This is Council of Thieves AP. Westcrown, City of Twilight, once was the center of Aroden's faith, but now it symbolizes despair. By day, the city remains a vibrant center of trade; but, by night only those with a death wish venture out.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Before heading down.
I believe we should rope ourselves together when going down. Hopefully there is no pool down below.
Andrea helps tie everyone together in case someone slips...Like Lucrezia. ;p
Wouldn't be the first time there were complaints about the dice roller. Just check the feedback/website section.
Slip sliding away?:1d20 ⇒ 9Derp
We might just need to invest in belts of Swim/Acrobatics/Other after this. Andrea will also buy a hammer and spikes. An 'euipment pool' that has some mundane equipment that we put into and draw out of can be helpful.
The group stops itself from sliding down the sloped tunnel. At the end of the tunnel can hear what sounds like a distant, beautiful voice singing wordlessly in a low, rhythmic chant.
Andrea it would not surprise you if some type of devil sings but you don't know of any type specifically. You've heard there are some beautiful ones such as an Erinyes but you have no idea if they sing.
As you turn down the the corridor you notice a side passage and the voice is echoing from that direction. There is the typical door you've seen throughout the Knot at the end of the hallway.
Since you are following the sound are you turning down the side passage or are your continuing straight towards the wooden door?
Lucrezia you blend well into the corridor. You see...
A circular pit takes up much of this room. Thirty feet above, dozens of strange shadowy stalactites descend from the ceiling, their lengths transforming after a few feet into iron chains that descend into a tangle of chains suspended over the center of the pit below—the tangle wraps and suspends what appears to be a mutilated humanoid body at its core. Many chains dangle from this sphere into the glowing red depths of the pit below, but several chains float and writhe in the air like strands of
seaweed in a churning tidepool, the tips of each fragmented and flaking away in bits of rust.
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Hmm.. Let us go further down the hall and look throught he door before we risk..whatever that thing is. Andrea points to the East(?) towards the door that lies at the end of the hall that goes past the hall leading to the chain wrapped body.
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
OK, girl, if ye like. Keep together them, there may be something bad behind us then.
Duncan moves foreword, allowing Lucretia to scout if she wishes. Perhaps it was nearly dying but the dwarf was being cautious.
Male human bard 7/pathfinder savant 2: 64/66 hp, Init +2, AC 19 [touch 12, flat-footed 18], Fort +7, Ref +9, Will +7; Perception +5
Orsin's grip on his blade tightens as he listens to Lucrezia's description. He hums softly to himself as the group mobilizes, trying to drown out the persistent ominous chanting.
Lucrezia backs-up and group makes their way towards the door at the end of the hallway. It is like the other doors in the Knot.
A junction in the hallway presents multiple methods to progress. A wooden door sits in one wall, while a rough, cave-like tunnel winds away to the side. Opposite the door, three stairways proceed—two leading down to the left and right and one leading up in the center. Wooden signs with writing on them hang above the entrance to each flight of stairs.
The signs are written in infernal for those who have that language:
Infernal Signs:
The sign above the stairs leading to the left reads “Arachnophobia,” while the sign above the stairs to the right reads “Ophidiophobia.” The central sign above the stairs leading to area B16 reads “Observation.”
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Andrea reads the signs for everyone. Stairs to the left lead to 'Arachnophobia' stairs to the right lead to 'Ophidiophobia' central signs reads 'observation.
Andrea ponders. Left sound slike spiders. No doubt flaming devil spiders considering what this place is. I am not sure about the Ophidiophobia. How about we try the observation room?
The long stairs lead to a small 20 by 20 square room.
The wooden walls of this room are painted a somewhat nauseating yellow color. In one wall, an oak door with a large lock on the handle stands, a message burnt into the front. Likewise, hanging wooden signs bear messages as well, six in all, each hanging over a stairway leading out of the room. Ruined heaps of what may have once been chairs and a table lie scattered over the floor.
The messages on the door and signs above the stairway are written in Infernal. The one on the door reads, “Abandon All Hope.” The signs over the stairways each bear a single word written in Infernal—“Exit” (B13 and
B19), “Arachnophobia” (B14), “Ophidiophobia” (B15), “Hematophobia” (B17), and “Pyrophobia” (B18).
Coming up the far stair well is an imp, who is mumbling to herself. "Must wait...must wait...back sooon...back sooon ...promised he did." The imp is startled to see the group but is not caught surprised. When the imp sees you she turns invisible. Then in a shrill voice she calls out, “You poor things! Suffering so from such baseless fears! Please, step into the therapy chambers and face these terrors. When you’re cured, bring me your prizes and I’ll pronounce you cured. You want to be cured, don’t you?”
Imps are devils who willingly serve spellcasters as familiars, imps play the role of dutiful servants, often granting their masters cunning advice and infernal insights.
"The gem in each room...silly. Resolve your fear...get the gem...bring to me...don't you listen?" there is pause, "the pretty one must have lots of fear, she can't hear things."
Male Dwarf Inquisitor 5 (Witchunter) Int+5, F6, R4, W6, +5 vs Spells/PoisonAC22/T12/FF20, HP46/46
Well let's at least prepare for what we're gonna face. I'll bet ya a few pints the Pyrophobia room is gonna get us burned or sommat. This place looks to be a torture setup of some sort. Should we really just do what the imp wants!
Quietly to the group: "Is there any reason to actually do any of these phobia rooms? The imp is obviously nuts and doesn't even know where it's master is."
Female Human Cleric/Holy Vindicator 7/2 Init +0 HP 72/72 AC 23 (touch 12 FF23) F10,R4,W13 Per+14
Andrea whispers to the others. You know, you are right. This reminds me of that whole play thing where we get mangled for someone's kicks and giggles. Let's just ignore it and try one of the doors that doesn't lead to the rooms the imp wants.