increddibelly |
The outsiders are Greater Ceustodaemons; the most common race of Daemons to be summoned to Golarion, since Ceustodaemons are inherently eager to act as guardians of an area or complex.
Their see invisibility(constant) and dimension door(at will) abilities make them rather efficient. Add the bite, breath weapon, and claws, and you'll see they are effective as well.
Their necklace seems out of place, though.
increddibelly |
any questions? I know it's a lot to take in at once, and it's probably best if you don't try to take it in all at once ;)
If you've read the room descriptions, chances are you've already picked out a few rooms you'd like to go to, and if everyone has a few rooms in mind, that's quite a lot for us already. Besides, you've got over six months of time to kill; it'd be fun to leave some exploring until the ritual starts, so you have something to do during that time :)
Talon Dalkar |
Talon rests his hand on Rygat and walks up the Daemons at their chessboard. He waits until they finish their current move, then says "Hail outsiders. I'm led to believe that you were both originally charged to defend this area, but have been fairly bored in recent times. Well I have good news, you work for us now and things are going to get busy around here" He pauses to see if they have any problem with that statement "Also I'm curious. I'm schooled in Daemonkind but I don't recognize that necklace"
Caladwhen |
Ummm, I'm not sure our ambassador to the Daemons should be one of our least charismatic and diplomatic compatriots (no offense Talon!)... it should probably be either Sindran, Cala or Aerent or a combination thereof, since all three have high charisma and diplomacy scores. Caladwhen speaks both Abyssal and Infernal though, and Sindran has the helm, so maybe it should be us?
Caladwhen |
Interrupting quickly, Caladwhen places her hand on Talon's arm and whispers "Talon, maybe you should let Sindran and I take care of this."
Taking a step in-front of Talon, Caladwhen appears diminutive and lithe to the Daemons, but nevertheless confident as she strides forward. Mindful of the etiquette of dealing with evil outsiders, Caladwhen makes sure to address them properly in their own dialect.
With a respectful bow, but one that does not belay her own power, Caladwhen initiates the conversation "Hail, most terrifying and awesome servants of Vetra-Kali. What my compatriot means to say, is that we serve the same master, and that your aims are congruent with our own."
Diplomacy: 1d20 + 10 ⇒ (15) + 10 = 25
Hexor-or-Vexor-never-quite-sure |
One of the two impossibly-similar-looking Daemons looks up from the game board. It speaks in a deep voice, dripping with a calm, educated eloquence that's so polite it sends a shiver down your spine and raises all your neck hairs.
"How terribly unfortunate. Vexor? 't would appear we have visitors. Do you remember the last time we had visitors intrude on our game?"
The other Daemon just nods, his eyes never leaving the board. He's playing black, and both parties have but a few pieces remaining. Not the best time to be interrupted in one's contemplation - Nevertheless, the monster is impeccably polite.
"If memory serves, my dear Hexor, the last visitors met with a disturbingly direct departure, did they not?"
Dear gods, even their voices are alike!
"Come now, Vexor, do not be coy! You know full well it was your intrepid intervention that interspersed the interlopers." A quick swipe with both claws shows exactly how the interlopers where 'interspersed', and why you never found any remains...
"oh - intersperse. Chapeau, Hexor. I do remember there were giblets strewn everywhere." The giant Daemon gently tilts its head slightly, then slowly taps his claws together in recognition of the other's vocabulary.
"Fortunately, they mention the master by name. That leads me to believe they might be of more use to release the master than those last querulous quarrelers. What say you, Hexor? Should they be allowed to pass?"
All of this takes well over a minute, and although they pretend to ignore you, it is quite clear that Hexor is in an ideal position to breath-weapon-the-cr@p out of you all. They are confident in their ability to stop you, should they choose to.
Hexor looks up at Caladwhen and smiles - a three feet wide gap of teeth opens slightly, as he claps his hands, then spreads his arms wide...
Caladwhen |
Listening to the two Daemon casually discuss the horrid fates of the last group of visitors, Caladwhen appears sanguine, her disposition unchanged. Her confidence suggests to her companions that all is well, regardless of the language being bantered about.
Fascinating; their diplomatic behavior is almost textbook.
Still foremost from the group, Cala stands patiently by as they talk amongst themselves, though secretly she is patently aware of the danger these outsiders pose.
Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Deciphering their meaning, Caladwhen smiles in response and quickly curtsies as physical sign of acknowledgement, welcome and respect. Turning with one arm outstretched, Caladwhen continues speaking in the infernal dialect and introduces her companions, her mood clearly indicating diplomatic success to everybody present.
"Hexor, Vexor, all mighty soldiers of Vetra-Kali, allow me to present my companions, Aerent, Sindran, Oret and Talon, fellow servants of our eternally vengeful master."
Sindran Eithe |
Sense Motive: 1d20 + 8 ⇒ (5) + 8 = 13
Sindran tenses when one of the daemons spread their hands, but follows Caladwhen's lead, nodding politely when his name is mentioned.
Hexor-or-Vexor-never-quite-sure |
Hexor (I think?) wiggles his fingers* in delightful excitement. "oooh the pleasure is assuredly entirely mine! I can already tell that we shall have so much fun together!"
although their definition of 'fun'...might be slightly different from yours. Especially if you'd be so lucky to find yourself on the receiving end of said fun.
"Would you like to start releasing our mutual master?" As if the giant, toothy grin alone wasn't enough to make it clear that this is not really a question, the giant Daemons gently 'invite' you to the spiral stairway heading up.
There is the detail of the lightning elemental, though.
* think Oliver Hardy.
Hexor-or-Vexor-never-quite-sure |
The other one mentions "Yes, even though you are of course impudent mortals with no reasonable right of existence - except to be eradicated as I'm sure you'll agree - the master shall be pleased to accept your assistance if you manage to do away with that repugnant fixture those religious fanatics inaugurated in our tabernacle.".
Their playful malice does nothing to make them seem less dangerous.
"You see - we simply cannot be near it. Oh we've tried, did we not Hexor? Hmmm-mmm we did."
The one who must be Vexor smiles almost apologetically "But resurrecting after a month is frankly such a messy business. Yes, a hassle, even. So, we decided to stop dying-by-trying."
Aerent Sephim |
Sense Motive: 1d20 + 5 ⇒ (19) + 5 = 24
Aerent narrows his eyes as he realizes the creatures avoided Talon's question.
Hearing them begin to assert control over the situation, Aerent steps forward and bows in a respectful manner. "You speak of the seals. We have a plan to deal with them, and we have the ritual required to summon the master back to this realm, but it is quite ... involved. We require specific individuals who must be sacrificed at precise times during over 200 days of constant prayer. So while we intend to begin the process as soon as possible, we are not yet ready to begin. But rest assured, the master shall be freed. We simply do not intend to rush the process and make the same mistakes as the last rabble that inhabited this place. We shall not have some trumped up religious fanatic once again preventing the Tears of Achlys from spreading throughout these lands."
Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23
Hexor-or-Vexor-never-quite-sure |
whoo, that's a respectable roll there, Aerent...Let's see how they do.
sense motive: 1d20 + 15 ⇒ (20) + 15 = 35
"*giggle* oh! oh! Vexor! isn't that just adorable? Mister Aerent Sephim asked nicely!". silently, he mouthes Aerent's name a few more times, practicing to wrap his tongue around the unfamiliar syllables.
sense motive: 1d20 + 15 ⇒ (9) + 15 = 24
"Awwww cuuuuuuuuuuuuuuuuute! I cannot deny it, I do enjoy a little polite conversation. I think we should let them." Turning to Aerent, as if you weren't there to hear the intermission, he continues:"Aerent Sephim, you may go. Is there anywhere in particular you'd like to visit first?"
Leaving the odd question hanging in the air, both Hexor and Vexor disappear. In the blink of an eye, they simply stop being right in front of you, appearing behind you with a hand on your (=Aerent's and Cala's) shoulder.
Even though this is obviously a magical ability, the effect is very dramatic and precisely controlled - in fact, a truly disconcerting level of pinpoint accuracy that can implies centuries and centuries of honing a skill to perfection.
They are just making a point though; as if they're saying "It'd be best for everyone if you'd be so kind as to not try to delay the priority one task," without actually saying it out loud.
(Because that would be rude. Obviously...)
"Because we could...hasten your arrival, and thus, your commencement of the anticelestial ceremony?"
Hey, they may casually own your high diplomacy rolls, but they know they need a third party to actually do the ritual. And you amuse them.
Caladwhen |
Listening intently to Aerent's explanation, Caladwhen nods agreeably with his analysis of the situation. Realizing the Daemons are attempting to hijack the conversation, Caladwhen adds further credence to Aerent's words and states with a gentle and respectful tone that somehow still conveys her own authority "Respectfully most terrifying warriors of Vetra-Kali, Aerent shows wisdom; we sought you out with great haste upon our arrival, as your station deserved acknowledgement, but we have to prepare before beginning the ceremony."
