Pythia Strange wrote: Haha. She said she'd bring him in with them and park him someplace where he can help, not leave him alone on the stairs to be useless. I mean that's all well and good but I can tell you with fair certainty that he's dead if he moves there this turn. He was effectively at negative hp when he was healed because of rage. He has very few hp left. I'll probably have him balk as I really don't think his player would get pulled into such a disadvantageous position while disabled. I honestly don't know that he'd have gone along at all if he here still here.
I think the character idea fits with or without Percival. One other thing about Istus. Her perspective on fate is very different than that portrayed by Pythia so far. While Pythia puts a somewhat optimistic spin on destiny, a worshipper of Istus would be very aware of how remorseless fate can be and that his destiny could just as easily be to die tomorrow. An important aspect of the worship of Istus would be to accept this. Also, I'm going to leave the future of the servant of Istus purposely vague during divinations both because it's a big part of Istus' dogma that actions can shift fate somewhat and also because accepting your fate is the truest sign of devotion, even truer because you don't know what that may be. So, Pythia has had visions of him, but I'll shape them somewhat in spoilers when we introduce the character. Anyone can read them, just be careful about character knowledge etc.
Based on your actions and urgency, it's been ~2 minutes since the beginning of the last encounter. The young man, blind and clearly still uncertain, takes a deep breath and nods, gripping his longsword. As the group heads cautiously back up the stairs, all is quiet. As you climb the stairs and the upper room comes into view, you immediately notice the necromancer and his skeleton assistant across the room with his floating ghostly hand and the pair of zombies nearby. There is no sign of the tomb mote. There are still marbles scattered across the ground. The necromancer speaks aloud in a taunting voice as you're climbing. "You'd be best to turn back. The authorities are on their way..." I assume you aren't going to let him say much else. Chaetris and Pythia act now. Then the enemies. No surprise round. Refer to Roll20 for the current map. Dice: Pythia Initiative: 1d20 + 2 ⇒ (18) + 2 = 20 Chaetris Initiative: 1d20 + 3 ⇒ (13) + 3 = 16 Cerise Initiative: 1d20 + 1 ⇒ (3) + 1 = 4 Kael Initiative: 1d20 + 2 ⇒ (8) + 2 = 10 Enemy Initiative 1: 1d20 + 6 ⇒ (6) + 6 = 12 Enemy Initiative 2: 1d20 ⇒ 16 Pythia Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Istus could definitely work. She's a Baklunish deity that is honored by her own people but rarely worshipped, so an actual worshipper this far Southeast will be very rare. The Baklunish are like the Persians of the setting. They lost a grand war of magic against the Suel long ago that ended with two (probably) intentional cataclysms against each of the people that decimated both populations. The surviving Baklunish remained insular in the northwest but the Suloise mostly mixed with other humans and are now very rare to find. You don't have to be Baklunish to worship Istus, but you could. In the common pantheon, she's known vaguely as the lady of fate and isn't given much thought. Any true servant of Istus wouldn't believe that she guides his sword. He'd know it.
There is a temple of Trithereon in the Free City, though it's kind of on thin ice with the government, last you heard. The city doesn't take kindly to vigilante justice. Keep in mind that your deity would not only be at odds with the less scrupulous elements in Diamond Lake, but also with the church of Heironeous and the Greyhawk Garrison in town.
I was thinking about it and I have some advice for character build. Rangers are notoriously bad defensively, so it could be good to either play something that can support Kael's defenses or something that can stand up front itself with better defenses. And I'm thinking more about endgame(as in plan on trueseeing and blindsight etc.) than right now, so a slow build would be fine as well.
On the bottom floor of the observatory, in a macabre dining room full of scorched corpses, Percival looks entirely lost. Emotions somewhat settled down after the battle, the young man stares through his hands as if somehow this could restore his sight. But it does not. With a quiet voice, barely suppressing panic, he speaks. "Guys, I... I still can't see. Can we wait until it comes back? It is coming back, right?" I think Percival is brave, but maybe not brave enough to go blind into the den of a necromancer with a weapon out where he would be likely to die or accidentally hurt or kill one of you guys. It would be simple enough to requisition a dispel from Allustan, but that would take time. I think Percival might be willing to tag along at the back in case he needs to carry anyone out etc. Also, I appreciate your patience. I'll post tomorrow with the resumed combat assuming you guys still plan on that. Do you have any specific setup for that other than what you've stated already?
