After a few days of crafting new gear, we start out on the sea voyage to Korvosa.
It is an 14 day trip, normally.
Trying out the hyperdrive, channels won’t power it directly, powering it with blood doubles the speed for 2 days.
We try it out a couple times, and drop the travel time to 10 days.
We head upriver on the boat from Korvosa, after a stop to refill stores and make an appearance in town.
There aren’t any real settlements along the river, we have to use the engine to move against the current, especially as we approach the mountains.
When we go around a bend near Tem’s hideout, we find a backwater that we can moor, and disembark.
It’s lowland around here, but easily passable.
There’s woods, turning to grassland as we head inland.
No roads or trails, so it’s slow.
Find a dry hilltop near the beginning of the woods to camp on.
We hear some noises overnight, but nothing eventful happens.
21 Arodus, 4712
Studying the map we made from Tem’s body, it looks like we have 2 more days of overland, and maybe some time looking for the hidden base.
Another day of slogging through the woods, we come out of it into the grassland, no aggressive animals, it seems like people aren’t around this area at all.
We get to the area, and start looking around for landmarks, Gelid sees some notable mountain peaks, and figures out which way to go, (northwest).
We should be about 1.5 days away from the hideout.
The night goes uneventfully, but the watchers aren’t hearing wildlife to the north or northwest, and there’s no birds, lots of bugs though.
The crickets actually wake us up in the morning, it’s a cacophony.
As we’re getting to lunchtime, we notice a worn down shrine off the path we were going on.
It’s a shrine to Asmodeus. It hasn’t been used in a long time. It was very sturdily built from granite, to it’s withstood the weather for a long time. Looking around, we find some foundations for houses clustered around, 10-12 buildings. easily 50-100 years abandoned. Theres a remnant of a wagon path headed off to the NW. The wagon trail is noted on the Tem map.
23 Arodus, 4712
Following the wagon trail through the afternoon, we find the remnants of a stone structure.
as we approach, we see remnants of a wall and tower.
Bonk is examining the ruins,
There are some scorch marks on the top of the tower, it ends at around 1.5 stories.
There’s damage from siege engines to the wall and tower.
There’s unidentifiable remnants of another structure around.
Theres a big double door laying on the ground, it’s wide enough for carts and mounted riders to pass through.
There are freshly moved rubble piles at the west end of the area, and area’s of cleared vegetation.
The birds flying recon can see that the tower interior has been cleaned up,
the double door laying on the ground has lain there a long time, the wood is rotted to where we could pull the rusted hardware out of it.
The tower walk through door is gone,
The rubble piles to the north and east have laid undisturbed a long time, and are overgrown.
It seems like it hasn’t rained here for a while.
The floor of the tower is carpeted with moss and small plants. Nothing large is growing in it.
There’s a circular disturbed area in the tower.
Sunash can see that there’s runes carved in the floor.
Looks like a teleportation circle.
The circle has been cleared off in the last few weeks, and it may have been partially camouflaged.
Gozzar heads through the circle…
I guess we’re going through.
We appear in a very well furnished music room, with a grand piano, a raised platform with a nice seat for an audience.
The walls are carved out of bedrock, the throne platform is red granite, the floor is white marble, the chair is walnut and silk.
the piano is ebony , ivory, tuned right, on a very nice carpet.
The piano is magical, with conjuration on the keys.
there’s a couple keys that are enchanted more strongly than the rest. And, three keys are necromantic enchanted.
the wall sconce torches have continual flame cast.
Gozzar hits the first necro key, and a ghostly (slightly visible unseen servant) pianist appears, plays a waltz, and disappears.
The hallway to the west has double doors made of adamantine.
The map shows the loot is to the south and east.
the other hallways have adamantine doors.
All are locked, and open away from us.
We search the room, and there’s nothing here. no magic, aside from the lights and piano, nothing to the chair or platform.
Gelid, open the north west doors, we’ll work around to the loot.
No traps on the door, Gelid doesn’t make the lock pick check.
the lock is well maintained,
After a few more tries, Gelid gets it open
There’s a sarcophagus in the room, and a tapestry of Tem, crowning himself, standing on a little mound, surrounded by skeletal warriors, zombies, a Thursday, under a cloudy gray sky.
