DM RichD |
@Niculaie: Thanks! It has been five years in the making!
Niculaie misses in his attacks.
Cultist 1 will continue to attack Vivian!
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Cultist 4 will continue to attack Niculaie!
Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Next Up: Sophie
Vivian Deberth |
Attack on Cultist 3, IC: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Dmg? IC: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Vivian not only swiftly dodge the cultist attack, she manages to strike back at him with expert swordmanship, having studied more than a few hours with Silas
Dirty trick old man, I like it!
Pontia Canario |
Pontia calls on one of the minor conjuring tricks she learned as an apprentice, sending a dart of acid at the most wounded cultist remaining.
RTA, incl. inspiration: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Acid damage, incl. inspiration: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
DM RichD |
Round 2
Between Vivian and Pontia, one of the cultists goes down!
Round 3
Cultist 2 22 (14/51)WOUNDED
Gregor Gyles 21 (85/85)
Niculaie Pavlencas 19 (51/57)WOUNDED
Cultist 1 12 (-4/51)DEAD
Cultist 4 12 (51/51)
Sophie Kundegard 11 (66/66)
Cultist 3 10 (51/51)
Pontia Canario 8 (46/46)
Vivian Deberth 7 (61/66)WOUNDED
Cultist 2, continues to attack Vivian while we awaits the meeting with his deity!
Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Up Next Sophie, Gregor (x2) & Niculaie
Niculaie Pavlencas |
Niculaie stops singing, but the notes of the dirge linger in the air and continue to inspire. He fires two more arrows at the most accessible wounded cultist.
+2 darkwood composite shortbow, inspire courage: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 271d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
+2 darkwood composite shortbow, inspire courage: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 111d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Bardic performance, lingering performance, round 1/2
Inspire courage: +2 attack/damage/save vs fear or charm (bonus to 1 save may be doubled by moment of greatness
DM RichD |
Round 3
Niculaie wounds Cultist 2, with his first arrow, but misses with his second one!
Cultist 4 will attack him!
Attack: 1d20 + 9 ⇒ (9) + 9 = 18
He misses!
Cultist 3 will attack Vivian!
Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Up Next Sophie, Gregor (x2), Pontia & Vivian
Vivian Deberth |
attack, IC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Dmg, IC: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
Vivian presses the attack, but lacks in accuracy this time
I suppose you don't want to surrender?
DM RichD |
The cultists all laugh at Vivian, but for the more grievously wounded, it is more of a painful grimace.
Round 4
Cultist 2 22 (6/51)WOUNDED
Gregor Gyles 21 (85/85)
Niculaie Pavlencas 19 (51/57)WOUNDED
Cultist 1 12 (-4/51)DEAD
Cultist 4 12 (51/51)
Sophie Kundegard 11 (66/66)
Cultist 3 10 (51/51)
Pontia Canario 8 (46/46)
Vivian Deberth 7 (54/66)WOUNDED
Cultist 2, continues to attack Vivian while we awaits the meeting with his deity!
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Up Next Sophie(x2), Gregor (x3) & Niculaie
Pontia Canario |
Pontia looses another acid dart at the cultist attacking Vivian.
RTA, incl. lingering inspiration and shooting into melee: 1d20 + 5 + 2 - 4 ⇒ (9) + 5 + 2 - 4 = 12
Damage, if applicable, incl. lingering inspiration: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Niculaie Pavlencas |
Assuming Cultist 2 is down: Niculaie turns to fire at Cultist 3.
+2 darkwood composite shortbow, inspire courage: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 211d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
+2 darkwood composite shortbow, inspire courage: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 151d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Bardic performance, lingering performance, round 2/2
Inspire courage: +2 attack/damage/save vs fear or charm (bonus to 1 save may be doubled by moment of greatness)
DM RichD |
]Round 4
Pontia misses the cultist, but Niculaie finishes him off, but misses in his attack on cultist 3.
Cultist 4 will attack Niculaie
Attack: 1d20 + 9 ⇒ (1) + 9 = 10
He misses.
Cultist 3 will attack Vivian!
Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Up Next Sophie(x3), Gregor (x3) & Vivian
Vivian Deberth |
attack: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
dmg: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7
The redhead winces under the pain, and swings her sword at her attacker, maybe with too much recklessness.
Where's Gregor when a lady is in distress?
Should a player bots Sophie and Gregor?
