Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
The Sand Sage

Kobash's page

Goblin Squad Member. RPG Superstar 7 Season Star Voter. Pathfinder Adventure Path Subscriber. FullStarFullStar Pathfinder Society GM. 418 posts (13,189 including aliases). No reviews. 1 list. No wishlists. 22 Pathfinder Society characters. 13 aliases.


1 to 50 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>

2 people marked this as a favorite.

Fearless, Butterfly, Cats:

Doctor Lovelan lives up to her name. She is quite lovely, both physically and in personality. Though a little shy, she smiles easily as she goes through the motions of a very basic exam - checking your eyes, teeth, heart, and asking a few questions about dietary needs or desires. She also seems to listens in a way that previous doctors have not.

To Fearless, she replies, "I suppose you might think we have a lot of doctors here, but we all serve the patients in slightly different ways. Doctor Chawaar is an internalist, specializing in diseases of the body and mind. His work is mostly theoretical, and conducted through research in Briarstone's extensive library. Until yesterday he had very few patients. Doctor Oathsday is mostly a chirurgeon, as is Doctor Latchke, who works the night shift. Doctor Losandro runs Briarstone Asylum, and is also the head Doctor and only true alienist. I am studying the ways of the mind too, and hope to become an alienist as well someday. But for now I work under Doctor Oathsday in the infirmary during the day, but help out where I can."

At Brother Butterfly's request for grooming supplies Doctor Losandro gives a good natured laugh. "As it turns out I found a note about just that. I think it was accidentally discarded. Anyway, I had Denman here bring some things." You notice the young orderly hanging back at the door has a small bucket, a mirror, some soap, and some fresh towels.
"Here you go." Denman says, placing the items on a small side table.
"We will have to supervise, of course." Doctor Lovelan adds. "Some patients have issues with sharp objects."
Meanwhile, Denman is checking his pockets as if something is missing.
"Do you have the razor?" He whispers the other orderly, who shakes his head. "Could've sworn it was in my back pocket..."

The location of the razor becomes apparent when a female patient steps to the doorway. Pale and glassy-eyed, her name is Ilesi, a patient you've seen before in the Dayroom. Blood flows freely from the flayed skin of her left arm, splattering her gray dress and and the floor at her feet. Held up in her right hand is the errant straight razor.

"So sharp..." She smiles before collapsing to the ground.


2 people marked this as a favorite.
A Half-Orc

Kobash shrugs. "Good point. Make sure you tell it to the next berk before you stab him with a fistful of rust."

With the amount of magic Breeze had tossed around in the tournament, the Gardener wasn't sure the human couldn't actually do it. And the talk of his old name had reminded him of an old adage the Dustmen had stolen from the Doomguard before there were tieflings.

Dust to dust.


1 person marked this as a favorite.
A Half-Orc

The Gardener lets out a breath before answering. "Time changes everything. A sword reduced to a pile of rust is no longer a sword."


2 people marked this as a favorite.
A Half-Orc

The Gardener considered the question of his name. He hadn't used it in a long time, so long that it hardly felt like it belonged to him anymore. If it weren't for all the scars, he imagined few would recognize the docile old orc by it now.

"My name is Kobash, though everyone here just calls me the Gardener."


1 person marked this as a favorite.

Fearless, Butterfly, Cats:

While Cat's watches from behind his chair and Brother Butterfly prays to his goddess, Logic sits rigid with the pillowcase art clutched in his hands. Fearess displays surprising courage and approaches the door. Only upon turning the knob does he recall that Doctor Chawaar locked it when you were first quarantined in the room.

"Hello?" A woman's voice calls. "Everyone all right in there?"

Upon hearing Cat's reply, the lock turns and the door cracks open to reveal two orderlies accompanied by a young woman with auburn hair, dressed in the black gown of a doctor. Early morning light from a window down the hall silhouettes the three. "Good morning." The woman says with a shy smile. "I'm Doctor Lovelan. Doctor Chawaar asked that I check on you first thing this morning."


1 person marked this as a favorite.

Fearless, Butterfly, Cats:

Brother Butterfly arranges a sleep rotation, then goes to work putting together crude supplies and tools to create an image of his dream from days past. A pillowcase becomes his canvas, and a brush is fashioned from a frayed string affixed to the handle of a wooden spoon left from dinner. Loic provides some black charcoal and a brownish-yellow pigment. Inspired by his memories of the dream, and displaying surprising skill in setting the scene to canvas, Brother Butterfly doesn't immediately notice how bad the stuff smells, and is disuaded by Loic from asking where it came from.

Brother Butterfly's Dream Painting

"That's.. disturbing." Loic remarks upon seeing the finished result. "I'm staring to think you're right Lucy. Old Wives' tale or not, that makes me think Jeprin wasn't just being the normal kind of crazy expected around here. What's that, Lucy? Yes, I'll tell them."

To the amnesiacs, he says, "So Wren said the Tatterman was is a boogyman made up by the locals, but Wren isn't a local himself. Lots of people around these parts, and over in Thrushmoor, know the Briarstone Witch was real, and they believe her servant, the Tatterman, was real too. When someone crossed the witch, she would call the Tatterman, and he would come to do her bidding."

Settling into his storytelling voice, he goes on.
"From the ancient stones of Briar Isle.
From the mists of Avalon Bay.
Stalking streets in dark of night.
A cloak of rags dragged in his wake.
He knows when you are sleeping.
He knows when..."

*Knock knock knock!*

The sound of rapping on the door startles everyone, and Loic gives a choked shreik.


1 person marked this as a favorite.

I am running Strange Aeons through PBP now and worked up an alternate version of the opening that you can see HERE.

The dream description is very similar to how the book plays out, though I did make a few minor additions to reflect some changes I made for my campaign.

My players woke up in a different time and place then in the book, as patients with total amnesia in the asylum before the riots and earthquake, but the dream can drop them anywhere.

Briarstone has so much good background material on staff and patients that I felt would be lost on the players, so I'm giving them the opportunity to see the asylum and interact with those in it, and witness a few disturbing events before it all goes to hell.

