|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Reflex: 1d20 + 4 ⇒ (6) + 4 = 10 and 1d20 + 5 ⇒ (6) + 5 = 11
Theodric's incantation brings to bear a slick of grease that spoils the footing of both the cultists revealed. He barely sees the results of his work though, eager as he is to elbow Harrol out of the way and retreat through the open door.
Both the tiefling and the cultist take a few moments to regain their footing, before the tiefling gingerly steps towards the rear of the room...
The cultist gestures with a bone handled wand, and a glaive of force appears beside Theodric as though summoned from below. It lashes out...
Perception DC 15:
You hear footsteps and the scrape of metal on stone coming from behind the Southern door.
Round 1: Theodric, ??, Eudocia, Nessa, Gregori, Harrol
As the ulfen turtle up together, the guard captain shakes his head dismissively "Let 'em come boys... but down the bolts and ready a colder welcome." and with the words the iss trow maintains her ready pose, while the guardsmen on the gate put down the crossbows and seem to put hand to something else... but the distance and ramparts make it impossible to see but what.
Perception DC 25:
The guardsmen each have a clay pot in hand... some larger, some smaller... and seeming to make ready to throw.
The guards captain then levels his crossbow and squeezes off another shot, this time picking off Katherson alone in the snowdrift...
Round 5: Guardsmen, Annalisa, Klo, Skane, Rikka, Katherson
You can always choose to make an appropriate inference based on observed phenomena as well.
Internet at my work went down this AM and my afternoon is full of meetings so I'll be waiting on tonight to update as well... well that is after I go to the most appropriately named chinese seafood restaurants in existence for a work dinner:
I've positioned Eudocia at max open range (which is within the room) and arrayed the others around her position.
Moving as quietly as you might into the room, the party positions itself for the opening of the Northern portal... a silent nod from Gregori indicating that they were ready, and Eudocia called upon her art.
Hosilla: 1d20 + 4 ⇒ (17) + 4 = 21
Harrol: 1d20 + 4 ⇒ (3) + 4 = 7
Eudocia: 1d20 + 2 ⇒ (19) + 2 = 21
Nessa: 1d20 + 3 ⇒ (11) + 3 = 14
Gregori: 1d20 + 1 ⇒ (10) + 1 = 11
Theodric: 1d20 + 7 ⇒ (16) + 7 = 23
The room that is opened shows two figures within it. Neither is a mongrelfolk, instead the first is a red skinned tiefling in chain armor and bearing blade and shield. The second is a fierce and cruel looking lady wielding a well made glaive. As the door swings wide she narrows her eyes and flashes a slasher smile...
Round 1: Theodric, ??, Eudocia, Nessa, Gregori, Harrol
Level 1 Infodump:
Everything else is as originally described, with no new information
The poisonous fish are death-angel cave tetras and could be harvested for a poison that has similar properties to drow poison, but is more physically debilitating.
I think that covers all of the pertinent information that was missing from your first pass through - though questions are welcome.
Note: we are in combat - the intimidate checks are worthless unless you're using them to actually demoralize - which has a 30ft range and costs a standard action.
Spending time looking over the patrons of the market Brunhin does not sense much amiss and the ebb and flow of the commerce seems to be as it should.
There is one curious moment though... across an alley and at a bread stall he sees a figure in a hooded cloak move linger a second, before moving on. Plain as day upon the stall shadowed by a stack of flatbread is a silver coin that was not there before the cloaked figure slowed.
The other canines within the kennel keen and whine, but do not bother Kif overly... and she is able to liberate both herself and Gemal easily. The few people that she passes upon the backstreets do not look upon her with any degree of surprise, and she blends somewhat into the colorful background that Solku presents.
She passes by houses, warehouses and businesses of relative repute - real estate within the near distance of the Lambent considered higher class within the walls. At the Eagle Eye she notes a couple of patrons with what appear to be hefty hangovers being pushed and cajoled towards the compound of the Condor Company by a hefty and scarred Kelesh man. A sour looking dwarven man smirks from within the bar's confines. Neither pays her any particular mind.
Khepri lingers a moment before moving in search of some sustenance. He needs not travel towards the market in this case though, as several mercantile Kelesh are already purveying goods adjacent to the Lambent Citadel. A few bear large earthernware vessels of long stewed dishes of meat and vegetables and there is a charcoal griller also with a variety of spitted meats of varying description and provenance.
