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1,160 posts. Alias of Vanulf Wulfson.


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Between Prcival's pike and Jaina's fists the pair manage to drop the remaining wasp to the ground where it buzzes feebly before dying. With the immediate area clear of insects the party returns to the safety of the store, with the female worker in tow.
Several minutes pass before the swarm disperses back into the jungle carrying a few hapless victims off with them. Emerging from their various shelters the remaining villagers begin assessing the damage left in the swarm's wake. Some mourn the loss of friends and loved ones even though they suffered a far less cruel fate then those carried off into the jungle. Although devastating, the loss of life is far lighter than it could have been.
While the townsfolk begin restoring order one worker points to the river's estuary with a shouted "Son of a B@@#@! They found us.". Following the man's outstretched arm you can see a Chelish galleon moored in the harbor. Several workers scramble for cover once again while others grab what weapons they can and head down to the dock.
Once there you notice a group of eight sailors loosely arranged in a semi-circle around another man standing in the center of the perimeter.

Knowledge (local) DC:15:

You know it is highly unlikely that the Chelish navy knows the location of Rickety's and even if they did they wouldn't send just one ship to take care of this wretched hive of scum and villainy.

Perception DC:18:

The sailors on the dock are definitely not dressed in Chelish marine uniforms, instead they are wearing an assorted motley of clothes except for the man standing in the middle who appears to be wearing a greatcoat of the Andoran Eagle Knights.

Sense Motive DC:15:

Although the sailor's are standing with weapons drawn they appear to be holding their position in a defensive cordon around their officer and don't appear to be ready to attack.

Neela uses her magic to befuddle the wasp facing Jaina. As her magic takes hold the creature's future becomes unclear.

Jaina , with Neela's hex bolstering her, punches the wasp in front of her. Landing a solid blow she draws an angry buzz from the creature.

Rhialla and Randall both strike the wasp facing Percival with various results. Randall's thrust barely leaves a scratch on the wasp while Rhialla's pierces the creature's armor striking the soft flesh underneath.

Percival takes a step back from the wasp in front of him and levels his pike. With a powerful thrust the point of his pike goes through the creature's body to emerge from the other side. With a sickening squelch he withdraws his weapon as the wasp drops to the ground, dead.
Attack roll (Power attack): 1d20 + 8 - 2 + 1 ⇒ (17) + 8 - 2 + 1 = 24
Damage: 1d8 + 5 + 4 + 1 ⇒ (8) + 5 + 4 + 1 = 18

The remaining wasp continues it's attack against Jaina but misses horribly.
Attack roll (stinger): 1d20 + 6 ⇒ (1) + 6 = 7
Attack roll (stinger) (Misfortune Re-roll): 1d20 + 6 ⇒ (18) + 6 = 24

Top of round #3

Will save (Misfortune hex): 1d20 + 2 ⇒ (3) + 2 = 5

Jaina rushes out, dodging to the left to avoid one of the wasps stings, she punches the one in front of her, narrowly missing on of the creature's multifaceted eyes.
Attack (Unarmed strike): 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Oh, so close.
Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Neela follows everyone out of the safety of the store in the marketplace, where she pauses for a moment to take in the scene before her.
Neela can still do a standard action this round if she so desires.
Rhialla rushes out, the words of a spell on her lips. As she reaches the wasp before her there is sudden confusion as a host of Rhialla clones fill the area around her.
As Randall moves himself in to attack, his war chant fills the air, bolstering the morale of those around him.
Inspire Courage, +1 to hit, +1 to damage, +1 on saves v. fear.
Percival charges forth, his pike at the ready. Once he is within striking distance he lunges with a powerful blow piercing the wasp's chitinous armor.
I added the +1/+1 for the Inspire Courage.
Jaina's well placed punch stuns the creature, causing it to flutter backwards for a few seconds before it returns to attack, forgetting the hapless worker it was stinging before. It's stinger stabs deep into the Ifrit's abdomen doing some considerable damage before withdrawing.
Attack roll (sting): 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
I need Jaina to make a DC:18 Fortitude save or take 1d2 ⇒ 1 of Dexterity damage.
The second wasp turns it's unsettling gaze towards Percival as its' multiple eyes focus on it's new foe. As it flies forward it lashes out with it's stinger piercing the warrior's armor and the flesh underneath.
Attack roll (stinger): 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 6 ⇒ (8) + 6 = 14
I need Percival to make a DC:18 Fortitude save as well or take 1d2 ⇒ 1 of Dexterity damage.
Meanwhile the hapless worker, suddenly free of the wasp's attention dives for the nearest stall's protection and curls up underneath.

