Pallid Mask

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RPG Superstar 7 Season Star Voter. *** Pathfinder Society GM. Starfinder Society GM. 504 posts (47,443 including aliases). 1 review. No lists. No wishlists. 7 Organized Play characters. 60 aliases.


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Bulgra nods. "Very well, then. Krohan Veldollow, welcome back to Clan Tolorr. Through your actions, you have earned my forgiveness, but that is only part of your restitution. You must return the clan dagger to where it
was stolen from and earn the ancestors’ blessing."

Krohan bows, his smile wide. "Of course. Thank you, Grandmother." He turns to you. "And thank you again, friends. I couldn't have done this without you. But we still have more work to do together..."

Everybody gains a Hero Point!

***

Once the party has wrapped up and most of the guests have gone home, Ria presents the challenge ahead. “As Bulgra said, Krohan’s theft isn’t strictly hers to forgive. Artifact theft is a serious crime,” the gnome explains. “It doesn’t just hurt the society—it also stirs up spiritual energies. Often enough, those spirits hold a grudge. Ah, but there’s a path to redemption: a ritual called the rite of redemption that’s far less common than it should be. It calls in those spirits to hear an apology, receive the missing artifact, and restore it to what it once was.

“Sounds great, yeah?” She shakes her head vigorously. “Nope! I said apology, and any serious apology requires understanding—understanding the harm, understanding the harmed, and seeking ways to make things right. Do the ritual without the right context, and you’re going to make things worse. The way I see it, you have a gemstone to exorcise, history to learn, a dagger to repair, and some spiritual etiquette ahead. That’s the bad news.”

She leans in, adding, “And the good news?” Positively quivering with excitement that makes her crystalline hair chime, she announces, “Research! Beautiful library! Yes!”


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And thus, the story of the Abomination Vaults comes to an end. But the legend of the heroes will live on!

THE END!


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No sooner have you all stepped into the shrine than the surface of the river below starts rippling violently. What at first appears to be water bubbling up to the surface quickly resolves into a nightmarish vision of hundreds of ghostly arms scrambling up out of the water from the lake’s depths! These hands reach up on either side to grab onto the bridge’s planks, but also rise through the hole at the center of the shrine or up over its outer railings, the better to snatch at you.

At the same time, a plume of water sprays up through the central hole in the shrine, tossing two swarms of wriggling leeches up into the shrine! As the leeches seethe onto the floors, they form the word "Kugaptee" over and over as they swarm about!

Initiative:

Jing-De: 1d20 + 12 ⇒ (14) + 12 = 26
Kamo: 1d20 + 13 ⇒ (17) + 13 = 30
Pagma: 1d20 + 8 ⇒ (8) + 8 = 16
Sakura: 1d20 + 11 ⇒ (3) + 11 = 14
Enemies: 1d20 + 9 ⇒ (8) + 9 = 17

Jing-De and Kamo may act! The ghostly hands can be attacked directly, or the haunt can be disrupted with a successful DC 20 Religion to offer prayers to calm the haunt, or DC 23 Intimidation to threaten the unquiet spirits away. The leeches will have to be defeated in combat!


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You make it to the nearest teleportation circle just in time, activating the magic to return to the surface ruins above the Abomination Vaults. When you arrive, the dust is still settling from the lighthouse's dramatic collapse. A gaping pit marks the spot where it once stood. At long last, the threat to Otari and the surrounding region is no more. You and your friends are safe from Belcorra's spiteful schemes.

You receive a warm welcome when you return to Otari, and everyone wants to hear your tales over a friendly fire, good food, and more than a few drinks. As heroes of the region, you will always be welcome in Otari, and there is no doubt that your stories will be told, retold, and embellished upon for generations to come.

You may each write an epilogue post if you are so inclined!


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Will vs Big Debut (Drustan, Devils, Troop): 1d20 + 24 ⇒ (7) + 24 = 311d20 + 20 ⇒ (12) + 20 = 321d20 + 20 ⇒ (13) + 20 = 331d20 + 16 ⇒ (10) + 16 = 26

The devils seem unimpressed by Aicard's dramatic delay, but Drustan and the mercenaries shiver with antici-...

...

...-pation!

Will vs Unraveling Blast: 1d20 + 24 ⇒ (15) + 24 = 39

Drustan resists Vashta's unraveling blast. His armor protects him from Targrish's kukri, but Orozomoc's arrow finds its mark, wounding the armored warrior.

Behind you, Arodeth raises her hands as she casts a spell, causing lightning to strike Drustan and chain to all of his allies!

Reflex vs Chain Lightning DC 34: 1d20 + 25 ⇒ (18) + 25 = 431d20 + 22 ⇒ (4) + 22 = 261d20 + 22 ⇒ (4) + 22 = 261d20 + 13 ⇒ (12) + 13 = 25
Damage: 8d12 ⇒ (7, 8, 4, 7, 10, 1, 9, 10) = 56

Coming back to his senses, Drustan sneers. "Kill them all! Show no mercy!" he declares. He raises his shield and slashes at Targrish with his burning bastard sword.

Bastard Sword vs Targrish: 1d20 + 29 ⇒ (12) + 29 = 41
Damage: 3d8 + 11 ⇒ (6, 6, 6) + 11 = 291d6 ⇒ 5

The devils take to the air, firing flaming longbows at Vashta.

Flaming Longbows: 1d20 + 23 ⇒ (19) + 23 = 421d20 + 18 ⇒ (8) + 18 = 261d20 + 23 ⇒ (10) + 23 = 331d20 + 18 ⇒ (12) + 18 = 30
Damage: 2d8 + 6 ⇒ (7, 7) + 6 = 201d6 ⇒ 41d6 ⇒ 42d8 + 6 ⇒ (1, 1) + 6 = 81d6 ⇒ 11d6 ⇒ 2
Deadly: 1d10 ⇒ 4

The mounted knights launch a volley of arrows!

Arrow Volley: 4d8 ⇒ (7, 2, 1, 8) = 18

29 slashing and 5 fire damage to Targrish, as well as 1d6 persistent bleed damage. 52 piercing, 9 evil, and 10 fire damage to Vashta. Aicard and Vashta take 18 piecing damage (DC 23 basic Reflex save).

