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DM Devon's page

1,010 posts. Alias of PirateDevon.


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Disappointed? Or REALLY excited?!?

The group moves to meet with the mayor and sheriff and exchange info on what you all have found. You discover that, for the most part, things have been quiet though there is concern one guardsman might run the risk of infection. Father Zantus seems confident, however, that they can mitigate the risks and have the man under guard and under observation. There is talk of convening the town council (of which Ameiko is now a member due to the death of her father) to discuss soliciting Magnimar for funds, resources and guards but there is some concern that politics will draw out such a process well past its usefulness.

Having exchanged information the group sets of for Foxglove Manor ready to see if the clues they have discovered lead to any further clues as to what is going on...

Surivial, Perception, Kno:Local or Geo. roll what you got, let's see how you approach this place...


I'm content to handwave the next convo as it is mostly about checking in with the town leadership and exchanging reports. Is there anything else folks want to address in the town? If not where to next?


The guard nods at Kithian as he turns to report to Cristiel, A rider from the patrol to the southern farms reported bodies and an attack. Being prepared they were able to defeat the creature but are still not returned. Another patrol suffered one wounded and he is under strict observation at the cathedral. Otherwise Ms. Kaijutsu has secured a temporary induction to the town guard and has been seeing to wrangling the town's more experienced folks. Curfew is in effect. Mayor and Sheriff have been waiting on you folks. Ma'am


A middle aged guard continues to wave at the party. Beckoning you to approach from the road...


Vidar, Rullis, Kithian, not sure if you saw the discussion thread but I had a bit of a wobble but am trying to keep up the game even at this slower pace. I know you guys are around on the boards but wasn't sure if the Disco thread hit your radar.

*Montage*

The group picks its way through the building gingerly, taking more than enough time to be sure that what remains in Habe's odd off color shrine is scooped up and examined. Similarly a review of the other rooms and surrounding area offers little more in the way of items of note save the personal belongings of the tieflings that remain in Sandpoint.

Confident that you have squeezed every last piece of information from the area the group returns to Sandpoint. On the way the group is able to look through the last remaining journal of Habe's. Apparently the man had more guilt then he let on.

Over time the doctor became consumed with grief over his actions. The necromancer had bound him in a spell that made Habe's movements and disposition known to the necormancer at all time. Using this magic and threatening to expose Habe should he ever choose to resist their work, Habe was made, in a way, a hostage to the necromancer's agenda.

Habe was a doctor though and began a slow process of study. His study led him to theories of peaceful meditation and psychological techniques to keep his emotions placid. Constantly fearful of discovery, however, Habe eventually managed to convince the necromancer to travel to Magnimar on business. While in the city Caizarlu met with figures of some group while Habe sought out magical aid. An enterprising wizard by the name of Erith Winehome enchanted Habe and fractured his mind. (In essence giving Habe multiple personalities) Habe would not remember what he did or said so he had to keep meticulous notes as he worked on trying to release himself from the necromancer's control.

Habe apparently had gone so far as to get his hands on a rare form of dagger that, when plunged into a creature that was dead, guaranteed that the creature would not return. Habe reasoned that even if he had managed to strike Caizarlu down, the old man probably had some means to return himself to life in some capacity. This dagger would seal the man's fate, but Habe lacked the physical disposition to do the initial work.

Enter the tieflings. Habe intended to build a relationship with them and alienate them from the necromancer. He hoped, in time, they would agree to help strike the necromancer down and then Habe would use the dagger to guarantee the matter was done with. Habe thought he was slowly building to a moment this would happen but then Caizarlu escalated his experiments and had many more undead around. This simple *were* from a while until Grayst showed up talking about the Skinsaw Man. Habe noted that this "Skinsaw Man" unnerved the necromancer so he looked to examine Grayst in earnest, having his unhidden self continue to indulge in the more perverse aspects of Habe's personality in hopes that Grayst might reveal more that would aid Habe in killing Caizarlu.

And then you guys showed up.

==========================================

The journey back to Sandpoint is fast and uneventful. Nothing on the road today indicates any trouble whatsoever though this changes as you ride closer to the town and see many guards asking folks to get into their homes. Many of the townsfolk seem stunned but obey. A handful of guards stands near the entrance to the town from the coast road and wave you down to talk...


