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Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Nicky finishes speaking.

For a moment, the upstairs sitting room is silent except for the faint ticking of a distant clock. Firelight flickers across four very different faces.

Lunja is the first to move. She adjusts her coat with rigid precision, jaw set, eyes narrowed in calculation.
“Seven,” she repeats flatly. “Seven plaques. That number is not accidental.”
Her stern composure cracks just a fraction as she looks at Nicky. “If Etward were merely erasing memories, the stellar resonance in this place would be… quieter. Instead, it feels like standing beneath a dead constellation.”

Vaxtervin lets out a sharp, delighted laugh that dies halfway through. The runes along their neck faintly itch, their fingers twitching as if brushing unseen cobwebs from the air.
“Oh, I hate this house,” they mutter. “My runes are screaming. Not ghosts—holes. Like something scooped people out and left echoes behind.”
They glance toward the floor. “Whatever’s downstairs? It wants witnesses.”

Iasanden hasn’t looked up from his ledger once. His charcoal pencil stops mid-stroke. Slowly, deliberately, he closes the book.
“There are no sublevels marked on Etward’s publicly filed estate maps,” he says calmly. “Yet I’ve redrawn this house three times now.”
He finally meets Nicky’s eyes. “Something below us refuses to stay mapped.”

All eyes turn to Takuzo.

The old librarian closes his book with care, as if not to offend it. He says nothing at first. He simply listens.

The air thrums—low, almost imperceptible. A vibration felt more in teeth than ears.

Lunja straightens. "Let's look at this Trophy Room."

They descend together, lantern light tight and controlled. The lower halls smell of old iron and preserved magic. The hum grows louder, rhythmic, hungry.

They stop before the Trophy room.

TROPHY ROOM
engraved neatly into brass.

Vaxtervin presses a tattooed palm to the wall. Their breath catches.
“…There are Gatewalkers in there,” they whisper. “What’s left of them.”

Iasanden cracks the door just wide enough to see.

Seven alcoves.
Seven hollowed skulls.
Metal plaques etched with names that bend when read.

Lunja recoils, hand flying to her mouth. “Those constellations—those aren’t stars. They’re neural pathways.”

Takuzo shuts the door with gentle finality.

“That is enough,” he says quietly. “Knowledge need not always be completed.”

Iasanden doesn’t argue. “This house is no longer safe to be remembered in.”

Takuzo places a steadying hand on Nicky’s arm. “You did right to speak,” he says. “Now we must listen—to our fear.”

They run.

Through the gate and down dark paths, breath burning, the estate looming behind them like a closed mind refusing to forget.

The estate falls silent behind them.

Give you a chance to do some shopping before heading off to the Lichgate.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You know that he is headed to the Lichgate for some reason and can head there after him.

GM Screen:

(Ogmunzorius) Occultism (T): 1d20 + 13 ⇒ (19) + 13 = 32
(Blackfrost) Occultism (T): 1d20 + 13 ⇒ (9) + 13 = 22
(Yurt) Arcana (T): 1d20 + 18 ⇒ (9) + 18 = 27

Alvarius does not recall any information about Ogmunzorius nor a lost family yurt but does know a bit of basic detail about Blackfrost through these notes and his intense studies.

When elves from Castrovel transported an alien entity called Osoyo to Golarion’s north pole thousands of years ago, the strange, devastating ash Osoyo steadily exhaled came with it. Anyone exposed to this dark, mucky powder suffered terrible surface wounds similar to frostbite, and their flesh became hypersensitive to cold. The ash’s true danger, though, became known only after afflicted individuals died. Such victims would lie frozen, blackening from supernatural cold burns, for a single day before rising as undead monstrosities. In time, people would come to call this terrible umbral powder blackfrost, and the undead who bore its curse blackfrost dead.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Sounds good. I would think that would net two secrets with the last 8 hours to sleep and rest for spells and such. That sound fair?

Random Secret: 1d9 ⇒ 3
Random Secret: 1d8 ⇒ 8
Random Secret: 1d7 ⇒ 2
Random Secret: 1d6 ⇒ 5

Secrets Discovered:
2,3,4,8,10

Here Etward details how, ever since the Missing Moment, he’s been able to invade the dreams of other gatewalkers. The notes further reveal how obsessed he’s become with dreams and his quest to find a way to travel to the legendary Dreamlands, where he believes he will be reunited with his missing memories and become much more powerful.

Etward notes in many places that more than memories went missing during his Missing Moment—there are gaps in his fortune as well, indicating that he spent a fair amount of money during the Missing Moment. His investigations have revealed that this money went toward financing an expedition to the Nameless Spires, but the apparent loss of one of his family’s greatest treasures, an explorer’s yurt, intrigued him the most. He secured a scroll of discern location and used it to make an astonishing discovery—his family’s explorer’s yurt is now located in a remote abandoned temple devoted to Findeladlara, the elven goddess of architecture, art, and twilight. This temple can be found at the very edge of the High Ice, about 5 days’ journey from Icegate in the Crown of the World.

The notes describe the physical effects of blackfrost, boast about Etward’s immunity, mention its capacity to create blackfrost zombies, and ruminate upon the true nature of the curse, theorizing that “Osoyo’s dreams” may be the source of the ash-like substance. The fact that blackfrost seems to progress more quickly when an afflicted creature dreams has further intrigued Etward, although he’s not sure yet what to make of this observation.

The discovery of a strange hand found in his belongings pales against Etward’s discovery of a strange presence within his laboratory— an entity named Ogmunzorius. Etward theorizes that Ogmunzorius is a “sending” from Osoyo’s dreams, and takes the entity’s presence as proof that he is some sort of “chosen one” intended to release Osoyo from its prison in return for even greater mental powers and, perhaps, the key to reaching the Dreamlands. The notes also mention how Ogmunzorius assisted Etward in conjuring guardians for the laboratory, but notes that these creatures were “untrustworthy” and that Etward further ensured their compliance with inveigle rituals.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yup, Let me know how much time each of you are spending.