Enemy Status:
Drustan -77, Devil 1 -56, Devil 2 -56, Troop -56


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The woodcutters blanch at Vesi's attempts at ingratiating themself, mumbling excuses as they move away from the druid. Fortunately, Russ'ruk is there to smooth things over. The settlers warm up to the viceroy and gradually begin to relax and enjoy the festivities. Knaxshi similarly makes a friend with the tall young wallflower, who gives his name as Bevin. A farmer's son, his family dragged him along out here to start a new life in the fledlging country. Bevin seems dubious about the whole endeavor, but he supposes time will tell whether the experiment will be a flop or not.

Blaze's performance goes over well, with many of the partygoers stomping their feet or clanging their mugs on the table in time with the beat. They cheer as the song comes to an end, and Amiri refills their ale with a grin on her face. "Let us drink some more, and then the wrestling matches will begin!" The barbarian pauses and looks at Blaze. "There will be wrestling, yes? Or sparring of some sort? It's not a real party until somebody gets a bloody nose!"

Once Blaze steps down from the stage, Linzi steps up with her lute to perform a few more jaunty tunes. Tristian works the crowd, offering benedections and blessings of Sarenrae to those willing to accept them. Harrim similarly proselytizes doom and despair to any who will listen. Nok-Nok consumes copious amounts of food and alcohol, more than this small statue would suggest possible.

The rest of your companions remain more aloof, however. Akiros and Valerie stand close to Blaze, eyes alert for danger. Ekundayo patrols along the outskirts of the festival grounds. And Jaethal lurks in the shadows, as far from the crowd as possible.


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Chapter 4: The Ghouls Hunger

Mechitar, the capital of Geb, is the desiccated but very active beating heart of an undead nation. Approaching the coastline of Geb, Mechitar might look like a colossal festival, with enormous flags resplendent and flapping in the sea wind. The impossibly long banners and curtains hang suspended from the highest points of the city, running from building to building, crossing over and under each other, and holding back the sun like layered bandages wrapped around the metropolis. Ships dock in Ossum Harbor and bring in necromancers, devotees of Urgathoa, diplomats, traders, and any number of the dangerously curious and the suicidally desperate. Sailors walk the thronged docks, gathering ghoulish cargo while their captains negotiate passage for living and undead passengers. The looming, gargantuan gate called Admonition gives passage to caravans bringing their goods from the north.

One must walk Mechitar’s street to know the truth. Throngs of mindless corpses dressed in impenetrable heraldry march down ancient boulevards, holding antediluvian horrors aloft on sun-guarded palanquins. Acolytes of Urgathoa walk in long processions, dragging lines of captives and heretics in their wake; they leave a trail of gore along their tortuous path while they chant liturgies to the goddess of undeath. Battalions of the Bellator Mortus guards parade around the Cinerarium, and in pyramids filled with wealth and magic, necromancers, vampires, liches, mummies, and wraiths reign as Blood Lords and plot against one another.

A river of rot circumscribes the towering black pyramid at the center of Mechitar, an artery of such fetid pollution that its fumes hang along the banks like a green miasma thick enough to nauseate the quick. The shadows hang darkest in a small, cramped region walled in on all sides where buildings seem to jostle for space. Thousands of the quick make their homes there beneath the tattered flags, among overlapping shadows so dense the streets remain dim at all hours.

Groaning living animals march along in chains, cattle raised beyond the city to be slaughtered in the meat markets. Parades of corpses are raised and forced to walk as mindless husks, sold off to the school of necromancy. Living and undead bidders alike compete for flesh and bone molded and given an unholy necromantic resurrection. Teams of skeletons and zombies drag huge wagons of exquisite produce grown alongside the cattle, their bones sun-bleached and worn beyond measure, shoulder blades indented beneath the weight of their yokes from decades of service. In the upper reaches of the city, above the banners and in the wash of moonlight, the noble dead and their favored live in a pantomime of luxury while surrounded by horror.

Beneath all of these ostentatious displays of undead power, the ghostfire, towering pyramids and palaces, the colleges and cathedrals, is the very soil of Mechitar—the dirt that its founder first touched 5,000 years ago to make his home. It’s this soil that drank his blood when he died by ritual suicide, and the same that returned him as a ghost, containing him within its boundary. They say Geb broods in the Cinerarium, delegating when he should be leading. And yet, in bazaars, in squares, in every tomb and temple, every palace and hovel, the undead walk on the very soil that’s Geb’s true home more than the Cinerarium could ever be. Mechitar stands on unholy ground, desecrated by Geb’s blood. Mechitar’s will, as strong as its ruler’s determination, is to outlast all of creation if necessary. Mechitar is the capital of the Ghost King, the centerpiece of his power, the heart of his strength.

***

Once you are ready for your audience, you head to the center of the city. The tallest pyramid in Mechitar, the silent obsidian heart of the city—its top is adorned with a cap of solid gold stretching 20 feet, held to the stone with wide bands of mithral that proclaim the deeds of Geb in divine terms, plainly visible from the ground. Known the world over, this structure is the Cinerarium, thrumming with necromantic energy. Tombs, chapels, morgues, and charnel houses within its walls power the countless wards, diseases, traps, and curses that crisscross like a frenetic spider’s web. The ashen remains of tens of thousands of souls mixed into the mortar holding the stones together ensure Geb alone commands the pyramid—perhaps the most discounted weapon in his arsenal. Most know it only as Geb’s cage, but a bounty of necromantic lore, deathly artifacts, forbidden tomes, funerary treasures, and curse-inflicting weapons rest alongside him, growing dusty, Geb has no use for crutches when facing anyone foolish enough to challenge him.

You aren’t the only ones who seek an audience—the high court is packed with visitors both living and undead. Normally, petitioning Geb’s court requires navigating several layers of bureaucracy, but once you make it clear you received a personal request by means of a sending spell, you're allowed to advance to the front of the line immediately. Geb rarely sits upon the throne at the high court’s heart. Instead, one of his many emissaries, Dizonn Dizuul, receives the petitioners and determines if their concerns warrant Geb’s time, if they can be handled by a lower-ranking member of the ghost king’s court, or if they should be dismissed out of hand. Very few earn the right to speak to Geb personally—most are directed to one of a dozen smaller administrative offices accessible by doorways lining the high court’s walls. Now and then, Dizonn judges a petitioner to be a waste of her time and resources. The lucky who find Dizonn in good spirits tend to be escorted from the Cinerarium harmlessly. The less fortunate are dragged, sometimes kicking and screaming, through bone-gilt doors in the back of the hall to fates best left unspoken.