This isn't the fastest game, and I honestly feel like, in part, that is my bad because I got slower and slower to post. But if we all are on the same page that it might look like every *other* day with mostly slow weekends for the next while then I feel like we are not on "hiatus" or D-E-D {dead}.

I will be around and on the boards and I will need my "hit" and that was my issue yesterday was realizing that I really don't want to walk away from the game. I would rather do it slowly than give it up. Not my baby!

Everyone is around so I am going to post in the main. Sometimes it seems like discussion threads don't *pop* for folks. So I will update the game, mention this ongoing convo and push on...


Okay. Honestly? I can't let this one go. It might be slower going for a while but I really want to keep going I have a major attachment to it and I want to keep it going. It sucks to drop my other GMing game but this one means more because I have been at it for years now.

If folks want the pace to get picked up then we can look at going GM shopping. If you guys are okay with it I would love to hold on, this AP is well known to me and isn't the same time sink as my other game.

This is my proverbial first PbP GM love. I want to keep it going if you guys think you can put up with me being a bit slower for the next little while.

Been thinking about it all day and it bothers the hell out of me.


Kno Local DC 15:
Foxglove manor sits on the coast. Jut sayin.


Kithian notes that some of the tracks (most likely the ghast) have traces of coastal moss. The sanitraium is just far enough inland for it be uncommon in the woods but would be progressively more common the closer you got to the coast.

Bodies are drug and burning is done. The work is not clean and takes about an hour. Nothing treasure wise stands out.


Resupplied and now knowing the route a bit better, your group is able to get to the Sanitarium with a smattering of daylight left. The grounds are awful to say the least with the bodies of dead horses and ghouls littering the entrance after a day exposed to elements. Whatever outriders Belor sent out have not made it here yet.

Rank decay and carrion feeders (mostly crows) are the greatest features with the birds hardly caring to notice your arrival and only narrowly avoiding you if you approach. You are sure, given the amount of tracks, that other animals have come and gone.

The door stands ajar. The birds mask the basic noises of nature but nothing else stands out.

Where to? Back to Habe's hidden area or are there other things you want to look at?


Foxglov and the sanitarium are basically equidistant from here, on more easterly, the other westerly, Magnimar is days past both.


Okay. I am back from being out and about and the U.S. independence holiday has come and gone. Are we moth balling this thing or are we still good to go? Where aer we going? What are we doing. You have, info, horses and a probably drunk barbarian. Directions people!


Ok that sounds like no one has anything to do. So saddle up in the earl A.M. and head back to the farms? Where we going next? As an FYI I need a root canal tomorrow and my master's thesis is due for peer review Wed. Add the holiday weekend and my posting may be a bit spotty. I assume that may be tru for other U.S. based folks so this next week might be on the slower side.


*cracks fingers* Okay then...

The night passes in a bit of chaos as the group you deal with various tasks from reading, meeting with townsfolk and resting (or drinking in Kithian's case).

Defenses are set and patrols sent out. Soliders are recalled from Thistletop and you receive word that Shalelu is making her way south towards the farms to scout for more issues as soldier works to get to the families.

Vidar reads. And reads. And reads. A constant supply of just enough wine and just enough food to keep the wizard focused on his task is provided and Bethany makes it a special point to ply Enok with treats to keep him in a helpful state.

Vidar learns the following:

Caizarlu the necromancer is more skilled than powerful. His particular brand of necromancy is based more on using special rituals, special components and general knowledge to amplify the relatively meager effects he can create. His biggest accomplishments, to date, are faster undead creation, managing to turn a pair of ogres and something he refers to amiably as "The Beast" which was a commission for an organization based in Magnimar that he has been dealing with off and on called "The Skinsaw Cult".

"The Skinsaw Cult" fascinates the necromancer because they seem to have their own relationship with ritualistic death, they seem to benefit from mysterious patrons and (most exciting for Caizarlu) they have a ghast in their service who seems to have actually been alive and moving around Magnimar (where the cult is based) with relative ease.

The cult has leadership that Caizarlu is sure are more powerful than the ghast (otherwise how could they order it around) but has rebuffed attempts from the cult to recruit him. He cites his faith to Uragotha as one reason and a general disdain for being told what to do as the other.

