
GM Kartari |
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Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
"Thank you..." the ethereal voice calls to Rhia. With a final warm smile, she adds, "Call on me... if there's anything you need. You'll know how."
Count Caromarc takes his wife's translucent hand. A question forms on his brow as he stares back at her, though his mouth fails to speak it aloud.
"She is... waiting for us..." Aunt Ceryse knowingly gestures to her left, where another translucent form takes shape! A second figure manifests... of another young woman. The second woman seems more distant and less visually distinct, as if appearing from deeper within the realm of the dead. She beckons to both Ceryse and the Count to come to her.
Wordlessly, he looks back and forth between the two women, his astonishment not abated...
The Count knew the pain and suffering of losing both his wife and child during childbirth so long ago. As you have witnessed yourselves, he had not taken it well, to put it lightly. He spent his last decades of life seeking a way to reunite with them, to bring them back into this world...
At long last, he has, in a way, completed his mission. He is reunited with those he loved most in life. It seems those final years are lifting from his face as he basks in the silvery blue light of the spirits of his wife and child. Without so much as a glance back, they embrace.
As they release their embrace, the bluish-white light grows in intensity. You see a man closer to his 40's than his 80's standing there with the two women. Somehow, you know it's still Count Caromarc... and, you now realize, an old man's body now lies crumpled on the floor before you. An unaccustomed smile rests on the Count's body's forlorn face, as his body rests beside the carcass of one of his abominations in life.
The couple and their daughter smile back at you as the light brightens even further. Reflexively, you all avert your eyes. When the light dims away, the three spirits are no longer there.
You look around. The Count's body grows cold on the floor. And Rhia notices something on her hand. The silver ring she spotted on her aunt's ghost's hand? Somehow, it made it to her own hand...
The sudden crashing sound of metal and broken porcelain cups catches your attention. Waxwood dropped his tray of biscuits and tea. The homunculus's head is cocked to one side as it stares down at its now deceased master...
Rhia or anyone else trained in Spellcraft may make a check to identify Rhia's new ring (must cast detect magic or identify first.
As the three of you previously beat the knowledge checks required to know a certain something...
If a homunculus's master is slain, it goes insane — it loses its Intelligence score, all feats, and all skill ranks, and generally claims the immediate surroundings as its domain, mindlessly attacking any who intrude upon its lair. On rare occasions, a homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master’s legacy, or even the reincarnated spirit of the master himself.

Rhia Van der Geist |
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Despite the tears glistening in her eyes, Rhia's smile is radiant as she watches the family find the peace that has eluded them for decades. Her aunt had been fully reunited with her family, the Count free of the torment that had obviously driven much of the second half of his life, both of them finally able to join their daughter, the cousin she never knew, but felt a deep warmth for anyway.
Taking in the others' expressions she catches The Speaker's eye. "Malice isn't the only thing that can leave a would restless. Sometimes the job is more usher or guide than slayer."
Looking dow in surprise at her hand, she studies the new ring on it for a moment, her family crest, a black onyx shield, inlaid with Pharasma's spiral in silver, a gleaming sword of pearl set in the center.
A loud crash of breaking ceramic and clattering silverware breaks her reverie, her eyes widening as she notes the quirky movements of Waxwood "Oh...that's not good!"

GM Kartari |

Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
Waxwood's beady eyes glaze over. Its small form shudders in midair. Though it cannot speak, you sense it would scream violently if it could, judging by its expression and body language...
...with a sudden fury, it bolts in your direction.
Combat! Everyone, please roll initiative. If you meet or beat the following check, you may post your first round's actions.
Waxwood's Init: 1d20 + 2 ⇒ (12) + 2 = 14
You're all now in room L3 on the map. It's a small room, so you're all in close enough range to perform full melee attack actions or to take a 5 ft. step to avoid AoO's for ranged attacks / spell casting, as desired.

Naught |

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
So entranced by heartbreaking scene that unfolded she jumps nearly higher than her companions are tall when the sound of crashing breaks everyone out of their reverie.
"Uh, what can we do? Is 'e gonna calm down after a bit or shut down or do we have to smash em?" she asks with equal parts worry and confusion, what with not having much knowledge about how Homunculi function.
Roland meanwhile lets out a mournful squawk.

Istivan Langa |

"Unfortunately, I think we'll have to render it inoperable" Istivan says, reading for combat.
Initiative: 1d20 + 7 ⇒ (7) + 7 = 14

Rhia Van der Geist |

"Agreed, he's beyond reason now." Rhia answers, as a swirling shield of protective spirits flares up around her.
Spirit shield +4 ac FOR 1 HR.