Ok, finally I have time to breathe. I work in the service industry and I have a near monopoly on the business I do with the population here (for a few reasons). My staff of ~40 employees has been struggling to keep up, but the population just got cut in half for 30 days, so if anything, I'm overstaffed. Which is a good thing for now. They're coming back after that and more still, but 30 days should be plenty of time to hire up. I'm going to get things rolling again today or tomorrow. I really appreciate your guys' patience!
As Chaetris heads outside after Kael, the other three remain behind on the bottom floor of the observatory. Cerise quickly regains her motor function, though Percival still cannot see. Outside, Chaetris quickly finds Kael as he is returning up the hill toward the observatory. In the moonlight, the pair of them can see an owl flying rapidly south in the night sky. The observatory is quiet, though the light still shines ominously from the top floor. Up to you guys how to proceed. You can retreat and rest or try to continue. You have a lot of plot information, but you're pretty sure you still need the skeleton that's on the top floor.
Pythia strikes one of the zombies, seeming to barely effect it, if at all. The zombies take a few parting shots at Percival as he, somewhat in a panic due to his blindness, reaches out for Cerise's stiff form and lifts her up. With effort, Chaetris guides them down the stairs and away from the dangerous wizard. The zombies follow and strike at Pythia. From the room above, the sound of struggle between the tomb mote and the skeleton continues. The necromancer is silent, however. Percival takes 6 damage and will pass out when his bloodrage ends. Pythia takes 3 damage. The zombies are chasing but I want to drop formal combat. If everyone withdraws, they won't follow. If you want to keep fighting, they'll make 6 attacks between them on their next turn (I don't recommend this). You'll have about 3 rounds of time before Cerise and Kael are able again. Percival will probably pass out from his injuries when you get to relative safety. Remember that Pythia has some potions of cure light wounds on her. Cerise needs to make a Charisma check to keep Phee. Dice: Attack of Opportunity: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Attack of Opportunity: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Zombie Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Command Undead Charisma Check: 1d20 + 3 ⇒ (6) + 3 = 9
I thought about having Phee try to switch tactics, but even if it wanted to, which I'm not sure it did, it would have a very low chance of success. So I just had it continue following your initial instructions. Retreat is a bit more complicated now, but I think still possible. And returning immediately might work. Kael could potentially make pretty quick work of the encounter if he rolls well.
This campaign is brutal and the dice are not so friendly to you guys, apparently. You may want to talk exit strategy in the discussion forum. As the battle turns against the companions, Percival gets angry and literally cuts one of the zombies in half with surprising strength, his glaive coming cleanly free. Phee moves quickly around the skeleton and slams into Filge again. The remaining two zombies step up to the warrior and leave several gashes and bitten flesh as he fights to fend them off. The necromancer steps back and chants one more spell, leaving Percival stricken blind! Spellcraft DC 17:
Filge cast Blindness/Deafness. Percival is permanently blind. Percival took 16 damage and now cannot see. It takes acrobatics checks to move more than half speed while blind. Dice: Percival Bloodrage Glaive Power Attack: 1d20 + 7 ⇒ (10) + 7 = 17Slashing Damage: 1d10 + 12 ⇒ (7) + 12 = 19 Phee attack: 1d20 + 7 ⇒ (14) + 7 = 21Phee Damage: 1d4 - 1 ⇒ (1) - 1 = 0 Zombie Bite: 1d20 + 4 ⇒ (14) + 4 = 18Damage@Percival: 1d4 + 2 ⇒ (2) + 2 = 4
Percival Fort Save: 1d20 + 7 ⇒ (4) + 7 = 11
Huh. I think you guys might be in trouble. I'll get Percival involved. Also, if you guys do decide you do want a 5th person, I'd recruit that person via invitation rather than open recruitment and I'd be open to 6 players if Percival returned. I mention this only because we're seeing firsthand the downside of a smaller group. Lol