Campaign Spoiler Notes:

The man screaming "Ia!" In their dreams is Zandalus. His screams foreshadow events in the asylum and the word is used as a mantra by his Apostles in Orpiment.

I combined Lowl's ritual to sacrifice the player's minds with the ritual to free Zandalus' mind, which also loosed the Tatterman. Though Doctor Losandro took part in setting up the ritual, and provided a secure place in Briarstone for it to be conducted, she didn't join in the dream and so didn't see what Lowl's truly bartered for with the Mad Poet. This deepens Losandro's involvement in the plot, making her a more sinister figure exploiting patients at Briarstone for occult research. It also allows clues can be left in Losandro's journal that foreshadow future events in the campaign.


1 person marked this as a favorite.

Stroud collapses to the floor as Shanee finally catches his breath.

Pink enforcer vs Thundercloud: 1d20 + 7 ⇒ (4) + 7 = 11
Blue enforcer vs Snowball: 1d20 + 6 ⇒ (19) + 6 = 25

Troxell's magical thundercloud strikes the enforcer in the head and lays him out! His snowball smacks the remaining enforcer, breaking his nose, but not defeating him.

INITIATIVE
Effects: haste
Stroud - (27/65 -10 Str damage, incapacitated!)
Shanee - (-1/68 unconscious!)
Troxell - Up! (56/56) *Thundercloud
Xerexis - Up! (60/60)
Myhm - Up! (101/127) *Grappling Dovan
Teena - Up! (50/50) *Mirror Images 2

Enforcers (blue -36)
Masked Man (-5)
Alhari
Dovan *Grappled by Myhm


2 people marked this as a favorite.

Regarding spoilers, I don't mind if you want to read the spoilers that aren't for your characters. I trust everyone to seperate player vs character knowledge. However, I think the story will unfold better for you if you don't read them just yet.

I encourage you all to look back through them at a later point to see the full story.


1 person marked this as a favorite.

Due to the number of NPCs in this campaign I've created a "Guide to Strange Aeons" to list notes on who you have encountered. I will update it as we continue, but it can be edited by players if you so desire.


1 person marked this as a favorite.

~Day 1 - Dinner~

Led to the kitchens by a big orderly named Tovren, Fearless finds the place in a flurry of activity. Most of those working in the area are patients, with only two staff members managing the preparations.

Tovren points out a man in white with red hair. "The ginger over there is the head chef, Calabren Runnelstaub. He's usually too busy doing the actual cooking to deal with patients. Don't bother him unless something's on fire." Sweeping his hand over to an older woman working dough, he says, "You want to talk to Ivory Garidine. She manages patient workers. And she bakes some damn fine cookies."

Brought over and introduced to Ivory, she listens to the task assigned by Doctor Losandro and quickly nods.

"That will do nicely." Ivory smiles at Fearless. "I'll put you with old Mrs. Freeling." She then gestures to the dough before her and winks, "You do a good job and I'll save an extra cookie for you."

***

The dining hall of Briarstone is a long room with a long wooden table that stretches down the length. Patients assigned to the kitchens scurry about, serving spiced cider, rosemary bread, tomato soup, steamed vegetables, and cuts of salted mutton in wooden tableware. The food is simple and some of it has enough flavor to be identified by more then the naked eye. The baked cookies are the exception to the rule, and many patients beg for a second one for desert.

Cats and Brother Buttefly dig in and talk amongst themselves. The stutterer, Juglan, ends up seated next to Cats and seems unable to prevent himself from chiming in.

"Cat.. Cat... Cat... Salt!"

Brother Butterfly offers his cookie for a foot rub, and surprisingly two patients take him up on it, both bidding more time for the treat. After a lackluster effort from a man with badly trembling hands, and the joy with which many of the patients eat their cookies, Butterfly begins to think the cookie might have been the better deal.

Fearless is seated next to Mrs. Freeling, an old woman so hunched over that it seems her round face is mounted on her chest rather then her shoulders. Though she is barely able to focus from moment to moment, she remains fixated on one subject, repeating it in brief moments of lucidity. "I need my medicine."

During the meal you learn a little about a few more of the patients in the Ward.

A female patient introduces herself to Brother Butterfly as Ilesi Scaen, then tries to convince him to bring her a blade if he manages to get his hands on one. The scars on her arms, and the way she scratches at them, makes you think it would be a bad idea.

The two card players from the Common Hall continue to bicker over the ruined game and it's easy to pick up their names. The depressed man is named Ilki, and the one with sleeping sickness is Jeprin. Their feud ends abruptly when Jeprin takes a sudden nap, face-down in his mutton.

A man named Argade causes the orderlies some grief after getting up continuously to go wash his hands and face after every bite of food.

A young woman with an easy smile named Baisily introduces herself to Fearless, tells him she has taken care of Mrs. Freeling before and offers some tips for him to help feed her.

At one point Wren calls over to a middle-aged man, naming him Loic, and asks for a story about old Varisia. Loic confirs with someone who isn't there, then agrees and launches into an epic story of the Runelords.

Near the end of dinner, as a new group of patients takes over kitchen clean up duties and stats removing plates and cleaning up spills, a sudden cry of terror jolts everyone into silence.

"No! NO! Get away from me!!" Jeprin shouts. Sitting bolt upright in his chair, hands gripping the table with white knuckles, he stares off at something only he can see. "AAHHHHHGGH!!"

Hobes and Denman move quickly to check the distressed man and he blinks at the them, his face pale with horror. "I saw him. I saw the Tatterman!"

Next to Fearless Mrs. Freeling looks around with wide eyes. "If I don't get my medicine, my heart might explode."

***

Mariner:

"I think it looks more like Klyn." Doctor Oathsday says, looking to see if that means anything to you. It doesn't.
"Well, it could mean anything. It might be that this isn't the first time you have suffered amnesia. Perhaps these are meant to remind you of something. I will look at our records to see if any are significant here at Briarstone."

With that, the Doctor reminds you to behave and do as you are told, then takes her leave.

It's hard to tell the exact time from the windowless room, but it feels like time passes very slowly in the Ward of the Wicked. Eventually a wooden plate of food is slid under the door. Most of it is a bit salty and near tasteless, but a cookie that came with it is amazingly good.

