Post by reefwood on May 3, 2011 13:23:28 GMT -5
Putting the Dead to Rest
Recap
Day 74
6:00am - Brion and Nim wakes up and prep spells.
7:00 am - Nim successfully fabricates Large mithral full-plate and Large masterwork armor spikes. Brion casts greater scrying (14 hr) on Prince Harloom and sees that his in curled up unconscious inside a burlap container that is bobbing up and down. Then, Brion casts wind walk (14 hr) on Brion, Garm, Nim, Skeletor, Ghoul, and the squad flies northwest to Longtree (25 mi @ 18 mi/hr) while 500 ft above the ground.
8:30am – The squad reaches Longtree and investigates while hovering over the desolate town. Bodies still line the street, but there is no sign on movement. Across the plains, however, scattered figures in the distance seem to meander aimlessly. The squad moves toward the grove and spots a pair of larger figures moving in a straight line also toward the grove but from a more westerly direction. They decide to land between the larger pair and the grove.
8:45am – Upon landing, Nim casts a phantom steed for Brion and Garm as well as a greater phantom steed for Skeletor and Ghoul (14 hrs). Garm rides ahead to get a better look at the larger pair. He attempts to approach them from the side, but they alter course to turn toward him, so Garm resumes his original approach. Eventually, Garm can make out that the first figure is a Large humanoid with straps criss-crossing across his chest, and the one behind is actually two figures: a Medium humanoid on a Large mount. All seem to be wearing armor. Not wishing to move any closer by himself, Garm reports back to the squad.
9:00am – The pair comes within shouting distance of the squad but do not respond to Brion's call until his words become more threatening. The rider turns out to be Sir James, once thought dead but who now claims to be better than dead, atop an armored horse with a zombie ogre leading the way. As he approaches, everyone can see an open slit across his blood-stained neck, and the straps on the ogre are actually ropes tied to a burlap sack on its back. After some conversation, the squad agrees to let Sir James take them into the grove to meet the Keeper.
9:30am – Before reaching the grove, Brion turns on Sir James. The battle is short-lived, but Sir James is able to destroy the phantom steeds of Brion and Garm before he is destroyed, but Nim uses command undead to take control of the zombie ogre with an unusual bite attack and the seemingly intelligent zombie horse. Prince Harloom is foundin the burlap sack. Unconscious and immediately terrified when revived admist a cadre of undead and hellish horrors. Brion is able to calm him down, or at least, quiet him. Meanwhile, Nim inspects the magic items on Sir James, and then, the necromancer teleports Prince Harloom to Verdas and updates General Shaw.
9:45am – When Nim returns, the squad continues to the grove with the zombie ogre and horse. Zombies are slowly encroaching on their position but quickly fall behind once the squad moves on.
9:50am – Several fast zombies emerge from the edge of the grove. Skeletor makes short work of them, but Garm and Brion have a harder time squaring off against another Nemedoran that has sided with the undead: the warforged Crow. Once the threat is neutralized, the squad pushes northeast into the grove.
11:10am – Garm hears the giggle of a young child to the southeast. He teleports in that direction and find a red ribbon tangled in a bush. Nim directs an Erinyes to take the ribbon, and another sound is heard - the brief sobbing of a young child - this time to the south. The squad changes direction again, and the zombie horse that Brion is riding almost falls into an overgrown hole in the ground. As the squad passes around the hole, the sound of a small *splash* followed by a *drip...drip...drip* comes from the hole. Garm clears the overgrown brush and hears moaning from below. The hole drops to a slope that slides down to an edge that drops into a cavern full of zombies. Further investigation reveals a ledge at one end of the slope that leads to a tunnel. Etched into the rock above the tunnel opening is a tiny scythe – the weapon of choice for followers of Urgathoa (goddess of gluttony, disease, undeath). The squad enters the tunnel. It twists and turns and branches off several times which leads to numerous loops and dead ends.
11:30am – The tunnel finally opens up into another cavern. Garm detects a faint evil filling the area and strong evil emanating from a tall pile of muck in one corner. Nim detects strong necromancy also coming from the pile of muck. Then, he places his hands on it in an attempt to glean more about the magic. The muck is sticky and dry, but his fingers plunge into a softer, moist layer underneath until stopping at a hard, solid core. A wave of intense pain immediately jolts Nim. He maintains his concentration, but another wave follows, and the third wave is too much for the necromancer. Just as he was about to possibly learn something, his detection spell fizzles.