In recent months the cult has become more active in the surrounding area. Caizarlu's own minions and contacts have noted seeing cultists dressed in strange masks (like the ones you have found) around Sandpoint and in particular an agent referring to itself as "The Skinsaw Man" has taken responsibility for a handful of events in the area like mutilations and murders that have been ruled accidents or otherwise by rather taxed law enforcement but has been whispered about in darker circles. The murder at the sawmill is the first "clear" event to belong to the "Man".

Caizarlu thinks something is going on at Foxglove manor related to the cult, an observation he makes because he has been experimenting on the troubled family by uprooting their dead and moving them closer to the sanitarium, testing various theories about how timing, location, and method of treatment affect bodies already highly likely to express undead tendencies. He notes lights on in the abandoned house from time to time and tracks in the area surrounding the house. He also found a mask at one point. He seems unconcerned either due to his abilities, his relationship with the cult or just a general arrogance that he simply won't be caught.

Caizarlu is/was fascinated by Grayst's ability to fight off the ghoul fever and decided to wet Habe's appetite for research in an effort to keep the man more compliant as he has noticed Habe was more unsteady emotionally recently. He also noticed Grayst mentioned the Skinsaw Man and wanted to see if Habe's psychological training would reveal more information about this person.

Habe's journal is boilerplate accounting of his day. Talks of interest in his work and generally reads like a scholars journal until about three months ago when the man makes mention of a trip to Magnimar and an appt with "an old friend". Every entry after that point is extremely succinct and wooden, almost like being written by someone else or by a Habe with no pleasure/joy in his work.

Going to assume someone resolves the other issue which is the unidentified knife...

The blade in Cam's possession is sometimes called "the peaceful blade" or "the final rest" the lore suggest that this blade, in a way similar to a silver spike or wood, is plunged in the heart of a creature. Tales say this blade works on anyone, living or dead, and that it can disrupt some magics related to necromancy and/or resurrection. It is a tool of the Pharasamite church to ensure that the victim of its strike meets their appointed time with their mistress. These are rare enough, that a man like Habe has one indicates either a great crime or a great expense on his part. Note: This is a one time use item and you still basically have to do the job of beating the being in question down, this just finishes the job on anything you manage to get to 0

Anyone else trying to accomplish anything else during the night? The town will give you horses. (Or a pony in Sayniek's case)


Any word on how you otherwise want to split thngs like the protection magic items? etc?


Sorry I am having connectivity AND family issues, fun combo. I will try to get a post up soon.


Vidar Ekstrand wrote:


By the way, the ring of great wave's blessing, is that magical and if so, what does it do?
I've been looking around the thread, but not found It yet.

It didn't have a name earlier in the thread and you guys never took the time to "identify" it. IT is n't magical, it more of a religious piece of art/ceremonial.


Vidar will either need time in town or a wagon/carriage/not sitting on a horse to read. Also it is about 8 at night since it took so long to walk here. Do you want to hit up the town for some mounts and ride through the night? Rest and leave in the AM?


The necro' journal was locked, but was opened and is in Vidar's possession. Habe's personal journal was picked up by Cam (but I wasn't sure he still was carrying it) Habe has "another" journal in the sanitarium, which was locked, and which Cam didn't touch out of fear of an incident absent more thorough checking.


Ooookkkkaaayy.

Here is the deal. I liquidated those things you were supposed to sell/had the opportunity to deal with. I cashed in all excess credit and letters of pay. I am going to post what each individual needs to adjust their personal sheet by, and then I will post the total pile of unresolved loot. As of this post this should be the official breakdown of who has what and since you haven't really gotten much loot since picking up Sayniek/Cristiel this will make things easy to track from. Please adjust your sheets, and when you have note that you have done so in this thread. When it comes to cash I am just telling you what you should be at. I might be off a little but frankly after 5+ hours of tearing the thread apart over 3 GMs, I am happy with what you have and why. Replace your current amounts with what I tell you.

Ready?

Cam:
Equipment is good except you bought and paid for a +1 Chain Shirt...so you should have one on.

(You were waffling but then pulled it off.) You have officially sold the ransuer so strike it.

You are carrying the magical horn of calling.

After total shares of all accounted for loot you should be carrying: 3586 gp in whatever coinage denominations you choose.

