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In Wrath's Shadow
![]() Okay - we're (finally) done! Got to say that this was longer than I expected - it was really more of a dungeon crawl than the standard Pathfinder scenario! Anyway, I hope you liked it and I'll get your Chronicles done in a couple of days! ![]()
In Wrath's Shadow
![]() The moment you pick up the mask, the howling of the voices abruptly stops, and a couple of moments afterwards you are all teleported into the cave B4 on the map. The last part latches perfectly to the others, and you make your way out of the temple, with the corpse of the dead Pathfinder. Halla and the other surviving workers greet you with great enthusiasm when you return to the seaside excavation camp, and are relieved to see both survivors with you (even if the excitement is a bit dampened by the corpse of Riemme you also bring along. They offer to feed you over the night, and prepare to set sail with you back to Magnimar aboard the ship. Halla examines your finds and exclaims that they will surely yield much more valuable information of Bakrakhan, and points out that the mask you would is an acrimony veil, a powerful magic item. She plans to return to the dig as soon as possible to continue to study the temple complex and offers that you come back and work with her in the excavations whenever you have time. You debrief with Venture-Captain Sheila Heidmarch, who congratulates you on another well done job. Scenario over - congratulations everyone! ![]()
In Wrath's Shadow
![]() After more slipping and struggling you manage to all move to the other side. You squeeze through the crack into the small room. Set inside is a statue carved from dark stone depicting a frightening demonic creature tearing a human apart. Tentacles wrap around the figure and others wriggle outward. Each tentacle terminates in a claw, talon, pincer, or other wicked appendage meant to inflict pain. Its circular maw contains rings of jagged teeth which grip an oddly shaped piece of black metal, its surface etched with symbols. It seems like it would fit the rest of the mask you've collected so far. ![]()
In Wrath's Shadow
![]() Cody concentrates and almost loses his balance a couple of times, but eventually makes it across the ledge. There's a small crack ahead which Cody can squeeze though, beyond it the outlines of a small room can be seen. How do you (all) want to continue? ![]()
In Wrath's Shadow
![]() The voices continue to howl and shriek, seemingly oblivious to Feybella's overtures. Staying in the area is just as disconcerting as you've remembered it...
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In Wrath's Shadow
![]() Hope everyone had a nice weekend! As we're nearing the end of the scenario, please provide your name, faction, pathfinder number and roll for a day job. ![]()
In Wrath's Shadow
![]() You all backtrack to the pit, where the voices howl with delight as you move closer. ![]()
In Wrath's Shadow
![]() Feybella: 1x2 to get them on their feet, 3x2 to heal them up.
As you look around the room you notice that the statue eyes are valuable - they're all black pearls. The statue at the end of the hall represents a figure holding a ranseur in one hand and another object in the other. It looks like it would fit the other two parts of the unidentified magical object you've found earlier, and when you try to figure out how they all connect it becomes clear that it's actually three pieces of a mask. You had the brow&nose guard and chin, and now picked up a piece to cover the left cheek. You realize, however, that you're still missing the right cheek part. How would you like to continue? ![]()
In Wrath's Shadow
![]() The battle continues. Hastard rushes forward and although he doesn't stabilize his lance well enough he still hits the opposing lumbering wrathspawn, tearing a hole where his abdomen would be if this were a natural creature. Cody's flame connects immediately afterwards, while E'li's stone hits his head, splattering bits of magically animated flesh on the surviving wrathspawn. Nord, full of bestial rage, tears into blue with a nasty gore, ripping him up and tossing his lifeless corpse aside as he finishes. Feybella loads her crossbow, while Dusklord tries to channel but senses no undead in range.The wrathspawn are neither in range nor undead. The remaining wrathspawn turns towards Hastard and attacks with his ranseur. He misses almost comically and slips. You quickly finish him before he can get up.
Combat over! You quickly reach the end of the room, where you find three humans. One is clearly dead, while the other two are in bad shape and need immediate medical attention. ![]()
In Wrath's Shadow
![]() Dusklord delays, uncertain of the sitution. The three remaining wrathspawn move ahead warily to the middle of the hallway and position themselves for a charge. You're all up! ![]()
In Wrath's Shadow
![]() Cody's flame hits yellow in the chest, causing it to collapse, dead. Feybella recognizes the creatures as wrathspawn, leading the blind Dusklord into the room.
