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Ankheg

GM_Verdigris's page

3,119 posts. Alias of verdigris.


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Map

Serra and planes check over 18:
Each of the murals on the walls depicts the demon lord Deskari mutilating and savaging a different deity—Iomedae, Sarenrae, Torag, Desna, and Shelyn.
One of the alcoves is larger than the others. This one contains a small shrine devoted to Deskari, and includes a lifelike statue of the insectoid demon lord.

Serra, Cole, and Jekata tromp down towards the end of the hallway to look at the murals and the frame holding the banner at the end.

please double check your position on the map, please.


Map

Once the hate situation is settled, the group proceeds to the next set of doors. These open onto a landing, then a deep stairwell leading down and down to another set of doors.
Opening those doors reveals a long, 30-foot-high alcove lined hall illuminated by swaths of pulsating red lichen. The alcoves themselves display elaborate, colorful murals of demonic entities, each with inscriptions chiseled into the stone below them.

At the far end of the hall stands a massive iron framework that displays a red banner.

Will update the map tonight so you can picture it better.


1 person marked this as a favorite.
Map

"Oh, MiLady, that is no work of mine. The Cursed Forge is only for weapons."


Map

Mathilda:
Mattie's ribbons hang limply, perhaps a touch more crinkled than normal.

Does anyone else have the ability to identify?


Map

Cole finds upon the body the following:

a scroll,

spellcraft:22:
scroll of dimension door,

a scroll,
spellcraft:20:
scroll of dispel magic;

a cloak,
spellcraft:24:
cloak of resistance +2,

a headband,
spellcraft:30:
headband of vast intelligence +2 (grants ranks in Sense Motive),

a ring,
spellcraft:32:
ring of forcefangs,

a ring,
spellcraft:24:
ring of protection +2

MWK dagger


Map

displacement: 1d2 ⇒ 2

The tiefling turns in surprise as Jurin makes his presence known. She howls as the acid melts her face as she drops to the floor.

and we are out of initiative.

Jestaka rounds on Jurin like a rabid dog, "I was going to do THAT!!"

Growling and snarling, she nearly bites at Joran as he reaches out to calm her down.

"Easy, 'Taka. Easy. There will be more later," he glances at Cole and cocks his head to the side, "Right, Boss?"


Map

Cole's Bow sends three arrows into the surprised tiefling, but still, she is able to side step two of Ely's three attacks. The third packs a wallop (though not as big a wallop as the arrows), leaving Chorussina doubting the wisdom of her choice not to simply head the heck out of here.

Jurin is up, followed by Joran and Jestaka.


Map

Jurin casts Haste (affecting himself, Eli, Cole, and Joran, but not Serra and Jestaka)

jestaka fort save: 1d20 + 12 ⇒ (10) + 12 = 22 Jestaka roars from within the stinking cloud, the rushes out towards the others.

1-South, 2-East, 3-North, 4-West: 1d4 ⇒ 3

Joran attacks Chorussina.

joran attaack on Chorussina: 1d20 + 11 ⇒ (10) + 11 = 211d4 + 4 ⇒ (4) + 4 = 8

Serra wonders out of the fog, pondering his squire's poor performance.

Round 11

Seeing everyone side step her cloud, Chorussina shrieks, then steps up to the big guy(Ely) to cast dispel magic upon him.

caster level check for dispel magic: 1d20 + 10 ⇒ (4) + 10 = 14

Round 11

23: Chorussina: (-8hp)
22: Cole Zeff:
20: Elyanius:
11-: Serra:
3: Jurin
2-: Jestaka:
1: Joran:

Cole is up!

edit: Forgot to do a displacement check on Chorussina for Joran's attack

displacement check: 1d2 ⇒ 2


Map

fort for Serra: 1d20 + 8 ⇒ (17) + 8 = 25

Serra wrinkles his angelic nose, "Smells like my boots in the morning." Huffing and puffing, he trudges out of the effect of the fog.

1-south,2-east,3-north,4-west: 1d4 ⇒ 4

Jurin is up, followed by Jestaka and Joran.


Map

Round 10

23: Chorussina:
22: Cole Zeff:
20: Elyanius:
11-: Serra:
3: Jurin
2-: Jestaka:
1: Joran:

Jurin tells the others of the woman's dimensional egress, then disappears himself. Cole double moves to catch up with the others.