DM RichD |
I keep hoping that they will jump back in. I think after this, we might need to recruit...
Vivian slays Cultist 1!
Gregor will concentrate on Cultist 4!
I'm right here, m'lady!
Attack 1A: 1d20 + 16 ⇒ (2) + 16 = 18
Attack 1B: 1d20 + 11 ⇒ (6) + 11 = 17
Attack 2A: 1d20 + 16 ⇒ (8) + 16 = 24
Attack 2B: 1d20 + 11 ⇒ (15) + 11 = 26
Attack 3A: 1d20 + 16 ⇒ (11) + 16 = 27
Attack 3B: 1d20 + 11 ⇒ (16) + 11 = 27
Damage 1A: 1d10 + 22 ⇒ (9) + 22 = 31
Damage 2A: 1d10 + 22 ⇒ (4) + 22 = 26
Damage 2B: 1d10 + 22 ⇒ (4) + 22 = 26
Damage 3A: 1d10 + 22 ⇒ (2) + 22 = 24
Damage 3B: 1d10 + 22 ⇒ (1) + 22 = 23
He brings down Cultist 3 & Cultist 4!
Out of Round Mode.
Niculaie Pavlencas |
Niculaie relaxes his bowstring and returns his arrow to his quiver. Wiping some sweat from his brow, he lets out a breath he didn't realize he'd been holding.
"That was a little tougher than I expected. I really need to work on my endurance."
He pulls a wand from his haversack and with a burst of necromantic energy, heals the relatively superficial wounds he received in the fight.
Inflict light wounds (CL1 wand): 1d8 + 1 ⇒ (5) + 1 = 6
Niculaie recasts heightened awareness on himself before joining the others in looking around the room, careful to avoid letting his gaze linger on the still-bleeding bodies littering the floor.
Perception: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Vivian Deberth |
Final HP 41/66
That was quite a fight. It could have ended earlier if we worked as a team, but everyone can have a few moments off, I guess. Luckily no one on our group is too badly hurt.
CMW: 2d8 + 4 ⇒ (8, 3) + 4 = 15
Vivian slender fingers trace a spiral over her wounds, magically healing herself
DM RichD |
Here we go...
Here is a link to the map and what "you all" have explored so far...
E1. Portico
E2. Vestibule
E3. Bethel
E4. South Chapel
E5. Vicars’ Dormitory
E6. North Chapel
E7. Vizier’s Quarters
You all feel from when you scouted the outside of the building that the church seemed to be larger on the outside than it was in the inside...
Which room that "you all" were in that you want to investigate this in?
Selene Iluzr |
Gregor beats one of the cultists into submission, but Vivan's wakes up. What in Dagon's name!
Viviam & Gregor: You get a surprise round attack!
** spoiler omitted **
K Religion: 1d20 + 10 ⇒ (7) + 10 = 17
Just to make sure I know what we're dealing with.
Selene glares harshly at the bodies on the floor, before turning her eyes back to the group, nodding at Sonny's suggestion. "You think there's more to the temple, then? It does feel smaller than it should be. And it makes sense for a bunch of secret demon worshippers to have a place to openly practice their faith, hidden from the eyes of the rest of the town, I guess. I agree with starting with the Vizier's room - if anyone would have direct access to a secret temple, it would be him."
@Vivian: Not sure if that 41/66 is your HP before or after your healing spell - bit if you want a top up regardless, I'll happily expend a use of lay on hands for 5d6 + four rounds of fast healing 3.
DM RichD |
Sabola notices that the books on the shelf are in alphabetical order except one. as he pulls the book foward a secret door opens!
E9. North Fostering Room
A pool of dark water takes up the entire northern portion of this simple room. A plain bench stands against the far wall. Neatly arranged on the stone floor are several bodies, each of which is missing its head.
In all, there are seven cadavers here. All of the bodies’ heads are missing, their necks ending in gory stumps. Several of the corpses are withered and shrunken, as if drained of their life force as well.
All of the bodies are dressed like normal Illmarsher townsfolk or fishermen except one, which wears clothes more fitting an urban merchant than a humble village fisherman, though they are now stained with mud and blood.
