((Mace attack was a 'reaction' - readied in the previous turn. Eldon then gets a new turn (be sure to take all three actions for the new turn. As far as I can tell, Telekinetic Projection only takes 2 action slots.)))
UP NEXT:Fopp (Dueling Cape)-> Narrakas -> Cacodaemon (visible near Narrakas) -> Eldon ->
As Lord Foppington gracefully approaches the Cacodaemon, he deftly aligns his blade, poised for combat. The Cacodaemon, briefly becoming visible, lunges forward to strike, but Lord Foppington is quicker. With a masterful thrust, his rapier finds its mark, piercing the daemon's malevolent form.
The Cacodaemon emits a horrifying, otherworldly screech as it dissolves into a sulfurous cloud, vanquished by the swashbuckler's strike. The foul creature is no more, leaving behind only an acrid, lingering odor in the air.
The party no longer feels the oppressive mood in the air, although silence still reigns.
Narrakas unhesitatingly gathered up a fair sized wad of spittle, blood, and snot to spit into the dissipating cloud for good measure. But for all of his apparent anger and bravado, anyone looking closely enough would see a slight trembling to his frame. "Good riddance! Stoopid fear gnawning sly thing."He grouse, then looked to Lord Foppington with a conflilcted look of both respect and wariness.
"... You did good, fancy pants."He glance to the others. "And rest of you too... I guess... Bah! Anyhow, let's see if it has anything good-good in its lair." With that, the goblin sucked in a breath as if bracing himself, before marching his way towards where he first spotted the creature.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Narrakas leads the group back toward the natural depression formed amidst the waterlogged terrain which served as the daemon's lair.
The mere itself is a vast expanse of murky water, fringed by tangled marshes and thickets of gnarled trees. In this desolate landscape, the lair of the Cacodaemon appears as a sunken pit or crater-like depression. This hollow is surrounded by low, twisted trees and partially submerged roots, giving it an eerie, otherworldly appearance.
The lair's entrance is a narrow, winding passage obscured by overhanging vegetation and dense foliage, making it seem like a hidden portal to a realm of nightmares. As one descends into the lair, the ground becomes increasingly muddied, and the air grows heavy with the stench of decay and brimstone. The walls of the lair are slick with moisture, covered in moss and algae, and the faint sound of dripping water can be heard in the distance.
Within this grim cavity, the Cacodaemon has appointed its lair with sinister intent. Jagged rocks protrude from the mire, the floor is covered in a tangle of vines and an ominous, bubbling pool of stagnant water dominates the center of the chamber. The air is heavy with a sense of dread, and the lair is adorned with the detritus of the daemon's victims: tattered toys, fragments of children's clothing, and a perverse collection of trinkets that once held sentimental value. These remnants speak of the creature's twisted allure that draws innocent souls into its clutches.
In the heart of the Cacodaemon's lair, amidst the eerie surroundings, there stands a sinister altar that serves as the focal point of the chamber. This altar is a grotesque creation, crafted from ancient, weathered stone. It is squat and irregular in shape, resembling a crude, misshapen monolith.
The surface of the altar is uneven, with jagged edges and rough carvings etched into the stone. These carvings are nightmarish and indecipherable, depicting scenes of torment, death, and suffering. The stone itself appears to be stained and discolored, as if it has absorbed the malevolent energy of countless rituals.
Scattered haphazardly about the altar are several gems, their ghastly glow casting an eerie illumination in the chamber. These are small, translucent stones, each emitting a faint, mournful shimmer, giving the impression of a spectral presence hovering around the altar. The gems are of various sizes and colors, ranging from a sickly green to a deep crimson. They are arranged in a chaotic pattern, almost as if they were carelessly discarded or strewn about during some unholy rite.
Narrakas at the very least... well it took even him a bit of time to fully absorb what he seeing about the altar. But after close to a minute, the goblin dismisses rampant worries and imaginings to spy the gems. At which point he licked his chops as the light of avarice lit up his eyes, and unless anyone stopped him, he'd quickly scamper over to snatch up some of the gems to inspect before pocketing them. "A fine take. Good take.... foul take... But someone else problem once we sell off, yea?" He said, grinning at his fellow "mercenaries", prior to then look a the altar. "Hmn... may want break this 'fore more nightmare thing come. Break good and find cleric to piss on it for good measure!"
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Eldon looks at the gems with a troubled expression. “Those aren’t just gems.”. he says quietly. “Those are souls- well, soul gems to be precise. The beast had been collecting them.”.
Narrakas squints at Eldon. "So.... they'd be worth more than to right buyers?"He asks, sounding genuinely curious. But the moment anyone looks even slightly negative, he lets out a drawn groan of frustration before adding, "Or I guess we can take'm back to the boss lady to see if she can bust'em out or whatever! Either way, I'm still take'm with us. But, any of ya got any magic juice to really bust up this altar? Or should I be taking Cricket here to till stops sending out the feel bads?" At the mention of Cricket, Narrakas gestures back to his great club, a gnarled wooden thing.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(Unless anyone speaks out against it, or have other plans besides returning to the village, Narrakas would take a few hits at it until it looked significantly defaced.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
As Narrakas unleashes a relentless barrage of savage strikes upon the altar, his club repeatedly crashes against the ancient stone surface. The sound is a cacophony of violence echoing through the eerie chamber, a symphony of destruction that seems to defy the very essence of the lair itself.