Serra looks for the caster, with no results.

Jestaka shrugs and follows Cole and the others. Joran too follows the others, though he is no where near as fast.

Round 10

23: Chorussina:
22: Cole Zeff:
20: Elyanius:
11-: Serra:
3: Jurin
2-: Jestaka:
1: Joran:

Chorussina rushes from the other room, nearly landing on top of Joran, hissing and sputtering like a guttering fire.

combat cast: 1d20 + 10 ⇒ (16) + 10 = 26

Suddenly, a miasmic vapor begins to coalesce around the party. Thick and clingy and colored something close to the brown streaked yellow-green of the dying spittle of a consumptive drunk, the cloud spreads out 20 feet. Not enough to look and feel like the insides of a opium lung, the smell begins bad and grows worse. The gut wrenching stench of rotten eggs, gangrenous wounds, and fermented herring permeates the scent of fresh vomit on newly dyed leather that billows through the cloud in increasingly strong waves.
Fort save, DC: 17

DC:18:
stinking cloud, duhhh


Map

Eli plods over to join Serra, while he ponders the woman's disappearance act.

Jurin is up!


Map

Cole spits on the ground free action, and waits as he tries to find the missing woman.

Mattie:
Mattie tries very...very hard to scrunch up her ribbonly brows... and perhaps one even moved... or a stray breeze caught it or something, at any rate, she is quite certain that she nearly conveyed her pique.

"M'Lady? Yes'M... I'll be right there. There's no telling where she's gone off to. Chorussina was always popping here and there and everywhere. A right nuisance!" Still, Joran ducks, as if awaiting some sign of the missing tiefling's displeasure, even as he hurries on his turn, of course to attend his new Lady, Lord Cole's talking Bow. [/ooc]

Ely, Serra, and Jurin are up... he is in front of Jestaka, honestly...


Map

Round whatever the heck it is, let's call it 9

23: Chorussina:
22: Cole Zeff:
20: Elyanius:
11-: Serra:
2-: Jestaka:
1: Joran:

Chorussina casts one last spell, grinning all the while...then disappears from behind the wall.

spellcraft:19:
she casts dimension door

Everyone else is up!


Map

Beyond the wall, the tiefling casts more spells.

Please fill in the following:

...........Round 5
action:
...........Round 6
action:
...........Round 7
action:
...........Round 8
action:


Map

The woman grins at Cole even as she casts another spell, though the grin dims as Mathilda begins to uhh sing....

To speed things along, assuming no one has anything they want to try to get in before she finishes her spellcasting, please give me 5 rounds of actions and we'll come back in 1 round before she is done for role play purposes.


Map

Joran startles at Eli's question, then answers a bit gruffly."What? I have no idea. Staunton never let me come down this way. I just worked the forge. But I recognize Chorussina. She's the Seneschel for Drezen... or was, until you folks got here." Joran amends hastily.

Jestaka beats fruitlessly against the invisible wall, but without her residual rage. Joran ponders the wall, but can't seem to figure it out.

Round 4, begins
22: Cole Zeff:
20: Elyanius:
20-:Jurin: (-11hp)
16+:Schir 1: (-18hp)
16-Schir 2: (-31hp)
11: Chorussina:
11-: Serra:
2-: Jestaka:
1: Joran:

Cole, Eli, and Jurin are up!


Map

Cole moves quickly into the room. Eli begins to spread while questioning the woman behind the wall. Jurin ponders grabbing the crystal, since he's flying about anyway. Jurin thinks he probably could grab the Crystal. But it's large and ungainly, and hanging on a chain.

The woman behind the wall takes advantage of the safety and casts another spell.

spellcraft:17:
she casts bear's endurance

Serra is up!

Round 3, continues
22: Cole Zeff:
20: Elyanius:
20-:Jurin: (-11hp)
16+:Schir 1: (-18hp)
16-Schir 2: (-31hp)
11: Chorussina:
11-: Serra:
2-: Jestaka:
1: Joran:


Map

You think that the ritual they were doing was not completed, and the remnants of the circle are harmless unless they complete it. It should be safe for crossing at this point.


