“Most of the mine collapsed sometime in the past. Only parts of the first two floors can still be accessed.
Maura pointed to a nearby passage off to the side. “There should be a cache of supplies down this passage. I don’t know what is in them, though.”
Frostmane led the way down the passage, which only went a few feet before turning to the left. The rest of us followed, keeping close together. The narrow hallway made things difficult, however.
Shadowfiend’s Hide Check: 1d20+19 = 34
Frostmane’s Spot Check: 1d20+16 = 32 (Fail)
Melinda’s Spot Check: 1d20+2 = 21 (Fail)
Siora’s Spot Check: 1d20+13 = 23 (Fail)
Vestele’s Spot Check: 1d20+11 = 26 (Fail)
Maura’s Spot Check: 1d20+5 = 23 (Fail)
Shadowfiend’s Attack (Siora): 1d20+15 = 29 (Hit)
Damage: 1d6+3 = 5 (Slashing)
Sudden Strike: 5d6 = 17 (Slashing)
Vile Damage: 1
Siora’s Fort Save: 1d20+6 = 16 (Fail)
Poison: 1d6 = 3 (CON Damage)
Shadowfiend’s Attack (Vestele): 1d20+10 = 23 (Hit)
Damage: 1d6+3 = 9 (Slashing)
Sudden Strike: 5d6 = 19 (Slashing)
Vile Damage: 1
Vestele’s Fort Save: 1d20+12 = 29 (Success)
Shadowfiend’s Bite (Vestele): 1d20+8 = 17 (Miss)
Siora and Vestele’s screams caused me to whirl around. Behind them stood a large, snake-like being clad in black. A kukri was in his hand, still dripping blood from where he had slashed the twins. It was an ambush!
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Initiatives
Frostmane
Melinda
Shadowfiend
Vestele
Maura
Siora
Shadowfiend’s AoO (Frostmane): 1d20+15 = 21 (Miss)
Frostmane’s STR Check: 1d20+13 = 33
Shadowfiend’s STR Check: 1d20+5 = 16 (Fail)
Frostmane snarled, and pushed forward, slipping past the twins. With his head lowered, he crashed into the… wereserpent? Whatever it was, he pushed the snakeman back, around the corner. No doubt saving the twins’ lives as he did so.
Melinda’s CL Check: 1d20+12 = 21 (Success)
Melinda’s Attack (Shadowfiend): 1d20+13 = 33 (Touch) (Crit chance)
Confirm Crit: 1d20+13 = 29 (Touch) (Crit)
Hellrime Blast Damage: 14d6 = 58 (Cold) (Cold Resist 10)
Shadowfiend’s Fort Save: 1d20+5 = 9 (Fail, -4 DEX for 10 min)
I followed in Frostmane’s footsteps, pressing up against the wall as I gathered power in my hands. Icy power blasted the snakeman in the face, staggering him! And then I could see the frost spreading slightly across his scales. “Quickly, take him down! Vestele, check for poison!”
Shadowfiend’s attack (Siora): 1d20+13 = 16 (Miss)
The snakeman hissed at me, but with Frostmane between me and him there wasn’t much he could do about it, or so I thought. The snakeman shimmered, like a heat haze, and disappeared from sight. The next thing I knew, he appeared out of nowhere, slashing at Siora again, his kukri skipping across the mithril in her breastplate.
Vestele’s Concentration Check: 1d20+17 = 21 (Success)
Vestele’s Touch Attack (Shadowfiend): 1d20+8 = 25 (Hit)
Vestele’s CL Check: 1d20+9 = 28 (Success)
Shadowfiend’s Fort Save (Slay Living): 1d20+5 = 14 (Fail) (Dead)
Vestele shrieked in surprise at the sudden appearance of the weresnake. Acting on instinct more than anything else, she cast a spell as defensively as she could, giving no openings to draw an attack, and thrust her hand forward, managing to catch the snakeman on the arm. It was barely a touch, but it was enough. The spell discharged, and the snakeman’s eyes went white as he slumped. By the time he hit the ground, he was already shifting back to his human form, dead.
Your party has defeated a Shadowfiend of Malar.
Melinda gains 2700 XP.
Frostmane gains 2700 XP.
Siora gains 2700 XP.
Vestele gains 2700 XP.
Loot:
Stalker’s Blade
Shadow Shuriken x2
Slippers of Spider Climbing
Spellcharm of Charm Immunity
Vile Weapon Ring
2 Vials (Unknown)
1 Vial (Unknown)
Smoke Bomb x5
Potion of Cure Moderate Wounds x3
You have Leveled Up!
You are now Level 12.
66326 / 78000 XP to level 13.
+1 BAB
+1 Ref
HD: 1d8+1 = 5
+1 DEX
+1 Bluff, +1 Concentration, +1 Escape Artist, +1 Perform (Dance), +1 Sleight of Hand, +1 Spellcraft, +1 Tumble, +1 Use Magic Device
Unseelie Fey Abilities
Damage Reduction improves to DR 15/Cold Iron.