Random Secret: 1d10 ⇒ 4

Daehalya finds a stack of notes that draw her attention as she spends the entire day going over them all.

These notes provide a full list of all of the gatewalkers he’s watched through dreams, including your own names, any gatewalkers they’ve encountered and, in particular, Queen Equendia of Skywatch. His descriptions of her leading the city’s population north on a dangerous journey to the Crown of the World are tinged with admiration and jealousy—it’s obvious Etward wishes he commanded this level of servitude over a large group of people. The notes conclude with him wondering if the queen reached the Nameless Spires, and ponder “what she might now be” after spending time amid the blackfrost and dreams of Osoyo.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

You head back to the laboratory to study the various scrolls and texts while you bandage your injuries.

A wealth of knowledge awaits if you take the time to look through the dozens of densely-written notebooks and scrolls stored here. Etward kept these written notes in a mix of Common, Varisian, and Aklo—

a character who can understand all three languages can learn one of the following secrets after spending 2 hours studying the texts.

A character who knows only two of those languages needs 8 hours to learn a secret.

While a character who only knows one of the languages needs 24 hours to learn a secret

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

As the Guest has been slain, its bodies melt away into a foul-smelling heap. All that remains of the fleshwarped experiment is a single, partially mummified saumen kar hand consisting of a thumb, index and middle finger, and part of the palm. This relic is twice the size a similar fragment of a human hand would be.

This can be carried or invested and grants the carrier Cold Resistance 10 similar to a greater ring of energy resistance.

Heading back inot the room much of it is destroyed or waterlogged from the bursted container.

The wooden coffer sitting atop the workstation contains numerous of opulent moonstones, in all, these moonstones are worth 600 gp.

What do you do now? You can head back to A9 and study some more of the books to figure out what is going on and more knowledge about what Etward is doing here or you know that he is headed to the Lichgate for some reason and can head there after him.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye nearly kills the wounded mutated abomination as his claws rakes all over its body. Very much used to bad smells in the group Nicholo is unphased as the noxious fumes fill the chamber. He drives his rapier through the creatures brain. It convulses but still stays standing for a few more brief moments.

Daehalya begins to retch as she trips the creature but isn't able to land a killing blow. Alvarius renews his magical shield as he sends electricity into the pair.

Yellow Reflex DC 26: 1d20 + 14 ⇒ (17) + 14 = 31
Blue Reflex DC 26: 1d20 + 14 ⇒ (2) + 14 = 16

The electricity hits both at the same time and begins leaping back and forth between the pair. The smell of burnt hair and feces fills the air as the pair burst apart making everyone gag a bit more.

Out of Combat.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye Reflex DC 25 vs Red: 1d20 + 14 ⇒ (19) + 14 = 33
Onye Reflex DC 25 vs Yellow: 1d20 + 14 ⇒ (19) + 14 = 33

The group weathers the cold winds as Onye finishes shredding the beasts apart in the hallway.

◆ Strike: +1 handwraps of might blows, wild shape, jaws (T): 1d20 + 18 ⇒ (1) + 18 = 19
Holy, Magic, Piercing: 2d6 + 9 ⇒ (5, 3) + 9 = 17

◆ Strike: +1 handwraps of might blows, wild shape, claws (T): 1d20 + 18 - 4 ⇒ (6) + 18 - 4 = 20
Holy, Magic, Slashing: 1d10 + 9 ⇒ (5) + 9 = 14

◆ Strike: +1 handwraps of might blows, wild shape, claws (T): 1d20 + 18 - 8 ⇒ (4) + 18 - 8 = 14
Holy, Magic, Slashing: 1d10 + 9 ⇒ (9) + 9 = 18

Onye isn't able to get through their defenses as arms fill every available space. Nicholo strikes out, stabbing one f the creatures through the brain, killing it in an instant. As it dies its body falls apart into a tangle of meat, gristle, fur, bone, and gore.

Onye, Daehalya, and Nicholo need to make a DC 22 Will save or become sickened 2. Sickened 4 on a crit fail.

Daehalya manages to trip tone of the beasts nearest here as she gives it a good whack with her staff.

Bludgeoning: 2d8 + 6 ⇒ (6, 2) + 6 = 14

She leaves a small bruise. Resistance to Bludgeoning.

Yellow Reflex DC 26: 1d20 + 14 ⇒ (4) + 14 = 18
Red Reflex DC 26: 1d20 + 14 ⇒ (4) + 14 = 18

The severly wounded beast explodes into a pile of gore that covers every inch of the wall as Alvariu's static charge touches its body.

Onye, Daehalya, and Nicholo need to make another DC 22 Will save or become sickened 2. Sickened 4 on a crit fail.

Yellow Claw vs Daehalya AC 27: 1d20 + 17 ⇒ (8) + 17 = 25
Slashing Damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Cold Damage: 1d6 ⇒ 5

Yellow Claw vs Daehalya AC 27: 1d20 + 17 - 4 ⇒ (17) + 17 - 4 = 30
Slashing Damage: 2d6 + 10 ⇒ (4, 6) + 10 = 20
Cold Damage: 1d6 ⇒ 5

Yellow Claw vs Daehalya AC 27: 1d20 + 17 - 8 ⇒ (15) + 17 - 8 = 24
Slashing Damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15
Cold Damage: 1d6 ⇒ 5

Blue Claw vs Onye AC 27: 1d20 + 17 ⇒ (16) + 17 = 33
Slashing Damage: 2d6 + 10 ⇒ (5, 3) + 10 = 18
Cold Damage: 1d6 ⇒ 6

Blue Claw vs Nicholo AC 24: 1d20 + 17 - 4 ⇒ (20) + 17 - 4 = 33
Slashing Damage: 2d6 + 10 ⇒ (4, 1) + 10 = 15
Cold Damage: 1d6 ⇒ 2

Blue Claw vs Nicholo AC 24: 1d20 + 17 - 8 ⇒ (4) + 17 - 8 = 13
Slashing Damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15
Cold Damage: 1d6 ⇒ 1

Nicholo, Onye, and Daehalya all take quite a few more cuts and scrapes as it is difficult to avoid so many arms coming in from so many angles at once.