Map

I'll do the best I can for the next few days. After almost of a month of breathing issues, they've added another two meds. Hopefully these will help.


Map

The crystal hangs from a 40 foot high ceiling. The circle is sort of only half there. They were in the process of chanting. You can make a spell craft of DC 20 to know whether or not it could be dangerous to step in it. But it's at least 30 feet up.


Map

Round 2, end

Jestaka rushes the wall and begins to pound on it with all her might.

attack, jestaka, raging: 1d20 + 10 ⇒ (4) + 10 = 142d6 + 7 ⇒ (5, 1) + 7 = 13

Unfortunately, she doesn't even dent it.

Joran continues to guard the back.

Round 3, Cole, Eli, and Jurin are up!

22: Cole Zeff:
20: Elyanius:
20-:Jurin: (-11hp)
16+:Schir 1: (-18hp)
16-Schir 2: (-31hp)
11: Chorussina:
11-: Serra:
2-: Jestaka:
1: Joran:


Map

Round 2

22: Cole Zeff:
20: Elyanius:
20-:Jurin: (-11hp)
16+:Schir 1: (-18hp)
16-Schir 2: (-31hp)
11: Chorussina:
11-: Serra:
2-: Jestaka:
1: Joran:

Round 2, continues

Eli's spell resounds off the invisible wall that the demonic tiefling erected for her protection. It echoes back, nearly catching Jurin in the wash of it as he charges up.

Chorussina grins, and casts another spell.

spellcraft:19:
She casts fireshield

Jurin flies to the top of the wall. Though he pokes and prods, he does not find an opening.

Joran waits for the others to move in before following, ready to guard the rear again.

Joran moved to go last. Serra is up


Map

Cole, in a hurry to get back to the caster in the back, downs both of the Schir up front! I knew I should have added more demons! ;)

Considering this turn of events, Eli and jurin are up, with Jurin having two rounds worth of actions. This will move in him the initiative order, possibly smoothing things out.


Map

Round 2
23: Jestaka:
22: Cole Zeff:
20: Elyanius:
16+:Schir 1: (-18hp)
16-Schir 2: (-31hp)
14: Joran:
11: Chorussina:
11-: Serra:
2: Jurin: (-11hp)

Jurin does something, to be decided this evening, probably against Schir 1, followed by Jestaka, who rushes forward to attack the blinded Schir.

attack one, Jestaka against Schir 2: 1d20 + 15 ⇒ (6) + 15 = 212d6 + 7 - 5 ⇒ (2, 3) + 7 - 5 = 7
attack 2, Jestaka against Schir 2: 1d20 + 10 ⇒ (4) + 10 = 142d6 + 7 - 5 ⇒ (6, 3) + 7 - 5 = 11

Cole and Eli are up

Sorry, I forgot that the Schir have SR. Please roll for that if applicable


Map

Serra gets over his hesitation and strikes out at the closest Schir, but misses.

and Jurin is now up, again.


Map

Serra delays, looking for an opening.

from the back, Chorussina's voice begins warbling offkey, as she casts a spell.

spellcraft:20:
She's casting wall of force

Hmmm... I have an extra Joran for some reason. Nevermind, Jurin is up!


Map

reflex save, schir 1: 1d20 + 3 ⇒ (20) + 3 = 23
reflex save, schir 2: 1d20 + 3 ⇒ (12) + 3 = 15

Eli blasts the two remaining demons with a bright purity, dazzling one (schir 1), and blinding the other (schir 2).

Through the pain, Schir 1 strikes out at the person closest, Jurin.

schir 1, 1=jurin, 2=Jestaka: 1d2 ⇒ 1
schir attack 1, halberd: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 191d10 + 4 ⇒ (3) + 4 = 7,
schir 1, gore attack: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 221d6 + 2 ⇒ (2) + 2 = 4
schir 1, possible crit on the gore: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10

Schir 2 steps up, ready to strike at anything that happens by him.

Schir 2 attack, if necessary:
blind factor, high is good for the goats: 1d100 ⇒ 32
schir attack 1, halberd: 1d20 + 10 ⇒ (2) + 10 = 121d10 + 4 ⇒ (4) + 4 = 8,

Meanwhile, Joran calls from the back. "Hey, that looks like Chorussina! I never did like her! She's very uppity, for a demon's get. " He looks around, guarding the rear from attack. "Don't worry, I've got your backs!"

