Kyorli Zilmorn |
...Kyorli returns to normal. His eyes become meaningful and purposeful, although an outside observer will not be able to confidently say that the gnome fully understands where he is and what happened a few minutes ago.
Without explaining anything to his friends, Kyorli goes to northern pass. Make his way through the remains of the ghouls, he very carefully begins to sneak.
Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
His darkvision helps him to distinguish surrounding space.
Perception: 1d20 - 2 ⇒ (19) - 2 = 17
Dungeon Master S |
Kyorli searches the entirety of the northern area, only to find a simple mat for the ghouls. There seems to be nothing of value here, or in the small southern room.
There is only the door to the left.
Edyth-Kineticist |
Edyth still does not like being paralyzed.
Fundir |
Do we recognize any of the children from our trip to the mansion?
Fundir carefully scans the room again, looking for any clue as to the specters origins. Finally, he moves to the remaining door to be explored, and his head changes once more to that of a hawk. He carefully examines the door and listens for any sounds beyond, and if safe, opens it.
Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Dungeon Master S |
Each of you take the time to look at each of the children. It's hard to focus on them, but only one stands out, Marlinchen's daughter. There's no sign of the noble's daughter Junia at all.
Edyth continues to shake off the horrible feeling as Fundir declares the door safe. He opens it to a wide staircase that leads down. Hear the sound of the waves is clear to the ear. The stairs end in another door, which the nagaji also declares safe.
The next room is truly a sight.
With the frequency of storm waves approaching the shore, salt water erupts from cracks in the floor of this large hexagonal room. Foamy, blinding spray jumps in every direction, then drains from calf-height to ankle-deep before the next wave hits. Occasionally a length of black-brown seaweed shoots in and adds one more strand to a room that already appears draped in long wet hair. In each of the chamber’s six corners, a fluted pillar rises to the fifty-foot ceiling. Between each pair of pillars, an open arch connects the chamber to an attached space. Beyond the northwest and southwest arches, three tiers of recessed spaces form three massive steps. A stone sarcophagus rests on each step.
The waves are an annoyance, but they only get in your eyes over once in a while. Feel free to explore.
Kyorli Zilmorn |
Don't want to have someone passed out like Edyth last time! She missed all the fun! Maybe this will help?
Kyorli begins to dance in a very strange manner, calling out strange words. Looks like he's trying to combine words and motion in the same rhythm, but he didn't quite get.
Mumbo! Tumbo! Lyaski! Masyasky! Kagyr! Salabim!
But somehow it works, and Kyorli cast resistance (+1 to all saves for 1 minute) one by one on all party members, including himself.
I'll go explore!! Love it. The brave gnome always on the first line!
Once again, covered by the unbridled energy and fun, 'the brave' (or insane?) gnome sneaking stealthily to the sarcophagus that are at his right hand. If he reaches them without incident, then he is sure will examine them carefully!
Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Perception: 1d20 - 2 ⇒ (10) - 2 = 8
Dungeon Master S |
Kyorli's magic done, the gnome heads to the sarcophagus. Occasionally having to wipe seawater from his eyes, he finds nothing strange about the sarcophagus, but it won't lift up without effort.
DC 15 STR check to open.
Kyorli Zilmorn |
Str: 1d20 ⇒ 20
Surprise! )
Dungeon Master S |
The gnome flips open the sarcophagus with ease! The sarcophagus lid slides aside with the sound of a grinding millstone. The well-preserved body of a young girl lies inside, stringy black hair obscuring the face. Her atrophied limbs are drawn up like folded sticks against her torn school uniform.
She's wearing the ring!
She's alive! Somehow she's alive!
As you check out the body a howl breaks the sound of the ocean waves. From the room to the west emerges a horrible creature. It bears much in common with the creatures from the last room, long, sharp teeth, and pallid flesh stretched tightly over its starved frame. This particular particular creature is dressed in rotting finery, wisps of fetid, expensive cloth still dangling from its limbs. Perched atop its head is a golden crown, resplendent with a dozen glittering gems, while its putrid fingers each bear extravagant rings made from a dozen different precious gems and metals. "Yes! I mussst feed!"
