The Beast of Lepidstadt has been captured! Upon traveling to Lepidstadt, the adventurers must discover whether the legendary monster is truly a killer or merely the instrument of some greater evil—and either way, whether it’s too dangerous to be allowed to survive.
HERGSTAG OVERVIEW
Yes, we're abandoning the requirement for the Pre-gens. Good as they might be, people like to make their own. Feel free to switch out to a new character if you feel the need.
Male Elf Bard (Detective)/4;HP 34/34; AC 17 T 12 FF 15; Fort +2; Ref +7 Will +4; CMB +3; CMD 16; Per +11; Init +3; Spd 30ft.
hp:1d8 ⇒ 6
The items themselves consist of a +1 keen longsword, a +1
mithral dagger, and a ring of protection +1
So, Agrimar has been the man on the front line. +1 keen longsword, +1 ring of protection, and the warden's badge are all for him. The +1 keen longsword is worth him becoming a sword and shield guy. Buying full plate armor is probably in his future.
I take the +1 mithral dagger.
And, I think I stick with the pregen. It has been fun.
Pendant, Gravewatch
Aura faint abjuration; CL 3rd
Slot neck; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack.
Undead creatures are repulsed by this light and take a —2 penalty on all attack rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a —4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, protection from evil; Cost 4,000 gp.
Female Elf Slayer 1 / Wizard (Void Elementalist Shadowcaster) 3 | AC 18 T 13 FF 15 | HP 25/32 | F +4 R +6 W +2 | Init +3 | Perc +6
Hello, everyone! Just checking in, and thanks for having me. I'm a huge fan of the Gothic revival, so I'm looking forward to this. If Skiia eventually comes across as a bit of a character out of an Ann Radcliffe novel, that's not accidental. ;)
To introduce the new guys, I'm thinking that there is a coach that comes through Ravengro once a week.
The new guys arrive in it and meet the survivors there as they are getting ready to take it out of town. The coachman will hit the pub while the horses are serviced, giving you time to interact. The new guys will have been mentioned in the reading of the Will, so you'll have something to talk about.
Anyone want to do something different?
I'm honestly pretty flexible here. That seems reasonable, though I had been thinking about buying a horse (makes more sense for my backstory). I have just enough funds I think (need to check). It might be that we joined some trade caravan bound here instead? I figure travellers would typically want to do that for safety and the caravans would probably welcome three experienced combatants with open arms.
As I said though, whatever works. I would definitely travel with someone to Ravengro though.
Female Elf Slayer 1 / Wizard (Void Elementalist Shadowcaster) 3 | AC 18 T 13 FF 15 | HP 25/32 | F +4 R +6 W +2 | Init +3 | Perc +6
Hmm. That sounds OK, but maybe the coach's schedule could have it stop overnight in Ravengro? That would give the group a bit more time to get to know one another and for the ones that have just gone through Harrowstone to catch their breath a bit. I don't think we would need to change how we actually play through the meeting much (i.e., we could just assume that everyone's made their introductions and they're just getting to exercise any lingering curiosity while travelling), but it would be a bit less jarring then suddenly having three new people show up and suddenly be swept off an adventure in the time it takes to change the horses, unless the party's on a timer. Just my 2 cp.
Alternatively, Skiia has mount among her spells known, so she could wander into town on her own, or catch up with the coach just before it arrives.
All right, the coach has arrived. For game convenience sake, those of you who aren't taking the coach into town arrive at the same time in your own way.
And...
...action!
The curses on the haunted items of the five ghosts fade and disappear after the cleansing of Harrowstone by Vesorianna's ghost.
The Lopper's hand axe can now be cleaned of the bloodstains, and the enchantment has faded to its ordinary +1 value (it's no longer a ghost touch weapon). For those of you who can Detect Evil, it still has a vaguely unpleasant 'feel' to it.
The Piper of Ilmarsh's silver flute similarly has its curse (and enchantment) fade until it is only a masterwork silver flute again.
So yes, the items are no longer cursed.
@Ereviss: You can check this post to see what I meant. Christoph asked the Father to allow you to buy them in his name (at the lower cost) and the Father acquiesced in the next post. DM Camris, feel free to correct me if I'm misinterpreting this. :)
One question, would it be acceptable to treat the book (which is also a Pharasmin holy text) as a Masterwork tool that gives a bonus to Knowledge(Religion) but only related to undead? I'd deduct 50 gp from my current cash total. I forgot to ask about this earlier, but it seems appropriate given my backstory. Seems like it should require some time to study before it can be of use. (This Arcane Family Workbook or Adventurer's Chronicle might be appropriate as models.)
Female Elf Slayer 1 / Wizard (Void Elementalist Shadowcaster) 3 | AC 18 T 13 FF 15 | HP 25/32 | F +4 R +6 W +2 | Init +3 | Perc +6
Just to let everyone know, the last half of my week is going to be hellish for work. Burning the midnight oil tomorrow through to travelling to a conference over the weekend and into next week, so I may not be able to post as frequently as I like. From Friday afternoon through to early next Wednesday, I'm not even sure I'll have reliable internet access. If more monsters show up or just to keep things moving, feel free to take charge of Skiia if everyone would be waiting on her otherwise.
@DM Camris: Did the Gallant Inspiration that Ereviss cast do anything to the bow shot that Skiia made? Her roll was a 15 + 3 Gallant inspiration for an 18 total to hit. Damage was 7. I'll post an action shortly, but I wanted to know if that did anything before I use a spell slot.
Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)
Loot:
a potion of fox’s cunning,
a magnifying glass with a gold handle (worth 100 gp),
a small wooden box containing a set of brass weights (the box has a false bottom noticeable with a DC 25 Perception check, which conceals three silver ingots worth 100 sp each),
a walnut traveling case with a pair of superior locks and their keys sealed in wax,
and a jar of pickled garlic cloves among the unsettling skeletal body parts left behind.
Hey guys, sorry for going radio silent. I did some holiday travelling and had a technical breakdown that left me (unexpectedly) without internet access. I just got back this evening and will post in a bit. I will be a bit spotty through the rest of the end of the year between work and holiday stuff.
Just checking in to say I'm still around. I can take a stab at asking question directly, but my Diplomacy is pretty worthy of derision. :) Hoping to ask via proxy (Ereviss).
Sorry, didn't see the updates where you posted for some reason, so I thought we were still waiting to hear back from you. :( My bad. I've posted now, though further actions depend what everyone else find.