I apologize for the hiatus. Some things going on in my personal life made this not as much of a priority. Add to that the increasing levels of anxiety I had with each day I didn't post anything (I didn't even want to log on to see how many posts there might be in my various games, it was that bad).
I want to give fair warning to all of you that there MAY be further changes and priority shifts in the near future that would make this game impossible for me to continue. I would hate that, because I love this current group and this campaign. (Truth be told, I've really enjoyed each player/character I got to work with. I was saddened every time one of them had to quit or straight up disappeared.)
So, as for now, it's business as usual. I promise to let you know if that will change.
Thomas, eyes glowing, swings his blade and slices a gaping wound in the demon, which squeals in an disturbing voice that is almost intolerable. This time it looks properly scared. In an instant... *poof* ... it's gone.
A minute or two goes by and you decide that it didn't turn itself invisible, it must have allowed the spell that brought it here to send it back.
Round 1
The creature is quicker than you imagined. Hanzo yells out, "Don't come any closer!" which, unfortunately focuses the demon's attention onto him.
Bite:1d20 + 5 ⇒ (5) + 5 = 10
But Hanzo ain't exactly slow. His dagger blade flashes up to parry away the jaws of this horror. Upon seeing the shining metal, it veers off, missing the rogue in the process, circling around towards the back of the room. Hanzo takes a swipe but misses. "That's the spirit." Sheaorlis cheers encouragingly after seeing both Hanzo and Joriannika join the fight. He nocks another arrow and lets it loose immediately without aiming too much. In fact, his arrow misses by at least five feet, which would normally not be that bad, except that the target is only about twenty feet away. But he knows that something feels off. He doesn't feel well. He shakes off the feeling and resolves himself to focus. Jori's crossbow aims straight and true, her bolt hitting the devil square in the chest. However, it bounces right off and the accuser just laughs, except that the laughter is mostly a overwhelming buzzing mixed with a guttural voice.
(Sorry about the delay. Work is crazy. In fact, I'll be away from my computer doing grunt work almost all day).
Sheaorlis and Thomas, not waiting for the creature to answer, both take shots at the vile creature, but it's too fast. However, in their recklessness and haste, their attacks disrupted the energies of the magic circle, and the creature realized it was no longer bound! Hanzo tried to worn them them, but his words cross his lips just as the half-orc's arrow left his bow.
Down the hallway to your left, which goes on for only twenty to thirty feet, you reckon, is an iron gate which hangs ajar. Peering through, the room within is bare, except for a conjuration circle of silvery metal inlaid in the stone floor and a small, rickety table on which sits a thin journal. Inside the circle sits a horrific creature. A childlike blasphemy made up of the conjoined features of a plump, human infant and a gigantic, gore-flattened fly.
Kn(Planes) DC 13:
You recognize this abomination as an accuser devil (or zebub devil). This small outsider was most likely summoned here by Hunclay, and subsequently abandoned here. The fact that it still sits here is evidence that it is trapped within the circle. They only attack by biting, but their bites can be corrosive as well as infectious.
It speaks towards the door when someone peers through, in an unsettling buzzing, clicking tone, "Please! Please help me. Release me back to Hell! That damned wizard trapped summoned me and abandoned me here! I just want to go back..." Is it... whimpering? "P-please.. if you just break the circle, I will be free to return. Even laying something over the line would do the trick. Please release me!"
Sorry about the delay everyone. I was needed elsewhere for work on Thursday and Friday and so was not near my computer much either day. I’ll try to have a post up before 10am cst Monday. Goodnight!
A pair of regular metal doors, bearing no lock, stand at the other end of the hallway. When opened, you find yourselves in some sort of large lab or workshop. Six stone slabs sit on the floor of this chamber. Heaped upon each are metal tools, gears, springs, and other parts for the construction of mechanical creations. Most importantly, nothing screams at you or attacks you. The room appears empty.
Joriannika/Hanzo:
You both notice the secret door in the eastern part of the room (the gap in the wall on the map).
Around the corner in this room is the pit which apparently was where Hunclay kept the demon. There are no chains and the pit is only 10 feet deep. The runes on all the walls must have been how the wizard ensured the demon stayed in the demon. Hanzo finds nothing on the demon-goat. After a thorough search, you're confident there's nothing left in this room to do except turn around and go back the way you came.