Istivan Langa |

With some regret, Istivan draws his sword, takes a graceful step forward, and strikes at Waxwood.
attack: 1d20 + 11 ⇒ (15) + 11 = 26
damage: 1d6 + 6 ⇒ (1) + 6 = 7

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Init: 1d20 + 8 ⇒ (9) + 8 = 17
Zelda steps forward and attacks
Rapier: 1d20 + 12 ⇒ (1) + 12 = 13 but in her rush misses completely.

Naught |

Naught frets before closing her eyes and stepping up to flail at the rabid homunculus, obviously not wanting to hurt the simple creature who up until just now was helping them.
Claw: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Bashing,Slashing,Magical: 1d6 + 5 ⇒ (5) + 5 = 10

Aliseya Belododia |

The tears in Aliseya's eyes blind her to the new threat.
Init: 1d20 + 2 ⇒ (2) + 2 = 4

GM-PC |

Sookie is swift to stab the maddened creature, skewering it.
Init: 1d20 + 3 ⇒ (16) + 3 = 19
Longspear Attack: 1d20 + 10 ⇒ (10) + 10 = 20
Longspear Damage: 1d8 + 5 ⇒ (4) + 5 = 9

GM Kartari |

Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
Compassion and confusion leave the majority of the companions unable to stop the unfortunate yet rabid creature's ascent towards Rhia. With an expression of madness, it bolts right for the young woman's face with its claws raised and fangs barred...
Istivan's swift blade slices its gut. But the mad homunculus remains undaunted. Sookie immediately steps in front of Rhia. Her spear pierces through the creature's mouth and exits its rear, like a most unpalatable shish kabob ready for the roast.
Waxwood's beady eyes go lifeless.

GM-PC |

"Sorry, poor bugger."
After a moment, Sookie carefully removes the poor homunculus from her spear with as much respect as is possible, given the situation of its death.

Aliseya Belododia |

"Wh... what happened?!"
Wiping her eyes dry at last, Aliseya turns to see Sookie removing Waxwood from her spear.

GM-PC |

"Poor fella went bonkers when the Count passed on. He was going for her face," she nods to Rhia.
Sad resolve comes across in her voice as she cleans her spear.
"Couldn't be helped..."

Rhia Van der Geist |
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Rhia blinks a few times, processing what happened and how incredibly fast Sookie had moved. "My heroine once again!" she says with a smile. "Thank you, Sookie. It is sad though, but now he can rest as well. His service has come to an end."

GM-PC |
2 people marked this as a favorite. |

"Of course, darling," Sookie smiles back at Rhia. "That's why they pay me the super smackers."
"Indeed it has. That was quite the show," she refers to Rhia's reunion with her long lost aunt, and of her aunt with her recently departed uncle.
"Are you... alright, love?" she sincerely asks Rhia.

GM Kartari |

Brief Recap and Options
The count has been "dealt with" now. You've found out about a bridge north of the castle, which you can apparently take your horses across, then head south-southeast for the beginning of the path into the Shudderwood Forest after the necromancer.
Before leaving, Istivan mentioned being interested in returning to the previous towers to investigate that scratching sound. I believe he mused about it possibly being the missing engineers the Count had complained about before he passed on.
Please feel free to roleplay a bit more here. But as far as moving forward, you could choose to investigate the scratching before moving on, or simply move on to the bridge with your horses, as you wish. Or you may choose to do something else that I may have forgotten to mention at the moment.

Naught |

"Rest in peace, Waxwood, hopefully you and the Count and his wife are doing good now," Naught sadly says as she looks at the corpse of it and the Count, curious what the living were going to do next.

Rhia Van der Geist |

"Of course, darling," Sookie smiles back at Rhia. "That's why they pay me the super smackers."
"Indeed it has. That was quite the show," she refers to Rhia's reunion with her long lost aunt, and of her aunt with her recently departed uncle.
"Are you... alright, love?" she sincerely asks Rhia.
"I... honestly I'm not really sure." she says, dabbing the last bit of moisture from her eyes now that the chaos of dealing with Waxwood was over. "This has been one of the most emotional days I can recall, which is saying a lot. When all said and done though, I'm happy for them and being able to play a part in reuniting them, and giving them peace definitely makes me happy." she says looking up at Sookie with a warm, smile. "Thank you for asking."