Jordan Agudelo wrote:
Got The Sun Orchid Scheme all weekend. Already ran it once local. Gonna love seeing peoples reaction to this scenario.

I got Bid for Alabastrine all weekend. Hasn't even come out yet.

For simplicity's sake we can say that you can reach any square adjacent to the wasps on the south side of the map (between the store and the wasps) as a move action. Feel free to move your tokens to where you want to end up.

While Neela's magics keeps the wasp befuddled Percival, Randall, and Rhialla attacks manage to kill it. Suddenly unopposed our heroes seek refuge in a nearby store with some of the other villagers.
But their respite is short lived as screams, coming from the marketplace, fill the air. Looking outside you can see a pair of wasps harassing a young worker as each takes turns swooping in to sting the unfortunate woman as she, arms flailing in the air, feebly attempts to keep them at bay.
In desperation all eyes turn to you.

You have about 10 rounds to do whatever you need to do before this latest incident occurs. We'll keep the same initiative order if you decide to go back out and rescue the woman.

Annoyed the remaining wasp strikes at Jaina, but having it's bell just rung it remains disoriented and completely misses with it's attack.
Attack roll (stinger): 1d20 + 6 ⇒ (7) + 6 = 13
Attack roll (stinger)(Misfortune re-roll): 1d20 + 6 ⇒ (10) + 6 = 16

Actually, Jaina, Percival finished off the wasp in front of you with his awesome pike handling skills. The remaining wasp is the one to the south. If you wanted to attack it you would have to move up to it as it is 10' away, which would mean no flurry of blows for you.
You can still keep your original roll and damage, just no critical from the second flurry.

Or he could step into the space that Neela just vacated.
Will save: 1d20 + 2 ⇒ (10) + 2 = 12

Unfortunately, the wasp is too close to Percival for him to effectively strike with his pike. He would either need to step back 5 feet (which given the obstacles behind him is impossible) OR drop his pike as a free action and draw another weapon for close in fighting.
That's the problem with reach weapons, they're great if you can keep a 5' distance between you and your opponent but once they get inside your reach and you can't move back then you're hosed.
He can keep the same rolls, just re-roll the damage for whatever weapon he chooses.

Jaina steps up to the wasp and unleashes a devastating one-two punch to the creatures midsection, causing it to move backwards before it re-orients itself and swoops in for the attack.
Flurry #1: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Flurry #2: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5

The wasp that Jaina struck begins buzzing louder than before as it lunges with it's stinger. Fortunately Jaina is able to sidestep the attack as the wicked barb misses the Brawler.
Attack roll (sting): 1d20 + 6 ⇒ (1) + 6 = 7

Percival is not so lucky as the wasp facing him stabs it's stinger into him. As the point strikes home he can feel the creature's poison being pumped into his blood stream.
Attack roll (sting): 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
I need a DC:18 Fortitude save or Percival will take 1d2 ⇒ 2 points of Dexterity damage.

Top of Round #2, everyone can go before the wasps strike again.

Neela curses the wasp in front of her mere seconds before Percival stabs it with his pike.
Percival powerful lunge pierces the creature facing Neela and Randall in it's narrow waist effectively splitting it's thorax from it's abdomen causing it to fall to the ground where it reflexively buzzes even as it lies dying.
Rhialla calls for her goddesses blessing upon the group while Randall begins singing a song, lifting the party's spirits to continue on.

You can assume that between Rhialla, Randall, and the island's Druid that you've been healed to full.

Will save (Wasp #3): 1d20 + 2 ⇒ (13) + 2 = 15

Not so fast!

With the refitting in capable hands our heroes return to the villa after finishing their tour of the little village. The officers and crew of Besmara's Bounty carouse until the wee hours of the morning before returning to their billets for some shut eye.
Waking bleary eyed you make your way to the mess for your morning breakfast and perhaps some hair of the dog that bit you. After the meal you make your way out into the compound to start yet another day.
Making your way toward the dry dock to watch the works progress you notice a flock of birds coming over the trees. As you watch the flock's approach you notice several of the workers begin to jump off the ship and run for cover as a strange hum fills the air. Indeed this is not a flock of birds but a colony of giant wasps driven from their home by the oppressive heat and drawn by the sounds of the construction.
Dozens of the giant insects descend on the outpost stinging those who are not fast enough to escape. As you turn to find shelter from the swarm your path is blocked as you are surrounded by three of the horse sized insects, who seek to sting you and drag you away for food.

Jaina: 1d20 + 2 ⇒ (5) + 2 = 7
Neela: 1d20 + 10 ⇒ (4) + 10 = 14
Percival: 1d20 + 3 ⇒ (7) + 3 = 10
Randall: 1d20 + 2 ⇒ (7) + 2 = 9
Rhialla: 1d20 + 3 ⇒ (6) + 3 = 9
Wasps: 1d20 + 1 ⇒ (5) + 1 = 6


Okay, everyone can go whenever you want to post and I'll straighten it out before I post.

Rickety looks up from his conversation with his workers and offers a gapped toothed smile "Ah, Thank ye, no. These men here have been working together for years now. Any help you could provide I'm afraid would be more of a hindrance as you'd only be in the way. No, offense."
He offers to show you the drawings he came up with last night, shooing his workers on their way, pointing out areas of the ship where the modifications would be made and what the final outcome would look like, keeping in mind that these are just preliminary sketches and that things might be a little different when it's finished.

I'm sorry everyone but the past week and a half have been insane. Last week I was informed that I along with the rest of our union's local executive board are being sued by a former employee who feels we did not do enough to prevent his termination for theft.
I've been spending most of this week talking with our union's lawyers and trying to find one for myself.
I'm feeling that I need to get these games moving along if only to take my mind off everything else that's going on, but if I lapse into long silences I wanted you to know why.

The morning dawns bright as the rains of last night are long gone. As you gather around the dining table Kendra comes down the stairs looking somewhat bedraggled, her hair out of place and dark circles underneath her puffy eyes.
As you express concern she tells you that she is fine but didn't sleep well last night "Although Father's been dead now for over two weeks events of yesterday made it all seem so final. That, combined with some bad dreams, mad for a fitful night. I'll be alright after some morning tea." She goes into the kitchen to put a pot on "Anyone else?' she asks as she head through the door.

I'm sorry everyone but the past week and a half have been insane. Last week I was informed that I along with the rest of our union's local executive board are being sued by a former employee who feels we did not do enough to prevent his termination for theft.
I've been spending most of this week talking with our union's lawyers and trying to find one for myself.
I'm feeling that I need to get these games moving along if only to take my mind off everything else that's going on, but if I lapse into long silences I wanted you to know why.

Amidst all the excitement the game lies forgotten as people wander off chatting excitedly to each other. Soon the party stands alone on the pier. With nothing else to distract them Percival, Randall, and Rhialla make their way towards their original destination.
Arriving at the dry dock they see the work crew swarming over the hull of the old ship. The yardarms have been removed in preparation for re-rigging. The rudder along with the deck rails have also been removed, awaiting replacement with new parts to further disguise the ship's identity.
Rickety stands nearby, holding a sheaf of paper while conferring with a couple of the hands, pointing to various parts of the ship while talking about the changes he wants to make.

Will save (Giggles): 1d20 + 1 ⇒ (15) + 1 = 16
Will save (Hookshanks): 1d20 + 2 ⇒ (14) + 2 = 16
The spell washes over the two ,who beside blinking a few time because of the bright light, seem totally unaffected.
The man who held the dog's leash takes a step back into the room he came from, pulling a wand from his sleeve as he does so. Pointing it at Atherton he mutters a command word. The wand sputters a few times but otherwise nothing seems to happen. Looking dumbfounded at the wand the man swears a blue streak at the malfunctioning magic item.
UMD check: 1d20 + 8 ⇒ (1) + 8 = 9
The Gnome curses at Nicolai before rushing across the room, pulling a kukri from his belt as he jumps up on the desk. Once there he swings at the Wizard but his blade is deflected at the last moment by the field of force surrounding Nicolai.
Acrobatics: 1d20 + 1 ⇒ (14) + 1 = 15
Attack roll: 1d20 + 4 ⇒ (9) + 4 = 13

Top of round #2 with Atherton.

Giggles approaches Ceril, the head of is flail swinging back and forth, chortling all the way. He swings the weapon aiming for the Ranger's head, but Ceril manages to duck out of the way in time.
Attack roll: 1d20 + 6 ⇒ (5) + 6 = 11

Sorry everyone, I got caught up in some needless drama at work this past week and got sidetracked. Yes, if Kirian, or anybody else, wants to respec their character feel free to go ahead. I generally allow people to rebuild their characters whenever Paizo publishes a new rulebook just in case there's something in there that's absolutely a "must have" for their character.

Brought by the commotion, a crowd of people has gathered on the dock to watch the battle. After Percival dispatches the naga several hands reach down to pull himself, Jaina, and Randall from the river.
A faint whiff of brimstone wafts on the air as Neela's spell closes some of Percival's wounds. What The Witch's magic couldn't finish Rhialla's does as Percival is healed by her spell.
Making his way through the crowd of onlookers Rickety, accompanied by two of his workers, soon confronts the party. Looking at the body floating in the river he rubs his stubbled chin thoughtfully "A water naga, eh. Poor thing must have been driven down river by the drought. Just a matter of time I suppose. Hopefully the others will honor our agreement." Turning to the worker Jaina pulled from the water he tells him go see Chandra and get his hands seen to. Turning back to the party he says "My men tell me you dove in to save Morgan from the naga. I'd like to thank you for that. Good help is hard to find out here on the ass end of nowhere." he pauses for thought before continuing "For that I'm willing to lop off, say, 500 gold pieces on the cost of refitting your ship. Deal?" he asks with a gap toothed grin.

You don't need to wait until your action to post. Go ahead and post and I will adjudicate your actions should something change.

Also, please use the map to show the position of your characters in relation to the enemies. I've been moving them in accordance with your actions but if I make a mistake on your position it could have an unintended detrimental effect.

Atherton's attempt to tumble behind the blonde human is brought up short by the vicious dog in front of him. His foe's eyes go wide at the mention of the name Lamm, but he refuses to say anything more.
Released from his owner's grip the dog, Bloo, proceeds to attack Atherton. It's teeth sink into Atherton's clothing, tearing at his cloak but fail to find the flesh underneath.
Attack (bite): 1d20 + 2 ⇒ (14) + 2 = 16

Ceril errant arrow draws a maniacal laugh from the Half-orc as it sails wide and somehow manages to get lodged in the ceiling of the room.

Orson calls upon the forces of nature to extend it's blessing upon the group, bolstering everyone's combat prowess while calming their nerves.

Arianna is up next, followed by Giggles, then Nicolai.

Percival's stab finds a chink in the naga's scales as his dagger pierces the soft flesh underneath. With a savage slice he guts the serpent, it's blood staining the water around our heroes a bright crimson before being carried away on the river's languid current.

It's dead, Jim.

Silently approaching the door both Ceril and Atherton find it still unlocked. Slowly each one opens one of the doors revealing a small office complete with a desk. A moldy chair sits behind this desk and a small pile of ratty furs and straw can be seen underneath.
As the intrepid pair quietly enter the room they are surprised when doors from the back open and they are faced with Human male, the same one you spotted outside, holding the leash of a large dog straining to be let loose. At the rear of the room a Gnome stands in the doorway, a glint of light flashes off the bare kukri he holds at the ready. Off the side room a Half-orc, with a silly grin on his face, stands slowly swinging his mace back and forth.
The man with the dog grimaces "See, I told you we had visitors. That door hasn't been opened in weeks." Releasing the leash he shouts "Go get 'em, Bloo."

And now we roll intiative.
Arianna: 1d20 + 5 ⇒ (9) + 5 = 14
Atherton: 1d20 + 5 ⇒ (19) + 5 = 24
Ceril: 1d20 + 4 ⇒ (15) + 4 = 19
Nicolai: 1d20 + 3 ⇒ (9) + 3 = 12
Orson: 1d20 + 2 ⇒ (14) + 2 = 16
Bloo: 1d20 + 1 ⇒ (20) + 1 = 21
Giggles: 1d20 + 1 ⇒ (12) + 1 = 13
Hookshanks: 1d20 + 2 ⇒ (8) + 2 = 10
Yargin: 1d20 + 1 ⇒ (11) + 1 = 12

Atherton goes first, followed by Bloo (the dog), Ceril, Orson, and Arianna go next, then Giggles (the Half-orc), Nicolai, Yargin (the Human), and Hookshanks (the Gnome) finish off the round.

Suddenly bereft of images the naga is struck twice in quick succession by both Jaina and Percival, while Rhialla's icicle and Randall's short sword both fail to find their mark.
Surrounded by her foes Selissa once again begins her rhythmic dance as she chants arcane words.

Concentration check DC:17: 1d20 + 11 + 4 ⇒ (5) + 11 + 4 = 20

Spellcraft DC:16:
She's about to cast Obscuring Mist

As she finishes dancing about clouds of thick mist begin billowing out, enveloping the area around her and reducing visibility to mere feet. Those of you in the water hear a faint splash as the serpent begins to dive underneath the water to make good her escape.

Jaina, Percival, and Randall can make an AoO against the feeling naga with a 20% miss chance due to concealment.


The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years. Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.


The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years. Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.
The Whispering Way itself is a series of philosophies that can only be transferred via whispers— the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about. Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead.

Atherton, the DC for the lock is 20 so you did get it unlocked. Now, as Ceril said, did he re-lock it after checking outside is anybody's guess because no one as checked yet.

Other than the main doors facing the streets there is another pair of double doors on the loading dock along with a single door further down a flight of stairs. A single door faces the rickety walkway on the south side of the building. No other entrances are visible.

As an FYI to those studying in the library. Using a library to aid in your knowledge checks takes 1d4 hours of research. So,
Cassandra: 1d4 ⇒ 1
Kirian: 1d4 ⇒ 2
Slav: 1d4 ⇒ 3
are ties up for a number of hours each.

Jaina, since Neela finishes off the round before your actions you can use her Fortune hex to re-roll your second attack with your flurry of blows.

Percival's swing removes the last remaining image leaving the naga exposed to Jaina's and Randall's blade. Unfortunately neither of our intrepid heroes are able connect as the slippery serpent sways back and forth.
Rhialla sends the healing energy of her goddess out over the water but perhaps she is right that Besmara is bemused by the battle with one of her water dwelling creatures as the energy barely closes anyone's wounds.
Selissa continues to attack Percival while at the same time slapping Jaina with her tail. She manages to sink her teeth deep into Pericval's flesh while Jaina ducks underneath her sloppy attempt to bash her with it's tail.
Attack roll (bite): 1d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Attack roll (tail): 1d20 + 4 ⇒ (3) + 4 = 7

Percival, need another DC:17 Fortitude save or take 1d2 ⇒ 2 points of Constitution damage


Harrowstone is a ruined prison— partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place. Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison’s underground eastern wing, but left most of the stone structure above relatively intact.
The prison’s warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy—that statue still stands on the riverbank just outside of town.

Knowledge (local) turns up nothing about The Whispering Way


Harrowstone is a ruined prison— partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place. Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison’s underground eastern wing, but left most of the stone structure above relatively intact.
The prison’s warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy—that statue still stands on the riverbank just outside of town.
Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav’s executions during that era were carried out. The fire that caused the tragedy was, in fact, a blessing in disguise, for the prisoners had rioted and gained control of the prison’s dungeons immediately prior to the conflagration. It was only through the self sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping—the guards gave their lives to save the town of Ravengro.

Knowledge (local) turns up nothing about The Whispering Way

"If you need to do research, you are welcome to use father's library. He has, had, all sorts of esoteric books on a number of different subjects." Kendra offers "If you need more specific information on the prison or prisoners I suggest the town hall records. The records are usually off limits but I'm sure if you speak with Councillor Hearthmount he may allow you access. The Temple of Pharasma has an extensive archive on the town's history and might include some bits of history that the town's records do not. Then there is The Unfurling Scroll, it's a combination schoolhouse/magic item emporium in town. The owner, Alendru Ghoroven, keeps a small library there, mostly on local history and such but it may help."

Using the Lorrimor library will grant a +2 bonus to Knowledge (arcana) or (religion) checks to research the Whispering Way. Accessing the Town Hall records will grant you a +2 bonus on Knowledge (history) or (local) checks on gathering information about the prison or it's prisoners. The Temple archives will give you a +4 bonus on Knowledge(arcana) or (religion) checks to research the Whispering Way or Knowledge (history) or (local) checks to gather information on Harrowstone or it's prisoners. The Unfurling Scroll will give you a +2 bonus on Knowledge (history) or (local) checks relating to Harrowstone itself.

You hear a loud crack followed by a equally loud yelp and then silence as the barking ceases. Soon you see a head poke out the pair of doors as a human male looks up and down the street before returning back inside as the door closes.

Any knowledge skill DC:10 or less is considered "common knowledge" and can be tried untrained. Anything above 10 requires actual ranks in that skill.

Cassandra looks at the bundle of books, reading their titles.

On Verified Madness (Knowledge (planes) DC:12):

On Verified Madness is an ancient jet-black tome discussing the Dark Tapestry. It is a work of starry observations and occult lore. The treatise especially considers aberrations and other creatures that are resident on Golarion yet have some connection to the Dark Tapestry.

The Umbral Leaves (Knowledge (religion) DC:12):

The Umbral Leaves is the grisly and unholy book of the god Zon-Kuthon, the Midnight Lord, where the tenets and laws of his faith are detailed. It is commonly written in human blood on pages of flayed skin, sometimes in a single piece from the head of a victim, so that the face is the cover. This tome is a translation of the original work into common.

Serving Your Hunger (Knowledge (religion) DC:12):

Serving Your Hunger is one of the unholy and profane texts of the goddess Urgathoa, goddess of undeath and disease. It contains the goddess' basic tenets of faith, several recipes for extravagant meals (a few copies are rumored to include instructions on how to cook humanoids), and the most well-known ways of becoming undead (dealing primarily with ghouls, wights, and vampires). The text contains riddles intended to jar the mind, shaking it loose from conventional thought such as morality and moderation. It also serves as a primer to prepare one's mind for a more conciliatory approach to the undead.

Meanwhile, Kirian opens the red leather book and begins leafing through it. It appears to be the late Professor's journal. Although most of the entries deal with the day to day goings on in Ravengro several of them are circled in red, as if to draw attention to them. The last entry, also circled in red, was made seventeen days ago, the day the Professor died.

Ten Years Ago:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.

Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?

One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist or a witch or something. Ignorant fools.

Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone! The Temple of Pharasma must have such a list.

Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro. I know that the church of Pharasma used to store them in a false crypt in the Restlands at the intersection between Eversleep and the Black Path. I am not certain if the current clergy even know of what their predecessors have hidden down below. If my luck holds, I should be able to slip in and out with a few borrowed items.

Seventeen Days Ago:
This morning I return to the prison. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found, should the worst come to pass.

Reading over Kirian's shoulder, Kendra is so engrossed that at first she doesn't respond to Ulfric's question. She looks up from her reading and says "N...No, Father never told me what he was up to."

Sorry man. It's a DC 20 for the locks. Just some bad dice luck.

Flustered, Kendra blushes at everyone's declarations of support "No, that really won't be necessary. It'll only be a few weeks at most, until I've made up my mind what I'm going to do." Kendra seems unsure what to do next "Oh, yes. The chest." she says as she opens a door off the sitting room and ushers you into what must be the library.

Although libraries tend to have their books in organized rows, this room is a chaotic jumble of books and scrolls. From your vantage point you can see floor to ceiling bookshelves which are jammed packed with books, the overflow piled on overstuffed wingback chairs. An antique desk hold an array of books, scrolls and other bric-a-brac. In fact every horizontal surface seems to be full of objects of various natures.

Soon Kendra returns with a small oak and iron bound chest which she sets upon the table. Picking up the iron key, she hands it to Ulfric. As the Skald inserts the the key in the lock, everybody is holding their breath as he turns the key and an audible click is heard as the chest unlocks.

Opening the lid he finds a stack of books, the most striking of which is the one placed on top with the words "READ ME NOW!" scratched into the red leather cover. Underneath that is a stack of three black leather books all neatly tied together with twine, a note attached to the string reads "Deliver to Montagnie Crowl: Lepidstadt University". At the bottom of the stack is perhaps the most intriguing book of all, a purple leather bound book the edges of which are rimmed in polished steel. A brass scarab with a single eye etched in it's center adorns the cover and a small intricate lock, with a triangular shaped keyhole, holds the book firmly closed. A small note protrudes from between the pages of this book.

Knowledge (arcana, history, or local) DC:25:

The scarab design on the front of this book indicates it belongs to the Esoteric Order of the Palatine Eye, a secret society which has an interest in all things arcane and political.

Pulling the paper from the book and unfolding it, Ulfric reads a brief note written in the Professor's hand "Please return this book to Judge Embreth Daramid, 2323 Drackenstrasse, Lepistadt. Please use the utmost discretion when delivering this book!"

Sorry, I didn't realize I had the page set to the wrong map.

Percival, there is still one image left so there is a 50/50 chance that you strike it. Please roll a 1d2 and on a 1 you hit the real naga.

Atherton's third attempt at the lock gets him closer, but the door remains locked, as all but the last pin lifts into place.

Footsteps approach the door as a gruff voice calls "Bloo, what's up boy? What's outside that's got you so riled up?"

Kendra begins, her voice a bit shaky at first but growing stronger as your outpouring of sympathy helps steady her nerves "It was a tragic accident. About two weeks ago father was wandering the grounds of Harrowstone prison, he had been poking around there recently, when one of the stones from a crumbling wall must have come loose and fell on him. The sheriff found him there after I became worried when he didn't come home for supper. At least he didn't suffer, according to the sheriff the rock had crushed his skull, death must have been instantaneous. But unfortunately due to the nature of the injury we weren't able to have an open casket for the funeral rites."

About an hour later there is a knock on the door. As Kendra opens it Councillor Hearthmount enters, his leather cloak and hood pulled up against the rain. As she escorts him into the sitting room the Councillor looks around the room with a slight look of disapproval on his face. As he takes a place at the table he reaches into a leather satchel and produces a scroll case which he then hands to Kendra "Can you verify that this is your father's seal and that it is unbroken?" he asks her in a very business like tone. She nods and hands the bone case back to him. He then runs his fingernail across the seal and opens the case. As he does so an iron key falls out of the case and clatters on the table.

Unperturbed, the Councillor produces a sheet of parchment from the tube and begins reading.
"I, Petros Lorrimor, being of sound mind, do hereby commit to this parchment my last will and testament. Let it be known that, with the exception of the specific details below, I leave my home and personal belongings entire to my daughter Kendra. Use them or sell them as you see fit, my child.

Yet beyond the bequeathing of my personal effects, this document must serve other needs. I have arranged for the reading of this document to be delayed until all principals can be in attendance, for I have more than mere inheritance to apportion. I have two final favors to ask.

