
Good Knight Gracie |

"I guess trying to sneak up on a god with two-faces wouldn't go too well," Grace observes to Dunwich.
She goes silent at the Hypnotist's prayer. When asked if ready, she stands and nods. I am assuming at this point she's already gotten her message to Win, which I would otherwise like to handwave

Professor Æthelweard Langfellow |

Æthelweard pauses, pursing his lips as he mulls a reply to both Silver Tiger, then Gracie, but allows his thoughts to dwindle as plans turn to the journey ahead.
He rises, with the grateful help of Sinclair, then limps forward leaning upon his cane;
"I am ready. I hope this Netherworld is for what will be wrought up on it..."

GM SuperTumbler |
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Seven rises, pressing two fingers to her mask right at her temples. "Everyone stand still. You may experience some nausea or other discomfort. By the craft of Anog Keymaker, I open the doors to the Netherworld...."
The world twists and deforms around you, resettling into a strange new shape. No sun hangs above you; instead the entire sky churns with a dull fire of orange and purple. Ashen grey plants sprout from the rocky ground. You’ve arrived on a bluff overlooking some sort of riverside factory town below, and in the distance, impossibly tall and slender mountains stretch up disturbingly high.
Below you can see chalk-white figures rounding up villagers, dragging them into a rough circle, overlooked by two figures in black robes and a third in bright red.
The town that lies below you could be a well constructed set for a Harry Potter movie, or just a renaissance English town with some anachronisms. Beyond the town center there is a wide sluggish river, and where a mill might normally sit is a squat brick and concrete factory with tall brick smokestacks belching thick smoke.
You are about 1000 feet away and 100 feet above the situation. I've updated the tactical map with a market square. I only noted the three troublesome cloaked figures, but assume that there are villagers scattered about enough that you don't want to be tossing around area effects. If you decide to intervene, I'll insert some more villagers. Also, you are on the map, but that is just so that you have tokens. You aren't there at the moment.
Seven looks around, "Good, this should town should be largely beneath Una's direct attention. Look, there, something is happening in the town. I don't like the way they are handling those villagers..."'

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"Now seeing as how we literally have no idea what's goin' on here, howabout we go save those people, and in the process capture them prymni copanos down there?
Unless someone else wants to, and t' show that I don't just blow smoke, I'll take the big copanos in red there."

*Silver Tiger |

Silver Tiger begins sprinting towards the cloaked beings.

"Sinclair" Max Sinclair |

Sinclair watches Seven's spell very closely, so he can duplicate it later. He lands in the Netherworld with slight discomfort, which passes like a wave. After he collects his bearings, he surveys the village below.
Hearing that Seven does not like the situation, it seems like that they were going to intervene or just get closer. Although, he is too slow for the martial artist. "Um. It seems we're going to that village and maybe intervene. Please wait a second. I plan to open a portal to the alley around the corner from the incident." He makes space among them.
Sinclair's hands wave and fingers articulate. "Open a Powerful Portal of Portheus," the young mage commands causing a pinprick of light to swirl and expand until a six foot diameter hole appears in space.
Teleport 2 (4 miles), Accurate, Easy, Limited to Extended, Portal, Change Direction & Velocity ---> the other end opens three squares around the corner near where Grace's icon is

Good Knight Gracie |

Grace had a swirling feeling of dread in her gut but wasn't sure that was due to the situation or aftereffects of traveling through dimensions.
"In the movies, peasants being moved into circles generally means 'sacrificial victim.' I might try to scratch out the circle." Grace muses. Startled by Silver Tiger's dive into combat, she nods at Sinclair when he opens a portal, and, calling upon Calesvol, hefts her blade and steps through.

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"Ah geez. So, it looks like the punching guy ain't so much for the whole talking and planning stuff, eh?"
Seeing the decision made for him, Briareus starts walking forward. Nowhere near as fast as the Tiger, he doesn't want to arrive at a fight winded.

"Sinclair" Max Sinclair |

And as you look down upon the village, you see 20 feet away from the main road where the roundup is taking place, within line of sight to you and out of line of sight with the chalk-white brute squad, you clearly see a six foot diameter hole appear identical to the one in front of you.
Clearly though impossibly, the two portals appear to be connected, such that if you walk through the one in front of you, you arrive 1,000 feet away near the villagers who need your help.

The Hypnotist |

A splattering of the Dreamtime's dancing lights solidify into a flying platform. The Hypnotist steps aboard it and into Sinclair's portal. He zips by into a tactical position while maintaining cover behind the rooftops.