No magic in the room.
Open the sarcophagus, there’s an ebony coffin in it.
The coffin is lined with nice fabric, and a pleasant pillow, it’s been slept in recently.
No magic on the coffin.
Check for other ways a vampire could sneak in.
Skeet finds a hole drilled into the the floor behind the tapestry.
Sunash knows about vampires, so he knows that they can go into gaseous form.
As we’re removing the doors to the coffin room, so whatever lives there can’t lock us out, we hear a door open to the east, and armored footsteps.
It’s armored skeletons, very armored, with great swords.
Pait moves up, and gets one with a tanglefoot bag.
bonk moves up, and sees that there’s 8 of them down the hallway.
Gozzar greases the floor right outside the hall.
Some walk into the grease and fall, a a few switch to bows, and knock flaming arrows.
Bonk and Pait see that the bows are turning the arrows flaming, and they look like composite built to their strength.
Someone just shot Pait! And they’re invisible. THere’s a pool of red liquid on the floor in the hallway.
smashy time, Pait and Bonk wipe out the melee skeletons.
hey, Gozzar, there’s something going on down by that hallway.
Gozzar shoots a fireball down the hallway, and wounds Thrax the red.
Sunash kinda sorta remembers a type of undead that is made up of blood. The blood is poison.
Sunash runs up to attack it. Swings, and connects, feels like it’s got some DR.
Pait tries to go for a heroic leap and tumble over the grease slick to get behind the skeleton archers, and fails the landing utterly.
Bonk runs up to help Gelid and Sunash pound on Thrax
Thrax beats on Gelid, and causes bleed.
Gozzar hits Thrax with glitterdust, and outlines him.
it’s dwarf sized, and it looks like it’s holding a dwarf war ax.
Skeet grabs it with her strangling hair!
Sunash steps up to it, and gets ready to do some undead killing for Pharasma.
And now, there’s a flesh golem.
Bonk kills Thrax just in time, he was going to use his big nasty poisoning ability.
Smack it around, and Gelid kills it.
Pait kills the last skeletal archer, no one left.
Sunash channels to heal us.
The north east room:
There is a fire pit, a lab table, and bookshelves. Racks of reagents and specimens along the walls.
Sunash investigates, it’s a wizard’s lab, but there are alchemist bomb parts in here too.
Tem could have been making the Gabby simulacrums here.
There’s spellbooks on the shelves. Some scrolls, 3 large books are magical.
several flasks have a bit of magic to them, but it’s just traces of expired alchemist elixers.
Golem building tools.
We find a secret door activation panel along the south wall.
Gelid doesn’t find traps.
it’s a secret closet.
it contains a mold for Gabriella Varga simulacrum.
The south room has 4 large chests, and a tapestry.
No secret doors. Trap check.
The tapestry is a tryptic of the 3 images of Norgorber.
it’s pretty ugly.
Gelid gets himself poisoned pretty bad.
4 str and 4 con dmg.
Spell stitch all the loot.
Going through the doors to the south of the piano
they are adamantine, 3 locks.
Gelid doesn’t find any traps, unlocks 2 of the locks, breaks a pick, gets a new one, and unlocks the doors
The doors open up, and there’s an alcove, with an archway carved in the back wall.
the carvings around it say ‘speak friend and enter’ There’s more writing, but Sunash can’t read it.
Skeet can read sylvan, though
‘to go to hell, speak “friend” in infernal and enter’
the archway detects as very strong magic, creation or calling conjuration.
Gelid knows the word, he says it, and the arch turns into a doorway onto a dark, hot plane, with a volcano in the distance. withered trees, and dead vegetation.
Sunash sees 3 eryines flying in the distance, doesn’t think that they’ve seen us yet.
After ~1 minute the gate closes, and becomes stone again.
Start trying other languages, orc, draconinc, don’t work.
celestial opens a door to a very nice looking plane.
Sunash wants to try to figure out where exactly we are,
we are still on the prime material plane, on Golarion.
the place we are looking at is definitly celestia. we’ve seen some astral diva’s and an angel.
