GM Lorenzo's PFS-Sanctioned Module: Gallows of Madness (Inactive)

Game Master Lawrence Smith 2

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Grand Lodge

Curse of the Crimson Throne | Loot

"I don't know anything about bees in your bedroom."

When Gervase draws her sword, Annilda's eyes narrow in wariness. "Nuh-uh, I don’t like weapons," the nukkefeen shakes her head.

Annea intervenes with diplomacy, just in time to prevent violence. With some help from Soddy Daisy, Annilda's blossoming hostility wavers.

And when she hears Quinn mention a problem between the villagers and Wormgnash, the nukkefeen hesitates, clearly thinking about what your intention to help the villagers means to her and to Wormgnash.

When Boom Sticks suggests you work together to 'fix' Wormgnash, Annilda nods, convinced your intentions, if not quite friendly, are at least not hostile.

"What do you know about the humans who once lived here? Do you know any stories?" the nukkefeen asks, with a fervent curiosity bordering on obsession regarding this particular topic.

Knowledge (history or nobility) DC12 or Bluff or Perform (oratory) DC15:
You tell her a fascinating story about the Sarinis with Knowledge (history or nobility) or make one up with Bluff or Perform (oratory).

(The PCs gain a +1 circumstance bonus for each topic they have successfully researched at the town hall archives. See your research results starting here.)

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

As best as I can figure, it looks like we succeeded on three of those checks, so...

"Oh yes, we know that they were very secretive. When we looked them up in Saringallow's town hall we found that some of the records had been tampered with - maybe to cover up the truth. The truth...that they bought way more construction materials than makes sense for how the house turned out!"

Soddy pauses, but whether it's for intentional dramatic effect or not is unclear.

"We think they used it to build a secret lair for diabolical blood sacrifices. It makes sense; the records were really vague about 'gifts' to a strange 'patron'...and there were already rumors going around that the Sarinis that used to live here dealt with devils. And if you're going to do fleshy sacrifices then you need a really creepy and atmospheric murder-lair to do it in. All the stories I've ever read about sacrifices had a secret murder-lair to do them in."

Perform: Oratory (DC 15): 1d20 + 1 + 3 ⇒ (14) + 1 + 3 = 18

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea also attempts to aid to Soddy's extremely good oration.

Knowledge (History): 1d20 + 7 + 3 ⇒ (11) + 7 + 3 = 21

Nodding to Soddy, Annea whispers a few tasty bits of information into her ear.

Grand Lodge

Curse of the Crimson Throne | Loot

Annilda's eyes widen as she listens with rapt attention to Soddy Daisy's tale, embellished with some fascinating footnotes from Annea.

"Wow!" the nukkefeen says, clapping her oddly segmented hands together with friendly enthusiasm. "That explains a lot."

"A few months ago, while lurking near a norn lair in the First World, I stumbled through a shifting breach into the Material Plane, and I couldn't find my way back. The emptiness and tragic energy surrounding the estate drew me here."

"The deaths of the maids who once served Sadira Sarini were such tragedies. I even dressed up like one of maids. For now, I just have to be content to play house here at the estate. There are a lot of rooms to clean and a lot of things to fix, that's for sure."

Gervase, Annea, and Quinn:
You recall that a nukkefeen is effectively blind. It sees and senses exclusively through its blindsight ability, which is based on sound and movement—beyond 60ft, the nukkefeen is considered blind. A deafened nukkefeen is effectively blinded as well. It is invulnerable to all sight-based effects and attacks, including gaze attacks.
A nukkefeen has no spell-like abilities. While the fey creatures have no resistances to the various types of energy damage, cold irons are most effective weapons against them.
A nukkefeen's special attacks include improvised weaponry, the ability to use kitchen knives, scissors, shears, straight razors, and other sharp household objects of similar size as though
they were daggers. Like a rogue, their attacks deal additional damage against an opponent denied a Dexterity bonus to its AC.
They can also 'steal eyesight.' Once per day as a standard action that provokes attacks of opportunity, a nukkefeen can steal the eyesight of any humanoid or animal that can see within 30ft. The target must succeed at a DC14 Will saving throw or become blinded for 1d4 hours. During this time, the nukkefeen loses all the benefits and drawbacks of blindness and blindsight, and it gains the target creature’s low-light vision and darkvision abilities, if any. If the nukkefeen dies while using the eyesight of a creature, the affected creature immediately regains its eyesight. If the affected creature dies before the duration ends, the duration of the nukkefeen’s stolen eyesight is instead extended to 24 hours. This is a curse effect. The save DC is Wisdom-based and includes a +2 racial bonus. A creature could also willingly accept the effects, if it were inclined to do so.