Serra is up!


Map

Cole takes aim at Schir 3, and though it takes all of his shots, he drops Schir 3.

Eli is up!


Map

Surprise

Serra casts haste on his companions, drawing the attention of the tiefling.

"KILL THEM!" she commands, then runs to the back of the room.

Her Schir take her at her word, rushing the door.

Round 1

23: Jestaka: 1d20 + 7 ⇒ (16) + 7 = 23
22: Cole Zeff: 1d20 + 7 ⇒ (15) + 7 = 22
20: Elyanius Myoch: 1d20 + 0 ⇒ (20) + 0 = 20

16:Schir:
1d20 + 2 ⇒ (14) + 2 = 16
Schir 1(-5hp)
Schir 2
Schir 3

14: Joran the dwarf: 1d20 + 3 ⇒ (11) + 3 = 14
13: Serra Iondri Phaer: 1d20 + 1 ⇒ (12) + 1 = 13
11: Chorussina: 1d20 + 3 ⇒ (8) + 3 = 11
8: Joran: 1d20 + 3 ⇒ (5) + 3 = 8
2: Jurin: 1d20 + 1 ⇒ (1) + 1 = 2

Jestaka roars and rushes forward to meet the challenge.

Jestaka on closest schir: 1d20 + 15 ⇒ (9) + 15 = 242d6 + 7 ⇒ (2, 1) + 7 = 10

Cole and Eli are up!


Map

A small dais of steps descends into this oddly shaped chamber, while more stairs lead to the northwest and southeast. Lit candles surround the circle of arcane purpose scribed on the floor. Overhead, the ceiling rises nearly forty feet. A large crystal hangs overhead from a heavy chain, pulsing in the reflected light.

Inside, several creatures surround a glowing orange circle scribed onto the floor, their voices raised in malevolent insistence. Their slow, heavy chanting reverberates from the floor to a large crystal that hangs from the ceiling and back again, charging the air with anticipation. Tension seems to build in the ground beneath their feet.

initiative:
Cole Zeff: 1d20 + 7 ⇒ (15) + 7 = 22
Elyanius Myoch: 1d20 + 0 ⇒ (20) + 0 = 20
Serra Iondri Phaer: 1d20 + 1 ⇒ (12) + 1 = 13
Elyanius Myoch: 1d20 + 0 ⇒ (14) + 0 = 14
Jurin: 1d20 + 1 ⇒ (1) + 1 = 2
Joran the dwarf: 1d20 + 3 ⇒ (11) + 3 = 14
Jestaka: 1d20 + 7 ⇒ (16) + 7 = 23
Joran: 1d20 + 3 ⇒ (5) + 3 = 8
B-Chorussina: 1d20 + 3 ⇒ (8) + 3 = 11
Schir: 1d20 + 2 ⇒ (14) + 2 = 16

perception:

Cole Zeff: 1d20 + 9 ⇒ (4) + 9 = 13
Elyanius Myoch: 1d20 + 8 ⇒ (1) + 8 = 9
Serra Iondri Phaer: 1d20 + 8 ⇒ (17) + 8 = 25
Jurin: 1d20 + 1 ⇒ (3) + 1 = 4
Schir: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10
Chorussina: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17

spellcraft:40:
The cultist and her demons are intent on working a ritual to draw upon the rifts within the world wound to destroy Drezen with a new rift where it now stands. Some people don't take losing very well.

Surprise round

Serra goes in the surprise round, followed by the bad guys.

ignore for now:

23: Jestaka: 1d20 + 7 ⇒ (16) + 7 = 23
22: Cole Zeff: 1d20 + 7 ⇒ (15) + 7 = 22
20: Elyanius Myoch: 1d20 + 0 ⇒ (20) + 0 = 20
16:Schir: 1d20 + 2 ⇒ (14) + 2 = 16
14: Joran the dwarf: 1d20 + 3 ⇒ (11) + 3 = 14
13: Serra Iondri Phaer: 1d20 + 1 ⇒ (12) + 1 = 13
11: Chorussina: 1d20 + 3 ⇒ (8) + 3 = 11
8: Joran: 1d20 + 3 ⇒ (5) + 3 = 8
2: Jurin: 1d20 + 1 ⇒ (1) + 1 = 2


Map

G-8:
Implements and tools for crafting and shaping weapons and armor lie strewn about the tables in this hexagon-shaped chamber.

