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The night goes by in silence. The spirit's keeping nearly everything away. Yet even fear can be overcome and as you wake the next day you find that some things are missing. Otherwise you are refreshed and renewed by the rest. The holder of the ring gate gets a surprise as a scroll flies out and hits the nearest person in the face with a WHACK.
Everyone roll 1d20 and 1d6
Those that try to get pass the flames find it to an unwise choice. They are violently thrown back by an unseen force while Brixana and those who joined her get the worst of it finding that dispite the cold the fire burns as normal. The winds howl and this time it starts to spin the night into slowly forming bodies around the Smithy. The sinister presence you picked up before has only grown stronger, an echo of laughter resounding on the wind.
1d6 ⇒ 6
2d6 ⇒ (5, 2) = 7
Perception DC 20:
The faces in the flames are smiling, beckoning you to come. They want you to stay and keep attempting to enter.
Perception DC 35:
Among the many faces you make out a lone small face of the elven spirit you found during the day. His face is uninterested as if he does not wish to be there but is simply along for the ride. You notice he seems almost asleep, his eyes barely open.
Everyone near the smithy takes 6 dmg and is thrown 10 ft. back. Those who attempted to enter also take 7 fire dmg. You have one round before the bodies are fully formed.
Blue flames spring to life inside the smithy nearly up to the ceiling. You feel no heat only a coldness coming off from it. It is clear a powerful force has risen. The figure that was with in the building before is no where to found, hidden by the flames or consumed by them.
Perception DC 20:
You can make out sinister faces in the flames. As if the dead are eager for you to come near them.
You sense black amusement, a feeling of being caught in an open lie or a foolish position washes over you. The world seems to fly forward in time before your eyes to the day. You see a pale blue glowing elven blacksmith with red hair tied back into a braid, lean muscles under his sleeveless leather jerkin go thru the motions of sword making. Dispite his trip to the pond for water and his hammering in his state he can effect nothing. The water is not drawn, the sword is not hammered, and the weapon is forever incomplete. Half finished for the past thousand years and more. The vision ends and your back in the night you left behind.
You are left with the impression that the spirit cares nothing for the conflict of the city. It's sole focus is the unfinished blade with in the smithy. The memory of past knowledge happens to come to you as well, the night empowers some other worldly powers. Their negitive aspects becoming more pronounced, turning even a gentle spirit violent.
Brixana's next channel causes the haunt's presence to disappear. But a moment later a howling wind comes thru the night and a distant sound is heard.
CLANK CLANK CLANK
It begins to grow coming from every direction.
CLANK CLANK CLANK
A few more moments pass and you pin point the source inside the smithy. You can make out a faintly pale blue glowing figure moving inside. Small flashes of red light coming from it as well, the scent of smoke and metal drifting your way from time to time.
HISSSSSSSSSSSSS SKREEEEEEEEEEEE SKREEEEEEEEEEE
You sense a massive presence with in the smithy that you did not sense before. As if what you have encountered so far is the mere tip of the blade. The spirit is too old, endured too long. You know that fighting it is not an option, you would not stand a chance. What you do sense is a lack of malice, it has no bloodlust. Spirits linger for a reason, like ghost some can not be destroyed only appeased. The question is how?
This cold is the work of a spirit, it draws on the life force. It's source is the will of the spirit that dwells here. Such things are known as huants and very hard to destroy once and for all. They can be temporarily supressed thru the use of positive energy. This particular huant will keep drawing life force as long as one remains in it's area of influence.
Brixana and Laele feel a sudden temperature drop but its too late. They feel the warmth of their bodies being sapped as their breath turns to vapor and their skin pales. You also note that nothing else is effected not even the plants at your feet.
Both make a Fort DC 11 save or take 1 Str dmg on top of the dmg.
Its a single story building. It is fairly open with a wide eight foot arch entrance and back that leads to the small dock. While you cant see most of the inside their are no windows or other apparent openings, besides the chimney that is.
Your currently in the middle of a fairly large main roadway. The area is mostly clear even off the road with nothing bigger then wild flowers and bushes. You can see the full might of the dense forest behind the building and a good distance slightly towards your left. As for rubble their is some behind you but nothing of greater then five or six feet which will improve your view little.
You finally make it to the deserted roadway where across lies the smithy. The smooth flat surface of the road is a welcome reprieve to your feet. Their is no sound, not even the whisper of wind as the empty shell of a building stands before you. It is a simple oviod building sitting next to a still pond, a miniature dock large enough for a person stretches a few feet across the pond to where a pole stands in the water, supporting a winch and bucket. A wide archway leads inside. Night is creeping as the day dies, their is no sign of life or anything for that matter. Only the forest plants that have grown over the whole city remain.
Night has fallen what are you going to do.
One more survival check and your at the forge. Sorry if that was not clear in my post, as for the forest being safe why would you think that. The only safe place is the base, sense you already know the way it does not take you as long getting back, but will still take a good amount of time unless you make use of the roads due to terrain.
The party moves out once more and the going is slow yet again. The hours creep by and evening is fast approaching yet as they get closer to their destination the sounds of life dim slowly into silence. They encounter nothing but by the look of the fading light, they will find the forge by starlight.
You can choose to keep going in which case I need another survival roll etc or turn back to the base.
Elrivor how did you get your current hp. Your base is 52 and you lose temp hp after an hour from that spell, not 7 hours. So with dmg and healing it should be 30 hp currently not 54 hp.
