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Shadow

Celestial GM's page

1,490 posts. Alias of Celestial Healer.


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Overland Group:
You do not get as far on your first day of travel as you probably intended, since Caladrel must walk and your progress was interrupted by the ordeal with Elise.

You get as far as the village of Chesterbridge as the sun sets. The village is like so many others in this part of the country. It was once an important way-station for travelers along the post road. Visitors are fewer now that the railroad moves people about in a fraction of the time, and villages like this one seem to now exist outside of the passage of time. People here live much as they did a hundred years ago or more - tending their livestock and crops, practicing trades, and so on.

Do you want to stay the night in the village, or in the wilderness?


If the pedestal ever bore an inscription, it has long since been worn away by the elements. Indeed, none of the markers or monuments nearby bear any readable inscriptions as to who is interred here.

As you progress, you see glimpses through the trees of a large stone building occupying the center of the necropolis. Reliefs and statues adorn the crumbling visage of a gothic chapel. A spire at one end has broken and crumbled like a rotten tooth. A foul draft whistles through the broken stained glass windows, although the air outside is still.

A pair of wooden doors stands firm at the entrance.


I almost forgot about your hide from undead! Good show.

The zombies shuffle along, evidently unaware of your presence, but answering some unseen summons that brought them to the courtyard.

It is your choice whether to engage them or bypass them.

Zombie Init, if it ever comes up: 1d20 ⇒ 4

MAP


Train Group:
The village of Milton is a quaint collection of storefronts and row houses, occupied mainly with the support of the University. Tea rooms, tailors, and booksellers line the main thoroughfare, while boarding houses and taverns stand tucked away behind. The cobblestone streets are pooled with rainwater from the recent storm, but the townsfolk bustle about seemingly unconcerned with the dampness.

Were you heading directly to the University, or waiting for your companions to arrive tomorrow? You could either arrange lodging after speaking with the University, to see if they will house you, or you could arrange with an inn.

Overland Group:
You see off the two poor men, and then set off along the road. Murky puddles mar the path, as you find your footing along the sodden track.

Following your delay, you are able to make relatively good time along the road.

Is Caladrel shifting again into a faster form, or walking as an elf? That will impact your time of arrival.


Tybalt and Leandro see movement in time to warn the rest. A number of shuffling forms approach from the other side of the clearing. Horrid corpses, rotting flesh falling from their bones, they move with an unnatural, shuffling gate, but do not seem to want for speed.

Roll initiative.


Train Group:
The train continues across the countryside. In the aftermath of the storm, a brilliant rainbow stretches across the distant hills.

The train makes only a few stops before you near a station and hear an agent call, "Milton Station. Approaching Milton." The train comes to a halt, the brakes squealing with the sound of metal against metal. The doors open upon a quaint platform, sheltered by a wooden overhang.

Overland Group:
Gregory regards the pouch with wide eyes. This sum of coin is most likely more than he has seen in his life.

Caladrel does not see any signs of previous victims, and Hendrin does not know of any others apart from the one who took his life many years ago.

The rain finally slows and then stops. A stillness settles over the cottage in the wake of the turbulent weather, and in time a rainbow appears in the sky. The two men are grateful for your assistance, but neither will let you accompany them when they reconnect with their people. As Gregory says, "This is something I must do myself. No one can do it for me."


Train Group:
The agents are satisfied by your accounts, and grateful for your intercession once all the facts are learned. They allow you to stay in a staff area of the train as it begins to move again, the pathway cleared.

Overland Group:
Gregory finally speaks in response to Caladrel's question. "I was married. I had a family. But once she... she had me in her grasp, I... I left them all. I have shamed them." He begins to weep.

The halfling introduces himself. "Thank you, lords Caladrel and Roberts. I am Hendrin Pestlewit. She fed us those concoctions. Bent us to her will. She kept me as her plaything until she got bored and found another, and then kept me on as a faithful pet. There was one before me - he took his own life. Perhaps there were others, earlier still, but you have put a stop to it. Truly, you are heroes as of old."


The archway is free-standing, leading to more swamp beyond.