With each powerful swing, fragments of stone go flying, filling the air with dust and debris. The altar, once a symbol of dark power and malevolence, begins to crumble under the relentless assault. It groans and shudders as if protesting the audacious goblin's defiance.
After an astonishing 23 strikes, the altar finally succumbs to Narrakas's brutal assault. A portion of it cracks and breaks away, sending shards of stone scattering across the chamber's floor. The malevolent altar, once a focal point for sinister rituals, is now marred and defiled, a shadow of its former self.
Narrakas stands before the shattered remains of the altar, his chest heaving as he catches his breath. His club, though a bit worse for wear from the brutal onslaught, still clings to his grasp as a testament to his determination and fury. The chamber is filled with an oppressive silence, broken only by the goblin's labored breathing and the debris settling from the destruction he has wrought.
((Please note that Cricket's HP are reduced by 6))
Standing amidst the wreckage of the malevolent altar, surrounded by the discarded toys and belongings of the missing children, and clutching the gathered soul-gems, the party now faces a pivotal decision. The chamber remains eerily quiet, as if holding its breath in the aftermath of the destructive onslaught.
They have several options before them:
Return to the Village: The party can choose to return to the grieving village and inform the distraught mother about their success in defeating the cacodaemon. They can show her the soul-gems as proof that the creature responsible for luring away the children has been vanquished.
Examine the Lair Further: They may wish to explore the lair more thoroughly, searching for any additional clues, hidden treasures, or lingering traces of dark magic that could shed light on the cacodaemon's activities.
Avoid returning to the village: The party may try to avoid the villagers and exit the Mere elsewhere, and try to get to Saltmarsh without the caravan.
Something else: The party can attempt to do anything the players imagine.
((Mace attack was a 'reaction' - readied in the previous turn. Eldon then gets a new turn (be sure to take all three actions for the new turn. As far as I can tell, Telekinetic Projection only takes 2 action slots.)))
UP NEXT: Fopp (Dueling Cape) -> Narrakas -> Cacodaemon (visible near Narrakas) -> Eldon ->
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Fort Save #1: 23.
Fort Save #2: 24.
When you realize you're doing too much: Signature.
eldon casts Shield for his 3rd action.
Fopp slides up next to Narrakas and assaults the temporarily visible demon with rapier and dagger.
>Stride
>Strike (Rapier) 25 AC 9 damage
>Strike (Main-Gauche) 11 AC 8 damage
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
((@Charwoman_Gene - please describe how Foppington dispatches the daemon with his rapier strike!))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
As Lord Foppington gracefully approaches the Cacodaemon, he deftly aligns his blade, poised for combat. The Cacodaemon, briefly becoming visible, lunges forward to strike, but Lord Foppington is quicker. With a masterful thrust, his rapier finds its mark, piercing the daemon's malevolent form.
The Cacodaemon emits a horrifying, otherworldly screech as it dissolves into a sulfurous cloud, vanquished by the swashbuckler's strike. The foul creature is no more, leaving behind only an acrid, lingering odor in the air.
The party no longer feels the oppressive mood in the air, although silence still reigns.
((40 XP added to each of your sheets))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Narrakas unhesitatingly gathered up a fair sized wad of spittle, blood, and snot to spit into the dissipating cloud for good measure. But for all of his apparent anger and bravado, anyone looking closely enough would see a slight trembling to his frame. "Good riddance! Stoopid fear gnawning sly thing." He grouse, then looked to Lord Foppington with a conflilcted look of both respect and wariness.
"... You did good, fancy pants." He glance to the others. "And rest of you too... I guess... Bah! Anyhow, let's see if it has anything good-good in its lair." With that, the goblin sucked in a breath as if bracing himself, before marching his way towards where he first spotted the creature.
When you realize you're doing too much: Signature.
Narrakas leads the group back toward the natural depression formed amidst the waterlogged terrain which served as the daemon's lair.
The mere itself is a vast expanse of murky water, fringed by tangled marshes and thickets of gnarled trees. In this desolate landscape, the lair of the Cacodaemon appears as a sunken pit or crater-like depression. This hollow is surrounded by low, twisted trees and partially submerged roots, giving it an eerie, otherworldly appearance.
The lair's entrance is a narrow, winding passage obscured by overhanging vegetation and dense foliage, making it seem like a hidden portal to a realm of nightmares. As one descends into the lair, the ground becomes increasingly muddied, and the air grows heavy with the stench of decay and brimstone. The walls of the lair are slick with moisture, covered in moss and algae, and the faint sound of dripping water can be heard in the distance.
Within this grim cavity, the Cacodaemon has appointed its lair with sinister intent. Jagged rocks protrude from the mire, the floor is covered in a tangle of vines and an ominous, bubbling pool of stagnant water dominates the center of the chamber. The air is heavy with a sense of dread, and the lair is adorned with the detritus of the daemon's victims: tattered toys, fragments of children's clothing, and a perverse collection of trinkets that once held sentimental value. These remnants speak of the creature's twisted allure that draws innocent souls into its clutches.