It's not long, less than a minute, before Sheaorlis begins returning to normal size. Thank goodness, too, because he was tired of having to slightly crane his neck, so as to not bump his head.
This predicament which had moments ago seemed like a dire, hopeless situation, suddenly doesn't seem so hopeless. Joriannika's worried look deepened. Thomas had never been so badly wounded before while they'd been in the same group. She decided to see what leverage her arcane knowledge might grant her. Determined to deny death its day, she cast a healing spell on Thomas, who awakens with a groan. Looking down, he sees through the dangling threads of torn fabric as his sternum pieces itself back together, pectorals are restitched into place and new skin is stretched over his chest. He should be dead, but he is still alive. He stands and mirrors the motions Joriannika had just performed, which revitalized him. No one really noticed this, primarily because Sheaorlis' size blocks most of Thomas from view, but also because, moments earlier, the demon was jabbing its razor-sharp halberd at the cleric. Fortunately, Stone is much faster than his namesake, and he parries the blade away. The demon bowed his head at that same moment, intent on goring the cleric through with its horns. In a fantastic display of athleticism, your friend is able to raise up his bastard sword, one hand on the flat of the blade, and block the demon-goat. Hanzo circled the demon, watchful and ready to leap in at the earliest opportunity. He'd been in deadly knife fights before, but this was the one that counted. And since this vile thing had chosen priestly soldier instead of him, he decided that opportunity was now! He steps in, swift as can be, and thrusts one of the mithral dagger-keys into the demon's temple and the dives the second dagger right into its heart! The goat-headed humanoid from hell howls, but soon begins choking on its own blood, pooling in the back of its throat. Hanzo pulls both blades out simultaneously as your enemy thunks on the ground. Hanzo's first attack which was a critical hit, dealt 24 damage, reduced to 19 for DR. His second attack dealt 20, reduced to 15. That's a net total of 34 points of damage! Way to go, Hanzo! Combat is over!
I promise to give a much more satisfying description after everyone has posted their actions.
Hey, Thomas, you can actually make a post this round! You'll be conscious! You start your turn at 5HP and prone. You won't be able to tell Jori thank you just yet, as combat is still occurring and you can't speak Common.
Joriannika, worried about her new friend, squeezes behind the inquisitor and gently pours a vial of healing potion down Thomas' bloody throat. And while you notice the large hole in his torso mending itself, Thomas remains unconscious.
The goat-demon snarls out a laugh, darting a quick glance around towards the rogue behind him. Taking a hand off his halberd, the creature motions in the air and speaks abjuring words, presenting a momentary potential weak spot. Sheaorlis and Hanzo both strike out, but this vile thing is quick and parries with its halberd against Sheaorlis and dodges Hanzo's blade. (I made an AoO roll for Hanzo and Sheaolris... and you both missed. Bummer.) As the demon completes its spell, a magical barrier phases into existence, keeping you at bay.
Spellcraft DC 16:
You recognize the effects and the incantation as that of Protection from Good
Hanzo tries again, but his daggers can't seem to even breach the ward.
Stone comes to at least be a distraction, swinging his bastard sword, but it is deflected by the spell. Sheaorlis acts...with his ax.
"You think your tough hide is strong enough to withstand my wrath? Think again." The inquisitor tries to repeat the strike he did earlier only this time putting more force into the blow.
He ends up being too confident and misses the target. Realising the gravity of the situation he gathers all his strength to use the technique he applied in the fight with the kobold chieftain.
(Sheaorlis gains 2hp from his judgment, he is now at 8).
The creature turns, not looking at all afraid, even though its practically surrounded. "Oh, yes! Swing your tooth pick once more, tiny human! I'm going to enjoy crushing you all of you!!"
You can post Round 3 Actions
Joriannika // Enemy // Thomas (Unconscious) // Hanzo // Stone // Sheaorlis
How is everyone doing? I'm hoping everyone is still healthy and safe. It's completely understandable if your daily routines are out of whack and you're unable to post as frequently.
I'm still working (in fact we've become even busier), but my home laptop is kaput. I may try to post using my phone some, but I've never really liked doing that.