With the combination of Kael, Pythia and Percival, the big zombie falls, his axe clattering to the floor. One of the smaller zombies manages to get through the marbles, even dodging Percival's polearm to get close, though it misses its attack. The other smaller zombie regains its footing only to lose it again immediately, tumbling over in the marbles. Phee darts between the skeleton and the necromancer and readies itself to interfere with his spellcasting. Filge narrows his eyes and moves up the stairs on the opposite side of the room, leaving an opening for Phee, though the little creature misses. The skeleton follows. Filge then chants another spell, this time targeting the half-orc. Spellcraft DC 17:
Filge Casts Scare. Phee can't easily interrupt Filge's casting with melee attacks as long as the necromancer is willing to move and provoke each time. Kael:
You need to make a DC 17 Will Save or become frightened. If you make the save, you're shaken for 1 round instead. It's a necromancy, fear, mind effecting, emotion effect. Dice: Zombie Reflex: 1d20 + 1 ⇒ (9) + 1 = 10 Percival OP Attack: 1d20 + 6 ⇒ (7) + 6 = 13 Zombie Attack: 1d20 + 4 ⇒ (10) + 4 = 14 Zombie Reflex: 1d20 + 1 ⇒ (5) + 1 = 6 Phee Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Kael steps up and readies his greatsword. Chaetris takes a shot at the necromancer which connects despite the cover he has from his skeletal ally! Pythia swings at and misses the larger zombie. Cerise pours marbles all along the pathway to the north, several of them clattering down onto the lowered table nearby, but most of them filling the path. The tiny little tomb mote bursts out at unbelievable speed for a creature so tiny, hopping down onto the table and then onto the recessed floor, moving quickly around the skeleton and adjacent to the necromancer who gives the thing a wide-eyed look. Percival moves up and takes a careful stab at the big zombie with his spear. The zombies that had burst out of the tanks move surprisingly quickly toward the group, but both zombies to the north slip and fall on the marbles. The close one has time to stand up while the farther one is still struggling to regain its feet. Both zombies to the south take swings at Pythia. The big axe connects while she is able to stave off the smaller zombie's slam. The skeleton, holding a tray in one hand, swings a claw at Phee, to little effect. Filge narrows his eyes at the little creature and then at Cerise before stepping back and changing a spell. The ghostly hand flies out at Cerise, passing through her arm and unleashing the spell, freezing her in place uncomfortably. Cerise begins to exhude a carrion stench that is quite difficult to bear. Spellcraft DC 17:
Filge Cast Ghoul Touch. Phee triple moved up to the necromancer but didn't have enough actions left to ready to interrupt the spell. Pythia takes 8 damage. The creatures never moved to trigger Kael's readied action. Cerise is paralyzed for 5 rounds. Chaetris is sickened until she gets more than 10 feet away from Cerise. Cerise, you can control Phee. He has +7 to hit for 1d4-1 damage, has a 20ft move and climb speed and can take an extra move action each round. I'll get you a stat block at some point but I wanted him to remain somewhat mysterious for now. As for Percival, I was planning to just narrate his involvement without rolling as the encounter is balanced for 4 PCs anyway, but I can get him actually involved if things get dicey. Dice: Zombie Reflex: 1d20 + 1 ⇒ (3) + 1 = 4 Zombie Reflex: 1d20 + 1 ⇒ (6) + 1 = 7 Big Zombie Axe: 1d20 + 7 ⇒ (9) + 7 = 16 Axe damage: 1d12 + 6 ⇒ (2) + 6 = 8 Zombie Slam: 1d20 + 4 ⇒ (9) + 4 = 13 Skeleton Claw: 1d20 + 2 ⇒ (6) + 2 = 8 Filge Touch Attack: 1d20 + 4 ⇒ (16) + 4 = 20
The man scowls and shakes his head. "So be it... Arise my Beautiful Monstrosities!" At the necromancer's words, the four tanks burst apart, revealing several decaying creatures dripping with viscous liquid. Three of them resemble the corpses of some kind of lizard-creature, while the fourth is a massive humanoid with a wicked axe. The necromancer chants a spell and a ghostly, glowing hand appears hovering near him as he pulls out a wicked looking syringe containing a colorful substance. The tube containing the substance resembles the vials you found on the previous floor. Knowledge Local DC10:
The zombies are troglodytes and a bugbear. Spellcraft DC17:
Filge casts Spectral Hand.[/dice] Your turn! Filge, the necromancer and his assistant, Gertia are 5ft lower than the rest of the room. You have to walk up the stairs (down on the map) before moving toward him. I put both Pythia's trance and his free action to call the zombies in a sort of surprise round, so she can take a full round of actions here. Filge won initiative and took his turn and I put Gertia on the same initiative. The zombies go last. I'll narrate Percival after you each take your turns. Dice: Pythia Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Chaetris Initiative: 1d20 + 3 ⇒ (8) + 3 = 11 Cerise Initiative: 1d20 + 1 ⇒ (16) + 1 = 17 Percival Initiative: 1d20 + 1 ⇒ (19) + 1 = 20 Kael Initiative: 1d20 + 2 ⇒ (10) + 2 = 12 Filge Initiative: 1d20 + 6 ⇒ (16) + 6 = 22
The old man raises an eyebrow. "If you truly are here to arrest me, then you should show some proof of your authority. Unfortunately, my work is important and I'll not waste valuable time going with you otherwise. I have a feeling that the task I am working on was assigned by someone with far more authority than you. As for the bodies you're so concerned over, something may be arranged. I just need replacements to assist me with my work." He seems to be avoiding looking at Pythia altogether.
His hoarse voice responds confidently. "I... have robbed nothing... The skeletons were a gift from a friend. I know not their source. And if I have truly committed some crime, why are you vigilantes here and not the sheriff? Perhaps I should be the one calling the authorities, eh?" The man smiles calmly, a rather sinister look on him. "Merrowahn, if these criminals do anything untoward, please retrieve the sheriff." You have no idea who he is speaking to. Perception checks:
Pythia Perception: 1d20 + 5 ⇒ (2) + 5 = 7 Chaetris Perception: 1d20 + 8 ⇒ (3) + 8 = 11 Cerise Perception: 1d20 + 5 ⇒ (11) + 5 = 16 Percival Perception: 1d20 + 5 ⇒ (3) + 5 = 8 Kael Perception: 1d20 + 6 ⇒ (9) + 6 = 15 I should mention, in case you forgot or didn't read the note thoroughly, that despite this guy being obviously an evil bastard, his reason for being here isn't necessarily so. Studying worms and investigating some cult could potentially end up putting him on your side of things. A cult in the mines could be quite dire, indeed. That said, do what you want. There's definitely no moral issue with killing this guy. Just possibly a political one. I assume you have no idea who brought him to town, only that someone with a lot of coin(probably) did.
As you ascend the stairs, everything is calm and relatively quiet. The sound of the wind carries through the windows above and the light from the moon begins to brighten the staircase ahead. Before you reach the landing, you can see into the room. A single chamber dominates the observatory’s entire upper floor. Light filters through the wide slit in the roof, bathing the center of the room in illumination. Four large mirrors set along the outside wall reflect moonbeams into the direct center of the room, a recessed operating theater accessible via two short sets of stairs. The beams specifically target a blue-skinned humanoid figure splayed out upon an operating table, its chest completely opened and pinned back against the table with long metal needles. Two long shelves cluttered with piles of papers, rotting organs, and instruments comprise the east and west extent of the operating theater, and are only a few inches lower than the chamber’s outer floor. Four metal-and-glass tanks, each easily large enough to hold a human, flank the short stairs leading to the operating theater. Each tank is full of yellow liquid streaked with rust. Indistinct, vaguely human silhouettes bob silently in the soupy fluid. A pair of figures stand next to the blue-skinned corpse. A 5-ft tall human skeleton holds a tray with surgical implements next to a taller man with short dark hair and a severe expression. The man resembles a dirty, ugly version of the statue downstairs. He regards you with a sneer as he speaks with a hoarse, hacking voice. "You... are trespassing. Probably thieving as well, if I had to guess." Technically true. I'm leaving it open to you guys for how to handle this situation. If you make any aggressive action or move into the room at all, we'll need to go into initiative. You can get a visual on Roll20 if you want. Your characters are looking out into the room over the rail of the staircase as your heads enter the room from below first.