You make your way onward. Beyond the archway lies the overgrown grounds of the necropolis. Ancient crumbling monuments stand overgrown with moss and ivy, while thick roots split the foundations of squat mausoleums. The branches of trees twist and stretch at improbable angles, their leafless boughs drooping with faded brittle moss.

The air in the place is oppressive, and seems to draw the very light from the air. Gloom pervades the atmosphere and an eerie quiet is disturbed only by your own steps.

Ahead, a tall statue of a woman stands in a small clearing. The limestone is pocked and weathered from countless years of neglect, but somehow her visage continues to express a beautiful, unspeakable sorrow.

Perception checks please.


For the record, you are looking for an ancient necropolis that is the base of operations for a necromancer. Unhallowed ground kind of comes with the territory.

Also, there was no conjuration magic detected that would indicate a portal, nor were there traps. This could just be the entrance to the necropolis. If the ground beyond is unhallowed, that might explain why the raven won't enter.


The gateway emanates an aura of faint evocation. The aura seems to pervade the entire ground beyond it as well.

Spellcraft DC 17:
The grounds are imbued with a permanent desecrate effect.

Eliva does not detect any traps, however.


Train Group:
The agent sizes you both up. "I see," he says noncommittally.

The former hostage speaks up, "It's true, sir. There were robbers. Four of them. These people came and stopped them. The robbers were going to kill me."

Satisfied, the agent addresses you, "We owe you a debt of gratitude, then. Still, we will need to take written statements for the railroad inquiry."

They show you to a private area of the train where they can take down your recollection of events. Are you cooperating and recounting things as they happened?

Overland Group:
The halfling shudders and begins to weep. "Thank you. Thank you both." He struggles to sit upright, as if his limbs will not cooperate. "It's been... It's been... I don't know. Years. Seven? Eight?"

Gregory seems less talkative, and looks about with some confusion. "What is going on? What happened to me? That... That thing... Is Elise?"


Anything you want to do before you proceed inside?


Train Group:
The remaining bandit eagerly accepts Trina's offer. He quickly flees to the countryside.

As you begin to tend to the passengers and the slain bandits, two of the railroad agents appear at the outside door. "What has happened here? We heard shots," one of them exclaims. When he sees the carnage, he grows even more alarmed. "Explain yourselves!"

Overland Group:
His sword at hand, Jerry finally cuts down the foul hag. She shrieks as she clasps her wound and crumples to the cottage floor.

Gregory seems almost pained to watch it, and then slumps to the floor in a daze, holding his head.

More surprising is what happens to the faithful dog. The beast begins to twitch and tremble. Before your eyes, the dog begins to transform - fur receding, flesh and bones moulding themselves into a new forms. In moments, the form of a naked halfling man lies curled on the floor.


Overland Group:
"You will die, fools! Nothing can save you," the hag shrieks. She is clearly not persuaded.

Jerry, you can act still, and you have your weapon now.


So, after this excursion, we are going to have to evaluate our player base. At this point, we have Eliva, Angalia, and Anuqa accompanying you, all of whom we will have to adjudicate in their players' absence. Once we are through this leg, I will find an opportunity to leave them all, and will also see about recruiting a new player or two.


You say your farewells to Chickenbone, as he watches you depart from his porch. His expression turns stoic and difficult to read.

As promised, the raven keeps pace ahead of you, leading you on a dry path through the swamp. The raven seems to know how to avoid the mires and keeps you on a path that is easy to walk on.

As you continue, the sounds of the swamp - the buzzing, chirping, and croaking of tiny creatures native to the wetlands - seems to die away around you. An unnatural stillness has settled over this area of the swamp, and the living things seem to avoid it. The trees are mostly dead, with clumps of grey moss hanging limply from their blackened branches. Brittle reeds rise from the sodden earth, and snap like twigs underfoot.

Almost without warning, you come upon a stone archway. The stonework appears to be incredibly old, and sickly clumps of creeping vines and rotting moss cling to its supports. A massive wrought iron gate stands aside within the archway, fallen from its hinges in every place except one, and no longer serving any useful purpose.

The raven alights on the top of the archway and moves no further. It is just past mid-day.