The Twin:

Doctor Oathsday and Camre make a hasty retreat from the room and close the door. As The lock is engaged Oathsday looks through her window.

"Doctor Losandro will have to answer that question, but I can't imagine she will agree to release you with this attitude!" She turns and steps quickly away.

It's hard to tell the exact time from the windowless room, but it feels like time passes very slowly in the Ward of the Wicked. Eventually a wooden plate of food is slid under the door.

Pinkie:

"The orderlies are well trained here, and then medical staff is capable of handling most injuries. In emergencies we have a cleric or Pharasma, Chaplain Avros Setrakian, who is blessed with healing magic. Now, food will be coming soon. Eat, rest, and if you behave then perhaps we can move you back to the First Floor." With that, the Doctor takes her leave.

It's hard to tell the exact time from the windowless room, but it feels like time passes very slowly in the Ward of the Wicked. Eventually a wooden plate of food is slid under the door. Most of it is a bit salty and near tasteless, but a cookie that came with it is amazingly good.


1 person marked this as a favorite.

"Take them upstairs and find them rooms." York charges Campre. "Leave the jackets on and get Oathsday to take a look at them. Looks like the kid took a hard knock."
"He walked into it." Campre shrugs, smacking his club into an open hand. As he begins to drag The Twin from the hall, he stops and calls back to York. "Hey Cap'n, I almost forgot. Zandalus is asking for more yellow paint."
"So? Do I look like an art therapist to you Campre?"
"No sir, but you'd make a good one I'm sure. Steady hands. Lots of patience."
"Get to the point." York growls, displaying the opposite.
"Right. Well, the point is he actually asked for the paint. With words. I think it was a full sentence, or two."
"Hmm. Don't think he's spoken in decades. At least not as long as I've been here. Makes sure you tell Doctor Losandro. She's obsessed with that one."
"I'll see to it after I deal with these crazy bastards." Campre grabs The Twin and hauls him away. Two other orderlies follow with Pinkie and The Mariner, passing through two locked doors opened by an orderly stationed between them.

The common hall soon returns to a normal level of activity as the patients resume the daily course of their mad lives.

***

Later in the afternoon, orderlies come to escort the remaining non-violent amnesiacs to a one-on-one patient evaluation with the woman in charge of Briarstone Asylum, Doctor Eliage Losandro.

Brother Butterfly:

"Good afternoon, patient 6236." Doctor Losandro says, noting your patient number on a paper clipped to a wooden board in her lap. You sit in a padded chair, an orderly hovering behind your shoulder. She sits across from you, covered neck to toe in a black gown. "When you came to us, you were near catatonic, suffering from total amnesia. I can see that at least one of these conditions has improved. Tell me, has your memory improved as well? Are you suffering from any other conditions of the mind, body, or spirit?"

Cats:

"Good afternoon, patient 6237." Doctor Losandro says, noting your patient number on a paper clipped to a wooden board in her lap. You sit in a padded chair, an orderly hovering behind your shoulder. She sits across from you, covered neck to toe in a black gown. "Inhear you have requested items needed for shaving? I would be happy to supply such things, but I must be sure you are not a danger to yourself or others first. Now, when you came to us, you were near catatonic, suffering from total amnesia. You seem to have somewhat recovered from one of these conditions. Tell me, has your memory improved as well? Are you suffering from any other conditions of the mind, body, or spirit?"

Fearless:

"Good afternoon, patient 6233." Doctor Losandro says, noting your patient number on a paper clipped to a wooden board in her lap. You sit in a padded chair, an orderly hovering behind your shoulder. She sits across from you, covered neck to toe in a black gown. "When you came to us, you were near catatonic, suffering from total amnesia. I can see that at least one of these conditions has improved, but has your memory improved as well? My orderlies report that you have a certain hesitance to trust others. That can make this process... Difficult. It is not unusual for a person with memory issues. I assure you I am here to help. That said, are you suffering from any other conditions of the mind, body, or spirit?"

~Meanwhile, upstairs...~

Pinkie:

You awaken in a small, windowless room devoid of all furniture except a chamber pot and a stuffed pad to sleep upon. A sturdy locked door, with small openings at the bottom and near the center, bars the only exit. Outside, the sound of true madness echo. Weeping, wailing, moaning, and shouting leave blessed few moments of quiet. The hinges on the door rattle from someone pounding on the walls, begging to be let out.

The Mariner:

You awaken in a small, windowless room devoid of all furniture except a chamber pot and a stuffed pad to sleep upon. A sturdy locked door, with small openings at the bottom and near the center, bars the only exit. Outside, the sound of true madness echo. Weeping, wailing, moaning, and shouting leave blessed few moments of quiet. The hinges on the door rattle from someone pounding on the walls, begging to be let out.

The Twin:

You awaken in a small, windowless room devoid of all furniture except a chamber pot and a stuffed pad to sleep upon. A sturdy locked door, with small openings at the bottom and near the center, bars the only exit. Outside, the sound of true madness echo. Weeping, wailing, moaning, and shouting leave blessed few moments of quiet. The hinges on the door rattle from someone pounding on the walls, begging to be let out.


1 person marked this as a favorite.

Deciding to get out of House Forturi before something bad happens, Shanee and Stroud lead the group toward the door heading back toward the exit. Two of the guards in the room make to intervene, but the two others under Shanee's bardic influence get in their way.

"You idiot! Get out of the way!"
"I know we're supposed to keep them here, but I feel like this time is an exception. Let's just let them go."
"That singer must have done something to them! We need to raise an alarm!"

Stroud pushes open the eastern doors. Beyond them is a short hallway leading to a balcony with a double staircase that descends to the first floor. On the balcony stands a group in mid-discussion - three more enforcers for House Forturi, the Mistriss Alhari, a man in dark gray cloak with an ivory mask concealing his face, and another slender, dark-haired man with tattoos on his left arm and under his right eye.

Mistriss Alhari turns to regard your sudden intrusion, focusing on Stroud and his hand upon the hilt of his blade. "Beware Stroud. Turn upon House Forturi at your peril."

