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Lighting is torch light/"light" light from a few of you. You came down a single entrance lane so you are at the end of a cave branch off where you entered so you at least can form up two abreast to block them coming in...you have one more round of actions before you see anything so let me know how you want to form up. You could also back up and have 4 abreast but then they could "technically" spill past you...although they would illicit AoO... I need to get more comfortable with maps, I will work on that sorry.
THIS is why I stun the s@#% out of you, you fight wrecking pain in the ass! :)
Kithian screams with rage his blood pumping with fury as his barbarian nature takes over. Three steps later the half-orc and the bat meet but the moment passes in a half shriek as the bat's scream of mutual aggression is ended in a shower of blood, bone and brain, its skull cleanly caved in by Kithian's powerful charge and strike. The bat collapses to the ground. Other yells echo from elsewhere in the cave.
Tin can preserved for a later date. The rest of you can set some actions.
Okay something is wrong with my brain here but I think I have it sorted, I thought I was waiting for a post. My life is a bit more stable so I 'm going to try to push the post rate back up a bit and get us rolling along. Sorry for the last couple of months.
Lightning arcs and sprays sparks as it collides with stone, the large undead bat having dodged at the last moment, hissing and shrieking as it engages the group.
No longer quiet the rest of the cave erupts in shrieks and yells that answer the bats call. Rullis and Vidar can hear that other things are approaching from other areas of the cave but they aren't there yet.
Cristiel, Kithian and Cam all find the ringing and pain are diminshed enough that they have regained their senses. No longer stunned by the noise they are free to act.
Group is up. Cristiel is a 5' step away from the action while Cam and Kithian will need to use up a move to get into range. Kithian can charge from his position.
The bat screeches at the retreating Rullis but lets him go, taking up Sayniek on her offer...
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 2d8 + 7 ⇒ (8, 5) + 7 = 20
Another inch to the left and the fang would have pierced Sayneik's throat but the bite is strong even with the narrow miss. The bat digs its fangs into the Idyllkin's shoulder screeching and gnawing with unnatural fervor.
Sayniek DC 16 Fort save (You aren't immune yet) and take 20 damage
Group is up. Lsat round of paralysis.
1d3 ⇒ 2
Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d8 + 7 ⇒ (5, 6) + 7 = 18
The bat drops to the ground, its large body and wings landing near the rear of the group. The bat lashes out with dull fangs at Rullis and the cleric can see in the chaos of dim lights being dropped and moved about that the bat seems unnaturally grey and seems to be rotting in places on its face with a green glow issuing from its eyes. The moment is short as the creature cries out and bites at Rullis with incredible force.
Rullis takes 18. I also need a fort save please
Round 1 of 2 for the stunned.
As Rullis' shield ignites with its supernatural force, Kithian is rewarded for his skull crunching by the bat suddenly unfurling its wings and screaming at the group. The sound is unnatural like metal and glass scraping on each other at some unearthly level of sound. The scream is focused primarily on the front of the group capturing Sayniek, Cam, Kithian and Cristiel with its power...
You 4 make DC 16 Fort saves or be stunned for 1d3 ⇒ 2 rounds
Round 1. Group init, act in the order you post, obvioulsy if you are stunned you won't be doing much.
Perception DC 20:
From elsewhere in the caves yells and growls can be heard as though responding to the bat's cry.
The group takes the clearly newer tunnel and gets about 10 yards in before the passage opens wider to an honest cave. As the lights play about the cave the sounds of odd breathing changes to surf giving the entire area a strange resonance. Corpses and skeletons litter the cave floor and its clear that there are some nooks and crannies within the cave that might lead to other sections.
Perception DC 20:
As the group enters the cave you notice that above you all is what would appear to be a bat some 4 or 5 feet tall hanging from the rocks above. It seems to have not been disturbed...yet...
While we are at it, Stealth checks please...
As the group moves to descend the idyllkin experiences a vision of rushing information. Clearly in her minds eye Sayniek sees Kasanda Foxglove coming upon her husband Vorel's work. His myriad ritual pieces, and his descent into undeath. Sayniek sees flashes of Vorel Foxglove constructing the vessel that would hold his life essence and the grim concoction he ingests that melts his flesh and destroy his body to birth the greatest of undead, a lich. The images flash in bright colors and glass, the myraid windows of the house coming to life as though to narrate the sick history of the house and what has transpired here. Despite this barrage of information Sayniek resists the urges to run throughout the house in desperation, having seen the darkness that is the Misgivings, she is able to remain calm despite now fully realizing that this is a place of great unnatural acts.