Train group:
Trina's blow eviscerates the bandit. He clutches at his abdomen and crumples to the floor in a pool of blood.

The eyes of the bandit behind him open wide. Speechless, he drops his pistol on the floor and raises his hands in surrender.

Overland Group:
That hit. I will roll damage. I will treat it as a heavy mace.

1d8 + 4 ⇒ (8) + 4 = 12 Wow.

Jerry smashes the chair over Elise in a blow that is more effective than he was probably expecting.

She shrieks and claws back at him.

1d20 + 8 ⇒ (19) + 8 = 27
1d4 + 3 ⇒ (4) + 3 = 7
Another save.
This round, Caladrel can return and you can rearm.


Is there anything else anyone wants to note about their actions at the bonfire? Anything else you want to ask Chickenbone before you go? If not, we will proceed with your journey following the raven.


Train Group:
The door bursts open as a grubby-looking man bellows, "What's all this racket now, Dottie?" He and another, younger bandit behind him both hold pistols at the ready.

He reacts in surprise as one of his comrades lies dead on the floor and unfamiliar faces stand before him with weapons drawn.

MAP

Trina has a readied action.

Bandits initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Order:
Trina (readied action)
Sylvia
Smitty

Bandits

Overland Group:
Caladrel makes a break for it and is able to get to the stables. The rain continues to pound down upon him as he gathers Jerry's gear and mount.

It will take a total of four move actions: One to get there, two to get Jerry's weapons and release Luce, and one to return. By the end of your second round of this, you will be back in the cottage.

Gregory seems pained at having been addressed directly. He looks back and forth at the hag and at Jerry, but does not act.

Elise swats away the chair and strikes at Jerry again.

1d20 + 8 ⇒ (13) + 8 = 21
1d4 + 3 ⇒ (1) + 3 = 4
Another DC 15 Fort save for Jerry

The dog jumps into the fray and bites at his erstwhile mistress.

1d20 + 2 ⇒ (20) + 2 = 22
Crit Confirm: 1d20 + 2 ⇒ (2) + 2 = 4 No crit
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

MAP

Caladrel (second round of gathering gear)
Jerry

Elise
The dog


Train Group:
You don't have to say that twice. The bandit makes for the exit.

Through the door, amid the commotion, Trina hears heavy footsteps approaching.

Overland Group:
The hag actually laughs at you as you attempt fruitlessly to subdue her. You hear a roar and rattle from the stable as Luce responds to your cry, but you do not see how she could let herself out.

Elise claws at Jerry.

1d20 + 8 ⇒ (18) + 8 = 26
1d4 + 3 ⇒ (4) + 3 = 7
1d20 + 8 ⇒ (1) + 8 = 9
One DC 15 Fort save please.

"Give in. No man can resist me!" the hag calls out shrilly.

I'm just going to give a hint. I strongly recommend you either make a break for your gear and mount, or find some non-combat way to resolve this. You are not going to subdue her with found objects.


Andrzej adds his own steps to that of the wild swamp folk. The rite continues well into the night, even to the wee hours of morning. The native folk seem to dance until they collapse from exhaustion. No one says anything, or even acknowledges your presence. The glow of the roaring fires seems to keep the suffocating darkness of the swamp at bay.

After the wild night, it is full daylight before Chickenbone wakes you. "You rest long enough," he says, "now's da time for action. It's not wise ta be visitin' a place of the dead while night reigns over da sky. Go now, and you will have several hours o' daylight remainin'."


Train Group:
Smitty picks up the dropped pistol. He turns to the prisoner and asks him, "Where are the others? How many?"

The shaken bandit says, "There are two, up robbing the other passengers." Then he adds, "You said you would let me go..."

Overland Group:
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20

The hag simply laughs at your attacks as she continues to claw at Caladrel

1d20 + 8 ⇒ (19) + 8 = 27
1d4 + 3 ⇒ (3) + 3 = 6
1d20 + 8 ⇒ (16) + 8 = 24
1d4 + 3 ⇒ (2) + 3 = 5
Two DC 15 fort saves please.