Professor Æthelweard Langfellow |

Æthelweard hesitates as Silver Tiger and Briareus move purposefully toward the pale figures that menace the villagers.
With a deep breath he haltingly limps through Sinclair's portal;
"Once more unto the breach and all that!"

Good Knight Gracie |

Grace waits until the village-menacers are distracted by Dunwich and Silver Tiger's advance and then moves toward the circle, urging the villagers to flee while she tries to scratch out the circle with her sword.

GM SuperTumbler |

Dunwich Initiative: 1d20 + 12 ⇒ (19) + 12 = 31
Silver Tiger Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Gracie Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Sinclair Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Deadman Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Eoten Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Hypnotist Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Foe initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Looks they hear you arrive
As you arrive on the street, you hear a woman's voice say, "Cayrne, Myst, see what that noise is...Soldiers, bring the townsfolk here."
"Yes, Lady Kada'vrus," says a deep voice like stone grinding stone."[/b]
Everyone but Sinclair beats there initiative, so you can go before they move. Dunwich and Silver Tiger can use the portal unless they want to spend a few rounds getting to the combat. You started 1000 feet away.
What you see once you round the corner are a man shaped pile of stone and tombstones that has turned toward you, this is Cayrne (pronounced like Cairn), a woman who seems to be made out of a green mist/flame (DC 10 Magic Expertise will tell you this is ectoplasm. There are also the white figures, which you can now see are animated skeletal figures. All of them are led by a red robed woman pictured on the reference. The yellow smiley faces represent townsfolk.

*Silver Tiger |

Silver tiger reverts course and runs then jumps through the portal, arriving where the group is. I had him "run" for a round, so he'll probably need a round's movement to get back in position.

Professor Æthelweard Langfellow |

Think Æthelweard got beat on initiative as well?

Good Knight Gracie |

Grace will move up and around the building to flank (in a non mechanical way) with the rest of the group, with hopes of eventually getting to the circle without getting entangled by the nearest villains approaching the party.

The Hypnotist |

The Hypnotist will keep his action from my previous post. He's going to be flying to a better tactical position while hiding behind the rooftops.
Once elevated and behind cover, The Hypnotist focuses his sights on the lumbering pile of rubble.
Hypnotic Gaze: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Insidious)

Gylfir "Deadman" Hrongarsson |

Gylfir smiles.
"Ah, more abominations such as myself. In my experience they are usually much simpler to kill than my own body."
That said, he leaps through the portal, correcting course with another short hop to the nearest skeleton, bashing it with the haft of his axe.
He continues to leap around like a grasshopper on crack, smashing and bashing every skeleton within reach, never slowing down.
I have Leaping 9, so my effective movement speed is half a mile; presumably this is enough to cover everything. I am also likewise assuming the skeletons are Minions, so I can make the attack rolls as a Routine check (18), with a DC 23 toughness. He just keeps going until one survives using Takedown 2.
Once his momentum slows, he comes to a halt and points his axe at the ghost lady.
"'Unhand these villagers, vile fiend', I believe I've heard it said." he intones.

GM SuperTumbler |

Skeletal Toughness Save: 1d20 + 4 ⇒ (10) + 4 = 14
Skeletal Toughness Save: 1d20 + 4 ⇒ (1) + 4 = 5
Skeletal Toughness Save: 1d20 + 4 ⇒ (10) + 4 = 14
Skeletal Toughness Save: 1d20 + 4 ⇒ (17) + 4 = 21
Skeletal Toughness Save: 1d20 + 4 ⇒ (8) + 4 = 12
Skeletal Toughness Save: 1d20 + 4 ⇒ (7) + 4 = 11
Skeletal Toughness Save: 1d20 + 4 ⇒ (20) + 4 = 24
Skeletal Toughness Save: 1d20 + 4 ⇒ (8) + 4 = 12
Two of the save, because they take only half damage from your axe. They are indeed minions, so the rest crumble under your assault.
Deadman smashes the necromantic creations under the well placed blows of his axe. Only two remain after he has crossed the market square.

GM SuperTumbler |

The air around Kadavrus crackles with black energy as she lifts off the cobblestones, rising 60 feet above the street. She stretches her hand toward Deadman, "What an interesting sort of dead man, I must have it..."
Dark energy leaps from her hand to Deadman's chest, forming a tether between the two.
Will save DC 18 for Deadman. 1st Degree: Dazed, Second Degree: Compelled, Third Degree: Controlled.

