GM Bold Strider's Carrion Crown - Flaxseed Lodge (Inactive)

Game Master rpblue

Loot Spreadsheet: Here!

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Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm hits chains harder?:
Gaarms sword clangs off of the chains with minimal damage causing the man to grimace as the paladin is looking the worse for wear.

With a renewed vigor Gaarm slams Angrist down even harder onto the thick chains.

+1 Longsword (Angrist): 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
Damage: 1d8 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
Evil Outsider extra damage: 1d6 ⇒ 2

Ouch. That sucks.lol

Power Attack


You had one job, Gaarm! Don't roll a 1!


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Haha I know right. His eyes were closed.


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Actions:
Naxx continues to inspire..hoping his words will help Gaarm hit something while he moves over and tries to guy Gaarm next aim even more To aid Gaarm's next attack: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

I've got a splitting headache!:
Phyton's knees nearly buckle from the pain in his head. Trying to focus, he stawith what seems to be working, punishing the undead with positive energy.

Channel DC 12: 2d6 ⇒ (2, 4) = 6


The Rest:
Phyton blasts the room with another gout of positive energy as the chains don't seem tighten any further. As the white light radiates over the dwarf, you see that the very essence that holds him together shatters and you see him pulled from the room, likely to be captured by the Warden's Badge.

Naxx move back into the room to aid Gaarm as Nizvit does the same.

+4 to damage on your next strike, Gaarm.

It does not look like Sir Thomas has much left in him as he takes on more wounds as Phyton is healed from the burns.

Sir Thomas:
The pain subsides a bit as the Friar and the acolytes help you to your feet. "Shall we continue brother or do you need a respite in our infirmary?" the man asks of Sir Thomas.

You feel extraordinarily weak, as if you are on the verge of death once more, and you feel your life force draining constantly as if there is some force sucking you dry.

Will Save

Initiative:
1st: Phyton; Sir Thomas; Naxx; Nizvit; Gaarm
2nd: Chains @ 37

Status:
Nizvit (5 Wis Damage) @ 10/11 HP; Phyton (9 Wis Damage) @ 19/24 HP; Sir Thomas (7 Wis Damage) @ 5/29 HP; Naxx (7 Wis Damage) @ 6/16 HP; Gaarm (5 Wis Damage) @ 23(17)/27(21) HP

Active buffs:
Life Link: Nizvit, Phyton, Gaarm; Mage Armor: Nizvit/Phyton; Protection from Evil: All

Pending:


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

actions:
I am fine, I am ready for eternitywill save: 1d20 + 7 - 3 ⇒ (18) + 7 - 3 = 22


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Oh, for the love of Iomedae!:
Seeing Sir Thom on the brink of unconsciousness, Phyton quickly channels healing to the party.

Channel: 2d6 ⇒ (3, 3) = 6


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm opens his eyes:
Hearing his sword strike the stone near Sir Thomas' head Gaarm sighs and opens his eyes once again.

Seems your gods are watching out for you Paladin.

Hefting his sword over his shoulder once again Gaarm brings it crashing down.

+1 Longsword (Angrist): 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18
Damage: 1d8 + 7 + 2 + 4 ⇒ (5) + 7 + 2 + 4 = 18
Evil Outsider extra damage: 1d6 ⇒ 6

Power Attack


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Action:
Naxx continues to inspire, hoping that the added bonus will matter and tries to aid Gaarm on his attack once more Assit Gaarm: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13


With a final sweep of the sword, Gaarm cuts through the chains binding Sir Thomas. The chains shatter into pieces as each of the holy symbols cracks and crumbles to dust.

The ghost of the Father Charlatan is sucked through the halls of Harrowstone and deposited into the Warden's Badge.

Sir Thomas awakes with a start, recognizing the ghost as the Friar from his dreams. It appears that the evil conman used Sir Thomas' holiness against him as the Paladin feels the various bruises and contusions caused from the squeezing chains.