Skeet tries sylvan, it opens a gate to a plane that looks very different. it’s the first world.
Sunash is going to study spells, to get a plane shift ready, in case we need to run through the gate.
FIrst, we’ll open up the vampire bore hole, to see where it goes.
the hole goes into the wall to the north 8’ or so, and curves around to the east, and keeps going.
Sunash tries to open the gate using a language from pharasma’s plane. It’s not opend to her plane, it looks like the astral plane.
Hmm, we can’t get any teleports to work going outbound… looks like the gate is the only exit.
Tiffreya has told the boat to return, we won’t be getting back to them any time soon.
We’re looking at going to the happy hunting grounds, it’s a neutralish place that we won’t immediately be killed on, and works for all of us.
We speak the right words, and step through. there’s no gate visible behind us. we are definitly on a different plane.
It’s a beutiful naturscape. stands of trees, herds of bovine type animals.
nice warm perfect temp early summer day.
mark the ground where we came in, and let’ go exploring
Sunash starts mapping.
walk toward a copse of trees on a hilltop.
bison herd, antelopes gamboling. wildebeasts wandering.
a few preadators, but they ignore us.
mountains to the north, river to east, west is a forest, ocean to the northeast
there are two important deities that live on nirvana,
Sheylen and Sarenrea
the locals are nomadic hunters. they are lawfulish-neutral.
The area that we are on is very african savana/grassland type terrain.
We’re about due west from the isle of the pennitant.
there’s a river between us and that.
the forest is ‘the forest of the whispered longing’
those are the places that souls are sent to this plane.
there are stories of the first creature on nirvana, a huge dragon lairing in the mountains to the north.
there’s a settlement northeast of us. Dragons crown.
time moves far slower here than golarion.
all the food will be safe to eat.
we see patrols of agathions, and patrols of divas , patrons, and solars. they look like they are the peacekeepers for the area.
While we’re trying to figure out where to go to find a guide, some solars notice us.
They fly down. one approaches us.
asks us why we’re here, when we’re not dead.
Sunash introduces himself.
The solar introduces himself as Alexander.
We ask what we may do, he advises us to not run amok, if we want to hunt, we should go to dragons crown, and join a party.
THey can take us to Sheylin, or Sarenrae, if we wish to speak to them.
There are no shrines to deities here, theres a gate to the boneyard to the south, he points, and we get a distortion effect, and can see way farther than normal, to the gate.
Let’s go on a hunt, ask Alex if there’s a way for us to get quickly to DC, so that we can make the most of our time.
He can transport us there.
teleport to the gates, he asks us to folow him.
there are 2 planetars that are watching the people entering, they look us over, but don’t move to stop us.
He takes us to a building, a party of 10 with bows is leaving, guided by an agathion.
Sunash asks if there’s anyone he could talk philosophy with while the rest of us are hunting.
He tells us to enter, and tell them Alex sent us.
When we go in, we see a humanoid lion.
He has a mane of hair, digitgrade legs, teeth and claws.
He greets us politely. Would you like to join a hunting party.
Offers us a choice of arms, all the bows and crossbows, and quivers. The next party will leave in 30 minutes.
All the bows are adaptive and intelligent.
the bows draw us to the proper weapon.
They give us aiming hints through telepathy.
An avoral agathion this one is bald eagle type bird person comes to get us, he hasn’t had a mortal party for a long time.
Pait asks about elk.
Along the river to the south are moose, and caribou.
It’s the rut, so they are in their prime right now.
our guide takes us across the river, we stalk along, and start finding areas frequented by caribou.
these animals are 10’ tall at the shoulders. 20’ racks.
We’re talking ice age megafauna.
our guide suggests that we walk over to a small rise, that would bring us up to about shoulder height to them.
Bonk draws, and rolls a 1
It’s now pissed at us.
Pait biffs his shit.
Gozzar manages a good shot.
Bonk lands the second
It got uncomfortably close before it dropped, but it did drop.
Start to butchering
We also forage some good veggies to go with the meat.
Gelid gets the oysters.