The Tattooed Man blinks and cries "Oh sh!t! That's Myhm, the Ent!" Turning, he dashes up the stairs.

Myhm:
The Tattooed man is Dovan!

Stroud:
You recognize the Masked Man as the Prime Assassin of House Forturi.

ROLLS:

INITIATIVE
Myhm: 1d20 + 2 ⇒ (10) + 2 = 12
Teena: 1d20 + 3 ⇒ (6) + 3 = 9
Troxell: 1d20 + 4 ⇒ (16) + 4 = 20
Xerexis: 1d20 + 1 ⇒ (12) + 1 = 13
Shanee: 1d20 + 3 ⇒ (19) + 3 = 22
Stroud: 1d20 + 6 ⇒ (9) + 6 = 15
Forturi Enforcers: 1d20 + 3 ⇒ (17) + 3 = 20
Alhari: 1d20 + 3 ⇒ (4) + 3 = 7
Masked Man: 1d20 + 9 ⇒ (4) + 9 = 13
Dovan: 1d20 + 11 ⇒ (16) + 11 = 27

INITIATIVE
Dovan
Shanee - UP!
Troxell - UP!

Forturi Enforcers
Stroud
Masked Man
Xerexis
Myhm
Teena
Alhari

The combat map has been updated.


1 person marked this as a favorite.

Interesting note on critical rolls and grappling. Not sure I agree, and the Paizo boards are a little unclear, but it was irrelevant.

Cats and Fearless both keep their distance.

York grunts when Pinkie lands a punch into his side, but doesn't let go of The Twin.

Brother Butterfly stands from his chair and strides over to offer a blessing for Pinkie.

The Twin stomps on York's foot and bits at his arm, but despite his efforts remains grappled firmly.

"Ok, looks like we're going to need three jackets!" York growls as he applies a sleeper hold on The Twin. Noticing Brother Butterfly coming close, he yells at him. "Back off fatman or you'll be joining them!"

Maintain Grapple on The Twin: 1d20 + 9 + 5 ⇒ (1) + 9 + 5 = 15

Distracted by the growing number of opponents, York loses his grip on The Twin! "Black Abaddon!" He curses.

One of the orderlies stays with The Mariner while the other moves to aid York and apprehend Pinkie.

Grapple on Pinkie: 1d20 + 5 ⇒ (11) + 5 = 16

Meanwhile, three more orderlies arrive in the hall with Campre in the lead. Jackets with belted straps dangle from their hands.

"Looks like the new guys decided to wake up and start a barmy brawl!" He laughs.
"It's about time!" York shouts. "Get over here Campre!"

INITIATIVE - All PCs are up!
Cats
Pinkie *Grappled (Luck blessing for next round - roll twice taking more favorable)
The Mariner (16 nonlethal damage)
Brother Butterfly
The Twin
Fearless

York
Orderlies


1 person marked this as a favorite.

Pinkie and The Twin join in the liberation of The Mariner. Pinkie gets a finger in one orderly's ear, and though he cries out in surprise he doesn't let go. Pinkie goes before The Mariner, and the Mariner rolled bad)

The Twin steps back and grabs a deck of cards from a table where two patients were having a friendly game. With a flick of his wrist the cards spray all over, temporarily blinding another orderly. (The Twin goes after the Mariner, so his bonus applies next round)

"Hey, I was winning..." One of the card players complains in a dull sad voice. The other chuckles, then his eyes roll up and he flops forward. A moment later, snores are heard from him. The sad patient takes the opportunity to peek at the sleeper's cards, and switches a few with his own.

Meanwhile, york leaps at The Twin!

Grapple: 1d20 + 10 ⇒ (6) + 10 = 16

Grabbing him by the shirt, he pulls him into a wrestler's hold.

"Settle down... settle down!"

The orderlies on The Mariner tighten their grip!

Grapple for nonlethal damage: 1d20 + 5 + 5 ⇒ (20) + 5 + 5 = 30
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Grapple for nonlethal damage: 1d20 + 5 + 5 ⇒ (9) + 5 + 5 = 19
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Crit Confirmation: 1d20 + 5 + 5 ⇒ (2) + 5 + 5 = 12
Damage: 1d3 + 2 ⇒ (2) + 2 = 4

The Mariner's face starts to turn purple, his vision begins to blur.

INITIATIVE - All PCs are up!
Cats
Pinkie
The Mariner (16 nonlethal damage - Pinned) +2 for next CMB from Aid Another
Brother Butterfly
The Twin (grappled)
Fearless

York
Orderlies


1 person marked this as a favorite.

Ten minutes pass...

Shanee's serenade of the guards seems to have swayed two of them quite well. At first standoffish, they soon become almost friendly. As time passes one of them steps closer to Shanee and whispers a warning.

"Look, it's probably not my place to say it, but I think you should know. The House of Forturi is no longer under Gefen's control. He made a bad deal that caught the attention of Irovetti and was arrested a few weeks ago. Mistress Alhari has been handling our business, but under the eyes of Irovetti's agents. She's probably reporting to them right now."


1 person marked this as a favorite.

The hall was already on edge, and Fearless' paranoid delusions set off a string of replies from other patients.

"Brains! Brains! Brains! Brains!"
"They ain't takin my brains!"
"They already took mine! Put it in a hatbox with one of my kidneys, they did, and shipped it to the King of Taldor."
"I'm the King of Taldor!"
"This isn't going to end well."

Ignoring the ramblings in the hall York stalks The Twin, stepping past Cats and Fearless and setting himself into a low wrestler's crouch.

The orderlies on The Mariner try to throw him to the ground and sit on him.

CMB Grapple to Pin: 1d20 + 5 + 5 ⇒ (3) + 5 + 5 = 13
CMB Grapple to Pin: 1d20 + 5 + 5 ⇒ (20) + 5 + 5 = 30

INITIATIVE - All PCs are up!
Cats
Pinkie (aid another check needed)
The Mariner (6 damage - Pinned)
Brother Butterfly
The Twin
Fearless

York
Orderlies


1 person marked this as a favorite.
A Half-Orc

The Gardener had been glaring in the direction of the Eladrin, his knuckles cracking within clenched fists, when he was interrupted by Aurin's nudge. He looks down at the spot where the aasimar touched him, then up to the human, Breeze, still somehow in the match.