Feybella: Wrathspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. They are the embodiment of a sin made flesh, sentient abominations of distilled ectoplasm. They are also immune to mind-affecting effects. ![]()
In Wrath's Shadow
![]() Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Round 1:
Bold can act! ![]()
In Wrath's Shadow
![]() The humanoids turn to face you as soon as they hear Hastard's challenge. One of them gets hit almost immediately by Cody's flame and screams in rage. Feybella casts a quick spell, while E'li loads his sling and prepares himself for battle. Roll for initiative please! ![]()
In Wrath's Shadow
![]() This long and narrow chamber contains niches in the walls that hold a number of statues, some of which are humanoid and some of which are clearly demonic. Murals cover the walls depicting human cultists being abused and reshaped by demonic figures. The ceiling of this black stone chamber is barrel-vaulted fifteen feet above. At the far end of the chamber you see four figures standing and hitting - probably torturing - two other figures lying on the floor and screaming in agony. The standing figures are humanoid, but their legs are back-bent like dogs while their arms are much smaller than those of humans.
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In Wrath's Shadow
![]() Cody leads the way, with the rest of the team behind him. He quickly finds a secret door at the end of the hallway, which opens up to the first large hallway you've been to in this floor B2 on the map. Although you've checked all the rooms you are aware of, you still hear faint screams in the distance. Something is clearly still out there. ![]()
In Wrath's Shadow
![]() @E'li & Cody: you're right - I somehow missed that, sorry! Since it's not feasible to do anything else at this point, I'll rule that the curse slowly fades away from Cody after the battle.
Hastard learns that Cody's disease is Ghoul Fever, a nasty disease that might cause him to turn into a ghoul himself. Cody notices that the metal plate Tholrist was wearing radiates faint evocation magic (hint: like the other plate you retrieved). None of the other items are magical but you're sure they would fetch a nice sum on the black market. ![]()
In Wrath's Shadow
![]() The hall falls silent as Tholrist lies motionless on the floor. The room continues to radiate evil, complete with old blood stains, mutilation images everywhere and terrible inscriptions fill the wall. Despite the oppressive atmosphere, you you no longer feel a threat here. Those who feel better among you check Tholrist's body. He has a kit of obsidian scalpels, platinum needles and other strange fleshcarving instruments - no doubt to inflict more pain upon himself and any victims - in an exquisite porcelain case. You also notice that he has been wearing an metal plate around his jaw. Although colored black on the outside, its inside reveals its true golden color. It was hammered by a master and covered with intricate etchings like those you found on the similar piece ages ago in the first hall above. Although you vanquished the evil presiding over the ancient temple of Yamasoth, you realize there is more to be done. In particular, you still haven't found all the captives from the dig. Unfortunately, some of you bear scars that will be difficult to heal. Dusklord remains blind, while a powerful curse continues to affect Cody and is observable in his movements. He also seems to be contracting a nasty fever. Cody's curse and Dusklord's blindness are permanent. Anyone can roll a heal check to try to identify Cody's disease. ![]()
In Wrath's Shadow
![]() Feybella, Cody, Dusklord all take 9 damage. Panda and E'li take 4. Waiting on Hastard and Nord. Cody slashes feebly at Tholrist, and Dusklord tries to take over his mind. E'li and Feybella exploit the diversion and strike at the ghast with both holy water and sling, the holy water burning through his chest just as E'li's stone crushes what was left of his windpipe. He gurgles for a moment, then falls (finally) dead. Combat Over! Congratulations on a very tough battle! ![]()
In Wrath's Shadow
![]() Hastard's lance attack tears into Tholrist's shoulder, clearly dislodging it and inflicting a nasty wound. Tholrist, in turn, Channels more negative energy, causing another wave to hit all of you. Channel Energy: 3d6 ⇒ (4, 3, 2) = 9
Initiative:
You're up! ![]()
In Wrath's Shadow
![]() His AC has been stopping you, but he has more defenses...
Dusklord keeps trying to break into Tholrist's mind, but the ghast is simply too powerful. Still waiting on Hastard. ![]()
In Wrath's Shadow
![]() @Hastard, Nord failed his third saving throw so he's paralyzed. Please repost your action.
Feybella, E'li and Cody all do their best to hit the undead ghast. Unfortunately, none of them get close. E'li fires another bullet but misses Tholrist's head, Feybella's jabs are too slow, and Cody does his best to hold his ground against the terrifying creature in front of him. Tholrist snorts in contempt, looking for his next victim. Nord, rounds of paralysis: 1d4 + 1 ⇒ (2) + 1 = 3 Waiting on Hastard and Dusklord, then it'll be Tholrist's turn. ![]()
In Wrath's Shadow
![]() E'li: unfortunately the 22 roll was a miss.
