Kithian notes movement at the table and none other than Ameiko sits across from the barbarian, a look of curiosity on her face as the half-orc drains the pitcher.
I saw Kerrec saddle up and leave a bit ago and the lot of you arrived at the light of dawn. You are prone to drink but usually you wait for other patrons and at least use a mug...troubled?
If any of you want to watch the happenings or chime in one the recruitment page feel free. I plan to bring what I see as the top choices to you guys to vote on or throw your opinion out on. Last time someone from the outside joined it was a quiet affair and Toshio was a smooth fit overall. I would like to see the same thing happen this time. I figure we can do one or two based on the people who want to join and how you guys feel about it.
There isn't anything I am opposed to outright at this point save the ACG playtest stuff. I tend to be pretty flexible.
I am not one to shy away from approaching players if I think they are abusing the system or distorting "reality".
My aversion to playtest stuff is mostly about stability and balance. If someone feels absolutely passionate about it they are always welcome to make their case.
I am ultimately going to have the group decide who comes in so I am fine to roll with whatever. MY instinct is they will be drawn more to concept than anything else. That said, my players can chime in if they have anything they think we need.
Yah duh, good call Bill
We have a bard/rogue arcane duelist who is generally pretty warm/light hearted , local born but only recently returned as of the start of the AP. He is currently dancing around a flowering relationship with Ameiko Kaijutsu whose long lost brother was another PC that came and went in our version of Golarion. (Camillo Duin)
We have an earnest and warm cleric of Gozreh. Another local. He tends to be the flex hitter mechanically, he heals, he fights smart and in general serves as the primary "straight man" of the group now that the paladin has left. (Rullis Stillman)
We have an incredibly grumpy wizard. *insert wave to BoggBear here* Former resident of Riddleport and resident information hoarder. Has taken a couple of risks to this point expand his knowledge base that might be "dangerous" in the long run. Known for his substantial appetite. Tends to acidic/sarcastic humor and generally quarrels with: (Vidar Ekstrand)
Our gruff and somewhat blase Half Orc Oracle/Barbarian. Out of towner from the hinterlands and beyond Spectacular damage. Spectacular appetites of his own. Dry humor. Very direct. Tends to sort of shrug at a lot of things or just hits them in the face if they prove too mean. Cunning though and not a "thug". (Kithian Darlock)
Formerly we had a hal-elf paladin of Abadar (Kerrec Valorian) who tended to be the "oh my goodness" voice of the party but was known to rib the others from time to time. We also had a humna samurai (Toshio Kaijutsu) who had tension with the bard over dating his sister but found a good niche of respect with the barbarian and the rest as a confident fighter. He even started to get a sense of humor.
The big "twists" so far that are outside of the main AP involve the deeper relationship with Ameiko, a wizard that had been helping the goblins of Thistletop/Nualia that was possegsing a goblin body (and left behind some things to investigate later), a rare tome of Thassilion magic that impart information to the user at some heretofore unknown price, as well as just some deeper work and development around certain relationships with local members of the community.
Currently the group has a "patron" style relationship with Aldern Foxglove and have just started investigating a grisly murder having just returned from a local sanitarium where an unexpected confrontation with a necromancer and his "traps" have left the group with more questions and little answers.
Hopefully that all helps flesh it out a bit.
I'll be honest that the reason I scooped up DMing the games was because of the character interactions. These guys have been great at making it a game that has a lot of flavor. I suppose I am biased at this point having run for a while but its a good group.
Lads and Ladies the Heroes of Sandpoint are in need!
We are a group of currently 4 players, one GM, playing in a well worn but lovingly dedicated RotRL game that has passed between a few DMs and recently lost our long time paladin. Care to join us?
We are looking for one, and may be willing to take up to two enthusiastic folks.
Here is the nitty gritty:
Build yourself at level 4 with the following:
20 point buy
For gear assume average wealth by level. Please be sure you are outfitted in a sane manner, I would not appreciate your character coming in with 2 magic items and no clothes. ;-p
My message to prospective players is build prepared to interact with a group that has good character dynamics. Concept first mechanics second. If you want to build an Invulnerable Rager or a witch go for it, but pick something you like and something you think will jive with the narrative. We have a couple of locals and some out of towners so you can be a known (if poorly remembered until now) quantity or you can ride in on your horse cloaked in mystery.