Baddies: 1d20 + 4 ⇒ (1) + 4 = 5
Kyorli: 1d20 + 2 ⇒ (19) + 2 = 21
Edyth: 1d20 + 4 ⇒ (5) + 4 = 9
Fundir: 1d20 + 2 ⇒ (20) + 2 = 22
Nergi: 1d20 - 1 ⇒ (12) - 1 = 11
Waves: 0 = 0
Kyorli Zilmorn |
Perception: 1d20 - 2 ⇒ (9) - 2 = 7
Heal: 1d20 - 2 ⇒ (13) - 2 = 11
Opening the sarcophagus with such ease, Kyorli clearly disappointed, since he sees nothing interesting, except for the strange body.
"Yes! I mussst feed!"
Just for you I was looking for, I think. I'll have your soul, if there still remained something. There are things worse than death, even worse than life after death.
All this he says, smiling again not good, while retreating to the entrance to the room.
Come here, my sweetie.
Readying Action: Disrupt Undead: 1d20 + 3 ⇒ (10) + 3 = 131d6 ⇒ 1
DMG - 1... Oh, I'm so "dangerous" and "scary"... )
Dungeon Master S |
It's a ghast! A meaner, tougher, version of a ghoul. Ask a question for every 5 over the DC.
Round 1:
Fundir: Go
Kyorli: Go
Nergi: Go
Edyth: Go
Baddies: TBD
Waves: TBD
Nergi Khalka |
Kn Religion: 1d20 + 5 ⇒ (15) + 5 = 20
would a trail ration satisfy his hunger? ^_^
Kyorli Zilmorn |
Knowledge (Religion): 1d20 + 7 ⇒ (3) + 7 = 10
Dungeon Master S |
"Sadly no, only living flesh!
Round 1:
Fundir: Go
Kyorli: Go
Nergi: Go
Edyth: Go
Baddies: TBD
Waves: TBD
Edyth-Kineticist |
What'd you have to go wake that up for? Edyth shouts as she shoots with a water blast: 1d20 + 2 ⇒ (10) + 2 = 12 dealing 1d6 + 5 ⇒ (3) + 5 = 8 points of damage if she hits.
Dungeon Master S |
Edyth's blast of water is decidedly deadlier than the ocean water splashing into this room. Unfortunately it slams into the wall behind the creature. Kyorli's ray, so useful before also goes wide.
Round 1:
Fundir: Go
Kyorli: Miss
Nergi: Go
Edyth: Miss
Baddies: TBD
Waves: TBD
Fundir |
Fundir draws his sword and moves in for the attack, his bulk greatly increasing once again. As he approaches the door, he sidesteps, getting ready to set the creature up as it comes through the choke point and into the room.
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Definately changing out my spells after this!!
Dungeon Master S |
The creature approaches the nagaji, and it leads with a stench unlike anything he's ever smelled before. FORT: 1d20 + 2 ⇒ (13) + 2 = 15, bit Fundir keeps it together! The blade comes down and cuts deep, a couple more like that and there'll be nothing left!
Round 1:
Fundir: Hit!
Kyorli: Miss
Nergi: Go
Edyth: Miss
Baddies: TBD
Waves: TBD
Ghast: 7
Nergi Khalka |
Gi looks at the abomination with a fiery passion.
Down with you, abomination!, she screams as she charges across the room to smite the fiend.
Charge; Boarding Axe ( Cold Iron ): 1d20 + 5 + 3 + 2 ⇒ (19) + 5 + 3 + 2 = 291d4 + 5 ⇒ (4) + 5 = 9
attack mods:charge +2, smite +3; damage mods: +1 STR, +4 first smite hit
She rushes across the room with axe in hand, and strikes a mean wound.
AC 20 vs this creature on the next turn
Fort: 1d20 + 10 ⇒ (10) + 10 = 20
Dungeon Master S |
Negi's charge goes right into the undead's stench, but the halfling doesn't slow down one whit. Her axe lands true, right in the belly of the abomination.
The creature lashes out at the halfling with all it's teeth and talons.