★★★
Containment Chamber Round 7

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (9/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (45/88 HP)
➤ Daehalya (37/83 HP) │ Cold Resistance 3 |
➤ Alvarius (55/70 HP)
The Guest (Yellow) (-28 HP)
The Guest (Blue) (-0 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Coyote Cloak would not help in this instance. Will bot Onye tomorrow if nothing by then.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye and Nicholo are up.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

◆ Strike: +1 handwraps of might blows, wild shape, jaws (T): 1d20 + 18 ⇒ (5) + 18 = 23
Holy, Magic, Piercing: 2d6 + 9 ⇒ (5, 2) + 9 = 16

◆ Strike: +1 handwraps of might blows, wild shape, claws (T): 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
Holy, Magic, Slashing: 1d10 + 9 ⇒ (9) + 9 = 18

◆ Strike: +1 handwraps of might blows, wild shape, claws (T): 1d20 + 18 - 8 ⇒ (16) + 18 - 8 = 26
Holy, Magic, Slashing: 1d10 + 9 ⇒ (8) + 9 = 17

Onye leaps on and begins tearing one of the foul creatures limb from limb as it barely hangs together. Nicholo quickly devises a strategy but notices just in time that it isn't going to work before shielding himself. his rapier causes a small wound to the beast.

Daehalya fails to trip or hit any of the beasts as she quickly gets overwhelmed. Alvarius causes the ceiling and walls to buckle as they come in around two of the creature injuring them.

Yellow Reflex DC 26: 1d20 + 14 ⇒ (11) + 14 = 25 1 damage (Bludgeoning resistance 10)
Green Reflex DC 26: 1d20 + 14 ⇒ (2) + 14 = 16 12 damage (Bludgeoning resistance 10)

The beasts, severely wounded all breath in deeply and release a gust of frozen winds that bring the temperature in the room down to near fatal levels in a instant.

Red Frozen Wind (Onye and Alvarius) Cold Damage: 8d6 ⇒ (5, 3, 3, 1, 5, 6, 3, 4) = 30 DC 25 Basic Reflex
Rounds: 1d4 ⇒ 3

Green Frozen Wind (Nicholo) Cold Damage: 8d6 ⇒ (4, 3, 1, 3, 5, 3, 1, 6) = 26 DC 25 Basic Reflex
Rounds: 1d4 ⇒ 4

Red Frozen Wind (Onye and Daehalya) Cold Damage: 8d6 ⇒ (6, 4, 1, 4, 5, 4, 4, 1) = 29 DC 25 Basic Reflex
Rounds: 1d4 ⇒ 4

★★★
Containment Chamber Round 6

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (62/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP)
➤ Daehalya (59/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)
The Guest (Red) (-95 HP)
The Guest (Green) (-88 HP)
The Guest (Yellow) (-18 HP)
The Guest (Blue) (-0 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

With the strange chimera-like cretures spillng into the room the group sets into action. Onye frightens the first one through as he roars inches from its face before biting into one of its arms, breaking it and rendering it useless.

Nicholo screams as he tries to push the door shut, but it is no use. He quickly devises a strategy and stabs his rapier through the gap underneath the beasts eye.

Daehalya is unable to trip it in such tight quarters but manages to catch it under its jaw, dazing it. She tries to get a read on the creature but grossely misnterprets its intentions. Critical Failure on Predictable. It seems to have a wekness to Bludgeoning damage

Alvarius causes the ground to shudder as he pulls bones from long lost bodies and raises a zombie to help defend the group. Its lumbering arm misses as it is just getting used to it body.

Green Shove vs Fort DC 16: 1d20 + 17 ⇒ (8) + 17 = 25

The beast shoves the zombie back against the cage and stays on it, clawing deep into its chest.

Green Claw vs Zombie AC 12: 1d20 + 17 - 5 ⇒ (18) + 17 - 5 = 30
Slashing Damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16
Cold Damage: 1d6 ⇒ 5

The beast grabs ahold of the zombie and rips it in half throwing both hunks against the floor and wall.

The beasts continue to spill into the room attacking Daehaly and Onye.

Yellow Claw vs Daehalya AC 27: 1d20 + 17 ⇒ (20) + 17 = 37
Slashing Damage: 2d6 + 10 ⇒ (4, 3) + 10 = 17
Cold Damage: 1d6 ⇒ 2

Yellow Claw vs Daehalya AC 27: 1d20 + 17 - 5 ⇒ (5) + 17 - 5 = 17

Daehalya could have taken a far more grievous wound but Onye quickly steps in protecting her as he reaches out swiping at the Beast.

Onye Retributive Strike Damage Holy, Magic, Piercing: 2d6 + 9 ⇒ (4, 4) + 9 = 17

Green Claw vs Onye AC 27: 1d20 + 17 ⇒ (5) + 17 = 22
Slashing Damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16
Cold Damage: 1d6 ⇒ 6

Green Claw vs Onye AC 27: 1d20 + 17 - 5 ⇒ (20) + 17 - 5 = 32
Slashing Damage: 2d6 + 10 ⇒ (3, 6) + 10 = 19
Cold Damage: 1d6 ⇒ 2

Onye and Daehalya take some deep wounds but overall the Beasts seem to be in far worse shape.

@Onye- How much tamp HP did you get from your transformation? Will subtrack it from your damage.

★★★
Containment Chamber Round 5

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (62/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP)
➤ Daehalya (59/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)
The Guest (Red) (-0 HP)
The Guest (Green) (-76 HP)
The Guest (Yellow) (-17 HP)
The Guest (Blue) (-0 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Retreating to safety the group tries to set up a defensive position, redy for the creatures to regain their footing and break down the door.