I prefer characters built with some hooks so I have some things to consider in making the game more focused on the players, I think everyone in the thread now has left me a juicy tidbit in their playing or in their histories that I can run with. If you have any ideas for inserting yourself into the game I am open to hear them.
For those who have played RotRL before have no fear as so have some of my current players and due to changes made by previous DMs I have already taken steps to modify the AP to flesh things out, offer some twists and in general make the game a unique experience.
I will leave recruiting open until Friday the 13th at which point I will take what I think are the 4 most promising submissions back to the party to vote on who they would like to see join the game.
Let me know if there are any questions. Either post in the thread or PM me if you like.
Making some assumptions here based on previous conversations...Let me know if anything doesn't sound right.
Returning to the sanitarium you collect the tieflings and the still suspiciously unconscious Habe and button up the building as best you can resolving to return to it later.
Following the route you came in by the group of you, with the tieflings and doctor in a cart in tow, return to Sandpoint at the first light of dawn.
Heading straight to the church the tieflings help to offload the doctor with some acolytes, promising to stay at the Rusty Dragon until Cam can check in with them about what happens "next".
Habe is taken to a room to be examined while Zantus busies himself about Camillo while mentioning that Kerrec has received official correspondence from the church.
It it not long before the Sheriff arrives and you are able to detail your excursion to Habe's and the various things that occurred there. Hemlock leaves to make arrangements for guards at the building and a patrol of the area telling you to check in once you have gotten some rest and seen Cam healed.
Zantus announces that despite the obvious damage to Cam's very soul, he believes he has the magic needed to restore the bard. Kerrec announces that the church has requested him elsewhere, clearly upset that he has duties that conflict with desire to stay with those whom he has come to consider such close friends. Resolving to stay in touch Kerrec offers the group his crossbow from Foxglove (as it was given as part of the arrangement to be a patron of the group,) as well as a note from the church of Abadar worth 1000gp along with Kerrec's notes and items of concern related to contacting and sending on the requested documents that Foxglove has traditionally asked for. Let me know who takes what please.
With a forlorn smile the paladin sets himself off to his next task while Cam is attended to by Zantus.
Welcome to level 4. Let me know what you would like to do next.
Reggie seems reluctant in general and it makes sense, the stench of undeath can be quite overwhelming to creatures with sensitive noses. Further out beyond the graves the large dog snuffles about but it seems for naught. Either the graveyard dulled his sense or he finds nothing of interest. Regardless, Reggie has little to offer.
DC 14 on the fort save, which will be in...23 hours 45 minutes or so.
Kithian and Reggie take to the graveyard to look for tracks and the result makes the chase to this spot all too clear:
Between the chaos of combat, the overturned dirt in open graves, the soft nature of the newly wet ground (as it has only just stopped storming) the clear tracks of your previous pursuit end in a muddled mass of water, mud, dirt and death. No question the necromancer came to this spot but where he went, the gods only know. Obviously given his penchant for experimentation this was another site of his activites but either through dumb luck or discreet choice the man led you to a place where your skills and abilities fail to guide you further.
Let me know if you want to do anything else or where to from here.
I am not opposed to a career change if you want to work Vidar from another angle. I tend to be flexible that way.
Man you guys are such killjoys. A guy tries to kill you with undead creatures and you just have to go and beat them up...
The risen dead soon falls as Cam enchating song push Kithian and Rullis to a heightened sense of prowess. Blades slice and spears puncture and the creature howls in fury as the light in it's eyes fade and it collapses to broken bones and ash.
Off init. All is quiet.
Yeah I am pretty flexible but that was a straight up attack...no worries Kithian has a hit. My rolling for Kerrec has been terrible though.
Kerrec utters a phrase of devotion and channels his energies to smite the evil before him, sadly the normally accurate paladin has another bolt fly wide of its mark in the tempestuous melee around the grave.
