| Gabriel Balca |
Gabriel, noticing the wreckage, will fly over to it and make an aerial pass of the wreckage, looking for anything threatening.
Still invisible, flying at a height of roughly 40 feet, and will pass directly above the wreckage, trying to spot any baddies.
Perception: 1d20 + 25 ⇒ (19) + 25 = 44
| Mahb |
The hag hobbles along toward the carriage as well, humming pleasantly.
Detect Magic still up, if anything about the carriage area can be separated from the 'background magical radiation'.
Sorry about the silence earlier this week - work has been a bear.
| GM Sappy |
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As you approach the ruined vehicle, a flash of psychic energy overwhelms your mind, as you suddenly find yourselves in another place, another time and another body.
The carriage hearse barrels along a hard dirt road, drawn by four frothing, maddened horses driven forward by your frantic whipping. A quick glance over your shoulder tells you that your mounted pursuers are gaining ground in the hazy moonlight. "Aroden save us!" shouts a beardless old man sitting beside you as he desperately clings to the wooden seat.
"We no longer serve fools, Parsimus," you growl with irritation. "Best get that through your thick skull."
You glance behind again, this time to the bed of the hearse, where the fine silver coffin lurches dangerously, despite the five straps of stout leather securing it in place.
"Forgive me, sister," you think. "It was I who was the true fool."
You hear a dull thud as an arrow strikes the seatback. Another arrow sinks into Parsimus’s shoulder, knocking him from his seat to the hard ground below with a cry of pain. As a third projectile thuds into the carriage, you cry out to the starlit sky. "Asmodeus! Have you abandoned me?"
With the cry still in your throat, a strange shimmer surrounds the hearse and the scene about you flickers and fades. The dirt road is suddenly replaced by a paved walkway, and the surrounding woodland by a graveyard. Startled by the sudden change, the horses shriek and careen to the left. As the carriage leaves the road, the shimmering bubble of energy that encompasses it crushes the tombstones in its path. Suddenly, the horses seem to smash into an invisible wall, and their cries of terror abruptly cease. You are propelled from your seat, hurtled through the air as you and the carriage crash to the ground. You feel bones break, and as your neck snaps with a nauseating crunch, you hear a sinister voice behind your ear, whispering with an intimacy that terrifies.
"No, my puppet. I never forget a bargain."
The vision ends as suddenly as it came, leaving you back in the necropolis. Yura falls to the ground retching as a wave of nausea washes over you, quickly fading. You recognize the wreckage of the hearse as the one you were driving in the vision, and can spot something lying beyond it, in the place where the driver hit the ground.
| Rasil |
It takes Rasil a moment to collect himself, not because of the psychic acrobatics, but because this is the first time he's seen anything in 75 years.
After recovering, he sneaks, feeling his way to the wreckage feeling quite fitting as an invisible spectre in a mausoleum.
stealth: 1d20 + 33 + 2 ⇒ (13) + 33 + 2 = 48 perc: 1d20 + 20 ⇒ (19) + 20 = 39
| Mahb |
Assuming we all shared or were told about the vision.
Mahb considers. "Assuming those were the last of the Adellas. That would put Lucretia in the coffin. And Cadimus was an Asmodean. Really puts a new slant on the family's Damnatio. If they were known to have a servant named Parsimus, that might be confirmation for our client."
The old woman inspects the carriage, hoping to find the gilded coffin and possibly some evidence to tie it to Lucretia.
Perception: 1d20 + 24 ⇒ (13) + 24 = 37 w/ Pye Alertness
| Gabriel Balca |
"Certainly has potential as a theory" Gabriel says, shaking his head to clear it after the mind trip. You can hear sounds of him pulling out his flask and taking a drink. "A healthy drink after experiencing death isn't uncalled for I think..."
After stowing his flask again, he too will fly over to investigate the wreckage.
Perception: 1d20 + 25 ⇒ (16) + 25 = 41
| GM Sappy |
You all experienced the same vision, yes.
Stepping closer to the place where the driver fell, you feel a chilled wind blowing from everywhere and nowhere, and suddenly a ghastly, tormented figure dressed in the rich, old-fashioned clothes that the driver wore appears over the wreckage of the carriage, gazing over you with eyes carrying centuries-old torment. "I am Cadimus Adella. I suppose that, as the last full-blooded member of my family, I should greet you who come to this place. And yet, I shall postpone such formalities to after I've asked you a question: nominally, what brings you here, to the resting grounds of a family that never knew rest or peace? Do you seek to steal treasure, or are you just travelers, who stumbled here by accident?"
| Yura Romanov |
Yura almost fell over as the spectre appeared, but quickly recovered seeing that it was, or at least seemed, amicable enough.