Anyway, my break is over. Y'all be good and smart and I hope this finds you well.
Joriannika, you also recall something. You get a gut feeling that the glyphs on the walls in this larger room were probably meant to help contain summoned creatures. The large, foot-high, letters, written in a language you don't know, stand out to you. It looks like this:
"CTHEPALTANGOULGI"
If you want to try to pronounce it, it's a DC 22 Linguistics check.
Schir delays until Jori's turn.
Joriannika casts enlarge person on Sheaorlis. She also recalls something with her earlier knowledge roll.
Halberd:1d20 + 10 ⇒ (19) + 10 = 29 Damage:1d10 + 4 ⇒ (9) + 4 = 13+ disease Fortitude Sheaorlis:1d20 + 4 ⇒ (5) + 4 = 9
Sheaorlis is Unconscious and Diseased with Gray Pox! Onset 1 day.
Thomas is unconscious. Hanzo slices with his blades but they skit off the demon's tough hide.
Stone grabs one of his vials containing a potion of Cure Moderate Wounds
CMW:2d8 + 3 ⇒ (5, 7) + 3 = 15
The demon doesn't attack immediately, is it hesitating? No. No, it's relishing the thrill of killing you all. It watches you, waiting. Joriannika bit her lip. Thomas was down and the monster didn't look like it was amenable to reason - not that they should negotiate with a devil! It hadn't turned out well the last time, either.
With a glance at Stone, she pulled a fistful of powder out of her pocket and shook it over Sheaorlis. "Don't be alarmed! It's science!" she called helpfully as he began to grow. Casting Enlarge Person
The half orc begins to swell and bulk, pushing those nearby back a step or two. He nearly fills the vertical space, almost doubling in height. The evil-looking thing obviously didn't expect this, but it's not phased in the least. In fact, in has a larger target. The demon springs into action, thrusting its wicked halberd into Sheaorlis' gut! Dealing 13 damage! The inquisitor shouts in pain, his voice deeper and amplified by his new size. It shakes the walls as he begins to collapse to the floor. Hanzo tries to take advantage of the distraction. Lunging forward in desperation, he did his best to find a weak spot to exploit in the thing's defenses. But his daggers skip off the thing's tough hide. He didn't even break the skin. Stone's face is almost the color his name implies. But then he hardens his gaze and focuses his attention. He grabs one of his potions of Cure Moderate Wounds and pours it down Sheaorlis' oversized gullet. The half-orc heals 15hp, bringing a new total of 6hp.
His eyes fly open, and without missing a beat, without even falling completely, Feeling assured by both Stone's blessing and Joiannika's "science" he lets the full weight of the ax fall on the monster. The attack deals only 7 damage, instead of 12.
"I hope this doesn't have any lasting effect." Sheorlis said clearly disturbed by everything turning smaller around him. Feeling assured by both Stone's blessing and Joiannika's "science" he lets the full weight of the axe fall on the monster.
"Keeping such dangers locked in his house... The baroness was right in sending us here."
[dice=Attack]1d20+6+1
[dice=Damage]3d6+7
Too bad the dice had such low numbers. But it's better to have three bad dice instead of one.
I may try to move all floors and maps for Hunclay's Estate over to the Slides. I don't remember why I thought it was a good idea to use Google Drawings, especially for this portion of the module.
Round 1
This goat-headed humanoid, wielding a wicked-looking halberd, has dangerous looking horns, and is covered in a mangy gray hide that only partly covers its gaunt but muscled frame. This thing looks tough, and angry. It hardens its stare at the first person it sees, the one who spoke...Thomas. With a guttural roar that reverberates around the stone walls it charges straight for him. Before anyone can react, it gores Thomas through the middle, splattering blood all over Joriannika and Stone. The demon flings Thomas aside and you hear his body thud with a sickening crunch in a heap on the ground. Strange enough, he doesn't seem to be bleeding as bad as you might expect.
Thomas, you succeeded at your Fortitude Save, and are Stable, but Unconscious.
Joriannika, even in this confined space, throws a precisely aimed bomb at the creature. It hits and doesn't damage anyone in the party. ...Unfortunately, it didn't seem to damage the target either. The demon-goat laughs it off, specks of vile looking saliva spotting the floor as it shakes its head.
