Carrion Crown / Wake of the Watcher (Part 7) – 15/03/2015
The heroes continue their exploration of Undiomede House, which seems to have been populated exclusively with monsters lifted from the twisted imagination of H.P Lovecraft. It’s a good job that the players will never be privy to the majority of background information that (barely) holds the plot together, which is as weak as the glue Paizo used to bind the actual book.
In a musty drawing room overlooking the lake, Rafe spots a finely crafted, hickory desk and suddenly transforms into David Dickinson.
“This could be worth a few bob at auction,” he tells the others enthusiastically, “A few coats of varnish and she’ll be as good as new.”
He begins checking the drawers and recoils as a cloud of mustard coloured spores explodes in his face. The rest of the heroes withdraw until the air clears. Beyond the drawing room is the master bedroom, dominated by a sagging four-poster bed. Someone has carved the words; ‘The Pact ends here, father!’ into the headboard. Rafe is furious – but perhaps it can still be restored to its original majesty?
‘Forget Rapid Shot - I’ll pick up a few skill ranks in Profession [Carpentry] when we next level up,’ he decides.
Suddenly, a pair of unspeakable hounds appear in the corners of the room, snapping and slathering. Hargr feels his sanity beginning to unravel like an old cardigan. As if that wasn’t enough to worry about, one of the hounds fixes the dwarf with its rending gaze! Hargr resists the effect and his body does not turn itself inside out. Van Hellsqueak recalls that his own will save isn’t great (or even particularly good) and dives under the bed, rather than be subjected to the second hounds’ frightful stare. Meanwhile, Thorne gathers his druidic magic and summons a manticore into the mix. The master bedroom has not seen this much action in years! The two hounds pop out of existence as abruptly as they first appeared, back to the pages of whichever short story they were stolen from.
Beneath the bed, Van Hellsqueak finds a hefty tome bound in smooth, grey sharkskin. He drags it out and flips through the crusty pages. The book is written in an alien language that the halfling cannot comprehend, yet the unrecognisable letters seem to cavort across his vision, etching themselves into his eye sockets. Van Hellsqueak slams the book closed and stows it in his pack. Perhaps it can be used to balance a wobbly table when he eventually returns to his dear old hobbit hole.
Stairs ascend from the first floor to the roof of the house. Rafe shields his eyes against the sickly glare of the sun and spots something flapping around overhead. Something BIG! As the creature swoops towards the party, they all get a closer look at it. It looks as though someone has taken the aspects of a horse, a bat and a dragon and mixed them all together into yet another ridiculous Pathfinder monster. The GM reliably informs us that it is a Shantak. Thorne summons a trio of teranadons to harass the winged abomination. The beast absorbs a lot of missile fire on its approach and by the time it arrives it is having second thoughts about attacking at all. It grapples Van Hellsqueak in its talons and scoops the diminutive fighter off the roof!
“How high are we?” his player asks, after consulting the rules for falling.
“You’re about 50ft off the ground,” the GM answers.
“I can survive that! I shoot the Shantak in the heart.”
The Shantak squawks as three crossbow bolts bugger up its circulatory system. Van Hellsqueak slips from its clutches and plummets towards the marshy ground, which rushes up to meet him with bone-fracturing force (specifically, the bones in his legs). The halfling chuckles as he crawls back towards the house, dragging his shattered limbs behind him. Meanwhile, the dead Shantak lands in the lake, causing a huge wave of filthy water to break against the mansion’s façade.
“Cure Moderate Wounds, please.” Van Hellsqueak requests, indicating his mangled legs.
“I’m sorry, I used up all my spells summoning those three teranadons,” Thorne apologises.
While the dwarven druid splints the halfling’s legs, Rafe and Hargr debate putting Undiomede House to the torch and pissing over the ashes. The GM does not like this train of thought and sends us back inside looking for slugs. Their slimy tracks lead the party to a hidden phase door that they had previously overlooked, activated by messing with the ominous menhirs in the main hall. Passing through the portal deposits the heroes in a dank cave system beneath the mansion.
To be continued….