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Warlock Abilities
New Invocation
Damage Reduction – Improves to DR 2/Cold Iron
Frostchylde Wardancer Abilities
Frozen Fury (Su): At 3rd level, the Frostchylde Wardancer's unarmed and melee weapon attacks become infused with supernatural cold, dealing +1d6 cold damage (as Frost property). She can suppress or activate this effect at will.
New Feat
Unearthly Luck [Fey]
Prerequisites: Fey Type
Benefit: As a supernatural ability, you may add your CHA bonus to all saving throws.
I was distracted from the sudden onrush of information from another level as Siora groaned, leaning back against the wall. Holding her side where the weresnake had hit her, the Beguiler looked over at the charmed sorceress. “Was this one of the outsiders you mentioned?”
Maura nodded. “Yes, I did not know they were that powerful, though! Or that they could turn into snakes. But they were very secretive about what they were doing.”
Vestele’s Heal check (Siora): 1d20+16 = 33 (Success)
Vestele crouched next to her sister. “Let me see the wound.” She spent a moment checking the wound, and nodded. “Yeah, it is definitely poisoned. I don’t have any spells for that, but I think I can help a bit.” With that said, she started performing some basic first aid, trying to draw out the poison, or something like that.
Siora sighed, and said, “Thanks, sis. That poison was nasty. I think it was one of the ones that saps your vitality. It will probably be a couple days before I’m back to normal. As it is, I think we’re definitely going to need to rest a bit before we continue on.”
Stalker’s Blade
Type
Martial Weapon
Weight
2 lb
Damage
1d4
Damage Type
Slashing
Critical
15-20 / x2
Range
This kukri has been created for one purpose, and one purpose alone, killing people. It is a wholly evil creation, and an ideal choice for any assassin.
+2 Enhancement to Attack and Damage
Distracting - When wielded, this weapon leaves afterimages of its passing, creating a confusing pattern of optical effects. The weapon's target is denied their DEX bonus to AC against the wielder unless they have blindsense, blindsight, the Blind-Fight feat, or the effects of true seeing or similar abilities.
Keen - Threat range is doubled.
Sizing - This weapon resizes to fit the wielder.
Toxic - When you apply contact or injury poison to a toxic weapon, the weapon retains its potency after two successful hits instead of just one.
Shadow Shuriken
Type
Exotic Weapon
Weight
0.5 lb
Damage
1d2
Damage Type
Piercing
Critical
x2
Range
10 ft
This shuriken has been infused with the energies of the Plane of Shadow, allowing it to pierce even the toughest armor, and return to the thrower’s hand.
+1 Enhancement to Attack and Damage
Returning - Returns to square it was thrown from next round, catch as free action.
Shadow Energy – A significant portion of the weapon is transformed into shadow, although this does not modify the weapon’s weight. Automatically dispels a light or continual flame spell if it touches the item upon which the spell was cast. The weapon ignores nonliving matter, including worn armor and shields, dealing no damage to constructs and undead, or to objects.
Slippers of Spider Climbing
Type
Feet
Weight
1
These slippers convey a continuous Spider Climb effect on the wearer, allowing them to climb at speeds up to 20’ per round.
Spellcharm of Charm Immunity
Type
Head
Weight
This single-use item is triggered when the wearer would save against a Charm Person or Charm Monster effect. Activates Spell Immunity, as if cast by an 8th level cleric, making the wearer immune to both spells for the next 80 minutes.
Ring of Protection +2
Type
Ring
Weight
This ring is enchanted to give a +2 Deflection bonus to AC.
Vile Weapon Ring
Type
Ring
Weight
This ring causes all melee attacks made by the wearer to deal 1 extra Vile damage on a hit. This damage is not multiplied on a critical hit.
Potion of Cure Moderate Wounds
Type
Potion
Weight
This potion heals the imbiber for 2d8+3 HP.
As I identified the magic items that we took off the weresnake, I couldn’t help but wince at some of those descriptions. Clearing my throat, I said, “Unfortunately, it might be a bit longer before either of you are at full strength. This weapon is nasty enough, but he was wearing a ring that made all his melee attacks do that ‘vile’ damage your rapier does, Siora. Oh, and there’s some items here I can’t identify, since they aren’t strictly magical.”
Siora muttered a curse. “Of course, it would be something like that. We’ll need some kind of sanctified or holy ground to heal that damage, then. And even then, we’ll need some magical healing to do it.”
Maura frowned. “I’m sorry. We don’t have anything like that here.”
Vestele sighed. “The graveyard in Moonwater would be consecrated, to keep any of the town’s dead from rising as the undead. It is out of our way, but once we clear out this mine, we could check in with the townsfolk, to see what they’ve found out, since you asked them to scry for us, Melinda. It would cost us a day and a half, maybe two days. If it is just a couple nicks, then we can ignore it until after we’re done, but if too much stacks up…”
I nodded. “Sounds like a plan. You two go ahead and drink down those potions, since you got knocked around plenty. And Vestele, what was that spell you used on him at the end, there?”