Siddig does not have far to travel, the First Market being nearby to the Breakstride to the North. As he crosses the street he hears the call of songbirds chirping and a swell of business as the pilgrims of the dawn service have dispersed to more mercantile pursuits.
I know Siddig is seeking to replenish his profits... but what sort of thing are you looking for at the market? - pesh dealers? - criminal types?
The man that Farah dismissed does not linger, and moves into the day and to his business.
The DM has already put the information sought by Shendalyn in thread.
I wonder what sort of sacrifice would be suitable for a devil that seeks to ascend to a higher position.... surely not a horse... think diametrically opposed.
Cruxcarr is reasonably certain that the beast that would rise from the mud is an elemental of sorts. Of middling strength, but dangerous enough in numbers.
Apologies for the delay.
Katherson's fired shot skitters off the ramparts that the guardsmen stand behind, and he then drops into the snow as the others continue and meet back up with the rest.
As the ulfen party seems content to stand back and be peppered with bolts, the guardsmen begin to chuckle. The captain calling down to Bordegga "Let the boys have some target practice first... then you can finish the rest." which seems to allay the beast a moment, though she keeps her axe raised and ready. The guard's captain then reloads his own weapon.
The guardsmen finish loading their crossbows, and picking a more easily sighted target... fire at Klo...
Round 4: Guardsmen, Annalisa, Klo, Skane, Rikka, Katherson
"Within the door is a pool of water heated from the earth... that bears a creature made of the same. It is also where the guardsmen sleep... and perhaps will be if not at the gate.
"Floor the second is where food and drink is taken... and ones of winter blood hold sway. To flee back down the words are Spiral downward to the ground, every ounce, every pound."
Preparing yourselves before the barricades, Eudocia sees the door opened... and beyond it is a room dominated by a stone table. Three copper bowls filled with glowing coals hang from the ceiling of the long, natural cavern. The braziers fill the chamber with warmth and soft orange light. In the center of the chamber stands a block of stone that serves as a table, lined with wooden chairs. An enormous bloodstain, maybe a week old, darkens the stone’s surface.
There are exits from the room to the North and South - but both are blocked at present by closed doors.
Annalisa and Katherson covered 80ft, Klo 60ft - have adjusted.
From the tower the guard captain calls to Bordegga "Let them come... stay the gate" and the iss trow nods, but seems somewhat keen to press forward. She holds her battleax ready and to the side... waiting for your approach.
Three of the retreating guards make and appearance upon the battlements and all put efforts into reloading their heavy crossbows.
Round 3: Guardsmen, Annalisa, Klo, Skane, Rikka, Katherson
Hatch nods as the inanimate timber before him asks further queries "The gate is of ice, unyielding and strong... conjured not from the earth... but able to be melted and re-formed by those that dwell there.
Second Floor Infodump:
The mural of the ceustodaemons is inspected closer, and you are sure that the plates of iron shown around the necks of the beasts bears the truenames of the daemons... but the mural is not fine enough of detail to read them.
The fountain on the second floor is proved to produce fresh water that magically replenishes itself.
The murals upon the corridor are interpreted as well... and prove most enlightening... three rituals are made plain:
Call Forth the Hounds: If three guard dogs are poisoned with a very specific preparation and then ritually slaughtered, they will rise as hell hounds in life-long service to whoever cut the guard dog’s throat.
Call Forth the Steed: If a fine heavy warhorse is slain and then set aflame with a very specific and exotic mixture of incense, powered gemstones and prayer strips then from the flame will emerge a nightmare who will serve whoever lit the pyre.
Cauldron of the Earth: This ritual must be performed over a pit of boiling mud. A specially prepared concotion of rare earths and powered obsidian must be poured into the boiling mud while reciting a prayer to the Lord of Evil Earth Elementals. This calls forth four mudmen.
You suspect that a perversion of the ritual of the steed might enable your infernal patron to bless you with further power... however you'd need to acquire a suitable sacrificial subject.
Map of the Sanctum and Level 3
Third Level Infodump:
3.1 - there is a camoflaged pit trap in the floor.
3.6 - is the Treasure Vault where your friendly local dread wraith and pals are hanging out.
3.12 - is the top of the secret stairway from the caverns, and 3-13 is where you fought the ceustodaemons. Also it currently has a hole in the western wall from where Jethryk cut through.
Level 2 and below to follow later.
Lann nods at Eudocia's offer and words "Aye, I'll see them through... but I'm sure I'll be meeting you as I come past. Fare well" and he gives a warrior's armclasp to Gregori before taking his leave of you and making his way back towards his subterranean home.