The stairs end in limestone with walls dripping with water and more mold, blue and black swirling about in spiraled patterns. Rubble and broken boes litter the floor and a rythmic sound almost like some giant drawing breath fills and empties the space. 3 tunnels lead on, one north and two west, the most southwesterly of which seems newer than the others.
Perception DC 25:
The soft sound of smacking and almost "grunting" can be heard in the areas beyond the halls. Other creatures are here for sure, maybe...eating?
Spurred by the strangeness of the space Camillo thoroughly examines the door and finds it to be trap free. Opening it reveals a narrow hallway that bends back into a small room that sits at the heart of the house.
In the room the floor has been chipped and chiseled away. In fact, stone cutting tools and picks lie scattered about with rocks and dust. A large hole leads into muddy darkness but the groups various lights reveal a rough hewn staircase of stone that spirals into the dark and somewhere down below the house.
I'm not sure how to articulate my questions about this but is there enough flexibility of self to delay gratification to serve the obsession ? For instance adventuring in a broad sense is fraught with interruption especially for scholars but the acquisition of knowledge and resources usually makes that interruption worthwhile . I guess I am trying to imagine what kind of obsession would put a homonculi in the current circumstances of the group and would let him adventure rather than stay working on his obsession ...does that make sense?
-Posted with Wayfinder
I pm'd you but basically i wanted to get deeper into the circumstance of homonculi creation s far as like how it occurs, who is responsible in a day to day sense. Do they have a sense of family or reverence of the progenitor, are the y Italy bound to a task then released or escape that sort of thing.
-Posted with Wayfinder
Cam works on the lock for a considerable amount of time, gingerly picking at the tumblers of a lock that is clearly of good make. Just when the bard is ready to throw up his hands and declare the task undoable the tumblers gently "klack" into place.
At the last second just as the tumblers come into place a shiver goes down your spine and the faint sound of the screaming and sobbing from the floors above can be heard. Its clear that no one else heard this sound and you are fairly confident that a lock of this caliber might be beyond your current skill...
Sayniek is able to keen her head into the room and get a look of things...
This room looks to have once been some sort of arcane workshop, although it now lies in ruin. A row of soggy books sits on the northern end of
To the east, two stained-glass windows loom. The northern window depicts a thin man with gaunt features drinking a foul-looking brew of green fluid, while the southern one shows the same man but in an advanced state of decay, as if he had been dead for several weeks. His arms raised and head thrown back in triumph, his rotting body turns to smoke and spirals into a seven-sided box.
There is another, simpler wooden door that leads out of this workshop space back into the heart of the house...
Ugh the parade of illness in my family never stops, apparently, but here we go...
Thr group systematically checks the floor starting with the closes doors and working their way around.
The first door reveals quarters for kitchen staff which is spartan but actually relatively clean compared to much of the house. Another door reveals the pantry, undoubtedly the heart of the rat problem this storage area reeks of rats and their various activities fur and droppings permeating every surface. It is only a quick closure of the heavy door that grants the barest reprieve from the unlocked stench therein.
A wine cellar filled mostly with broken glass and empty shelves seems empty enough until a last minute glance catches that one of the racks is on hinges. Prepared to perhaps find further avenues to the foes they seeks the group finds, instead, 6 bottles of an exceptionally rare vintage kept "safe" in its hidden location.
The final door on the floor shows sure signs of being where the group needs to go but the sturdy iron and stout lock provide to be a challenge. Despite being marred with occasional marks of rust the door is still well and truly secured presenting a situation where the group must either find a key in some place they missed (most likely a room above the group chose not to explore, basic wisdom dictates most likely the study, observatory or the master bedroom were the bearer of the key content to be "normal") or the group would need to attempt to break through the door somehow. Otherwise the house has been well and truly searched through and only this mysterious corner remains.
The group is able to easily comply. The cracks and holes reveal that indeed the foundation is impaired though not to any degree that threatens the building outright. However it does occur that were the building above to suffer substantial damage there would be little opportunity to rebuild absent recasting the stonework below. It is also clear that a substantial shelf of rock seems to support the casted stone which might explain that even with the damage the house is still in solid shape. Considering the composition of the cliffs around here that seems to make sense.