G-9:
This wide chamber connects with two small vaults to the east and west. All three chambers hold a variety of weapons and gear of varying quality, but many weapon racks lie empty, as well.

Please make a perception check for each room, G-7 thru G-9.

Serra, anyone that read the diary:
After looking at the forge, and weighing Staunton's words in his diary, it's clear that this forge is the origin of the corruption weighing heavily in the air in the dungeon. This effect can be stopped by casting dispel evil and dispel chaos within 1 round of each other. It's probably true that the forge could be turned, that is, that with sufficient time (more than you have now), it could be changed to crafting weapons of good for the war against the demons.


Map

Let me clarify about the doors and the elevator/cage thing. basically the cage can do one of two things; it either goes straight down, to the ground level of G-7. From there, you can reach either G-8 or G-9.

The other thing it can do is go straight across from the terrace (there is a line on the map sort of showing it) to the doors directly across to the far side of G-7. These are *not* on the ground floor, and can only be reached using the cage. The mechanism for working the cage is up on the terrace. It takes a full round to get to go 10 feet in either direction.


Map

Round 2

Cole peppers the next Salamander with arrows, trying to stop his work. WIth the help of Mathilda, he does great damage to the creature, but does not get him to stop.

Eli let's the Barbarian take point, while readying to attack anything that gets past his companions.

Jestaka surges, taking a mighty swing at the Salamander.

attack on the salamander, raging, cuz that's what she does: 1d20 + 17 ⇒ (5) + 17 = 222d6 + 13 ⇒ (6, 6) + 13 = 25

This drops that salamander as well, leaving the last two trapped about 5 feet down from the terrace floor.

Joran, visibly shaken by the barbarian's rage, coughs, "I'll uhh, just stay back here and watch for anything coming this way."

With the last two salamanders trapped within the cage, it is only moments before they two are dead and the group is able to approach the corruption forge unimpeded, save for the atmospheric conditions (hot hot hot), and oppressive evil that permeates everything in the vicinity.

and you are out of initiative.


Map

Round 2, Init 18-

Jurin cuts down ComMander, leaving the way clear for the others, drawing a howl from Jestaka. "I was going to kill that one!"

PomMander keeps working the apparatus, drawing the other two Salamanders up the next 10 feet.

Eli and Cole are up!


Map

as I've explained to Ely in chat, he can only reach Com, and so I'me moving his spell there.

ComMander stands strong, the very shadows of evil and chaos of the room swirling around to give him strength while slowing the thoughts and weakening their character.

fort save: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31

Ely:
Ely, take -2 to any Int/Wis/Char ability checks, please. The overwhelming evil of the place weighs on your soul.

Serra:
Serra, take -2 to any Int/Wis/Char ability checks please. The overwhelming evil of the place weighs on your soul.

Cole:
Cole, take -2 to any Int/Wis/Char ability checks please. The overwhelming evil of the place weighs upon your soul.

Jurin:
Jurin, take -2 to any Int/Wis/Char ability checks, please. The overwhelming evil of the place reminds you of your time before time.

Joran stiffens his resolve and casts blindness at ComMander.

ComMander: 1d20 + 10 ⇒ (14) + 10 = 24

but alas, the Salamander seems unfazed.

Jestaka growls from behind, "Move over, little tin man! Let Jestaka clear the way!" rushing in, she tries, but fails, to shove Serra out of her way.

reposition: 1d20 + 16 ⇒ (2) + 16 = 18

Begin Round 2, Jurin is up, followed by the Sallies

Round 2

18: Jurin:

18: Salamanders(4):

Com(S-1): (-45hp)
Dee(S-2):
Gerry(S-3):
Pom(S-4):

16: Elyanius Myoch:
14: Cole Zeff:
12: Serra Iondri Phaer:
4: Joran the dwarf:
4-:Jestaka:


Map

Cole: If he casts it After the door opens, then he hasn't cast it yet. If he cast it before the door opens, then just subtract one round for that and he has it in place.