Kithian once more lands a solid blow. It clearly damages the undead thing but it is not enough to put the thing down. The creature howls in fury, an unearthly dead tone, and it wheels on Kithian, clearly intending him menace.
Vidar, anything to add or continue to hold?
Wow wow Kithian too many attacks, you will kill it I promise, just give me around to hurt you! As to the vulnerability it complete its clmb out of range, when Cam gets to it, its is not flat footed.
Lightning hisses past the creature and a bolt flies wide as Kerrec curses under his breath.
As described before Kithian moves to the creature as does Camillo in an effort to beat the undead creature down. Both men land solid blows and the fight is taken up in earnest as the creature does not fall.
As Vidar looks on the undead fighter wheels its sword at Camillo, striking a vicious blow against the duelist. Black energy arcs from the sword and Cam feels himself drained of vitality as the undead creature itself seems to become almost refreshed. CAm takes 7 and gains a negative level as he is affected by energy drain. See HERE for more info.
Between Rullis' power and the ferocity of Cam's strike the creature is a smoking pile of bone as it falls back into the grave. However, another unearthly cry fills the night time air as the armored figure in the other grave rises with weapon in hand.
The skin, though parchment like looks almost white while cold red eyes stare from beneath the helmet as the creature emerges from the grave. The creature appears to have an intellect as it emerges on the other side of the grave thus making it much more difficult to approach it as it menaces the party.
I am going to assume that Kithian's action remains the same
The oracle charges the newly reason creature and slashes it at with his falchion, the attack lands solidly and the creature hisses in frustration.
Ohhh CAm you little rascal with your knowledge and what not. :-p
Kerrec looks over the graveyard with a deep frown. Evil permeates this place. I cannot see one thing over another. It is...disturbing to say the least.
Meanwhile Rullis takes to nudging the bodies. Rullis nudges the warrior, and nothing happens but it shocked when the other body the skeleton with barest hint of skin responds to his nudge with a blood curdling shriek and leaps from the grave and onto the cleric attempting to gnaw at him!
Reflex!Rullis: 1d20 ⇒ 12
Reflex!Kithian: 1d20 ⇒ 4
Reflex!Cam: 1d20 ⇒ 4
Reflex!Vidar: 1d20 ⇒ 13
Reflex!Kerrec: 1d20 ⇒ 2
(Use as Init Too for Ease...)
Cadaver Attack!: 1d20 + 2 ⇒ (16) + 2 = 18
Dead on Cleric Violence: 1d6 + 1 ⇒ (1) + 1 = 2
The dead "man" lands on the quickly reacting Rullis and bites at the cleric's arm, and the teeth sink just enough to break the skin. Rullis takes 2, and needs to make a DC 11 Fort save
Kithian and Kerrec are caught off guard wjile Cam and Vidar have the presence of mind to react.
Vidar, Cam and Rullis may act in the surprise, from there init is:
No in every case you see empty holes and bodies suggesting that this is not where they might have been laid to rest originally. Your patron is Aldern Foxglove and the Foxgloves were a family of importance in the area for quite some time so an ancestor perhaps? Cam isn't sure outside of the general importance of the name.
Sorry got waylaid by holiday weekend, lingering illness, crazy work needs, trifecta.
The lot of you move forward onto the grounds proper and able to see, as best as you can in the poor light, the various graves and markings that abound. Kithian proves most useful as his superior vision in the dark helps the group navigate the grounds which are littered with open holes and makeshift gravestones.
Reggie sticks close and quiet to the half-orc obviously perturbed by the sort of things only animals can sense. Yet for all of this the grounds are quiet if not foreboding.
18 graves in all. 4 are open and empty. 2 are open and occupied. 1 with a man in armor, a man at arms perhaps, another so old as to be nothing more than a skeleton with a fine parchment of skin. All of the headstones are cobbled together masses of sticks or simply large rocks save the one at the head of the seeming man at arms. "Alain Foxglove. Poorest Son. Noblest Heart."
It does seem the headstone was moved at some point but long settled here. The necromancer is nowhere to be seen.