Wow, this is pretty brutal. You guys should probably figure out what you are going to do about her.


At Leandro's question, the witch-doctor says, "De spirits speak as dey will. Nothing so specific."

Now that the sun has set, darkness has settled over the swamp like a stifling blanket. You pick your way carefully in the direction of the sound of the revelry. As you near, you can see through the trees the faint glow of the bonfire. The drumming is ecstatic and the yells of the folk are wild and savage.

The bonfire reaches up some ten feet, and smaller fires surround it. A collection of natives beat hand drums while others dance wildly around the bonfire. Around the smaller fires, some leap over the flames, oblivious to the searing heat. In all, the natives seem to have worked themselves into a frenzy, and scarcely notice your arrival.


Train Group:
Bump!

Overland Group:
Save: 1d20 + 5 ⇒ (10) + 5 = 15

AoO: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 3 ⇒ (1) + 3 = 4 DC 15 Fort save vs weakness

Jerry trips the hag as she slices at his flesh with her foul claws. She falls to the floor ungracefully as the flaming sphere sears her flesh. She reacts in anger to Jerry's question. "You will be mine!" She shrieks. "You will serve me or die. You will not undo what I have created here."

She stands up and claws at Jerry again.

1d20 + 8 ⇒ (11) + 8 = 19
1d4 + 3 ⇒ (1) + 3 = 4 DC 15 Fort save vs weakness

MAP

Jerry Make an AoO as she stands up. Roll 2 fort saves.
Caladrel
Elise


Chickenbone regards Res closely at his question. "It's not easy ta say. It's the spirits. The spirits tell me you got da evil with you. But you also got da good. Beware da evil." He grows quiet and pensive. Then he smiles at Andrzej's question. "They dancin' away the spirits. Ye can go see it if ye want."


While he cuts a mysterious figure, he doesn't appear to mean any malice to any of you.


Train Group:
The glaive makes a vicious wound in the bandit's flank. She gasps as she begins to bleed heavily.

Smitty takes aim with Bessie at the wounded bandit. "Yer messin' with the wrong dwarf!"

1d20 + 9 ⇒ (12) + 9 = 21
1d8 + 1 ⇒ (2) + 1 = 3

The bullet strikes her in the throat. She sputters and collapses to the ground. The other bandit drops his pistol on the floor and spreads his hands wide, his eyes constantly returning to Sylvia's blade.


Train group:
We didn't roll initiative, but I will treat the situation as if the bandits were delaying, since Trina has declared a full round of attacks.

The red-haired woman is fast on her feet, and avoids the sweep of Trina's glaive. Outraged, she raises her weapon and fires.

Touch attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 ⇒ 3

The bullet pierces Trina's shoulder and bloodies her traveling clothes. The woman drops her pistol and draws a short sword, crouching and ready to meet Trina's attack.

The other bandit does not move, his eyes fixed upon Sylvia's blade.

map

Sylvia (can continue with readied action or do something else)
Trina
Smitty
Bandits

Feel free, either of you, to take Smitty's turn for him.

Overland group:

Reflex save: 1d20 + 5 ⇒ (16) + 5 = 21

Jerry manages to get a grip on the hag and tries to admonish her for her poor manners. Elise shrieks and thrashes in response. As if to reinforce Jerry's point, Caladrel manages to smack her with a staff.

The hag struggles to free herself from Jerry's grasp.

1d20 + 10 ⇒ (11) + 10 = 21

She possesses what seems to be supernatural strength, and forces Jerry's arms apart.

map

Jerry
Caladrel

Elise


"Good, good," the old man says, ladling out some of his concoction in small vessels. "My grandmother's turtle stew. It fortify you for the long journey." He gives a large, toothless smile.

To Tybalt, he says, "Maybe the ravens do that where you come from. I could see a raven takin' to that role nicely. But here, nothin' good come from the places where dwell the dead."

"Night-time is no time to be out in the swamps. You be safe here, and the raven can show you da way in the mornin'."

Outside, the festivities of the swamp folk is growing to a fever pitch. The insistent drumming is punctuated by cries and ululations, and even from this distance you can see the glow of what must be a giant bonfire.


