Looking around at the room, it became clear that there were only two ways to go, with stairs leading downwards on both the left and right sides of the room. A flip of the coin, and it was decided that we would head down the stairs to the left, first. That agreed with Frostmane’s nose, which stated that there were fewer wolf scents that way.
We were cautious moving forward, in part because the stairs, while sized normally for a human, were constricting for Frostmane. He could manage to get through easily enough, but he would be helpless if it came to actual fighting on the stairway. There was also some worry about traps, given that we had already seen two traps. It was just common sense to expect more.
That was why Siora led the way, with me following on her heels, Vestele behind me, followed by our charmed werewolf, and with Frostmane in the rear. It wasn’t our preferred way to do things, but it was better than if Frostmane was in front, and we suddenly found ourselves unable to fight effectively. Clearly, this place was made for people, not wolves.
The room we found ourselves in was small, only fifteen feet by twenty-five, and seemed to exist only to serve as a choke point before passing through a narrow passage, to a room beyond. However, a grey smoke kept us from seeing anything in detail past the start of the hallway.
Above the archway were words carved into the stone, in the Abyssal tongue. When translated, it read, “Dark of thought and dark of deed, you may pass if you have need. But those who do not have true Hunter’s blood are not welcome here. Prove your blood, or offer it to the Lord of the Hunt, and be judged.”
Siora’s Search check: 1d20+18 = 27 (Fail)
Siora’s Knowledge (Arcane) check: 1d20+13 = 17 (Fail)
Siora sighed, and said, “It is a riddle, though not a terribly obtuse one. Still, something like this would prove a significant obstacle to a party more hidebound by morality than we are.” She looked back at the arch, and then turned to face us. “I can tell that it is a warding of some kind, and not a trap in the strictest sense. However, that does not mean it is safe.”
Siora’s Bluff Check: 1d20+11 = 23
Charmed Werewolf’s Sense Motive check: 1d20 = 1 (Fail)
We looked at each other, and then at the charmed werewolf we had brought along. Siora nodded, and then smiled at the werewolf she had charmed. “Ah, my friend, it is so good that you are with us. This archway appears to be warded against any not of the ‘Hunter’s Blood’. Clearly, that means a werewolf must be the first to pass under it, to open the way for others to follow. Won’t you pretty please do this for us?”
The wolfman thought for a moment, and then visibly perked up, standing as tall as it could, and showing off its teeth and claws. It seemed that men never change, even when they’re monsters. Get a pretty woman to bat her eyes at them and ask them please, and there’s no limit to what they’ll do in an order to impress them.
Glyph of Warding: 8d8 = 37 (Sonic)
Charmed Werewolf’s REF save: 1d20+6 = 17 (Success, half damage) (Dead)
Unfortunately for the werewolf, the archway did pretty much exactly as we feared, as the grey mist exploded outwards, shredding the wolf’s flesh. Thankfully, we were all just out of the radius of the blast. I don’t think that would have been a fun experience.
Clapping brought our attention away from the chunks of werewolf on the ground, and to the far end of the hallway. Now, we could see into the room beyond. Green lines glowed on the floor, no doubt some other array designed to protect the secrets of this place. Beyond it, upon an ornate and comfortable-looking wooden chair, was a man dressed not unlike the ‘Huntress’ we’d fought before, but this one’s armor looked significantly better. And then he began to speak, in a strong voice.
“Excellent! Most excellent, indeed! Such a perfect disregard for the welfare of the helpless rabble you recruited to be an expendable pawn truly touches my heart. In fact, I am almost of a mind to allow you to live, because of that.”
He chuckled darkly, and then said, “I’ll tell you what. If you turn and run away now, then I’ll give you until dawn before I begin the hunt. Otherwise, you shall face Jasper Bloodfang, Huntcaller of Malar!” He rose from his throne, and shouldered the crossbow that lay ready across his lap. “Now, what shall it be?”
I could feel the others tensing, ready to launch themselves at the priest. Locking eyes with the Huntcaller, I said, “Go to hell, and take your fleabitten runts with you. Maybe there they’ll at least be worthy chew toys, rather than just eyesores.”
“So be it.”
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Initiatives:
Frostmane
Melinda
Siora
Vestele
Huntcaller
Fireball Trap: 8d6 = 25 (Fire)
Frostmane’s Ref Save: 1d20+9 = 17 (Success, Half Damage)
Melinda’s Ref Save: 1d20+15 = 33 (Success, Half Damage)
Siora’s Ref Save: 1d20+8 = 22 (Success, Half Damage)
The narrative has been illicitly obtained; should you discover it on Amazon, report the violation.