The officers debate on how to proceed, but before long, a voice echoes from an unchecked tunnel. It claims to be the Keeper and favors the idea of Nim giving himself to Her. Words are exchanged for some time, but eventually, the Keeper opts for a more heavy-handed form of persuasion. Nim summons monsters, but the first devil flees from the Keeper, and Nim's second summon is somehow counterspelled. Meanwhile, Garm and Brion press forward to deal mighty blows with sword and spell against the Keeper – a cloak-covered humanoid donning armor and shield with the flesh rotting on his face and hands. Nim strikes the finally blow, however, by completely disintegrating the Keeper.
Garm searches the tunnel from which the Keeper emerged and comes across ten zombies that he easily dispatches. The tunnel ends in a small cavern that is covered in strange depictions and writings. There are also three tomes sitting on top of a pile of large stones. Nim joins Garm to inspect the walls. The writing is in Orc and appears to be the rantings and ravings of a madman. The depictions are mainly tied to Urgathoa but a few are tied to Pharasma (goddess of fate, death, prophecy, birth) and Norgorber (god of greed, secrets, poison, murder). Nim takes the tomes and attempts to again identify the pile of muck. First, however, Brion washes it clean which reveals a headstone underneath the muck. Etchings on one side depict humanoid figures crawling out of the ground, and the other side shows them devouring other humanoids. An inscription written in Infernal runs along the top and reads, “The Princess steals life with a touch and renews it in spilled blood.” And this time, with Brion and Garm helping to keep Nim alive, the necromancer discovers the power of the headstone.
11:40am – Finally, Nim prepares a magic cirlce and casts planar binding on an Erinyes, but the devil resists capture.
12:00pm – The squad considers how to proceed...
Active Spells:
Wind Walk expires at 9:00pm
Greater Phantom Steed expires at 10:45pm
Command Undead spell cast on zombie ogre and horse at 9:30am
[OOC: Good job last night! I am going to post a recap eventually, but it seems like there are still some potentially major things to accomplish online, so I wanted to set this up for players to continue before memory started to fade.
Things left off at noon (12pm), and you are expected to be rested & ready for duty by 6am the next day, so that gives Brion 10 hrs of non-sleep time and Nim 16 hrs of non-sleep time. The squad is still underground right now and deciding how to proceed. Skeletor is holding the “Zombie Headstone” that weighs 500 lbs.
Zombie Headstone
Auras: strong necromancy [death], strong enchantment (compulsion) [language-dependent, mind-affecting], moderate necromancy [evil], faint enchantment (compulsion) [mind-affecting]
Activation: The Headstone is activated by sacrificing a living creature (via coup de grace) and spilling its blood onto the Headstone at midnight. The headstone remains active for 24 hours per HD of the sacrifice.
Effect: The range of the Headstone is equal to 1 mile per HD of the sacrifice, and the following effects occur upon activation and every following midnight that the Headstone remains active.
- Every living creature with HD equal to or less than the sacrifice must make a Will save (DC 19) or fall under an effect similar to the geas spell that draws them toward the Headstone for as long as it remains active.
- Every living creature in range with more HD but no more than double the HD of the sacrifice must make a Will save (DC 19) or fall unconscious until dawn.
- Every living creature with more than double the HD of the sacrifice is unaffected by this effect.
- Every dead creature in range with HD equal to or less than the sacrifice rises as a free-willed zombie. If the sacrifice had 4 HD or more, the zombies gain up to 1 random zombie variant per 4 HD of the sacrifice.
- The sacrifice rises as a free-willed advanced zombie lord on the following midnight with up to 1 random zombie variant per 4 HD of its living form.
- Living or dead creatures with more than 20 HD are unaffected by these activation effects, nor can it create a zombie with more than 20 HD.
Additionally, any living creature that touches the Headstone, even when it is not active, is subject to a slay living spell (12d6+15 damage or Fort DC 18 for 3d6+15) for each round that it is in contact with the Headstone. Creatures killed this way rise as advanced zombies (20 HD max) on the following midnight only if the Headstone is active. If active, and the sacrifice had 4 HD or more, these zombies gain up to 1 random zombie variant per 4 HD of the sacrifice.
* * * * * * *
Okay, so the quick & dirty of the sacrificed creature is that it gains the advanced template (CR +1) and the zombie lord template (CR +1 for humans). Additionally, sacrificng Nim would provide 3 random zombie variants. The zombie variants in the Bestiary do not add to CR, but some of the other ones I have available do add CR +1.
CR is designed to measure the difficulty of challenges for the PCs, and these challenges are usually just faced once, so even though a monster may have several abilities and items, it may only get to use a few of them in a single, short-lived combat. Whereas, playing a monster that you can use over and over again means that you will get much more use out of its abilities and items, which is why some monsters have a higher “player level” than monster CR. A Hound Archon is CR 4, but it counts as Level 7 cohort, and the Skeletal Champion example is CR 2, but it counts as Level 6 cohort.