Train Group:
Bumping. Are you taking any action regarding the sounds you heard, or just carrying on with letting them go?

Overland Group:
Reflex save: 1d20 + 5 ⇒ (19) + 5 = 24

The hag screeches and draws back away from the ball of fire. She bounds to the side and then lunges at the elf, swinging with both gnarled, clawed hands.

1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
1d20 + 8 ⇒ (4) + 8 = 12
Caladrel must make a DC 15 Fortitude save. On a failed save, take 1 point of Strength damage. The hag seems to feed on your very strength and vigor.

MAP

Jerry
Caladrel
(Must make a Fort save)
Hag


The old man gives you an enigmatic smile. "The folk is good at stayin' unseen if they don' want to be."

To Andrzej, he says, "I can show you da way. A guide, like the one brought you here - he can take you to the necropolis, but he won' go inside that place. It's a place of evil, and da ravens, dey don' go to the realms of the dead."

He stirs the strange concoction again and peers closely at it. "You wan' some o' this? It give you strength for da journey."


Train Group:
You hear a raised voice from the next car forward. The voice is indistinct, but it may remind you that there were 4 bandits.

"Mule?" the woman asks with a look of utter confusion. "We didn't come here to rustle livestock."

Overland Group:
MAP

The western door is to the outside. A doorway to the next room is in the southeastern corner. Gregory is standing there, but does not seem to move to attack or defend himself in any way.

Elise Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

The hag shrieks with insane fury.

Caladrel
Elise
Jerry


"Aye," the old witchdoctor says slowly. "Our purposes is de same, in a way. It's true, they's always darkness in the swamp, but there was a balance, and the folk survived. Now, they's somethin' new."

He rises shakily to his feet, and approaches the smoldering hearth. He carefully stirs something simmering in a small kettle.

"You lookin' for Monerre," he says, without looking up. "He's a bad man, his mind twist like the mangrove branches. But he always keep to himself - bothers himself with the dead, not with the living." He turns to look at you once again, his old eyes suddenly weary and tired. "Even darker creatures come to see him, though. Unliving, they was. Ever since, something feedin' on the swamp folk. 'N they's scared."

He adds in a low voice, "Whatever come to the swamp to see that necromancer - it don' have no taste for the dead. Now it want the living."


Train Group:
The female bandit looks uncertainly at you.

Smitty will go along with the group. Also, please make Perception checks.

Overland Group:
"Meddlesome elf!" Elise screeches. "You should have finished your tea like a proper guest." Before your eyes, a horrific transformation comes over her. She appears to age several decades within seconds. Her nails extend into fierce, curved claws. Her flowing tresses become straggly and grey. Her firm skin sags and turns a sickly shade of green. "You will never leave this place."

This would be a good time to roll initiative.

Overland group Knowledge (Nature or Arcana) DC 16:
This creature is a hag, although not a particularly powerful specimen. They have the power to change shape at will.


Andrzej finds the walls of the shack to be covered in grimy, greasy soot.

"I guided ye here because ye were lost," Chickenbone says simply. "Outsiders don' last long in de swamp without de guide."

To Res he says, "You here de folk out dere. They's tryin' ta ward off de evil wit their rituals. Dat s&@* don' work - leastwise not against what they facin'. Somethin's stalkin' the swamps at night. Somethin' dark. And they's scared."

Refresher: recall that you saw the corpse of a native, drained by a vampire and discarded in the mud.

Leandro sees nothing of interest outside, although the distant drumming grows in intensity.


The old man smiles openly, a few straggly teeth all that remains in his mouth. "Only since ye entered the swamps. My eyes don' see beyond the edges."

"You mus' be Res. They call me Chickenbone. I don' remember now when tha' started..."

"You bring de evil wit' ye," here he is speaking to all of you, not just the cleric. "But evil already be here. An' sometime it take evil to fight da evil."


Train Group:
The red-haired woman hesitates, weighing her options. Suddenly, she points her weapon at the hostage. "I am warning you now, I am a hell of a shot," she exclaims. "We get out of here safely - no constables - or this sorry bastard gets a bullet in his head."