Istivan Langa |

Istivan sheaths his sword, allowing those with history here time to process. Into the silence he asks, "Are we going back the way we came to get the horses? If so, perhaps we could investigate the door with the scratching. It's probably some horror, but I would hate to think we left someone trapped in there."

GM Kartari |

Ali, Christoph, Naught, Sookie, and Zelda all recall that backtracking to the scratching noises is, in fact, along the way back to the horses.

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Sadly gazing at the bodies Zelda says "I cant leave someone behond locked in a room to die. We need to find out if they are living or dead. Besides i believe the count and his wife deserve a proper burial."

GM Kartari |

Burying the Bodies. You can find suitable ground to bury the two (and a half) graves just outside of the castle's grounds, near where you left your horses.
Burying the Count, Ceryse, and Waxwood, and performing a brief Pharasmin ritual will altogether take about two hours of work. The Count's body is straightforward, and Waxwood's much easier. But Ceryse's remains alchemically preserved inside the large glass bell jar. A few of you can work together to remove her body from the jar, then dry the excess fluids.
Note that it's presently after midnight. Assuming the scratching sounds are nothing, burying the bodies before resting for the night will take you til after 2am.
If you choose to either dig shallow graves (i.e. 3 ft. deep instead of 6) or to bury them under stones (easy enough to find), that'll cut 30 minutes off the total time. If magic is employed, you might be able to reduce the time further, depending.
Your Next Actions. Do you wish to take the bodies back to the previous towers, set them down to investigate the scratching sounds, then return to the horses with the bodies, and bury the bodies nearby? Or do you instead wish to leave the bodies for now, first investigate the scratching sounds, then rest for the night and bury the bodies in the morning? Or something else?

Rhia Van der Geist |

I'm thinking that leaving the bodies to check on the possible living, then resting for the night and handling the burial and leaving in the morning might be the best course of action.

Christoph Metzger |

If the Mad Count's wife and he are not at rest, they should be put to Pharasma's rest without cutting corners. Presumably Christoph knows the right words and rituals. He'd also be loath to leave engineers trapped but is leery of getting dead and leaving the Way unchecked. He's fine either way.
Working on more

GM Kartari |

Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
After some discussion, the weary companions decide to investigate the noises heard earlier and, possibly, rescue some trapped engineers. After then getting some well-deserved shuteye, they plan to properly bury the departed in the morning before heading out at last into Shudderwood Forest after the necromancer.
After they adjust the count's body into a more respectful pose, Christoph recites a brief prayer to the Lady. Just something to help guide the spirits to the Bonesland for now, reserving his time and energy for the morning burial ritual to come.
The companions then backtrack down the stairs of the main tower. They head back over the bridge, re-entering the doorway into the narrow hall connecting four towers.
Stretching about 55 ft. in length, you make out the four additional doors in this hall: two flanking the far end of the hall, and two more flanking the near end. You recall that you are on the second story, and that behind each door lies a 30 ft. diameter round chamber, each containing an unpleasant surprise: a chameleon-like basilisk in the southeast, a black blob sticking to the ceiling of the northeast chamber, dangerous plant creatures in the northwest, and though you did not enter the southwest chamber yet as a group, Ali and Zelda recounted how they found Naught in a cage on their previous visit and slew three vargouilles.
After carefully listening, Istivan hears the sound of faint scratching again. Peeking inside the northeastern cylindrical chamber from the hall, it seems bare, save for the darker briny water covering the floor. The chamber is about thirty feet in diameter, like the other chambers. The black blob is still on the ceiling, to your left. Odd, you recall it being to your right when you last looked in... Anyway, from this high, second story doorway, you stand thirty feet above the water level below in the chamber. Another closed door stands 90 degrees around the chamber to your left, level with your own high door: the scratching sounds seem to be coming from that general vicinity. Twin doors stand directly below you at the water's level.
You are all now back in the hall marked K9 on the map. To investigate the sounds, you could either try to reach the door through this northeast chamber (with the black ceiling blob) or head down the hall and try to circle around through the northwest chamber (with dangerous plants). For more detailed reminders of each chamber, check out the links I added above to past posts.

GM Kartari |

You cannot walk to the door. Recall that you are all on the second floor in a long hallway, and that each of the four cylindrical chambers has a 30 ft. drop. So you could climb 30 ft. down, then walk 20 ft., then climb 30 ft. up to reach the door in question. Some of you can try magic instead of climbing.
There's also a large black blob on the ceiling inside this chamber. Istivan swears it's moved since you passed by earlier...