“Oh, that was a Slay Living spell. Unfortunately, I only had one of those prepared today. I’m afraid that I won’t be able to do that again until at least tomorrow. Ah, speaking of which,” she turned to her sister and touched her shoulder, “there!”
Vestele’s Lesser Restoration (Siora): 1d4 = 3 (Con Damage healed)
Vestele’s Cure Moderate Wounds Potion: 2d8+3 = 11
Vestele’s Cure Moderate Wounds Potion: 2d8+3 = 13
Siora’s Cure Moderate Wounds Potion: 2d8+3 = 14
Siora sighed happily as she accepted the healing spell from her sister, and then the twins downed their potions. Neither of them was looking entirely up to snuff, but they were, at least, no longer looking like they were on death’s door, which was a big bonus. The beguiler stretched, and said, “All right, I see three chests here. Might as well see what’s in them.”
Siora’s Search Check: 1d20+20 = 24
Siora’s Open Lock Check: 1d20+20 = 25 (Success)
Siora’s Search Check: 1d20+20 = 21 (Success)
Siora’s Disable Device Check: 1d20+24 = 33 (Success)
Siora’s Open Lock Check: 1d20+20 = 35 (Success)
Siora’s Search Check: 1d20+20 = 21
Siora’s Open Lock Check: 1d20+20 = 28 (Success)
Siora went from chest to chest, checking them one by one. It was the smart play, since we’d already ran afoul of traps before even getting into this mine. And the way that the beguiler chuckled to herself as she slipped one of her tools into the gap between the middle chest and the wall told me that there had indeed been something unpleasant in store for someone who was looking in the chests without permission.
Siora looked up when she was finished, and smiled. “The center chest was rigged with a tension wire. Open the lid, tension is released, starting the timer, and the walls in the hallway smash together, squishing anyone between them. It also has the benefit of trapping anyone still in this room, unless they can walk through walls.”
Frostmane chuffed. “That is a clever trap. Not what I would expect from these Malarites. They seem to be more about the straightforward approach.”
I chuckled as I scratched the wolf behind his ears. “That’s just what we’ve seen of them, and mostly their fodder to wear down enemies. These ones are more careful. I doubt this is the last trap we’ll face.” With a sigh, I said, “So, what is in the chests?”
Wand of Cure Light Wounds (35 Charges)
Wand of Cure Moderate Wounds (50 Charges)
Scroll of Heat Metal
Scroll of Fireball
Gauntlets of Weaponry Arcane
Belt of Priestly Might
500 GP
Wand of Cure Moderate Wounds
Type
Tool
Weight
Casts Cure Moderate Wounds, healing the target for 2d8+3.
Scroll of Heat Metal
Type
Tool
Weight
Casts Heat Metal on the target, as a 3rd Level Druid.
Scroll of Fireball
Type
Tool
Weight
Casts Fireball on the target location, as a 5th level Wizard.
Gauntlets of Weaponry Arcane
Type
Hands
Weight
1 lb
When worn, any weapon you hold overcomes damage reduction as a magic silvered weapon.
Belt of Priestly Might
Type
Waist
Weight
1
This belt is emblazoned with the symbol of Sehanine Moonbow. Only a follower of the Lady of Dreams, or one who shares her alignment, can wear it safely. All others suffer 1 negative level. While wearing it, a creature gains +1 Enhancement to Natural Armor, and +2 Enhancement to Strength.
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 = 3
Melinda’s Cure Light Wounds (Frostmane): 1d8+1 = 6
Melinda’s Cure Light Wounds (Frostmane): 1d8+1 = 8
Melinda’s Cure Light Wounds (Frostmane): 1d8+1 = 6
Melinda’s Cure Light Wounds (Frostmane): 1d8+1 = 2
Melinda’s Cure Light Wounds (Siora): 1d8+1 = 8
Melinda’s Cure Light Wounds (Siora): 1d8+1 = 5
Melinda’s Cure Light Wounds (Siora): 1d8+1 = 7
Melinda’s Cure Light Wounds (Vestele): 1d8+1 = 4
Melinda’s Cure Light Wounds (Vestele): 1d8+1 = 9
Most of the loot, aside from the healing wands, were useless to us. Siora switched one of her rings for the Ring of Protection +2, and Vestele put the gauntlets on, but the rest was not much use to us. I pocketed the partially used wand of cure light wounds, while Vestele took the fully charged wand. With a new source of healing available, I pulled out my old wand, and burned the last twelve charges off of it, healing us up as well as we could do at the moment.
As the wand crumbled into ash, having given up the last of its power, I looked at the rest of the group. “All right, let’s move it. These guys won’t deal with themselves. And everyone keep an eye on the ceilings, since apparently these ‘Shadowfiends’ are tricky like that.”