Force Open DC 25: 1d20 + 17 ⇒ (17) + 17 = 34

The door shifts off the rail a bit as a clawed hand is able to sneak around the adges and begins peeling it around creating a gap large enough to pass through as the creatures come pouring out into the corridor.

★★★
Containment Chamber Round 4

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (104/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP)
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)
The Guest (Red) (-0 HP)
The Guest (Green) (-0 HP)
The Guest (Yellow) (-0 HP)
The Guest (Blue) (-0 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye crouches low, ready to pounce on the prey as Daehalya readies herself as well. Alvarius uses some powerful magic on Onye to help speed his movements up as Nicholo puts all of his weight into shutting the first door just as Onye gets through.

You hear the door click and one f the strange mutated beasts slam into it from the other side.

Athletics DC 34: 1d20 + 17 ⇒ (12) + 17 = 29

You believe you have at leasta few minutes before they are able to burst free. What do you do?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye squeezes back into the hallway. You are nearly to safety, as the strange creature crouches low in the liquid and launches its mass at the chained lid trying to break free of its constraints.

Force Open DC 25: 1d20 + 17 ⇒ (17) + 17 = 34

The lid swings up a few inches and back down stressing the stability and integrity of the container. With one more powerful blow to the glass it bursts open. A wave of foul smelling liquid crashes into the room keeping the creature off balance as it comes tumbling out falling prone.

It slowly gets to its feet and as it does the creatures body begins to shudder, much like a Mogwai before its transformation. The sound of flesh tearing fills the chamber as the creatures body splits into four smaller, but identical grotesque frames. Almost like a four saumen kar had been merged together into one mass of meat and hair.

★★★
Containment Chamber Round 3

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (104/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP)
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)
The Guest (-0 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Alvarius and Nicholo rush for the exit as Daehalya flips the remaining two levers before doing the same.

The eastern lever causes the chains wrapped around the cylinder’s lid to relax and retract so the lid unseals and springs open.

Pulling the western lever tightens the chains and causes the lid to drop down back down and seal the cylinder back shut once more.

Onye is up

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye calls for a tactical retreat as the beast within smashes against the glass and tries to force the lid open.

Force Open DC 25: 1d20 + 17 ⇒ (1) + 17 = 18
Force Open DC 25: 1d20 + 17 - 5 ⇒ (2) + 17 - 5 = 14
Force Open DC 25: 1d20 + 17 - 10 ⇒ (17) + 17 - 10 = 24

The beastputs some force into its blows as more cracks form along the glass. You know in just a matter of time it will be free.

★★★
Containment Chamber Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (104/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP)
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)
The Guest (-0 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Recall Knowledge:

Occultism: 1d20 + 14 ⇒ (18) + 14 = 32

This sort of unique aberration is right on the edges of Alvarius rotten mind. He can't remember fully at the moment but knows it is dangerous enough to back up and defend himself.

Onye is up

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Daehalya tries to recycle the liquid again to make it murky. Unfortunately cycling the level just causes the already filtered water to filter again, becoming really clear.

Nicholo puts the outfit on but this seems to have no immediate effect from the strange beast. He watches in terror as the heavy fists smash into the glass and raises his buckler.

Onye and Alvarius are up.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Per Slack

A massive fifteen-foot-wide cylinder of reinforced glass and iron dominates the chamber’s center, rising fifteen feet from the floor but stopping halfway to the vaulted ceiling thirty feet above. Inside, the container is filled nearly to the brim with a murky, greenish liquid, its surface swirling sluggishly. Within the depths, only a shadowy, shifting bulk can be seen, suspended in its eerie suspension.

A heavy metal hatch crowns the cylinder, bound tight by eight thick chains that wrap around its circumference like bindings on a prison.

When Daehalya pulls the middle lever, a mechanical groan echoes through the chamber as gears grind. The liquid begins to cycle and churn, filtering itself until the contents grow clearer.

What emerges into view is horrific, a tangled, pulsating mass of raw flesh, tufts of white fur, bone, and writhing limbs. Fingers and toes twitch independently, teeth and half-formed faces leer out from beneath layers of muscle and sinew. Horns pierce through at strange angles, jutting from skulls buried inside the mass. It looks as though four saumen kar had been violently fused together into a single grotesque chimera of meat and hair.

As it floats in its milky green soup, the abomination’s many eyes and half-formed heads shift in unison, scanning the chamber with a dim, unsettling awareness. After a moment, it realizes something, or someone, is missing.

With a sudden, violent motion, the horror begins to thrash against its confines, the murky liquid roiling violently. The reinforced glass shudders as the creature’s bulk hurls itself against the cylinder walls, chains clattering on the hatch above as if straining to hold.

Init:

Alvarius's Initiative Using Detect Magic: 1d20 + 11 ⇒ (8) + 11 = 19
Onye Dinta's Initiative Using Avoid Notice, Incredible Initiative: 1d20 + 18 ⇒ (18) + 18 = 36
Daehalya's Initiative: 1d20 + 13 ⇒ (14) + 13 = 27
Nicholo Rieland's Initiative: 1d20 + 16 ⇒ (19) + 16 = 35
The Guest Initiative: 1d20 + 15 ⇒ (1) + 15 = 16

★★★
Containment Chamber Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Onye (104/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP)
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)
The Guest (-0 HP)

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GM Screen:

Daehalya's Thievery (E): 1d20 + 15 ⇒ (5) + 15 = 20
Daehalya's Thievery (E): 1d20 + 15 ⇒ (18) + 15 = 33
Daehalya's Thievery (E): 1d20 + 15 ⇒ (1) + 15 = 16

Looking over the levers and mix of chains Daehalya is able to tell that the central lever should cycle the strange fluid in the tank through a giant filter. The other two levers are much more confusing.

Onye calmly places a hand against the glass and is slightly startled when Alvarius knocks on it with his heavy bones. There is a moment of silence followed by a quick moment of terror as the creature in the tank smaches back into the glass where Alvarius knocked. tiny stress cracks are left where the creature slammed into.