With another quick bow, Caladwhen adds "You have waited a great deal of time here, and we fully appreciate that your patience is not limitless. That said, it will not take us long to prepare, and know that we share your eagerness to release our most horrible and awesome master, Vetra-Kali. We ask only that you trust us, and know that our mutual will shall be done."
Attempting to turn the thrust of the parley back on the Daemons, Caladwhen quickly adds in seemingly very innocent tone "If I could be so bold mighty conservators of Vetra-Kali, could I ask what the symbol is that adorns your neck? I am schooled an all forms of iconography, yet I admit I do not recognize the symbol. Does it predate even my kind I wonder?"
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26
Hey IB, you posted as I was writing... so some if it probably needs to change. I have to run, but just ignore what doesn't make sense now (namely most of it).
Hexor-or-Vexor-never-quite-sure |
"Necklace? oh! these baubles? Well, I could tell you, but where'd be the fun in that? For someone schooled in 'all forms of iconography', *he does not even attempt to hide his giggle* perhaps you should visit the Meditation Hall of the High Priest."
The other one giggles and waves dismissively. "Oh, Hexor, that is just naughty. You know full well the old goat's mind was spent. None of his blathering makes any sense. It would be such a waste of the pretty fleshling's mighty mind!"
Aerent Sephim |
Spellcraft: 1d20 + 3 ⇒ (8) + 3 = 11
Sense Motive: 1d20 + 5 ⇒ (14) + 5 = 19
While Aerent is surprised by their sudden movement, he does not appear to be bothered by their actions or words.
"Unfortunately, while your offer is generous, and would no doubt save us time, we have yet to explore the rest of the Horn to find what we need. That said, we would be happy to keep you updated about our progress. After all, the Horn is not that large, so finding what we need should not take that long. After that, it's simply a matter of finding the sacrifices from the nearby city, Farholde, and having them delivered here."
He pauses and looks at the others, "Based on how long it takes to get here from Farholde, it would probably take what... two weeks before we're ready. Does that sound reasonable?" he asks the rest of his comrades.
I'm just guessing, but I think that gives us enough time to explore the rest of the Horn and locate our first sacrifice volunteer.
Sindran Eithe |
Sense Motive: 1d20 + 8 ⇒ (5) + 8 = 13
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23
Sindran takes out the Eye of Vigilance while the others are conversing, using it to scry the lightning elemental above them.
That is, where is it, what is it doing, and can I possibly enter through the stairway without getting immediately roasted?
"It will take months to break the seal, and considering how long you've waited, a week or two will not be that long in comparison," Sindran dryly comments to the daemons. "But I'm sure you're eager for amusement. Worry not, when we get started, I'm sure we won't be bored. Breaking the seal will no doubt call forth adventurers, paladins and their ilk to stop us. And it will be entertaining to see them try. In the meantime, there's a tree outside that needs to be cleared out. You wouldn't happen to know how it got there?"
To the others he says, "We'll see if the Baron or the Seventh Knot can aid us in that regard. Perhaps we can task Zadaria with getting the cleric for one of the sacrifices. There is that matter of figuring out what the ritual requires with 'one of our own blood', whether it mean a comrade, a member of Vetra-Kali's faith, or otherwise."
Hexor-or-Vexor-never-quite-sure |
The Daemons grudgingly admit the wisdom of Aerent's words; two weeks might be necessary, or not - they simply lack the means of discerning how mortals work.
"It will take months to break the seal, and considering how long you've waited, a week or two will not be that long in comparison," Sindran dryly comments to the daemons.
Lightning-fast, the left one's smile disappears. The tension in the room rises with it.
"Do not presume to tell us what we can or cannot do. Hexor does not ...take well to 'authority' is like to show you just what he definitely can do.""We have been waiting for a way to release Vetra Kali since years before your parents were even born - present company excepted - so 'just-a-few-months' may not seem that much. But since we arrived here, generations of the mortal pollution have spilled forth upon this Plane. It's distasteful."
His eyes narrow. Sensing his brother's mood, the other one is quick to finish the sentence: "The sooner your master is released...the sooner the cleansing may begin. You have the knowledge; that places your chances of succes well above those of the previous...attempts. Do Not Delay."
increddibelly |
the elemental upstairs is in constant motion. Seeing its frantic acrobatics through the room, you suddenly realize the source of the background noise you've been hearing for the past half hour, coincides with the elemental's discharging within the dome upstairs at random places and at irregular moments.