Making your way back through the complex you pause at the hole still covered by stone table and chairs with rope laid beside it. Listening carefully you hear nothing of note and see fit to remove the weights and peer through the opened portal by use of Eudocia's dancing light. Beneath the room is as you first saw it... barricades unmanned and the door at the end of the room still closed.
Down and group in the lower room prior to Eudocia 'opening' the door?
Top Floor Infodump
Apart from the large domed area with Vetra-Kali's sealed statue there is an open balcony shrouded by the undergrowth growing on the spire of earth and rock. From there you can see the other strange jagged hills that rise around the Horn. The hills seem almost to be bowing as if each of these ancient stone giants recognize they are lesser than the grand and magnificent spectacle that is the Horn of Abaddon.
Investigation of Vetra-Kali's statue itself finds that the bowl at it's base serves a valuable purpose. Any fluid placed within it is turned into unholy water.
You also discern that touching the seal itself would be what is known amongst scholars and learned folk as a very bad idea. It radiates an aura of overwhelming good.
Floor map and lower floor details to follow.
Theodric can find no evidence within the maze or surrounds that the demons were called, instead that they were like the teeming masses of demonkind across the border in the Worldwound - dwelling on the material plane until freed by death to re-enter the churning mill of the Abyss.
Lann hooks the chief's morning star to his belt and you can sense that he's perhaps suffered somewhat through the ordeal of cleansing the traitor's lair. He ventures "You'll be keen to get above aye? Perhaps if I head back and get the rest of your company? The blind, the crippled and the arseho... sorry, nobleman" cracking a half-convincing smirk.
Suggesting Joana's suggestion from the Discussion thread.
Hatch fades back into view ahead of Hilde, his eyes still wary - but less affronted "Acts unknown attract no debt... and while the freeing of Thora was in Hatch's will, endebted he cannot be because of the sun-licked one's actions. She has come instead, seeking knowledge... that which Hatch knows and can share. Hatch's mouth can move and spill forth the words... but it is not to bind or force Hatch to do what Hatch does not wish. The sun-kissed will come and go, by your words with or without... but Hatch will need stay... for Nadya, for twins..."
A puckish lilt forms at the corner of his mouth as he turns away from Hilde "Hatch will tell the wall what lies in the tower... Hatch does not fear owing the wood forcing him to kneel... Hatch knows where the axe is kept."
Or in laymans - you both want the tower punished / down for different reasons. But what Hatch is unwilling to do is be endebted to a fae because of it... but he's happy being indebted to the wall. I'm assuming that's at least half acceptable, so that we can draw the rest of the PCs in again.
Hatch describes first where the Pale Tower is located "Upon a hill near town is the Tower Pale... forest surrounds it but to come near is to cross open ground. The tower rises into the sky, but before it is a courtyard ringed with walls thrice the height at least of a man. The gate is guarded always and the path is blocked by a wall of ice formed through will and not water.
This large domed chamber is baroquely decorated and everywhere adorned with jagged daemonic iconography and visions of spreading pestilence and
Low partition walls section off two ritual preparation chambers. And dominating the chamber is the statue of Vetra-Kali himself carved from hard green alabaster. He holds three knives and three bowls and leers eyeless over the altar before him. He presents a figure of brutal alien malice.
The green stone of the altar is stained black in many places, doubtless from the countless victims who met their end upon its block. There is a reservoir at the base of the statue and the statue radiates evil.
Completely out of place is the heavy silver chains that bind the altar and connect to a heavy argent seal pressed with the holy sunburst of blessed Iomedae -- the Silver Seal. As long as the seal persists, Vetra-Kali will never again manifest upon this mortal plane.
Albina - sorry, had a brainfade. Since you had a held charge it's just a matter of touch and deliver, so Jethryk would have received the healing.
Mi'Dre continues to rend and tear... finally meeting with a favorable result as the latent energy that makes up the elemental's form begins to fade. The roiling cloud that sheathed it's form begins to ebb and a shapeless fleshy mass settles bloody unto the floor.
Many apologies for the extended delay... I can only promise to try and make sure it isn't such a vast time in the future... and now...
Kif finds Khaled meet her lingering glance, though he proffers but a slight smirk before turning from it. She moves into the now swiftly heating air outside to skirt the wall of the Breakstride to it's adjoining kennel. The entrance is covered by waxed canvas hung freely, which when pushed aside sees her within. Apart from Gemal, she sees a half dozen other canines - ranging from a pedigreed terrier to a pair of mutts of indisciminate birth.