"Have you seen my baby? Is she safe?" Annilda asks, a sad expression on her face.

Then she looks at Soddy Daisy. "Your eyes are really pretty. Could I borrow them briefly?"

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Bellisir listens as his friends speak with the nukkefeen and learn more about why she's here and the questions she asks. Trying not to draw its attention, he makes a slight gesture to Gervase, indicating that she should sheath her weapon.

The monk notices the attention that Annilda pays to Soddy's story and nods in satisfaction at Annea's spoken aid she gives to the leshy during pauses in the conversation. But then, the nukkefeen says something that gets Bellisir's attention in a hurry.

"No," he replies truthfully. "We have not seen your baby." The half-elf wracks his brain, trying to think if the group has fought anything that would bear a resemblance to the nukkefeen and can only think of the centipedes, mites, and the ugly monstrosity that was hiding in the bushes just inside the manor gates. "Can we help you find her? And if we can, can you tell us what she looks like?"

Grand Lodge

Curse of the Crimson Throne | Loot

"Oh, you're sweet," Annilda looks at Bellisir and smiles. "I suppose she's not really my baby. But I treat her like my very own daughter. I found an egg out in the stables, and I tucked her in the nursery next door."

She lifts one harm and hooks her thumb in an awkward gesture toward the room north of here.

Then she turns back to Soddy Daisy with a still-hopeful look on her face.

Liberty's Edge

Female NG Human Ranger (Abendego diver) 11 | HP 125/125 | AC 24, T 16, F 20 | CMB +15, CMD 31 | F +19, R +18, W +15 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +16, Sense Motive +2 | Speed 30ft | Active Conditions: none

Gervase takes Bellisir’s hint and sheathes the Sarini longsword.

She tries to let a friendly but curious tone enter her speech. “So do you know what happened to the maids of Lady Sarini, Annilda?”

“Call me dumb if you must, but I can’t work out if one or more Sarini family members worshipped devils, demons or were completely innocent.”

Aid untrained Perform (Oratory) capped at 10: 1d20 - 1 ⇒ (13) - 1 = 12 for +2

Annilda wrote:
"I found an egg out in the stables, and I tucked her in the nursery next door."

She took an egg from the stables?? Uh, oh …

“Has your baby hatched? How many legs does she have?”

Gervase sounds genuinely concerned. “Would you like us to check on her for you? Some of us know elementary healing.”

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Oh, thank you! Fleshies usually think my eyes are a little scary, probably because they don't blink and there's no color," Soddy responds, actually sounding a little flattered.

"Normally I wouldn't mind letting you borrow my eyes but usually eyes are stuck in the head and you'd have to cut them out. I don't really want anyone to cut my eyes out because that would be very inconvenient to fix. Or do you mean something different?"
______________

Depending on what Annilda actually has in mind, Soddy might actually go for it just out of sheer curiosity. Most of my other characters would not :)

Grand Lodge

Curse of the Crimson Throne | Loot

"Oh, you think Brittney might have hatched already?" Annilda claps her disjointed hands again, excited at the pending birth. "Having a healer on hand is probably a good idea."

A sad shadow crosses the nukkefeen's face. "A nukkefeen is effectively blind, but I can sense things by sound and movement. Beyond 60ft or so? Nothing."

"I don't want to *steal* your eyes," Annilda says. "I just want to *borrow* them for a while. If you'll let me, then I'll be able to see just like you do. I promise to give your sight back to you."

Liberty's Edge

Female NG Human Ranger (Abendego diver) 11 | HP 125/125 | AC 24, T 16, F 20 | CMB +15, CMD 31 | F +19, R +18, W +15 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +16, Sense Motive +2 | Speed 30ft | Active Conditions: none

Brittney?

Gervase considers drawing her sword again, before catching Bellisir's eye and thinking better of it.

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Remembering the centipedes at the stable, Bellisir sighs. He does not want to say what he has to say, but saying nothing or a falsehood would not do the nukkefeen any good if his friends have to do something they wouldn't like. Or at least that he wouldn't like.

"I do not believe you are aware of this," Bellisir says. "But in the course of our business in the area, we have had to face both people and creatures that have been infected by a bile that is Abyssal in nature."