Magic. No matter how skilled the wizard, an axe in the head will seriously cramp their style.


2 people marked this as a favorite.

~Strange Aeons~
Chapter 1 - In search of Sanity

You stand alone in the streets if a strange city. A wall of sickly yellow fog swirls about, tumbling through canyons of buildings made from crumbling, gray brick. A battered bridge arcs overhead, nearly blotting out a bruised twilight sky. From the silent swell of mist, approaching at a steady pace, echoes the sound of shuffling footsteps...

Ssh-shuk ssh-shuk ssh-shuk

The fog surges forward, cold and menacing, hungry and dangerous. You flee before it through cobblestone streets and narrow alleys. Racing between gaps in the ruins you glimpse a large yellow moon. You run, but the relentless sound of pursuit grows closer...

Ssh-shuk ssh-shuk ssh-shuk

From deeper within the mists a man cries out in a plea of tortured horror, or perhaps fanatic adulation.

"Iä! Iä!"

You run onward, but your limbs are clumsy and sluggish. Every step catches on cracks, or is snagged by dead vines stretching across your path. The cries and footsteps hound you relentlessly through the ancient city.

Closer and closer, the footsteps come.

Ssh-shuk ssh-shuk ssh-shuk

Closer and closer, the voice cries out.

"Iä! Iä!"

You break from the ruins and nearly hurtle into a dark chasm ripped through the earth ahead. As wide as a river, and seemingly bottomless, the chasm yawns like a wound, as though a giant claw had torn across the city. Trapped, you turn helplessly to the billowing mists. The footsteps approach, and a humanoid silhouette begins to form in the mists. The voice cries out again, the sound stabbing painfully at your ears!

"Iä! Iä!"

***

You wake from the dream with a jarring start and find yourself in an unfamiliar room. Your head swims, your thoughts sluggish. A terrible exhaustion weighs upon you, as if you hadn't slept in days. The face of a middle aged man looms over you. Dressed in fine clothes with a heavy fur coat, his peppered hair and a long well-groomed beard frame eyes concealed behind dark circular spectacles. He speaks with a dark-haired woman in black bearing a detached clinical expression on her face.

"You will honor our agreement, Dr. Losandro." He says, not quite asking.
"Of course, my lord." The woman replies. "Briarstone will tend to them as we do all the unfortunates that come into our care. But this state they are in... what can you tell me of it?"
"Very little." The man replies, his voice tight.
"Will they recover?"
"I honestly do not know. But I must leave that question for you to answer. I have given you tools that may help in your work, but my business is urgent and takes me elsewhere."
The man turns and strides away.
"Of course." The woman follows, their voices fading in the distance. "When will you return?"
"Perhaps when my journey is over..."

As their voices fade, four sturdy men in off-white leather coats step into view.

"Six new patients for the Asylum." Says a bald man with a short brown beard as he examines a stack of papers clipped to a small wooden board. "Hmm... not a single name among them."
"What do we call them?" Asks a younger man in the group. "Do we just use their patient numbers?"
"Oh, come on! Where's the fun in that?" Another chuckles, his wide grin displaying a prominent gap between his front teeth.
"Ease up on him Campre, he's green." A lean woman with a hooked nose says.
"He's gotta learn sometime, Hobes." The gap-toothed Campre shrugs.
"I didn't think an asylum was a place for fun..." The young man mumbles.
"You're Denman, right?" The bald man asks. "Listen here. Campre and Hobes have worked at Briarstone for about a decade between them. They know that if you take this work too seriously you might end up like one of these poor bastards, sitting in a pool of piss and drooling at the walls. Or worse."
"Don't worry." Campre grins. "These guys need names, and Cap'n York has a knack for them."
"Hmm." The bald man, Captain York, responds. Walking around the patients, he looks upon each, sometimes reaching out to turn a face for closer examination. "Hey, you have a name?" He demands, giving one unkempt patient a light slap. He leans closer at mumbled reply.
"What did he say Cap'n?" Campre leans in.
"Cats." York replies, making a note on one of the papers as he moves to the next patient.
"How about you?" Campre nudges another patient. "Nothing?"
"What's that on his forehead?" Asks Hobes.
"Looks like a Harrow." Says Denman.
"A har-what?" Asks Campre.
"Harrow. Varisian fortune teller's carry cards marked with them. I think that one is called The Twin."
"Check out the brains on Denman!" Campre chuckles. "You a student at the Sincomakti or something?"
"Campre." Hobes warns.
"What? Just saying he's smart."
"The Twin, you said?" York confirms, ignoring the banter as he flips through his pages and makes a note.
"This one's mumbling something. Sounds like prayers." Hobes points to another patient.
York examines the mumbler. "Birthmark here on his arm, covered with a tattoo. Looks like a butterfly. Hmm. Must be a brother of the faith." With a smile he adds another note to his papers.
"Can we call this one Old Fish?" Asks Campre. "Smells like the kitchen on Sundays."
York looks the older patient over, pulling something from a small braid in his beard.
"What do you have there?" Asks Hobes.
"Whalebone, I think. Like the kind mariners are fond of." He thinks for a moment before shrugging and making another note.
Moving to a halfling, he begins to reach out but the patient flinches away with wide eyes.
"Always heard halflings were overly brave." Hobes notes. "Guess that doesn't go for all of them."
"Should we call him Scaredy Cat?" Suggests Denman, now eager to participate.
"No." York shakes his head and makes a note. "We have one Cat already. With this one I think we will go with sarcasm and just call him Fearless."
Moving to the last patient, York makes a quick note after just a glance. "This one's easy." He says, flipping the papers flat.
"How so?"" Campre looks quizzically at the patient. "Looks the most normal out of the bunch, unless you're calling him The Kid."
"We already have a Kid in the asylum too. This one..." He says, holding up the limp hand of the young patient to display an angry scar where the little finger should be. "...we will call Pinkie."