When it comes time for you to step before Dizonn and request your audience with the ghost king, she asks you to approach and introduce yourselves. The mummified woman strokes a similarly mummified cat on her lap as she peers down at you.


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Clara is unable to remember anything else about popobawas. She hurls a peshspine grenade that peppers the disguised monster with cactus needles, but her alchemists' fire misses the mark.

Visna True Target Extra Roll: 1d20 + 26 ⇒ (19) + 26 = 45
Briar True Target Extra Roll: 1d20 + 25 ⇒ (16) + 25 = 41
Fortitude vs Slow from Visna Crit: 1d20 + 26 ⇒ (17) + 26 = 43

Visna's battle cry has left Ndede frightened. She exploits his personal anathema as she moves in and attacks with a snagging strike, scoring a critical hit! She misses with her follow-up grab.

Briar charges in to bite Ndede. She misses with her second bite but manages to grab the popobawa but not restrain him.

Shrieking with fury, Ndede's body shifts as he assumes his true form! A foul stench fills the air around him as he bites at Briar! As his teeth tear into the gnoll, she is filled with feelings of shame and self-loathing.

Jaws, Frightened 2: 1d20 + 30 - 2 ⇒ (8) + 30 - 2 = 361d20 + 25 - 2 ⇒ (9) + 25 - 2 = 32
Damage: 3d10 + 15 ⇒ (1, 7, 1) + 15 = 241d10 ⇒ 23d10 + 15 ⇒ (3, 7, 5) + 15 = 301d10 ⇒ 10
Persistent Bleed: 1d20 ⇒ 5

Ndede's wounds from Briar's jaws continue to bleed.

54 piercing and 12 mental damage to Briar. She must attempt two DC 36 Will saves against Shameful Loathing.

Shameful Loathing (curse, emotion, enchantment, mental, occult):
A creature damaged by the popobawa's jaws is overcome with shame and self-hatred and must attempt a DC 36 Will save.

Success: The target is unaffected.
Failure: The target becomes stupefied 1 until the curse is removed.
Critical Failure: As failure, but the target is also doomed 1.

Everybody may act. Ndede is surrounded by an aura of Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 for as long as it's sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Enemy Status:
-107, 1d6 persistent bleed, frightened 1


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Your first mission in Domora is to explore the city’s ruins. “The god I’m seeking might be anywhere,” Sakuachi notes. “Let’s not leave any stone unturned.”

Zeah suggests four locations for you to investigate: a field of battle where Domora’s warriors made their last stand against demonic invaders; the city’s largest repository of knowledge, the Holobrim Library; a large temple-mausoleum called the Hall of Gods; and Domora Hume’s tower, where generations learned the secrets of god calling.

Investigation Sites: The characters can investigate the four sites in any order and can travel to each site as a group or strike out individually. In each instance, it takes 1 day to find the site, perform the investigation, and regroup with the rest of the party; this whole process is covered with the Investigate Domora activity.

INVESTIGATE DOMORA (CONCENTRATE, EXPLORATION)

Over the course of the day, you sift through ruins, study relics, or comb through archives in order to learn about Domora. Attempt a skill check to determine how many Investigation Points (IP) your efforts yield. Which skills you can use and the DC for it depend on the site you visit.

Critical Success: You gain 2 IP.
Success: You gain 1 IP.
Critical Failure: You make a false discovery and lose 1 IP.

***

Field of Battle

This windswept battlefield is an obvious site, not far from the Reclaimers’ camp. For many years, Mendevian crusaders tried to retake Domora to establish a base of operations west of the Worldwound, but each attempt was beaten back by the demons occupying the city. The majority of these battles took place in these fields.

Investigation Checks: DC 18 Warfare Lore; DC 23 Athletics or Survival; DC 25 Perception

Holibrim Library

Located near the northern edge of Domora, this two-story room is the only extant area of what was once a much larger library. A staircase connects the ruin’s western and eastern halves. The eastern section is 10 feet higher than the west and features a railing where visitors could look out over the lower stacks.

Investigation Checks: DC 18 Academia or Library Lore; DC 23 Nature or Occultism; DC 25 Perception

Hall of Gods

For many Domorans, the Hall of Gods was the center of spiritual life. Part temple, part crypt, this was a place where citizens could pay homage to the city’s large pantheon, learn about past Domoran deities and god callers, and honor the spirits of departed ancestors.

Investigation Checks: DC 21 Genealogy Lore; DC 23 Nature, Occultism, or Religion; DC 25 Perception

Domora's Tower

Though badly damaged, the tower remains standing after all these years. A winding stone staircase circles the tower’s interior and connects its five stories. Each story is one large, open room.

Investigation Checks: DC 21 Arcana or Architecture Lore; DC 23 Occultism or Religion; DC 25 Perception


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Zeah nods. "Yes, a giant plant with a huge, toothy maw! It's big and green and--"

Initiative:
Nox: 1d20 + 9 ⇒ (6) + 9 = 15
Ravenna: 1d20 + 12 ⇒ (2) + 12 = 14
Sir Batman: 1d20 + 10 ⇒ (10) + 10 = 20
Sylva: 1d20 + 13 ⇒ (12) + 13 = 25
Enemy: 1d20 + 14 ⇒ (14) + 14 = 28

"--and it's right behind you!" Zeah says, finishing with a shriek! You turn, too late, to see the stealthy plant monster has crept up on you from the adjoining cavern! It's another moonflower like you fought outside the forest, this one larger and unwounded. Its body releases a bright pulse of blinding light as it closes the distance to you!

Everybody must attempt a DC 23 Fortitude save against Light Pulse.

Light Pulse (evocation, light, primal, visual):

Success: The creature is unaffected.
Failure: The creature is dazzled for 1d4 rounds.
Critical Failure: The creature is blinded for 1d4 rounds.


