Grace Tannyth
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Oh, my. Have I mistakenly opened a channel to Mur's mind? If not, then he's not the only crazy one down here...
Keeping her eyes close, Grace continues to concentrate on the voice, whispering to herself in a quiet, fearful voice, "Imrizade, is that you? Where are you, and what is happening here?"
Taking a moment, remembering the initial words spoken in her mind, she whispers, "Are there others with you? Who is this 'we'?"
DM Beckett
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Circling around and stepping into the room from the west, you now see the creature that has been communicating with you without words. A veiny, swollen bulb that bears a disturbing resemblance to an oversized brain squats atop five ropy legs, haphazardly encrusted with fungal shelves and bearing folds that resemble gills. A wide orifice with chitinous, teeth-like ridges gapes at the top of the creature, fringed with waving filaments and two long tendrils that lash the air. Its form seems overlaid with a confusing welter of rapidly changing, flickering images, making it difficult to see clearly. Despite it's alien and vicious appearance, you do not detect anything harmful or aggressive from it. Waves of chaos and madness can be felt touching your mind being so close, but it is neither harmful nor even undesirable. for most of you. Another thing you notice is that once you get within sight f it, your eyes all slowly turn back to their normal color. Except for Grace's, whose eyes now almost glow a soft green color.
"What is an Imrizade?" it asks with an intense desire to learn.
It loos like you will need to either kill that shrieker or find some other means to get to that eastern portion of the room, if you want to go down.
DM Beckett
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After exploring the room a bit, you also notice towards the center a single 5ft square patch of poisonous mold that has somehow become corrupted. <red square with an "X">
Mur Durer
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Mur's eyes get wide at the sight.
Imrizade is a human female prone to finding trouble and in need of rescuing. Oh plant thing we are looking for an Imrizade by chance do you know where we could find one?
Virgil "Firecask" Anvilsinger
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Virgil takes a glance through the library and squints at some of the moldy documents sitting on a shelf. One volume catches his eye. Flipping through it his eyes get wide for a moment and a smile spreads across his face.
Sleight of hand: 1d20 + 3 ⇒ (3) + 3 = 6
Kurvast
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What was going on with the eyes thing? Kurvast never got his own description.
"This... thing is what spoke to us?" the monk asks the group.
Unnatural. Does it mean us harm?
"Have there been others here before us? How may we pass the creature in the other room?"
DM Beckett
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"We have felt no Imrizades here, but below is a wilting sadness. The darkness flies on darker wings. Do your nails sing when they pass? We filled the stone-cyst as it burst" it points with a thorny tentacle towards the east (bottom of the room on the map) to hold the demon of men away, and none but you elflings have come to talk with us since. Are you hungry?"
DM Beckett
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Morvius dispatches the organic security alarm, then as you head down the hidden staircase, you notice a backpack lies in the central northern corner of the archives, dropped by Imrizade and forgotten in her eagerness. Half overgrown with mold, the backpack holds a collection of canopic jars, jeweled death masks, gilded ushabti, and other valuable Osiriani relics worth a good 500 gp easily. Also inside is a scrap of paper with the phrase “The Eye is always vigilant” written on it in common Taldan. Emptying the backpack, you notice a pair of scrolls, a sort of windchime, and a charm bracelet.
changed the map.
The stair deposits you in an alcove at the far end of an antechamber, free of the riotous growths of fungi and mold that choke the shaft and archives above. Not far, you notice a large hole in the ceiling of the chamber, the top filled by a thick of fungus.
The simple, clean lines of the basement’s basalt walls give way here to a disturbing, organic style of architecture that makes it seem like you are walking through the gullet of some monstrous behemoth. At the far end of the hall, a large, ornate arch that looks disconcertingly like the beast’s toothed maw stands in the wall, covered by a heavy black curtain with sickly green light from the chamber beyond shining around the edges. A plain iron box sits on the floor in the middle of the room. Attached to it, as if affixed by magic is a 2lbs square of stone.
As the sickening green light hits you through small leaks in the curtain, you see that your eyes have once again become solid black, but in as the light hits it, small spectral black tentacles, only an inch or two long are beginning to protrude outwards like small worms. It only lasts for a second as the light them, a slight wind pushing the lip of the curtains aside here and again. Then it dawns on you. What if they are instead burrowing inwards. . .
Darvan Moll
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Darvan looks around the room, but stops short when he sees Grace's eyes. "Your...your eyes. What's going on?" He closes his own eyes and shakes his head to try and clear them of the disturbing visions.
Regardless of whether it works, he moves to the chest and begins to examine it.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
DM Beckett
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From what Darvan can see, the chest is not trapped, nor is it even locked. There's something definitely strange though about that stone block just sort of handing on the side of the iron chest.
DM Beckett
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only as the green light from the far room hits them for a second. Sort off on and off. Its more like tiny shadow tentacles.