***

York and his orderlies muscle you through a process that has you scrubbed clean and fitted into colorless simple clothes. You are then deposited into a large common hall illuminated by large barred windows set high on the walls. You are dimly aware of other figures here, milling about or slumped into battered furniture. Over the next few hours your strength and senses slowly return, but your memories remain a mystery.

***

Looking around, you find yourself among other patients overseen by a handful of orderlies and the occasional nurse. The general population here seems crippled by madness or catatonia. Some stand as if paralyzed or sway like willows in a gentle breeze. A few babble at unseen figments of their imagination. An old man crouches near a wall, smashing invisible insects with a sturdy boot. Another old woman sits in a wheelchair staring up at the light streaming through the windows above. A man with a scar-stitched misshapen skull drools in a chair.

Yet there are islands of apparent sanity among the patients, and some appear coherent enough to play at simple games and engage in conversation. Two young men, seemingly brothers, sit with a shadow lantern, turning it and watching a story it projects upon a wall. Two men, one young and one ancient, sit playing at cards. Across the hall, perched on a table near a window, a man sings softly in falsetto. Gathered around him is a small crowd - a handsome but painfully thin man, a balding man attempting to sing along but prevented by a powerful stutter, and a young woman sitting protectively close to a wide-eyed boy.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

Kraygan nods.

"Let's blow this hops stand."


1 person marked this as a favorite.
A Half-Orc

The Gardener looks at the eladrin with a blank stare. It's a practiced expression, as most look upon half-orcs as little more then dumb half-breeds. Beneath the stare an old part of his past simmers.

I crap bigger then you...


1 person marked this as a favorite.

With a nod, Alhari leaves the room to speak with her husband.

Stroud:
You feel she is trustworthy.

Shanee:
You are getting a bad feeling here, as if Alhari might be stalling. You also notice that the guards seem on edge.


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald sets the trailing group of dwarves at a steady pace with 2 hours of forced marching.

I'm healing Nonlethal damage surffered in the first hour of forced march. Any Nonlethal suffered in the second hour will easily recover by the next morning. At 20 miles a day this gets us there in just over 8 1/2 days.

Day 1
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (12) + 3 = 15
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (13) + 3 = 16
Craag vs DC 10: 1d20 + 4 ⇒ (15) + 4 = 19
Craag vs DC 12: 1d20 + 4 ⇒ (9) + 4 = 13
Bower vs DC 10: 1d20 + 2 ⇒ (16) + 2 = 18
Bower vs DC 12: 1d20 + 2 ⇒ (19) + 2 = 21
Rao vs DC 10: 1d20 + 2 ⇒ (4) + 2 = 6
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 3
Rao vs DC 12: 1d20 + 2 ⇒ (15) + 2 = 17

Day 2
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (12) + 3 = 15
Craag vs DC 10: 1d20 + 4 ⇒ (19) + 4 = 23
Craag vs DC 12: 1d20 + 4 ⇒ (14) + 4 = 18
Bower vs DC 10: 1d20 + 2 ⇒ (12) + 2 = 14
Bower vs DC 12: 1d20 + 2 ⇒ (18) + 2 = 20
Rao vs DC 10: 1d20 + 2 ⇒ (13) + 2 = 15
Rao vs DC 12: 1d20 + 2 ⇒ (13) + 2 = 15

Day 3
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (1) + 3 = 4
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (14) + 3 = 17
Craag vs DC 10: 1d20 + 4 ⇒ (18) + 4 = 22
Craag vs DC 12: 1d20 + 4 ⇒ (8) + 4 = 12
Bower vs DC 10: 1d20 + 2 ⇒ (11) + 2 = 13
Bower vs DC 12: 1d20 + 2 ⇒ (7) + 2 = 9
Rao vs DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 3
Rao vs DC 12: 1d20 + 2 ⇒ (10) + 2 = 12

Day 4
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (6) + 3 = 9
Nonlethal damage: 1d6 ⇒ 5
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 2
Gyrdwald fervor healing: 1d6 ⇒ 2
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (5) + 3 = 8
Craag vs DC 10: 1d20 + 4 ⇒ (11) + 4 = 15
Craag vs DC 12: 1d20 + 4 ⇒ (11) + 4 = 15
Bower vs DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 6
Bower vs DC 12: 1d20 + 2 ⇒ (6) + 2 = 8
Rao vs DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 1
Rao vs DC 12: 1d20 + 2 ⇒ (12) + 2 = 14

Day 5
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (20) + 3 = 23
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (15) + 3 = 18
Craag vs DC 10: 1d20 + 4 ⇒ (19) + 4 = 23
Craag vs DC 12: 1d20 + 4 ⇒ (12) + 4 = 16
Bower vs DC 10: 1d20 + 2 ⇒ (5) + 2 = 7
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 3
Gyrdwald fervor healing: 1d6 ⇒ 1
Bower vs DC 12: 1d20 + 2 ⇒ (4) + 2 = 6
Rao vs DC 10: 1d20 + 2 ⇒ (11) + 2 = 13
Rao vs DC 12: 1d20 + 2 ⇒ (3) + 2 = 5

Day 6
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (2) + 3 = 5
Nonlethal damage: 1d6 ⇒ 5
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 5
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (17) + 3 = 20
Craag vs DC 10: 1d20 + 4 ⇒ (3) + 4 = 7
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 5
Craag vs DC 12: 1d20 + 4 ⇒ (11) + 4 = 15
Bower vs DC 10: 1d20 + 2 ⇒ (10) + 2 = 12
Bower vs DC 12: 1d20 + 2 ⇒ (16) + 2 = 18
Rao vs DC 10: 1d20 + 2 ⇒ (7) + 2 = 9
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 4
Rao vs DC 12: 1d20 + 2 ⇒ (18) + 2 = 20