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You wait in the shop as night falls, restless and wary. An hour after midnight, the ghostly form of a young woman with long hair drifts into the shop through one of the doors. She slowly moves to the center of the shop, then she proceeds to pull out her hair by the roots. She holds out handfuls of hair, and they slither through the air like worms to infest tomorrow’s steamed buns and to form strange, braided patterns tangled in the rafters. She seems oblivious to your presence...

Willowshore Lore DC 21:
You recall an old story about a young woman’s corpse that was found near Gourd Lake with every hair on her head plucked from her scalp. The woman was later identified as a local herbalist named Hinode Akari.


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On the way back to Oleg's, you stop at the crossing of the Shrike River where the undead man rose to demand revenge on the Stag Lord. When you place the Stag Lord's body in the water, the undead appears again and lurches up from the river to grab the remains and pull them down into the water forever. Moments later, the undead's magical ranseur washes up on shore at your feet, a final gift from the grateful man who may now find peace.

The weapon is a +1 striking ranseur.

You make your triumphant return to Oleg's! You celebrate well into the night, and the next morning, Kesten Garess departs for Restov escorting Falgrim Sneeg and carrying news of your victory over the bandits to Lady Jamandi Aldori.

All of the varied companions that you've met along the way, along with your newfound ally Akiros Ismort, assent to staying around to help with the next steps here in the Stolen Lands. Their reasons for doing so vary, but it seems they all are interested in seeing where things go from here!

You feel stronger from your recent experiences...

Everybody is now level 4!

***

Chapter 3: Rivers Run Red

Soon enough, Kesten returns bearing rewards (200 gp and 3 +1 weapons of your choice) and a new charter from Lady Jamandi:

Be it known that the bearers of this charter, having delivered the northern reaches of the Greenbelt from the scourge of banditry, having provided detailed maps of the lay of the land, and having done no small amount of work in the exploration of said land and in the removal of hostile monsters and local hazards, are hereby granted the right to rule. The nature and laws of rule are theirs to define, and the wellbeing of this new nation is theirs to protect. In accordance for providing a stable nation to the south of central Rostland, let there be a generous stipend of funds, support, and advice provided to this fledgling nation as a token of Restov and Brevoy’s goodwill, such that future relations between kingdoms might be mutually beneficial. So witnessed under watchful eye of the Lordship of Restov.

It is time to form your kingdom! Please refer to Player's Guide for the rules on how to do this!


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Fortitude: 1d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (16) + 10 = 261d20 + 10 ⇒ (20) + 10 = 30

The undead resist Jing-De’s spell again, but the most wounded zombie falls! It’s body bursts into a cloud of glistening blood-red butterflies that spiral into the air before melting away into wisps of red smoke that fly to rejoin the Wall of Ghosts.

Pagma ignites another zombie, then Kamo takes it down with a whack of its staff. As it bursts into butterflies, Sakura moves to engage the final foe, slicing it once. It punches her in response!

Fists: 1d20 + 11 ⇒ (19) + 11 = 301d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d12 + 5 ⇒ (3) + 5 = 8

8 damage to Sakura.


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At Vesi's urging, the owlbear calms down. It lets out a few more growls and hoots as it eyes the surviving bandits. "Grr! Tell them they are lucky to leave this place with their lives! You humans had better leave me alone from now on, or I will come back to finish what I started!" Then Beaky trundles off into the surrounding woods.

You take the surviving bandits, including Auchs, Dovan, and Falgrim Sneed, into custody and secure the fort. Victory is yours!

All together, you can gather the following loot: 171 gp, 4 lesser healing potions, +1 rapier, +1 composite longbow, 2 turquoise earrings worth 13 gp each, a polished azurite crystal worth 9 sp, a carnelian worth 8 gp, a piece of hematite worth 3 gp, a shard of obsidian worth 4 gp, a red garnet worth 30 gp, a pewter belt buckle depicting a pair of entwined succubi worth 5 gp, and a silver charm bracelet worth 20 gp. Thre's also mundane trade goods like pelts, furs, tobacco, iron, bronze, miscellaneous weapons and armor, and miscellaneous adventuring gear and tools worth a combined total of 45 gp. You can also claim the Stag Lord's stag's helm.


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"Radiant" | Female human exemplar 3 | HP 49/50 | AC 20 | Fort +10, Ref +6, Will +8 | Perc +6 | Focus: 0/2 | Hero Point: 2/3 | Life Boost 2 rounds

"PAKANO!!!" Valda throws her head back and roars the traitor's name to the heavens!

"When I get my hands on that little worm, I will make him pay for all of the pain and suffering he has caused!"


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Caraid's gentle nature puts Kerinza at ease. She follows his gaze and manages a shy smile. "The sisters are my friends. They are the only ones that I... That I can't hurt." A mournful look crosses her features, but it passes quickly. "I would do anything for them, to wake them from their slumber. I have spent years trying to help them. Decades. Centuries? Maybe. I've lost count...

"So far, the sisters have proven destructive and unruly. I tried to revive their memories by telling them stories, singing, and holding tea parties like those from my youth. I dressed them in pretty clothes I sewed myself. I anointed them in herbal salves and recited strange spells to break through their stone hearts. Nothing seems to be able to stop their violent tendencies. I have often been forced to punish them." She points to the broken pieces of the stone sister here.

"Thank you for dealing with those meddlesome interlopers who were trying to take my friends away! You are seeking an undead hag, yes? I have seen her. She passed through the Field of Maidens on her way to an ancient manor nearby. It is called Gristlehall! I have been there. I believe there may be powerful magic hidden inside that could help restore my friends to life, but the dangers are great, and I have been unable to infiltrate the place thus far. But, you have proven yourselves quite capable.

"I'll tell you how to get to Gristlehall so you can find the hag you seek. In exchange, I ask that you give me any magic you find in Gristlehall that might help the stone sisters. Do we have a deal?"


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Cricket Attack: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Reflex: 1d20 + 10 ⇒ (11) + 10 = 211d20 + 9 ⇒ (1) + 9 = 10

Mal takes a bite out of the big bug! Uhe's not sure what the bug is, but he devises a good strategy and shoots it! Cricket's shot misses the mark. Gig's needle darts stab into the mushroom-man. The bug avoid some of Brijetta's shard spikes, but the mushroom takes the blast face-first! The slashing attack seems particularly effective, carving off chunks of rotten matter from the fungus's body!