Sorry guys I keep having issues posting to the site, it looks like its me, not you. I got your note Cam feel better.
The next few seconds pass easily. With Rullis sustaining the wall the rest of the group are able to take swipes at the swarm and break it down into a bloody pulpy mess with wide swing through the wind. Even having to drop the wall to hack at the last small group of the swarm passes uneventfully and the group is left standing amidst a pile of rat corpses as the building occasionally creaks overhead...
Yay for domain spells. What's next?
@Cristiel, I confess my request perhaps reveals much about my life growing up with AD&D, it simply for me is one of those things where if wind can keep a rat at bay, it surely impacts the basics of sword fighting? Not much mind you, and you more than succeeded but I'll keep my ad hoc logic out of the rolling moving forward just to move things along...
Despite the ugliness of the affair the combinations of acids, oils and the agressive angry hum of Cristiel's mystic sword create an ugly picture as one of the two swarms writhe and die in carnage.
The wind continues to push and the rats howl and chitter but cannot surge forward leaving them vulnerable...
Group 2 is up, then Group 1 can go...basically if there is enough acid and someone throws a fire through the wall its pretty much fish in a barrel with Rullis' very well applied wind wall...
The group is able to maneuver so that Cristiel, Kithian, Cam and Sayniek are facing the cracks with Rullis and Vidar a step behind them. Rullis is able to offer only the barest shaking of his head that he detects no undead here when two writhing masses of rats erupt from the wall. The chittering fills the room as it is clear the masses mean to envelop the group...
Group I can post, they resolve in the order posted. There is about ten feet between the front line of the group and the two swarms...
The lower floor, in fact, reveals the kitchen first and foremost. A number of doors lead off the oddly shaped room (4 to be precise) while a large oaken table, its surface marred with moldy stains and rat droppings is the centerpiece of the space. The shelves along the southwest wall are in a great state of disarray and two one foot wide cracks in the wall lead south seemingly into the earth beyond the boundaries of the house. At the echoing clang of armored feet and shifting bodies shuffle into the kitchen space a great murmuring of rat like squeaks build and build in the space echoing from the cracks beyond the wall. Something is coming...
1d3 ⇒ 1
Rullis: 1d20 + 3 ⇒ (3) + 3 = 6
Cam: 1d20 + 3 ⇒ (11) + 3 = 14
Cristiel: 1d20 + 6 ⇒ (11) + 6 = 17
Vidar: 1d20 + 1 ⇒ (20) + 1 = 21
Kithian: 1d20 + 3 ⇒ (20) + 3 = 23
Sayniek: 1d20 + 1 ⇒ (3) + 1 = 4
Squeak squeaks: 1d20 + 6 ⇒ (5) + 6 = 11
The sound builds quickly, the group had but a few seconds before it will meet the source of the sound....You have a free round to act then on the order we go, actions resolve per order posted per each group after this initial round.
Kithian doesn't need to lead, you can keep the same order ploracladin smallangel has darkvision so she can take point again like upstairs.
Ah I see what you mean Cam, no there is only one set but it is stashed off through a door much like a servant's staircase but seems to be the only one.
Clarify your order and then I will take you downstairs...
Sayniek pulls up the rug and is rewarded for her work with an elaborate circular symbol indeed made from mold stained into the very fiber of the wood. Stepping back and considering it you all note that it has the appearance of a spiraling staircase turning ever so downward to some undefined destination...
So my post got eaten...or I hit preview instead of post and congratulated myself and walked away...probably that one, sorry.
The group descends back to the ground floor, the occasional wail of the undead woman upstairs or wind peaked groan of the house punctuating the otherwise eerily silent house.
Once more the group finds itself in the foyer with the strange manticore as they shuffle off the stairs and extend their search on this level. Weaving through the rooms the group is greeted with more strange oddities.
A dining room, wash room, lounge, parlor and library are all rooms on this level. With strange knick knacks and more stained glass with odd depictions marking the various corners of the house. Save for the connected dining room the group is sure to stay in the foyer/hall and not enter any of the rooms having become overly cautious given their experiences upstairs.
A staircase is discovered that leads down parallel to the staircase that went upstairs. Also the group notices a strange pattern mostly covered by a rug in the transition area between the foyer and the dining room...