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Alvarius finds nothing further of use in this chamber. Leaving the Trophy Room behind you head to the south where you find the Triple Vault. A solid iron door sits in the southern wall. Instead of a typical handle, the door features a single wheel in its center. At the center of the wheel is a dial numbered one to fifty.

Daehalya, having deciphered the complex diagram understands exactly what she needs to do with this lock. The wheel on each door is immobile until a correct combination is entered on the dial at its center. Further complicating matters is the fact that if one of these three doors is open, the other two won’t open at all. She enters the found combinations with ease and as the last door is open she is able to follow back and open the other two for everyone to follow along.

Inside a fifteen-foot-wide cylinder of glass plates reinforced with iron looms at the center of this room, reaching halfway to the thirty-foot-high ceiling above. The cylinder stands fifteen feet tall, filled nearly to the brim with murky green liquid; through it, a shadowy shape can be seen floating deeper within. The cylinder is topped with a large metal hatch, sealed with eight chains pulled tight around circumference. Each chain’s far end is affixed to a different stone pillar near the room’s edge. Between the door and the cylinder is a wood and metal workstation from which three levers protrude. A small wooden coffer sits atop the workstation.

The three levers are unlabeled. There is one east, west, an central.

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Nicholo puts his investigative skills to work. Unfortunately he doesn't uncover much more than the already obvious.

Where to next?

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Daehalya presses onward and leads Nicholo down a long hallway that splits into two directions. continuing east she opens the door into a Trophy Hall.

This trapezoidal room seems to be a trophy hall. To the north and south of the door, several humanoid skulls are mounted on stands. In the northeast corner looms a huge, white-furred, horned humanoid, while to the southeast sits a diorama of a strange city surrounded by six stone spires. The largest display is to the east: an immense flickering image of shadow and smoke that looks vaguely like a whale—a whale with tentacles and far too many eyes.

(Skulls) Each of these skulls has been altered so that the top can be removed, as they once belonged to all the gatewalkers, their minds have been long harvested. Each skull is accompanied by a plaque bearing the gatewalker’s name including Bolan Nogasso, the rebel Oaksteward whom you met at the beginning of your journey.

(Furred Humanoid) This white-furred, horned humanoid is a statue of a saumen kar, whom you recognize from you nightmares moents before. It sends momentary chills down your spine in fear it may move once more.

DC 25 Occultism (Strange City):
This is a basic model of the Nameless Spires. While it won’t serve as a map, the model does show the six towering spires surrounding the site, as well as the hexagonal “pyramid”

This final image is an illusory object of a statue of Osoyo—or at least, as close to Osoyo’s shape as one could get. Examining this display causes you to feel an almost overwhelming sense of déjà vu combined with the sensation of being watched.

Displayed on the table below the illusory Osoyo is a scroll of illusory object (5th level)

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Daehalya studies the image and believes she understands the mechanics to open the complex lock you were told about.

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Daehalya opens the secret passage as it leads into an abandoned workshop. The dry sewer tunnel dead-ends at an equally dry pool with ledges to either side. The western ledge is empty, but the eastern ledge is cluttered with carpentry and bricklaying supplies, along with a workbench. The brick wall to the south looks newer than the surrounding walls.

Looking through the notes here to confirm that Etward has been bribing officials and using contractors to help build his secret laboratory, walling over tunnels to ensure privacy and installing numerous secret doors.

DC 25 Perception:
You find another sheet of paper that’s slid off the desk and lies almost hidden against the wall by the table’s leg. This sheet contains a complex diagram of a three-door locking mechanism. 10 minutes and DC 24 Engineering or DC 26 Thievery to interpret the diagram.

Finally, a few asides in the form of notes or glosses in margins reveal one of Etward’s deeper secrets—a casual mention of “now that my little fire did the job on the river, I’ve finally got total control of the family finances.” This admission of guilt behind the tragic riverboat fire that resulted in the deaths of so many would be of great interest to Lepidstadt’s authorities.

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Do you have some way to heal up Alvarius?

Looking around Daehalya does not see much more of use, nor any other hazards while Alvarius is healed.

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The last of the whispers shred into nothing, ripped away as if by an unseen wind. The incense smoke thins in jagged swirls, sucked into the brass bowl until it gutters out with a faint hiss.

For a heartbeat, there is silence.

Then the temperature rushes back in—warmth blooming through the stone like water through parched soil. The frost that had crept over walls and gear melts in rivulets. The breathy howls fade into a memory.

But the group’s relief is short-lived.

Alvarius lies on the ground, sprawled on his back in a loose, unnatural angle. Steam rises faintly from his body, curling from the gaps in his armor as if something had been burned out of him.

His eyesockets are staring somewhere past the ceiling into nothing. For a moment, you think he’s gone entirely—until his jaw twitches, working to form words without the breath to speak them.

The air smells faintly of charred incense and… blood.

When you touch him, his body is cold—colder than before, the chill not of death, but of something far more final. He tries to lift a hand toward you, the gesture weak, trembling. A faint rasp leaves his mouth, barely audible.

"Still… so much snow…"

His arm falls limp.

Whether he can be saved… or whether the haunt has taken the last of whatever bound him to this world… you have only moments to decide.

Player Status:

➤ Nicholo (30/88 HP)
➤ Onye (39/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Daehalya (58/83 HP) │ Cold Resistance 3 |
➤ Alvarius (0/70 HP) │ Unconscious, Prone, Dying 2

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Alright I should be back for the most part. I am borrowing someone's Starlink until mine arrives.

Nicholo damage: 1d10 + 6 + 1d10 + 6 ⇒ (4) + 6 + (6) + 6 = 22

At first, it's just silence—oppressive, unnatural. The thick incense smoke curls low and heavy, coating the shrine in an amber fog. Then one by one, the adventurers begin to thrash.

