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Knowledge, Planes: 1d20 + 4 ⇒ (13) + 4 = 17
Knowledge, Religion: 1d20 + 6 ⇒ (20) + 6 = 26
Torean grunts. "Shax. Bad news. He's a cruel bastard. He lives in a realm called Charnelhome, an house the size of a city on a slanted bluff. Each of the rooms contains a different death trap or horrific guardian. Shax will send victims into Charnelhome so he can watch them try to escape, often posing as a fellow prisoner so he can experience the victims’ despair."
"We should be searching this place for secret doors and traps. Especially if Shax is being revered here." True to his word, Torean begins searching the room for anything out of place to indicate a hidden chamber.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

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Nope they are correct Chaul. The DC 20 is to recognize a demon's symbol and the others are to remember history about the demon itself.
Searching the room Torean does not find anything besides dusty sheets that seem to be torn by long claw marks.
Tilly looks up to Pandora. Do you think Pa is okay?

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Pandora listens carefully trying to avoid showing Tilly she is scared herself. Kneeling in front of the girl she says calmly "We will do all at our hands to save him sweetie." she tries to sooth there with some strokes before turning back to the party.
"The door to the west is like the one in the mural below. My guess is it is linked to the foundation of this house, and probably to Shax himself. We will have to explore that for the Blackros family, also checking if those balconies lead to secret places." she looks at Tilly then at the ground "But now I would prefer to focus on finding Tilly's father. There should be some mud tracks, I guess they went south of here"
Pandora looks for tracks, specially to the south. If no one says anything against, she follows the way in that direction after the team has scouted for traps.
Survival+HR: 1d20 - 2 + 2 ⇒ (3) - 2 + 2 = 3
If the tracks lead to the west door, she proposes that way instead, swallowing in tension.
Perception+HR (traps): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

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Eladrian grabs the files and stuffs them into his pack before he leaves the otherr room, following the party upstairs. "I have no idea about these specific demons, but this guy sounds like really bad news."
Looking around for any more surprises, eladrian takes a closer look through the room.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Survival: 1d20 + 7 ⇒ (10) + 7 = 17

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Not finding any traps the mud tracks seem to had subsided and are nigh impossible to follow after the stairs leading into the room.
Pandora begins to head south to investigate a bit more. To the south is an expansive hallway and balcony.
B5
An elaborate garden wraps around Ostergarde's second floor. Cold environment plants thrive in this forgotten mountain country. The rain outside looks to have increased in intensity.
B4
This chamber looks to have once served a commander at arms. The posh room contains a large mirror and armoire.
The door further west appears to be locked with a very nice looking lock.
B2
These twin, open-air turrets are topped with crenellations. They would offer a magnif icent view of the surrounding countryside, were it not for the raging storm.
B1
Several rooms on Ostergarde’s second floor once offered guests a cozy respite, but they’ve been stripped down and refurnished with cots.
Though Pandora peers into several doors she does not find any signs of mud being dragged about.

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As the group explores the top floor, Chaul will keep his detect magic going, on the look out for traps or other old bits of forgotten arcana.
After the tour completes he comments "There are only two doors left to go through, that one with the lock - which probably doesn't have Tilly's parents behind it - or that other one." he adds, gesturing to the door in the room they first entered.

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Pandora swallows in tension "Ok, let's take this door to Shax domains then"
The woman moves behind of the wall while the party opens the door, just in case it is trapped. She tries to sooth and protect Tilly.

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Torean nods. "Let's see what's behind door number one. If it's Shax himself, well...just pray it ain't." Before the dwarf opens the door though, he checks it for possible traps.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20

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Torean does not see any traps and the doors open easily enough. Inside lies a walk in closet. Pandora and Tilly hide around the corner in anticipation.
As the group opens the doors a clang of gears is heard and Chaul and Takkit are riddled with arrows as a steady stream pours out from the corner of the room from hidden slots.
Tilly jumps in fright as the trap snaps and arrows fly all about the room.
Arrows vs Chaul AC 19: 1d20 + 20 ⇒ (20) + 20 = 40
Confirm Crit: 1d20 + 20 ⇒ (2) + 20 = 22
Damage: 6d6 ⇒ (2, 3, 5, 2, 3, 2) = 17
Crit Damage: 6d6 ⇒ (5, 5, 1, 4, 5, 5) = 25
Arrows vs Takkit AC 21: 1d20 + 20 ⇒ (17) + 20 = 37
Damage: 6d6 ⇒ (1, 3, 4, 5, 6, 1) = 20
The majority of the arrows slam into Chaul's vital areas causing him to fall to the ground in a heap. As Chaul falls Takkit receives the remainder of the arrows in his chest. His breathing begins to get very labored as he looks about in surprise.
Tilly begins to cry as Chaul falls to the ground, seemingly dead as he continues to bleed.
Chaul (-4/38; bleeding)
Takkit (39/59)

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Stabilize: 1d20 - 4 + 1 ⇒ (6) - 4 + 1 = 3
Sudden pain, and then blinding light.
Before him, Chaul sees the gates of heaven. So many times during his life has he reached out and wrested them open. Now however, they stand open before him. A face beyond beauty, and a world without pain stand just beyond them. Slowly he takes a single step forward.