Cole drills the creature, (ComMander) with multiple arrows, wounding him deeply, but he still blocks the passage to allow his companion to keep raising the cage.


Map

Round 1, so far

Jurin casts a spell and sizes up the 'Mander quartet.

Jurin:
They're particularly fond of flaming knight kebobs..., they even have the fire and skewers ready.

The two creatures on the ground floor rush the elevator, while one of the creatures on top begins to work the apparatus to bring them up. The other moves into position to hold off the intruders.

Serra fires off a magic missile at ComMander, to clear the way.

Ely and Cole are up.I'll wait for them before Joran and Jestaka go.


Map

initiative:
Cole Zeff: 1d20 + 7 ⇒ (7) + 7 = 14
Elyanius Myoch: 1d20 + 0 ⇒ (8) + 0 = 8
Serra Iondri Phaer: 1d20 + 1 ⇒ (11) + 1 = 12
Elyanius Myoch: 1d20 + 0 ⇒ (16) + 0 = 16
Jurin: 1d20 + 1 ⇒ (17) + 1 = 18
Joran the dwarf: 1d20 + 3 ⇒ (1) + 3 = 4
S-1: 1d20 + 1 ⇒ (17) + 1 = 18
S-2: 1d20 + 1 ⇒ (5) + 1 = 6
S-3: 1d20 + 1 ⇒ (17) + 1 = 18
S-4: 1d20 + 1 ⇒ (17) + 1 = 18

18: Jurin:

18: Salamanders(4):

S-1
S-2
S-3
S-4

16: Elyanius Myoch:
14: Cole Zeff:
12: Serra Iondri Phaer:
4: Joran the dwarf:
4-:Jestaka:

"ok, then let's head in. There may be some of Aponavicius’ salamander guards inside. but likely they'll be down below. This opens onto a high terrace. There's a cage to help get to the floor, unless any of you can fly?"

After all of the buildup (once everyone is ready) opening the door is somewhat of a disappointment, is it is actually rather cool. A hallway leads out to a broadening terrace, and a 10foot cage, though, just as Joran described*. Beside the cage stand two fiery lizards.

*:
A ten-foot-wide cage encloses an elevated lift at the top of this high terrace. A line of chains and an array of pulleys allow the cage to be lowered down into the room or moved across the room to a set of double doors at the far side of the chamber. The terrace and cage both overlook a large chamber with walls that seem to glow red hot. Heat wavers in the air, and wisps of vapor periodically waft up from the floor and walls, but the temperature atop the terrace is rather cool. Below, in the center of the room, squats a large forge made of black and red metal.

knowledge planes: 16:
These are salamanders, denizens of the plane of fire. ask your questions for every 5 over the 16.


Map
Cole Zeff wrote:
Cole looks very angrily at Joran. "You could not have told us last night that it would be overly warm - so warm we would need protection? Your usefulness seems to be decreasing not increasing..."

Joran flushes and flinches in the face of Cole's anger, "I didn't really think abou it. I thought this would be the last we dwealt with, when we had time. There is still the vampire and his spawn to deal with."


Map

Joran is halfway towards the hallway to the east before he realizes the others aren't following, "What? You wanna go to the Forge first? Well, ok, but it's hot in there. Really hot, even for me without some sort of magical help. If they're still in there, the salamanders are pretty hot too, so we best be ready." resist elements anyone?


Map
GM_Verdigris wrote:

Joran has the good grace to look uncomfortable at Cole's words. He hems and haws before changing the subject.

" Down through a secret door in the southern room is the corruption forge. I s'pect it'll still be there waiting for us when we're done with the rest."

Which way do you go, and how long do you spend in G1(a, and b) , before you move on?

Oh! aside from the dead bodies, and the door Joran already pointed out, there's not much to find here. Some bloody cards and old picture scroll that would likely appeal to the prurient interests of cultists, but otherwise nahhh.


Map

Joran has the good grace to look uncomfortable at Cole's words. He hems and haws before changing the subject.

" Down through a secret door in the southern room is the corruption forge. I s'pect it'll still be there waiting for us when we're done with the rest."