Vivian Deberth |
41 HP was before the healing spell
Heal, Aid another: 1d20 + 8 ⇒ (10) + 8 = 18
The redhead tries to help Sonny finding the cause of death of theses folks
After the decapitation, they surely lost most if not all of their blood. But I can't understand why they are so withered... I've seen that on very old corpses, decades old, but they seem too recent. My mom would know, of course..
Sabola |
Sabola spits, "bahhh, bodies is bodies. Seen plenty of them."
Sabola searches the bodies and this room:
Perception: 1d20 + 13 ⇒ (6) + 13 = 19 +2 in Forests
Selene Iluzr |
Heal: Aid Another: 1d20 + 4 ⇒ (15) + 4 = 19
"I agree with Vivian, though, that withering seems... Unnatural. But I also do not have any idea of what might have caused it... Might be a result of whatever vile rituals they are conducting in this place. Understanding what caused it might at least give us an idea of what were up against."
DM RichD |
As Sabola searches the fancy dressed man's pockets, he finds coins totaling 22 gp and a small ceramic egg.
Vivian and Portia will recall that they found a similiar egg on Clanartus Viliras who they had defeated in Thrushmoor and was a member of the Whispering Way.
Ooops! Forgot to mention his egg!
*********
*********
Sabola |
Sabola shows the 22gp and the egg to the party and continues searching.
———————-
Perception: 1d20 + 13 ⇒ (4) + 13 = 17 +2 in Forests
Failed. Moving on.
**************
Perception: 1d20 + 13 ⇒ (17) + 13 = 30 +2 in Forests
Success
Perception: 1d20 + 13 ⇒ (5) + 13 = 18 +2 in Forests
Success
**************
Perception: 1d20 + 13 ⇒ (10) + 13 = 23 +2 in Forests
Success
—————————
Sabola pulls a piece of paper from Lucas’s pocket that states “Rider on the way with effigy. Meet at Old House outside town for exchange.”
”I recognizes this paper as a page torn from the sales ledger in Thrushmoor’s livery stable. Clanartus Viliras sent the note to Lucas to arrange a meeting between Lucas and the Dark Rider in Undiomede House outside town. Neither Lucas nor the Rider ever made that meeting, however.”
”Ohhh, a secret door. Which I shall check for traps.”
Perception: 1d20 + 13 ⇒ (4) + 13 = 17 +2 in Forests
Vivian Deberth |
Perception: 1d20 + 13 ⇒ (19) + 13 = 32
DD DC 15: 1d20 + 17 ⇒ (16) + 17 = 33
Of course, Vivian spots something amiss in the corpse's clothes, cuts a seam and find an egg, which is opened quickly, revealing a Whispering Way symbol inside
DM RichD |
The door is not trapped.
Sabola |
Any help on what the Whispering Way is? I don't want to Google, if it's not something I would know? I'll throw down a K(local) roll.
Knowledge (local): 1d20 + 6 ⇒ (18) + 6 = 24
Does the OTHER egg also open?
Sonny Wright |
After discussing things with the others Sonny says "It looks like something exploded out of the side of their necks destroying their heads. I've seen similar withering when people have had their strength or nimbleness drained from them. Whatever did this could do it again so be careful. These bodies look like the townsfolk we were sent to find. That one was obviously from the Whispering Way."
Selene Iluzr |
"It seems we've both confirmed the mayor's suspicions, and managed to find the trail you two were hoping to follow." She nods to Vivian and Pontia. "If this man got caught before he could meet the rider you were following, the rider might still be around at this old house, waiting for a contact who will never arrive. Might be worthwhile to pay this old house a visit next."
Selene then takes another grim look at the bodies, after Sonny's explanation of what happened. "So, not just a ritualistic beheading as part of a demonic ritual - something was actually... Implanted inside and burst out through the neck? And those somethings might be responsible for draining the vitality of the ones that are withered?" She looks to the door Sabola has just revealed. "This cult is clearly a menace to this town - I'd prefer if we stopped them now, but I won't push you to it if you'd prefer to just report back to the mayor. If we're going ahead, though, I'll take point."
If we're moving to the next room, I'll cast Mirror Image before going in.
Images: 1d4 + 2 ⇒ (3) + 2 = 5
DM RichD |
@Sabola: Yes, the other egg opens the same way and had the same symbol.
@Sabola: T he Whispering Way is not specific to this AP, but to Golarian at large. Not sure if that would fall under K Local or K History or K Religion, but to keep it tied to the story, you can read about them HERE.
