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09:26, 29th March 2024 (GMT+0)

The Mountains of Madness.

Posted by ylvaFor group 0
ylva
GM, 199 posts
The GM
Fri 23 Jul 2021
at 00:03
  • msg #1

The Mountains of Madness

Finally, some four days later, you hike through the foothills to the base of the mountain. It towers over you, all sheer forbidding cliffs and bare stone faces. A narrow path starts up the mountain through the trees that cover its base, marked by stone cairns. Some of these cairns are large and elaborate, while others are just a few pebbles stacked atop each other. You quickly learn to watch for any stacked stones, because these markers are the only way to tell the actual path from countless game trails or false appearances of a path on the way up.

The trail gets harder to find, as you ascend. Voh'ren is put to the test, trying to find a safe path up fields of scree or through cracks between boulders. At one point, the path leads straight to the bottom of a cliff face, and you are forced to climb it or find your own way around. At another, you are required to jump from one boulder to the next with the reward of failure being a drop down to a loose slope of scree that would collapse into a rockslide if you fell.

Mount Callahan, it seems, deserved its reputation as a particularly hostile mountain. The climb is hellish. The air is thin, too thin, and you soon find yourselves gasping for breath that will not come, the air simply not rich enough to provide the life-sustaining energy you need. You are tired. Your head hurts.

Okay, in no particular order, you need the following.
1. Someone has to roll Survival to find the path. Three checks at DC 15.
2. Climb checks to get up the cliff face. If one person can make it, they can leave a rope. It takes three successful checks at DC 20. Failing the first does nothing, second does 2d6 falling damage, third does 4d6 falling damage.
2a. If nobody feels confident in a climb, you can roll Perception or Survival to find a route around. There might be one; there might not.
3. Acrobatics checks for the boulder hopping. It's only DC 12, and only one check, but the consequence for failure is pretty stiff. You can rope yourselves together, in which case the rest of the party can roll a Strength check to catch you if you fall - but if they fail, you're all tumbling down.
4. Fortitude saves for the altitude. DC is 15, 16, 17 for the three saves. Failing one causes you to be fatigued; a second or third failed save escalates that to exhausted and does 1 point of damage to each ability score. Any bonuses against high altitude or the like apply, as does the Endurance feat.

Firea
player, 137 posts
AC: 20 HP: 34 F:3 R:4 W:5
Beware the firefox...!
Fri 23 Jul 2021
at 03:45
  • msg #2

The Mountains of Madness

Firea looked at the mountain, then at the others a moment, then back at the mountain. "I have an idea." She said as she was looking at the mountain. "Small animal's, fox's, tiny one's like I can become, tend to traverse thing's like this all the time. I could climb up, as a fox, then once up drop a rope down for you all."
Voh'ren Wildheart
player, 119 posts
Fri 23 Jul 2021
at 04:05
  • msg #3

The Mountains of Madness

Making his way up the mountain takes a bit of effort from Voh'ren. He seems to have lost a bit of the energy in his step. However, traversing the terrain is more taxing on Kiru. Spittle coagulates around the panting wolf pup's mouth as he struggles to keep pace. Voh'ren grimaces and kneels down next to his companion.

"I'm sorry, old friend," he says to the panting Kiru. "Let me give you a chance to catch your breath." The Half-Orc picks up the wolf-pup, and carries him over his shoulders for as they move forward.

Once they reach the cliff, Voh'ren considers the options.

"Perhaps," the Half-Orc replies to Firea's offer, "but there may be an easier trail to take."

OOC:

20:54, Today: Voh'ren Wildheart rolled 33 using 1d20+13.  Fort Save DC 15.
20:54, Today: Voh'ren Wildheart rolled 14 using 1d20+13.  Fort Save DC 16.
20:55, Today: Voh'ren Wildheart rolled 27 using 1d20+13.  Fort Save DC 17.

20:55, Today: Voh'ren Wildheart rolled 6 using 1d20+5.  Fort Save DC 15, Kiru.
20:56, Today: Voh'ren Wildheart rolled 12 using 1d20+5.  Fort Save DC 16, Kiru.
20:56, Today: Voh'ren Wildheart rolled 6 using 1d20+5.  Fort Save DC 17, Kiru.

So Voh'ren is fatigued and Kiru is exhausted and suffering from -2 to stats. I've prepared Carry Companion as my lone 2nd Level spell, so I may have to use that if we end up climbing.