Hanzo moves flank it, but the raging beast whirls its horns around, attempting to gore him too! The rogue is caught in the shoulder dealing 7 points of damage but he muscles through the pain, using the momentum to spin around and get behind the demon. Stone, seeing the seriousness of the situation, casts bless on the party. The enemy snarls at the cleric's use of divine magic. Sheaorlis, feeling the blessing of Stone's god, moves in opposite Hanzo and swings his ax. But the creature is fast and dodges out of the blade's path.
Summary: Thomas took 35 points of damage; is unconscious, but stable! Hanzo recieved 7 points of damage. Jori hit it with a bomb, but you're not sure if it did anything other than singe some of its hair.
(Order is: Enemy, Jori, Thomas (unconscious), Hanzo, Stone, Sheaorlis.
Everyone can post their Round 2 Actions).
You scratching and guttural grunts, followed by a roar of... could it be triumph? Then come the heavy click-clack of hooves, but what comes around the corner is no horse, but instead a demonic looking fiend with horns and a goat's head, a humanoid body, but with tufts of beastly hair, wielding a wicked-looking halberd.
Combat!
Roll initiative and your first turn. I'll resolve the round in narrative form once everyone has posted.
(If, after this battle, you all decide you prefer the way I've handled combat up to this point, we can revert. I just wanted to give this a try).
You recognize the writings on the wall as that of the Abyssal language. The runes on the walls within the main chamber are invocations to various demons, written in Abyssal. The large word on the north wall reads a name in Abyssal: "CTHEPALTANGOULGI."
Joriannika, after racking her brain for a moment, answers the inquisitor's question: "Yes, Sheaorlis. I believe these glyphs are employed to imprison dangerous summoned creatures. Though, I can't read them."
As the lock clicks open from Hanzo's adept hands, the echo bounces of the stone walls. The gate swings open but you have not yet crossed into the room. A guttural voice sounds out from somewhere beyond, "Here to gloat over me some more, wizard? And without your usual greeting? You'll play that game one time too often, and on that day I'll enjoy supping on your entrails."
The door to the west is made of thick, dark iron etched with arcane symbols, however, the door is not locked.
Knowledge (Arcana) DC 18:
You recognize that most of these obscure glyphs are employed to imprison dangerous summoned creatures.
Beyond, is a small chamber. This ten-foot-square antechamber's north wall is an artfully wrought gate of bright metal that opens onto the larger chamber beyond. This one is locked. The walls of the chamber beyond are covered with strange glyphs and runes, including one enormous word scrawled in one-foot-high letters across the north wall.
Because it's a magical trap, placed on a lock that is activated by touching it, I'm ruling that you can't take 20. Taking 20 implies that you are going to fail several times before you get it right. On normal locks and traps, it's not a problem. Hope that makes sense ;)
Hanzo is about to begin trying to disarm the magical lock when Joriannika quickly shoves him out of the way. "Oh! Sorry about that! It looked like you were about to touch that lock with your bare hands! I didn't want you to get hurt." She crouches in front of the lock and a few minutes later has it disarmed.
Inside, you find a large cache of magical components for spellcasting and research.
The middle closet, which is where the aura was coming from, is freezing inside. This is because it contains a generous supply of sides of beef, pork, mutton, fowl, and fish. All frozen thanks to a permanent wall of ice against the northern wall.
The easternmost door is a well-stocked wine cellar, with many fine and rare vintages from across the Inner Sea. A few bottles are broken, quite recently too, judging by the wet puddles of wine on the floor.
Joriannika leaves notes on the cellar doors.
(Storage Lot: The contents of the first and third storage cellars are worth 2,500 gp in total)
Hanzo nodded thanks for the warning to Stone, and went about checking for traps again, more carefully this time.
Taking 20 on a check for traps on the doors, for a result of 26.
As far as you can tell, Hanzo, the first and middle doors aren't trapped, nor are they even locked. Though you don't know what may be waiting on the other side. The third door is the only one locked. You spend what feels like at least half an hour inspecting all the doors when you recall that the shaky servant, Mathezic, had said something about a lock that would scream incredibly loud if touched. You get as close as you dare to the lock on the third door, and notice something odd about it. When the light hits it in just the right way, there appears to be a shimmery coloring to the lock. It's definitely protected by some sort of magic spell. But you have some experience disabling magic traps.
