| DM Brainiac |
Nime Confusion: 1d100 ⇒ 281d100 ⇒ 9
Theodric Confusion: 1d100 ⇒ 54
Self Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Nime returns to babbling before regaining her wits. Theodric bashes himself one more time with his rod before the confusion runs its course. In the meantime, Calendula does what she does best, arms elongating as she reaches over the magic circle to attack the qlippoth. It shrieks and rails in anger and pain, but there's nothing it can do to stave off the paladin's assault. Soon enough, her blade has done its work, slaying the vile fiend! Its body lies bloody and still within the circle.
| Shenuska |
Shenuska nods firmly as the creature is slain.
"Not pleasant but necessary. Now it can't be found or freed by anyone else who may come here."
Spellcraft: 1d20 + 15 ⇒ (18) + 15 = 33
She kneels to examine the circle, interested in its construction before rising again.
"So we know who the leader of this cult is and where they are going. We should finish exploring and banish the ghost and then pursue them. Perhaps our Pathfinder allies could help with transport?"
| Nime |
Rudrik (switching back to the common tongue) says, "Hey I ain't gonna be here in even one century, so not a big deal really."
Nime's steps falter for a moment and she looks at Rudrik. Her gaze then travels over all her friends faces. "No, not a big deal," she says in a hollow voice as she strides forward again.
| Theodric Silvui d'Ontalen |
As his wits returned to him, Theo looked at the now slightly-bloody rod in his hand. "Oh now who- ooohh, nevermind." Apparently there was a delay on him noticing the headache.
| DM Brainiac |
The secret door opens at Nime's touch. A narrow gap in the wall allows one to peer out over the large pit in the room to the south, while to the north, in a shallow alcove, sits what appears to be a flickering, ghostly image of the city of Magnimar. The image is hazy and indistinct, whatever magic creating it seeming to be failing after the passage of millenia. In the past, the image might have had more function, but now it is little more than a curiosity.
Another secret door is set in the east wall. Beyond, a tumbled mass of large blocks of stone and a bewildering tangle of gears and clockworks blocks the northern portion of what once was apparently a much larger chamber. A rubble-choked corridor leads to another door.
| DM Brainiac |
As Nime heads down the corridor, the collapsed gears appear to suddenly rise up and fill the room, grinding away with the deafening sound of clangorous clockwork and pounding thunder. Nime is filled with the conviction that something enormous and massive is stirring deep below the Gecko!
Nime must attempt a DC 19 Will save to avoid a sudden, morbid compulsion to step forward into the gears and lubricate the grinding cogs with flesh and blood. Those who fail their saves imagine themselves doing just this, and feel the gears tear their bodies apart, taking 8d6 points of slashing damage. This is a mind-affecting fear effect.
| Nime |
Will Save DC 19: 1d20 + 8 ⇒ (5) + 8 = 13
Ouch.
Nime turns to the others. "It doesn't really matter does it," she says in a voice dripping with sadness. "You're all going to die and then I'll be alone. Again."
Slashing Damage: 8d6 ⇒ (2, 1, 2, 4, 6, 4, 4, 1) = 24
Ummm... ok. That's bad. That will put her at -15.
| Rudrik Halvar |
Will save: 1d20 + 8 ⇒ (13) + 8 = 21
Rudrik somehow manages to shake off the effect. Perhaps because he's been through the gears before, struggling to survive as a poor half-orc.
Seeing Nime about to do something ill-advised, he lunges forward to grab her!
Grapple: 1d20 + 8 ⇒ (19) + 8 = 27
"Hey now. That just means you need to get all the hugs you can while the gettin' is good."
| Calendula |
I'd like to think that Calendula'd spend a use of Lay on Hands on Nime at some point before this, seeing her best friend seriously injured. Here's a roll if you'll allow that:
LoH: 4d6 ⇒ (6, 4, 1, 5) = 16 That would leave her with just one HP
Will: 1d20 + 9 ⇒ (16) + 9 = 25
Calendula also moves in, helping steady Nime and offering care and support.
| Calendula |
"There, there, we got you, Blue. It's okay. That won't do no one no help."
| Nime |
Not sure if Nime took damage from that or if it was prevented.
"I'm sorry," Nime says wiping her eyes. "I'm not sure what came over me. I try not to be a Sad Sally. Sometimes it just hits, me though." She steps forward and takes Theo in a hug.
"I'm going to miss it all so much some day. Your smiles."
She releases the man and then steps to Shenuska to wrap her arms around the woman. "Your laughter."
Nime steps away and attempts to embrace Rudrik in his armor, but only succeeds in putting her arms over his shoulders. "Your friendship."
She pats the metal skin and then moves to stand in front of Calendula. She doesn't take her in a hug as the others, but looks into her eyes. "Your love," she says softly. She looks as if she wants to ask something, but then leans forward and presses her lips against the woman's scarred forehead.
"But time is fleeting," she says, pulling away and turning towards the unexplored tunnel. "And you'll all be dead eventually. We have a world to save before you are."