Bite: 1d20 + 5 ⇒ (3) + 5 = 8
Left Claw: 1d20 + 5 ⇒ (10) + 5 = 15
Right Claw: 1d20 + 5 ⇒ (10) + 5 = 15
But the oracle stands firm.
The waves splash into the room. Start your turn with a reflex DC 12. Fail and the seawater blinds you for this turn. (Ghst included.)
Round 2:
Fundir: Go
Kyorli: Go
Nergi: Go
Edyth: Go
Baddies: ATK
Waves: TBD
Ghast: 16
Fundir |
Reflex: 1d20 + 3 ⇒ (15) + 3 = 18
The half bull, half anthropomorphic snake keeps his feet as the waves pound him. He continues his onslaught against the undead thing, bringing his sword around, but the wave has its vengeance, spoiling his aim.
Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Dungeon Master S |
Round 2:
Fundir: Miss
Kyorli: Go
Nergi: Go
Edyth: Go
Baddies: ATK
Waves: TBD
Ghast: 16
Kyorli Zilmorn |
Kyorli moves and shoots his ray over the heads of Negri into a monster.
DU: 1d20 + 3 - 3 ⇒ (4) + 3 - 3 = 41d6 ⇒ 1
Pfff! Something is broken! Need to fix my ray-shooter!
Dungeon Master S |
The undead is barely holding on, but manages to dodge the gnome's ray!
Round 2:
Fundir: Miss
Kyorli: Go
Nergi: Go
Edyth: Go
Baddies: ATK
Waves: TBD
Ghast: 16
Nergi Khalka |
Ref: 1d20 + 8 ⇒ (13) + 8 = 21
The halfling quickly dismisses the water and swings her axe at the ghast.
Boarding Axe (Cold Iron): 1d20 + 8 ⇒ (15) + 8 = 231d4 + 3 ⇒ (2) + 3 = 5
Dungeon Master S |
And her axe lands right in the ghast's neck!
The beast gurgles for a moment before dropping to the wet ground. Dead.
Out of initiative!
Dungeon Master S |
Now that you're no longer under pressure, you can take your time searching the area, including the sarcophagus. I'll repost the checks I'm looking for:
She's wearing the ring!
She's alive! Somehow she's alive!
Edyth-Kineticist |
I'm really sorry, guys, a contract attorney started early January and though he's not supposed to have any support staff, I'm doing an AWFUL lot of work for him, and by the time I get home I'm terribly exhausted. I'm so sorry for the delays.
Perc: 1d20 + 3 ⇒ (11) + 3 = 14
Heal: 1d20 + 3 ⇒ (11) + 3 = 14
Fundir |
Once the zombie falls, Fundir claps Nergi on her armoured back and grins. "We make a good team... Thissss workssss well!"
He turns away from the courageous halfing and examines the room, his head returning to that of a falcon.
Perception: 1d20 + 13 ⇒ (4) + 13 = 17
Heal: 1d20 + 3 ⇒ (10) + 3 = 13
Startled, he does a double take at the body in the coffin. "Look!!!! The ring we are ssssearching for..." he calls out, as he moves to the coffin.
Nergi Khalka |
Nergi gives her friends a satisfying look, stores her axe on her belt, and walks past the motionless body of the fiend. She looks into the sarcophagus and her eyes widen. She looks again, then turns to her companions:
Are my eyes playing tricks on me, or is this the blueblood's kid? Apparently well, not aged a day?
Dungeon Master S |
She looks EXACTLY like the painting...
You can take 20 at this point...
Fundir |
Fundir reaches for the ring, and realizes the girls is still alive!!! He quickly removes the ring from her finger before attempting to wake her. "Little one!" he says, shaking her shoulder. "Little one, wake up. We will get you out of here!"
Dungeon Master S |
She's ALIVE!!!!
Carefully, gently, and proudly, you carry the barely living Junia back to her mother.
As you leave, however, you pass the less fortunate groundskeeper, still whispering to his daughter's spirit.
Kyorli Zilmorn |
Maybe we'll do something with the poor guy? I can very much scare, if that's any help. Maybe he will run away and never come back. Well, or just to be funny... Comrades, your thoughts?
Nergi Khalka |
Diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9
As they pass the apparitions, Nergi stops by the caretaker and taps him on the shoulder.
