccesary, but they must be reminded that the ratfolk are not to be slighted so severely. Should you find yourself able to recover, you may find this an opportune time to free the loyalist from the prison camp. We can provide safe access into the area where the humans are being held prisoners.
Naikopolus Manor should also be accessible with many fewer guards. The Mage who resides there has put numerous magical wards up, and will surely be aware of your arrival.
Beneath Hardship's Hearth
Naikopolus Manor should also be accessible with many fewer guards. The Mage who resides there has put numerous magical wards up, and will surely be aware of your arrival.
Beneath Hardship's Hearth
Nikki the Hood
"This way, and please move swiftly. There is much vengeance to be had above, and I would hate to miss out on my chance at fun. Nevermind the Otyugh's you may see - they work for us and will not harm anyone they know to be our allies."
"That hole leads to the privies of the structures that the prisoners are kept in. You'll have to break through the wooden shittersitters to get in there. I'll wait for one hour, and not a moment longer for you to do whatever it is you have to do, but then I must leave with or without you. Make it back in time, and I can lead you to the Narikopolus manor."
"That hole leads to the privies of the structures that the prisoners are kept in. You'll have to break through the wooden shittersitters to get in there. I'll wait for one hour, and not a moment longer for you to do whatever it is you have to do, but then I must leave with or without you. Make it back in time, and I can lead you to the Narikopolus manor."
Inside, you find a mass of prisoners
(40 Soldiers, 30 Thrune Loyalists, The five Carrows (Amycus, the father and former soldier, Alecto the Mother and trained fencer, Bernard, the youngest morningstar wielding magus, Ralphio, the crossbowman and middle brother, and Hectate, the serious and stern older brother and warpriest of Asmodeus.
Amycus steps forward, "We knew you'd make it here - somehow. We've been kept in the dark these last few weeks, but we knew that unless you were leading an army, there was no way for you, or for us, to deal with the sheer number of guards they had in place here. Over the last few days though, guards have been being pulled out of the camp, and tonight, the place is scarcely guarded. We've heard lots of screaming coming from outside the walls - I guess you had something to do with that?"
The main defenses we'll have to deal with are the four towers. They usually keep three bowmen in there, but cut down to two recently. I do not know how many are in there for certain. Unless they had good reason, the warden, a monk named Jalila with tatooed skin will be on the grounds, accompanied by two angels with the heads of mutts.She rarely goes anywhere without them. Any other guards will probably be sleeping or on foot in the yard. We have 40 soldiers here, 15 who we have armed. The rest will have to make do with rocks and whatever else we have laying around. The nobles and other loyalists won't be much use, but every fist helps.
(40 Soldiers, 30 Thrune Loyalists, The five Carrows (Amycus, the father and former soldier, Alecto the Mother and trained fencer, Bernard, the youngest morningstar wielding magus, Ralphio, the crossbowman and middle brother, and Hectate, the serious and stern older brother and warpriest of Asmodeus.
Amycus steps forward, "We knew you'd make it here - somehow. We've been kept in the dark these last few weeks, but we knew that unless you were leading an army, there was no way for you, or for us, to deal with the sheer number of guards they had in place here. Over the last few days though, guards have been being pulled out of the camp, and tonight, the place is scarcely guarded. We've heard lots of screaming coming from outside the walls - I guess you had something to do with that?"
The main defenses we'll have to deal with are the four towers. They usually keep three bowmen in there, but cut down to two recently. I do not know how many are in there for certain. Unless they had good reason, the warden, a monk named Jalila with tatooed skin will be on the grounds, accompanied by two angels with the heads of mutts.She rarely goes anywhere without them. Any other guards will probably be sleeping or on foot in the yard. We have 40 soldiers here, 15 who we have armed. The rest will have to make do with rocks and whatever else we have laying around. The nobles and other loyalists won't be much use, but every fist helps.
Jalila HadjaraHP:???
AC:25 (+2 Natural, +4 Wisdom, +4 Dodge, +1 Dodge, +1 Insight, +3 Boss)
AC:25 (+2 Natural, +4 Wisdom, +4 Dodge, +1 Dodge, +1 Insight, +3 Boss)
F:+10 W:+11 R:LOL
Unarmed Strike (+11)1D10+3
F.O.B. +10/+10/+6/+6Stunning Fist: 6 times daily, DC 16
Archon Style: This grants any adjacent allies a +2 dodge bonus to AC against that opponent’s next melee attack (as long as that attack comes before the beginning of your next turn). The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability. It is a move action to use this ability.
Once per round while using Archon Style, when you have at least one hand free, Jalila can divert one melee weapon attack that would have struck an adjacent archon ally and take the blow in your ally’s stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed. You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.
Unarmed Strike (+11)1D10+3
F.O.B. +10/+10/+6/+6Stunning Fist: 6 times daily, DC 16
Archon Style: This grants any adjacent allies a +2 dodge bonus to AC against that opponent’s next melee attack (as long as that attack comes before the beginning of your next turn). The dodge bonus persists even if your allies move away from you, but still only applies against attacks made by the opponent that you designated upon first using this ability. It is a move action to use this ability.
Once per round while using Archon Style, when you have at least one hand free, Jalila can divert one melee weapon attack that would have struck an adjacent archon ally and take the blow in your ally’s stead, using your own AC to determine whether the attack hits you. Whether or not a diverted attack actually hits you, the ally you protected can make an attack of opportunity against the diverted opponent. You expend no action to divert the attack, but you must be aware of it and must not be flat-footed. You must declare that you are using this feat after your opponent has declared the target of its melee attack but before it makes its attack roll.
When Jalila diverts an attack to herself and actually suffers damage, any allies threatening the PCs get a free A.o.O. against the diverted opponent.
Hound Archon / Monk 1
HP:55
AC:23 (+2 Wisdom, +9 Natural, +2 Deflection)
DR:10/Evil
F:+12 R:+9 W:+9
Unarmed Strike: (+9)1D6+3Bite (+9)1D8+3
Stunning Fists:4x daily, Fort DC 14
Paired Opportunist: +4 on A.o.O. vs shared threatsSnapping Flank - While flanking, swift action to get a bite attack
Improved Greater Fortitude.
Equipment: Belt of Giant Strength and Constitution +2
Hound Archon / Monk 1
HP:55
AC:23 (+2 Wisdom, +9 Natural, +2 Deflection)
DR:10/Evil
F:+12 R:+9 W:+9
Unarmed Strike: (+9)1D6+3Bite (+9)1D8+3
Stunning Fists:4x daily, Fort DC 14
Paired Opportunist: +4 on A.o.O. vs shared threatsSnapping Flank - While flanking, swift action to get a bite attack
Improved Greater Fortitude.
Equipment: Belt of Giant Strength and Constitution +2
Narikopolous Manor
F9-Where Zaine keeps many of the acquired items, this is where they will first encounter him. He will animate a number of items before teleporting out of the room. During this fight, Bargle the Demonic appears.
Loot:Nightmare Boots, Infernal Cord, Skullcrusher Gauntlets, Rod of Minor Curses, Fiend's Relief, Brimstone Barbazu, Chest of Epic Loots Type 2 - Item not exceeding 18,000 GP., Lichead
F3- The Grodair fight takes place here, with the creature magically leaving it's tank encompassed in an orb of water.
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