Stairs down but I didn't want to presume that you flip up the rug through the pattern looks elaborate from what you can see. Let me know if you want any more detail on a specific room but I figure at this point you guys pretty much refuse to go anywhere if you can help it, lol
Sorry got hit by some nasty crud and my mind has been out of it...in fact I thought I posted in this thread at one point...but clearly didnt.
Thge last remaining door on this floor seems safe and Sayniek opens it.
A desk and chair sit in the middle of the room while chimneys (two) mark the west wall. More intricate stained glass mark the eastern. The Northernmost window depicts a dark-hairedwoman with pale skin, large green eyes, and ablack-and-red gown; with both hands she wields a jagged iron staff. The southern window's lower half has been broken and patched with canvas; what remains of its upper half depicts a handsome man
Scorch marks mar the wood near the broken window. A battered and ruined telescope lies on its side near the desk and a large trap door that leads to the roof has been tied shut by several lengths of rope.
Camillo moves across the hall, eager to leave the wailing woman behind.
Shelves of books line the wall with the occasional curiosity such as skulls fitted with candles, scroll cases and what not sit among the books. An empty birdcage sits next to a small desk and fine leather chair while a series of small statues and sculptures decorate the nooks and crannies of the space. They all seem to have a morbid or leering quality which adds an air of ominous intent to the room.
Cam resolves himself to another attempt and manages to unlock the door after a few moments of rage is expressed upon the portal.
The door swings open to reveal a woman, clearly in some sense dead, staring at tall standing mirror in what otherwise is a storeroom of some sorts full of various odds and ends.
She is dressed in a very nice blue crushed velvet dress and would otherwise look quite the beauty but her face is marred with injuries and blood, pieces of her face looking rotten and her dress, neck and face are clearly stained with blood, presumably from the large gash across her throat. Regardless a sort of soft green light flickers from behind her glassy eyes as she alternates fuming at the mirror and then, a few seconds later, sobbing at the sight of herself. Occasionally this cycle ends with her fulminating in some sort of rage and shrieking at the glass. She does not seem to move from her spot, however, and does not seem to notice any of you.
Kno: Religion DC 20:
Of the various undead that walk this world perhaps none are as tortured as the revenant. Victims of murder and abuse these being rise purely for revenge against those that did them wrong. However, a rising such as this so close to life can bring confusion to the recently alive and revenants have been known to be distracted by things they once prized in life. Typically absent such a distraction the revenenat will begin a single minded pursuit to do to their attackers what was done to them.
Cam Unlocks the Door!: 1d20 + 9 ⇒ (4) + 9 = 13
Cam works at the lock for a few moments and then feels the surge of disappointment as his picks slip past the tumblers, for whatever reason the locks in this house are just too hard to work.
The woman cries loudly for a moment, an aching wail of sadness but then once again descends into a sort of muffled hiccuping bawl that barely registers through the door.
And then? *insert "I'm sorry this is so hard" DM Look here*
Cam offers his "its secure" nod To Sayniek who opens the door with a good push only to have it almost blown right back into her face. Struggling for a moment as gusts of wind buffet the Idyllkin, the door opens to reveal a storage room. Wood, rope, building supplies (tools, nails, adhesives, etc) are all well stacked and ready for what one would assume are repairs....repairs that clearly have not been done in this room as multiple parts of the roof sag inward and large obvious gaps in the windows and beams lead to sharp gusts of the wind outside to penetrate the room and buffet those who are near the door.
In the interest of speed...
Seeing nothing of value and eager to move on Cam and Sayniek work their way down the hall. The next four doors all reveal similar spaces: storerooms pack with old furniture, linens and various house hold brik a brak. Nothing leaps out as worthwhile or exciting and cursory examinations in each space reveals nothing of value or interest.
Having now come down one side of the house the group continues around to the corner and up the last stretch of hallway. The next door opens to a narrow servant's chamber with little in the way of decoration or amenities. A single bed, well made but dusty and a small chest of drawers (also well made and dusty) sit clearly unused.
Standing queued up in the hall Sayniek looks inward at the room, any question of entering the space interrupted by a shriek from down the unexplored hallway. One part terror, one part pain the shriek is unmistakable and everyone hears it clearly just as clearly as they hear it fade into a silence punctuated only by the wind whistling and whipping around outside.
Three doors remain 2 on the right, 1 on the left. The scream clearly came from the second door on the right, furthest from the group.