Rullis
Equipment is good.
Items are fine except you are missing what should be a new max charges CLW wand (Kerrec and others did eventually bankroll it and its why your coinage is lower than it should be.)
You should have 4 everburning candles in your possession.

You should be carrying 2570 gp

Kithian
You should note that you have in your possession a MW Shoanti Helm, which is basically a piece of art [500 gp] and a holy symbol. You should have 4 everburning candles. You should be carrying 3296 gp.

Vidar
Hold on to your seatlbelts.

Remove from your inventory:
"2 Travelers Spellbooks" [If these are the spellbooks from the game, if you have two additional traveler's books then keep these.]
"Magic Knife"
"Old Abyssal Book"
"Old Wine"
"Several Unidentified Potions"
"Magical Knife from Goblin"
"Ring w/ Blue Stone/Swirling Motif"

Add to your inventory:
+1 Shock Light Crossbow (and bolts if you plan on using it, thegroup seemed to think you should carry it)
Joyuk's Spellbook
Lyje's Spellbook
+1 Returning Dagger
Wine {Fine Vintage] [100 GP]
Potion of Eagle Splendor [CL 5]
Potion of Pass Without Trace [CL 5]
Potion of Delay Poison [CL 5]
Potion of Endure Elements [CL 5]
Potion of Darkvision [CL 5]
Potion Belt [Hold 6 potions, can retrieve a potion as swift action]
+1 Spell Storing Dagger
Ring of the Great Wave's Blessing [Gozreh marriage ring][200 gp]
4 Everburning Candles
Habe's Necklace [Silver/Steel w/ Onyx and Jade, responsible for his condition but not fully examined]
Necromancer's "rare components" [3 pouches worth of rare necromancy/death related components that can enhance positive or negative spells/items related to death, dying, protection,etc)

Books in Vidar's Possession:
(These were named and taken but never discussed what to do with.)
"The Basics of Thaumaturgy" [300gp]
"The Demon Queen's Domain" [? value (Rare)]
"The Joy of Deformity" [? value (Rare)]
Locked Necromancer's Journal (Picked open by Cam)

You should be carrying 4594 gp in whatever configuration you want.

Unclaimed, Unclear, Unassigned, Unresolved:

Scroll of Owl's Wisdom [CL 3]
Scroll of Arcane Eye [CL 7]

Potion of Cure Serious Wounds [CL 5]
Potion of Neutralize Poison [CL 5]
Potion of Remove Fear [CL 1]
Potion of Sanctuary [CL 1]
Potion of Hide from Undead [CL 1]
Potion of Magic Fang [CL 1]
2 Potions of Tree Shape [CL 4]
1 Potion of Barkskin [CL 4]

3 Vials of Drow Poison

Wand of Ghoul Touch [33 charge]

"Fan" Feather Token

Collection of "Lamashtu" artifacts: You found substantial items of worship and interest. There was some conversation about removing them from Thistletop and whether to destro or give them to someone for research.

Bronze Statues/ Thistletop proper: You basically have Thistletop. There are a number of issue there but the biggest "treasure" are two tall solid cast bronze statues that at some point might be moved and sold.

5 books from Habe's Desk:
Sanitarium Finances (Examination may reveal criminal enterprises or connections)
Notes on "Pidget" the Were-Rat
Notes on Grayst and ghoul fever
Notes on "patients of interest"
Habe's personal journal.

Habe's Bookcase: A collection of texts worth 300 gp (Still at Sanitarium)

Necromancers surgical kit: Permanent "prestidigation", +2 to all Heal checks. Made of silver. Tools count as magical weapons [1d3 damage] [approx 5000 gp value]

Necromancer's Library: +2 cirucmstance on Kno:Religion or Kno:Arcana checks related to necromancy, necromantic or dark gods, undead, death, dying anatomy, etc. Before appraisal estimated value is 2-5 thousand GP. (Still at Sanitatrium)

Necromancer's keys: One ring, 3 keys. [No matches found]

Map of Habe's Sanitarium (found in pit in secret passage, revealed Habe's stash not reveiwed further)

Two Habe Chests: One filled with personal effects. The other money money money? (Both are still at Sanitarium, neither one gone through to any real degree)

Habe's locked book: Found in his secret stash. Has quill and ink that look elaborate. (Not moved still in Sanitarium)