Day 7
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (14) + 3 = 17
Nonlethal damage: 1d6 ⇒ 3
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 6
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (16) + 3 = 19
Craag vs DC 10: 1d20 + 4 ⇒ (2) + 4 = 6
Nonlethal damage: 1d6 ⇒ 5
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 3
Craag vs DC 12: 1d20 + 4 ⇒ (3) + 4 = 7
Bower vs DC 10: 1d20 + 2 ⇒ (6) + 2 = 8
Bower vs DC 12: 1d20 + 2 ⇒ (9) + 2 = 11
Rao vs DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Nonlethal damage: 1d6 ⇒ 1
Scroll of cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Rao vs DC 12: 1d20 + 2 ⇒ (16) + 2 = 18

Day 8
Gyrdwald vs DC 10: 1d20 + 3 ⇒ (16) + 3 = 19
Nonlethal damage: 1d6 ⇒ 4
Gyrdwald fervor healing: 1d6 ⇒ 5
Gyrdwald vs DC 12: 1d20 + 3 ⇒ (19) + 3 = 22
Craag vs DC 10: 1d20 + 4 ⇒ (16) + 4 = 20
Nonlethal damage: 1d6 ⇒ 1
Gyrdwald fervor healing: 1d6 ⇒ 5
Craag vs DC 12: 1d20 + 4 ⇒ (5) + 4 = 9
Bower vs DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Bower vs DC 12: 1d20 + 2 ⇒ (18) + 2 = 20
Rao vs DC 10: 1d20 + 2 ⇒ (2) + 2 = 4
Rao vs DC 12: 1d20 + 2 ⇒ (20) + 2 = 22


2 people marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

So I'm a fan of the Order of the Stick comic, and I have at times created my own stick characters for both players and NPCs. I was inspired to do so for our Giantslayers. Behold.

Giantslayers!

Giantslayers with Companions!

Note: these are pretty easy to edit, so if there are details you'd like changed, just let me know. I could also make individual pictures with pets with or without a background.

PS - I'm tempted to add a summoned horse for Wren.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

For the first few days at Minderhal's Cathedral Kraygan was fascinated by Wren's labors in the forge, but his interest waned when one of the first items to come from the flames was a crude amulet in the shape of a hand making a rude gesture. Figuring it was the elf's blunt way of telling everyone to sod off, Kraygan left him to it without bothering him again. Every few days something new would appear outside the forge doors, and he celebrated a little more when one of them was his requests.

After that time seemed to fly by, or perhaps it was the magical effect ale has on memory when one drinks as much as two dwarves. He'd never blacked out before, but there were definitely things he couldn't recall during this binge - like Vanderhoff's name and two missing braids. After that he cut back on the drink, much to everyone's relief.

Once on the road he started rationing his supplies, and thus is mostly sober as the group considers the giant camp.

"Aye. A wooden yak and Wren's fart clouds got us inta Redlake Fort. Could we try that again?"


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

Wren finds Kraygan at the forge, apparently using it as a BBQ for meat taken from the giant's larders. Three days drunk, he's fallen asleep at a rotisserie, a crude thing he must have used he forge to craft, and the meat has burned down to little more then charcoal nuggets.


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"I have fire, but not enough to do more then blacken a few." Gyrdwald moves to grab the magical weapons his spell detected.


1 person marked this as a favorite.

"I need to find some people as well." Xerexis says as the group prepares to head for the Devil's Tale. The elf has always been a being of few words, even before his death and strange resurrection in the First World, and preparing to talk takes a few moments as he considers his words.

"As I said before, there are two factions of Celestial Elves. One led by Irovetti, the other by a Cabal of Adepts. In my memory both were seeking the recovery of the Grimoire in order to recover the Ark, lost upon our arrival to this world. One side wished to use it to return to our people, but the other has no such intentions, and would use the Ark to extend their power here." Looking around at Marascar, he frowns. "I don't know if all that holds true now. Everything is different, my memories are twisted like reflections in a cracked mirror. I had a couple close friends here. I am hesitant to seek them out, but I think I should. Perhaps they could help me understand."

***

Leaving the Threeroads Inn, you follow back streets that parallel Trader's Road, making your way through the infamous slave markets of Marascar. Stroud then leads you south across the road into the dockyards, giving wide birth to a fortified barracks near the center of the city. Staying in the shadows of warehouses you make your way to a back door to a an old two-storied old building of patched stucco. Inside is a dimly lit labyrinth of corridors and small chambers divided by tasseled curtains. Music from a kamancheh filters through a pungent haze in the air from the tobacco of qalyān water pipes smoked by patrons of the tavern.

Stroud soon picks out Rupi from among the curtains. Dark haired like most Ascari, she has green eyes that might indicate some other heritage in her blood. With a smile she waves you into a private chamber piled with cushions around a low table bearing two qalyān.

"Wine, shisha, or women, effendis?" She asks.


1 person marked this as a favorite.

Shanee slips downstairs and entertains the other guests of the Threeroads for the evening. Though he is a bit rusty, he's skilled enough to sound good even when his voice is suffering from road and warehouse dust. Asking discreet questions when the opportunity arises, he learns the following:

Alesan is a Nexus Adept in the Company of the Star. It is said she is a specialist in alchemical weapons and is part of Irovetti's inner circle.

Zir is a slave trader who owns a stable of gladiators. (Stroud knows this much, but not the following) He has operated in Marascar for decades and was once a gladiator himself, but bought his own freedom after performing well in the arenas. He is part of no house, and holds allegiance to no one.

Stroud goes through his list of friends in Marascar...

Aratak - in jail...
Hesea - untrustworthy...
Habob - out of town...
Faadin - dead...
Gefen - a ranking member of the House of Forturi, the closest thing Marascar has to a Thieve's Guild. He could be useful, though Stroud owes him 300 gold.
Rupi - a bar wench at the Devil's Tale with a good ear for rumors. For a really good tip she can sometimes find information.


1 person marked this as a favorite.

Stroud adjusts his disguise, somehow making it worse than it was before, and the party heads off by the way of side streets and alleys. Having spent the last couple months travelling the Feralwood, the city assaults you with mind-numbing noise and awful smells that grow stronger the closer you come to the docks. The Threeroads Inn stands on one corner where the main road meets three others leading southwest to the port harbormaster's warehouse, north to the city barracks, and northeast to merchant's row.