If you failed to finish Harrowstone in the next three days:
If the PCs fail to cleanse Harrowstone of its haunts in time, then as the last letter of the ghost widow’s name is completed, eerie cold blue light erupts out of every window, door, pit, and crack of Harrowstone as the spirits of dozens of violent criminals escape, transforming into full-fledged ghosts. In this event, many of the ghosts sweep down into Ravengro—how this plays out is left to you, but you should have the PCs confronted by both a fair number of possessed townsfolk, minor prisoner ghosts (most of whom were 1st-level fighters or rogues in life), and at least one of the five key spirits that they haven’t yet defeated. The Splatter Man in particular might pay them a visit. The goal here shouldn’t be to kill off the party with endless waves of vengeful ghosts, but to impress upon them the repercussions of their failure and, perhaps, force them to flee Ravengro. Certainly most of the town’s nhabitants are slain that night—those who survive flee, leaving behind a literal ghost town. Harrowstone itself retains a number of haunts after this development. Although they are no longer maintained or organized by undead spirits, the ruin becomes a haven for other undead creatures who are drawn to its unholy site like a beacon.

You return to Vesorianna and find her looking content, holding the Warden's Badge in her ghostly hands. "There is not much time for me, now. All of the haunts and ghosts of Harrowstone are now trapped in this badge for eternity as long as I remain at Harrowstone. My consciousness will disperse as a protective enchantment over the prison to keep out other undead, but this is the last we shall see of each other. Perhaps the badge will be of use to you..." she says as she fades away as well, the warden’s badge settling softly to the ground as she vanishes. The badge emits a slight, bluish glow constantly from now on.

Spellcraft DC 22:
The badge continues to glow softly from then on, and functions as a rod of lesser ectoplasmic metamagic.

Harrowstone’s reputation as a haunted building persists, but over the course of a few more generations, this reputation might fade as the truth of the new developments eventually settles in to Ravengro’s rumor mill.

Ravengro’s citizens notice the change the very next night as the strange events and eerie happenings that have been plaguing the town cease. The next day, the town’s citizens gather and pool an amount of money as a reward for you. You graciously accept and find 1,000 GP inside.

In any case, whether you leave Ravengro in triumph or defeat, it is time for you to honor Professor Lorrimor’s final wish and make the delivery of his books to Lepidstadt (and to collect the promised stipend!).

End of Part I


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

After the haunts have been put down and the evil dispersed, Sir Thomas begins to get a little restless. There is not much that needs being done in town, and what needs to be done can be handled by the church of Pharasma. He spends a couple days offering healing and saying his goodbyes.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Oh, Good thing we finished that in time. All of those ghosts released would have been horrible.

As the haunting of Harrowstone begins to diminish Gaarm begins to relax a bit more at night. Though he continues to have nightmarish visions of white flames, but instead of waking up sweating and in fear Gaarm begins to control his fear into anger.

Over the next few days Gaarm spends a good chunk of his time speaking of the experience with Nizvit and Sir Thomas. Gaarm begins to learn the ways of basic magic from Nizvit and of the gods from Sir Thomas. With each passing day and attempt Gaarm seems to be able to control a minimal portion of divine and arcane power, almost as if something inside him is guiding his hands. Each time he completes some of the magic it almost feels as if he is not in control.

Where is this power coming from? What is happening to me? Gaarm says as he stares at his hands in disbelief.

************************************************************************

Waking up Gaarm brings his arsenal of weapons downstairs. He limps down each step, his leg hurting more and more since Harrowstone.

Those ghosts really did a number on me it seems. He says as he holds a hands to his leg. No matter how much I rest I still feel exhausted from whatever that spiked cage did to me.

Gaarm looks at the large pile of books. About time we took those to Lepidstadt huh? Maybe we can see Father Grimburrow before we go. Perhaps he can help now that the apparitions behind Harrowstone are weakened.