Habe's inlaid silver box:
Inside, laid upon a deep purple satin, is a steel hilted dagger, whose broad flat blade seems to be crafted from glass and has a core of something that looks like liquid silver. Stamped into the handle is the prominent symbol of Pharasma, Lady of Graves. [Currently unidentified, radiates magic]

+1 Studded Leather
+1 Dogslicer (short sword)
+1 Bastard Sword
+1 Vicious Longsword
MW Cold Iron Longsword

Sihedron Medallion (Nualia): Amulet of Protection +1 (Casts False Life @ [CL 10], 1/day)

Shoanti Medallion {Onyx Raven with Steel adornments}(Tribal Assassin Leader) Amulet of Natural Armor +1, counts as MW Holy symbol of Gorum

MW Eel Hide Leather Armor (Tribal Assassin Leader) See Here I dont think you guys noticed this...

So yeah. Fun times.

Also since I found it here is a list of things that need to be "dealt with" at some point:

Unholy sites under Sandpoint, in Thisteltop , the transplanted graveyard near Habe's and the Urogotha shrine at Habe's all need to be officially sanctified. Habe's shrine 9the good one upstairs) needs to be investigated. You need to work with Tradesman Felik to address the ruins under Sandoint andthe runewell contained there in. You need to talk to the mayor and council of Sandpoint about Thistletop and the rocky outcropping near the town where the old murderer Jervas Stoot used to live (as it was given to the group as well). (BAscially there were talks of developing both piece of real estate for various purposes.)

FUN!


Yorin, not Yorick is the young guard captain. Alas!

The mayor doesn't seem what quite to do with both the strict specifics of Cristiel's very thorough analysis and the troubadour sideshow that is Kithian and Vidar so close in its wake.

Hemlock takes a moment to clear his throat and chime in, So I have patrols, and I can take men off of Thistletop for now in light of this to come down and help. We will get the town ready, something I am sure Ameiko is already doing seeing as you probably talked to her before us... Belor's eyes linger over Cam for a second before he continues, We will get the farmers. You say there is one group over-run? Conrain is who you brought back right?


Good news everybody! I've found a way to destroy the loot! Er I mean...I found the loot!

Quite the list!

It will take me a bit to hash it all out but I should have a comprehensive list in a bit.


Yes the knives you probably want to look at, I recall them. Rullis' list is fairly comprehensive but I think it is missing a couple of things. I'll tell you guys what; I will do a cull of the thread and compare my list to Rullis. There has been some down time here and there so I will identify what you have and we can set the ship "right" as far as treasure.


Hemlock frowns deeply but it is the mayor who speaks up first, So what next. We have some resources here but undead are a whole other problem than goblins and the town has been through too much. Do you have any leads to go on before this becomes a battle in the streets?


No you guys have a substantial portion of stuff floating around that you haven't really dealt with if I recall correctly. I was thinking about that earlier today funnily enough because I think Vidar is carrying Kerrec's old crossbow as well as there being some other things that never really got sold off or folks are carrying but I'm not sure they are using?


No pithy comment for the Barb? Moving on...

The group makes its way up the main street to the mayor's office. Its not the first time that the building seems empty at this time of night but a few guards and administrative folks mill about waving you on to the mayor's office proper.

Within Hemlock and the mayor sit, obviously with some anxiety, while the young Capt Yorick stands by caked with dirt and mud. As the group enters Yorick is asked to step out of the room. Mayor Kendrick gestures to a her meeting table with a variety of finger foods and wine, I have the sense you need to leave soon. You understand, however, that with your titles come some responsibility. I promise you this will be as brief as I can make it. Yorick bringss reports of fleeing farmers, horrible creatures, and at least one man turning into one such thing while another wrestles with infection at the Cathedral. I am told ghouls. What do you know?


Crew members chuckle at the exchange on the deck as the ship pull closer and slows near the derelict. Sooty sees, and Mel confirms, a number of bodies on the deck that seem to be "intact" but not moving.

Crimson Cogward {Anger impaired Pharasma worshipper, along with Rosie, Quinn and Shorstone were the group of recent folks pressed onto Harrigan's ship} emerges from the bustle and approaches Mel,

Mel or Perception DC 15:
Ma'am. You know me well enough. I don't fear death so I'm fine to hop on and look about. Seein as you know me better than the cap'n I figures I'd let you decide if it made sense for me to volunteer.