Istivan Langa |

Istivan nods at Naught's suggestion. "Might be a good idea to shoot it from here, see if it reacts.. or... something."

Rhia Van der Geist |

"At the very least, it might indicate if it's a solid creature of some sort. Better to have an idea of that before we try bridging the gap." Rhia adds.

Christoph Metzger |

Christoph looks doubtfully at the gelatinous thing hanging and shrugs, "Hitting it is easy enough. The arrow doing anything, though." He shrugs noncommittally. "I'll try."
True to his word he steps to where he has a clear shot and nocks an arrow. After a fraction of a second spent aiming, he looses and draws in one smooth motion. The other arrow is loosed before the other is even halfway to his target.
longbow attack w/ RS/DA: 1d20 + 6 ⇒ (2) + 6 = 8
longbow damage w/ RS/DA: 1d8 + 7 ⇒ (6) + 7 = 13
longbow attack w/ RS/DA: 1d20 + 6 ⇒ (16) + 6 = 22
longbow damage w/ RS/DA: 1d8 + 7 ⇒ (7) + 7 = 14
+1 to all of the above if it's within 30 feet due to Point-Blank Shot.

GM Kartari |

Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
Christoph's arrows strike true, but unsatisfactorily. They pierce the blob completely with a muffled thud. But, brief wobbling aside, the blob does not yet stir.
A sizzling sound then catches your attention. It grows in volume. The faintest whiff of smoke erupts from where the two arrows pierced it. The sizzling then dies down.
You get a very bad feeling about this...
Everyone please roll initiative! Anyone who beats the following result may take their first round's actions.
Initiative check to beat: 1d20 - 5 ⇒ (9) - 5 = 4
Map. The asymmetrical blobbish shape of this creature is huge, taking up a 3x3 region on the map. It's positioned about 20 ft. up (on the ceiling) and 5 ft. away from the doorway of room K8. Christoph stands by the doorway, but is in the hall K9. Naught and Istivan flank Christoph and have line of sight into the room and with the creature. Everyone else is in the hall behind them, unable to see inside. Noone is currently in melee range. Check out the map for a visual.

Christoph Metzger |

Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Lowering his bow, Christoph scowls as the thing doesn't appear to be at all affected by the arrow. The smoke sizzling from the creature where his arrows had been does little to reassure him. "That's bad." Putting away his (apparently) useless bow, he draws his morningstar and prepares for whatever happens next.

Rhia Van der Geist |

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Expecting danger at any moment, Rhia calls to her ancestors, a swirling shield of protective spirits surrounding her.
Spirit shield: 1hr per level +4 AC

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Init: 1d20 + 8 ⇒ (8) + 8 = 16Zelda waits until she can reach the creature and help.

Istivan Langa |

Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
"Hrmph" Istivan says, pulling out an arrow and fitting it to his string, a brief second of concentration infused arcane energy into the weapon before releasing.
Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
"Yup, that's bad."

GM-PC |

Unable to see much from behind Naught, Sookie takes a defensive stance with her longspear, ready for action.
Ready an action: attack the creature if it moves within 10 ft.
Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Aliseya Belododia |

Unable to see what's going from from all the way in the rear, Aliseya senses tension rising all the same. She clutches her handbag and chants something briefly in her native tongue.
"Călăuzește-ne inimile cu stelele."
Whether they understand it or not, her friends feel soothed by her incantation.
Cast bless on everyone.
Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

GM Kartari |

Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
Round One
As Istivan's arrow similarly sizzles into the blob's "body", the others make preparations.
Suddenly, the sounds of many small popping sounds reverberate throughout the stone round chamber. The black oozy blob drops from the ceiling, falling at an angle... towards the doorway where Christoph stands. Landing against the wall above his head with a quick sploshy sound, a thick and oozy black tendril uses the momentum to swipe at Christoph's upper body through the doorway...
But the undead hunter's reflexes were too swift for the black blob. He ducks low as its black tendril swipes at the air above him. The creature emits a low gurgling noise, leaving you to wonder if it possesses enough sentience to express hangry frustration.
Actions. Release suction ability (swift), diagonally drop 20 ft. (move), attack Christoph (standard).
Slam Attack: 1d20 + 8 ⇒ (1) + 8 = 9
Round Two begins. Round one is over; everyone may now take their second round actions.
Bless (10/10 rounds) +1 to attack rolls, +4 to saves vs fear.