The half-elf quickly describes what the bile looks like to the nukkefeen. "My friends had to put down two huge centipedes in the stables because they had it on them and were infected by it. If you got the egg from the stables, Brittney could be infected, too. But Soddy said that you like to fix things with sharp objects. Maybe if we could find something for you, you could help Brittney, just like a mother would help her baby."

Grand Lodge

Curse of the Crimson Throne | Loot

"Oh no!" Annilda says, eyes now filled with fear. "You think something terrible has happened to her?"

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy thinks further for a moment and then seems to decide something. She leans in close to her friends.

"Maybe if Annilda can see these things with her own...er, my own eyes, she will understand why we did what we had to do and why we will probably have to do what we have to do if Brittney has hatched already," the leshy whispers to the others. "And if not...well, Poffis told me that a large part of being a Pathfinder is 'making things up as you go' so maybe we will end up needing to do that. It might be good practice if we do."

Turning back to Annilda, she nods.

"Okay. You can borrow my eyes and see your baby. Just be sure to give them back when you're done, okay?"

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea is starting to think that dealing with this fey creature has suddenly become much more complicated.

"Perhaps we should take a look next door before we continue... to make sure that Brittney is alright?"

Annea looks at Gervase and rolls her eyes and shrugs her shoulders in apparent bewilderment of what do.

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

"I think Annilda should come with us - especially if she's borrowing Soddy's eyes. We can help if Brittney is sick and Annilda can't fix her."

Grand Lodge

Curse of the Crimson Throne | Loot

Annilda gives Soddy Daisy the warmest smile and grasps her hand in both of her own. "Thank you, soooo much..

The nukkefeen concentrates for few moments, and Soddy Daisy's vision fades to black, blinded.

The rest of you watch as Annilda's eyes lose their unnatural glaze, brightening with the same intensity as Soddy Daisy's eyes had shown until just a few seconds ago.

"Here, Miss," Annilda extends a disjointed elbow. "Just hold onto my arm, and I'll lead you and your friends to the nursery."

The nukkefeen hops off the bed, and proves quite limber, though her knocked knees make her gait seem uneven and stiff. "Follow me, everybody!"

Grand Lodge

Curse of the Crimson Throne | Loot

Annilda leads you out of the servants' room and to the nursery and opens the door.

The creaking sound of a rocking cradle echoes in the room. Dolls, wooden figurines, and clockwork toys lie abandoned on a table. Among the items on the table, there is a silver music box.

Appraise DC20:
It's worth 35gp.

The Sarinis intended to use this room as a nursery, but they were hanged before that plan came to fruition.

Annilda points. "Brittney's in the crib."

Moving over to investigate, it seems the egg has very recently hatched, and 'Brittney' is now squirming to escape from under the blanket, causing the cradle to rock.

A young centipede pokes its head out. "Brittney! My baby!" The nukkefeen cries, running over to give the creature a hug. "Oh, Sweetie! Mommy's so happy to see you! Thank you all so very much for making sure she's safe. How can I ever repay you?"

The hatchling is clearly too young to be dangerous to you.

Map & Images

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"Oh, Annilda your umm... umm... baby is so ummm... ummm... sweet," Quinn begins.

The young man begins to glance around the room almost in a panic.

Okay, so that thing isn't really her child I know this, and I know this is nothing like how I was born......I think?

"Oh, a music box. Do you think your ummm... baby will like to listen to it?"

Not bothering to really wait for an answer, Quinn steps forward and begins to wind up the music box it an attempt to normalize some of the weirdness going on in this room.

Now, more in control of himself Quinn begins, "Your child is ahh... lovely, and one of a kind for sure. Well we are still searching for Wormgnash, say have you been in the basement? That's our next stop. Any info you have about what's below the ground floor would be awesome."

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Hello? Since I can't see, what is happening?" Soddy calls out, swaying slightly now that Annilda has released her arm. "Is it a beautiful many-legged baby? Does it look safe from the bile that we found earlier?"

Liberty's Edge

Female NG Human Ranger (Abendego diver) 11 | HP 125/125 | AC 24, T 16, F 20 | CMB +15, CMD 31 | F +19, R +18, W +15 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +16, Sense Motive +2 | Speed 30ft | Active Conditions: none

This might be the most bonkers situation I’ve ever been in.

Gervase moves to Soddy’s side and links arms with her friend. “I’ll take a look for you.”

The ranger keeps her other hand close to her blade but doesn’t move to draw it. "Do you want to move to my right hand side, Soddy? You might be more comfortable there."

