Grace & Sunday: Seemingly melting under the smile of Grace, the young acolyte turns serious when the singer mentions murder. He urges the duo to wait a few moments while he gathers the priest on duty. A short time later, the young man comes back, this time with a handsome man in his mid-thirties whose well-chiseled jaw and mighty physique would be more associated with a warrior than a priest. He wears the same colors that the acolyte and Jessica wear, though, and smiles with an undeniable beauty of his own as he approaches Sunday and Grace. "Perhaps I can be of assistance? What is this you spoke of? Murder? Please explain..."
As the priest cowers in front of the terror in the room, Amira's starknife whips across the room, a deep gash now in the man's side as the woman's four-bladed weapon spins back to her. With a crazy gleam in his eye, the man screams in fear and anger, rushing away from the creature and barreling towards Tolenn. As he raises a fist, apparently seeking to try to pummel the paladin, she just calmly levels her sword in the priest's way, her expression calm. The priest's eyes widen as the weapon pierces his belly, yet he still attempts to bull towards Tolenn. With a last sympathetic look, the woman twists the blade, the man screaming in pain before falling off the edge of the blood, curled up and bleeding out on the floor. Tolenn AOO: 1d20 + 11 ⇒ (20) + 11 = 31
Combat over!
Cassandra expresses some sympathy for the group's rapidly dwindling enemies, spouting out some magical words and calling upon arcane forces. A slick, greasy mixture flits through the air, coating the scythe of the priest who attacked the 'monster'. Almost comically, the weapon goes flying from his hands as he waves it about to fend off the imminent attack of the creature in front of him, his look of terror rather unbecoming for one who might get to meet his Goddess shortly. Reflex: 1d20 ⇒ 1 With the last remaining physician focused on Wednesday, it is an easy task for Terri to slip her glaive through the man's defenses. Focused on proper aim, the blow has little behind it, and the physician sports a new wound but otherwise remains upright. Tolenn has enough decency to feel sympathy for her overmatched opponent, but nevertheless does what must be done. She skillfully works the priest's scythe from left to right, leaving ever-widening gaps in his defenses, then suddenly thrusts forward as the priests arms are out wide. Her blade plunges through his chest, and the man slips to the floor, his life's blood pouring out. Victor continues concentrating on his horrifying image, shouting instructions that seem to nearly incapacitate the remaining, unarmed priest as he sees the creature getting ready to make a killing blow. Staying true to his tactics, Wednesday shrugs off the relatively minor wounds the Physicians have been inflicting on his and swings heavily at the remaining plague doctor. His weapon slices in a diagonal, hacking through the neck and down past the collarbone. Wednesday plants his boot on the Physician and kicks forward, knocking the dead man off his bloodied blade. We'll give Amira until tomorrow to post.
Haha, smart is in short supply these days. Let's rewind. Sunday & Grace: The Temple of Shelyn in Magnimar is a rather grand affair. Everburning torches lit around the entrance enable the user to see the beautiful white, pink, and red marble used to construct the building, the colors swirling together in a way that at first seems chaotic and random, but just when you turn your head away it seems as though everything is part of a larger, orderly picture.
The doors have no guards, but are open. As the duo pushes their way inside, they find a handsome young man in the white vestments of Shelyn pruning a rosebush in a planter inside the main worship area. He turns from his duties as he notices you and smiles, rising to his feet. "Hello, sir. Ma'am. May Shelyn's grace be with you this evening."
Tal:
Although the elf is thorough, Tal is unable to find anything else of value, mundane or information, on the Faceless Stalkers. His familiar returns to report that all seems quiet about the small home. Grace & Sunday: It only takes a few minutes to find a guard, who instantly asks the duo to stay put and runs off. After a few minutes, a half-dozen guards and a dark-haired elf in the robes of a justiciar comes walking up to the pair.
The elf steps forward, his demeanor business-like, his tone grim. "Can you repeat your story to me, please?"
