Session 47: A Visceral experience

## Inevitable Conflict.

As the horsemen approach the party, the party are confronted in a very straight forward way.

The leading Aasimar simply offer to let them go if Kristoffer were to give them the infernal conduit, they declare that he is not of no tangible value to them, an unnecessary burden they would rather not carry back to Millenor. The party are warned that they are not facing the only Rosenthal force in the region and that complying would save everyone quite the headache.
* The Aasimar transform into their true forms, bearded devils, as they shrug off a fireball cast from Dummin. Thankfully the spell decimates the rest of his foes. The woman falls to a spectre, the man to attrition.
* The Selphid appears capable of casting enchantment magic on some level, but the party proves too resilient to it. Dummin makes his head explode.
* The crows, becoming invisible before the fight started, stabbed at the party with poisonous tails, revealing they impish form. Besides the surprise factor they prove to be more efficient scouts than combatants.
* The guards don't get to do much before becoming ash.

The battle is over, seemingly with few issues if one were to ignore the distress signal the Selphid sent soon before his death. Apparently a creature named Visceros is heading towards them. The party loot quickly and ride away slowly, waiting for the other shoe to drop.

## Double threat.

Sooner than convenient yet later than expected the aforementioned Visceros makes their entrance.

He rides in on a two headed hellhound, the creature's massive heads leaking Acid and Fire, a long chain wrapped each neck providing the devil on top with reins to direct the beast with. The man himself is wrapped in scraps of clothing, his grey-red flesh adorned with rows and rows of barbed chains and instruments of torture. He seems to revel in the hunt, bellowing excitedly at the sight of his quarry.
There is little time for small-talk, the beast and it's rider charge in:

There is little time for small-talk, the beast and it's rider charge in:

Phase 1:

* Kristoffer falls to a devastating blow as the party are doused in acidic fumes from the hounds breath weapon.

* Eppa begins dishing out damage with his spirit guardians after his arcane abjuration fails to turn the two-headed dog.

* Dummin attempts to formulate a plan, preparing to trap the devil in a bubble of force in order to buy his team precious time.

* Ixxy blesses the party and does her best to deal with the lesser foes whilst attempting to survive stray attacks from the hellhound

* Kristoffer fights for his fucking life.

This phase ends with the creature trapped, Kristoffer healed and all foes but the devil slain.
* Everyone attempts to sass the devil, the devil is having none of that, biding his time for a counterattack in the window of time left after the prison that surrounds him expires

* Eppa attempts to trap him for a longer time, although his casting might prove too slow.

* Dummin attempts to prepare a second bubble of force, hoping to buy Eppa some time.

* Kristoffer heals up as well as he can and attempts to gain information from the devil, he probably answers some of his questions, gaining a whole lot of new ones.

* Ixxy moves as far away from the devil as possible, perhaps considering his words of possible escape.

The devil is trapped once more, giving Eppa time to complete his magic circle.

* Questioning continues, although the devil seems unwilling to provide answers to new questions.

* The party consider what they could do in the remaining hour.

* The devil prepares for his last hail Mary attempt at freedom, entangling Eppa in his chains and almost killing him if not for Gelledon's blessing.

* Lamenting the party's cowardice and unwilling to subject himself to a slow death, the devil takes it's own head of with disturbingly practiced ease.

## Perch.

The party take their rest after a long day of travel and combat. They are joined by unexpected company, a terrified family abandoning Perch for safer places. Discussion proves fruitful as they explain in detail the damage Lark was wrought all over Perch. An unknown amount of people have disappeared, some often found in a savaged state later. The streets are no longer safe and commerce, the lifeblood of the city, is suffering. The local military is stretched thin and the local lord is at a loss. The party reassure there with maybe more confidence than needed that they will solve the case of the Butcher of Perch but the family does not seem willing to return there just at their word. They split ways amicably in the morning.

They arrive in a city in disarray, the ambience is oppressive as everyone rushes from place to place, refusing to stay idle and exposed for long. Soldiers patrol the streets but they too look afraid and paranoid.

The party quickly find their way to the inn Cathair used as a base of operations, hoping he can share insights that could help their investigation.

The man has organized a small amount of Brineheart soldiers and locals into a willing, if kind of impotent fighting force. He has also made sure to lay groundwork for the party so that they may start their investigation as soon as they arrive.

The party finish off the session by meeting with the local lord and his wife-to-be, learning that they will have as many resources as the man can provide in their quest to slay Lark.

Promises are made by a confident group of adventurers. Now to see if they can keep them