"My mother always warned me about forming relationships with X̀xnxæ xyū̀." She says, looking back. "Sorry, that's a demeaning term for the short-lived. She said 'You don't see human's marrying their dogs, do you?'. I tried to explain to her that we don't choose who we love." She frowns. "Well, we do, but we don't. Does that make sense?" She shrugs and waves her hand. "Time. Fleeting."
| Shenuska |
She releases the man and then steps to Shenuska to wrap her arms around the woman. "Your laughter."
"You don't have much faith in me do you Nime?" Shenuska asks with a smile, kissing the blue-skinned woman on the cheek. She doesn't elaborate on the statement but makes a gesture towards the gears. "Besides, you have to buck up or we'll be saving the world without you. And that's not a world worth saving."
Pep talk delivered, Shen heads for the next door, cautiously.
Usual procedure in case of more traps.
| DM Brainiac |
Nime did take the damage but didn't die due to Calendula's healing.
Finding no traps, you open the door. The walls of this long hall have been decorated in a tangle of red-and-green swirling patterns. To the south, these patterns end in fanged mouths, while to the north they all converge into a single gaping fanged mouth within which leers a single bloated eye. You've seen this image before, in Hollow Mountain--a depiction of the qlippoth lord Yamasoth. Doors line the walls of the room, with one in the north set directly under the eye’s glare. Tables fitted with straps to restrain those lying atop them stand here and there in the room, while several empty crates and boxes rest stacked in an alcove to the east.
Most of the doors lead to small rooms that serve as quarters. Searching the north door, Rudrik discovers a magical trap--a glyph of warding inscribed upon it that will trigger if the door is opened.
| DM Brainiac |
Rudrik is able to disable the glyph without incident. A simple table stands in the next room next to a bedroll on the floor. The walls are painted with horrific images of distorted, tentacled shapes feasting on hapless humans, although a closer inspection makes it apparent that many of the feasters are themselves partially transformed humans. A camp fire, its ashes cold, once burned near the southern wall.
On the table are several ledgers and journals filled with notes in Abyssal. Amid the scattered notes are three other noteworthy pieces of information. The first is a report from an unsigned investigator who confirms to that Clegg Zincher did indeed purchase three scrolls of true resurrection in the year prior, and that said scrolls are believed to be kept under lock and key somewhere in his tenement in Riddleport.
The second is a parchment bearing a list of prices offered by ships for passage for 21 people north to Riddleport. Somebody has underlined the least expensive option—passage on a ship called Sea Moth, which, according to the notes, was scheduled to depart for Riddleport yesterday. There is also a date on the sheet, 9 days from today, circled and labeled “ZINCHER’S AUCTION.”
The third is a copy of a report from Pathfinder Society agents ripped from a volume of the Pathfinder Chronicles that details the results of a dangerous mission undertaken to defeat the return of Runelord Krune. Near the section that details the death of a newly arisen Runelord Krune, somebody has penned a disturbing gloss: “Dead for now, but if we can return him to life, a thankful Runelord of Sloth may just give us the support needed to bring the polymorph plague to the breath of every city it touches!”
| Nime |
Nime tips her head as she gazes at Shenuska. "I thought we found out what we need to know here." Her eyes widen a little and she grins. "Oh! Do you have a door fetish? It's ok if you do. Fetishes are harmless." She leans a little closer to whisper. "Just as long as they don't interfere with a healthy sex life."
As the group approaches the next door, Nime waves her hands towards everyone else. "Give her some room. Let her enjoy this." She winks broadly at the psychic. "Go ahead, have fun. No judging here."
The oracle watches in anticipation.
| DM Brainiac |
You cross the dungeon complex and open the southwest door. The smell in this room is cloying, enough to make the eyes water and the throat close up involuntarily. Drifts of rubble, refuse, and waste lie scattered about the room’s floor. The southeast corner of the room has partially collapsed, leaving a hollow in the space above.
A horrid monster shuffles forward, a man half-transformed into a grotesque otyugh! As he shambles towards you, he begs in a guttural voice, “Save me! Feed me! I’m sorry! So hungry! Save me! Help me! Kill me! I’m so hungry!”
Nime: 1d20 - 1 ⇒ (14) - 1 = 13
Rudrik: 1d20 + 4 ⇒ (17) + 4 = 21
Shenuska: 1d20 + 3 ⇒ (16) + 3 = 19
Theodric: 1d20 + 5 ⇒ (2) + 5 = 7
Isiah: 1d20 + 7 ⇒ (18) + 7 = 25
The thing lumbers up to Rudrik and bites, but the half-orc easily sidesteps the attack.
Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Everybody may act! Map update to come tonight or tomorrow.
| Nime |
Disappointed that she'll see no displays of what door-love looks like, Nime follows Shenuska into the room.
When the creature moves forward and attempts to bite Rudrik, she pales and steps back. Unsure how she can help, she simply invokes a prayer to her goddess.
prayer - Allies: +1 on attack rolls, damage rolls, saves, and skill checks. Opposite for enemies with DC 19 Will save.
| Calendula |
Calendula stares at the pitiful creature, hoping to glean its soul. Nonetheless, she attacks, answering its call for the mercy of death.