GM SuperTumbler |

Cayrne shambles down the street, crushing one of the villagers against his avalanche of tomb rock. He comes around the corner, finding a motley band of outsiders lurking in the street.
"There be a flock of outsiders here, Kada. Want I should smash 'em."
He crushes one hand menacingly into another.
The ectoplasmic one moves more quickly, finding Gracie alone. Her ectoplasmic form surrounds the young hero. Gracie finds herself enveloped in the thick gas, and Slymme attempts to pour herself into Gracie's lungs.
Fort Save DC 18 for Grace. Dazed, Stunned, Incapacitated.
The skeletons continue dragging villagers toward the green circle.

Gylfir "Deadman" Hrongarsson |

The air around Kadavrus crackles with black energy as she lifts off the cobblestones, rising 60 feet above the street. She stretches her hand toward Deadman, "What an interesting sort of dead man, I must have it..."
Dark energy leaps from her hand to Deadman's chest, forming a tether between the two.
Will save DC 18 for Deadman. 1st Degree: Dazed, Second Degree: Compelled, Third Degree: Controlled.
Deadman actually has Immunity to Necromantic Effects (descriptor), so this may not work on him?

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Good job skipping me. In the grim darkness of the near future, there is only 12-hour days.
Briareus hadn't known that anyone could use the portal, but when he saw everyone going through it, he tried to quickly change directions, almost tripping over in the process and looking quite un-titan like in the process. Good thing there wasn't anyone around to notice.
Looking around, he sees the odd dead-man saving villagers, and determines that's a fine enough thing to start out doing.
His hands shoot out to try and clean up some of the skeletons he missed.
Same thing as Deadman, but I'm doing a Multiattack. Targeting the three skeletons closest to the circle, Routine Check -3 = 15 for all of them. DC 23. | If they make the toughness save, then Strength Resistance check DC 18 to resist auto Grab. If they fail, then Fort save DC 18 or take last level of Grab-based Affliction: Asleep. ... If they are immune to sleep, then stunned.

"Sinclair" Max Sinclair |

After everyone finally enters the portal, Sinclair crosses his own portal into town and lets the portal dissipate. Evidently, their moment of surprise was done, when the huge animated pile of rocks lumbers around the corner. When he hears it ask a question, he decides on his action.
Waving his arms and wiggling his fingers, he pronounces, "The Mists of Morpheus muffles minds," to the pile of rocks hoping it has a mind to muffle.
Affliction 8 (Will; Stunned, Extra Condition, Limited Degree): 1d20 + 8 ⇒ (11) + 8 = 19

Good Knight Gracie |

Fortitude Save: 1d20 + 9 ⇒ (10) + 9 = 19
Gracie coughs and waves her sword as if to fan away the gas, but manages to stay alert. "Oh, sod off, you giant fart!"
On her next turn (not sure where we are in initiative
Gracie rethinks her plan to run around the buildings and instead considers heading straight up the street, especially since Deadman is helping clear the way more quickly than she realized possible.
Ignoring Myst, she sets herself ready to charge toward the circle.
Athletics DC 15 to boost speed by +1 for 1 round: 1d20 + 12 ⇒ (19) + 12 = 31
This gives her a 60 ft move, so she still has a standard action once she moves
Fueled by delicious mediterranean food and adrenaline, she sprints effortlessly toward the circle, and she thrusts her sword at the nearest skeleton.
Attack: 1d20 + 8 ⇒ (8) + 8 = 16

GM SuperTumbler |

GM SuperTumbler wrote:Deadman actually has Immunity to Necromantic Effects (descriptor), so this may not work on him?The air around Kadavrus crackles with black energy as she lifts off the cobblestones, rising 60 feet above the street. She stretches her hand toward Deadman, "What an interesting sort of dead man, I must have it..."
Dark energy leaps from her hand to Deadman's chest, forming a tether between the two.
Will save DC 18 for Deadman. 1st Degree: Dazed, Second Degree: Compelled, Third Degree: Controlled.
I pondered that. This doesn't have that specific descriptor. Let me ask it this way: If this were a a Pathfinder/D&D campaign, would deadman be immune to Control Undead. Kadavrus is a master or undead, so it made sense to me for her to be able to influence/control him, but if something about his curse blocks that, I can roll with it.