-Posted with Wayfinder
Kurvast
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Kurvast bristles as the alien sensation washes over him, his breaths coming heavier and his steps less sure.
"Ha... who?" he mutters, eyes flicking this way and that, desperately seeking some unequivocal reality that might anchor him through the swarming shadows.
As they stop at the bottom of the stairs, he notices the rest of the party looking at him strangely, their eyes once more smooth and dark as pitch. Kurvast puts a hand on the wall to steady himself, but the stone buckles and shudders beneath his palm.
He turns back to the group to ask for aid, but they have all gone. In their place stand abyssal simulacra, humanoid shapes with the same cold ebon gaze. The monk watches in horror as their eyelids begin to peel back, exposing more of the same dark mass beneath. The two widening gaps meet in the middle of their faces, and now five great black spheres stare unblinking into the Shoanti warrior.
The false skin continues to melt away. He senses their monstrous hunger.
"STAY BACK!"
Kurvast recoils into a corner of the room, both hands on his weapon, ready to strike the first cyclopean phantom that dares approach.
DM Beckett
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@ Virgil, nothing really happens. The bolt hits but bounces off, not getting past it's natural hardness.
Virgil "Firecask" Anvilsinger
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Virgil mutters, "Little Thunder's fleas, this is going to be awkward."
Virgil clips his crossbow at his side. He puts his hands up with palms facing the monk and whispers, "Oi! Kurvast! Whatever you're seeing is a phantasm. They're enslaving your mind!"
Mur Durer
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Rules? That crazy bastard stop being a pathfinder when he went mad. Now tell you what I can hit him in the peep and that aught to stagger him while everyone else rushes the mad fella. It is the most humane way.
Grace Tannyth
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Oh, dear, this is not good at all. Is this all it takes for the Society to crumble? A few words spoken in the mind?
Grace takes a step back into the darkness, and casts Detect Magic, concentration on, in order, Kurvast, the chest, and then the items found in the backpack.
Perhaps there might be a charm to aid those not strong enough to withstand the voices...
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
Knowledge(Arcana): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge(Arcana): 1d20 + 5 ⇒ (13) + 5 = 18
Knowledge(Arcana): 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge(Arcana): 1d20 + 5 ⇒ (5) + 5 = 10
Knowledge(Arcana): 1d20 + 5 ⇒ (5) + 5 = 10
DM Beckett
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I was waiting for everyone to have a chance to post.
The two scrolls are magic (Gaseous Form and Detect Secret Doors), as is the Handy Haversack itself, a Chime of Opening, and a Whip Feather Token charm. You also notice that the Stone is magic while the chest is not. Nor is the party outside of any magic gear they may have.
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Grace Tannyth
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Concentrating more on the stone, Grace tries to determine the type and strength of magic on the stone attached to the chest, a faint blue light radiating from her eyes illuminating her features within the darkness as she chants the magical incantations.
I pray that they can talk sense to him before something horrific happens. I thought he would've been the last one to fall to madness, but I must have been mistaken...
DM Beckett
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Warp of the Dark Tapestry
Tearing apart the curtains reveals a grizzly scene. The walls and ceiling of this chamber bulge outward, continuing the grotesque architectural style of the antechamber, as if you were standing in the leviathan’s stomach. Queer, glowing nodules protrude from the walls at seemingly random intervals, bathing the room in their sickly green glow. A tall, free-standing, almost organic-looking archway carved from a strange, glowing blue-green stone stands atop a low dais in a wide alcove at the far end of the chamber. The center of the arch is empty, revealing the wall behind it, but the space occasionally flickers with curtains of starry darkness, as if somewhere else lies just beyond the portal. A susurrus of ghostly whispers seem to issue from the gate, their language and meaning unclear, but fraught with a sense of wrongness.
Laying in grotesque mockeries upon the floor are the remains of the servants and night guard that Nigel had sent to find the child, Imrizade, who can barely stand at the edge of some great portal. Massive shadowy-black tentacles pierce her flanks, her shoulders, and her skull. In severe pain, she continues to resist, but you can plainly see she is on the brink. Seeing you, she steels her resolve once more.
"Please. Just kill me and end it. The pain. The things he made me do. Just end it. I beg you."
Suddenly, she screams. For a few seconds, the entire room ripples with energy, and you see standing beside her a ghostly form. It comes more into phase with this reality, and now you see the silhouette of a man. An ancient man, bald, his features vaguely Osirion, but from a time long past, long gone. He glares at you all, locking eyes, and you can sense his power, even weakened as it is, his sheer hatred, cutting into your soul. Arcane, divine, other, you can't be sure. Looing from you to Imrizade, his demeanor becomes even more cruel, if such is possible, and he steps into her. She tries to scream again, but her torment is too much, and she collapses, causing the tentacles at her flanks to draw blood.
. . .
Then "she" rises once more. This time with his cruel smile. "Sheenok-al im anolla Anatole!" he commands in a strange language that sounds similar to modern Osirioni, but in your mind you can understand it perfectly. "Die, and join my horde, slaves!". Her mouth moves, but the voice is different. Powerful. Male. Cruel.