Vestele’s Ref Save: 1d20+6 = 19 (Success, Half Damage)
Poison Wall Spike Trap’s attack (Frostmane): 1d20+16 = 21 (Miss)
Frostmane’s Breath Weapon: 4d6 = 10 (Cold)
Recharge: 1d4 = 2 rounds
Huntcaller’s Ref Save: 1d20+8 = 16 (Fail)
Frostmane was quicker than the rest of us, unfortunately. As he began squeezing through the narrow hallway, a fireball erupted where he stepped, burning all of us. A second later, as the wolf continued forward, spikes sprang out from the wall to the left, glistening with something that certainly appeared to be poison. Thankfully, Frostmane’s armor caught the spikes, and shattered more than one of them.
Staggering slightly as he got through the hallway, Frostmane growled at the Huntcaller, who was chuckling darkly at us getting caught in the traps. “I have your scent ‘hunter’. I’m going to enjoy ripping out your throat, wolf!” And, with that, Frostmane unleashed his icy breath at the Huntcaller, who looked slightly annoyed at the frost.
Melinda’s Attack (Huntcaller): 1d20+14 = 33 (Hit)
Hellrime Blast Damage: 5d6 = 20 (Cold)
Huntcaller’s Fort Save: 1d20+13 = 32 (Success)
I followed on Frostmane’s heels, and, thankfully, the traps had not reset. Still, I was wary of approaching the Huntcaller alone. He wouldn’t have a title like that without a reason. So, I darted to the side, and unleashed a blast of icy cold at him. From his glare, he clearly was not pleased with that.
Huntcaller’s Will Save (Reality Blind): 1d20+15 = 28 (Success)
Siora stepped across so that she could have line of sight on the priest. Raising one hand, she said, “May the world itself shun you. [Reality Blind].” Black light focused upon the Huntcaller for a moment, before shattering. His smirk returned, making it clear that Siora’s spell, whatever it was intended to do, had failed.
Vestele’s Cure Moderate Wounds (Frostmane): 2d8+7 = 23
Vestele moved forward as well, and made her way into the corner, where she had both Frostmane and myself between her and the Huntcaller. Reaching out, she touched Frostmane’s side. “Be healed, Frostmane. [Cure Moderate Wounds].”
The Huntcaller snarled at us. “Oh, no. You don’t get to just undo all the lovely wounds you’ve received. Disobedient prey needs to be taught their place!” As he spoke, he tossed aside his crossbow, and readied his morningstar and shield. And then, with a roar that turned into a howl, he shifted. Unlike the werewolves we had seen so far, however, this wolf was massive, and his weapons and armor shifted with him! “NOW KNOW THE TRUE POWER OF THE HUNT!”
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Frostmane’s Attack (Huntcaller): 1d20+19 = 23 (Miss)
Frostmane growled at this suddenly much, much larger werewolf. He snapped his teeth at the man, but the shield, which had grown with its bearer, kept his fangs at bay. “This is not going to be as easy as the others.”
Melinda’s Concentration check: 1d20+11 = 28 (Success)
Melinda’s attack roll (Huntcaller): 1d20+10 = 28 (Hit)
Hellrime Blast damage: 5d6 = 20 (Cold)
Huntcaller’s Fort Save: 1d20+19 = 23 (Success)
A werewolf this big was bad news. I couldn’t be sure of simply dancing away from his blows, like I had with the other foes I’d faced in this forest. So, I played it safe. I’d been practicing with the proper ways to limit the motions I used when I unleashed my powers, so as to not draw attacks from those who hoped to disrupt me. Against foes like the normal werewolves, I didn’t need to bother, but this one? No, he was too dangerous.
Once again, icy blue light leapt from my hand, and, thankfully, it seemed that, as impressive as his armor and shield were, they were not enchanted to keep magic off him. The magic blasted the wolf, and he turned his eye on me, clearly unhappy with my still drawing breath.
Siora, likely unsure how well her mind-affecting spells would work against this beast, decided to do something that was guaranteed to be at least useful. “Move like the wind! [Haste]!” I grinned as I felt the spell settle over me. Good, that would definitely help in keeping my insides on the inside.
Vestele’s Mass Aid: 1d8+7 = 12 (Temporary HP)
Vestele grit her teeth. “I don’t have unlimited spells remaining, so make this count! Stand together! [Mass Aid]!” Another boon settled over us, bolstering our attacks, and our health. It wasn’t much, but I’d take it.