Assuming--and correctly at that--that his master did not wish to reveal himself, the farm-boy stepped forward. "We've been recruited by a man who believes himself to be a descendant of your family by the name of Dellum." He continues with caution, "Though it should be mentioned that our relationship to him is only a financial one."
| Gabriel Balca |
Gabriel will, like Rasil, attempt to stay hidden, trusting in his invisibility and stealth to hide him from this apparition. He will attempt to fly around it in a wide circle to get behind it.
Adding 10 from telekinetic invisibility. If the creature has blindsense or blindsight, I lose the +10 bonus, but they don't auto-detect me.
Stealth: 1d20 + 28 + 10 ⇒ (2) + 28 + 10 = 40
| Mahb |
"The fate of you and your sister is unknown to him. He asked us to find out what happened. He also thought that the Damnatio on your family was part of a plot and he hoped we could find evidence of it. Wanna fill in the details?"
| GM Sappy |
"Lucretia, my dearest sister, my beloved little girl..." A centuries-old pain surfaces in the ghost's eyes.
"And you mentioned damnatio? I guess that the fool actually did make good on his threats. Who... no, it can wait. Bring me my sister. She is all alone here, in this forsaken place. Bring her to me, unharmed, and I shall tell you all that you need to know for that fool who makes a claim to the most cursed name in all of Taldor."
| GM Sappy |
"Of course she's dead!" snaps Cadimus. "She was dead before me! That didn't stop her from walking away, though! And I'm bound to here, so I can't look for her, poor girl, she must be so scared. She may have gone to one of the crypts, but I wouldn't know how to access them... I only set foot here once."
| Mahb |
Mahb shoots Duke a really? glare at the knock about Lucretia being dead. And an even more baleful look at the farmboy who seems to think he's part of the team. "Let's take a step back here... We've all lost people, so we'd be willing to help reunite you with your sister BUT we can't agree to your terms as they stand. This place has a fearsome reputation and you've been gone a long time. If Lucretia wondered off in the flesh, she may have been hurt by some horror here. So - through no fault of our own - we can't return her to you 'unharmed' as harm may have already been done. We can promise to return her as she is - no better. AND I'll want an assurance from you that in addition to whatever information you provide, you won't try to kill us or prevent us from leaving after you have your sister back. Is it a bargain?"
Kn:Religion: 1d20 + 20 ⇒ (14) + 20 = 34 What can I figure out about Cadimus?
| GM Sappy |
Cadimus'face twists in rage for a brief moment at Mahb's bargaining, then he composes himself.
"She was gone as I woke up, a long time ago. And I accept your terms, woman, I swear on my family's name that I will uphold them. But I shall only trust Lucretia's words that no harm came to her from your hand."
| Mahb |
"Fair enough. Is her coffin still here or is that gone as well?" The hag begins looking around for the coffin or any evidence of it being dragged off.
Perception: 1d20 + 24 ⇒ (1) + 24 = 25 w/ Pye Alertness
| GM Sappy |
You can easily see the coffin nearby, wide open and rotten. Red velvet, moldy and crumbling with age, is still showing an imprint of a frail, lithe body.
"It's here, all I have left of her. Oh, my sweet little sister, why couldn't I protect you..."
| Gabriel Balca |
Gabriel looks around to see if there are any additional clues.
Looking for any tracks leading away from the coffin, any direction to the debris, really anything that might indicate a direction for us to go from here.
Perception: 1d20 + 25 ⇒ (3) + 25 = 28
| GM Sappy |
Sure!
The building's entrance is right in front of you, a large, bronzed, simple door. On its sides you see two stained windows, each depicting a human figure in a solemn pose.
| Rasil |
"Caution, Duke, I hear a raging fire in the distance within." Rasil's disembodied voice warns.
Rasil will follow Duke into the mausoleum, ears perked for the source of the flame sound.
1d20 + 20 ⇒ (2) + 20 = 22
| Gabriel Balca |
Gabriel will settle back down to the ground outside the new building, waiting for Vars to open the door. As he does so, he fades slowly back into view, leaning on his walking stick. He'll look at Mahb and say "Quite the specter, that one was. Shrewd handling of him." He gives her a curt nod.
As he waits, a thought will occur to him. "Getting senile in my old age, forgot my armor..." He'll pull a wand out of the quiver at his side and give it a flick.
Mage Armor, CL15
"Anybody else need some extra defense?"
| Mahb |
"Quite the specter, that one was. Shrewd handling of him."