Can I see any sign of taint on Brittney?

trained take 10 Knowledge (nature): 10 + 5 = 15
take 10 perception: 10 + 7 = 17

Grand Lodge

Curse of the Crimson Throne | Loot

Gervase takes a closer look at 'Brittney' and determines this infant giant centipede shows no signs of the demon's bile taint.

Quinn picks up the music box. Inside is a carefully folded piece of sheet music for the cheerful melody the music box plays, after he winds it up. On the back of the sheet music are the scrawled words: 'play to access the secrets below.'

Knowledge (history or local) or Perform (any) DC14 *or* anyone from Remesiana:
The melody is from a popular sea chantey still sung in Remesiana today.

Then the shifter asks Annilda about Wormgnash.

"Ah, I've been a fool to serve Wormgnash," says the nukkefeen. "When I couldn't find a way back to the First World, Wormgnash forced me to serve him, because he is the strongest creature here."

"I don’t know anything about the basement, but I can give you a physical description of Wormgnash... "

Another post follows

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea's worst fears about Brittney have been realized- save for the fact that 'the baby' hasn't been tainted by demonic bile.

Knowledge (History): 1d20 + 7 ⇒ (8) + 7 = 15

"I think I have heard that tune before. Don't sailors like to sing it? I think it is a very popular tune from Remesiana. I think it's the unofficial sea chantey sung by the town."

Wanting to make sure her chlorophyll-filled friend is doing alright Annea asks in a very concerned tone, "Daisy, how are you feeling, beside being unable to see, are you feeling other maladies? If you start having ANY problems or strange sensations you need to let us know right away. Okay?"

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Bellisir attempts a little jig as the music box plays. He has rhythm, but despite his body grace, his dance moves aren't much to write home about. When the music stops playing, he is alert and ready for action.

"Soddy, we will help you if you cannot see. Also, you have senses other than your sight. Trust in them and they will help you, too," the monk advises the leshy.

The half-elf then turns his gaze to the nukkefeen. "Thank you for not betraying us to Wormgnash. When our mission is done here, we will help you and Brittney find a way to get home if you will let us."

Grand Lodge

Curse of the Crimson Throne | Loot

Rocking her 'baby' in the cradle, the nukkefeen Annilda tells the tale.

The soul from which the vermlek demon known as Wormgnash was born once belonged to Armas Sapiro, a gravedigger from Saringallow. Armas was a thoroughly unpleasant man who never had any kind words for his fellow townsfolk. Yet his foulness obscured the true wickedness of his ways; in the lonely corners of Saringallow’s graveyard, Armas stole from unburied corpses and even dug up ancient bodies and looted their remains. Nothing was sacred to Armas, who pilfered gold teeth, wedding bands, and anything else of value or interest to him. The gravedigger took perverse pleasure in knowing that he stole from folk who could never accuse him of the misdeeds.

Several months ago, Armas died alone in his cottage next to the Saringallow cemetery. His soul ended up in the Abyss, where it writhed and twisted until, eventually, it transformed into a vermlek. The former gravedigger found himself wallowing in his new, wormlike form at the bottom of an Abyssal pit, where several others of his kind also suffered. Unlike the others, however, the vengeful demon—convinced that one of the hated townsfolk of Saringallow poisoned him—assessed the situation with a cold, calculating cunning. He became the leader of his band of wretched demons, and promised to find a way for them to escape their pit and wreak havoc on the weak without the interference of other, more powerful demons that might ruin their fun. The other vermleks dubbed their newborn leader Wormgnash, in admiration of the way his wormlike head thrashed during his plotting. Wormgnash embraced his new name, thinking it imbued him with a certain level of fearsomeness appropriate to his new demonic form.

Soon, Wormgnash’s fumbling searches in his pit turned up a tiny rift between the Abyss and the Material Plane. The demon wandered through it; to his delight, the rift led him to the banks of the Conerica River, right next to the docks of his hated hometown. The demon salivated at the thought of his vermlek allies following him through the portal, murdering the townsfolk, and inhabiting their bodies in a grotesque parody of human life, all to the glory of Lamashtu, the Demon Queen. Wormgnash planned to return to the Abyss and lead his allies in such an attack, but when he tried to slither back through the rift, he found that it had closed. Now stuck on the Material Plane without allies, Wormgnash decided to take stock of his situation, find a place where he could lair, and research how he could reopen the rift and bring his allies with him.