Leave the dead be, old man. You are not helping her anymore. Go live your own life. What's left of it, that is.
them nat 1 diplo rolls
Nergi Khalka |
oh. i forgot and can't edit the comment anymore
She then looks at Kyorli: You're an arcanist, yes? Is it the ring keeping her alive? As in - could she die if we do? Can we find out?
Dungeon Master S |
He looks at Nergi and just cries a bit, returning to staring at his daughter.
Kyorli Zilmorn |
Sorry, sweet! My magic is inspiration, not knowledge. I can't help with this.
Nergi Khalka |
I guess we should just leave it on her hand for now. Maybe Dreng will know.
Dungeon Master S |
What do you want to do with the broken man staring at his daughter's spirit?
Fundir |
As the party passes through the area, Fundir will stop by the man and kneel next to him.
Diplomacy: 1d20 + 2 ⇒ (1) + 2 = 3
"Ssssir, pleasssse come with us, out of thissss dark place. We sssshould live our lives above with the living. You need to follow ussss."
Dungeon Master S |
He doesn't so much as look at Fundir.
Kyorli Zilmorn |
No, you can't just leave him HERE! I'm serious. I've never been particularly moral, but it's too much. Fundir, can you pull it with force? Edyth, you are half-orc, you are strong, do it! Сome on!! We will take him to the healers. And then we'll make the rich b***h from the Banquet to pay for his treatment. Let's f***ing do something!
Gnome is angry and clearly not going to go anywhere.
Negri, think please! Do you have anything to do with him? Think of something, otherwise I'll conjure up such a fright on him, so to hell he'll ran away!
Kyorli is clearly in despair.
And why did not disappear those stupid phantoms. The bad guy is dead. I mean, quite dead. Who keeps this magic?
Nergi Khalka |
The halfling considers the situation, then sits down into the circle of apparitions and looks around her.
do they react in any way?
Kyorli Zilmorn |
Kyorli trying to push the man. It doesn't look aggressive, rather just adds persistence to his words "Come on, let's go up there you will be rewarded, as we spoke! Already there came the Golden Carriage for you! Imagine HOW MUCH your daughter will be proud when you become famous all the town hero?".
Bluff: 1d20 + 8 ⇒ (19) + 8 = 27
Dungeon Master S |
The spirits don't react in any way. They don't react to the groundskeeper either. In fact, you finally decide to simply drag the catatonic man with you...
Returning the barely living body of Junia to Lady Dacilane has several repercussions: she’s naturally overwhelmed with joy and sends for the best clerics of Asmodeus at once to see to her daughter’s recovery. Lady Dacilane alters her previous reward and promises to assist you in the future if you ever have any need of information about the aristocrats of Absalom—a small gesture, to be sure, but a very generous one in the mind of Lady Dacilane. The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. Of course, there are none.
The grounds keeper never really recovers. He ends up becoming a groundskeeper in various temples and cathedrals about the city, quietly living out his days until he's reunited with his daughter.
When the ruby ring of the salamander is returned to the Pathfinder Society, they are naturally pleased at acquiring such an important artifact and Venture- Captain Drenge personally thanks you for your service to the Society. Your reputation as agents begins to grow.
Kyorli Zilmorn |
Thank you! The gestalt is closed now .)))
P.S. By the way, by a happy coincidence I signed up for a "live" game this weekend, narrating the events with this place and this saved little girl after 7 years. I am very pleased and wanted to share .)) Everyone good games, friends!
After the mission, you see how Kyorli transformed extremely. Her hair becomes a fiery red, her skin also changes color... And, Yes, she is now "SHE". A flicker of madness still running through her eyes, but she's not so frightening as before.
"Thank you! Passing through all of this, and rescuing this innocent child, I took myself out of the curse! Me is me again!".
With that, she disappears in a flash of flame.
Nergi Khalka |
ok, that's pretty dark, gm. nice job. asmodean clerks? no wonder the girl lives.
After seeing Kyorli's transformation, Nergi is baffled and speechless. She thanks the other two pathfinders for their cooperation:
At least one soul is saved, so that makes it worth it in my eyes.