@Gaarm: You know that the spikes to the iron maiden that are missing might be the key to purging the curse from you, otherwise you feel the power growing inside of you every so often.

You are still in the town of Ravengro in Canterwall and you know that you must travel to Lepidstadt to the north to complete your errand for Professor Lorrimor—delivering his collection to
Lepidstadt. Before you leave, you ask around to learn a little about your journey, and about the burghers of Lepidstadt, from local people in Ravengro.

A Diplomacy check to gather information or a Knowledge (local) check
reveals the following information about Lepidstadt.

DC 10:
The distance from Ravengro to Lepidstadt is about 100 miles. No journey in Ustalav is without risk, but the old Mountain Road is generally regarded as the best route. This road follows the southeastern foothills of the Tusk Mountains, passing through the towns of Tamrivena and Courtaud before following the Lesser Moutray River up to Lepidstadt.

DC 15:
The city of Lepidstadt is currently the scene of intense local excitement. The dreaded Beast of Lepidstadt—a terrifying abomination that has terrorized the people of Vieland for years—has been captured. Hundreds of people have flocked to the city hoping to catch a glimpse of the horror and watch it burn for its crimes.


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Spellcraft: 1d20 + 6 ⇒ (10) + 6 = 16

Phyton picks up and examines the badge, but his initial inspection reveals little.

Spellcraft: 1d20 + 6 ⇒ (20) + 6 = 26

After a day of rest, Phyton tries examining once more, his curiosity piqued. "Ah! It acts as magic modifying device, allowing the magic to better effect ghosts and such...."


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

gather information: 1d20 + 10 ⇒ (15) + 10 = 25
We will be taking the Old Mountain road. It will be safest. The journey is around 100 miles so prepare for about a week's travel.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Over the next few days before the group heads out, while Gaarm is not speaking with Sir Thomas and Nizvit, his restless nights keep him awake during strange hours. For the first few night Gaarm catches himself getting dressed and returning to Harrowstone out of curiosity.

So much horror here. To think that it is finally done.

Finally drawing up the courage Gaarm returns to the room with the iron maiden. He runs a hand down the cold metal as he feels the areas with the missing spikes.

What is it you were trying to show me? Were you just some malevolent spirit or did you do something more?

Gaarm spends several moments staring at the evil torturous device.

Sir Thomas might know more about these contraptions. Perhaps I should have brought him. Gaarm says as he carefully looks about the room, still a little on edge as the last time he was here the prison tried to kill him on multiple occasions.

I have got to find these missing spikes before we leave Ravengro....

Perception Take 20: 20 + 3 = 23

*********************************************************************

I will go and find us some horses and rations for the trip. Gaarm says as he agrees with Sir Thomas. Is there anything else anyone needs before we depart?

We have 1000 gp that we received. We should probably clean up the loot list and make some purchases before we head out. Anyone have any suggestions.

Can probably sell the Lopper's Handaxe and Smithing Hammer.


@Gaarm: You would need a Gather Information check (Diplomacy or Knowledge(Local)) to find out where your spikes have gone.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Alright! Lets see what I can do.

Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

As Gaarm heads over to the sisters and Father Grimburrow.

They have been helpful so far. Maybe they might know a little bit more.

Entering the Cathedral Gaarm looks about uncomfortably until he finds a small group.

Say, I was wondering if any of you might know about some missing spikes from a haunted Iron Maiden that is Harrowstone?


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Naxx tags along with Gaarm, curious to find out what the answer will be.


1d2 ⇒ 1
1d20 ⇒ 17
1d3 ⇒ 3

Gaarm asks around town about spikes from a iron maiden in Harrowstone and doesn't have much luck, but he sees the local armory and thinks that it is worth a shot. As Gaarm inquires, the dwarf manning the forge shrugs. "Ain't had any spikes or spike-like objects from Harrowstone in a few decades. A weird fellow came by and sold me some scrap metal from the place. I think there were some spikes in the lot. Melted em down. Ended up crafting 'em into a trident and klar, I think. Some buyer in Leipstadt wanted the shield to look like the skull of a mammoth instead of a lizard. Made the tusks into the blades. Fine craftsmanship, if I do say so myself."