Map

Cole carefully eyes the first door into the prison. Though Joran assures him that it is "usually" not trapped, he is still cautious as he disables the lock and opens the way into the G1 area. please keep your token updated on the map.

Inside the cells, lay several corpses.

heal: 10:
These corpses are very thin and appear to have starved to death.

A soft sussurrus whistles just at the threshold of hearing, nearly but not quite forming words.


Map

The stairs descend about 40 feet before opening into the first room of the dungeon. It is an additional 20 feet to the ground floor with demonic carvings and twisting runes decorating the walls. A pulsating red luminsecence dimly lights the space as an ugly scarlet lichen glows upon the walls. unless otherwise noted, all doors are made of iron (hardness 10, 60 hp, break DC 28).

The walls of this chamber hold numerous dark, narrow prison cells. Around the main entrance stands an iron cage, with a cell door blocking entrance into the main vault.

Joran points out the two rooms on either side, "The guards were usually in here, when he had them, but usually the cells were enough."


Map
Cole Zeff wrote:
"This corruption forge. Can it's effects be reversed? Can you restore the goodness and light of these objects back to their former glory?"
Mathilda Lundquist wrote:


"Oh, dear... How terrible! Maybe those shiny armors are no good after all?"

"Oh I think I could reverse them in time. If I saw them again. But it takes time, corrupting things.. I suspect it would take take to undo as well. But I can tell you which stuff I've done and what I haven't. That shiny armor, for instance, that's no work of mine! It's as good as it looks I suspect, because staunton had no hand for the forge."

Mathilda:
That's a fun idea. I don't think she can manage it at this point, but maybe as Cole gets more mythic, her control over it can get better.


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Staunton's Journal:
This journal records events from Staunton’s life, recited from his childhood in the Five Kings Mountains to his time spent in the First Mendevian Crusade searching for the lost Sky Citadel of Jormurdun, on to his betrayal of Drezen and his time spent serving Deskari and Baphomet alike. As such, I've included much of his backstory here.

Staunton Vhane joined the Mendevian crusade as a young dwarf of 36, excited to fight against the Worldwound. While part of his eagerness was spurred by the idea of battling demons, young Staunton also had another, more personal reason: he’d heard rumors that the lost Sky Citadel of Jormurdun was located somewhere behind enemy lines. Blinded by dreams of fame and power for finding the lost city, Staunton hoped for a swift end to the demonic threat so he could explore Sarkoris in relative safety.

But over the next 2 years, the fighting quickly wore on Staunton. With each report of another lost battle or influx of a seemingly endless number of demons, his hopes for a swift resolution to the conflict and the opportunity to find Jormurdun faded, and when the marilith Aponavicius laid siege to the city of Drezen early in 4638 ar, the dwarf knew these fears had become fact. The presence of the Sword of Valor kept the bulk of the demonic armies from harming Drezen, but the city would soon be broken by the smaller groups of skirmishers that continually harried its walls.