The hag bobs her head in thanks. "Well, I figured he'd follow the letter of the agreement as an Asmodean, so setting the specific terms was important... And, as your typical ghost, his weakness was the one thing he desired most in life, the one thing that kept him trapped here - his sister. I gambled that gave me enough leverage to push him around a bit. Mind you, he could still try to kill us... and he's likely to have some real nasty talents up his sleeve"
Mahb is distracted by the stained glass on the building. "Oh, Aroden and Arazni. Hmm... this appears to be a depiction of her before she fell and became the Harlot Queen. Now there is a nasty undead creature - liches are bad business."
Knowledge: Religion: 1d20 + 20 ⇒ (1) + 20 = 21
| GM Sappy |
Map added in the link.
The door does not have traps, and is cold to touch. Entering, you find yourself in a large oval chamber, its floor marked with the familiar medusa head. Letters around the emblem read "A Blade Answers Even the Most Vexing Question."
To the north is another antechamber, apparently empty, and two lateral doors.
| Gabriel Balca |
Gabriel glances at Yura in slight annoyance. "Why is this young pup here again?" Despite complaining, he will give a jab of his wand at Yura before stowing the wand back in the quiver at his side.
He walks into the building behind Vars, his cane making a light tap, tap, tap as he does. At Vars' suggestion, he tilts his head and listens.
Perception: 1d20 + 25 ⇒ (16) + 25 = 41
"Agreed. Good as place as any to start. Lead the way, Duke."
| Mahb |
Mahb follows cautiously, about 15' behind Duke. As a matter of course, she scans the area ahead with both mundane and occult (Detect Magic) vision. She mulls the emblem's words.
Perception: 1d20 + 24 ⇒ (1) + 24 = 25 w/ Pye Alertness
| Rasil |
Gabriel glances at Yura in slight annoyance. "Why is this young pup here again?" Despite complaining, he will give a jab of his wand at Yura before stowing the wand back in the quiver at his side.
"I'm still trying to determine that for myself." Rasil's voice answers, equally annoyed. The assassin stealthily follows Vars into the room whence he heard the flames.
Stealth: 1d20 + 33 ⇒ (3) + 33 = 36 +2 if we're in dim light or darker
| GM Sappy |
Initiative(Gabriel): 1d20 + 17 ⇒ (7) + 17 = 24
Initiative(Mahb): 1d20 + 4 ⇒ (9) + 4 = 13
Initiative(Rasil): 1d20 + 14 ⇒ (1) + 14 = 15
Initiative(Vars): 1d20 + 1 ⇒ (17) + 1 = 18
Initiative(Yura): 1d20 + 4 ⇒ (19) + 4 = 23
Initiative(Monsters): 4d20 + 39 + 7 ⇒ (13, 15, 2, 10) + 39 + 7 = 86 Average 21
The door that led to the room on the right has become rotten mold a long time ago, leaving you to see a domed and oval-shaped formal chamber with walls covered in complex geometric patterns of green and gold. It appears to be used for funerary rites, with marble tables to the north and south and two elaborate wheeled wooden biers at the center. To the east, the wall is made up of a huge iron oven with a closed door three feet square and two feet off the floor, with a shelf sticking out beneath it like the tongue of a huge, taunting beast.
As you step into the crematorium, the faint fire sounds swell to a raging inferno, and with a clangor of metal the oven doors burst open. Three torrents of fire burst forth, and with them a humanoid creature. They roar in unison, voices like a firestorm.
Gabriel and (surprisingly) Yura can go, then monsters, then you all.
| Gabriel Balca |
Gabriel frowns at the flaming opponents, snorting in derision. "Really? Alright, flameboys, let's get this over with." His cane drops to the floor, and he makes a quick gesture with his hands. As he does, little streaks of electricity appear briefly over the skin of all his companions, and they find themselves shuttering with energy. He then leaves his feet, and flies to a more defensive position.
Standard action - Celerity. Grants Haste to everyone, but only for one round.
Move action - Fly up to 60 ft (double speed from haste), location depends on the layout. If that is a wall right behind me, and it is still solid, then I'll just go straight up. If I can move back at all, then I'll do that. Up should be given priority, though.
Also, for future reference, are the tables and the biers the only objects in the room? What size are they, for Aether Puppet purposes? Any small clutter or debris to use with my telekinetic blast?
| Mahb |
Not sure if I can get in some speaking before my turn, but if I can...
Mahb cocks her head, raises a staying hand at the columns of fire, and replies in her own hisses and roars.
Knowledge: Planes: 1d20 + 25 ⇒ (11) + 25 = 36
Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15
| GM Sappy |
The three columns of fire sway lightly in hesitation, sending out pops and cracks in a strange, discoursive pattern. The other coils itself like a snake ready to strike.
The tables and the biers are Huge, and there is plenty of debris, ranging from loose cobbles (Tiny) to the oven door, ripped out of its hinges by the creatures' fury.
Also, here's a picture of the humanoid foe.