First, Wormgnash slithered from the docks to the town’s warehouse district, looking for a secluded place to plan his next move. He slipped into a promisingly quiet warehouse, but while he lurked within, its unfortunate owner, the merchant Marcuccio Bravoni, returned. The demon immediately killed and inhabited the man’s flesh, thinking it a brilliant disguise. To his delight, when he took over the merchant’s body, the Abyssal filth that covered Wormgnash’s body mixed with his unique brand of hatred and shed a disgusting substance called demon’s bile, which has the curious property of attracting and corrupting all manner of vermin. Wormgnash spent some time in the murdered merchant’s warehouse, studying the bile and trying to formulate a better plan, but it soon became clear that the area was not as isolated as he hoped. Wormgnash returned to his old stomping grounds, Saringallow’s graveyard, but even that did not meet his needs, as there was too great a risk of mourners (and shirking apprentices) stumbling upon him there. Under cover of night, Wormgnash slunk out of town, thinking to hole up in the old Sarini Estate—the one place upon which he knew the townsfolk would never dare intrude.

On his way to the estate, Wormgnash encountered a pair of goblins. The demon at first planned to cut the goblins down, but the war cries on the wicked little creatures’ lips piqued his curiosity. These supplications to Lamashtu marked the creatures, or perhaps simply their leader, as servants of the Demon Queen. The crafty vermlek befriended the goblins, followed them back to their fortress lair, and met with the bugbear Lamashtan who commanded them.

Beyond pleased with what he found, Wormgnash gifted the goblinoids with demon’s bile, mixed it with the mud and morass he found in the fort, and created a slurry in which he instructed the creatures to bathe. This turned the goblins fiendish. After securing promises of alliance from the bugbear, Wormgnash coached the evil creatures on their upcoming raid; it would be advantageous, he explained, if they could somehow abduct a townsperson, find out information about the settlement’s defenses, and then infect that unfortunate individual with demon’s bile and turn the person loose while the goblins attacked Saringallow in earnest. Wormgnash hoped that this would ensure that chaos would rip the town apart from the inside, just as the goblins were attacking it from without. The result would be many dead bodies for Wormgnash’s allies to inhabit once they traveled through the re-opened Abyssal rift. Wormgnash then left the goblinoids to finalize and carry out their plans.

As he continued toward the Sarini Estate, Wormgnash stumbled across some local fey, including a mite tribe that he co-opted into guarding his lair while he put his plot into motion. Now, the demon is just a single step away from bringing his evil hopes to fruition. Wormgnash is confident that between his goblin allies and the imminent re-opening of the Abyssal rift, he and his fellow vermlek will soon terrorize Saringallow, all for the greater glory of the Mother of Monsters.

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

"What a terrible set of circumstances! Thank you for telling us Annilda.

I am a Knight of Azure. Azure is of the First World. I am certain I could help you and Brittney find your way home. The nearest portal I know about is a long way from here, but we can go there after we beat Wormgnash. Um, do you know how to fight Wormgnash? Has he any weaknesses?

And when does Soddy get her eyes back?"

Boomy is visibly excited at the prospect of returning to Azure with the lost fey.

GM:
Azure is a central NPC in Boomy's last adventure, Down the Verdant Path.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"I am okay, I will just need to move a little slower, okay?" Soddy reassures the others once she's got her bearings again. She listens intently as Annilda tells the whole sordid story of Wormgnash and his origins, only occasionally tilting her head in response to the sections that are particularly amazing or outrageous.

"This takes vengeance from beyond the grave to a whole new level," she remarks when the tale is told. "I thought that necromancers were bad! Too bad that Armas had such a bad spirit - it's tainted everything around it just like bad water taints nature."

"And wow, Boomy! You've been to the First World? What was it like?"
______________

If you're referencing what I think you are, that's a fun scenario!

Grand Lodge

Curse of the Crimson Throne | Loot

"I'm sorry, I can't really tell you anything more about Wormgnash," Annilda says to Boom Sticks. "I know he carries a rapier, if that helps."

With some sad reluctance, Annilda nods. "Thanks for the brief use of your eyes, Miss. These images of my baby, I'll treasure them forever."

The nukefeen's eyes regain their glazed appearance, as Soddy Daisy regains her vision.

What next?

Liberty's Edge

Female NG Human Ranger (Abendego diver) 11 | HP 125/125 | AC 24, T 16, F 20 | CMB +15, CMD 31 | F +19, R +18, W +15 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +16, Sense Motive +2 | Speed 30ft | Active Conditions: none

"The cellar, right?"

Gervase smiles and bows her thanks to Annilda.