Cassandra conjures up a mystical torchbearer, hoping to allay any further concerns about lighting levels. What the hell were these guys doing down here in the dark, anyway? Terri steps forward to assist Wednesday, lunging at the Physician who had managed to strike Wednesday. The man heard her at the last moment, twisting so that a terrible strike was turned into a glancing blow. Unfortunately for him, he happened to twist right into Wednesday's blade's path, and both Wednesday and Terri were bathed in the explosion of blood and viscera that erupted from the man's stomach before he doubled over and fell down, quite dead. Tolenn left the Physicians for Terri and Wednesday, striding towards the priest who had moved to engage 'the beast'. Uttering her promise to the man, she then moved to strike, her weapon sliding through the man's defenses and managing a deep gash across his chest. The priest, perhaps surprisingly, considering the Physician's rather frail nature, manages to keep his feet. Victor continues to control his savage beast, attempting to intimidate the priests and keep them occupied. Every blade that struck against the imaginary creature was one that was not lashing out at his companions. Amira sends her weapon spinning through the air at the other bird-faced plague doctor, leaping past the dead bodies and through the melee to land next to the priest engaged with the 'beast'. Her starknife shimmered through the air, grazing the Physician's blocking arm before whipping through the room, returning to her hand as she smirked confidently at the enemy before her. The remaining Physician, seeing his doom before him, managed another feeble strike at Wednesday. Wednesday, too enraged to worry about defense and knowing he can dish out worst than he is receiving, takes the blow stoically upon his chest. Club: 1d20 + 3 ⇒ (18) + 3 = 21
The priest Tolenn just sliced turns his attention to the paladin as the other moves to engage the terrible beast, both knowing their time upon Golarion has likely drawn nigh. The paladin uses her shield to knock aside the awkward swing of the one priest. The other yells out in glee as imaginary scales go flying off of Victor's creation, his blade drawing a gash across the creature. Scythe vs Tolenn: 1d20 + 4 ⇒ (7) + 4 = 11
Summary: All 4 skeletons - Destroyed
Initiative: Round 2: Tolenn, Victor, Amira, Wednesday, Enemies, Cassandra, Terri
Party up!
The party recovers from the ordeal somewhat. Delendir tries his best to get everyone's mind back on track,knowing the practical thing to do is finish their mission, but it is clear that everyone needs a breather. The other members of the party set about the grisly work of removing the bodies of the shapeshifters and those of Jessica's family from the sleeping areas as Jessica retires. Of course, decisions would have to be made on the morrow on whether to report to the authorities, just bury the bodies, etc., but right now rest was what was needed. Feel free to RP any more events from the night. Otherwise, we'll proceed to morning.
Tolenn calls upon the blessing of the goddess of the sun, and Sarenrae reacts with power, a burst of light and warmth radiating from the paladin's holy symbol. The four skeletons can not begin to withstand the divine assault, and collapse to the ground in a pile of bones. Victor conjures up a creature that surely was dredged up from one of the more insidious layers of the abyss, a terrifying monstrosity set in the room, separating the masked men from those without. Both groups of men cry out in alarm at the sight of the creature. Not one to let an enemy caught by surprise live to rue the day, Amira sets her back foot and whips her arm forward. The four glittering points of the starknife cause a brilliant reflection before the blade buries itself into the neck of the closest plague doctor to the door, a gout of blood veritably exploding from his throat. The effect is hastened when the weapon tears itself from the man's flesh to return to Amira's grip, the false doctor falling lifelessly to the floor. Seeing the skeletons are down and emboldened by Amira's quick work on one of the doctors, Wednesday rushes forward, makeshift weapon bared. His facial features set with a cold rage, he swingshis weapon heavily, catching another plague doctor with a side swipe to the chest, his weapon cracking bone and cutting through a fair portion of the man before its momentum stopped. Much as his fellow did, this plague doctor fell to the floor, the mask hiding his surprised expression. Recovering from their terror, the plague doctors focus on the terrifying man in front of them, setting themselves on opposite sides of him as they brandish their terrifying clubs. One of the doctors misses, his hand shaking at this sign of real resistance, but the other connects painfully on Wednesday's right arm, only the Ustalav native's iron will allowing him to retain his grip. Club: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
Removed from direct confrontation, the unmasked man turn their attention to the terror in their midst. One of them manages to keep calm and cast a spell of some sort on the other's scythe, the weapon glowing with magical might. The second man steps forward with trepidation, bravely swinging the curved blade at the monstrosity. The look of terror on the second man's face grows as his scythe hits the scaly skin of Victor's horror with no effect, the creature rearing up as if ready to pounce. Will: 1d20 + 5 ⇒ (11) + 5 = 16 Scythe: 1d20 + 4 ⇒ (1) + 4 = 5 Summary: All 4 skeletons - Destroyed
Initiative: Round 1: Tolenn, Victor, Amira, Wednesday, Enemies, Cassandra, Terri
Party up!
Sorry, Kiley...she probably could have avoided that blow with a 12. I pretty much just hand-waved the rest of the encounter. The element of surprise is lost, and you guys can overpower these chumps without any of their disguise b##%+~. And since there's no reason for you to not rest up, making you waste resources to slay the other two just seems like a stalling tactic. Let's fast forward. You now have three dead shapeshifters and a very distraught priestess. Game on.