The bug swipes with its tail, trying to trip Mal, but the quick buff fox jumps over the lashing tail!

Tail: 1d20 + 8 ⇒ (5) + 8 = 131d20 + 3 ⇒ (3) + 3 = 61d20 - 2 ⇒ (4) - 2 = 2

The mushroom-man mindlessly stalks forward, swinging a fist at Brijetta!

Fist: 1d20 + 11 ⇒ (16) + 11 = 271d20 + 7 ⇒ (7) + 7 = 14
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

10 damage to Brijetta and she must attempt a DC 22 Fortitude save or become infected with Purple Pox.

Purple Pox (disease):
Saving Throw DC 22 Fortitude; Onset 1 minute;
Stage 1 2d6 poison damage and stupefied 1 (1 day);
Stage 2 6d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental and emotion effect (1 day);
Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid.

Enemy Status:
RM -25, SB -34


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Doctor Dami insists on staying at the clinic, so as not to worsen the injuries of his patients. You make haste back to Dawnstep Bridge, where the Eternal Lantern stands. You opens the grill on the lantern's southern face, place the blessed copper coins in the cold iron cage within, and then close the grill again. The lantern immediately ignites once more, shedding bright light around it. The strange fog that had blanketed Willowshore clears away at once! The sun shines in the sky above, a bright summer day.

You can feel a stirring in your spirits as the gods' blessings on the copper coins suffuse you as well.

As long as you are within Willowshore, you each gain a +1 item bonus to skill checks with the favored skills of the deities whose blessings you received (Kofusachi, Shizuru, and Qi Zhong). The bonuses you receive are to Diplomacy, Occultism, and Medicine.


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From the foyer, the door is open to the dining room. The dining table atop an ornate rug is laden with sugared fruits, fine porcelain teacups, and polished silverware. Embroidered napkins are folded at each place setting. Each object is as meticulously placed as props on a stage set.

The north wall of the dining room bears a huge painting depicting members of a young family wearing unusual garb. The parents and three young boys in the picture are obvious, but the painting has been shredded over the image of a fourth child.

Two animated petrified maidens like those you fought earlier lean awkwardly against high-backed chairs, bound to their sets with thick ropes, ruining the illusion of a whimsical tea party. A tea service cart pushed against a wall contains delicacies the guests aren’t capable of eating and more utensils.

Standing next to the cart is a halfling-sized china doll wearing a black-and-white maid’s uniform. Her face features a wide smile and a glassy gaze. She stands next to the rolling tea cart bedecked with dainty cucumber sandwiches and a steaming teapot. The doll tilts her head to the side with a sickening crack and intones, "Have a seat. It's teatime," in an emotionless voice. She begins jerkily serving tea and sandwiches while the stone sisters struggle against their restraints.


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And thus, the tale of the Outlaws of Alkenstar has reached its conclusion!

THE END!


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Humerus does what he was created to do--fetch! He easily hefts the heavy statues and carries them without complaint as you make your way back to the Zuntishan camp. Lasheeli's entourage cheer when they see what you have brought, and Lasheeli herself weeps golden tears of joy as she reverently touches the statues of her family members.

"Desna smiles upon us all this day. My friends, you have done me an unfathomable honor. I am humbled, and I am in your debt. Please, accept these gifts, even only convey a mere fragment of my enormous gratitude!"

The priestess gestures, and her guards deliver to you a bronze scroll tube adorned with brilliant gems worht 300 gp. Inside are scrolls of bralani referendum, radiant heart of devotion, and soulshelter vessel.


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Dovan explains that the bandits feed Beaky by tossing in chunks of meat between the gaps in the cage. Nobody is brave enough to actually go into the cage with the owlbear! Vesi can't see any visible injuries on the beast, nor anything else helpful.

***

Russ hears Akiros grunt from the other side of the door. "Fine. Come in."

This long room contains a few piled crates, bags, salvaged lumber, and boxes of dried meat, cheese, and bread. A bedroll is unrolled on the dirt, and a small lantern sits on a nearby crate. Akiros sits on the bedroll, sharpening his longsword. He looks up at the kobold. "You want to help? Take inventory on the supplies over there. If you lot are going to be staying for a while, I need to know if we have enough stock to feed you."

***

As Blaze continues to play cards with the bandits, she learns more about their personalities:

Rank and File Bandits:
Ayles Megesen: Ayles is a soft-spoken man whose calm demeanor should not be taken for passivity. Ayles enjoys the act of torture the most among the bandits, and often spends hours after a fight “exploring” surviving victims.

Cragger Kench: A former cutpurse, Cragger was beaten senseless by the Stag Lord for stealing and drinking a bottle of his liquor. His injuries have left him resentful and cautious with concern to provoking his leader's wrath—causing him to take long pauses before speaking.

Backhanded Jeb Megesen: Ayle's younger brother, Backhanded Jeb believes he got his nickname for the powerful strike he's accustomed to unleashing on foes, when in fact he earned his moniker by talking out both sides of his mouth.

Falgrim Sneeg: Falgrim Sneeg is an older Varisian man with graying hair and an unruly beard. A former mercenary, he possesses an unnerving calm in the face of violence.

Norry “Gorgon” Driper: Smaller than only Auchs, Norry tends to snort and rumble like an enraged bull, exhibit clumsiness in rooms full of fragile treasure, and sport rancid breath that his fellow bandits claim could easily petrify the living. He wanted "Ox" as his nickname in the band, but alas, it was already taken.

Jex the Snitch: The least popular with the men but perhaps the Stag Lord’s favorite minion is this aptly nicknamed man. His penchant for reporting the other bandits’ mistakes to the Stag Lord is likely to earn him a shallow grave before long.

Topper Red: Topper Red was a struggling street poet from Pitax. He fled that city when an affair turned sour, and he eventually joined the Stag Lord’s ranks while romanticizing the thrilling life of a lawless brigand.