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Perception: 1d20 + 8 ⇒ (9) + 8 = 17
"Chaul!" Torean reaches into grab the man, pulling him out of the closet. Once he has the priest out of the room, the dwarf grabs his wand. "Come on! Sarenrae ain't done with you yet!"
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

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I'll assume Torean gets his CLW in before Chaul's stabilize check
The vision of paradise fades as the gates slam in Chaul's face.
His body wracked with pain, Chaul fearfully opens his eyes, sure for a moment that he has been rejected and sent to a less salubrious final destination.
Slowly the room and bearded face come into focus
"Arrghhhh" he screams at the fearsome sight. Then realization come to him.
"Ahh, I mean, thanks. Oh Sarenrae I hurt. What happened?"
Climbing slowly to his feet, Chaul's eyes mist a little. "I saw her. Well, I think I saw her. It was beautiful."
The priest looks around, and realizes he is not the only one badly injured. Limping closer to Takkit the cleric reaches out once again to the invisible doorway and wrest it open, calling on his heritage to again bathe the room in heavily radiance.
channelx2: 6d6 + 2 ⇒ (5, 2, 6, 4, 5, 1) + 2 = 25
He then allows the doors to close, before running a revitalized hand over his own wounds.
cure light: 1d8 + 6 ⇒ (4) + 6 = 10

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Sorry about my slow posting this week. Between overtime at work and nursing school, I have pulled 3 20+ hour days this week.. If I don't have my face crammed into a book, I have been asleep.
As the group moves about the second floor, Eladrian takes a special interest in the commanders room. With his history of service to Magnimar, he knows quite a bit about military affairs and is interested in what might be found as he takes his time looking about.
Taking 10 on this one for 21
When he hears the commotion, Eladrian runs to join the others and posts himself over his comrades, fear etched into his features. "By the gods, this place should just be burned to the ground. Is everyone ok?
His eyes scan the room, but his concern blinds him..
Percetpion: 1d20 + 11 ⇒ (3) + 11 = 14

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Pandora tries to close Tilly's eyes as Chaul hits the ground "Do not worry sweetie. Chaul will recover, you will see, he is faithful of Serenrae, she will not allow him to fail here"
The woman seems worried though, until Torean succeeds to reanimate the fallen cleric. She breaths relieved and smiles satisfied as the aasimar calls for his healing magic restoring back things.
"Are you ok? That was hard... I am sorry for you. Thanks for taking the lead. Is it safe now?" asks the woman, and in case the place is safe now, she will help the others to search the just opened room.
Perception+HR: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

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Torean is able to awaken Chaul with some slight healing. Tilly breaths out a sigh of relief as he stands back up and opens a small portal to heaven's warm glow completely healing himself and Takkit.
Eladrian searches through the commander at arms room and just pulls up clothing sized for a small clothing and a disguise kit.
In the back of the walk-in closet the group uncovers a sliding door. Opening the door reveals a stout ledge that hangs over a shaft that descends 35 feet into Ostergarde's secret dungeon complex. A series of iron rungs lead down the dark shaft.
The iron rungs descend from a vertical shaft and continue all the way to the floor, leading into a clear pool filling the bottom 10 feet of the room. The chamber’s walls depict Asmodeus in all manner of triumph. A stone stair rises from the pool to a dais on the room’s eastern end, where several dark robes hang on hooks. An ornate double door in the east wall provides the only visible egress from the chamber.

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K. nobility (Lore master take 10)+HR: 10 + 7 + 2 = 19
"This place seems a ceremonial space. From what we know, members of the Kastner family used this room to cleanse themselves before partaking in diabolical rituals elsewhere in the secret dungeons. Participants would disrobe in the master bedroom and proceed naked through the narrow tunnel to emerge into this cleansing pool, where they would consume a draught of poison. If the drinker’s faith in Asmodeus was true, consuming the pool’s water would stave off death." the woman makes a pause "I am pretty sure the entire ceremony was a sham, and the poison was nothing but a placebo designed to test one’s devotion. The water in the pool is merely water and is not an antidote for any true poisons."
Pandora looks carefully at the doors in front "It seems this is the only apparent exit to the inner dungeon" and she helps check them.
Perception+HR: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
She will then move to the back to protect Tilly and check the waters for any hidden exit or left object.
Perception+HR: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

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Torean splashes into the water and looks around. "Secret dungeon below the house. Combined with Shax and rumors of a criminal and devil army, I suggest we go carefully." He helps Pandora examine the door for any surprises.
Perception, aid: 1d20 + 8 ⇒ (8) + 8 = 16

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Under the water Torean notices a culvert in the southern wall 10 feet below the waterline. The culvert runs for 40 feet and ends against a wall. Feeling along the wall he notices another secret panel.

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"What is it Torean? Did you find a secret passage?" the woman tries to look over the stout dwarf shoulders "That might be the submerged passage they were using from the preparation room to reach this ritual place? I remember something like that in the books the Venture Captain Ambrus Balsin gave us to read about the mansion"
Observing the great doors she says "I am not willing to explore water tunnels I do not know where exactly they lead... specially when there is another clear direction to continue the exploration"
Pandora approaches the big doors, and pushes them open coming inside the next room.
Perception+HR: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14

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Eladrian pays close attention to Pandora as she tells of the uses for this room. "Barbaric! This family repulses me more and more.." he says before turning to aid Torean with his search of the room.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21

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Torean feels along the wall. "Hey, there's...something here." He taps the panel and tries to find a way to open it.
Does this require disable device?

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Eladrian assists Torean and sees the same secret passageway as Torean and Pandora open both doors simultaneously. Looking back at the robes Eladrian realizes that one of the robes looks a bit different from the rest.
C2
Torean follows the secret passage through to an open chamber. This circular chamber holds fresh spring water, which rises to just under the height of the floor. A hole in the ceiling allows a bucket to descend into the clear waters.
D2
Pandora peers through the doors to find a long hallway leading south and a portcullis barring entry to the east Two sets of stairs flank this 50-foot-long corridor, sinking the avenue 10 feet under the lip of an overhanging balcony. A horrifying mural of the Nine Hells covers the entirety of the 50-foot-by-20-foot west wall.

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"Indeed, the barbarian peoples of my homelands are probably better than the corrupted by the demon people who lived in this house..." Pandora looks worried at the chamber she just opened.
"This direction does not look better... ok, let's follow your route Torean, just if Tilly is able to come with us" Pandora looks at the child, and if she seems ok, the woman goes into Torean's corridor after closing back the doors.
Once in the water room "Mmm... this looks as some kind of well"
Pandora looks for any other exit there.
Perception+HR: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

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Torean pops back over to the main group. Hey, ya'll. Eladrin and me found a secret passage over here. Looks like it's a well up to the main floor. Seeing as this place reveres Shax, I say we follow the secret passage. There's likely to be more traps in the main passage."
He returns to the circular chamber and begins helping Pandora check the nearby door for traps.
Perception, aid: 1d20 + 8 ⇒ (9) + 8 = 17
Is the bucket up or down? I'm thinking in a pinch we could climb the rope if needed.

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The bucket is currently up.
Pandora follows with Tilly close behind. Tilly emerges shaking and wet. Do you think the thin men took Momma and Pa this way? I miss my Pa. She says as she begins to cry.
C1
Pandora and Torean search the northern door and do not find any traps. Opening the door reveals a chamber that was once the manor’s storage area, but it now holds several rows of cots. In all, 21 cots sit abandoned and a set of stairs leads up to the main floor.

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"It seems this is an old chamber and has not been touched in time " she looks at Tilly sad "It seems we will have to continue looking for your parents "
She then inspects the cots.
Perception+HR: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Is there anything missing to explore in main floor? We have one room upstairs

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There's a big room on the main floor unexplored and a small room on the 2nd floor unexplored.
Torean glances at the stairs and then at the cots. "You think these were for the prisoners?" He looks back towards the way they came. "Maybe we were in the secret passage. We probably should head back to see what was down that corridor."
Do the cots looks slept in?

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On the map it looks like there is a ladder going up in C2.. is that correct?
Before Eladrian follows Torean down the tunnel, he will investigate the robe that he sees is different. ?Wait! This one is different.. Any idea why?"
Taking ten inspecting the robe for 21 perception.
Providing that the ladder is there in C2: Eladrian checks the bottom of the well, the passageway at the top, and the doors at the end of the hallway for traps. Perception: 1d20 + 11 ⇒ (15) + 11 = 26

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On the map it looks like there is a ladder going up in C2.. is that correct?
That ladder is just leading out of the water and onto the walkway is all.
Is there anything missing to explore in main floor? We have one room upstairs
On the main floor you have 1 room to explore and on the second floor you have the locked room yet to explore.
Torean inspects the cots and sees that they have all been used, though it doesn't seem like they have been used for many days.
Eladrian inspects the robes. Grabbing it he sees that it is adorned with small embroidered figures representing undead creatures. Checking he bottom of the well just reveals the passageway from which everyone just entered.