Hester Darkeye
player, 168 posts
Strange girl she is.
Coming home she is.
Fri 23 Jul 2021
at 10:32
  • msg #4

The Mountains of Madness

Hester looks up and mutters something rude under her breath.  "I'm not going up there.  I'm sure there's a way round, and if there's not, then I suggest we go back and try the other guardians first, that way we can wait until we learn to fly."

With that she began looking carefully to try to find a way round.

11:29, Today: Hester Darkeye rolled 6 using 1d20+4.
11:29, Today: Hester Darkeye rolled 21 using 1d20+4.
11:29, Today: Hester Darkeye rolled 14 using 1d20+4.  Fortitude check.
11:28, Today: Hester Darkeye rolled 11 using 1d20+9.  Perception (IS there a way round?).
So Hester is exhausted, lost and DEFINITELY wants to try somewhere else first.

Bristle Chonk
player, 261 posts
Cleric of Death and Info
AC 25, HP 39/39
Fri 23 Jul 2021
at 21:18
  • msg #5

The Mountains of Madness

"I could also send my bear up first, holding a rope in its teeth for us," Bristle offered, patting the ribcage of her large skeletal friend. "Or tie it to his bones. If he falls and gets hurt, no big deal. He doesn't feel pain and the magic animating him will heal the injuries in short order. We would probably want to stand back though, so he doesn't land on top of us..." In the end though, Bristle was fine with doing whichever plan the others had in mind. A side-trail would probably still be safer than climbing a rope held by a bear skeleton.

"If we get real desperate, I could cast Air Walk on somebody too. But I would rather save that for emergencies. I only have that spell prepared once for today." Almost as an afterthought, she added, "And remember to stay hydrated and avoid alcohol today. It will help stave off the effects of the thinning air as we get higher up." She wasn't used to thinking about the wellbeing of others like that. She normally only had to (or chose to) worry about her own health.



If we use the bear, I'll have it take 20. Falling damage from the failures will heal pretty quickly. It has fast healing 2, so it heals 20 hp per minute.

Fortitude Rolls, with Guidance:
16:06, Today: Bristle Chonk rolled 15 using 1d20+8.  Fort Save 1.
16:12, Today: Bristle Chonk rolled 22 using 1d20+8.  Fort Save 2.
16:12, Today: Bristle Chonk rolled 10 using 1d20+8.  Fort Save 3.

Bristle is only Fatigued. Lesser Restoration should be able to nullify the fatigue, right? I know it can normally, but the situation is a bit out of the ordinary.

Voh'ren Wildheart
player, 121 posts
Fri 23 Jul 2021
at 21:37
  • msg #6

The Mountains of Madness

Voh'ren sets Kiru down gently at a spot.

"Stay here while I seek out a trail," the Half-Orc says to the exhausted wolf-pup. Kiru whimpers in reply, and closes his eyes while panting heavily.

OOC:

14:36, Today: Voh'ren Wildheart rolled 17 using 1d20+13.  Survival-Find Path.

ylva
GM, 203 posts
The GM
Sat 24 Jul 2021
at 00:41
  • msg #7

The Mountains of Madness

Voh'ren scouts around while the bear and Firea attempt the cliff face. In the end, it's Voh'ren who finds a route up first, a thin goat path that leads upwards. It's not easy going, but you ascend. And when you reach the boulders above a field of scree, Bristle is able to mold the stones to form a thin, fragile-looking bridge. It's not precisely what anyone would call safe or comforting, but it holds up long enough to traverse.

After that, it's just a process of hiking up a mountain for the final ascent to the summit. Each step feels like a labor, an effort, a strain. Pauses to breathe are often, even though they don't seem to do much. But at last, finally, you reach the summit.

It's just bare rock up here, with patches of snow. You can see for miles all around, out over the mountain range and the forest behind you. It's a glorious view. But there's no sign of an angel, fallen or not.
Voh'ren Wildheart
player, 123 posts
Sat 24 Jul 2021
at 01:03
  • msg #8

The Mountains of Madness

Voh'ren does his best to keep a calm face as he leads the group forward. Mountaineering is not his specialty, but he has some experience picking paths across mountain ranges. However, this mountain is higher those of the past. He continues to carry Kiru up the path, giving the wolf a chance to acclimate to the thin air.

"Come friends," he says to the group as he seeks for safe and sturdy routes up. "It cannot be much further, and once we arrive we can rest..."

OOC:

18:01, Today: Voh'ren Wildheart rolled 15 using 1d20+13.  Survival-Find Path #2.
18:01, Today: Voh'ren Wildheart rolled 31 using 1d20+13.  Survival-Find Path #3.