Their bodies remain rooted, but their minds are adrift in frozen terror.

Daehalya stumbles backward into the stone wall, arms flailing as if pushing through unseen drifts.

Nicholo curls into a ball, whimpering and clutching their chest, teeth chattering not from cold—but from remembered cold. Their lips move silently, muttering half-frozen prayers or screaming for warmth, for help, for a way home.

Onye swings his claws blindly at the air, eyes wide open and unfocused—locked in combat with a towering shadow that isn’t there.

The temperature in the room drops.

Frost creeps along the edges of their armor and packs. The very stone beneath their feet slickens with ice. Their breath becomes visible, puffing out in panicked bursts—each exhale tinged with the sound of distant howling wind, though the shrine walls remain sealed.

Then the whispers start.

Low. Animalistic. Saumen kar... saumen kar... saumen kar...

A chorus of inhuman voices circles the group—though no mouths speak. The words echo inside their minds.

They thrash harder.

Fingers clench into claws. Alvarius begins tearing at his own clothing, desperate to escape an imaginary frostbite. Onye collapses onto his knees, crawling forward with bloodied hands as if dragging themselves through a blizzard no one else can see.

You are not sleeping.
Your are surviving—in a nightmare that feels far more real than the incense-choked room around them.

And unless the haunt is broken soon… you may not wake up at all.

Everyone needs to make a DC 28 Fort Save

Critical Success The creature is unaffected and wakes up.

Success The creature remains unconscious and takes 1d10 cold damage and 1d10 mental damage. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn— on a success, the creature wakes up.

Failure As success, but 1d10+6 cold and 1d10+6 mental damage, and with a DC 32 Will save to wake up.

Critical Failure The creature remains unconscious and takes 2d10+12 cold damage and 2d10+12 mental damage.

★★★
Nightmares! Round 3

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Nicholo: DC 28 Fort Save
Onye: DC 28 Fort Save
Daehalya: DC 28 Fort Save
Alvarius: DC 28 Fort Save

──────────
BOLD IS UP!:
──────────
Haunt (- HP)
➤ Nicholo (66/88 HP)
➤ Onye (57/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Daehalya (81/83 HP) │ Cold Resistance 3 |
➤ Alvarius (26/70 HP)

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@Nicholo- Correct you at least need to be an expert and conscious to try and disable it

One by one you each slump to the floor in a very heavy dream-like state.

Your eyes snap open—but there is no light, only pale, shifting shadows. Wind howls like a chorus of grieving souls, rattling through your bones. You're waist-deep in snow, the cold slicing through your clothing like daggers, numbness already creeping into your fingers.

You try to stand—try—but the blizzard tears at you with clawed hands, pulling you sideways into drifts that seem bottomless. There is no up, no down, only white. A vast, merciless expanse of it.

Then—thud.

Footsteps. Not yours.

Something massive moves just beyond your vision, silhouettes blotting out the storm for a heartbeat at a time. Huge furred shapes with elongated limbs and glowing blue eyes peer through the veil of snow. Saumen Karr.

One of them charges.

You scream, you run—you fall. Snow fills your mouth. You scramble upright again only to find your own footprints have vanished. The wind has erased your passage like a cruel editor.

They come again. From behind this time. Another lunge. You feel the heavy thud of something striking you in the back. You hit the ground—but wake up again in the snow. It’s the same spot. The same howl. The same freezing air.

Every escape only leads to the start. Every kill does nothing—they reform in the storm, relentless and patient.

Your only compass is panic.

Eventually, you realize: the storm isn't outside you. It's inside. And the saumen kar? They know your name now. They're whispering it in the snow, over and over, until even you forget who you were before the frost took you.

Everyone needs to make a DC 28 Fort Save

Critical Success The creature is unaffected and wakes up.

Success The creature remains unconscious and takes 1d10 cold damage and 1d10 mental damage. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a DC 28 Will save as a three-action activity on its turn— on a success, the creature wakes up.

Failure As success, but 1d10+6 cold and 1d10+6 mental damage, and with a DC 32 Will save to wake up.

Critical Failure The creature remains unconscious and takes 2d10+12 cold damage and 2d10+12 mental damage.

★★★
Nightmares! Round 2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Nicholo: DC 28 Fort Save
Onye: DC 28 Fort Save
Daehalya: DC 28 Fort Save
Alvarius: DC 28 Fort Save

──────────
BOLD IS UP!:
──────────
Haunt (- HP)
➤ Nicholo (88/88 HP)
➤ Onye (104/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Alvarius (70/70 HP)

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The group gathers the items as they head to the northern door. The walls of this room are adorned with tapestries depicting a frozen landscape, while the floor is covered with a thick white carpet. Metal incense burners resembling ibises with raised heads stand in the four corners of the room, while a single bed occupies the room’s center.

DC 20 Nature:
The tapestries depict the Crown of the World.

DC 25 Occultism:
The lingering scents of the incense burners suggest a mix of incenses that are believed to encourage vivid dreams or to protect someone while they sleep.

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Inside the roll-top desk are four moderate elixirs of life wrapped in woolen cloth, and a set of telekinetic converters. In addition, dozens of sheets of paper and parchment sit on the desk, each bearing a detailed sketch by Etward, taken from one of his dreams. A few of the sketches are of saumen kar in arctic environments, and one is of six towering spires protruding from a ruined city in the snow (captioned as “Nameless Spires?”), but the rest are all of each of you in various situations all along your journey. There is no way that Etward was present for these but the amount of detail suggests he was somehow.

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Daehalya motions to the secretive entrance and pulls it open. It leads to a hidden guard post of sorts. A door sits in an angled wall to the northeast of this room. The brick wall to the west looks much more recent in construction than the others in this room (other side of the hidden door you found.)

The angled door enters into a lounge area. The floor of this brick-walled room is covered in a thick red carpet. A low table flanked by wooden chairs sits in the middle of the room. To the east, a roll-top desk sits against a wall, while to the west sits a large overstuffed sofa. A fireplace to the north keeps the room pleasantly warm with a small, smokeless fire.