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Knowledge, Religion on robe: 1d20 + 6 ⇒ (2) + 6 = 8
Torean casts Detect Magic to scan the robes to see if they hold any magical protections. "Most of you won't like this idea, but should we put on the robes? I could imagine a trap like the front door that would activate if someone not wearing a robe were to pass." He pauses. "Of course, the robes could be cursed too."

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Casting detect magic on the robes reveals that they radiate a moderate amount of necromantic magic.

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Spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9
"Hey, this robe is magic. I can't tell what it does though. Maybe someone else can tell" He holds up the robe.
-Posted with Wayfinder

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Spellcraft+HR: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
"I cannot tell either..." says Pandora after using a detect magic spell "I have the feeling it should be ok though"
I would like to explore the main floor room and the locked room before we leave the manor, although I am ok to leave it for after the big corridor dungeon

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spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
"Doubtless some horrible devil-worshippers robe. I will not wear it." says the slightly stick in the mud priest. He goes the others looking at down the hallway.
"And doubles more traps there."
He turns his attention to the portcullis and what may be beyond that.
perception: 1d20 + 8 ⇒ (1) + 8 = 9

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I would like to explore the main floor room and the locked room before we leave the manor, although I am ok to leave it for after the big corridor dungeon
Yup, That is fine. You guys are free to explore how you wish. Just let me know where you would like to go.
Chaul inspects the portcullis and peers through the bars.This grand chamber overlooks a sunken hallway (area D2) via a balcony. Other than the balcony, an additional exit provides access to this chamber from the north. On the north entrance, a portcullis stands. There was once a southern entrance, but it now lies buried under several tons of rock. On the chamber’s eastern edge, a tricky lifting mechanism protrudes from the stone wall. In the chamber’s center, a desk faces the balcony and the grand mural beyond. Two portals have been carved into the stone floor; their recessed lines are stained reddish-brown. It is difficult to tell more than that from Chaul's distance.
Basically there are three ways into this chamber. 1. DC 20 Climb check from area D2. 2. Break the portcullis with your weapons. 3. DC 25 Str check to lift the portcullis.

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I think that the best chance is to get several of us together on the portcullis to combine our strength rolls. Unless we have someone with an insanely high climb that wants to give it a try..
Eladrian meets up with the rest of the party to try and decide the next move..

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Ahh, so there is no wall between the corridor and the sunken room, just a big drop?
"I wonder what happened here? This area has collapsed in the past, so may be unstable.."
He rummages through his pack looking for a rope.
"Anyone else have a rope?" he asks.

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I think D3 is higher than D2, but otherwise, I think you're right Chaul.
Torean moves to the portcullis and examines it. If he determines there's no trap on it, he'll try to lift it.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Strength Check: 1d20 + 3 ⇒ (10) + 3 = 13

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That makes sense. I was thinking a desk in a sunken area was odd, much more sensible having it looking over the hallway.
Chaul is more than willing to lend a hand with the portcullis.
"I can also ask Saeraen to make someone stronger. It will only last for a few minutes though. I would like to see those portals closed. This is not the first time I've seen diabolical forces try to open portals to our world."
strength, aid: 1d20 + 1 ⇒ (18) + 1 = 19

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Strength aid: 1d20 + 2 ⇒ (10) + 2 = 12
Pandora tries to help the party, but after a while it seems they are not going to make it.
Pandora sweetly tries to calm down Tilly "Wait here a moment. Pandora will come back in a moment. We have to clean this house from evil" She then suits her bow at her back, as well as Takkit's hemp rope, and starts climbing up the balcony.
Climb+HR: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Assuming she reaches the top, she tries to fix the rope to some place, like the desk, and hold it herself while giving a signal for the others to climb.

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Strength: 1d20 + 3 ⇒ (12) + 3 = 15
Eladrian spits on his hands and grabs hold of the metal, giving it a heave upwards.

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With everyone's aid the group is able to get the portcullis up enough to allow the group through to further examine the room.

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heal: 1d20 + 7 ⇒ (14) + 7 = 21
arcana: 1d20 + 5 ⇒ (10) + 5 = 15
"Human blood. " comments the priest.
"Some poor victim of human sacrifice. Let me at least help make this clean."
He then summons several gallons of water to wash away the circles.

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"That's vile..." says Pandora as she helps examine the blood.
K. planes: 1d20 + 7 ⇒ (1) + 7 = 8
While Chaul washes out the marks, the woman checks cautiously the tricky lifting and the desk.
Perception+HR: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Perception+HR: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

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Knowledge, Arcana: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge, Planes: 1d20 + 4 ⇒ (8) + 4 = 12
Torean grimaces at the sight of the human blood. "Foul demonic ritual, most likely." He searches the rest of the room while Pandora examines the desk.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

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As Chaul begins to wash away a portion of the dried blood a globe of darkness suddenly surrounds the group as a pair of emaciated figures that look like horned human skeletons smothered in a bone tight hide of slimy leather emerge from the shadows of the wall.
Light goes from dim light to complete darkness; Purple circle is the radius of the darkness.
Chaul: 1d20 + 1 ⇒ (13) + 1 = 14
Torean: 1d20 + 3 ⇒ (15) + 3 = 18
Eladrian: 1d20 + 8 ⇒ (15) + 8 = 23
Pandora: 1d20 + 6 ⇒ (20) + 6 = 26
Takkit: 1d20 + 8 ⇒ (10) + 8 = 18
Babau Demons: 1d20 + 5 ⇒ (15) + 5 = 20
Tilly screams loudly. THE THINMEN! as the red Babau reaches a clawed hand at Pandora.
Claw vs Pandora AC 18: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Sneak Attack Damage: 2d6 ⇒ (1, 4) = 5
Round 1
Pandora (37/48)
Eladrian
----------------------------
Babau Demons
----------------------------
Round 1
Takkit
Torean
Chaul

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I assume this is normal darkness. I also have tried to look if I can 5-foot step while blind, and had found nothing against
"Oh! Bastards!" Pandora, unable to see, tries to touches Chaul guiding herself to move away of the creatures attacking her "Tilly move out of the darkness!"
Pandora touches the components in her pouch and finally finds something that might be useful, the unmistakable hard hair of a bugbear. She starts casting an alter self spell becoming a bugbear!
+2 Str, +darkvision, +2 scent
I would prefer Sewer Troll, but I am unsure if that is allowed by the spell/PFS. Bugbear shoud be a save option
As her new senses allow her to see the environment around she starts shouting "They are two! I am a bugbear now! Attack the demons not me! I am Pandora!"
She then starts singing to inspire courage to her allies.
5-foot step
Standard: cast alter self
Move: Inspire courage (+2 competence to hit/damage, +2 morale vs charm and fear)

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Eladrian whips his sword out of its scabbard, waving it all around in front of him as he tries to fend off any attacks.
Total defense
"Light! Someone make a light! And fall back!"

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Yes, it is a normal darkness spell. Not finding a sewer troll in pathfinder books thogugh Trolls are normally large and the spell only allows small and medium humanoids to choose from.
pandora steps back and transforms into a bugbear in the darkness as she is now able to see the two demons. Listening to Pandora Tilly turns and runs under the desk. The two demons pay the little girl no mind as Pandora begins to sing.
A singing bear. :)
Eladrian assumes a defensive stance in the chaos as the two demons grip longspears and stab them past Eladrian and Chaul at Takkit and Torean. The two spears arc past twice in quick succession as the demons snap gaping maws full of razor sharp teeth at Chaul and Eladrian.
Red Longspear vs Torean AC FF 19: 1d20 + 12 ⇒ (5) + 12 = 17
Red Longspear vs Torean AC FF 19: 1d20 + 7 ⇒ (10) + 7 = 17
Red Bite vs Chaul AC FF 18: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Sneak Attack Damage: 2d6 ⇒ (3, 4) = 7
Green Longspear vs Takkit AC FF 16: 1d20 + 12 ⇒ (1) + 12 = 13
Green Longspear vs Takkit AC FF 16: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Sneak Attack Damage: 2d6 ⇒ (6, 1) = 7
Green Bite vs Eladrian AC 25: 1d20 + 7 ⇒ (10) + 7 = 17
A spear stabs into Takkit's side as Chaul is raked by jagged teeth across his neck.
Active Party buffs
Inspire Courage +2
Round 2
Pandora (37/48)
Eladrian
----------------------------
Babau Demons
----------------------------
Round 1
Takkit (38/59)
Torean
Chaul (24/38)

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Times like this that remind me that "Blind fighting" really isnt a waste..
Eladrian will strike out at the creature as it bounces off of his armor before returning to a defensive posture.
Miss low: 1d100 ⇒ 98
Attack: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 3 ⇒ (5) + 3 = 8