Cerise Maven wrote: My recommendation would be to come up with a way to get him out of the party but with the possibility of returning if if he returns to the boards. I'll think on ways to make that happen. Seems like a smarter way to go. I also hope he comes back. If we can keep things flowing well enough with 4, I'm fine with that plan.
The next post requires a good bit of setup. I'll have time to put it together tomorrow night. Also, it's been three weeks since Percival's last post. I plan to bot him in combat without rolling dice, I'll just narrate his actions etc. That said, I don't feel that comfortable roleplaying the character as I'm not sure I'd do him justice, so I want to move him on from the story once we get clear of the observatory. Did we want to discuss whether to try to find a replacement or continue with 4 players, assuming he's not coming back? Should we wait longer?
Pythia tears through the room, scattering papers, books and other objects all over the floor to no avail. Nothing resembling a worm seems to be present. There is the staircase that continues upward, however. Perhaps it's up there? On the floor in the middle of the room, the thick tome that, until recently rested on the nightstand lies open to a random page containing arcane characters. It appears to be a wizard's spellbook. The next place to go is probably up, unless you want to interact specifically with anything else here. Pythia: The visions you've had about the green worms have given you the definite feeling that they're incomplete, as if some entity or force is stifling them.
I decided to do this in the open instead of spoilers for a few reasons. I assume Chaetris and Cerise will share what they've found. Chaetris and Cerise both dig through the loose papers on the desk, Chaetris just to read the note addressed to Filge and Cerise to find the magic auras. The note is on faded parchment, but the ink is clear and dark, as if the note was written somewhat recently. Click the link to read the note. The magic auras emanate from four 6 inch glass tubes and a parchment. The tubes are sealed at the top with a rubber sheath and look like they are meant to be slotted into some other device. Each contains a soupy liquid substance, one milky blue, one deep red, another sallow yellow and the final, white with black streaks. Every so often, something within the beakers seems to move slightly, but it might just be a trick of the eye. The beaker holder they rest in bears a handwritten label: "Necroturgons." Appropriately, they all radiate necromancy auras, though the specifics of their purpose might take some closer inspection. The final aura radiates from what is clearly a magical scroll. It would take a Read Magic spell to decipher it.
Chaetris takes a careful, but mostly cursory inspection of the room, finding that everything seems to be safe except for the magical trap on the freshly preserved severed head of a middle-aged woman. It would be a bad idea to touch it. Chaetris:
In your examination, you see a number of items of interest. The spectacles on the tiny figure are tinted and could be handy to block a glare or other light-based effects. Also, there is a giant rug in the middle of the room and upon closer inspection, you realize that it is actually the skin of an adult Lammasu, a majestic creature with the body of a lion, the wings of an eagle, and the face of a wise human man. It's probably very valuable if kept clean and in good condition. Finally, on the desk, you can see a mostly buried letter addressed to Filge, though you can't read its contents without pulling it free.
Detect Magic:
There are a number of magical auras emanating from the desk, some of them clearly coming from the strange long tubes. Chaetris Knowledge Arcana: 1d20 + 9 ⇒ (6) + 9 = 15
[color=teal]The stairs lead to a massive bedchamber that fills an entire floor of the observatory tower. Moonlight filtering in from the tall windows catches motes of dust in the calm air. A fine bed with plump red linen sheets squats upon a dais along the southeast cradle of the tower's arc. A nightstand next to the bed holds a wax-choked candlestick and a black book bound with brown and red leather.[/color] [color=teal]At the midpoint of the eastern wall a strange form stands rigid atop a short wooden stool, as tall as a halfling and clothed in a fine black suit and tophat. Clean cloth bandages wrap every inch of the sentry's skin. A pair of ash-tinted spectacles rests upon a long skinny nose. The diminutive dandy holds a silver platter as if presenting a meal, and upon the tray rests the freshly preserved severed head of a middle-aged human woman. A platinum piece sits upon her out-stretched, purple tongue.[/color] [color=teal]A messy desk rests against the opposite wall, piled high with loose papers. An apparatus holding four long tubes filled with colored liquid peeks out from the clutter. Doors on the north and west walls appear to lead to small closets.[/color] [color=teal]Wide stairs lead above and below. A massive white stone statue of a thin human man with outstretched angelic wings and a beautific look upon his idealized face looms large in the northwest arc of the tower wall. The angel holds a sword in one hand and cradles a harp with the other. The presentation conjures thoughts of mausoleum peaks or the graves of important men. Tall letters etched upon the statue's base spell out a single word: "Filge."[/color]
Finding the doors safe, you do a quick exploration of this floor and find a somewhat run-down kitchen and pantry to the south. The contents, not surprisingly, imply a rather boring and bland diet. The door under the stairs opens into a closet with some extra chairs and some copper candle stands. The only way left to go is up the stairs. Do you want to do a more thorough exploration of anything on this floor or is it time to head up?