The tiefling nods at Cam as the group saddles up. Kithian keeps the trail and the group heads into the wood.
Vidar Ride!: 1d20 + 1 ⇒ (14) + 1 = 15
Vidar See!: 1d20 + 8 ⇒ (4) + 8 = 12
Rullis Ride: 1d20 + 2 ⇒ (9) + 2 = 11
Rullis See!: 1d20 + 4 ⇒ (7) + 4 = 11
Kithian Ride: 1d20 + 1 ⇒ (13) + 1 = 14
Kithian See!: 1d20 + 5 ⇒ (19) + 5 = 24
Reggie Smell: 1d20 ⇒ 13
Dicebot loves the group it seems.
Kithian keeps the group on track as the ride is rough for all of the group being relatively unskilled in such things. His keen senses and tracker's skills lead the group into the night soon finding a light in the distance that the half-orc follows for some time. As Kithian's own senses start to falter Vidar is able to point out a clearing with mottled features that are murky in the stormy night.
Approaching, the group comes to what can only be described as a graveyard as a number of felled branches and stacked stones seem to mark various graves a few which seem fresh and a couple which lie open in the poor light of the flickering moon and wind burdened lights the group carries.
Kerrec frowns deeply as you approach the "edge" of the plots. Unholy magic marks this ground. I see nothing moving but we risk entering a dark god's territory if we step foot here.
Track leads not to the road but the woods where you casually remeber there are more than a few game trails as surely Habe hired folks or has the Tieflings hunt for food pluss the hinterlands out here are well established hunting ground for Sandpoint folks and those from Magnimar looking to "get away" from the city for better game.
The tiefling looks to Cam and offers a shrug with an earnest look of unknowing. WE barely talked to him and listened even less. No trucking with those types, we knew them from our Chelaxian days sure enough. HE never spoke of family or friends while we was around.
Vdar hurriedly gathers mounts while Reggie and Kithian follow the tracks to the wilds beyond. Reggie has a scent and seems confident.
I will need ride checks from the lot, perception checks and a survival check from the Barb.
Camillo proudly presents a torch! Ta DA!
Kithian looks about and does indeed find horse tracks and footprints both in the barn and outside. It is clear that the necromancer led the horse out of the stable and quickly mounted it and left the premises. Considering the light, while the tracks may be clear enough to spot following them impeded by darkness is another issue. The sweet smell of pregnant rain clouds does little to diminish the likelihood that the necromancer will be difficult to follow.
But not impossible. Mount up for a search or return to the building?
CAm works on resting the cleric to the floor and on instinct pulls the potion from his pack. As the unconscious Rullis seems to get worse by the second, Cam up ends the potion into the clerics mouth.
A breath passes, just enough time for Kerrec and Vidar with the tiefling in tow to arrive to the sudden jolt of activity as Rullis shudders to a sitting up position coughing and in general having an unpleasant moment as the magic brings him back from the brink of death.
Gosh guys way to make it all tense and stuff :p
MEanwhile in the passageway the tentacles fade away.
KGC: 1d20 + 6 ⇒ (17) + 6 = 23
Still only invested in the moving the tentacles pull at Kithian who promptly exerts his own power and pulls at both himself and Rullis with a less than subtle grunt of exertion. Some of the the tentacles snap and others simply slip but the half-orc frees himself and manages to push the greased cleric up the ladder and himself out of the field of threat.
I guess my dice like the barb :P
Meanwhile Kerrec and Vidar move about the grounds following the tiefling out and around the back. The paladin and wizard arrive in the pasture just in time to a hear a loud yell across the back pasture.
More stabilization checks from Rullis and any healing actions/checks from Cam or Kithian...probably 2 rds worth before Kerrec/Vidar can close the gap.
Round 4 of 7
1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18
1d6 + 4 ⇒ (3) + 4 = 7
As Rullis' condition worsens Kithian braves the tentacles to retrieve his friend. Nimbly the oracle works his way back to the cleric and is able to scoop him up but for his all his deftness the added weight of the cleric and the continue of the thrashing of the tentacles proves too much. No more than a foot short of the stairs Kithian is wrapped up by the tentacles and like the cleric before, is pulled in a multitude of directions causing great strain. Kithian takes 7
Kerrec nods at Vidar as he looks over the doctor. No mistake, my friend, if it is of no interest to you I would see us destroy it...