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Thank you for your time. Gaarm says to the dwarf. Do you happen to remember anything about the man besides him being weird or who the buyer was. We are getting ready to head to Leipstadt.


"Just a wandering scavenger looking to make coin and I don't think the buyer even knew about the origins of the metal. Just took it from my scrap pile. I remember because the sharp spikes were ideal to craft into each item."

When Gaarm asks about how to track it down, the dwarf shrugs. "I don't remember, but you might try an arms merchant in Leipstadt or maybe the local tavern for anyone interested in klars."


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm drops a gold coin to the Blacksmith. Thanks again.

Just as he is getting ready to leave Gaarm has a thought. One more thing. Would you be interested in purchasing a few items? Gaarm pulls out the Loppers Handaxe and the Smithing Hammer, laying them on the bench.


The dwarf looks em over as his eyes flash a deep blue. "Yeah, I'll take em. Give ya 1,500 gold fer both." he states to Gaarm as he looks over each piece.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Appraise: 1d20 - 1 ⇒ (13) - 1 = 12
Sense Motive: 1d20 - 1 ⇒ (5) - 1 = 4

Gaarm tries to determine if he is getting good deal for the equipment.

What do you think Naxx?


Gaarm thinks that the deal is as good as he is going to get. Frankly, he is a bit surprised at that price as he was figuring about 1,000 would be good for the pair.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Do we want to sell anything else? Does anyone want me to purchase anything in particular?


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Phyton nods in agreement to Gaarm's sell.

Shrugging, he shakes his head. "At the moment, I can think of nothing I "need" to purchase. Do we have a general idea of our funds?"


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Not that I can think of right now

Sense motive to judge the mans good intentions on making a proper deal: 1d20 + 5 ⇒ (14) + 5 = 19

untrained appraise: 1d20 ⇒ 8


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

While the party prepares to leave for Lepidstadt, Phyton takes some time to examine the unidentified items that have been found.

Spellcraft (swirly liquid): 1d20 + 7 ⇒ (1) + 7 = 8
Spellcraft (board and brass): 1d20 + 7 ⇒ (12) + 7 = 19

The following day he tries again.

Spellcraft (swirly liquid): 1d20 + 7 ⇒ (20) + 7 = 27
Spellcraft (board and brass): 1d20 + 7 ⇒ (2) + 7 = 9


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Sounds like we have a deal! Gaarm says as he clasps the dwarves hand.

Gaarm pockets the sack of gold and meets the others back at the house. He gathers his belongings and is ready to depart.


The group reconvenes at the manor as Phyton examines the tools given to them by the church. After further examination, he deduces that the swirling vials are Haunt Siphons and the brass oculus and board is a Spirit Planchette.

Brass Spirit Planchette:
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.

To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below.

The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).

Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Planchette type-Brass; Questions per Use: 1; Will save DC 11 Confusion Duration: 1 round; True Answer 60%

Haunt Siphon:
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.

To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes.

A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

After Phyton identifies the two unknown items, a wry smile spreads across his face, soon followed by him throwing his head back and laughing heartily. Once the bout of laughter passes, and he catches his breath, Phyton stands and wipes the tears from his eyes.

Finding everyone else, Phyton explains the use of the items.

Sighing, he asks. "Is everyone ready to travel to Lepidstadt?"


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

Naxx nods

"Ready to travel"


The group gathers themselves and leaves a note for their lady friend at the manor, indicating that they are departing for Lepidstadt.

They gather some supplies and head out. The early part of the journey to Lepidstadt passes without event; you see fewer and fewer people and more and more ruins, trees, and marshes as they go. Roughly a third of the way to Lepidstadt, having passed through moorland and dark, dismal foothills, you encounter the caravan of the Crooked Kin at the roadside as dusk begins to fall.