”Obviously the pit trap empties down here somewhere. You would think there would be an access to clean it out. Then again it is a wizards residence . . . “
The cleric checks for magic on the doors and crates as they go.
After a moment, Stone, you remember that the create pit spell doesn't create a pit into the material plane, but instead makes an extra-dimensional hole in the ground. So anything that fell in the pit trap, wouldn't be found in the basement.
Stone:
You sense multiple auras of evocation magic, but it's hard to decipher them all by the fairly strong aura of evocation magic coming from behind the second door.
You all notice that the westernmost door is the only one with a lock on it, however it appears to be a normal mundane lock.
You venture down the hall and, around the corner, find three thick solid oak doors side-by-side-by-side. The storage closets. There is also a similar door at the end of the hall. Which door do you try first?
The party ventures down the spiral staircase, each step announcing your arrival as the wood creaks and groans beneath your feet. You eventually reach the hard, cold, stone floor. Fortunately, Hunclay could afford to keep his cellar lit. You find yourselves in three inter-connected rooms, cluttered with dozens of stacked crates and chests. After prying open a few, it seems they contain only mundane household items. Perhaps spare linens or simple common clothes; cleaning supplies and replacement fixtures; nothing of particular value is kept here. There's an opening that lets into a long hallway, bending west at both corners.
As you all were leaving the kitchen, Hanzo noticed two chests in the northeast corner, hidden behind a simple cloth partition, with mundane locks on them. He easily picks them but finds nothing of value. Each chest seems to have belonged to another servant, perhaps the two Mathezic mentioned. Only a few belongings remain in either chest; an extra set of servant's garments, a few odds and ends.
Sheaorlis ventures down the hallway and checks the door to his right, which is unlocked. You find an richly decorated sitting room. In the northeast corner of this parlor is a huge globe of Golarion cradled in a polished mahogany stand. Sextants, astrolabes, and paintings of unearthly landscapes are hung on the walls. Finding nothing else of interest to your quest, you leave and check the room across the hall, Hunclay's dining room. This room's long oak table is surrounded by ornately carved oak chairs. On each wall hangs a large, framed painting of a desert landscape.
Exotic Birds Lot: 200 gp
Kitchen Lot: 800 gp
Parlor Lot: 1,500 gp
Dining Room Lot: 1,200 gp
You have gone through and inspected each room on the first floor. The contents of these rooms have been noted in a small notebook which one of you holds (probably Joriannika). Do you all venture down to the cellars or up to the second floor? Does anyone try to get the silver charm off the bird's leg?
"oh, Balthus Hunclay wasn't the kind of man to settle or compromise. He spent decades studying, not just the stars, but the spaces inbetween. I think I once heard him call it the, um, Dark Tapestry...? He often railed about the baroness not allowing him to purchase it so he could demolish it. Apparently, when he bought this land, he clear cut every single tree on the property. That tower was the only impediment to his stargazing."
Mathezic speaks and at least leads you out into the main hall.
"There were three of us, servants here in the manor. Linus and Saba came banging on my door, hollering for me. When I didn't answer, they soon gave up, and the house was quiet. If you haven't found them, they may well have gone back to their families. I don't know."
With one last look at Sheaorlis, he nervously says, "Well, good luck to you all...bye!!" and he bolts towards and out the front door.
Hey everyone! I'm back, and worn out! A cabin full of middle/high schoolers really drains one's energy. But we had an awesome time. All the flooding seemed to have receded which was nice, though the majority of the trip, the outside was cold, wet, and gray. But the cabin was beautiful (brand new, built after the wildfires). Normally, Gatlinburg is a lovely, somewhat quiet place to vacation, but we went to a conference with more than 5000 other teens from hundreds of churches across the country. We had fun. My energy is thoroughly, completely depleted.
Post for all games: I'm taking my youth group from church to an event in Gatlinburg this weekend, leaving late morning Friday and not getting back until late Monday night. I might be able to post some, but it'll be from my phone so posts will be short.