Overland Group:
The dog makes a motion that is clearly his attempt to shake his head in the negative. The eyes then focus over Caladrel's shoulder, in the direction of Elise. The dog is trying to warn you about her.

"Alright, that's enough," Elise says. "Time for you to go outside." She moves to the dog and tries to grab him, but he nips at her hand. Enraged, she kicks the dog solidly in the ribs.

Gregory continues to stand, a passive, glazed expression on his face.


Train Group:
The man with the gun pales when he sees Trina's display and lowers his weapon. He is visibly trembling. The woman at the far end of the car grits her teeth. "What are you doing?" she asks him.

"I didn't sign up for nothing with soul-eating demons," he responds plaintively. "Please don't hurt me," he says to Trina in a panic.

Caladrel:
The dog seems to understand everyone's speech, and was most definitely trying to get your attention. It seems to have been subdued by Elise's warning.

Overland Group:
Elise answers Jerry without much enthusiasm. "Fall bridge is less than two miles down he lane. A small village full of small-minded people." She seems somewhat dejected and has lost some of her intensity. But then she adds with a smile, "But at least we have each other, don't we?" Gregory does not reply.


The rickety bridge sags and creaks beneath your feet as you cross to the strange shack. Feathers and bones decorate the poles supporting the bridge and the eaves of the building. Another of the strange shrunken heads hangs above the door.

As you near, the smell of incense and herbs hangs heavily in the humid air. In contrast to the sounds of revelry from deeper in the swamp, the shack is eerily quiet.

The front door, warped and faded by the humidity of the lagoon, hangs ajar from its hinges. Inside, an impossibly old man sits upon a stool by the fire. He wears garments of loosely draped fabric, and he is decorated with strange markings and piercings of wood and iron. A necklace of small bones hangs from his neck, ending in a cluster of worn feathers.

"You are here," he croaks with a crooked smile, his voice raspy and heavily accented.


Train Group:
It is a surprise round. You do not have time to double move.

Smitty follows, and stands slightly behind you, his ornate firearm leveled at the nearest bandit.

The brute that was threatening the railroad agent is clearly caught off guard by your entrance, while the red-headed woman looks more annoyed than anything else. She grits her teeth in exasperation. "Idiots!" she says to you. "You shouldn't meddle. Go back to where you came from, and nobody will get hurt."

The brute looks at you uncertainly, but keeps his pistol aimed roughly in the direction of the cowering agent.

If you want to keep talking, you may do so. If you want to fight, or push your way any further into the car, you will have to roll initiative.

Overland Group:
Elise looks frustrated about something, but seems to force herself to smile politely.

Gregory returns, his arms laden with firewood and his entire form drenched with rainwater. He seems to pay it no heed, and places the sodden wood by the hearth. He does not acknowledge either of you, but continues to stare at his "sister" with unblinking affection.

Beneath the table, the dog has begun tugging insistently at the leg of Caladrel's trousers. When Elise notices it, she yells sternly at the beast, "Bad dogs get leashed outside in the rain!"

She recovers herself and says sweetly, "My apologies. We are trying to train him better."


The sound of the drumming grows louder as you get nearer. You begin to hear distant voices mingling with the off-kilter, insistent rhythms of the mysterious natives.

The raven leads onward, but you find that the bird is not leading you directly to the source of the sound. Instead, you find yourselves led to the edge of a wide pond, surrounded by the drooping boughs of trees and thick tangles of mangrove.

In the center of the pond, a ramshackle structure has been built upon stilts, reachable by a single footbridge fashioned from bound reeds and supported by poles driven into the silt below the water. In the dimness of the twilight, you can make out strange fetishes hanging from the eaves of the shack, constructed of moss, feathers, and tiny animal bones. Some appear to be rough effigies of humanoid form, while others simply look like they were thrown together of found scraps. The flicker of a small flame can be seen through a tiny window, while a thin tendril of smoke arises from a crooked chimney. While the sounds of the primordial music play on behind you, the shack before you is quiet.

The raven alights upon the bridge, halfway to the shack, and looks back at you expectantly.