At any given time, three bandits stand watch in the fort's watchtowers. They switch out every 8 hours, rotating duties. They almost never leave the fort these days, relying on the Stag Lord's other servants throughout the region to bring in supplies and tribute on a steady basis. It's nice work, if you can get it.


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You follow the giants' directions further along the road. Though not as obvious or massive as the Maw of Karth, the hill you are looking for is easy to see once you draw near.

A steep, bare hillside that at first seems to evince odd patterns of erosion reveals itself upon closer observation to have been carved to resemble a long, narrow face. Two small, shallow caves look out over the ancient road partway up the carved hillside, resembling nothing so much as empty eye sockets above a narrow spur of rock that evokes imagery of an almost beak-like nose. What appears to be a third cave sits near the ground, yet this stalactite- and stalagmite-adorned opening seems to have been blocked from within by an immense round boulder carved to resemble an eye.

The carving very much resembles a classic representation of The Silent Hag. The face itself is 50 feet high. The two eye socket caves are empty, but an examination of the lower entrance confirms that it is indeed a cave that has been blocked from within by the round, carved boulder. Pushing the 5-foot-diameter eye allows it to rotate a few feet within its mouth “socket,” but the eye will only allow itself to be rotated enough so it appears to be looking in a slightly different direction before it quickly self-corrects to shift back to its neutral position, staring straight ahead.

Up close, the stalactites and stalagmites that decorate the lower cave are clearly carvings, not natural formations, meant to evoke the Silent Hag’s sharp teeth. Investigating the teeth, Visna discovers faint traces of dried blood around the edges of some of the teeth where the stone presses to the eye just within...


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Appearance | Danger +3 | Freak +3 | Savior -1 | Superior +2 | Mundane -2 | Potential 5*/5 | Doom Track 2/5 | Conditions: None

As the Christmas Promenade starts to reach its zenith, a murmur ripples through the crowd. Heads turn and the crowd parts as a sensuous figure strides toward the members of First Class. Her strapless red dress is trimmed with fuzzy white fabric, and it falls to mid-thigh, leaving a large amount of her purple-hued skin on display. Her voluminous hair falls in rings around her face, and mistletoe-shaped earrings dangle from her ears.

"Long time, no see, amigos," Devil Diva says, flashing a dazzling smile. Her yellow eyes sparkle, and her tail wags happily behind her.


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You open a portal back to the Harrowed Realm. A half dozen halfling stagehands use this opportunity to rush through the gateway, a chance for freedom from corrupt Chelish society. The confused audience applauds as you make your escape with The Theater.

Epitomizing The Theater:
A resplendent theater manifests in the village surrounding Harrowheart. Every evening, a talented troupe of actors puts on a new play that, with the PCs’ permission, recounts a previous set of encounters they experienced. A PC who attends one of these two-hour productions benefits from the troupe’s uncanny ability to recreate their exploits and receives a +2 item bonus to checks to Recall Knowledge about topics associated with these encounters.


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Alangus frowns and looks down at the card tucked into his costume. "Nay, thou art mistaken. This Harrow card was a gift that appeared to me afore I set out on my quest to tame the savage North! 'Tis a blessing, not a curse, friend."

The crowd murmurs, confused by the sudden shift in the narrative but buying it as part of the performance. Backstage, you catch a glimpse of a man who must be the play's director gnashing his teeth and twisting his hat in his hands as a confused stagehand hurriedly flips through pages of the play's script.


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The audience gasps and cries out as you make your dramatic arrival on the stage. The actors pause mid-sentence to stare at you with wide eyes.

After a moment's hesitatoin, the actor playing Alangus Thrune takes a wary step forward. "By Asmodeus's ruby rod! What beneficence! It would seem that more aid hath arrived to battle the dread linnorm Bandraguzun! But, uh, there is no need for that, verily, for I, Alangus Thrune, have the situation well in hand! Wouldst thou kindly return to thine seats that you may witness my glorious victory?"


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The next morning, you ride south along a little-used road. The blasted moor eventually gives way to a lowland populated by barren, thorny shrubs and twisted husks of weeds that rattle as they roll along the old dirt road. The sky is streaked with translucent cirrus clouds, and the ghost of the moon makes a slow ascent above the flat landscape.

After several days, the arduous trek finally ends at the lip of a wide ridge offering a breathtaking but macabre view. In the patchy field below, hundreds of stone statues contort in eerily lifelike poses. One raises a shield above her head, her mouth frozen in a primal scream. Another was captured in the act of drawing back her bow to loose an arrow. Still more charge forth, weapons raised, or are displayed in the act of unsheathing blades. Two expressions repeat on their faces: rage and terror. The wind howls through the field, carrying the ghostly echoes of the warriors’ cries.

This is the Field of Maidens...


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The Arch of Crowns depicts what appears to be a partially constructed balcony seating area with billowing red and black curtains, which obscure the view of the main theater beyond. When you step through the portal, the tumultuous swell of an orchestra in full swing along with the sound of opera sung in Infernal becomes unmistakable.

Opening the curtains, you find yourselves in an upper VIP box of a grand Chelaxian opera house. Nobody notices your arrival, as all eyes are on the group of magnificently clad adventurers onstage in a singing duel against an immense linnorm. The beast is crafted from a clever framework operated by several technicians, all obscured underneath the linnorm’s deep green cloth exterior. Illusion spells further give the mechanical linnorm the appearance of life. The linnorm, as well as much of the stage scenery and the curtains that hang throughout the opera house, shimmers with a faint blue glow that gives the entire affair an appropriately chilly look reinforced by the fake snow that floats down from above and adorns the stage in periodic drifts.

As a seasoned performer, Sanjana recognizes the opera as Linnorm’s Lost Legacy, a show that presents a revisionist history of how the first linnorm slain in the Lands of the Linnorm Kings was, in truth, slaughtered by an ancient ancestor of House Thrune (thus implying that the whole of this northern nation should belong to Cheliax). It is notorious outside of Cheliax for its blatant attempt to appropriate the heritage of the Linnorm Kingdoms. The “hero” facing the linnorm is a fictional character, Alangus Thrune, who is presented by the play as an actual historical figure from Cheliax who swept north to save the Ulfens from the notorious (also fictional) fire-breathing linnorm Bandraguzun. Regardless, the outrageous costuming of Alangus Thrune makes it difficult to look away.