Darvan: 1d20 + 4 ⇒ (5) + 4 = 9
Grace: 1d20 + 9 ⇒ (14) + 9 = 23
Kurvast: 1d20 + 7 ⇒ (4) + 7 = 11
Morvius: 1d20 + 6 ⇒ (13) + 6 = 19
Mur: 1d20 + 2 ⇒ (8) + 2 = 10
Virgil: 1d20 + 2 ⇒ (18) + 2 = 20
Imrizade: 1d20 + 7 ⇒ (16) + 7 = 23
1d20 + 1 ⇒ (5) + 1 = 6
Surprise Round:
Imrizade
Morvius
Group 1
Grace
Imrizade
Group 2
Virgil
Morvius
Kurvast
Mur
Darvan
Imrizade begins to chant, but nothing happens just yet.
Morvius Eruthiel
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"Oh, hells." The half-elf sends an arrow flying at the possessed woman, hoping to interrupt her spell.
Arrow to Imrizade: 1d20 + 7 ⇒ (12) + 7 = 19
Damage, if applicable: 1d8 + 2 ⇒ (8) + 2 = 10
DM Beckett
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From the half open portal behind her, another tentacle appears tossing aside the arrow just before it strikes her.
flavor text only, the attack missed, barely.
Group 1 is up with Grace.
Mur Durer
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Kurvast isn't going to go completely nuts and start attacking people, he'll snap out by the time it matters.
Of course but Mur is a bastard; and I enjoyed making a 'Old Yella' reference. Do not worry nobody is gonna take you out back to the shed ;-).
DM Beckett
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Correction. None of the PLAYERS are going to. J/K
-Posted with Wayfinder
Grace Tannyth
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Grace finally sees the source of the pleading voice in her head, "Don't you dare give up yet, Imrizade! You can fight this!" Turning to her companions, she informs them of the jar's importance, "Destroying the canopic jar will close the portal and free her. Please, we must destroy that jar before it is too late!" Rushing towards the jar, her eyes flash with blue light as she mutters the incantations for an Acid Splash, grimly focused on the target of her fears.
Ranged Touch Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Acid Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Mur Durer
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You got lucky for the moment Kurvast, I will be right back to put you out of your misery.;-)
Mur will cautiously advance 40 feet, he is expecting the dead guards to animate so will keep a 5 foot distance. He has his pole arm out (so if any stand up I will tak the AOO).
Nyarlathotep! Avatar to the idiot god in the center of the universe that sits on the throne of chaos! No really I think it is!
DM Beckett
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Imrizade takes her readied action to disrupt Hraces Spellcasting flinging 2 small energy balla at her. Damage: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Concenteation check please
Folowed by group 2.
One of the dead does arise but I cant alter the map just yet.
-Posted with Wayfinder
Virgil "Firecask" Anvilsinger
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Virgil rushes forward alongside Grace and then flings one of the vials from his jacket at the corpses.
second corpse from the bottom. using point-blank shot.
ranged-touch to hit: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
fire damage to target: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
splash damage to surrounding squares: 1 + 3 + 1 = 5
DM Beckett
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Sorry. I actually dont want to kill the party.
-Posted with Wayfinder
DM Beckett
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Mur's AoO: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
New Init= Group 1 is Imrizade & Zombie, Group 2 is party, and Grace will fall back in right after whoever heals her.
Mur moves up and just in time get's into position to strike at the newly rising zombie as Virgil throws a flask at the group of zombies towards the right. I'm just going to say you just target the square, thus dealing splash damage at the only zombie.
Refl 13? Mur goes later than Virgil, so does not need to save.
Zombie Refl: 1d20 + 1 ⇒ (9) + 1 = 10
Actually doesn't matter, between the two of you that will put it down.
Virgil "Firecask" Anvilsinger
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I'm just going to say you just target the square, thus dealing splash damage at the only zombie.
I was trying to hit the other potential zombies within splash range next to him as well.
DM Beckett
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I know, but there is only one stirring, so I'll leave it up to you. You would have noticed one starting to rise, but if you want to try to target that specific body, it technically misses <prone vs ranged attacks> and it might go somewhere different. I was just retconning a bit based off of what I think you would have chosen, but it's up to you. :)
Darvan Moll
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GM - I got the impression that we were looking for a small canister that we could destroy. The picture makes it look like it's huge - is it?
Darvan begins an incantation. As he finishes, his club transforms into a large, very dangerous-looking weapon.
Move action: Push Sahba to fetch
Standard action: Cast Shillelagh
Handle Animal: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
Double move action: Move to the canister
Sahba grasps the concept and runs to the canister.
Morvius Eruthiel
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The half-elf moves up behind Mur and shoots at the jar.
Arrow to jar, incl. PBS: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage, if applicable, incl. PBS: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5