Kn.(Local) DC 15:
The Crooked Kin are a troupe of performers and sideshow freaks who travel through Vieland and Lozeri entertaining the good burghers of Ustalav. The entire show travels in a caravan of nine covered Varisian wagons pulled by nags. The wagons are gaudily painted and depict the show’s performers beneath the legend, “The Crooked Kin— Ustalav’s Greatest Traveling Cabinet of Curiosities!” Each wagon has a front and back door opening onto cramped living accommodations inside.

When you arrive, the various members of the troupe are milling aimlessly around the stopped caravan. two small girls are crying and distraught, which in turn is causing the Wolf Child to howl inconsolably. A bearded woman and a lady dressed in exotic silks are trying to comfort them while the others argue over the best course of action to take. You see and hear a giant man and a clown with three arms voicing loudly their opinion to mount a search party to find someone named Aleece, but a small, hunched man and the two other clowns (one with three arms and one with three legs) speak fearfully, showing that they are reluctant to venture into the nearby fens for fear that whatever happened to this Aleece might happen to them.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Gaarm grimaces at Phyton. Those definitely would have been useful.

***********************************************************

Over the next few days Gaarm continues to practice the little bit of magic that Sir Thomas and Nizvit have tried to teach him. His leg still pains from where the iron maiden stabbed into it during the whole journey.

Knowledge Local: 1d20 ⇒ 15

The Crooked Kin are a troupe of performers and sideshow freaks who travel through Vieland and Lozeri entertaining the good burghers of Ustalav. The entire show travels in a caravan of nine covered Varisian wagons pulled by nags. The wagons are gaudily painted and depict the show’s performers beneath the legend, “The Crooked Kin— Ustalav’s Greatest Traveling Cabinet of Curiosities!” Each wagon has a front and back door opening onto cramped living accommodations inside. I have seen them pass through once or twice during my days as a guard.

Gaarm approaches the group holding his hand up. How's it going? Wasn't expecting to see too many people on our travel.


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

KN: local: 1d20 + 6 ⇒ (17) + 6 = 23

Phyton nods in agreement with Gaarm. "I have heard of the Crooked Kin, though have never attended one of their shows."

As the group approaches, Phyton can't help but overhear the crying and the arguments. Moving to the knot of disagreeing adults, Phyton raises a hand in greeting. "Greetings! We are a small group of adventurers passing through. Is someone missing? Do you need some assistance?"


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

Thomas moves in with Gaarm and Phyton. If something is wrong, we may be able to help you. diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26 Feeoing his heartstrings pulled, Thomas feels compelled to help.


"Go away!" bellows one of the three-armed clowns. "We have no need of help from outsiders!"

A hand reaches out to touch the clown's shoulder as a tall man appears next to him, his presence nearly undetectable until he revealed himself. The clown immediately quiets as the man speaks. "Now, now Gerik. Is that anyway to talk to viewers for our mighty show?" the man in the tall red top hat says.

"Perhaps, they may be of some assistance in locating Aleece." he remarks before turning to the party. "We have need to find one of our lost pinheads, Aleece."

Kn.(Local)/Profession(Carnivalist) DC 20:
A pinhead is a common term for someone born with an abnormally small head.

Heal DC 15 if successful above:
This is usually called microcephaly: a congenital condition associated with incomplete brain development.

"She wandered off into the swamp. Perhaps you stout looking fellows could find her for us?" he asks with a wry smile on his face. "The swamp must be safe for you to traverse, but us freaks would surely be eaten by alligators."


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Knowledge Local: 1d20 ⇒ 13

Gaarm looks to the rest of the group and shrugs his shoulders. We might be able to make a slight detour?


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

I am willing to help. Where was she last seen?


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

KN: local: 1d20 + 6 ⇒ (5) + 6 = 11
Heal: 1d20 + 2 ⇒ (1) + 2 = 3

Phyton nods. "Yes, let us see if we can find her. Which do you think she wandered?"