Caleb Miller
player, 152 posts
Sat 24 Jul 2021
at 05:07
  • msg #9

The Mountains of Madness

Caleb had kept his composure as well as a man who hadn't actually slept in more than a week could be expected to as they traveled to the mountain.

He helped where he could on the climb up, but for all his talent in traversing the cities and forests, it was clear he was no mountaineer as he barely managed to drag himself up to the summit, whereupon he promptly collapsed onto his hands and knees, raggedly sucking down too-thin air as he tried to stand on weak legs, giving it up as a bad job and sitting on a large rock.

Once he had sat down for a few minutes and begun the process of catching what little breath was available to him, his brow furrowed as he took in the surroundings. Slowly he raised his tattooed hand and inspected it, looking between it and the summit, before chuckling weakly. "Well I'll be damned," he said between breaths, "They match. I got an idea, just let me catch my breath real quick..."
Bristle Chonk
player, 264 posts
Cleric of Death and Info
AC 25, HP 39/39
Sat 24 Jul 2021
at 17:07
  • msg #10

The Mountains of Madness

"I may be able to help with that," Bristle replied to Caleb's comment about catching his breath. "At least temporarily. I think this spell will only be a temporary patch on the leaking bucket that is our health..."

The cleric then laid a hand on each of her teammates one at a time, casting a Lesser Restoration spell on each of them. It would hopefully boost their wellbeing long enough to find what they needed to find here.

Once her casting was complete, Bristle began scanning the area with her Detect Magic spell. Caleb said he had a plan, but she figured it wouldn't hurt. "Remember there is supposed to be a portal to an evil plane in the area too, so don't let your guard down here."



Casting Lesser Restoration on Bristle, Caleb, Voh'ren, Hester, and Firea. Those that are exhausted become fatigued, and those that are fatigued become normal. Everyone also heals 1d4 damage to one ability score of their choice.

https://www.d20pfsrd.com/magic...pells/r/restoration/
Caleb Miller
player, 153 posts
Mon 26 Jul 2021
at 03:42
  • msg #11

The Mountains of Madness

When Bristle placed her hand on his shoulder, Caleb's breath eased to a light pant, the tremors in his hands stilled, and some of the color returned to his face. He nodded in gratitude to the cleric, pushing himself up from the rock and slowly walked to the western edge.

He stood there for a minute or so, taking in the view before pulling his newly acquired holy symbol from under his shirt, letting it rest visibly on his chest before drawing in a deep breath and shouting out, his voice echoing off the mountains. "Crocutiel, if you can hear me get out here! We've got a mutual enemy to kill!"
ylva
GM, 204 posts
The GM
Mon 26 Jul 2021
at 03:50
  • msg #12

The Mountains of Madness

The instant that Caleb shouts Crocutiel's name, something...changes. It doesn't take long to notice what. Directly in front of him, a dark circle hangs in midair, unsupported. It's large enough to admit a horse and rider, and from it emanates the chill of the grave, a dark, cold feeling.

It always feels cold, to stand in the presence of death.

Through the portal, it first appears as though there is nothing but blackness. After a moment of examination, though, this resolves into a very dimly lit stone surface. The sound of water can be heard coming from the other side, along with an eerie, droning wind.

OOC: Knowledge (planes) to identify the effect and what's on the other side.
Hester Darkeye
player, 169 posts
Strange girl she is.
Coming home she is.
Mon 26 Jul 2021
at 10:57
  • msg #13

The Mountains of Madness

Hester, only fatigued now and not exhausted but still not as wise as she was, even though at least she knows what she knew stood close to the stone and said, "And by way of a further clue, she was my ancestor so we need not say her name, I think, given my appearance."
Bristle Chonk
player, 265 posts
Cleric of Death and Info
AC 25, HP 39/39
Mon 26 Jul 2021
at 14:31
  • msg #14

The Mountains of Madness

As soon as Caleb called out to the fallen angel, Bristle cast Guidance upon herself, as was her habit. She felt the divine touch drain from her as she thought about what she was witnessing, however, and quickly found herself casting the minor spell a second time. The chill of death in the air both frightened and excited the cleric of Death.

"Is this the portal to Abaddon that was rumored to be here? Or some kind of demiplane created by a fallen angel?" Or maybe it was something else entirely. She shared her insights with the others.



Casting Guidance for the knowledge check, then again right after for future use.
09:16, Today: Bristle Chonk rolled 14 using 1d20+7.  Knowledge: Planes , with Guidance.