Train Group:

MAP

You are entering from the East. The crates are stacked along the walls on either side; the center is relatively clear. The railroad worker is marked H.

Overland Group:
You feel somewhat lightheaded, but do not notice any other effect. However, you are fairly certain that you were subject to some manner of enchantment. You cannot help but contemplate the unique tea you have been served.

Outside, the thunderstorm rages about the small cottage.


Knowledge (Local) DC 16:
Ravens in the lands of Ravenloft are sometimes considered a good omen. It is known that they will not consort with the powers of evil.

As you follow, the raven continues ahead of you, covering some distance and then waiting for you to approach before it moves off again. As the afternoon wears on, you begin to hear the sounds of drumming in the distance. The wild syncopated rhythms tap into a primordial energy that is not like anything you are used to. The music is rather remote right now, but it is roughly in the direction you are headed.


Train Group:
Smitty stands behind you somewhat as you quietly open the door to the car. You take advantage of the commotion in the car ahead of you, which masks your sound. Inside, you see three figures. A man in the uniform of the railroad cowers beside a safe, staring down the barrel of a pistol wielded by a bandit. The bandit continues yelling his threats, and you can tell it is the same voice that you heard through the door.

A second bandit - a red-haired woman brandishing another revolver, stands watching the scene from further down the car. She fidgets impatiently.

"Open it, or I'll put a bullet in your skull and then find somebody else who will!" The loud-mouth bandit declares.

Overland Group:
Elise sets out the scones and sips her tea, looking at the two of you expectantly.

Let's see if Caladrel comes by to make his own save.


The native does not move as you progress in the direction he indicates. He merely follows you with his eyes, his hollow stare regarding you carefully as you move away from him.

With a squawk, a large raven alights on the path ahead of you. Its black feathers bear a healthy sheen while Its glassy eyes project a canny intelligence. The bird hops about in front of you, then takes flight, proceeding some 20 feet ahead before it alights on a fallen log and looks back, to see if you are following.


There are still roughly 2 hours of daylight.


Full of unfounded confidence, Tybalt leads the way westward, in the general direction Leclerc had been taking you. Progress is perilous; while Leclerc had a knack for finding trails of relatively dry ground, you find many places where you have no choice but to trudge through the mud. Often what looks like dry ground gives way beneath your feet into a slurry of sodden grass, rotten reeds, and murky water. At one point, you reach what looks like a dead end - a dark pool surrounding you on three sides - but backtracking you are able to find a way around it.

The day draws on and you see no signs of your destination. You continue to spot the occasional item indicating that the native savages have been here, but nought else breaks the monotony of the oppressive air and drooping vegetation.

By the afternoon, you are weary and not too certain you are going the right way. As you take in your surroundings, you spot another of the natives. An emaciated man wearing a loincloth regards you with the same vacant gaze as the girl you saw the previous day. The stringy hair hanging down his back resembles the gray moss drooping from the tree branches all around you. He says nothing, but extends his arm, pointing a gnarled finger to the south.


Train Group:
You hear a man's raised voice in the next car. He is yelling at someone to open a safe, and seems anxious about the time it is taking. He threatens to put a bullet in the person's skull.

Overland Group:
I am going to move this along just a tad. I didn't have a post from Jerry, but I am surmising that his good manners will win out when it comes to table etiquette.

Jerry, too, finds the tea remarkably flavorful, once it has been fixed to his liking.

Roll Will saves, please.


Res finds nothing of the sort. Leclerc carries nothing of interest apart from his gross-looking cured fish and a flask of some foul-smelling booze.


Train group:
You open the door to the rear car and see stacked crates all around. Little has been disturbed however, and you do not see the bandits inside. A clear path runs the length of the car toward the one ahead of it.

Train group Perception DC 14:
You hear raised voices from the car ahead of this one.

Overland group:
"I do," Elise says, "I have my own herb garden. Plus some tea leaves from the Far East, of course. I think a good tea is one of life's simple pleasures." She produces a honey pot for Jerry. "Please, tell me what you think." She tends to her crumpets, which are puffing up as they cook in the skillet.

Caladrel finds it quite good.

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