Kerrec then turns to the tieflings, What do you know of hidden passages and a means of escape for the wizard? He had a secret door that led elsewhere on the estate.
The still conscious of the pair furrows his brow, I know nothing of a passage but the wizard did have his own stable, out past the back pasture and small farmhouse we used for basic supplies. Could be it goes to that somehow?
Kerrec looks meaningfully at the wizard and gestures at the tiefling. Show us.
Kerrec offers the wizard a chagrined look, Seems like a poor set of choices but I guess we will see...
Pulling his knife Kerrec is careful to loop the blade under the chain and work the necklace over the doctor's head, having Vidar move the body as needed.
The effect is subtle but distinct. With the necklace removed color returns to the doctor's face and in general his breath seems stronger. The necklace tself is silver and iron fixed with an amulet of tourmaline and jade arranges in a simple cross over X arrangement.
Kerrec takes a small sack and places the necklace within promptly offering it to Vidar. I would destroy it but I know your craft requires that you study to expand your abilities. With that, the paladin moves the doctor off the floor onto a nearby table to see examine the doctor more closely.
Okay glad we got that figured out! :-)
Kithian hops the short stairs up into the stable with Camillo who continues to lean down and observe the status of the cleric.
BT: 1d20 + 5 + 4 + 4 + 1 ⇒ (9) + 5 + 4 + 4 + 1 = 23
damage: 1d6 + 4 ⇒ (5) + 4 = 9
Sadly the cleric's situation worsens as the full effect of the spell is now solely turned on him. Multiple tentacles continue to wrap themselves around Rullis' legs and then his arms and with a great force squeeze him to the ground. The force proves too much and the cleric buckles, first to his knees, and then to the ground unconscious and broken from the force of the tentacles' pull. Rullis takes 9. Roll to stabilize please.
The only glimmer of hope here is that as Rullis falls, the tentacles let him go to die as he may. Apparently the magic is only interested in "active" intruders.
Meanwhile in the sanatorium proper Kerrec frets over Habe to little effect. Vidar. Perhaps magic is at play somehow? Can you look him over and see if there is an ill effect on him of some kind? I sense no evil but...Kerrec offers a shrug.
You want to know WHAT?
The trapdoor opens into a small stable of some kind. A series of vines and other foliage grow densely over the open spaces in each wall where a relatively new roof hangs over each side save for a single opening serving as the "front". It is obvious that only one animal was kept here and from the still lit lantern and hay/feed scattered about it has only recently left.
Kithian Att: 1d20 + 11 ⇒ (5) + 11 = 16
Cam Att: 1d20 + 11 ⇒ (4) + 11 = 15
Rullis: 1d20 + 11 ⇒ (19) + 11 = 30
Rullis Dam: 1d6 + 4 ⇒ (5) + 4 = 9
Camillo presses his shoulder firmly against the trapdoor and pushes. The door swings open with little fanfare and the bard steadies himself on the stairs with only a half a breath of reprieve before the corridor and stairs erupt with thick black tentacles that lash out at the group.
Cam's nimbleness and Kithian's sheer strength allow them to fight off the tentacles attempts to bind them up in their obviously powerful grasp. Rullis is not so lucky as a well concealed tentacle slips up the cleric's leg and wraps itself around his knee and pulls viciously in an attempt to bring him to the ground. The blow is significant and Rullis can obviously take little of such aggressive abuse if it continues. Rullis takes 9 from the tentacles
Every round you are in the effect you will be subject to attack on the tentacles turn. If you are caught up you need to grapple/escape from the grapple and then try to move. Cam can go up this round to be away from the effect, Kithian will be subject to one more attack if he tries to climb up the steps. Rullis needs to break free or be broken free before he can move.
Meanwhile upstairs Kerrec looks over the doctor and looks on at Vidar, I know his body is well enough that he should be awake. There is no presence of fever but I cannot say for certain that he is not afflicted with some ailment. He is bound, do we risk taking him with us?