Then one day while on a patrol beyond the walls, the crusading company to which Staunton belonged was ambushed by demons, and all but Staunton were slain before the demons suddenly fled, howling in fear as a beautiful elven soldier leading a troop of powerful-looking archers arrived on the scene. The elf pulled Staunton from the grime and introduced herself as Jerribeth, and what she said next resonated with Staunton to the core: “Drezen is protected enough, but the city’s rulers are too cowardly to defeat the demons. While they know they could break the host if they rode out to meet the enemy with the Sword of Valor carried proudly at the vanguard, they fear taking risks. Drezen is strong; it doesn’t need a magic banner to stand fast. But if you bring this banner to me, I will use its power to lead my army against the demons and save us all!”
Staunton already harbored similar beliefs in his soul, and immediately vowed to bring the elven general the Sword of Valor, knowing that by the time anyone noticed it was missing, the demons would have been driven driven back to the Abyss. Unfortunately, in Staunton’s eagerness to believe, he fell right into the “elf’s” trap—Jerribeth was in fact a glabrezu, and when Staunton delivered the Sword of Valor, she revealed her true nature and made him watch as the demons invaded Drezen. As he watched, something woke within Staunton’s heart. He realized he was glad to see the cowards go, and in awe of the power of the demonic host. His fall from grace was completed when he was brought by Jerribeth into the captured city and pledged his loyalty to the conquering marilith Aponavicius.
And so for the next 75 years, Staunton Vhane served the Worldwound. At first, he played the role of advisor for the marilith, informing her about crusader tactics and advising her on the best ways to battle paladins. In time, he was recruited by the Templars of the Ivory Labyrinth and trained to be a double agent. With their aid, he forged himself a powerful weapon, Soulshear, to aid his quest, and in 4658 he returned to Mendev and joined the crusade again as a captain of an all-dwarven mercenary company called the Hammers of Heaven. But this time, Staunton and his mercenaries were in fact hidden disciples of Baphomet.
Over the following decades, Staunton and the Hammers of Heaven served both sides of the war. He lured his cousin Thurl to Mendev, and used his connections to the Pathfinder Society to fund his own expeditions deep into the Worldwound to seek Jormurdun when he could, but most of his time was spent fighting in small skirmishes against demons whose defeat wouldn’t matter to the Worldwound while simultaneously sabotaging countless war efforts all along the border. His last act of treachery was to compromise many of the defenses of the Kite in Kenabres, an act that ultimately allowed the Storm King to attack the city once again, but it was in this final act that he was ultimately discovered by the paladin Irabeth. In the ensuing fight, Staunton was defeated, and fled north to Drezen on his fiendish giant wasp mount Vrexed. Since his return to Drezen, he’s burned for a chance to face Irabeth, or any paladin.

Other information found in the journal:
• A list of dozens of sacred and holy weapons and armor
he and his brother have successfully tainted through the use of the corruption forge in area G7
• A description of the Sword of Valor, including Staunton’s frustration over Aponavicius’s desire to keep it as a mere trophy and not to attempt the banner’s corruption.
• Several detailed pages of how he hopes to someday torture Irabeth for “nearly ruining everything” when she confronted him almost a year ago in Kenabres.
• Notes on the shadow demon Eustoyriax, an unusually powerful shadow demon who came to Drezen a few weeks after Staunton fled here from Kenabres. The shadow demon arrived in the possessed body of a crusader named Maranse (a man the diary records as now being long dead.


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Laina gapes for a moment, then nods slowly. "Y-yes, I have ribbons. They are my mothers, but she won't mind you wearing them." especially if we don't tell her. She gathers the ribbons of red, yellow, and green, and offers them to Mathilda.

Meanwhile...

"What this?" She strokes her chin thoughtfully. "I've never thought about it. Must just be lucky, I guess. Don't worry, when you grow up, you may be able to grow one too."


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Jurin Kreedsön wrote:

Jurin nods at the pile of treasures, hard won.

"I like that new girl, Jestak. Lots of Js around here. Feels like home."

He fingers the elven mail, remembering the suit his uncle wore.

Jestak grins, reaching for the sword hilt that normally stands at her back. "Ya! J's are good. Strong! Like Jestak. You are like little j, Jurin. small, but sneaky strong. I like you too, little man!" Realizing it's not there, she laughs and slaps her thigh, apparently happy to have thrown in with the good guys for now.


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Cole Zeff wrote:

"Laina, there's something you need to see, uh, hear. Laina, my bow has been, well, possessed of a higher power to aid me in our fight. It's your great, great aunt, Mathilda Lundquist."

He holds up his bow, "Mathilda, this is Laina Esheram, my niece and my blood. We do not keep secrets from family - you may tell her anything and speak in front of her at any time."

Laina startles little, having lived through so much already. She does startle, her eyes narrowing as she takes in the bow, and Cole's bold claim.

"A pleasure to meet you, Ma'am." Laina sketches a barely remembered curtsey, an old fashioned curtesy that she'd been taught once.

she looks to the food she is preparing, and her brow furrows... Does he want me to set a place for her as well? What do "possessed" bows eat, anyway? If it's possessed, should we be dealing with it? A myriad of emotions flow across her face before she settles on, "Can I get you anything?"


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Serra still can't identify the oil, though the Pearl is a Pearl of Power 2nd level spells.
The plate armor nearly blinds him as he studies it, glowing with the light of a bright forge. It is armor of the pious.

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