The group takes a moment to prepare, arguing quietly over the merits of justice versus vengeance. Dissent is cast aside as Amira puts a boot to the door, knocking it open. Inside are numerous black-sheeted cots, their satin coverings and overstuffed pillows seeming more akin to funerary trappings than the resting places of the living. Numerous skulls are set evenly within the room's stone walls. Candles inside them cause them to glow like morbid jack-o-lanterns and cast dim light across the room. Four of the Queen's Physicians are in this room, standing at the ready near the center of the room. Two other men, both without masks, stand in the back of the room, close to the southern alcoves. Near the western door (where you are entering from), four skeletons stand silently, obviously waiting for a signal of some sort or a circumstance to happen. Terri Init: 1d20 + 0 ⇒ (6) + 0 = 6
Enemy Init: 1d20 + 2 ⇒ (13) + 2 = 15 Initiative: Round 1: Tolenn, Victor, Amira, Wednesday, Enemies, Cassandra, Terri Tolenn, Victor, Amira, and Wednesday up! Dim lighting conditions.
Cabinets and low benches fill this chamber. From pegs on the opposite side of the room, the empty black eyes of several beaked plague masks glare with soulless, unblinking stares. A closed door beckons in the eastern wall. The room stands empty of residents, at the moment, though the relative lack of dust on the floor indicates recent activity.
Well this is getting grim and gritty....love it. The horrid grins and smirks of the 'mother' and 'father' fade as their fellow's digits start raining down upon them. If anything, it seems to have them clamped up further, as they realize what the only possible endgame for this would be. They remain at the bottom of the pit, glaring up at the remaining party members as Tal escorts Jessica away from the awful scene.
After a bit of fiddling and gentle prodding, Amira concedes that the best she can likely do is 'trick' the door into thinking the trap has already been triggered. As best she can tell, the trap will reset every minute or so. Signaling to the other to get ready, she proceeds to do so, pulling open the door to allow the others through. You pick which doors, obviously, it's the same for either. No Bit of Luck needed, Terri...Amira hit the number dead on.
Delendir:
The family seemed to have died about a day and a half ago. The limbs are no longer locked, but the smell isn't overpowering, either. While the ranger is not entirely sure, he is fairly confident that the holes in the necks and faces of the family match the ends of the tentacles on the 'brother' who was killed. Apparently they killed the family, then ate them. The two 'parents' look at one another after catching the dark glances of the party, then nod as one. The 'mother' coos out, "Oh, my baby girl...I am so sorry! It's all a big misunderstanding." The 'father' continues, "Yes, darling, it's horrible, what these strangers have done to you. You're a nervous wreck." Though they speak in the voices of Jessica's parents, both things wear grins of a most malevolent glee at the sight of her suffering.
Things seemed to be going so well for the party...I had to inject a little obstacle in the way! In all seriousness, this second book is very dark. These people have no limits, and are meant to be portrayed that way, in my opinion. On a side note...it seems like you guys have free digs in Magnimar. LOL
The group enters the dark room and prepares for the inevitable encounters beyond. Victor calls upon a light source for Terri's poor human eyes, then proceeds to inspect the magic in the area once again. Concentrating, he is almost certain the eastern double doors and the northern door are what is radiating the necromantic magic. Amira inspects the chamber keenly, not surprised to find that both the eastern and northern doors are trapped. Looking more closely, she is able to tell that merely touching the doors will trigger the trap, which is two-fold. First, the scythe held in the skeleton's hand above the door with slice at those close by. More importantly, there is a small opening in the mouths of several of the skeletons where a gas would come out.
The 'father' appears about to answer, but at Kiley's threat his mouth snaps shut and both enemies glance at one another nervously. Meanwhile, Delendir's keen elven eyes fall upon a hand underneath a bed in what is the master bedroom. Getting on his hands and knees, he finds the unfortunately remains of two people who resemble the two currently being kept prisoner. In the closet is a third body, that of the younger man. All appear to have been drained of most of the liquid in their body.