______________
Also assuming a certain Season 9 scenario, GM Bret ran it IRL for my wild child druid, Aeliah.

Grand Lodge

Curse of the Crimson Throne | Loot

"Oh, that's pretty." Annilda points at the music box Quinn picked up. "What's the note say?" she asks.

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"Yes, the music is pretty but I am afraid we need to keep this with us for a little bit." Quinn begins slowly as the weirdness of the situation has settled over him, speeding up as he gets more comfortable with the situation. "The note says 'play to access the secrets below', I am not sure what that means, but as the cellar, which is where I believe we are headed next, is below us this might come in handy down there."

Quinn turns as if to leave then remembers something and turns back. "Annilda, do you know anything about voices that speak inside your head when you are in the drawing room? Boomsticks here swore he heard some burping voice in his head when we entered that room."

If she doesn't know would that make Boomsticks crazy? I'll keep an eye on him if she doesn't know.

Grand Lodge

Curse of the Crimson Throne | Loot

"Oh, sure, you keep it." Annilda says. "It looks like a tiny version of the thing downstairs in the ballroom."

"Burping voices?" the nukefeen asks. "Probably Wormgnash. He's a little gassy."

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

Bellisir listens with attention as the nukkefeen tells the sordid tale of Armas Sapiro and his evolution into the vermlek known as Wormgnash. His eyebrows raise sharply when Annilda speaks of his murder of the merchant Marcuccio Bravoni and the self discovery of creating the demonic bile that has been responsible for a majority of the problems in Saringallow. When Annilda mentions the vermlek in relation to the voices Boom Sticks heard, Bellisir's mouth forms in a straight line.

"Then Wormgnash knows we are here. And he will be ready for us when we find him," the monk surmises. "But we must find him. Until we stop him, the citizens of Saringallow and the outlying areas are in imminent danger as long as he can produce that bile."

When Annilda mentions the music box being a small replica of one in the ballroom, he speaks once more with his usual placid demeanor. "The map of the house that we found in the locked room. I remember it had a musical note marked on it where the ballroom is. If the music box is a replica of one in the ballroom, we should play it there."

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

"I agree with Bellisir. Let's see what the music reveals!

Oh, Soddy, the First World is spectacular! All of the seasons all at once, and animal-people and animal-animals and talking animals and frozen fire and so! much! colour!"

Yup, I think you're thinking of the right scenario ;)

Grand Lodge

Curse of the Crimson Throne | Loot

"After you deal with Wormgnash, Sir Knight of Azure," Annilda says, "I would welcome your aid returning to the First World. Perhaps we can find portal closer than the one with which you're familiar."

Rocking her 'baby,' the nukefeen waves as you leave the nursery and head back downstairs to the ballroom.

Another post follows

Grand Lodge

Curse of the Crimson Throne | Loot

Returning to the ballroom, you locate the secret entrance hidden under a rug next to the harpsichord. Music box and sheet music from the nursery in hand, you can attempt to open it.

Disable Device DC22 or a DC10 Perform (keyboard instruments) or Knowledge (nobility) to play the tune on the harpsichord:
The secret portal opens automatically, revealing a passage to the cellars.

Map & Images

Liberty's Edge

Female NG Human Ranger (Abendego diver) 11 | HP 125/125 | AC 24, T 16, F 20 | CMB +15, CMD 31 | F +19, R +18, W +15 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +16, Sense Motive +2 | Speed 30ft | Active Conditions: none

"So maybe the cellar where Wormgnash lairs is what all the extra building material we found out about in the library was used for?"

Gervase dusts off the seat before the harpsichord and sits. "Not really my thing, but I'll have a go."

untrained Knowledge (nobility) capped at 10: 1d20 ⇒ 9

♪♫ EHHHHH’NNTTT ♪♫

"Uhh," With a red face, the ranger quickly vacates her seat. "Maybe someone else should try?"

The Exchange

Male N Human (Mwangi) Shifter (Adaptive Shifter) 3 | HP 27/28 | AC 16 Touch 16 Flat Footed 14 | CMB +5, CMD 21 | Fort: +4, Ref: +6, Will: +4 | Init: +4| Perc: +9 | Speed 30ft | Reactive Aspect: 3/9 | Active Forms: None. |

"Ohh, nice try Gervase. Mind if I have a try. I've seen one of these played before..." Quinn pokes at an ivory key. "Yeah, I think I can do this..."

Please Gozreh, don't let me embarrass myself....

untrained Knowledge (nobility) capped at 10: 1d20 - 1 ⇒ (4) - 1 = 3

"Err, umm .... I don't think that sounded at all like the music box. I must have seen a different instrument played. Sorry!"