The mockery comes to an instant halt as the zombies are burnt to a crisp, some of them literally dissolving into ash. The table looks rather scorched as well, though the flames stop clear of Pythia and her chair. The room is earily silent. Chaetris: The doors are all unlocked and quiet. The sagging shelves hold a set of silver dining utensils that are worth 200g.
When Pythia sits down at the table, all of the zombies spring to life and begin to 'act out' some kind of formal dinner party. However, the undead diners lack the precision necessary to slice their food, and merely go through the motions of eating. The whole thing has the atmosphere of a grotesque pantomime. Seconds after the feast begins, one of the zombies looks directly at Pythia and somehow comments in an accent tinged with the airs of nobility, "Once again, milord has provided a delicious meal. It is an honor to dine in your august presence." Thereafter, other diners begin to chime in. "The Guild of Wizardry was wrong to turn you out," a male elf corpse remarks. "You ought to show them like you showed me." "I shouldn't have ever doubted you, Filge," the tattered remains of what must once have been a young woman says earnestly. "I always loved you when we were together. Now I will love you forever." Conversation continues along these sycophantic lines while Pythia sits at the head of the table. They seem to ignore any questions she asks, instead responding as if reciting a script. Detect Magic: When the effect begins, you can see the definite aura of illusion. Very likely an effect similar to Magic Mouth.
Pythia: Just as Cerise declares that they need to be destroyed, you find the sketch you're looking for and you were right! You have seen this before... but the angle is all wrong. You'd have to sit at the head of the table to be sure, but in your sketch, it looks like the corpses are talking to you!
The site update fixed the color functionality(for me at least). I'm going to try using teal for room descriptions to make it easier to backtrack to if you need to. The door opens smoothly and quietly. [color=teal]The revolting stench of rotting flesh roils from the open door. In the room beyond, ten chairs surround an oblong dining table situated parallel to the door. Along the south wall, a wide staircase leads to an upper floor. There is a wooden door below the stairs and two more doors line the north wall. A sagging antique wooden shelf dominates the east wall, looking like it might collapse at any moment.[/color] [color=teal]Three tall candles on the dining table illuminate a sight of terror. With the exception of the seat at the eastern end, each of the chairs surrounding the table holds an awkwardly seated humanoid figure. The nine bodies are in various stages of decomposition. Some sit with splendid posture, paused as if midway through a sumptuous feast. Others slump treacherously close to the floor. [/color] [color=teal]Heaping plates of apparently fresh food sit before each of the diners, but the empty place setting features a clean plate and set of utensils. Several bottles of red wine rest upon the table, and each of the corpses sits before a half-finished glass. A fly passes nearby, its there-not-there buzz breaking the eerie silence.[/color] Perception DC 10: The nine corpses are sitting still, but slight movements seem to indicate that they may be animated, though they don't react in any way to your presence.
The full sized skeleton with marks indicating the Red Death was female while the other two were male. They definitely could be part of Alastor's family. The three crossbows are heavy crossbows in serviceable shape, but there don't seem to be any back-up bolts lying around. You are able to recover two of the bolts that were fired a minute ago. Chaetris deftly jams the stuck door. Now it's definitely not opening without breaking. I'll update with the next room this afternoon.
|