Alvarius detects magic coming from the fireplace. The fireplace is a minor magic item that constantly provides heat and light to the room, but the fire within cannot actually burn objects it touches.

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GM Screen:

Alvarius's Perception (T): 1d20 + 11 ⇒ (6) + 11 = 17
Onye Dinta's Perception (T): 1d20 + 12 ⇒ (8) + 12 = 20
Daehalya's Perception (E): 1d20 + 14 ⇒ (18) + 14 = 32 low-light vision
Nicholo Rieland's Perception (M): 1d20 + 16 ⇒ (14) + 16 = 30

Inspecting the newer bricks Daehalya spots it is infact a secret passage if pulled at the seam in the wall. The mortar there is soft and pliable anough to get enough of a grip to pull on the passage door.

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Daehalya leads the way south and finds an old maintenance tunnel. A ten-foot-wide tunnel runs north to south here, its east half a three-foot-deep stone channel through which sewage and drainage once flowed. A five-foot-wide brick walkway runs along the tunnels western wall, while a rickety wood bridge affords passage over the dry channel to the opposite side. There, ruined worktables, collapsed shelves and the rusty tools they once held lie in a heap against a relatively new looking eastern brick wall. To the south, a rusty gate once barred easy passage further south, but today, just beyond the gate, the wall comes to a sudden end in much more recent-looking bricks.

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Nicky does indeed find something a bit odd. The bodies decomposition seems to carry some sort of festering disease, though he isn't sure what. Even digging through the muck and grime Nicholo is unable to locate several of the Gatewalker's heads.

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GM Screen:

Daehalya's Perception (E): 1d20 + 14 ⇒ (18) + 14 = 32 low-light vision
Daehalya's Will (E): 1d20 + 12 ⇒ (16) + 12 = 28 vs. traps +1

Daehalya bends down into the muck and wipes it off a few of the bodies. She finds that the bodies all contain tale-tell signs and marks of previous Gatewalkers! One of the bodies has a secret pocket in its vest. It contains a jade serpent wondrous figurine.

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Heading westward with many more questions than answers at the moment Nicholo finds a chocked cistern. Sheets of mold and patches of pallid mushrooms grow on the platforms surrounding this ten-foot-square open cistern. A pile of rubble and a broken metal ladder lie in a tangle to the northeast.

Nicholo's foot kicks something hard in the muck as he walks through the areaa. Bending down he uses the edge of his hand to lift it free. To his horror it is a human skull! The scattered remains of well over a dozen dead, headless bodies are entrenched in the muck. Most of them are little more than partial skeletons, but four of them are more recent, yet in advanced stages of decay.

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Nicholo recognizes the strange and unique ooze as what is known as an animated dream, likely drawn from missing memories with influence from Osoyo.

Animate Dream:

An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.

Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.

An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual's dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.

An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren't as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won't starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.

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The ooze shivers with anticipation and a bit of confusion at Daehalyas question. "Why the ones who are blessed of course." It says as it slowly sucks back into the ceiling disappearing from sight once more.

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The creature thinks for several long moments in silence before shaking. "No, I am not Dr. Ritalson. I have not done anything with him. He is not here." The creature swoops around the air a small black tendril clinging to the ceiling. "Congratulations on coming so far. I promise you are close and will be with Osoyo soon. East of here you will find one of the blessed ones contained behind three vault doors. It will hasten your return if you so desire." The creature almost seems to shrug as the sides of the ooze ripple. "Alas you may need to search around for the combination, for I do not recall its details."

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DC 38 Occultism to ID

The strange ooze doesn't seem to respond to how it knows you. "Have you found your lost time yet?" The ooze swirls with excitement.

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Nicholo sets his snare. As he does so the temperature in the room drops precipitously, plummeting to freezing temperatures in the span of a few heartbeats. A moment later, as frost starts to rime the edges and corners of the room.

A ghostly tar oozes out of the cracks in the ceiling to float monstrous before Nicholo. "Welcome back into my presence Nicholo," The ooze forms into a roiling tangle of shadowy black tentacles, rolls of glistening ectoplasmic blubber, and dozens of pale, lidless eyes as it looks around. "Grundle, Daehalya, Alvarius, and Onye it seems. What happened to Odioki and Ezgara?"

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Leaving the research notes be for now Nicholo pads to the south heading deeper into the tunnels.

This room appears to have once been a large reservoir, but today the rectangular pool is empty. To the west, rusted iron gates have been battered open to allow access to a tunnel beyond, while to the east and north, additional dry sewage tunnels provide exits. Within the dry reservoir glows a ten-foot-diameter magical circle.

DC 28 Arcana, Nature, Occultism, or Religion:
The magic circle on the floor can be recognized as a warding diagram for use with planar binding rituals.

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This wide room is bisected by a dry sewage channel that dead ends against a relatively new-looking brick wall to the north. To the south, a set of four iron and wood chairs adorned with restraining straps sit against the wall. To the west, a ramp leads up to a door and a narrow walkway holding several barrels and crates. Two large metal tables sit elsewhere in the room, while to the north and further east stand shelves holding large collections of alchemical and surgical tools, books, and scrolls.

A wealth of knowledge awaits those that take the time to look through the dozens of densely-written notebooks and scrolls stored here. Etward kept these written notes in a mix of Common, Varisian, and Aklo.

A character who can understand all three languages can learn one of the following secrets after spending 2 hours studying the texts. A character who knows only two of those languages needs 8 hours to learn a secret, while one who only knows one of the languages needs 24 hours to learn a secret

Among the numerous books and scrolls stored on the shelves here are several formulas, including one for the inveigle ritual as well as formulas for Aether Marbles, Telekinetic Converters, Psychic Colors Elixir, and a Vat-Grown Brain. Additionally, there are two doses of slumber wine and a dozen doses of untainted cytillesh stored on the shelves.