Tholrist, bite: 1d20 + 10 ⇒ (18) + 10 = 28
Hastard, please roll 3 Fort saving throws for Nord; the first one will be vs. disease and the other two will be vs. paralysis. Initiative:
You're up! ![]()
In Wrath's Shadow
![]() So Hastard, Nord, Panda Jr. all take full 9 damage. Cody, Feybella, E'li take half (4). Dusklord, please roll a Will save, and I'll rule that you can pinpoint Tholrist for this round at least. OOC, please consider that if you use a bolt or ray type spell, you might hit any of your friends that are between you and Tholrist. Initiative:
Hastard tries to attack with his lance, but misses twice. Nord is luckier, goring Tholrist, tearing into his right thigh. Feybella's and E'li's attacks both miss. In the midst of battle Dusklord stops for a moment and tries to concentrate on the sounds that seem like Tholrist. When the undead begins laughing again, Dusklord knows that now is the time to act.
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In Wrath's Shadow
![]() Feybella rushes at Panda Jr. and heals the poor beast. Tholrist grins, then channels a wave of negative energy that hits all of you. He then bursts in manic laughter. You can't help but feel that he drew you into a trap. Please roll a Will save everyone to resist the negative energy.
Initiative:
You're all up! ![]()
In Wrath's Shadow
![]() E'li, we haven't moved a round forward yet - we're still waiting for Feybella, after which will be Tholrist's turn to act. If Feybella doesn't act by tomorrow we'll move on (with someone acting for her, otherwise she'll just delay). ![]()
In Wrath's Shadow
![]() @Dusklord, no worries! I got the if/else - you *did* channel last round, that's why I rolled the original save and added the text in the description - "Dusklord attempts again to channel energy - but the undead mind remains impervious..."
Hastard quickly dismounts and adjusts his position while Nord circles the ghast to draw his attention. Tholrist dodges Nord's gore, but one of Hastard's pierces get through his defenses, grazing his torso. He looks at Hastard with a smile "Is that the best you can do!? I've done much worse to myself for my dark lord Yamasoth. You'll meet him soon!" The blinded Dusklord uses the brief lull to try to take over Tholrist's mind, but can't find a way in. As he is probing, Tholrist appears in his mind, somehow visible despite the blindness. The undead just grins and slowly opens his mouth, and Dusklord quickly breaks off the contact. E'li casts Bless on the party, giving everyone a little bit of hope in an increasingly dark place. Tholrist, save: 1d20 + 13 ⇒ (20) + 13 = 33
Initiative:
Feybella is still up! ![]()
In Wrath's Shadow
![]() Noted in his status under initiative, a bit wounded but not seriously so. PS - you're all up! ![]()
In Wrath's Shadow
![]() @Dusklord - I'd say too much time has passed and you've moved, so you aren't sure where Tholrist actually is anymore.
Hastard regains control of his limbs and begins his assault almost immediately. Nord's gore misses but Hastard's lance grazes the ghast's arm without causing much damage. Feybella takes advantage of the brief lull in combat to heal Cody, E'li buffs himself up, and Dusklord attempts again to channel energy - but the undead mind remains impervious. Feybella also reaches the area of unbearable stench around the ghast. @Feybella, please roll a Fort save. Tholrist, in the meanwhile, tears into Panda Jr., his only nearby foe. His bite and both claws rend the poor creature into shreds almost immediately. The ghast licks his lips in anticipation for his next victim. As far as you can tell, he still seems to be enjoying the battle. Tholrist, bite: 1d20 + 10 ⇒ (18) + 10 = 28
@Cody, please roll 4 Fort saves for Panda (/w -2 for sickened effect), the first one will be vs. the disease effect and the next three against the paralysis effect. Initiative:
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In Wrath's Shadow
![]() Rounds of paralysis for Cody: 1d4 + 1 ⇒ (2) + 1 = 3 Tholrist's bite has an almost immediate effect on Cody, sapping his strength immediately and leaving his body helpless and paralyzed. The ghast shrieks with glee, a horrible sound for you all to hear. Nord continues to fight, kicking at Tholrist but missing completely. Hastard somehow remains on Nord. E'li's shot misses Tholrist by a bit, while Dusklord casts haste on his friends and Feybella prepares to summon an ally. The ghast then turns to Panda Jr., attacking furiously but Panda somehow evades all the attacks.