The mother starts to cackle at Jessica's question. "Where do you think, Jessica?" The woman lingers over the priestess's name. "We're right here, darling." She grins wickedly, looking to the 'father'. He looks up shrewdly at the party, holding his hands up. "The gig is up, I agree. Let's talk." Tal:
Tal again calls upon his magic, attempting to open a pit to drop the mother and father into. Both hapless combatants are dumped into the pit even as they regain their wits. Ref Father: 1d20 + 4 ⇒ (10) + 4 = 14
Fall Damage: 2d6 ⇒ (2, 6) = 8
Grace continues to sing, her words adding another boon to the party. All feel their blood burn with confidence, comfortable in the knowledge that no matter who these impostors are, they would be dealt with accordingly. Delendir moves forward, avoiding the pits, Grace's words ringing in his ears as he brings his bastard sword down in a devastating blow. With that, Jessica's 'brother' was officially removed from the short list of informants available to the party. As he slumps to the floor, the man's flesh seems to almost melt, the substance turning waxy and oozing. Eventually, the result is a rather disgusting creature that resembles a human in only the most minimal ways (that is, two arms, two legs, and a torso). The others of the party move to the edge of the pit, contemplating their next moves. Similarly, the two impostors below both seem a bit confused by the turn of events. Apparently their disguises being seen through and meeting stiff resistance is not something that happens regularly. Summary: Jessica's Brother - Grease Stain
Initiative: Round 2: Kiley, Tal, Grace, Elisai, Jessica's Family, Delendir, Jessica, Sunday
Party up! At this point I'm willing to hand wave you guys feathering these things, if that is your prerogative.
Tolenn's strength, combined with the leverage obtained from the useful crowbar, proves to be too much for the doors of the lift. A screech of metal is heard, then the doors pop open, the one on the left seemingly much less anchored to the wall by its hinges. The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to blood veil. Simple wooden doors lead to the north and south, each bearing a painting of a scythe-wielding skeleton. A sizable double door stands on the east wall, appearing in the mural as a massive set of double doors opening into the pyramid foundation of Castle Korvosa. Two more scythe-wielding
All the doors are closed, and there is no light source, beyond the dim light streaming in from the ground level.
Before the 'family' can react, Tal calmly steps forward and chants some arcane words, a familiar blast of color filling the room. Jessica's mother and father both seem a bit bedazzled and dazed from the pretty lights, but the brother shrugs it off and growls in a most un-humanlike way. Will 1: 1d20 + 6 ⇒ (10) + 6 = 16
So Kiley decides to plant her halberd in his face. And succeeds. The flesh doesn't rip so much as get carved through like a stick of butter, the blood seeping out black and oozing. To the party's horror, the wound immediately begins to fade as the skin rearranges itself over it. Flavor only...it's hurt Grace launches into a ballad that weaves a magical suggestion over the family. Both the father and brother start to tap their foot irresistably to the tempo of the song, indicating success on that front. Will 1: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Elisai, indignant about the swiftness with which things try to make her dead, offers up her raging song to any and all who want it while preparing for battle. Jessica's mother and father already seem to be shrugging off the effects of Tal's spell, their eyes coming back into focus. The spell at least delayed them somewhat. Jessica's brother attempts to smash and grab the small, powerful fighter in front of him. Fortunately for the party, he seems more interested in dancing to Grace's catchy song than inflicting pain. Slam 1: 1d20 + 7 ⇒ (1) + 7 = 8
Summary: Jessica's Brother - 22 damage Initiative: Round 1: Kiley, Tal, Grace, Elisai, Jessica's Family, Delendir, Jessica, Sunday
Party up!
After enough acid is created to keep a lab in supply for weeks, and with Tolenn's crowbar's assistance, a large hole is created in the top of the lift that everybody can fit through with ease (though not at the same time, you grammarians out there). Silence reigns, as the moaning of the patients fades into the background. The lift doors remain closed, the party feeling a sense of foreboding about the basement level. Whatever is down there knows the group is coming...and is preparing.
Hey folks, just wanted to let you know I'm hitting the real nitty-gritty with our system conversion. They took down the old one today, we'll spend the next couple days getting the new one ready, then spend all day Sunday starting up the new one and getting all our info entered while simultaneously fixing all the cracks that will inevitably show up. I might be ok posting, or I might not. After Sunday I should be doing much better, posting-wise, but I just wanted to forewarn everyone, just in case.
Seeing that the gig is up, Jessica's 'family' moves to attack the forewarned party. Elisai Init: 1d20 + 8 ⇒ (2) + 8 = 10
Jessica's Family Init: 1d20 + 7 ⇒ (3) + 7 = 10 Sheesh, what bad rolls all around! Initiative: Round 1: Kiley, Tal, Grace, Elisai, Jessica's Family, Delendir, Jessica, Sunday Kiley, Tal, Grace & Elisai up!