Kerrec and Vidar work together to bind Habe. The paladin looks the doctor over and lays hands upon him and though the man should easily awaken from the healing, he does not. Habe's color does imporve as does his feverishness, but he cannot be awakened. Well this does not bode well Kerrec murmurs to himself.
Cam approaches the trapdoor and looks about. He notices a push bar and a mechanism for locking the door from above (which is unlocked) but otherwise notes no other devices or markings of interest.
Kithian "says" he "don't speak dog" but his actions put that to lie as the oracle guides the mastiff to search for a sent. REggir quickly perks up and snuffles about.
A few seconds pass and he barks to the rougher left side corridor.
Pressing on at the confidence of the dog Rullis, Kithian and Camillo follow the passage in dim light for a good 200 feet before coming to a set of rough steps hewn from the rock and mud of the area with wooden planks mounted on top. The steps lead up about ten feet to a trap door.
Looking at Kerrec and Vidar the tiefling shakes his head as he points to Habe, A fever is starting, I don't know why. Any ideas? The paladin looks over at Vidar, I can try to heal him but perhaps we should bind him so he doesn't escape if he awakens?
Reggie whines at the barbarian as Kithian orders him over the pit. Despite this though the mastiff clears the pit easily, barking a bit in elation at being back with his master.
Kerrec claps a hand on the wizard's shoulder and gestures that they should head the other way while the rest of the group turns back to the tunnel and starts their pursuit of the necromancer.
Vidar and the paladin are able to easily make their way back to the common room where Habe is still unconscious. The other tiefling is awake but in no shape to move while the eldest of the two looks with a questioning glance at the arrival of only two of the party.
Meanwhile in the tunnel the group moves forward another 30 feet before coming to a fork in the tunnel. Left seems to go on at a downward grade for as far as torch light will allow you to see while the right seems to grade ever so slightly up leading to a passage that appears to be made of stone tiles and slabs a much more elaborate set of construction techniques than the rest of the tunnel
While Kithian And Rullis clear the gap with ease Cam lands harder on his feet than he expects and feels his heels rocking slightly into the pit. Luckily his momentum is enough to carry him forward to saftey.
Kerrec shakes his head at the pit and nods at Cam with the recommendation to head around to the Tieflings. Reggie whines at the edge of the pit, clearly not enthused about jumping or being left behind.
The spear touches nothing across though the scraping of metal on metal is clear "within" the gap.
As Rullis brings the rod "back into the light" the hall becomes black for all of you. A few moments of shifting around makes it clear that the rod itself is generating the darkness effect, and it is not temporary.
Rullis Ref: 1d20 + 4 ⇒ (11) + 4 = 15
Rullis Percep: 1d20 + 4 ⇒ (17) + 4 = 21
Kerrec nods to the cleric as the paladin cinches the rope around his hands to ensure that Rullis doesn't "go anywhere" in the darkness.
Casting forward the cleric steps a few feet forward then immediately shifts back on his feet as he feels himself about to reel forward "down". A few quick seconds of probing with feet and hands Rullis able to determine that there is indeed some sort of drop off that does not seem to be stairs.
Also catching the cleric's attention is a sconce located on the wall right where the unseen precipice begins. Rullis can feel that there is a metal rod of some kind within the sconce that is cool to the touch but otherwise free of any physical blemishes that the cleric can determine without "looking" at it.
Cam does indeed finally put the final zombie to rest while the others do their best to maneuver through the thick unnatural fog.
In the interest of time I made a few rolls for perception and what not. I did this on the go which is why I don;t have a dicebot string, just FYI.
An unfortunately slow investigation of the chamber does eventually reveal a hidden door in a bookcase not quite closed from its use. Cam can confirm it is untrapped but opening the door reveals an dark passage that seems to lead "elsewhere" with little to suggest how far the passage goes. In fact after ten feet or so an impenetrable inky blackness is all that you can see.
Darkness. Best case scenario it dissipates in the next minute or two. Worst case is it is permanent or extended in some way.