In the heart of the Cacodaemon's lair, amidst the eerie surroundings, there stands a sinister altar that serves as the focal point of the chamber. This altar is a grotesque creation, crafted from ancient, weathered stone. It is squat and irregular in shape, resembling a crude, misshapen monolith.
The surface of the altar is uneven, with jagged edges and rough carvings etched into the stone. These carvings are nightmarish and indecipherable, depicting scenes of torment, death, and suffering. The stone itself appears to be stained and discolored, as if it has absorbed the malevolent energy of countless rituals.
Scattered haphazardly about the altar are several gems, their ghastly glow casting an eerie illumination in the chamber. These are small, translucent stones, each emitting a faint, mournful shimmer, giving the impression of a spectral presence hovering around the altar. The gems are of various sizes and colors, ranging from a sickly green to a deep crimson. They are arranged in a chaotic pattern, almost as if they were carelessly discarded or strewn about during some unholy rite.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Narrakas at the very least... well it took even him a bit of time to fully absorb what he seeing about the altar. But after close to a minute, the goblin dismisses rampant worries and imaginings to spy the gems. At which point he licked his chops as the light of avarice lit up his eyes, and unless anyone stopped him, he'd quickly scamper over to snatch up some of the gems to inspect before pocketing them. "A fine take. Good take.... foul take... But someone else problem once we sell off, yea?" He said, grinning at his fellow "mercenaries", prior to then look a the altar. "Hmn... may want break this 'fore more nightmare thing come. Break good and find cleric to piss on it for good measure!"
When you realize you're doing too much: Signature.
Narrakas collects 11 gems
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Eldon looks at the gems with a troubled expression. “Those aren’t just gems.”. he says quietly. “Those are souls- well, soul gems to be precise. The beast had been collecting them.”.
Narrakas squints at Eldon. "So.... they'd be worth more than to right buyers?" He asks, sounding genuinely curious. But the moment anyone looks even slightly negative, he lets out a drawn groan of frustration before adding, "Or I guess we can take'm back to the boss lady to see if she can bust'em out or whatever! Either way, I'm still take'm with us. But, any of ya got any magic juice to really bust up this altar? Or should I be taking Cricket here to till stops sending out the feel bads?" At the mention of Cricket, Narrakas gestures back to his great club, a gnarled wooden thing.
When you realize you're doing too much: Signature.
((If any wish to attempt to damage the altar just make damage rolls - we will assume autohit {AC=0}. Otherwise, what else would you like to do now? ))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(Unless anyone speaks out against it, or have other plans besides returning to the village, Narrakas would take a few hits at it until it looked significantly defaced.)
When you realize you're doing too much: Signature.
1 | -2 | -3 | -1 | -1 | -3 | 2 | 2 | -2 | 2 | -3 | -3
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
-3 | -3 | -3 | -1 | -1 | -1 | -2 | 2 | 1 | 2 | -1 | 1 | -2 | 0 | -1 | -1 | -1 | -2 | 1 | -3 |
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
As Narrakas unleashes a relentless barrage of savage strikes upon the altar, his club repeatedly crashes against the ancient stone surface. The sound is a cacophony of violence echoing through the eerie chamber, a symphony of destruction that seems to defy the very essence of the lair itself.
With each powerful swing, fragments of stone go flying, filling the air with dust and debris. The altar, once a symbol of dark power and malevolence, begins to crumble under the relentless assault. It groans and shudders as if protesting the audacious goblin's defiance.
After an astonishing 23 strikes, the altar finally succumbs to Narrakas's brutal assault. A portion of it cracks and breaks away, sending shards of stone scattering across the chamber's floor. The malevolent altar, once a focal point for sinister rituals, is now marred and defiled, a shadow of its former self.
Narrakas stands before the shattered remains of the altar, his chest heaving as he catches his breath. His club, though a bit worse for wear from the brutal onslaught, still clings to his grasp as a testament to his determination and fury. The chamber is filled with an oppressive silence, broken only by the goblin's labored breathing and the debris settling from the destruction he has wrought.
((Please note that Cricket's HP are reduced by 6))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((I ignored all the damage rolls after it broke - assuming you only wish to break it, not completely destroy it))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(@CF: Yea after thinking about it for a bit he'd hold off on destroying it in the process. At least until he finds a better greatclub/club.)
When you realize you're doing too much: Signature.
Standing amidst the wreckage of the malevolent altar, surrounded by the discarded toys and belongings of the missing children, and clutching the gathered soul-gems, the party now faces a pivotal decision. The chamber remains eerily quiet, as if holding its breath in the aftermath of the destructive onslaught.
They have several options before them:
Return to the Village: The party can choose to return to the grieving village and inform the distraught mother about their success in defeating the cacodaemon. They can show her the soul-gems as proof that the creature responsible for luring away the children has been vanquished.
Examine the Lair Further: They may wish to explore the lair more thoroughly, searching for any additional clues, hidden treasures, or lingering traces of dark magic that could shed light on the cacodaemon's activities.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms