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The bolt hits it and the creature gives out an inhuman scream.
It tries to bite Emmett again 1d20 + 8 ⇒ (5) + 8 = 13 missing and then disappears.
Emmett save vs poison on your round or take d2 con dmg. You are all left standing in the empty marsh. Nalun inspires you all...
Emmett, Simeon and Elidal...
You press on.
Without warning or any visible sign of approach a spider the size of a large dog appears out of thin air, its head possessed of a human set of features disfigured with large fangs coming out its mouth.
Simeon, Elidal, Jaru, Emmett, Nalun1d6 ⇒ 4
It appears behind Emmett and attempts to bite him.
1d20 + 8 ⇒ (13) + 8 = 21
It succeeds and does 1d8 + 5 ⇒ (2) + 5 = 7 damage and tries to inject its venom.
I am going to run this one mapless unless anyone has any objection. I'll consider everyone to be within melee or within 5 feet of melee... spell casters can take a virtual 5 ft step back to avoid getting bit while casting spells etc. The critter can also do the same
The creature is undoubledly a Phase Spider but not one come into full growth... nonetheless a deadly foe with a very toxic venom... anti venom is recommended if any have it - with your previous roll of 32 you can read up on the creature direct from the Bestiary if you wish. It comes with the 'Young' template. Reduced to Medium size rather than large so no 'reach' per se
Simeon Plavini wrote:
Without seeing the source of the laughter you cannot identify it but you know many things can imitate human sounds.
Emmett notes more tracks run down into a boggy river valley, and then into a densely vegetated, midge-infested marsh. With high reeds between 6 and 8 feet high blocking clear line of sight Aleece’s tracks soon all but vanish under water.
There is another tittering laugh up ahead through the marsh.
The laughter sounds strange, almost inhuman
The wagoneers seem to take Simeons comments without any display of dismay or offense.
Walking along the roadside, about 20-30 feet from the caravan Emmet and Elidal note where the reeds have been disturbed - likely from someone moving off the road... the broken and bent reeds lead down into a section of hardened mud (still not completely thawed and not yet damp) that leads deeper into the marsh.
Following the trail is not difficult for either of them before the tracks stop suddenly and there is an area that points to something of a disturbance - a wide swath of reeds have been crushed and bent.
Away from the area - around 50 feet or so from your position there is a noise of laughter.
Nalun Phlithmira wrote:
Such 'Freak Shows' are uncommon in the Xenophobic Ustalav but not unheard of and Varisians have been running roving caravan performers for centuries.
To Emmetts concern Kendra assures you she is happy with the two caravan guards as well as the troop itself to guard each other.
If you can help, then please, do not hesitate on my account.
Aleece, dear Mistress, he says in a low voice. She is one of our 'pinheads' and sister to 'Poppy' here, indicating the girl with the smaller than normal head.
A canvas flap is eased aside by a mans head and neck and another performer chimes in. I think something has delayed her... simple she was - perhaps she found a patch of flowers or an interesting frog, he says testily. The rest of the mans body must be within the wagon itself.
Yes your Majesty replies the tall pale ring master. Would you under take a service for us and search for her Masters and Mistress? We'd do what we can to reward you.
Alas' 'Tis so good master - we stopped for a meal and one of our performers wandered off and has not answered to our calls. We know not what has become of her and we are afeared we may become lost as well as she... I am not sure what to do.
I'd have gone if you hadn't said 'no' Kaleb, says a massive woman standing nearly 7 feet tall and possessed of a fine beard down to her waist.
I know Lidia, I know but what good would it do if you wandered into the marsh as well - we are not even sure where she had gotten to - we aren't trackers after all.
A shockingly ugly Ulfen man nearly 8 feet tall, tries comfort the boy who sits and howls by awkward stroking of the boys head as a girl with a head half the side that it should be hugs him while she weeps.
The howling comes from a small very hairy boy who howls disconcertingly and seems inconsolable.
A lanky albino man with red eyes and long, white hair that hangs below his knees approaches you, his hands open. The man wears a tall red top hat, a long red coat with gold buckles, and striped trousers.
Others behind him seem scared at your approach and gather together - all of them having strange and bizarre appearances.
Welcome Masters and Mistresses... I am Kaleb Hesse, the Ringmaster of our little band - sadly now one littler, called 'The Crooked Kin'. We mean no harm and simply had stopped here to rest.
Their wagons, short of being moved into the swamp block your passage at this point.
The Beast is something that most every random act of fatal violence or destruction has been blamed on for years. Speculation is rampant as to what could it be save that it is a very large humanoid.
The wagon sets off with you all in tow, taking turns from walking to ride the wagon and make good time. You pass through the towns of Tamrivena and Courtaud, both larger than Ravensgro and finally are on the road through the marshes as you follow the Lesser Moutray River.
Ahead you hear a muted howling, shouts of a name - "Aleece" and general commotion. Rounding a bend in the road you see a caravan of nine covered Varisian style wagons pulled by nags. The wagons are gaudily painted and depict the legend, “The Crooked Kin — Ustalav’s Greatest Traveling Cabinet of Curiosities!”
Before leaving you are keen for news of your new destination.
The distance from Ravengro to Lepidstadt is about 100 miles. No journey in Ustalav is without risk, but the old Mountain Road is generally regarded as the best route. This road follows the southeastern foothills of the Tusk Mountains, passing through the towns of Tamrivena and Courtaud before following the Lesser Moutray River up to Lepidstadt. The route is something that will pass through some grim foothills and marshes but such a large party should dissuade any potential bandits. You should be able to make the journey in 10 days.
From what news you are able to gather the day before you leave, the city of Lepidstadt is currently the scene of intense local excitement. The dreaded 'Beast of Lepidstadt' — a terrifying abomination that has terrorized the people of Vieland for years — has just been captured. Hundreds of people are starting to flock to the city hoping to catch a glimpse of the horror and watch it burn for its crimes. No mention is made of when punishment is due but the rider who brings the news is sure it must be soon.
Any last minute purchases can be handled as ooc or discussion
The Pharast holiday is a somber but pleasing holiday insofar as the festival helps the town reconcile itself with the deaths of their fellow townsmen and for the rest of the month your stay is pleasant. The spring weather, apart from a few showers, is unseasonably warm for spring as the country side comes back to verdant life.
Ravensgro, once a hostile and gloomy down becomes something that may well be a second home to you if one day you chose to return.
Time passes and Kendra soon completes her packing, the professors books being one of the last thing packed thanks to Simeons insistance to be left to feast as much as he can on the remarkable library. A wagon is hired and one of the townsfolk volunteers to drive the wagon to Lepidstadt - the Silk Purse loads some items of their own and lends 2 of their guards to the wagon and other towns folk make orders for the wagon to bring back items from the Big City.
If anyone wants there is a wand of cat’s grace (13 charges) and a wand of
Nalun Phlithmira wrote:
Weapon proficiency as a feat may answer that but lets see how it goes - you could sell and get MW weapons that Nalun could use... espec at level 5 if he takes arcane strike.
Simeon Plavini wrote:
Exactly - Just a brief Break to allow me to get my head around chapter 2 and allow book keeping and loot break up/selling on your side.
I've updated the loot sheet.
Would appreciate it greatly if one or two of you would take the loot distribution/sale of assets/apportioning shares etc so I can start a new sheet and you guys can do the necessary shopping for Module 2. I'd like this done over the next few days during our hiatus if possible.
How much money does each get after what is sold etc. Scribing spells etc
You guys do appear to be rolling in healing potions. They'll come in handly
More importantly to some degree, who is carrying what items as well.
The wizards shop will sell any core rules level 1 potion and core rules scrolls up to level 2. There are some other items if anyone is interested. The armourer can make MW armours in time though you guys do have four sets of masterwork chain main. I am happy for these to be converted to Masterwork chain shirts if desired though there is no resale value for the stuff trimmed off.
Apart from the wizards shop and possibly the pawn shop (ring of feather falling, and a dusty rose ioun stone). there are no other magic items for sale.
Kendra greets you with a warm house and warm food... for now your trials have ended.
In the days that follow (since you have to remain 30 days in total to qualify for the late Professors bequest) you participate in the Day of Bones holiday, which is honoured by the people of this town (in a more rustic way than Jaru is used to) and are rewarded by the town council.
We are thrice grateful for your aid in ending the supernatural threat to our town. Our means are not great but are sufficient to the task of an award of 500 gold coin to each of you. If you have any need in the future you have but to ask us. I proclaim you heros of Ravensgro!
The town also decides to buy the paperwork recovered from the safe for 25 gold pieces to use as center pieces of the new townhall they are planning.
The townsfolk treat you with kindness and while there is still some hesitation in how they engage with you, it is caused by a deep respect rather than distrust.
What you find pleasing is that the town merchants unanimously decide to award you a 10% discount on their wares (consider any core rules goods to be at that discount if bought here)
Finally you help Kendra pack her many possessions in a wagon hired for the purpose and prepare to set out for her new property in Lepidstadt.
We're going to take a brief hiatus of a day or three
There is nothing more to cover or explore in the prison that you have not covered before and so you head out into the pale afternoon light. The clouds that had previously blackened the sky have since dispersed and the sun feels warm and wholesome on your back and shoulders as you head back to Ravensgro.
You are met by scenes of a vibrant village at work. Children, once somber, now run through the streets and around the house in joyful abandon. Townsfolk, once grim and dour, now smile and greet one another and you warmly and you are met by a pleased looking Father Grimburrow, who leans on a cane and uncharacteristically grins.
Joyous Pharast to you Father Toth and you too Elidal, Nalun, Emmett and Simeon - something tells me you have been successful in your endevours. What once was shrouded in Darkness and unnatural death has been re-lit and with spring, the cycle birth begins again.
Within the safe are kept numerous (now out-of-date) legal documents, along with 500 gp in different denominations (the prison’s payroll and petty cash fund) and a wooden rack on which sit emergency supplies (four potions of cure moderate wounds, three potions of lesser restoration, and two potions of remove disease). Each clearly marked in faded script on yellowing labels.
She nods once to Jaru then gathers herself up and fades from view leaving the physical badge that was once her husbands but is now hers on the floor of the room.
The prison takes on an empty feel rather than its previous creepy one and you can feel that whatever evil was filling the prison before is absent or at least contained.
There are a few things to wrap up but we are more or less finished - the haunting of harrowstone has been dealt with.
After a rest at town you are now all level 4.
There is some amount of RP (and monetary rewards) to set up before we move on to the Trial of the Beast.
Let me know if you wish to push on with Trial of the Beast or wish to wrap it up here.
I think for Module 2 we can do away with Mental Stability - I like the concept but I think it is something I want to try now at the table top level rather than the PbP level. IF you have taken a feat in order to deal specifically with Mental stability that you want to change at level 3, ie Iron Will, please feel free to change that if you are pressing on.
HPs to Injury - Lets sit on that for the moment.
Its been a pleasure to have you all play and I want to thank you all for your involvement.
You return to the storage room that housed the spirit of Vesioanna, the wardens wife.
Her presence, before grating on the mind and spirit is now peaceful and soothing. She holds out her hand to receive the symbol of her husbands office, his badge.
As you place it in her hand the badge slides through her hand to land on the floor with a clatter, yet it leaves a spectral copy of the badge in her incorporeal hand. She bows her head, takes the badge and fastens it to her dress and seems to focus. There is silent moment before she looks up but when she does so, eyes that were once lost and confused are filled with purpose.
I thank you... I do not know how or when my husband will return but I will take up his duty upon me until then. Please leave in the knowledge that I have the restless spirits confined until Pharasma sees fit to release us all from this bondage - there will be no fell influence while I stand in my husbands post.
It is with difficulty that Elidal plumbs the murky depths. By blindly feeling around within the silt of the dungeons flooded pit she locates several bones, among them a skull. She also locates an elegant long sword made of a curiously light weight silvery material. While it's blade seems untouched by years in the water, it's grip has rotten into uselessness but it would only be the work of a day or so of skilled work to replace it. It radiates a faint magic. She also finds a ring, somehow undetected before- possibly due to the range. It radiates a faint abjuration aura.
Spell book contained: comprehend languages, dispel magic,
false life, gust of wind, illusory script, levitate, mage armor,
magic missile, and summon monster II. You have destroyed Comp. languages and dispel magic. Other spells remain. You also feel a lightening of your cares and anxiety about hording your spells