Ameiko nods at Cristiel, having met before, and takes the news with a stoic face nodding at the update. Well don't delay here. There are enough of us retired adventuring types in town we can set the people straight and prepare for a fight if we need to... Ameiko moves to grab a coat of her own as she opens the door. Tell Hemlock and get going. I'll send word to Shalelu if she is near and I'll work on picking some folks in town to get us ready. Hopefully you'll cut it off at the head but know that town is that much safer. She offers Vidar a quick peck on the cheek. Sometimes taking a moment means all the world to the people you mean to save. Pulling her coat on Ameiko grabs Cam and offers him a lingering passionate, kiss then shoves him off as she moves to leave. Good luck. See you when you get back.

Almost as an afterthought Ameiko yells as she moves through the common room, Sayneik, nice to meet you. And then the bard is gone.


Thanks for the update Rullis, we will keep the light on and you check in to your ability.

The guard blanches a bit but nods slowly at Cam's reassurances. With the gard moving off to let the powers that be know you are coming soon, the lot of you make your way to the Dragon.

Inside it is evening time activities per usual. Drinking, music, food and the days worries and words all get thrown out on tables and the dim roar of the patrons barely ripples as the group enters. A smattering of cheers and greetings make their way to you but few notice the weariness or the anxiety of the party. Not so for Ameiko who brightens as you enter but frowns in concern as she looks you over.

Gesturing to a side door the ex-adventurer shoves the group into her office space. The space is tight but you all manage to wedge yourselves inside so she can close the door. Once closed Ameiko looks you all over, What is going on?


Dealing with unconscious folks, a lame oracle and a concern for ambush the group starts slow but builds up speed as the day progresses. Absent horses and with prisoners there is a need for a camp that makes the total travel time 36 hours or so back to Sandpoint.

In the area around the farms Sayniek and Vidar find evidence of coming and going. It is safe to say that while there may be things at the farm to contend with, someone or something has left the area for other locales. At one particular point on the Coast Road Sayniek is able to mark a trail that might be promising to return to having followed tracks off and on for the better part of an hour as the group makes its way back to the town.

On arrival guards assist in taking your prisoner to confinement, your farmer to a warm bed and the lot of you are asked to report to Belor at the mayor's office after you have had a few moments to check in, get some food, and address any immediate affairs.

Anyone need to do anything, check anything or go anywhere before talking to the mayor and sheriff? Cristiel you are good to go re: Ghoul fever.


Okay folks, last week was a little hell like so I am trying to catch up. I will get you to Sandpoint tomorrow. If you gus can roll perception/survival checks in the mean time I will adjust my narrative to include things you might notice...


SSSooo? Whats the plan folks?


A plan of caution from the barb?

The guard nods slowly, If you think it best to return then I will help. I figure with some sturdy furniture and a door I could bind the mage, watch over the farmer and use my sword to ward off attacks. But I won't lie. I would rather go home.


Allrighty they.

Now unconscious and bound the group has one caster knocked out and one farmer passed out. The trail of action moves to the next farm {NorthWest} and the wind continues to softly rustle the flora and fauna around you. (though luckily the door is no longer banging away). How would you like to proceed?


Pegsworthy holds up his hands in mock protest, Never! never! aha ha haa! The man evaluates Quillin for a moment and nods, Its bad luck to pick on the new meat. Better to swindle ya when we are on equal footing! No I was just curious and maybe my lads and ladies know a thing that way. Its good luck to be sent to sea with the blessing of a free captain, and it just so happens I am one. I'll send you on your way set right in Besmara's gaze and you just keep an ear out for things I might find of interest that don't interfere with your own ambitions. I'm not like Harrigan, I like to make friends. The now obscenely drunk captain lifts his mug to Quillin in a toast.


Fantastic rolling. I will certainly reward that.

Quick on the heels of the paladin Cam rushes after the metal cannonball that is Sayniek. Once she connects with the caster and stalls his progress Cam manages to land a stunning should ram that knocks the man on his face and pushes the air out of his lungs, effectively rendering him helpless as he attempts to gasp for air and also completely shutting up his idiotic yelling.