Visna notices something startling—Alangus Thrune’s outfit incorporates among his unwieldy amount of “adventuring equipment” The Theater card, tucked into one of the many belt straps that adorn his leather armor.


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Truth be told, I think it may be best to put this game to rest at this time. Losing half the players in the first couple of weeks didn't help much, and what momentum we had was all but gone. I appreciate the two of you giving this a shot with me. Perhaps I'll try again in the future.


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Caraid blasts the closest creature with divine power. Aily and Humerus move in, but neither one is able to hit!

The wounded creature hisses as its wound from Caraid's spell starts to heal! It claws at Aily, and while she dodges its first attack, it hits with its second attack, grabbing the rogue!

Claw: 1d20 + 20 ⇒ (1) + 20 = 211d20 + 16 ⇒ (13) + 16 = 29
Damage: 2d8 + 9 ⇒ (1, 2) + 9 = 12

The other creature claws ineffectually at Humerus.

Claw: 1d20 + 20 ⇒ (2) + 20 = 221d20 + 16 ⇒ (9) + 16 = 251d20 + 12 ⇒ (10) + 12 = 22

12 slashing damage to Aily and she is Grabbed (Escape DC 28). Everybody may act! Ceceka's initiative was after the enemies' so the actions he posted will take place in this round.


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Boss Marlotte grunts. "Yeah. We gotta figure out what's going on with this guy. I'll take him into my custody for now. I'll make sure nothing happens to him until the Elder can take a look at him."

She snaps her fingers, and two of her burly enforcers move to escort the strange man away...


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Mirinde Magic

A link to a folder with details of all the spells Mirinde knows.


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Glorianna gives Lora a big hug!

She then turns to Royken. "Well, several days ago I tried to sneak out, but I almost got caught. I hid behind some barrels and, while I was hiding, a pale wizard walked through the room followed by some... thing. It was partly mechanical and spider-like, but the top of its back was covered with jars and inside the jars were heads. I recognized some of the faces. It was horrible...

"The creature called the figure ‘necromancer’ and the two, they were talking, and the necromancer said, ‘Loveless and Ibrium will be arriving any day now with the shipment.’ I don’t know who Loveless and Ibrium are, but the necromancer made it clear they were planning to kill them."

The engineer takes a moment to clean her glasses before continuing. "Anyway, I know just about everything there is to know about the Hydroforge. I’m one of the best engineers in this place! I can give you advice on where to head next, if you need. I heard the pumps running earlier this week, which probably means the necromancer has flooded the lower levels. If you want to get down there, you’ll need to get to the control room and reverse the pumps. I can do it—if you protect me, of course."


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First to step onto the invisible bridge. Wounded Cur Maxima before his demise. He held the line.


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"Take a look, my fleshless friend," Luwen says with a smile.

Luwen’s wares are mostly odd junk, but there is some firearm ammunition and other related items if you are interested in that sort of thing.

Telvir Diplomacy: 1d20 + 12 ⇒ (16) + 12 = 28

Luwen seems initially disinclined to answer Telvir, but with a bit of buttering up, the merchant agrees to talk. "Yeah, there's been a bit of oddness going on lately. There are a few market regulars who've just up and gone missing. Then there's the sad case of an orphan girl in Skull Promenade named Junissa. Poor thing. She does odd jobs around the market sometimes, but lately she just seems...lost. I hope she will be okay."


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In the Ark:

Blaze is able to help Marlotte and the chronicles make some progress on the temple project he proposed. "Nice work, kid," Marlotte says, clapping Blaze on the shoulder. She is a scarred woman with buzz-cut hair, but her eyes are warm. "There's still a long way to go, but it's a good start. Why don't you come to my cabin for a bit? I have grub and booze."

Meanwhile, the Enforcer Elon finds Ford as he wanders aimlessly through the Ark. Elon is short and stocky, wearing patchwork scrap armor and brass knuckles. He gives Ford a concerned look. "Hey, Ford, what's up? You look a little lost. Anything I can do for you?"

***

In the Zone:

"I am sorry. I... I don't remember what happened to me," the man says. He speaks with a strange, foreign accent that Koko has never heard before. "I can't even remember who I am. All I remember is being in the water... And then you found me."


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Interlude: Heroes or Gods?

One day, as you are going about your normal business of running your kingdom, Nok-Nok the goblin comes running up to you. "Guys! Guys! The Tanglethrons are back from the dead!"

Once you are able to calm Nok-Nok down a bit, he explains furher. "The Tanglethorns used to live in the northern Narlmarches, bu everybody believed they were killed off years ago by a rampaging moose! Bu now they're back somehow, and their new leader is planning to raid Danteville! I heard it from a friend of a friend of a friend who heard it from a talkative crow! It's crazy! Not the talking to crows part. My friend’s friend’s friend has always been able to talk to crows. The Tanglethorns-back-from-the-dead part!

"We gotta stop them, right? Protect the town? Cause that's what heroes do, and I'm gonna be a big godsdamned goblin hero! Maybe even a hero-god like mighty Hadregash, Venkelvore, Zarongel, and Zogmugot!"


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Ekundayo speaks to Vesi about his young adulthood spent in the wilds of the River Kingdoms, where he learned how to hunt and track his prey. After sharing a few stories about the game he was able to take down, he opens up a bit more, mentioning a woman named Ntavi.

"My parents had died from illness. Her family had been slain by giants. She was supportive, if rather rash," the ranger said. "Either way, we got along like siblings. We traveled together for a year, making a living as bounty hunters. But then I came to Bristlehill, where I met..."

He trails off, shaking his head and frowning. "I am not ready to speak of that time yet. Suffice to say that Ntavi did not approve of me wanting to settle down and she left my side. I have not seen her since."

You have gained 1 Influence Point with Ekundayo.

***

"What lead me to Groetus? Just the overwhelming ennui of knowing that everything in existence will come to an inevitable and inexorable end. And sooner than you may think. Doom is nigh!" Harrim declares, before devolving into a long-winded rant about the end of days.

***

"No," Jaethal replies curtly to Vesi, obviously not in a mood for conversation tonight.