On an even more positive note, Hastard discovers he is no longer paralyzed.
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In Wrath's Shadow
![]() Tholrist save against Dusklord: 1d20 + 13 ⇒ (9) + 13 = 22 Dusklord realizes that the battle is serious and pushes forward, trying to move in range based on his brief memory of the room. He channels more energy, but Tholrist's mind seems impervious to his magic. Cody is struck by Tholrist's spell and seems enfeebled. He nonetheless pushes forward to attack the undead monster, but both he and Panda Jr. miss. The intense stench around Tholrist is too much for Panda Jr., who begins to retch. Tholrist then lashes out at Cody, biting and clawing. Cody evades both claws, but Tholrist manages to bite him in the neck even if Cody dodges a much worse hit in the last moment. Unfortunately, the bite also contains extremely toxic liquids. Tholrist pulls off Cody, licking his tongue and grinning, sure of his victory. Tholrist, bite: 1d20 + 10 ⇒ (20) + 10 = 30
Cody, please roll two Fort saves, for a disease effect and a paralysis effect.
You're up! ![]()
In Wrath's Shadow
![]() Cody, you failed (by 1!) and you're cursed: a permanent -4 on attack rolls, saves, ability checks, and skill checks. Are you still going to attack as planned? If so, please roll another Fort save because of the stench (for both you and Panda Jr.). ![]()
In Wrath's Shadow
![]() Dusklord: no problem, there's a map under my name. If you want to move forward, you won't get in range this turn if you'll move half-speed as blinded creatures usually do, but you can try to move faster, look at this: Nord moves back into battle and gores Tholrist, Hastard's limp body still saddled on his back. E'li sends another well-placed shot, this time hitting Tholrist's arm, while Feybella quickly heals Cody. waiting on Cody to roll and act. ![]()
In Wrath's Shadow
![]() Sorry for the late post, paizo was down for me yesterday. Hastard, you are paralyzed; Feybella, you've made the save.
Tholrist finishes his spell and Hastard finds himself unable to move, next to the wall. Luckily for him, Tholrist's attention is drawn back to the battle. The blinded Dusklord attempts to control the undead around him. While he probes towards them E'li's well-aimed shot hits the ghoul's head, who immediately drops to the ground, motionless. At the same time Cody, Feybella and Panda Jr. all attack the buffed ghoul, who is unable to defend against their combined attack. Tholrist hisses as both his minions fall, his voice full of malice. "You've killed my minions! You'll be my next slaves... for eternity!" He then begins another spell, this time pointing at Cody. Having finished, he begins to radiate negative energy. Some of the tears in his flesh close, and he grins widely, sharp teeth showing.
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In Wrath's Shadow
![]() Welcome back Feybella!
The undead creature, who must be a ghast, continues to cackle hysterically, although Cody's burst of radiance seems to burn him. It does not, however slow him down. He begins to cast another spell, again at Hastard. Hastard, please roll a Will save. At the same time, two additional undead - ghouls - suddenly emerge from the corridor leading off the southern wall of the room, rushing forward. One of them, who glints with magic, attacks Feybella, trying to bite and claw her. Feybella dodges the bite and one of the claw attacks, but the other claw attack hits her, drawing blood. The other ghoul reaches E'li, threatening the warpriest. Ghoul 1,bite: 1d20 + 5 ⇒ (6) + 5 = 11
Feybella, roll a Fort save please. Initiative:
You're up! ![]()
In Wrath's Shadow
![]() Tholrist, save: 1d20 + 15 ⇒ (3) + 15 = 18
Hastard, please roll Fort saves for yourself and Nord. We're still waiting on Cody, and if someone wants to play Feybella for this round it'd be great! ![]()
In Wrath's Shadow
![]() Figure: 1d20 + 9 ⇒ (17) + 9 = 26
Hastard shakes off the spell. The figure grins at you, and you can almost feel the malice in his smile. He used to be an elf, it seems, but is clearly undead now. His pale purple skin emits a soft threatening glow, complemented by his glowing red eyes. His hands end with two large and very sharp claws. He hisses at you and his tongue, maybe a foot and a half long, shoots out of his mouth in anticipation for the battle. He then begins gesturing at you. Initiative:
Dusklord, save vs. Fort. please! You're up! ![]()
In Wrath's Shadow
![]() Your skin crawls with every second that passes with you within the underground hall. You all feel uneasy and distracted. Hastard moves into the darkness deeper in the room. As he stops for a second, you see movement on the far side of the room, behind the alter. A humanlike figure appears, pointing at Hastard and triumphantly yelling the last few words. Please roll for initiative. Hastard, please also roll a Will save. ![]()
In Wrath's Shadow
![]() Dusklord, E'li - before I resolve the posted actions, are you two doing anything or staying behind for now? ![]()