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

"Well it can't be that hard to do. I have seen some other folks in my village player something similar."

Knowledge (Nobility)capped at 10: 1d20 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Curse of the Crimson Throne | Loot

Annea manages to plink out the tune on the harpsichord, and the secret portal opens automatically, revealing a passage down to the cellars.

Map & Images

You now have two options for entering the basement. Stairs or secret portal?

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Hmm...I know we already have the secret door open but playing that instrument looks like it might be enjoyable. I want to try it."

Soddy hauls herself up onto the bench and begins to play a tune she'd heard once back in Absalom that had stuck with her...

Perform: Keyboard (DC 10): 1d20 + 1 ⇒ (20) + 1 = 21

...and it sounds pretty good, even with the harpsichord being a bit out of tune.

"Oh, this is easy!"

Her curiosity satisfied, she hops back down off the bench. "What? Wormgnash already knows that we're here."

She points towards the open, now not-so-secret portal.

"Let's go that way."

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea smiles at Soddy before continuing, "If there is a secret portal then I want to use it. Unlike our Daisy I don't think Wormgnash could strum such a nice tune... So maybe he won't know we are coming if we go this way."

Annea prepares for the decent by casting light on her cold iron dagger and Mage armor upon herself.

"By the Goddess... illuminous!

pulling a small piece of cured leather Annea utters a slightly more complex magical oration.

"Gods of the east, Gods of the West, Gods of the North and Gods of the South... Armis invocarus invictis mallorum."

Upon finishing the incantation Annea is briefly bathed in a purplish light which quickly fades from view.

With a nod Annea announces to the group, "Alright, I am ready."

Grand Lodge

Curse of the Crimson Throne | Loot

Perception at the Door:

Boom Sticks: 1d20 + 6 ⇒ (6) + 6 = 12
Soddy: 1d20 + 9 ⇒ (13) + 9 = 22
Gervase: 1d20 + 7 ⇒ (20) + 7 = 27
Bellisir: 1d20 + 9 ⇒ (6) + 9 = 15
Quinn: 1d20 + 9 ⇒ (7) + 9 = 16
Annea: 1d20 + 3 ⇒ (1) + 3 = 4 (+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (6) + 14 = 20

Perception in the Room:

Boom Sticks: 1d20 + 6 ⇒ (20) + 6 = 26
Soddy: 1d20 + 9 ⇒ (19) + 9 = 28
Gervase: 1d20 + 7 ⇒ (16) + 7 = 23
Bellisir: 1d20 + 9 ⇒ (17) + 9 = 26
Quinn: 1d20 + 9 ⇒ (13) + 9 = 22
Annea: 1d20 + 3 ⇒ (6) + 3 = 9 (+3 in bright light)
Tyndyn Hawk: 1d20 + 14 ⇒ (19) + 14 = 33

There seems to be nothing alarming about the secret door, nor do you detect anything below. You descend the steep stone stairs into a vaulted cellar flooded with turbid water, in which dozens of wooden barrels idly float.

The Sarinis used this spacious cellar to store wine, cheese, and other goods. Lack of maintenance and heavy rains have caused the cellar to become flooded.

You estimate the water is some 4ft deep, about as hazardous as a deep bog.

Tyndyn screeches an alarm, having spotted something lurking beneath the water near the steps in the northeast corner of the cellar. The rest of you aren't able to see it.

Map & Images
(The steps enter the water in the blue square. Something lurks beneath the water in the red square.)

Mechanics:
The heavy barrels in the water block movement, but it is possible to dive under them with a successful DC10 Swim check.
Getting onto a barrel requires a move action and a successful DC15 Acrobatics check.
Any PC who starts her turn on a barrel or jumps onto a barrel must also succeed at a DC15 Acrobatics check or fall into the water.
As a move action, a PC who succeeds at a DC10 Strength check can move a barrel 5 feet. For every 5 points the check result exceed the DC, the PC can move the barrel an additional 5 feet.
Pulling oneself up onto the elevated platform at the far end of the room requires a successful DC10 Climb check.

Deep Bog costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bogs increase the DC of Stealth checks by 2.

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

"Ah. Maybe we should try the other route?"

I really should have got myself a waterproof bag after my last swim!

"Annea, do you think that Tyndyn could carry my guns across to the dry ground over there? All of the powder in my horns is safe, and so are my paper cartridges, but the powder already loaded will be ruined if it gets wet."