Istivan Langa |

"Well, this is... not great. I don't think I have any magic well suited to this, and from the sound those arrows made I'm not sure a sword is going to do it here." Istivan says as he carefully withdraws from the doorway, giving room for others.
Actions: Withdraw 15' towards K11

GM-PC |

"Plan B then, is it? Everyone B-A-C-K-U-P!" Sookie commands. "It might be too big to squeeze into this hall...?"
She then speaks something pleasant in a foreign tongue while waving her hand over three small pebbles retrieved from a pouch.
"Hisui no yō ni kōtaku ga ari-seki no yō ni kataku naritai to iu negai wa arimasen.
Handing them to Zelda nearby, "I suspect you're better at tossing than I am, dear."
Actions: cast magic stone, and hand three +1 stones to Zelda.
Zelda - You now have three +1 stones. Each can be thrown by you at +10 for 1d6+4 bludgeoning damage. The range increment is 20 ft. They last for 30 minutes or until thrown.

Aliseya Belododia |

Aliseya heeds Sookie's command, backing up a bit while drawing her sling out. She readies herself to give it a good whirl should the sludgy thing manage to enter the hallway.
Actions: move 15 ft. back [move], and ready an action [standard]: Attack with sling if the creature comes within line of sight with Ali.

GM Kartari |

Reminder: Only Naught and Christoph are currently in melee with the creature. Istivan made room for one more to move into melee, if desired. It seems piercing weapons do not harm it, maybe slashing too.
Noone else has line of sight with the creature: therefore, noone else can make ranged or melee attacks against it from where you currently are. Splash weapons could, though you have allies adjacent to it. You may be able to strategically move to a place where you can gain line of sight and attack, though (hint, hint), check out the map and think about it...

Rhia Van der Geist |

"Only if it doesn't look like it would be harmful, though with it;'s size it would likely envelop you!" Rhia shouts as she moves backward to make room for the others.
"Most of my spells are unlikely to harm it either, and I don't know how useful a spear would be, if it comes into the hallway I'll try to spirit blast it!"
Readied action to use Storm of Souls once it enters the hallway

GM Kartari |

Schloss Caromarc (Post Midnight)
N/PCs: Aliseya, Christoph, Istivan, Naught, Rhia, Sookie, and Zelda.
Round Two
Zelda graciously takes the three stones from Sookie. She prepares to throw one at blob, should it make its appearance in the hall.
Determination in his brow, the Speaker takes a two-handed swing at the amorphous creature with his silver spiked mace, landing a solid blow. A chunk of dark viscous ichor adheres to his weapon after plunging through the blob. It begins sizzling and smoking, and though Christoph manages to shake the excess off, the acidic substance eats away at the metal weapon!
Another black tendril swooshes through the doorway. Again, the nearest target Christoph ducks out of the way of the slow-moving yet corrosively deadly creature.
As the black shuddering mass begins to squeeze its way into the hall, a stone from Zelda's swift throwing arm then smacks into the viscous mass, taking a bit of viscous matter with it as it passes right through its body. Spatter hits the elegant wooden floor, sizzling and smoking holes into it.
Rhia's armed ancestral matriarch then manifests in ghostly armor. Charging the creature, she unleashes a furious ectoplasmic mace attack upon it, causing the bulbous mass to shiver and shudder under the assault.
In light of Christoph's mace, Naught second guesses her impulse to punch the blob, carefully backing away yet watching for any opportunity to help bring it down and protect the others.
Unable to quite fit into the hallway, perhaps inspired by the assault to stay where it was, the black creature remains in the chamber, content to swipe into the hall behind cover.
Christoph and Zelda were botted this round.
Round Three Begins! Everyone may now take their third round actions.
Christoph's morningstar took 9 acid damage! I'll say it has 20 hp total (being masterwork, there should be a metal haft on it). If it loses 1 more hp, it gains the broken condition; if it loses all remaining 11 hp, it is destroyed.
Bless (9/10 rounds) +1 to attack rolls, +4 to saves vs fear.
Attack, Stone: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
Damage, Stone: 1d6 + 4 ⇒ (3) + 4 = 7
Christoph
Attack, Morningstar: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage, Morningstar: 1d8 + 3 ⇒ (8) + 3 = 11
Reflex save vs DC 21: 1d20 + 7 ⇒ (1) + 7 = 8
Acid Damage to Morningstar: 2d6 ⇒ (6, 3) = 9
Creature
Attack, Slam: 1d20 + 8 ⇒ (3) + 8 = 11
Rhia
Damage: 3d8 ⇒ (4, 7, 7) = 18
Creature's Fort save vs DC 18: 1d20 + 9 ⇒ (12) + 9 = 21