"I'm a servant here. Maintaining and retrieving supplies is part of the job description. I don't exactly know what it is you're looking for! Balthus Hunclay was a very secretive man. The other room on the second floor is his study. We, or I was never allowed in there. I've never seen what's on the other side of that door. In his bedchamber is a bed, a side table, a large bear rug. I don't know of any traps he may have set. Again, he was very strict that no one should ever enter the room without him. The third "floor" is his observatory. He wasn't able to use it much because of the Witch Tower. It's gone now, but so is he. As far as traps... there's a lock on one of the storage closets that'll scream at you, but that's all I know. There may be more, but, as I said, Hunclay was very secretive. We simply did as we were told."
He agrees to draw you a map, but refuses to guide you through. With Hunclay dead, he says he is going to go back home to his hometown of Faldamont. I've uncovered gray areas on the map Mathezic informed you about. I meant to have him tell you about the trap on the lock in the cellar on my earlier post. My bad!
Hanzo, he tells you that he knows the people of this town very well. Since it was he who always went into town to buy supplies, and answered the door whenever deliveries came. He has no fear of them, only of all of you.
Sheaorlis, he seems be sincere. Frightened, but sincere.
He takes the apple but still is still visibly shaking - the room is not cold. It's a bit stifling, actually, probably due to the lack of air circulation. It's obvious he was already scared, and that the inquisitor has terrified him. "Safe..." he spits the word and gives a weak, single, depressed chuckle. After a few bites of apple, Mathezic says
"We were forbidden to enter many places in the manor. Hunclay had contact with many...unsavory parties for his, well, he always called it research. I was never allowed in a room long enough to know any specifics, but I'm pretty it had something to do with the stars...No, I surely won't guide you...but I'll tell you what I know, sure. That should more than compensate you for the cost of an apple and some water. Well, as I've said, this is my room, that there's the kitchen, and this room next to mine is just the larder. The large room where I assume you came from is the Grand Hall, and Hunclay always activated a pit trap with his magic whenever he left the house, but I suspect you're already aware of that. There's a door that leads to the western side of the house. From that hallway you'll find the Parlor to your right and the Dining Room to your left. Far as I know, there's no traps. Just expensive furniture and large paintings. Let's see, the spiral staircase leads up and down. Downstairs is just our storage cellar, and there's a few storage closets. The cellar is just crates of mundane household items and supplies. Above the Grand Hall is the Library. He kept his rare and unique tomes in the iron bookcase. His bedroom is on the west side. No one was ever allowed in there without him present, though I don't know why. There's a ladder that leads up, and another door on the eastern side of the library, but I don't know where they lead..may I go!?"
Mathezic's description of the manor becomes increasingly rushed and panicky, as if he just wants to get the info out of his mouth as quickly as possible and leave.
He hesitates for only a moment before reaching out and taking the offered waterskin. He takes two or three large gulps, before wiping his mouth off with his sleeve and then handing back the container, looking slightly embarrassed. When he speaks, it sounds much better, and only then do you realize how dry his voice had sounded before.
"Thank you. My name is Mathezic. I am - was - master Hunclay's servant. These are my quarters. I barricaded myself in here when the kobolds came and asked Hunclay to join them beneath the tower. The Witch Tower. When it collapsed, and he still hadn't returned, I crawled under the bed. My master hired the kobolds to undermine the foundations of the Tower, when he couldn't get it removed through legal means. I didn't know if he was dead or not, but I know I'm what they call a 'loose end,' so I stayed here, terrified."
The man's breathing gradually slows, his hands, still shaking, appear from beneath the bed as he pulls and slides himself out. He sits himself upright, back against the south wall, eyes closed.
"He's r-r-really dead?"
Stone gives a gentle single-word response.
The stranger's eyes open, and he looks at each of you, although he doesn't look at Sheaorlis in the eyes, as he's probably still terrified of his threat.
”Peace Friend. We were sent here by Her Ladyship the Baroness. Hunclay is dead. We have no association with the Wizard.”
The cleric says calmly.
”You must have been here for days. Can we offer you food or water?”
”You are safe now, but you must tell us what has been going on here. Why would Hunclay seek to see you dead?”
Stone, roll diplomacy
The man calms a bit when he hears that Hunclay is dead. His muscles relax and it appears like he might scoot out from underneath the bed, but he hesitates.