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Trip Damage: 1d6 ⇒ 4

Daehalya rushes in smashing the end of her staff into the demons side knocking it to the ground. Onye leaps on top if it biting deep into its neck. The rest of the group converges on the prone demon. Nicholo stabs it while Alvarius freezes its back to the floor so Grundle can wreck its mind from the inside.

Psi Burst Reflex DC 26: 1d20 + 12 ⇒ (16) + 12 = 28
Agonizing Despair Will DC 25: 1d20 + 12 ⇒ (5) + 12 = 17
Frostbite Fort DC 26: 1d20 + 16 ⇒ (20) + 16 = 36

The attacks take out the large brute of a demon not allowing it to stand once more. With the curtain drawn Nicholo spots signs of a secret passage to the north.

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Daehalya avoids the flames as she moves around the demon but continues to miss in such tight quarters with the curtains. Onye's eyes flare at the demon as his jaws sink deep into its neck and his back legs begin to rake across the side of it ribs stripping layers of flesh off. Weakness to Good 10 Nicholo suspects the demon has a weak point in those areas and swiftly dispatches the demon with his rapier.

Grundle quickly backpedals to get out of the demons grasp as he tries to enter teh demons mind and shatter it piece by piece.

Shatter Mind: 4d4 ⇒ (3, 4, 1, 3) = 11
Will DC 26: 1d20 + 12 ⇒ (13) + 12 = 25

Alvarius reaches across the pews magically causing the air to rapidly chill as the demons feet freeze to the floor.

Frostbite: 5d4 ⇒ (4, 3, 3, 3, 2) = 15
Fort DC 26: 1d20 + 16 ⇒ (2) + 16 = 18

The demon groans in pain as it rips its feet free from the blocks of ice, leavinga trail of fresh blood in the slush as it breathes flames across Alvarius and Grundle.

Red Fire Damage (Alvarius and Grundle): 7d6 ⇒ (2, 1, 4, 3, 5, 6, 2) = 23 DC 24 Basic Reflex. Each failure causes the creature to catch fire for 2d6 persistent fire damage
Rounds: 1d4 ⇒ 2

Red Persistent Fire: 2d6 ⇒ (3, 6) = 9
Flat Check DC 15: 1d20 ⇒ 2

★★★
Lessons! Round 3/4

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Alvarius: DC 24 Basic Reflex vs Breath Attack
Grundle: DC 24 Basic Reflex vs Breath Attack

──────────
BOLD IS UP!:
──────────
➤ Alvarius (70/70 HP)
Cuestodaemon (Red) (-35 HP) │ Breath 2 rounds; Persistent Fire 2d6
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Onye (105/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP) │ Haste
➤ Grundle (80/80 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Just awaiting Alvarius and Grundle. I'll ping them.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Onye leaps on top of the stage as his cat-like reflexes keep him well positioned even in the most precarious of ledges.

Grundle begins to bring up some emotions from deep within the demon. Emotions that were pushed down and buried deep, deep down. Feelings of abandonment and loneliness. The silence is deafening as the demon grabs its ringing ears. "Make it stop!"

The demon then begins to chortle and smirk a little as it looks to grundle. "That may affect your lesser demons little one. The Cuestodaemon vanishes from sight and appears behind Grundle as it speaks close to his ear. The hot breath mists on his neck. [b]"You speak of fear. Let's see fear together." The cuestodaemon raises a big fist and slams it down at the gnome.

Immune to death effects so Phantasmal Killer won't have an effect.

Claw vs Grundle AC 23: 1d20 + 16 ⇒ (4) + 16 = 20

The claw misses as the demon seems to be toying iwth its prey.

The second cuestodaemon rolls to its side as it stands back up. It takes a small breath and breaths fire all over Daehalya and Onye. The effect is so fierce it catches the demon on fire as well.

Green Fire Damage (Onye and Daehalya): 7d6 ⇒ (2, 5, 6, 5, 2, 5, 4) = 29 DC 24 Basic Reflex. Each failure causes the creature to catch fire for 2d6 persistent fire damage
Rounds: 1d4 ⇒ 1

Green Persistent Fire: 2d6 ⇒ (5, 5) = 10
Flat Check DC 15: 1d20 ⇒ 16

★★★
Lessons! Round 2/3

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Daehalya: DC 24 Basic Reflex vs Breath Attack
Onye: DC 24 Basic Reflex vs Breath Attack

──────────
BOLD IS UP!:
──────────
➤ Alvarius (70/70 HP)
Cuestodaemon (Red) (-0 HP)
Cuestodaemon (Blue) (-10 HP) │ Breath 1 round
➤ Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Onye (119/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement
➤ Nicholo (88/88 HP) │ Haste
➤ Grundle (80/80 HP)

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Please check your HP totals in the tracker to make sure they are right. I feel a couple are off still from the last level up. Also Uhu is gone now with the rebuild correct?

Daehalya rushes the stage as she sees the signal. She rips open the curtain with her staff to reveal the Daemons positions. The curtain very nearly gets caught and wrapped around her staff and she only manages to free it at the last possible moment before dropping the Cuestodaemon to its knees. Unfortunatly just before her strike hits that would have broken several bones the curtain falls across the spot cushioning the blow.

Onye turns into a sleeker and more powerful cat. Nicholo downs a magical postion to hasten his movements as he watches ALvarius give a similar effect.

★★★
Lessons! Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Alvarius (62/62 HP)
Cuestodaemon (Red) (-0 HP)
Cuestodaemon (Blue) (-0 HP) │ Prone
Daehalya (83/83 HP) │ Cold Resistance 3 |
➤ Onye (119/104 HP) │ Hide Shield Hardness 4 (6/Blud) 20/20 | Aura 15' +2 AC vs Reactive Strikes from Movement 1 Hasted Action remains
⠀⠀Uhu (53/53 HP)
Nicholo (88/88 HP) │ Haste
➤ Grundle (80/80 HP)

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