To Hit, BR, Prayer, PA: 1d20 + 15 + 1 - 3 ⇒ (4) + 15 + 1 - 3 = 17
Damage: 1d8 + 9 + 9 ⇒ (4) + 9 + 9 = 22
Detect Evil move action, Attack standard
| Rudrik Halvar |
Rudrik pushes away from the sad beast for a moment, gaining just enough room to bring his sword to bear. Nevertheless, he hesitates slightly before striking.
1. Bastard sword attack: 1d20 + 14 ⇒ (16) + 14 = 30
2. Bastard sword iterative attack: 1d20 + 9 ⇒ (18) + 9 = 27
1. Bastard sword damage: 1d10 + 6 ⇒ (10) + 6 = 16
2. Bastard sword damage: 1d10 + 6 ⇒ (10) + 6 = 16
| Shenuska |
"Nime, save him!" Shenuska commands, taking advantage of the chance to dig in her pack and extract some jerky. "Rudrik, Calendula. Be prepared to end him if we must, but this is worth trying."
Once Nime has prevented the creatures imminent expiry Shenuska offers him the jerky. "Eat. And tell us what happened to you."
| DM Brainiac |
The pitiful creature regains consciousness when Nime heals him. He eagerly gobbles down the jerky, long tongue smacking.
"Th-thank you, friends. My mind is clear--at least for the moment. My name is Isiah. I was ambushed in a back alley in Underbridge, knocked out from behind. I woke up strapped to a table in a long room, the walls of which were painted in swirling patterns of green and red. A frightening woman welcomed me and thanked me for 'volunteering' to become one of the Polymorph Plague's children. She force-fed me a foul, black concoction of slime.
"I blacked out again, only to awaken later to have a new dose of the stuff fed to me. I'm not sure how many times this happened. The stuff made me sick in various ways each time until a final dose made me so violently ill I blacked out. I woke up here, trapped in this horrible new body with memories of endless hunger.
"Now and then, the frightening woman and her companions stopped by to admire me, compliment my twisted shape, and feed me other horribly mutated things. My memories aren't clear, but I know the woman hasn't visited in several days. I ate the remains of the other creatures in here, and now... Now I'm so hungry..."
Isiah shudders, his tentacles waving in the air. "Please! You have to help me! You have to get me out of here!"
| Shenuska |
"Can we reverse these effects?" Shenuska asks, aiming the question more at Nime than Isiah. "Perhaps 'Break Enchantment' or some other magic?"
What knowledge skill is appropriate? I'll roll and can add the right mod later.
Knw ?: 1d20 ⇒ 17 That's 31 for Arcana, 26 for Nature, 28 for Dun, Plane, Rel or 27 for any others. :)
| Shenuska |
"This effect can be reversed." Shenuska tells Isiah after conferring with Nime. "We will leave, attempt to procure the spell and return to help you. You can't leave in the meantime though - if you were seen in the city you'd be lynched. But if you are willing to help us finish clearing the tower that would be helpful."
I propose we clear the tower, team up to buy a scroll of BE and cure him then if he's any use either pump him for info or even bring him along to Riddleport with us...
| Nime |
"Nime, save him!" Shenuska commands, taking advantage of the chance to dig in her pack and extract some jerky. "Rudrik, Calendula. Be prepared to end him if we must, but this is worth trying."
Nime steps forward and looks down at the perversion of life. Tears flow from her eyes. "You poor man," she says before brutally plunging her glaive into his faltering heart. "I saved him," she says, looking up at Shenuska.
The image is vivid in the oracle's mind as she steps forward. She looks with curiosity at the weapon held in her hands before handing it to the Psychic. She drops to her knees and places her hands on the distorted flesh, allowing the spark that always lingers just under her skin to pass through to keep him alive.
She rises to her feet and retrieves her weapon. "He's saved," she lies, before walking away.
That can work.
| DM Brainiac |
"I can't... I'm sorry. I can already feel the hunger returning. I'd be more of a liability than anything else if I went with you. Leave me here so I can't hurt anybody... But please, come back for me!"
Leaving Isiah in the room, you head through the final door in this complex. This room contains dark curtains draping the walls and two workbenches covered with grisly looking tools, bits of bone and decaying flesh, some alchemical equipment, and a few scattered scrolls. A skull covered with runes written in what looks like dried blood sits on one table within a softly glowing circle of magical sigils. A pile of bones, stacked as if discarded, lies in one corner. To the southeast, a wide opening in the wall leads to the huge dark pit in the complex's center.
A pale man with white hair and sharpened canines stands near a workbench, but when he sees you, he snarls and rushes to attack!
Nime: 1d20 - 1 ⇒ (14) - 1 = 13
Rudrik: 1d20 + 4 ⇒ (12) + 4 = 16
Shenuska: 1d20 + 3 ⇒ (6) + 3 = 9
Theodric: 1d20 + 5 ⇒ (2) + 5 = 7
Strange Man: 1d20 + 10 ⇒ (19) + 10 = 29
He darts towards you and bites at Rudrik, but the half-orc's armor protects him from harm.
Bite, Combat Expertise: 1d20 + 11 ⇒ (7) + 11 = 18
Everybody may act!