Gylfir "Deadman" Hrongarsson |

Gylfir "Deadman" Hrongarsson wrote:I pondered that. This doesn't have that specific descriptor. Let me ask it this way: If this were a a Pathfinder/D&D campaign, would deadman be immune to Control Undead. Kadavrus is a master or undead, so it made sense to me for her to be able to influence/control him, but if something about his curse blocks that, I can roll with it.GM SuperTumbler wrote:Deadman actually has Immunity to Necromantic Effects (descriptor), so this may not work on him?The air around Kadavrus crackles with black energy as she lifts off the cobblestones, rising 60 feet above the street. She stretches her hand toward Deadman, "What an interesting sort of dead man, I must have it..."
Dark energy leaps from her hand to Deadman's chest, forming a tether between the two.
Will save DC 18 for Deadman. 1st Degree: Dazed, Second Degree: Compelled, Third Degree: Controlled.
My main thought when adding the ability was that it would make me immune to such shenanigans, as well as things like "okay undead die now". Though I didn't make him immune to normal mental control, so in hindsight it doesn't make a ton of sense to be immune to one kind of control but not another that works equally well. I'll just roll the Will.
Will: 1d20 + 3 ⇒ (3) + 3 = 6
Gylfir snaps to attention, completely overtaken by the pull of the necromancer's power.
Any chance I at least get a Hero Point for falling afoul of a character-specific hazard? =p

Good Knight Gracie |

I am unqualified to comment if you should earn one, but you should have at least 2 hero points to spend on a reroll--one for starting the game, one for the one he gave us for pausing to save the villagers. In Pathfinder, Control Undead would be considered necromantic/negative energy involving, so if you're immune to necromancy, then yes you should be immune.

GM SuperTumbler |

Deadman, you should definitely get a Hero Point for her taking advantage of your undead nature. I'll leave it to you do decide if it works, because you have a clearer idea of who the character is than I do. I was thinking of the immunity to necromancy being things like life draining, the withering touch of a ghost, stuff like that. If something about his curse/nature protects him from necromantic whammies, I'm fine with that. And I would see that as something unique that we could delve into. I was thinking of the whole as a way to highlight the character, not nerf him, but I'm good with whatever.

Storm Dragon |

Deadman, you should definitely get a Hero Point for her taking advantage of your undead nature. I'll leave it to you do decide if it works, because you have a clearer idea of who the character is than I do. I was thinking of the immunity to necromancy being things like life draining, the withering touch of a ghost, stuff like that. If something about his curse/nature protects him from necromantic whammies, I'm fine with that. And I would see that as something unique that we could delve into. I was thinking of the whole as a way to highlight the character, not nerf him, but I'm good with whatever.
Go for mind control. If I want immunity later I can buy a device when we rank up that prevents it, inspired by this circumstance.

Professor Æthelweard Langfellow |

As combat is joined in earnest Æthelweard quickly realises that his frail frame is not the best placed to survive this encounter.
"Oh My Giddy Aunt! Time, I think, for a more salubrious locale, and leave the oaf to enjoy the hospitality of this realm!"
Slightly panicked from the melee erupting before him, the good Professor stumbles backward and invokes an incantation most familiar;
"FEE-FYE-FOE-FUM!
OF MORTAL SUMMONS AGAIN SUCCUMB!
FEE-FYE-FOE-FUM!
MIGHTY EOTEN AGAIN DOTH COME!"
However as he utters each line, the expected ethereal cage fails to manifest around him... Instead funnels of thick smoke is drawn from the sooty chimney's of surrounding buildings that billow thickly around the academic....

Eoten - Giant of Antiquity |

... before dissipating to reveal the hulking giant.
Standard Action - Transform into Eoten
Beady eyes glare from his heavy brow, as the brute takes in its surroundings and clamour before it...
"Bah! Where dést the crypel bring me to now?"
dést = doth
crypel = cripple

The Hypnotist |

Mac continues the ocular assault. His eyes sharpen, sending lullabilic rays to the craggy curmudgeon.
"Rockabye Baby," he whispers.
Hypnotic Gaze: Cumulative Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Insidious)

GM SuperTumbler |

"I trust you three can take care of this pile of rocks," Seven says to Eoten, Silver Tiger, and Sinclair. "I'll see what I can do about the necromancer."
She flies straight up, higher than the building, even higher than the Hypnotist. Looking down into the square, she unleashes a bolt of yellow energy at Kadavrus. "I call upon the MAGIC OF MODRUSSUS"
The magical bolt is channeled harmlessly away by a shield that surrounds Kadavrus, melting the street below.
Ranged Attack: 1d20 + 11 ⇒ (9) + 11 = 20
K Toughness Save: 1d20 + 12 ⇒ (19) + 12 = 31