The party reacts as best it can. Elrivor manages a good swing that catches one of the bugs removing a few legs. While the Spider earns his name taking down two, one for each pair of claws tearing them apart. Zendross takes down one of his own, his hands hitting cracks in their shell like armor causing the wasp to explode from the inside out. While Laele's first arrow goes wide her luck does a complete turn the second landing thru the insects heart, a last parting shot finishes the one wounded by Elrivor. Else where Yasaen and Monty come charging into the battle, Yasaen tramples into one, Monty on the other hand misses completely as the large insects shy away from a natural enemy. None the less they attack once more regardless of their losses. Only two find their mark, this time upon the cleric and monk. The poison moving into their body attempting to slow it.
1d20 + 8 ⇒ (14) + 8 = 22 vs Elrivor AC 24
1d20 + 8 ⇒ (8) + 8 = 16 vs Elrivor AC 24
1d20 + 8 ⇒ (18) + 8 = 26 vs Brixana AC 24
1d20 + 8 ⇒ (5) + 8 = 13 vs Brixana AC 24
1d20 + 8 ⇒ (4) + 8 = 12 vs Zendross AC 24
1d20 + 8 ⇒ (20) + 8 = 28 vs Zendross AC 24
1d20 + 8 ⇒ (13) + 8 = 21 vs Zendross AC 24 (Confirm)
5 Giant Wasp are dead. Brixana takes 14 dmg and Zondross takes 13 dmg, both must make a Fort DC 18 save or take 1d2 Dex dmg. Round 2 PC's turn.
You want to bring that rule into the game. You are aware of the vital strike feats right. This rule screams abuse to me and if I allowed it odds are all of you would be dead if I rolled the right monster. So I am going to have to say no to this rule. Who's side are you on? xP
Anyways unless I state a optional rule there is no approval or denial of it, ask and I will give it the yea or nah. I try to stick with core rulewise, it has enough options as is I think. But I reserve the right of leeway. ;)
You can assume anything I confirm nothing. At least not without rolls. I will answer a few things, they attacked from above and the terrain is forest so expect tree's and brush but not so bad to mess with your movement or block line of sight at mid to close distance. Being 100 ft. back sadly does get tree's in the way a bit. ;)
These are Giant Wasp, a much larger version of the common insect. They are even encountered in the Darklands as such you know everything about them. Fairly weak alone only their poison a threat, in groups they can become dangerous such as this instance. Any defenseless victim will be taken away the moment they fall back to the nest as food.
Without a knowledge roll I cant really tell you much. But I can say they are fairly easy to know creatures even an untrained check would help. Also there are a total of 11 monsters, in the post it says "one short of a dozen (12)" so I guess you missed it. The reason some have +8 and others have +6 is due to flanking. Every two on the same target will grant each other flanking. It was a full round the dice just loved them on the init roll, so they went first and now you guys go.
Hoped that addressed everything.
The new larger group moves forward towards their intended location, yet again it is slow going with much work. Time creeping by with the sun moving over head then slightly down. During one patch of forest with great tree's surrounding you. You hear a creeping of sound that you ignored earlier with all the others of the living surface world. The buzzing had grown far to loud, just as suddenly a number of flying insects came down upon your group. The size of horses with yellow and black strips their stinger's the size of a sword they bear down on you. With a glance you manage to make out one short of a dozen. Nearly everyone is saved by their armor, mage, or grace. The magus Elrivor on the other hand was not only favored by the vermin but his ill luck allowed a number of stingers to find hs flesh. Poison pumping into his system.
1d20 + 8 ⇒ (10) + 8 = 18 vs Elrivor AC 18
1d20 + 6 ⇒ (19) + 6 = 25 vs Brang'el AC 28
1d20 + 8 ⇒ (8) + 8 = 16 vs Zendross AC 22
1d20 + 8 ⇒ (12) + 8 = 20 vs Elrivor AC 18
1d20 + 8 ⇒ (14) + 8 = 22 vs Elrivor AC 18
1d20 + 8 ⇒ (7) + 8 = 15 vs Brixana AC 24
1d20 + 6 ⇒ (12) + 6 = 18 vs Elrivor AC 18
1d20 + 8 ⇒ (6) + 8 = 14 vs Brixana AC 24
1d20 + 8 ⇒ (4) + 8 = 12 vs Zendross AC 22
1d20 + 6 ⇒ (19) + 6 = 25 vs Laele AC 27
1d20 + 6 ⇒ (15) + 6 = 21 vs Zendross AC 22
1d8 + 6 ⇒ (7) + 6 = 13
1d8 + 6 ⇒ (6) + 6 = 12
1d8 + 6 ⇒ (6) + 6 = 12
1d8 + 6 ⇒ (4) + 6 = 10
Elrivor takes 47 dmg and must make a Fort DC 18 save or take 1d2 Dex dmg. Round 1 PC's turn.
While the Wovirl does not require you to send back loot, you wont be able to carry it all. Selling loot to anyone else will be risky at best and deadly at worst. The nearest settlement is a all elf village, so is the second one, and the third one is at least a week's travel if you know where your going. Now when it comes to party member's and loot my advice would be to ask yourself if the "juice is worth the squeeze", that and who are you to claim all the loot when we all killed it. ;)
The reason for the ring gate is to allow you to send back daily reports as well as have access to the quartermaster. This way you dont have to keep returning to the base, get overloaded, or miss out on loot due to lack of room. In case anyone is unclear on that.
P.S. All merchants will normally buy loot at 50%, its a rule.