To my old friends, I hate to impose upon you all, but there are few others who are capable of appreciating the true significance of what it is I have to ask. As some of you know, I have devoted many of my studies to all manner of evil, that I might know the enemy and inform those better positioned to stand against it. For knowledge of one’s enemy is the surest path to victory over its plans.

And so, over the course of my lifetime, I have seen fit to acquire a significant collection of valuable, but dangerous tomes, any one of which in the wrong circumstances could have led to an awkward legal situation. While the majority of these tomes remain safe under lock and key at the Lepidstadt University, I fear that a few I have borrowed remain in a trunk in my Ravengro home. While invaluable for my work in life, in death, I would prefer not to burden my daughter with the darker side of my profession, or worse still, the danger of possessing these tomes herself. As such, I am entrusting my chest of tomes to you, posthumously. I ask that you please deliver the collection to my colleagues at the University of Lepidstadt, who will put them to good use for the betterment of the cause.

Yet before you leave for Lepidstadt, there is the matter of another favor—please delay your journey one month and spend that period of time here in Ravengro to ensure that my daughter is safe and sound. She has no one to count on now that I am gone, and if you would aid her in setting things in order for whatever she desires over the course of this month, you would have my eternal gratitude. From my savings, I have also willed to each of you a sum of one hundred platinum coins. For safekeeping, I have left these funds with Embreth Daramid, one of my most trusted friends in Lepidstadt—she has been instructed to issue this payment upon the safe delivery of the borrowed tomes no sooner than one month after the date of the reading of this will.

I, Petros Lorrimor, hereby sign this will in Ravengro on this first day of Pharast, in the year 4716."

After finishing he hands the parchment to Kenrda and asks "Is this your father's signature?" She looks at the paper and, too distraught to speak, nods her head again.

His duty discharged Councillor Hearthmount's face softens as he stands to take his leave. Taking Kendra's hands in his he says "My dear Kendra, I am so sorry for your loss. If there is anything I can do to help don't hesitate to ask." With a brusque nod to the rest of you assembled, he bids you good day and gathers his things before being escorted by Kendra to the door and heading out into the storm.

Kendra returns to the sitting room and putting on a brave face says that she will need some time to decide what she wants to do but in the meantime you are welcome to stay here at the house as it's what father would've wanted. "If some of you don't mind doubling up? Cassandra, Catrine, and Kirian can stay in my room, it'll be tight but manageable. Slav and Ulfric can take the guest room. It's about time I realize that father is gone and that this is now my house, so I will take his room. Now, if you will excuse me I will go get father's chest."

Atherton holds his breath waiting for the dog to settle down before trying the lock again. Unfortunately his second attempt goes about as well as the first. With the dog already alerted, it jumps and scratches at the door as Atherton works on it.
You can overhear the same voice calling out Giggles, you fool, wake up. I think one of the brats is up and about. Go check it out and calm that damned fool dog down."

"Slav?" Kendra asks. "Oh dear me, yes. He's worked around the town for years now doing this and that for my Father and others. Father used to have to shoo him out of the library to go home." Kendra remains silent, lost in her own thoughts, until you reach what is now her house. Once inside she sets about making more tea and inviting you all to partake of the refreshments set aside.

Later, the promise of rain is fulfilled as the grey clouds turn black and a downpour begins. Soon the whip crack of thunder is heard as lightning flashes across the sky.

During the afternoon repast Kendra tells you "Councillor Hearthmount will be here later this evening to read father's will. Father recently changed it and wouldn't tell me what was in it, just as he made me promise that if anything happened to him I would send for you. Almost as if he knew something was going to happen." she trails off.

Atherton carefully checks the lock for traps and finding none he begins to pick the lock. Unfortunately he is unsuccessful and his attempt rouses one of the fishery's occupants as loud barking can be heard from inside coming closer to the door. A loud voice can be heard as well "Bloo, be quiet you mangy cur. If this is over some g@@*$$ned mouse or something I swear I'm going to toss you into the river to drown."

There is a link to the map of the fishery on the Campaign Info tab.

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