D&D 3.5 handled this with Level Adjustment (LA) to determine Effective Character Level (LA). Pathfinder has a little section in the back of the Bestiary (Monsters As PCs) that says regular PCs should have at least as many levels as the CR of a monster PC to start out, but then, their monster levels will start to lag and not be as awesome as PC levels, so they actually speed up level progression after starting (3 PC levels for every 2 by the regular PCs), and eventually, they just gain them at the same rate.
What this all means is... that turning into an advanced zombie lord increases CR by 2, and the random zombie variants could increase it further. Nim is at Level 14 and sacrificing himself would turn raise him to at least Level 16. Therefore, the next two times (or more) that he can gain a level, he has to spend his APs to progress but will not actually gain a level, but he will still receive a reward package. Essentially, he has to earn enough levels to warrant his increased Level 16 (or higher), and this will also give the other PCs a chance to catch up. Nim would still obtain rewards as normal, but he could not take another Wizard level until at least Level 17 (or higher if the random zombie variants bump the CR even higher). I'm not sure if War Stories will go much beyond that, but if it does, he may gain another level here and there at a faster rate than the PCs... I don't yet fully understand how that equation works, and Nim may already have enough class levels that he is well beyond the "catch up" rate and will just gain levels normally after Level 17, but I'll figure out the answer soon.
So, what is an advanced zombie lord? The advanced template increases all ability scores by +4 and increases natural armor by +2. The zombie lord template uses the regular Zombie template for AC, base save bonuses, speed, melee attacks, base attack bonus, and damage reduction, but it uses the Skeletal Champion template for HD (+2 racial HD), skills (ranks gained = 4 +Int mod x2 racial HD), and ability scores, and it also gains channel resistance +4 and Toughness as a bonus feat, but it does not gain the staggered special quality. Additionally, the random zombie variants will further adjust stats. For example, the Fast Zombie template adds +2 Dex and removes DR 5/slashing (as well as other changes).
Anyway, go ahead and figure out what you want to do about the Zombie Headstone, if anything, and then, we can get to base building once Brion reports to the general.
Again, it is 12pm with the squad underground, and another thing that you may want to keep in mind is that a Nemedoran battalion is heading this way to wipe out the zombie threat, and they are expected to arrive by mid-afternoon.
Mission Score
Sir James, Crow, Keeper = 40 pt
Zombies = 5 pt
Solving the Mystery = 25 pt
Total = 70 pt for a Fair rating (2 AP)
Much like the last side quest, this one has a low total because it was not intended to advance you much.
Spoils
Unlike the last side quest, the main aim of this one was not to get stuff (i.e. skeletons or staff), nor did I want the baddies to have an uber weapon that might kill you too easily since this is just a side quest. Plus, it didn't make sense storywise for these baddies to be too powerful anyway. So instead, they were mostly equipped with utility items that might give you or your minions a boost but nothing over the top. And it seems like everything was collected and dispersed and exchanged as we went along, so there's no need to relist everything here. But if there are items taken but not used, you can list them here for Sahme to check out.
EDIT: Magic spoils are listed below. Aside from the armor and shields, and maybe the charisma headband, I believe everything has been put on character sheets already, so the rest of the items are not actually available.
Sir James
+2 Breastplate (30 lb)
+2 H.S. Shield (15 lb)
Headband of inspired wisdom +2 (1 lb)
Belt of giant strength +1 (1 lb)
Cloak of resistance +1 (1 lb)
Wand of cure light wounds x21 ch (CL 1: 1d8+1)
Wand of sanctuary x3 ch (CL 1: 1 rd)
Wand of searing light x10 ch (CL 10: ranged touch for 5d8 damage or 10d6 vs undead or 10d8 vs undead vulnerable to bright light)
Crow
+2 Guisarme (12 lb)
Amulet of natural armor +2
Ring of protection +2
Cloak of resistance +2 (1 lb)
Headband of alluring charisma +2 (1 lb)
Belt of incredible dexterity +1 (1 lb)
The Keeper
+2 Breastplate (30 lb)
+2 Buckler (5 lb)
Amulet of natural armor +1
Ring of protection +1
Cloak of resistance +2 (1 lb)
Belt of dexterity +1 (1 lb)
Wand of halt undead (CL 5: Will DC 14 negates & SR, 150 ft, 5 rd)
Potion of inflict moderate wounds (CL 5: 2d8+5 negative energy)
Potion of inflict moderate wounds (CL 5: 2d8+5 negative energy)
Onyx x5 (100 gp each)
Income
No income for Brion or Nim this day cos that's just how side quests work, but I will add 1 extra day for Sahme after the next mission's income.]