***

"Yes! I will tell you the tale of the original four goblin hero gods! " Nok-nok cries, proceeding to elucidate Vesi:

Goblin Hero-Gods:
Long ago the goddess Lamashtu stole four barghest servants of Asmodeus and brought them into her service. These barghests found that when they killed mortals, each drop of spilled blood would turn into a goblin. Lamashtu adopted them as her children, and in exchange they swore loyalty to her.

Supreme Chieftain Hadregash is the strongest of the four goblin hero-gods. He taught the goblins tribal loyalty, strategic thinking, and deference to authority. He also spread to them the belief that they should rule Golarion.

Most Glorious Venkelvore the Neverfull is Hadregash's consort. Despite her obsessive desire for feeding which contributes to her morbid obesity, she is considered the most attractive demigod among the goblinoids.

Zarongel the Bark Breaker appears to be the most wolf-like of the four barghests, and has hair composed of magical fire. He espouses fire, dog killing, and most holy mounted combat.

Finally there is Zogmugot, also known as Lady Lastbreath. It is said that Zogmugot looks out of every piece of beach glass with her baleful, colorful eyes, and can see what those who come down to the beach are up to and if she is not happy, she'll trick them out into the riptide by having a nice bit of something shiny floating on the waves to lure them out. She is the one who chooses if a goblin who falls into the sea drowns or washes back up on shore. It is also believed that worshipers are rewarded for their piety with prime pieces of trash, which wash up on their beach.

You have gained 1 Influence Point with Nok-Nok.

***

Clearing away some of the grime covering the mosaics, Blaze sees that they depict simple village life: hunting, fishing, and farming. Perhaps they might be of interest to some historian...


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Gah, sorry guys, things keep coming up preventing me from focusing on this game. I promise I will post by tomorrow at the latest!


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I'm running two separate PbP versions of it here on the boards. Feel free to peek in at the proceedings!


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Yes, you can buff both of them. It doesn't take that long for the smog wraiths to arrive so let's say there's 18 minutes remaining on each one.

Fortitude vs Slow: 1d20 + 17 ⇒ (16) + 17 = 33

Bleach manages to momentarily slow one of the smog wraiths. Royken opens fire, but misses due to the concealing smoke. The wraiths converge on the dwarf, attacking with their noxious fumes.

Noxious Hand: 1d20 + 21 ⇒ (15) + 21 = 361d20 + 21 ⇒ (19) + 21 = 401d20 + 16 ⇒ (1) + 16 = 17
Damage: 3d6 + 9 ⇒ (2, 4, 1) + 9 = 163d6 + 9 ⇒ (4, 2, 1) + 9 = 16

48 total poison damage to Royken.


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It's been some time since either Daniel or Elbow have posted. I've sent them private messages to see if they are still interested in the game. If I dont hear from them soon, I'll start looking for other players.


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Over the next several days, you make your way across the hills of the eastern Greenbelt on your way back to Oleg’s Trading Post. Soon enough, you make it back to Oleg’s. The small trading post is quite busy now with all of your companions here, and the Levetons scramble to find enough space to house everybody!

You show Oleg the tatzlwyrm head, and he is ecstatic as he prepares to mount it over the mantle of the trading post's fireplace. He happily gives you the reward for bringing him such a trophy.

The hunter Vekkel arrives later that evening when he receives word you have slain Tuskgutter. He spits in the dead boar’s eye, happy that you have enacted vengeance for the leg the beast took from him. He gives you the promised reward.

Jhod is relieved to hear that you found the temple to Erastil and put its cursed guardian to rest. He will have to arrange his own pilgrimage to the site soon to reconsecrate it to Old Deadeye, but he offers you his spellcasting services for free in the meantime.

Rewards: 5 lover's knots, composite longbow, 3 beacon shot arrows.

That night, over a hearty meal, you plan your next moves...


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Okay, the gameplay page is up and running! Everybody may begin posting there. Each session of the game begins with an Assembly, as long as one or more PCs are in the Ark. Please refer to the rules beginning on page 103 to decide on which project(s) you would like the People to begin.

I've added a link to the Zone Map at the top of the campaign page. The location of the Ark is indicated by the green biohazard logo. I've also included the DEV levels for the Ark at the top of the page as well.


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Alright, looks good! I'm hoping to get the gameplay thread started today, but may have to wait until Monday morning depending on my free time.


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Will vs Fear: 1d20 + 16 ⇒ (9) + 16 = 25

Hargulka completely shrugs off Tandri's spell. His devotion to his dreams of rulership are strong, indeed!

Whenever Hargulka attempts a saving throw against a fear effect, he treats his actual result as one degree of success better than his rolled result.

Sariana only lands one hit while Tyr, Floare and the viper all miss! The trolls regenerate as Hargulka claws Sariana and the female troll conjures lightning between the monk and the eidolon.

Claws: 1d20 + 20 ⇒ (1) + 20 = 211d20 + 16 ⇒ (1) + 16 = 171d20 + 12 ⇒ (12) + 12 = 24
Damage: 2d8 + 9 ⇒ (3, 5) + 9 = 17
Electric Arc: 3d4 + 4 ⇒ (2, 2, 4) + 4 = 12

17 slashing damage to Sariana. 12 electricity damage to Sariana and Tyr (basic Reflex DC 22)

Enemy Status:
Hargulka -72, Gurija -17


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Any other opinions on the Ark? I'm hoping to start the first session in the next few days, just want to be sure everybody is ready to begin! :D


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Ekundayo shakes his head and chuckles softly. The sound is quite unexpected--this is the first time any of you have heard him laugh since you first met!

"Yes, sour grapes. Plenty of those in this group," he says, casting a bemused look at Harrim and Jaethal. "Here, Vesi, allow me to assist you."

By the time the ranger has finished, the wyrm meat has become palatable, if not particularly tasty. Still, you can tell something has changed within the dour ranger. He seems more willing to open up and talk to you. Perhaps there is hope for him after all...

You have gained 1 Influence point with Ekundayo. He is now friendly!


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While we wait for the others to finish their characters, Koko, tell us a bit about the NPCs you hate and need to protect. Why did the Enforcer Jonats kill your friend? How did you become close with the Grunt Eriel? You can provide some physical description for the two of them as well, if you'd like.

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