GM Thrawn |
bite: 1d20 + 1 ⇒ (14) + 1 = 15
It seems the last demon is cut down, leaving only the human, who takes a vicious blow from Helios. However, Helios attack reveals that the body is just a shell, as a worm-like creature bursts forth from the damaged body, asbsorbing some of the flesh on the way out.
The creature tries to bite Helios, but it is unsuccessful in it's attempt.
The creature is a Vermlek, an evil worm-like outsider (demon) that inhabits corpses.
All of you are up...
GM Thrawn |
Galahad and Helios both hack into the demonic worm, cutting it to pieces before it is able to mount another attack.
Combat ended.
A search of the archives finds that the Sarini family kept extensive records of their victims and the rituals they performed on them. There is definitive proof of their crimes. Based on notes out on the table, the Vermlek was attracted to this place, and was trying to put together some of the ancient abyssal rituals. This is definitely the source of the demon bile that has plagued the area.
As you collect evidence, a rumble begins to go through the building. Quickly grabbing evidence, you can see that the demon bile is shrinking, but that it had become an integral part of the structure of the building, and the whole foundation of the mansion has begun to collapse...
GM Thrawn |
Strength
Bjorn: 1d20 + 4 ⇒ (17) + 4 = 21
Galahad: 1d20 + 4 ⇒ (19) + 4 = 23
Helios: 1d20 + 5 ⇒ (2) + 5 = 7
Manus: 1d20 + 1 ⇒ (9) + 1 = 10
Acrobatics/Swim
Bjorn: 1d20 + 4 ⇒ (18) + 4 = 22
Galahad: 1d20 - 1 ⇒ (6) - 1 = 5
Helios: 1d20 + 5 ⇒ (2) + 5 = 7
Manus: 1d20 + 3 ⇒ (14) + 3 = 17
Perception
Bjorn: 1d20 + 7 ⇒ (15) + 7 = 22
Galahad: 1d20 + 10 ⇒ (18) + 10 = 28
Helios: 1d20 + 7 ⇒ (1) + 7 = 8
Manus: 1d20 + 10 ⇒ (10) + 10 = 20
Know Nature/Survival
Bjorn: 1d20 + 6 ⇒ (10) + 6 = 16
Galahad: 1d20 - 2 ⇒ (20) - 2 = 18
Helios: 1d20 + 4 ⇒ (18) + 4 = 22
Manus: 1d20 + 1 ⇒ (1) + 1 = 2
The tremors cause the cabinets of the room to fall over, as blocks of stone fall from the ceiling. Most of you manage to hold up cabinets to escape the room unharmed, but Helios is hit with a falling shelf on the way our, causing sever bruises on his back.
You run up the demon bile encrusted staircase, but already having killed the mites, it proves to be little obstacle to anyone. However, when you reach the secret passage back to the piano, you find the way has collapsed, forcing you to head through the flooded chamber with the barrels. The falling ceilings make the barrels difficult to navigate, but Manus manages to jump from barrel to barrel, crossing the room, while the others take to the water to swim their way accross. Both Galahad and Helios come under assault by giant leaches as they cross, but manage to pull themselves from the water onto the stairway up to the kitchen.
The stairs are crumbling, and everyone must hurriedly make their way up before they completely collapse. Bjorn, Galahad, and Manus have no issues picking their way up the stairs, but they almost lose Helios on the way as he transitions from fighting leeches to trying to find solid footing. He twists and ankle as it gets caught in a collapsing section of stairs, but his companions manage to pull him up to relative safety.
As you enter the kitchen, it seems there were more who lived here than you thought, as a massive swarm of rats are scurrying from the walls out the door. Manus finds himself falling in the swarm, being overrun by the vermin, but the others are able to navigate their way through, using their knowledge of small rodents, and pull the diviner out into the garden.
From the garden, you watch as the entire building collapses with it's foundations no longer able to hold it up. You are bruised and battered from your escape, but nothing life threatening.
--------------------------
Back in Saringallow, the mayor congratulates you on recovering the documents, and both she and the council listen intently to your tales of the source of the demon bile that has plagued the town. They unanimously approve a location for a pathfinder lodge in the town in the warehouse where the fight with Gellion took place many days ago. After the events there, the previous owner was happy to donate the building to the cause.
Over the next few days, many townsfolk line up at the city hall, examining the documents to find out the fates of their ancestors, happy to know the fates of their kin, even if it meant gruesome ends. City guards armed with cold iron weapons, and both the priest and his apprentice from the temple of Erastil are dispatched to the ruins of the mansion to ensure there are no more traces of demon bile that are left behind to threaten the town again.
The society is very happy with the reports that return, and quickly get to work to get a team assigned to set up the lodge, seeing it as a key position for some of the world events going on. You are all given rewards from the society, in addition to key contacts you have made in town that should prove useful in the future.
Chronicles coming, but here is the key info for those leveling up for your future adventures.
Part 3 chronicle: 3 xp, 4 pp, 1536 gold. Boons include finding some healing uses for some of the garden plants, and useful tips against devils that are recovered in the Sarini records.
Bonus chronicle: 3 xp, 6 pp, 3711 gp OR 0 xp, 2 pp, 0 gp. I'm assuming everyone will want the xp and gold version unless told otherwise. This also has boons for favors from some of those saved in the course of this adventure, and a bonus in knowledge of demons.
Looking at the part 2 report to see what was left out as well.