Through the Eye, you can clearly tell that the lightning isn't just sparks either. It's the tree-felling kind...
increddibelly |
The present company [H|V]exor is referring to, is of course Caladwhen the Elf.
Where would you like to go? If it's directly related to the release of Vetra Kali, the Daemons will offer to dimension door you there for efficiency. They help with most anything related to the ritual.
Aerent Sephim |
Aerent nods at the daemons, "We do not intend to delay, and we will not fail. We shall keep you apprised of our progress. In the meantime, is there anything you want or need that we may be able to provide?"
Aerent doesn't have any more questions, just trying to finish up the scene.
Caladwhen |
After leaving the presence of the daemons, Caladwhen looks back at Sindran and plainly states "Sindran, Aerent, don't take this the wrong way, but I think perhaps you should let me mediate with the daemons from now on. You, well... you didn't exactly make a good impression with them up there."
Addressing nobody in particular, Caladwhen continues her train of thought adding with a light sigh "Those are fickle and vain creatures, whose egos will need to be mollified if we want to keep them friendly." Placing somewhat sarcastic emphasis on the work friendly, it is clear to all and sunder that Caladwhen understands full well just how friendly the twin daemons really are.
Aerent Sephim |
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Aerent glares at Caladwhen, then abruptly changes his expression and nods thoughtfully, "Right, good idea Mistress Iconography. I'll be sure to ask your permission before speaking next time since your diplomatic skills were so much more effective. Give me a moment to make a note."
He clenches his thumb and fingers of his right hand together as if holding a pen, then furiously begins scribbling into the palm of his left hand.
He stops mid-stroke and looks up, "Sorry, did you say med-i-ate, or med-i-tate? I want to make sure I get this right."
Dropping his hands with an eye roll, he begins moving away from the group. "I'm going to look around over here."
increddibelly |
Level 1 of the horn is accessible from the outside. Once you know where to look, you can find the stairs easily. They start on the opposite side of the goblin cave, which is why you didn't see them earlier. After a day and a half of searching, you find no secret passages at all. Plenty of other stuff, though.
I can't really do this properly from my tablet. More soon.
1-1 is strewn with blood stains from ancient battles. the arrow slits in the walls explain how the stains got there. This area is VERY easy to defend, and make mincemeat of anyone stupid enough to casually walk up here.
1-17 and 1-22 make a great team; if a smith were attracted to your cause, your minions could be supplied with decent gear from the smithy 22 and armory 17.
The best thing is 1-18 though; the laboratory is smashed to bits, but the structure is still there. the room's air can be sucked out through a ceiling vent, in case of ... mishaps; the room has plenty of storage space (although the current bookcases and reagent crates have all been sacked and destroyed, but they are easily replaced)
It is the broken Alchemy Golem lying on the laboratory's main table, that's most attractive though.
It's been thoroughly wrecked, but by no means irreparable. A few items are missing and could be restored, in order to gain a truly magnificent minion.
missing item list to follow. Cala would be able to figure out this sort of stuff in an hour or so.
yeah this doesn't work for me ;) I'll boot up the desktop later.
increddibelly |
1-18
This was once the “Sons” alchemical laboratory where their many poisons and pestilences were brewed and perfected. Wrecked during the Victor’s raid, broken glassware and alchemical equipment litter the floor. There are items of interest among the junk: schematics for an alchemical golem, three ounces of stone salve, an intact glass reservoir, and most importantly, the golem itself.
After reconnecting several wires and infusing the broken shell of the golem with a few sparks, the memory core of the golem enters a pre-boot state. A few more tweaks and twiddles later, deep from inside the golem, a pedantic 'beep' signals its memory has succesfully booted.
accessing the memories is a painful but otherwise harmless affair; one would need to make two neural connections to the memory core's input and output pathways. This will probably leave a few scars.
When whoever brave enough to face this challenge manages to endure the pain and synchronize with the memory core, images appear in their mind....
Lying upon the stone slab in the center of the chamber is a broken, ruined former defender of the Horn, the alchemical golem Artephius. Artephius was defeated by knights in service to the Victor and then dragged back here to be repaired by the last few remaining Sons of the
Pale Horseman. When it became clear that repair was impossible before the Horn would fall, the priests abandoned the wrecked Artephius. Not one of the priests survived the day of the Victor’s raid.