Huntcaller’s attack (Melinda): 1d20+22 = 31 (Hit)
Miss Chance: 1d100 = 64 (Hit)
Damage: 2d6+11 = 18 (Bludgeon/Pierce)
Huntcaller’s attack (Melinda): 1d20+17 = 28 (Hit)
Miss Chance: 1d100 = 94 (Hit)
Damage: 2d6+11 = 19
Huntcaller’s attack (Melinda): 1d20+12 = 22 (Miss)
Huntcaller’s Bite (Melinda): 1d20+17 = 18 (Miss)
And then, the next thing I knew my entire WORLD was getting rocked. Twice the morningstar hit, and the only reason it missed the third time was because I was staggering around and had just put my hand out to lean against the wall, pulling me out of the weapon’s reach. I heard, more than saw, the fanged jaws snapping at me. If Vestele hadn’t cast her spell, I’d be dead, for sure.
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Frostmane’s Attack (Huntcaller): 1d20+21= 30 (Hit)
Bite Damage: 1d8+15 = 22 (DR 10/Silver)
Freezing Bite: 1d6 = 1 (Cold)
Frostmane’s Trip attempt: 1d20+13 = 25
Huntcaller’s STR check: 1d20+14 = 26 (Success)
Frostmane’s Attack: 1d20+21 = 31 (Hit)
Bite Damage: 1d8+15 = 23 (DR 10/Silver)
Freezing Bite: 1d6 = 5 (Cold)
Frostmane’s Trip attempt: 1d20+13 = 29
Huntcaller’s STR check: 1d20+14 = 28 (Fail, Prone)
Frostmane took full advantage of the spells that had been cast upon him. His jaws closed upon the Huntcaller’s arm, wrenching it badly. But, spurred on by the haste spell, he then clamped down upon the Huntcaller’s leg, and was able to throw him down to the ground!
Melinda’s Attack: 1d20+14 = 34 (Crit threat)
Confirm Crit: 1d20+14 = 30 (Crit)
Hellrime Blast Damage: 10d6 = 37 (Cold) (Dead)
I, too, saw my chance, and I took it. Aiming directly for the werewolf’s head, I unleashed a bolt of icy power. I smiled grimly as I watched the blue light send the damned huntcaller to whatever afterlife awaited him. Then, I promptly collapsed against the wall, and slid down to a sitting position.
“By the Frostmaiden, I’m glad that’s done.”
Your party has defeated a Huntcaller of Malar, and overcome a Glyph of Warding trap, a Fireball trap, and a Poison Wall Spike trap.
Melinda gains 4613 XP.
Frostmane gains 3438 XP.
Siora gains 3438 XP.
Vestele gains 3438 XP.
You have Leveled Up!
You are now Level 9.
39145 / 45000 XP to level 10.
+1 BAB
+1 Fort, +1 Ref, +1 Will
HD: 1d8 = 8
+1 Bluff, +1 Concentration, +1 Escape Artist, +1 Perform (Dance), +1 Sleight of Hand, +1 Spellcraft, +1 Tumble, +1 Use Magic Device
New Feat
Leadership – Gain the ability to recruit a cohort and followers.
Base Leadership score: 19 = 9 (Level) + 9 (CHA) + 1 Special Power
For cohorts: 19 = 19 (Base)
For followers: 18 = 19 (Base) - 1 (Moves Around)
Warlock Abilities
Eldritch Blast improves to 5d6.
Icedawn Invoker Abilities
Cold Fire (Sp): At 4th level, the Icedawn Invoker gains the Cold Fire spell as a spell-like ability, useable at will. Caster level equals their Invocation caster level.
Vestele nodded her head as she sat beside me. “Indeed. I would suggest you use that wand of yours to heal yourself, and the rest of us. I am running low on healing spells, and I’m saving one of the bigger ones for an emergency.”
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 6
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 4
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 7
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 5
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 7
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 4
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 5
Melinda’s Cure Light Wounds (Melinda): 1d8+1 = 5 (1 overheal)
Melinda’s Cure Light Wounds (Siora): 1d8+1 = 6
Melinda’s Cure Light Wounds (Siora): 1d8+1 = 2
Melinda’s Cure Light Wounds (Siora): 1d8+1 = 4
Melinda’s Cure Light Wounds (Vestele): 1d8+1 = 8
Melinda’s Cure Light Wounds (Vestele): 1d8+1 = 6
Once everyone was healed up, or close enough, I sighed, and said, “Well, let’s see what this bastard was doing down here.”