I think hawk familiars have a STR of 6, and they're called out as being able to hold (not wield!) items in their claws, so mechanically I think this would work.

"I'm not a fantastic swimmer, but I can manage still water."

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (11/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"Oh no, this is unexpected!"

Soddy stares down at the flooded cellar as best as she can through the sea of legs and behinds in front of her.

"Fleshies don't usually float too well and neither do leshies. Well, except maybe gourd leshies since they have empty heads. This seems like it could be hazardous."

Tyndyn's sudden screech elicits a head tilt from the leshy and she turns to Annea, tugging on the woman's sleeve to get her attention.

"Is Tyndyn okay? He normally doesn't screech like that."

Liberty's Edge

Female NG Human Ranger (Abendego diver) 11 | HP 125/125 | AC 24, T 16, F 20 | CMB +15, CMD 31 | F +19, R +18, W +15 (+1 vs fear, mind-affecting; +2 vs haunts) | Init +7 | Percep +16, Sense Motive +2 | Speed 30ft | Active Conditions: none

“OK, let’s formulate a plan and make sure everyone’s good with it. Wormgnash ain’t going nowhere.”

Gervase pulls a spare waterproof bag out of her pack. “You can borrow this if you like, Boomy. I think your gun-stuff should stay with you.”

The dive ranger stares down into the sunken cellar confidently. “I’m OK at operating in water. I swim quite strongly and can hold my breath for a good deal longer than average.”

“What say I move down into the water and probe the spot Tyndyn’s worried about with my polearm.”

“Once that is dealt with, I swim to the other end of the room (north-west corner?) trailing a rope behind me, which I tie to something convenient on the other side to help everyone else wade across.”

“Thoughts?”

Gervase’s mouth forms an :O as if she’s just thought of something important. “One more thing. Slashing, bludgeoning and ranged weapons are generally ineffective in water.”

“If we’re in a fight in the water, please use a piercing weapon. I have a dagger, spear and spiked polearm if anyone needs to borrow something.”

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

"I have my siangham," Bellisir says as he readies what appears to be an arrow with a grip designed for fighting in close quarters. "If your polearm does not encourge whatever is beneath the water to surface," the monk says to Gervase in a matter-of-fact tone. "I will volunteer to leap onto one of the barrels in an attempt to draw it out."

The IC suggestion of being bait is more of a last resort, but one I will offer to attempt if Gervase's idea doesn't work.

The Concordance

Female CG Human (Varisian),Init +2; Perc +3 (+6 in bright light) Level -5 Witch (hex channeler) AC 12 (13 moving), touch 11, flat-footed 11 (+1 armor, +1 Dex) hp 32 Fort +2, Ref +2, Will +5; +1 trait bonus vs. charm and compulsion.

Annea begins to giggle which in a few short seconds later becomes a roaring cackle. Flight Hex will give Annea the ability to cast levitate.

Taking whatever items her companions need her to carry, Annea magically float up the ceiling of the cellar- then uses her hands to 'walk' across to the other side. She will move to the north wall and stay away from the red square (STRANGER DANGER!) as possible on her way to the stairs.

"I can carry a few items... and perhaps Mrs. Daisy would like to climb aboard?"

Grand Lodge

Curse of the Crimson Throne | Loot

At Boom Sticks's urging, the team chooses to leave the secret portal behind. Instead, the team returns to the kitchen and descends the steps there.

While the rest of the party discusses what to do to cross over the watery hazards to the dry platform along the west wall of the wine cellar, Annea uses a hex to levitate above the water near the ceiling...

Map & Images

The Concordance

active effects:
rage, shield of faith
Vine Leshy Barbarian (savage technologist) 3 / Gunslinger 1 | current AC 22 T 18 FF 17 | HP 42/42 | F +8 R +7 W +4 (Rage = +2 R/W); trap sense +1 | CMD 22 | Init +3 |Rage 6/10| Grit 2/2 | Perc +7, lowlight, darkvision

GM, I don't think anyone else agreed with going back to the kitchen? And I certainly prefer not to split the party. It looks like there are reasonable plans for crossing the wine cellar.

"If you can carry my guns Annea, I'll swim over once Gervase has attached the guide rope."

Grand Lodge

Male AC:14 (T:14) (FF:11) | F:6 R:5 W:4 |HP:29/30 | Per. +9 Half-Elf Ki Mystic Monk 3

"I will wait to make sure whatever is under the surface is not a threat to the group," Bellisir says. "But using a guide rope seems prudent and should aid those of us who cannot swim."

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