(2) A Haunting at Perdition's Point (Inactive)

Game Master mdt

The small hamlet of Perdition's Point has always been haunted by the shadowy spirits that dwell in the forest of Cadaverwood. Locals from towns bordering the woods share terrifying tales of this haunted town, but the citizens of Perdition's Point would have you believe it's not so bad. But with the recent disappearance of two of the local children, the town is on edge. Who will step up and debunk the chilling mystery? And who was responsible for such heinous crimes?

CAMPAIGN INFORMATION

Population of Perdition's Point

Perdition's Point (Ustalev)

Perdition's Point (Village Map)

Perdition's Point (New Village Map)

Eva's Loot Emporium

Emergency Document

COMBAT/EXPLORATION MAPS

Current Map


The small hamlet of Perdition’s Point lies deep within the haunting forest of Cadaverwood. Perdition’s Point manages to survive the troubling woods through their faith and unity. Their militia is only 12 men strong, and with little training, but attacks are few and far between. The biggest problem the villages faces is ghosts and specters that lurk in the shadows. The tavern only houses one bedroom, as there is never more than a single visitor at a time. The nearest main road is nearly 40 miles out, and the next town from there is another 3 miles, making for a full 2 days of travel to leave the hamlet. They make a living through simple farming and husbandry, using the abundance of wood as necessary and surrounding herbs and ingredients for remedies and cooking as they need. Every month a shipment of mundane goods is sent to the hamlet to collect taxes and trade for a portion of the unique wood they harvest. The trees at the heart of the forest have turned a sickly purple, a trait that nobles find most valuable.

Just over a month ago, one of the boys belonging to the Carevin family went missing and was never found. The village was hit hard by the event, and when another child went missing a month later, they decided something had to be done. A town meeting was called.

GM Stuff:

[dice=Init Alexis]1d20+3[/dice]
[dice=Init Cathran]1d20+4[/dice]
[dice=Init Eva]1d20+2[/dice]
[dice=Init Kjel]1d20+3[/dice]
[dice=Init Mahb]1d20+2[/dice]

[dice=Perception Alexis]1d20+8[/dice]
[dice=Perception Cathran]1d20+11[/dice]
[dice=Perception Eva]1d20+7[/dice]
[dice=Perception Kjel]1d20+7[/dice]
[dice=Perception Mahb]1d20+5[/dice]
[dice=Perception Riley]1d2+10[/dice]

[spoiler=Lineera]
Since Lineera chose to be cleared of the taint, and give up some of her necromantic abilities, she has the following options. I'll let you RP her figuring it out.

3rd level spell - Lineera gains Halt Undead instead of Animate Dead
7th level spell - Lineera gains Temporary Resurrection instead of Control Undead

Lineera treats her level as 5 lower when using Raise the Dead revelation (if she takes it). However, as a benefit, any undead she summons will not go out of control or attack unless she orders them to, even if she's rendered unconscious. This revelation has transformed to Shackled Dead.

Disruptive Channel - Although Lineera has lost the Command Undead feat, she gains a different ability. She may use a use of her Channel Negative Energy to target an undead within 30 ft as if she had used Command Undead. If that undead is currently under the command of another, that link is disrupted on a successful application of Disruptive Channel, and Lineera may take control of the undead for 1 round, +1 round for every 5 pts it missed it's will save by. At the end of this time, the undead's energy matrix is disrupted and it falls apart, as if being reduced to 0 hp. If the undead is not controlled, it automatically fails the will save, as if it had rolled 1 on the check.

Lineera now knows the Voice of the Grave revelation.

Lineera adds the following Revelations to her list of Revelations she may take.

Energy Body (Su): As a standard action, you can transform your body into pure necromantic energy, resembling a purple-black fire elemental. In this form, you gain the elemental subtype and give off a chill, dimming emenation that decreases the light level within 10 feet by one step, down to supernatural darkness (which you may see through normally). Any living creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an living creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through an undead allied creature's square or the undead ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Touch of Death(Su): As a standard action, you can perform a melee touch attack that deals 1d4 points of negative energy damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a grayflame weapon.