Sayniek/Cam since you are on a roll. Subdue? Knock unconscious? Gag? I'll give you a coup de grace with non lethal if you just want to sucker punch him into sweet unconscious oblivion. The twenty gives you time to do what you like. Dicebot has spoken, no GM shennanigans this scene ;p


Oh right thanks Cristiel I need to be more conscious that the blackbalde fiddles with your stats the way that it does, thanks for the reminder.

Sayniek pounces from the group moving at a fair speed for someone with the limp she has. The short warrior is a mass of moving steel as she plows into the caster, who yelps out in surprise. Sayniek and the caster are now struggling...

Vidar moves to wake the farmer but he appears to be out cold.

Anyone else want to do anything or shall I move on to grappling with the palaldin?


GM Screen:

Farmer 1d20 ⇒ 4
Caster 1d20 ⇒ 17

In the interest of speed:

Rullis 1d20 + 4 ⇒ (4) + 4 = 8
Cam 1d20 + 9 ⇒ (4) + 9 = 13
Kithian 1d20 + 1 ⇒ (19) + 1 = 20
Cristiel 1d20 + 5 ⇒ (3) + 5 = 8
Sayniek 1d20 + 5 ⇒ (19) + 5 = 24
Vidar 1d20 + 2 ⇒ (12) + 2 = 14
Guard 1d20 + 2 ⇒ (12) + 2 = 14

As the revelations of your situation come to bear the farer takes the information "poorly" at first seemingly bolstered by the groups words of encouragement but than paling, and falling unconscious at the notion of being in some sort of ghoul trap.

The prisoner in the mean time takes the moment to run screaming (at thetop of his lungs no less)Skinsaw will ruin it all! A warning! A warning! Many of you are not caught by surprise by the attempted escape...

Everyone but Rullis and Cristiel can act in this first round. Caster is beating feet into the wilderness. He only got about 20'. Act in the order you post.


I love the the WIZARD! just sort of walked past all the keen eyed survival typess and what not and is like "oh look, a trail!" Oh dicebot you amuse...

With a gesture Vidar leads the group to the back porch and from there is becomes much more clear what he was referring to. A fetid and rotting corpse, adorned in overalls, a hat and with smalls stuffings of straw lays in the mud a butcher's knife embedded in its skull. It is clear this was a ghoul...dressed as a scarecrow?

The mud here is torn and dry from the sun and it is clear that at least one or more people were pulled along the dirt towards the path to the next house. What blood there is stains the mud but is dry and caked in many places making it hard to know just how long it has been here, though with the rain from last night it was here short enough to not be wash away but long enough to dry in the morning sun.


Okay fair enough,

With Sayniek leading and Kithian close behind (otherwise how would the halfling, er I mean aasimar see anything?) the group enters the home.

A simple entry way leads to a common farmhouse with a family room, dining room, kitchen and stairs that leads up to bedrooms. A door in the back leads to a mostly enclosed porch. the door looks closes.

Each room features a narrow door to better close of sections of the house in colder weather and like it seemed outside, each room it littered with debris of a struggle but little in the way of gore or anything resembling a body.

Survival DC 25:
Noticeable amongst the refuse is a trail. Someone was dragged from the family room out through the kitchen and out through the back door.

Farmer Conrain begins to babble, I ran. It came on me from the field I could only go to the woods but Gods help me I ran. I thought they might lock a door or hide but there are nowhere and I ran!

He is clearly losing it and will probably get louder and more frantic without an intervention of some kind...


Allright so Sayniek and Kithian are approaching the farmhouse are the rest staying in formation off the porch? Are you switching to some sort of column? How do you want to approach this?


[spoiler=Kno:Religion DC 15] Turning happens usually at the stroke of midnight after the body has succumbed to the fever. This is usually slow, taking a few days but if the body has been ravaged or if multiple ghouls descend on the victim the fever can progress in hours.[/spolier]


Cristiel can see into the house and sees the looks of struggle; overturned furniture, household items laying about the floors, and a few marks, scratches gouges and dings along the walls doors and windows at various stages. It is clear a battle happened to some extent but there is little in the way of blood and no bodies at least to be seen from the front steps/porch.


The group pauses for a moment and looks about, each face of the formation taking in the scene. Little else seems to reveal itself though Cam is able to see that there does appear to be more discreet tracks on the other path that leads to the opposite crops/neighboring farm; deeper and better formed than what you see from your current position.