Hester Darkeye
player, 170 posts
Strange girl she is.
Coming home she is.
Mon 26 Jul 2021
at 17:52
  • msg #15

The Mountains of Madness

Hester tried to shrug, a strange gesture on a body such as hers that was never meant for shrugging.  I have no idea because I know nothing about the planes.
ylva
GM, 205 posts
The GM
Tue 27 Jul 2021
at 00:48
  • msg #16

The Mountains of Madness

Bristle recognizes this as Abaddon, seemingly an out of the way corner of it.
Bristle Chonk
player, 266 posts
Cleric of Death and Info
AC 25, HP 39/39
Tue 27 Jul 2021
at 02:06
  • msg #17

The Mountains of Madness

"No, that is definitely Abaddon. At least an out of the way corner of it. It is the land of Daemons, so prepare yourself for their presence." The cleric still held out hope that it would be the fallen angel that would emerge though. Perhaps she had taken up the task of acting as a gatekeeper so that tides of daemon-kind would not flood through into the material plane.
Voh'ren Wildheart
player, 125 posts
Tue 27 Jul 2021
at 02:59
  • msg #18

The Mountains of Madness

"No one ever said this would be safe or easy," Voh'ren mutters. He places Kiru down on the ground. He scratches the exhausted wolf behind his ears.

"I'm going to put you to sleep for a bit, old friend," he says softly to the wolf. "I'll bring you back once we're safe." Kiru whimpers, but seems to acquiesce. Voh'ren whispers an incantation. Rivulets of green energy ripple across Kiru, and suddenly the wolf-pup is replaced with a small stone figurine. The Half-Orc carefully picks up the figurine and places it in a safe spot in his pack.

"All right," he says, "lead the way."

OOC:

I'm casting Carry Companion on Kiru. An exhausted companion is only going to slow us down, and I don't want my RP doggo to get hurt.

ylva
GM, 206 posts
The GM
Tue 27 Jul 2021
at 04:16
  • msg #19

The Mountains of Madness

Despite whatever might have been feared or hoped, though, nothing emerges from the portal save the chill and the scent of death. Neither daemon, nor angel, nor anything animate at all.
Caleb Miller
player, 154 posts
Tue 27 Jul 2021
at 17:31
  • msg #20

The Mountains of Madness

Caleb’s words  died in his throat as the portal opened, and he quickly stepped back to face the others, drawing the arbalest from Chance off his back and waiting for something to emerge from what he could only imagine as the mouth of Hell itself. When, after a minute or so of waiting, nothing came, he lowered the weapon and began to slowly approach.

His steps were hesitant and a chill ran down his spine, but he’d never flinched in the face of death before, no sense in doing it now. He stopped  about five feet from the portal, and looked back to the others. “I’ll go first to make sure it’s safe. I’ll stick my hand out if it is, yeah?”

He took a deep breath to steady himself, and if nobody stopped him, stepped inside the portal.
Bristle Chonk
player, 267 posts
Cleric of Death and Info
AC 25, HP 39/39
Tue 27 Jul 2021
at 19:52
  • msg #21

The Mountains of Madness

Bristle nodded to Caleb. It was clear that merely standing around wouldn't get them anywhere. The clerid did have a Divination spell she could cast if need be, but it would take 10 minutes. So Caleb's plan was probably better to start with. Even so, it probably wouldn't hurt to send some help in with him.

"Take my bear with you. He can guard your rear." Bristle ordered her skeletal bear to stay close to Caleb and protect him. She then took position near the portal herself in case rushing in became necessary. Just before Caleb and the undead bear entered Abaddon, she touched Caleb's shoulder and blessed him with a touch of Guidance. "Good luck."



Bristle is sending her bear skeleton in with Caleb to help protect him. She also cast Guidance on Caleb.
ylva
GM, 207 posts
The GM
Tue 27 Jul 2021
at 20:18
  • msg #22

The Mountains of Madness

Caleb steps through, and finds himself standing on a stone bluff, beneath a dark sky lit by what looks like a sullen crimson eye rather than any sun. Ahead, in the direction that the sound of water comes from, he can see a pair of...things. They're metal, and look for all the world like the refuse left on a battlefield given life and motion. Their bodies are made up of splintered metal armor, breastplates with holes punched through them and sundered helms. Their arms are made from the shards of shattered weapons, and their long tails formed from the pieces of daggers. Their heads are featureless save for heavy teeth and burning crimson eyes.

As one, the two metallic forms straighten with the sound of metal scraping stone and turn to face Caleb.
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