Later, the battle won, Artephius would be discovered by the Victor.
"What wicked contraption is this?” the Victor asked, when he first saw Artephius.
"An alchemical golem, sire," said one of the priests of Sarenrae, schooled in such matters. "I believe it’s the one that killed Sir Orthus."
the Victor did not hesitate and smashed the golem's braincase, skewering the still-living brain with one stroke of his longsword. "It shall trouble us no longer," the warrior king pronounced.
And then, the golem was abandoned, left to lie upon its stone slab. Unable to control itself.
But the Victor and his priest were mistaken. The golem is not irreparable. It may yet be called into service in defense of the Horn. Eight things need to be done to restore this golem to complete functionality:
The Eye – Artephius even if activated would be blind. Its single glass lens has been shattered.
The Brain – Artephius needs a new human, dwarven, elven, half-orc or half-elven brain. No other race will do – they are not the right size and ability. It need not be from a living person; someone who died in the last twenty four hours from will do.
The difficulty is installing it. A successful Craft (Alchemy) skill check (DC 20) is required to install the brain. If you fail, the brain has died and a new one must be sought.
The Heart Cog – Artephius’ mithral heart cog was stolen long ago, likely by one of the Victor’s retainers. Without this critical component, Artephius will not activate. A new cog will have to be made.
Fortunately, the exact shape is described in the nearby schematics. 500 gp worth of mithral will suffice to make the heart cog.
The Reservoir – Artephius needs a new glass reservoir where the four primal reagents can mingle and power the golem. The glass reservoir was smashed during the battle and now the pieces are missing so make whole is of no help.
The Reagent of Fire – Artephius needs ten doses of alchemist’s fire.
The Reagent of Ice – Artephius needs ten doses of alchemist’s ice (sometimes also called liquid ice).
The Reagent of Acid – Artephius needs ten doses of a potent acid.
The Reagent of Electricity – Artephius needs a large supply of lightning elemental blood.
Once all the components have been assembled and the golem is repaired, Artephius should come to life by simply activating his heart pump.
increddibelly |
1-21 Trophy Room
Once grisly trophies hung on the wall of various enemies that the “Sons of the Pale Horseman” had disposed of through the years. The actual trophies are gone, burned in the same pyre as the Sons themselves. However, the wall is still discolored where the trophies long hung and the plaques beneath the trophies still remain. There are twelve inscriptions:
“Laedrissia the Beautiful who believed she need not honor her promises to us.”
“Markhan the Golden, the draconic protector of Lossewyn. He slept then and now he sleeps forever.”
“Kallister Feign, an illusionist too clever to keep his head.”
“Lazarus M. Who mourns for you now?”
“King Croc, 23 feet snout to tail, delicious on a spit”
“Iris of Ghastenhall, dead from a broken heart and a poison dagger.”
“The Great Serpent of Korokunga, slain for its venom”
“Lord Jurys Hallifax called the Just hid in his castle and hope we had forgotten. We hadn’t.”
“Snorri Five-Axe died on a sixth.”
“The ears of Lord Kelerrian. If only he had sense enough to listen.”
“Chief Gorgun Sakkathet, invincible in battle, careless in choosing his cup bearer.”
“Ergun Nigma, The third scion left in the House of the House Hyrhul, second greatest swordsman in the land, the first to die.”
increddibelly |
1-27 Lower Temple
This massive open hall with its vaulted ceilings dominates the first level. At the west wall, a single open archway feeds from the lower courtyard (1-16) into this place of gathering and worship. Six huge columns support the place. Upon every surface are carved baroque scenes of daemons and their humanoid allies marching together to conquer in the name of the daemon prince Vetra-Kali.
1-27A Throne of the High Priest
Here sits a large stone throne decorated with scenes of daemonic victory over angels. It radiates a moderate conjuration aura.
For those not messing around with the golem; this area is particulary large and might warrant some extra time.
increddibelly |
grats! those will come in handy!
Ghastenhall is the 2nd largest city in the country; judging by the name, and they trite poetry of the cultists, Iris of Ghastenhall must've been influential, and in their way. You have found her personal blue-and-silver signet ring; a useful tool for rewriting history, if nothing else.
Those looking around the throne room (i.e. those not playing with the golem) may find that Detect Magic reveals a small conjuration aura around the throne, and they may spot a hidden