In Wrath's Shadow
![]() Hastard can't move the boulder, which seems all-natural and not magical to Feybella. In the meanwhile, Cody, Dusklord and E'li all search around for anything unusual but find nothing. Time passes and you begin to be concerned about not being able to leave the corridor. It is surprisingly Nord who finally begins to grunt in victory standing in front of a part of the wall. Placing your hand in front of the small cleft between two blocks you can feel a weak draft of air. A few minutes of searching the area afterwards, you find the mechanism used to open the door, realizing that the cleft was one of its hinges. The secret door opens into a larger hall. The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber's walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence. You're up, updated map. ![]()
In Wrath's Shadow
![]() Hastard can't move the boulder, which seems all-natural and not magical to Feybella. In the meanwhile, Cody, Dusklord and E'li all search around for anything unusual but find nothing. Time passes and you begin to be concerned about not being able to leave the corridor. It is surprisingly Nord who finally begins to grunt in victory standing in front of a part of the wall. Placing your hand in front of the small cleft between two blocks you can feel a weak draft of air. A few minutes of searching the area afterwards, you find the mechanism used to open the door, realizing that the cleft was one of its hinges. The secret door opens into a larger hall. The stench of death is strong in this ornate shrine. Another mosaic like that found in the grand temple above lies on the floor immediately west of the entryway. Two rows of slender columns carved with dizzying designs support the ceiling twenty feet overhead and every inch of the chamber's walls is covered with intricate sigils and pictograms. A fat pillar stands in the center of the chamber. Six corpses lie on the floor near the base of this central pillar. An altar of red marble stands near the western wall, and it has iron manacles attached to its surface. The air is charged with palpable malevolence. You're up. ![]()
In Wrath's Shadow
![]() Cody, E'li and Feybella dodge the advancing pile of goo. Hastard is slower and disappears within the black putrid mass.
In the meanwhile, everyone else gangs up on the ooze. The enormous creature is almost impossible to miss. Nord gores it, Cody burns it, and even E'li's weak swing tears some of its surface. Feybella's eagle and her own longspear finish the task. The ooze simply splits, filling the hallway with sticky black pieces and old bones. Combat over! After cleaning yourselves for a bit, you realize that you are stuck in the corridor - the large T on the map is now a boulder that blocks your exit. You're up. ![]()
In Wrath's Shadow
![]() Dusklord: I missed that - sorry! You identify the creature as an undead ooze - you know of no special vulnerabilities other than most undead ones, and it is immune to cold (and critical / precision-type hits).
Boneshaker:
This didn't work because the ooze has no skeleton. By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead... Waiting on Feybella before resolving the round. ![]()
In Wrath's Shadow
![]() Dusklord tries to identify the creature. It seems undead, and does not have a skeleton, so his spell does not affect the creature. Feybella begins to cast Summon Monster I. The creature keeps sliding towards you, filling the corridor. It moves much faster now. Everyone other than Dusklord, please roll for reflex again to avoid being engulfed by the creature (or take an attack of opportunity against the creature. Init order, round 1/2:
You're all up! ![]()
In Wrath's Shadow
![]() Rolling for E'li and Dusklord to move things on:
The mysterious creature keeps rolling towards you. Cody and Hastard quickly jump back, evading the mass of black goo advancing towards them. Feybella and E'li, a bit behind, give them some space as the battle begins. Init order, round 1:
Bold can act, map updated! ![]()
In Wrath's Shadow
![]() The barricade falls away with ease, but the distinctive sound of stone grinding on stone reverberates down the hall somewhere behind you. Cody keeps smashing the barrier - joined by Hastard after a few seconds. A few blows later you realize - as the barrier crumbles - that you've released an imprisoned creature. It seems like a large, undulating mass of black goo, and you can identify long rotten and broken bones protruding from its mass. The stench of death, earlier faint, becomes almost unbearable. The creature - long imprisoned in that cramped space, quickly extends towards Hastard and Cody, threatening to engulf them. @Cody and Hastard - you can try to evade the mass of black goo rolling towards you or stand your ground and receive an attack of opportunity (but you would become engulfed immediately afterwards).
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