So are you continuing on or bringing the bodies back to the mayor?
Vivian Deberth |
I think we should bring back those corpses, if we can, so the Mayor knows what's happening here. And as a Pharasman, it is my duty to give them proper burial.
She sighs
But I'm open to other options, like exploring the rest of the rooms before coming back to the mayor.
Sonny Wright |
Sonny pauses and thinks for a moment. He says "Why don't we compromise a bit in case something happens before we get a chance to. Why don't we take the bodies and lay them respectfully outside the door and then we continue. That way if something happens to us, the mayor knows these people are dead. If he is or someone is nearby we can give a quick explanation and continue on in here."
Selene Iluzr |
Selene nods at Sonny's suggestion. "Seems like a good idea. Might be best if we can get a message to the mayor and explain to him what we found out before we start dragging the villagers bodies out in the open, though. My only worry is that we might be giving any remaining member of this cult time to escape, or to set loose whatever abomination drained those bodies. But if we're keeping watch by the entrance while we straighten things out with the mayor, I guess we'll be able to prevent both of those scenarios until we are ready to go further inside."
DM RichD |
You all drag the corpses out respectfully out side the temple. I am assuming you are also taking the corpse that is not dressed like a townsperson.
Unfortunately since it was night when you went into the temple, there is not a lot of foot traffic around as most are fishermen and fisherwomen. Besides, you know that this town does not like strangers anyway so it might be awkward if you did see someone!
Moving On
E10. South Fostering Room
A simple wooden bench stands against the far wall of this small chamber, next to a pool of dark water. Sitting on the bench is a young couple who are startled by your sudden appearance and have the same distrust of strangers of others in this town. Please don't hurt us! she begs. We have Father Voltiaro's permission to be here! he adds.
Any interaction with the couple will require some diplomacy roles as they are scared shi... very scared.
Sonny Wright |
Sonny takes a moment and offers a prayer to Sarenrae and blesses himself with his Touch of Glory ability. He then begins speaking to the couple, "We have no intention of hurting you. This is a dangerous place currently. Can you tell us what you are doing here and what has been taking place here."
Diplomacy: 1d20 + 17 + 9 ⇒ (5) + 17 + 9 = 31
DM RichD |
Despite his fearful appearance, the couple finds solace in Sonny's words. The man introduces himself as Rufus Tulby and his wife as Imelba. He then relates the following to you:
The Neighbors have not shown up to take a fostering in weeks, so Father Voltiaro decided to take the Tulbys’ 3-month-old second daughter (who has not yet been named) to Undiomede House and contact the neighbors from there. The Tulbys do not know who the Neighbors are or where they come from (other than “down bay”) but they know that the Neighbors bring peace and good fortune to Illmarsh and that all second and third daughters are given to them for fostering. The girls are never seen in town again, but Father Voltiaro assures everyone that they live long and happy lives among the Neighbors, where they become the wives of powerful village headmen and hold positions of great respect and honor. The Tulbys were not happy to see their daughter taken away, but it is how things have always been done in Illmarsh, and it is not their place to change it.
Sabola |
Sabola nods, "that doesn't sound abnormal to me. The people of Ustalav often have no use for second and third daughters, and sometimes first daughters."
Selene Iluzr |
Selene clenches her hands at the couple's tale.
I wouldn't believe a word of whatever the head of this cult said... And yet, if this is already set as the way things are done in this town, it means the cult's hold on it extends far back. How many other girls have suffered at their hands?
She takes a deep breath, and addresses the couple as well.
"No matter the reason, forcing a daughter apart from their parents is a cruel thing to do. I canunderstand your sorrow. Is there nothing that can be done?"
Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21
Vivian Deberth |
sense motive, Stern gaze: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Do they speak the true or is that a trap, calling for our kind hearts?Sabola remark was maybe true, but a little tasteless...
Selene Iluzr |
"That's understandable." Selene says to the tearful woman with a sad nod. She looks away in thought for a moment, unsure if she should say anything more.
"Would you consider leaving town, to get away from the church's influence, if we were able to help you get your daughter back? Depending on where you would go, we might even be able to help you get there."
She looks at the others for a moment with a questioning look, hoping they might also be willing to help the couple and their daughter.
"If we're going towards the Undiomede House anyway, we should try to at least ensure their daughter's safety if we find her and this Father Voltiaro still there."