Sunday, January 26, 2025

Curse of the Crimson Throne Recap # 83 [RPG]

[Starday, 8 Arodus 4708 A.R. continued]

 

Hundreds of miles away from Scarwall, in the independent city of Ilsurian, the summit of leaders from across Varisia is about to conclude.  The delegates have assembled to sign a mutual defence pact containing the terms negotiated over recent days.  But Goldcape, suspicious that the document could be an infernal magical contract like that The Reckoner and Anorak had their spy in Old Korvosa sign, decides to first check if its magical.  The document isn’t magical, but she is surprised to learn that something under the table radiates a powerful aura.  She crouches down to see what it is and realises there’s an arcane pentagram drawn in dried blood on the underside of the table!  Overlord Cromarcky of Riddleport follows suit but, untutored in magic, thinks it’s some kind of magical charming sigil to make the delegates more pliable.  He draws his sword and starts shouting about treachery.  The delegates start to argue amongst themselves as the pentagram glows brighter and brighter before the table suddenly splits down the middle to reveal a seven-foot-tall monster bristling with barbs from the tip of its lashing tail to the serrated features of its fang-filled visage.  Goldcape was right about Infernal powers at work—just not in the way she anticipated!


The delegates react in a myriad of ways: some cower in fear, too terrified to move; others, like Lord-Mayor Grobaras of Magnimar and Overlord Cromarcky, run away from the table for the (closed) doors; and two, Goldcape and Sheriff Feldane of Ilsurian, stand to fight!  Drawing a longsword that radiates the holy power of Heaven itself, Goldcape slashes at the monster while whistling for Rocky to join the fray.  Goldcape’s enchanted blade cuts easily through the Hell-toughened skill of the beast, but Rocky finds many of his attacks blunted—and ends with a mouth full of barbs for his effort!  But Sheriff Feldane fares the worst of the lot, as the barbed devil cuts her down in seconds.  Again, Goldcape steps in, calling Feldane’s spirit to stay in her body and knitting her wounds back together through magic.  The vanara conjures a cyclops to do battle with the devil, but the imposing monster is so terrified it, too, flees in fear!  As he pounds on the door for help, Lord-Mayor Grobaras pulls a curious-looking pan flute from his pocket and blows on it—rats begin to pour forth from cracks in the walls to swarm over the devil.  Simultaneously, Overlord Cromarcky makes a brave (but futile) show of attacking the devil with a crossbow while keeping a safe distance away.  Finally, the doors burst open with Ilsurian guards who start pulling the delegates to safety just as Goldcape manages to dispatch the devil with another sizzling strike from her holy blade.


The summit has been saved with no casualties among the delegates, but a puzzling fact remains: who drew the summoning pentagram, and will they strike again?

 

Meanwhile, back in the damp and gloomy fastness named Castle Scarwall, the rest of the Harrowed Heroes continue their search for a way to break the curse that somehow fuels Queen Ileosa’s newfound invulnerability.  As Yraelzin, Anorak, and The Reckoner discuss how to proceed, all three are startled to see that Lorien has walked up to the statue of Zon-Kuthon and embraced it!  His holy symbol of Cayden Cailean begins to scorch before the others pull him away, realising he must be entranced again.  When the battle-priest continues trying to embrace the statue, the others decide they have no choice but to bind him with chains and manacles.  Eldritch offers his unwelcome opinion that they should just throw Lorien down the stairs.  The Reckoner asks Yraelzin to drag Lorien around as they explore, but he refuses, citing the half-orc’s weight and his own burdensome possessions.  With a sigh, The Reckoner agrees to do it himself, though before long Anorak conjures a floating disk of magical force to carry Lorien.

 

The decision is made to explore what lies beyond the (already open) secret door behind the statue.  The Reckoner’s grasp of architecture leaves him confident that the group has passed beyond the donjon and into the star-shaped tower.  Here, they find multiple prison cells with adamantine manacles embedded in the walls, a staircase to a small chamber on what must be the roof (where the nonfunctional phase door should lead), and another staircase below.  The group decide to backtrack out of the Star Tower and search the rest of the donjon.  Unfortunately, there’s little of interest: a row of small chambers that probably served as monastic cells, a crumbling common room, and what looks to be a larder full of glass jars of murky liquid on shelves.  But as everyone turns to leave, The Reckoner is suddenly struck with an overwhelming desire to unscrew the lid of one of the jars and pull out the human kidney pickled within.  Just as he’s about to take a bite, the compulsion suddenly fades, and he throws the mess away in disgust.

 

Returning to the Star Tower, the group decide to see where the staircase below leads.  The walls and floor of the chamber they reach have a strange organic texture, appearing almost like black mummified flesh streaked with glistening swaths of ancient blood.  Four pillars carved to look like coils of entwined arteries and spinal cords support the ceiling, with nails and surgical tools embedded in these pillars at key and painful-looking positions.  But perhaps most notable is the ten-foot-diameter open shaft in the middle of the chamber, entirely filled with thick bluish mist!  Anorak drops multiple pebbles into the shaft and never hears them hit bottom.  He speculates that the mist is a sort of magical loop, traversable only by those with clear and focussed minds—perhaps a sort of prison of eternally falling!  The Reckoner, however, seems very intrigued and speculates it could instead be a portal to someplace else.  He seems poised to enter, but Anorak persuades him to leave it for another time—there’s still a lot of the castle to investigate, after all.

 

After climbing back up the stairs and returning to the donjon, the group descend another staircase.  Here, a long corridor leads to a massive set of doors.  On the other side, a vast chamber is floored in gray slate and supported by thick pillars of obsidian.  Torches mounted on the pillars burn, yet their flames are strangely dim, barely lighting the cathedral-like space.  White pinpoints of light seem to dance in the eye sockets of each skull that decorates the pillars and thick black curtains hang from the chamber’s walls.  To the northwest, a tall statue of a skull-headed man dressed in dark robes stands behind a black marble altar, on which lies heaped mounds of ashes, bits of bone, and a single skull, its teeth and eye sockets set with glittering gemstones.  Jagged, barbed chains dangle from the statue’s eye sockets.  As Anorak’s enchanted eyes detect magical auras under the mounds of ash, Yraelzin whispers an ominous observation: “We have entered a shrine to the Midnight Lord . . .”


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GM Commentary

We got another entry this session in the subplot with Goldcape attending a summit of Varisian leaders in Ilsurian to try to form an alliance against Runelord Karzoug's armies.  It was a funny stroke of pure luck that they detected the summoning circle early (with Cromarcky rolling a natural 1 to mis-identify it).  The resulting battle was pretty exciting, as each of the NPCs had their actual stats and equipment (from other sources) and most were either under-leveled or not at all designed for combat.  The players running them had to be pretty inventive sometimes.  Still, the result of the summit ends up being pretty important, as it leads to a massive "Battle of Magnimar" which would play out in my "Roots of Golarion" campaign and also had implications for my subsequent AP, Second Darkness.


Back in the main plotline, Lorien's player was absent again, so as usual I had to come up with a good explanation. This one put a bit of a burden on the other PCs, but nobody ever said adventuring would be easy!  


I don't remember off-hand where the shaft of bluish mist went to.  I think it might have descended down to the underground caverns where the gugs lived and Serithtial was originally to be found on an island in an underground lake.  I do remember the PCs never backtracked or got there, anyway.

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