Male Bard 3/Summoner 5/Cavalier 2 HP: 44/44 AC 13 T11 FF 12 Fort+4 Ref +4 Will +5 CMD 12 Initiative: +1 Perception: +5 Sense Motive +5
:
Bardic Performace 6/6 Summons: 7/7
Ramas:
HP: 6/6 AC 14 T12 FF 12 Fort+3 Ref +4 Will +0 CMD 15 Initiative: +2 Perception: +4 Sense Motive +0

"We'l help trying to find her. Don't worry"


The leader of the Crooked Kin smiles broadly. "Excellent!" he says with a clap. "We think that she left this way..." he mentions as he leads you towards some tracks in the mud.

"Outsiders helping us... Pfft..." mutters the clown before he goes to join his brethren.

"My name is Kaleb and I am the ringleader. If you can find her before nightfall, bring her back here, otherwise, we will have to head towards Lepidstadt." mentions the man.

Aleece’s tracks are fresh. The tracks run for about half a mile as they head down into a boggy river valley, and then into a densely vegetated, midge-infested marsh.

The marsh is a shallow bog (Pathfinder RPG Core Rulebook 427), with high reeds between 6 and 8 feet high that affect abilities and movement in the same way as heavy undergrowth in dense forest (Core Rulebook 426).

Survival checks to keep up with the trail.


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

We will head out right away Kaleb. We are also headed to Lepidstadt. If we are not back in time we will meet you there. Gaarm looks to the others.

Anyone good at following a trail. I can help a little bit but I am better in the cities finding thieves and murderers.

Survival Aid: 1d20 - 1 ⇒ (11) - 1 = 10
Survival Aid: 1d20 - 1 ⇒ (5) - 1 = 4
Survival Aid: 1d20 - 1 ⇒ (16) - 1 = 15


Pal 5/ Ora 5 HP: 42/42| AC 19 | T 10 | FF 19 | Fort +9 | Ref +5 | Will +9 | CMD 15 | Initiative +2 | Perception +8 | Sense Motive +4 | Knowledge(Religion) +7
Resources:
Energy Body (5/5), Divine Bond +1, Bastion of Good 2/2, Channel (positive) 4/6, Lvl 1 spells 2/7, Lvl 2 spells 2/5; LOH 4/6

Perhaps I can help a little too.
survival: 1d20 ⇒ 1
survival: 1d20 ⇒ 14
survival: 1d20 ⇒ 12


AC11/T11/F10/CMD15|HP30[30]F:+5 R:+2 W:+6(+2 vs neg, energy, necro, death )|Init.+1|Percept.+3 (Resist Neg Energy 5) Aasimar Wizard/Cleric 4

Phyton glances at his companions, chuckling to himself that not a single member of the group is wise to woodcraft. Shrugging, he says. "I read a book about tracks, once in my youth."

Survival: 1d20 + 2 ⇒ (17) + 2 = 19
Survival: 1d20 + 2 ⇒ (2) + 2 = 4
Survival: 1d20 + 2 ⇒ (17) + 2 = 19


Bloodraging Stats:
+12 HP; +2 Att/Dam; +2 Will
Bldrgr/Ftr/Ora 6 HP 58/58 (-4 Con- curse) | AC 23 (27 vs AoO) | T 13 | FF 20 | Fort +6 | Ref +4 | Will +5 | CMB +10; CMD 23 | Initiative +8 | Resist: Acid 5; Cold 5
Resources:
Bloodrage 15/15 | Spells: Bloodrager 1st 2/2; Oracle 1st 4/4 | Arrow 20/20 |

Haha We are going to get more lost than this girl.


As you come to the river, the lot of you find yourselves lost for three hours as you move up and down the water's edge, looking for signs of the lost girl, but there seems to be no sign of her once you reach the other side.

Three hours later with dusk approaching...

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