Sayniek, at least from her current position, sees nothing that appears evil.


My hate is fanatical, not pathological ;)

After a few moments of coordinating the group agrees on a formation of sorts and works its way down the rough hewn trail to the Conrain house.

As the group approaches slowly the wind picks up and dies down, shuffling crops and the wheat in particular giving the area an odd edge of constant "noise" that does nothing to diminish the tension as the door *clack clack clacks* on the farm house as you approach.

The path is soft but quickly drying in the sun that has followed the storms of last night but as you come out of the fields proper to the house you can see that the smaller beds of garden herbs and flowers have been trampled as has the yard leading up to the front porch. Tracks criss cross the terrain with eruptions of mud and small splatters of blood evidenced on the steps of the house.

A few chicken and a dog corpse mar the outside area of the yard and the farmer starts to tremble and weep ever so slightly.

Nothing seems to stir as you stand in the front yard save the wind and the front door clacking against the frame. It is clear the door if no longer hung straight and has been damaged by weapons, though you would need to move closer to tell what kind.

On a more serious note I apologize for my spottiness lately and especially the last couple of weeks. Parent to a young child and husband to a wife in a very difficult masters program is bad enough but my wife has been diagnosed with an auto-immune disorder and I recently re-started the process of finishing my own graduate degree on top of working full time. So yeah. I'm still committed to the game and I will do everything in my power to communicate delays as best I can.


having some trouble at home, might be monday before I can post.


Holding for plan formation.


I am fine with your roll Cristiel.

Sorry for the calrity on flow of time and I'm sure there was gear on a few of the horses that might be on your inventories (otherwise just some minimal riding rations and a blanket for the horses) and that is all still "there".

Even with the aid of prolific roads and trails the reality is the hinterlands of Sandpoint are not the most friendly for on foot travel. In many ways an untamed frontier teeming with vegetation that can make progress slow. Coming back to the main road and heading north most of the day is spent heading to the local farms.

Sadly in this case the group's pace is hindered not only by Sayniek's unfortunate lameness but also the farmer and guardsman who, despite being helaed physically, do not have the stalwart reserves physically or emotionally for all that has happened. The caster prisoner also struggles at times with basic commands and lucidity and it occurs to those trained in healing if some of the poison in that tooth didn't make its way into the man or if he was always of less than lucid mind. As such your progress is slow with the first farm being reached in the late afternoon.

From here there are a series of farm houses, 6 total that are spread over roughly a mile with various crops ranging from corn and wheat to cvarious vegetable beds and "sustenance" plantings of herbs and specialty plants at various states of cultivation. A series of light foot paths criss-cross each farm and into the neighboring land creating easy places to walk around the various crops and to each home.

Scarecrows can be seen doted along the landscape, 10 in all and the light breeze moves an ocean of wheat that serves as the most prolific planting.

The nearest house according to the farmer (whose name is Ivan Sudderson) belongs to another family (the Conrains) with Ivan's house being the second closest were you to move in a clockwise path from the first house.

Even at 100 yards to the house the sound of wood knocking on wood can be heard in time with the ebb and flow of the wind.

[ooc]SO how do you want to handle this marching wise with prisoners and followers and what not?


OOrRR PM. Sorry

The group hunkers down as best they can as the rest of the night unfolds. The other caster seems to have disappeared and a search of the top floor reveals holding rooms for mental patients and little else.

The farmer details the struggle of nearby farms and practically begs the group to look in after his family though he is sure all is lost considering the general chaos at the Sanitorium.

The prisoner awakens and pretty much proves immune to intimidation though it is clear he seems "out of it" whether that is just being beat up, in a fight or something else is unclear.

There is enough night time (being just a shade after midnight) that the group could get enough rest in shifts to leave soon after the sunrise to make way to their next objective. The horses are indeed all dead, each of them slaughtered in a particularly brutal fashion.

So. A prisoner, a guard, a farmer, rumors of other ghouls and various pieces of things that need time and energy to look through (necro's and habe's journals.) Sun is up and you each get enough rest to avoid trouble with penalties. What next?


Okay I am going to move us along, I a having some weirdness at work it might take me until the A.M. to post. I'll try to get in before that though...

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