I think it's safe to assume your companions would demand Sunday wear clothing. This isn't Rome, people. :) As the group enters the home, Jessica calls out for her mother and father. A return call in a nearly as lovely female voice, "Just a minute!" Out of the back of the house, a perfectly aged, 25 year age progression of Jessica steps out, grinning widely when she sees the young woman. She seems slightly taken aback by all the others at the priestess's side, but still hurries forward to wrap her in a hug. A young man who is obviously Jessica's brother is the next to arrive, waiting patiently and respectfully for his mother to finish before embracing the Shelynite. Finally, a man of about 50 appears. His dark hair has gone to mostly gray, but he still retains his handsome features. More reserved than the other two, he gives Jessica a brief pat on the back before stepping back. Jessica's mom, still glowing, grins at the priestess, looking about at her companions, "And who are all these fine people?" DM:
Bluff: 1d20 + 10 ⇒ (18) + 10 = 28 Disguise: 1d20 + 24 ⇒ (1) + 24 = 25 Delendir SM: 1d20 - 1 ⇒ (10) - 1 = 9
Jessica:
Something tickles at your mind as you speak to and hug your parents. Perhaps you have been gone too long...but you dismiss the idea as you look more closely. There are certain features that seem...off. Your father's chin is a bit more pointed, your brother's ears a bit too long, your mother's eyes more almond-shaped than you remember. Sunday & Delendir: Something, a slight ripple in the flesh of the brother, catches your eyes. Perhaps the young man had clenched his jaw, but as you watch, another slight wave mars his perfect facial features, a minute motion, but noticeable.
After a few minutes of tenacious conjuring, Victor manages to tear a hole in the roof of the lift large enough for Cassandra to peer through. When the teleportation specialist peers inside, she sees that the door to the lift is closed, but the space inside is unoccupied. In the machine is a lever. A hole, likely where some kind of gemstone or other medium that would provide the magical power to the lift, is in the handle of the lever. The patients continue to moan. One even manages to call out weakly, "What's going on?"
Though the walk couldn't be more than five minutes, those who had never been to a large city feel as though time creeps along as the various sight and sounds of the City of Monuments filter through their dazed expressions. Though the trading day was done and most shops were closing, if not closed, Magnimar's night life was beginning to pick up steam. Laughter and conversation flowed out of numerous taverns and inns, and woodsmoke poured out of many a chimney as supper was being prepared for private or public consumption. Being a port city, alot of the delicious smells were those of various fish dinners, not unlike the delicacies Ameiko fixed in the Rusty Dragon. After the short trip, Jessica comes to a halt in front of a modest home in a very nice neighborhood. What it lacks in size, it makes up for in craftsmanship and character, as there is not a better yard or set of decorations in the block around it. Numerous wood carvings are set up outside, to be admired in the several chairs set out on the small porch.
Though it is activated by magic, it has a pulley system that seems to be how the lift goes through its mechanical up and down motions. The party's progress is stymied as they attempt to figure out how to access the lower levels through the lift. Wednesday's cowhammer swiftly falls down the shaft, banging loudly against the top of the contraption.
Seemingly lacking in modern day safety and fire codes, the box does not appear to have any way to summon it to one's floor. Though it grants access to the first and second floors, it's main purpose seems to be being the only method to access the basement floor. Having searched the remainder of the facility, the group has found no other entrances to the lower levels.
A bored expression greets both Sunday and Kiley, but as the lovely singer/actress steps forward, the guards both look more lively. After Grace's introduction, the two men nudge one another. "Of course, of course. Let me know if you want to entertain a certain guard. We like entertainment." The other guard, dryly, offers to Delendir, "Nothing beyond make sure it doesn't peck anybody." The crossed halberds are lowered, access to the City assumingly being granted. The bureaucrat, though seemingly mollified by Grace's words like the guards, still dutifully scratches at his notepad, in all likelihood jotting down the names of each companion. Alright, guys, where to?
As the group nears the gates, they are challenged by a couple of rather bored-looking guards. They become a bit more perky and animated at seeing a small group of heavily-armed individuals, going so far as to cross their halberds in a largely ceremonial gesture in front of the companions. "Halt, travelers. State your names and business in Magnimar, if you please." A smaller man in fine clothes walks between and around the clusters of guardsmen asking their routine questions of the usual assortments of merchants, beggars, and travelers entering the city, but seems to pay particular attention to your group. Definitely a member of the bureaucracy.
Amira drops down the shaft to land lightly on the top of the enclosed box. Looking down at the contraption, she does not see a way to enter through the top. Meanwhile, Victor returns to the ground floor portion of the stairwell. To the northwest is a door in the same position as above. When opened, he reveals the same shaft, with the top of the box only five feet below him, Amira's head even with the floor. In the background, the victims of Blood Veil moan in agony and despair.
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