The dogs are kept ostensibly to a stall apiece, though the ropes that adorn their collars allow a fair degree of flexibility of motion. All of the occupants greet her with the yip and happy pant of an animal becalmed.
Siddig ponders his predicament and what means he might use to recoup his losses. While Solku is a lawful city and fairly run... it is clear that most of the markets within Kelesh lands are morally grey - especially where slavery is still tolerated. That being said, the trade of pesh and other alterants of mind and body are where profits are healthy and competition even more so. Unfortunately that market is also relatively secret.
If Siddig was to chase the quickest dollar that could be made... especially without invitation to consortium... then it would best be approached in the evenings at dens of iniquity such as Gilded Dreams where hushed deals and confidence are in good measure. Failing that a quick and practiced eye could likely find some sport at the First Market or outside of the city walls at The Pens.
The call is answered with reasonable swiftness, and Erasmes finds himself furnished with ink, quill and parchment by a scantily dressed Kelesh slave girl.
Farah does not share the enthusiasm of her blackened blade, and travels a short distance to the West towards First Market where a copper spent sees her furnished with a skin of lukewarm water by a street vendor. While she drinks her fill... she notices that an older acolyte of Sarenrae has stopped in his walk to regard her for a few moments. As she looks up and meets his gaze, he averts it and turns to move away.
Brunhin's expectations are soon met as the crowd swells around him, merchants and customers both swarming into the market once the crowd has dispersed from the dawn prayers. The market fills with the clashing sound of many tongues spoken by many tongues, and as the heat of the morning slowly swells... the air in the market becomes pungent with redolent spices and the sweaty stink of livestock.
Give me a Sense Motive and a Perception check please :)
Mi'Dre has better luck at rending and tearing this exchange, and despite the elemental showing stout resistance his efforts begin to pay upon it.
Albina gauges whether it is worth approaching near enough to deliver healing unto Jethryk... and while he is floating lower, it is still within the beast's reach...
Shendalyn's summoned elementals channel their instructor and sit idle and indolent in thought for a round.
Cruxcarr's attempt at skeletal groping is almost successful, but the elemental twists away at the last moment.
The beast of thunder lashes out at Mi'Dre, repaying the hurt delivered with it's magically slowed reflexes...
Back to you guys... and you should hopefully get it this exchange...
Smelling the air barely wafting from the old sewer tunnel, Lann gives a measured nod "Smells like it connects to the newer sewers... shouldn't be too far from the surface then." looking to the ground and forwards "No sign the traitors kept watch further forward as well... which bodes that the maze was the end of their domain."
From Rikka a pair of conjured missiles streak into one of the guardsmen, rocking him backwards unto his heels but not dropping him.
The group from the forest lurk breaks across the snow towards their kinsmen...
Fickle Hand of Fate:
2d20 ⇒ (4, 17) = 21
...thinking at first their advance might be unhindered, before a call from guard atop the battlements comes "More from the North!" and alerts them to your approach.
The iss trow from within the walls of the fort lopes effortlessly through the courtyard and moves outside the embrace of the fortifications. She stands a ten foot tall behemoth with light blue-green skin and clothed in rough furs. A tusked jaw juts in challenge as an oversized battleaxe is borne threateningly.
In her wake, the guardsmen outside the gate fade back into the courtyard walls - likely moving to positions of vantage where their crossbows can be brought to bear once more... but not yet coming into view. The ice wall that so helpfully melted away moments earlier then rematerializes, leaving the guards within... and you outside with the trow.
The guard captain takes aim with his reloaded crossbow and attempts to put another quarrel into Skane...
I'll get the map updated tonight - but positioning should still be fairly straightforward. Most of the forest group is pounding ground across the snow - while the gate group hasn't moved.
Round 2: Guardsmen, Annalisa, Klo, Skane, Rikka, Katherson
Lann manages to give you a nod, still working the worst of the green cloud's effects from his system.
Moving through the maze you find no further demons lurking within it... and instead once through the masonry walls you find an old sewer tunnel leading eastwards and ascending towards the surface.
"The Sun weighs heavy upon your brow not-of-winter... and your tongue does you disservice. It surprises Hatch that one of Summer is so cold of heart and mind. Hatch will have no debt to not-of-winter..." and with that the domovoi uses the fae powers to once more fade from sight... though Hilde feels that he lingers still waiting to see how the half-fey may respond...
Re-noting that a domovoi is not of the house of winter and is instead within the ranks of unaligned fey.
Information pending resolution of spoiler...