Gaarm |
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
Gaarm |
Haha I know right. His eyes were closed.
Naxx |
Phyton Empyraster |
Channel DC 12: 2d6 ⇒ (2, 4) = 6
GM Bold Strider |
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.
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:
Sir Thomas the Benevolent |
Gaarm |
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
Naxx |
GM Bold Strider |
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.
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.
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
Sir Thomas the Benevolent |
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.
Gaarm |
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.
GM Bold Strider |
@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.
Phyton Empyraster |
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...."
Sir Thomas the Benevolent |
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.
Gaarm |
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 |
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?
Naxx |
Naxx tags along with Gaarm, curious to find out what the answer will be.
GM Bold Strider |
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."
Gaarm |
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.
GM Bold Strider |
"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."
Gaarm |
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.
Gaarm |
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 |
Do we want to sell anything else? Does anyone want me to purchase anything in particular?
Phyton Empyraster |
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?"
Naxx |
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
Phyton Empyraster |
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
Gaarm |
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.
GM Bold Strider |
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.
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%
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.
Phyton Empyraster |
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?"
Naxx |
Naxx nods
"Ready to travel"
GM Bold Strider |
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.
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.
Gaarm |
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.
Phyton Empyraster |
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?"
Sir Thomas the Benevolent |
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.
GM Bold Strider |
"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."
"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."
Gaarm |
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?
Sir Thomas the Benevolent |
I am willing to help. Where was she last seen?
Naxx |
"We'l help trying to find her. Don't worry"
GM Bold Strider |
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.
Gaarm |
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
Sir Thomas the Benevolent |
Perhaps I can help a little too.
survival: 1d20 ⇒ 1
survival: 1d20 ⇒ 14
survival: 1d20 ⇒ 12
Phyton Empyraster |
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
Gaarm |
Haha We are going to get more lost than this girl.