The Threeroads Inn is an old building, but a fine one, and well-maintained. It has three stories circling a peaceful inner courtyard that holds a bubbling fountain and climbing jasmine reaching to the upper floors. The Innkeeper, and aging woman who introduces herself as Sidura, makes an excellent pretense of not noticing the dust of the road, or the debris and ash from the warehouse that fell on your heads, and accepts your money with a bow.

Safe inside a rented room you dive into the words and numbers in Aimen Noor's Ledger. After a day and a half you learn two things.

First, Aimen Noor accepted payment for having the Crook of Cildhureen delivered to the Feralwood by Stroud from a person named Alesan.

Second, Aimen's last business transaction was with a slave trader named Zir.

Knowledge Local checks available now. Also, you can make a Diplomacy check to Gather Information, but that will require going out into the city and spending a few gold.


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Nothing here that deserves the notice of Clangeddin." Gyrdwald notes, then gestures for Craag to lead the way to the whistling heard earlier. Taking up his shield, Gyrdwald stays at Craag's shoulder, ready to heal or aid him.


1 person marked this as a favorite.
Android Rockstar 5 | HP 43/43 | AC 22 F 22 T 14 | F +5 R +10 W +3 | Init +3 | Perc +10

"An animal? In here?" Richard looks around curiously. "I wonder how it would have gotten in. Maybe there is another entrance somewhere."

Great job on the creepy atmosphere GM!


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"Look around and you might see five good reasons." Gyrdwald replies to Rao. "Still, drow do not usually form true alliances. My guess would be they hold leverage over the orcs. Or bags of gold in front of their snouts."

Though he would like to say that these new weapons were junk as well, Gyrdwald was wise enough to respect competent craftsmanship. The drow were good at magic as well, so he called upon a blessing of Clangeddin to see such things.

Detect magic


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

"It appears we've found a garbage chute." Gyrdwald snorts at the orc-made weapons. Hefting his battleaxe, he moves on. "Let's see who the collector is and give them a close-up look at true craftsmanship."


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald cares nothing for stealth and marches ahead.


1 person marked this as a favorite.

Kingdom Administration - Farwander, 27DE.

The Kingdom of Syradel
Control DC (Base 20 + Kingdom size 44 + Number of Districts 4): 68
Stability: 61
Economy: 57
Loyalty: 51
Consumption: 19
Treasury: 28 BP
Heironeous Treasury: 2 BP

~UPKEEP PHASE~

Step 1—Determine Kingdom Stability:

Someone make a Stability Check vs Control DC 68


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

As the fish churn the water into a bloody steaming froth Kraygan continues his own battle against Mother Nature.

Swim!: 1d20 - 2 ⇒ (12) - 2 = 10

Im aware of the water breathing, and Kraygan is too, but it's just too unnatural for him to trust.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

An underwater fart joke! LOL!

Kraygan makes his way through the water to the giant skeleton and pulls its golden headband free. Turning, he holds it aloft like a winning player in a caveball tournament.

"GOABLBLBLLLL!!" Bubbles burst from his mouth for a brief moment before he realizes that he's giving up precious air.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

A cloud of silt presses forward into the cave, the tip of a lance protruding to lead the way. Within the cloud Kraygan is determined to hold his breath as long as possible, hoping he can do so until he returns to the yaktanic.

The thought hadn't occurred to him yet that, loaded down with two-elf's weight in armor and weapons, swimming back to the surface might be impossible.

Kraygan is taking the lead and moving as quickly as walking along the floor of the lake allows. He is literally trying to hold his breath the whole time.

Holding Breath:

Any character can hold her breath for a number of rounds equal to twice her Constitution score (32 rounds for Kraygan). If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1. (Kraygan has the Endurance feat which gives him +4 bonus to this check.)


2 people marked this as a favorite.

A Summary of Events

Troxell came to the Feralwood on a pilgrimage with other druids from the elven forests of the far north. In the gnome village of Bixen's Grotto, he met Auchs, a large man with great strength with the intellect of a child, yet possessing the magical talents of a Mehnir Savant.

Troxell spent some time trying to understand Auchs, but the man’s mind, seemingly damaged sometime in the past, made the process very difficult. One day, as he was talking about Auchs' past, Auchs recalled a friend of his named Dovan. Saying that he missed "his bestest good friend", Auchs promptly stood up and walked away.

When Auchs didn't return Troxell went to seek him. At Oleg's Trading Post he met Teena, who was looking to hire a group to help her track down a missing explorers called the Brigand's Brigade and their leader, an Ascari man named Dovan. Myhm had come to Oleg's to look for Auchs as well and joined the group because he knew Auchs was friends with Dovan. Xerexis joined on claims he was simply in it for the gold but has since revealed that he is a member of a faction of elves opposed to the machinations of Commander Irovetti of the Company of the Star. He was sent to find Dovan and recover a magical crystal believed to be in his possession called a Glass Grimoire, which he believes holds information that can be used against Irovetti.

Background on Dovan:
Dovan was once a lieutenant of the Stag Lord, an infamous leader of bandits in the Greenbelt region of the Feralwood. After the Stag Lord's defeat by the new Chartered Lord, Baron Bronin, some of his men, including Dovan, offered fealty to him. The Baron placed many of these reformed bandits under Dovan's charge, which lead to them being called the Brigand's Brigade. Tasked with exploring a dangerous area in the northern reach of the Greenbelt, the Brigand's Brigade have gone missing.

The Glass Grimoire:
This magical crystal, about the size of an eye, that contains valuable knowledge of unknown nature. It can only be unlocked by a passphrase. The Grimoire was at one point in Dovan's possession, but he had Auchs hide it to prevent it falling into the hands of the Stag Lord. After the fall of the Stag Lord Doven swore fealty to Baron Bronin, but when he was tasked with taking the Brigand's Brigade north, he took them instead to Bixen's Grotto to find Auchs with the intent to get him to help recover the Grimoire. Auchs, however, couldn't remember how to recover the Grimoire and was unwilling to leave Bixen's Grotto because his brother Myhm had told him he was coming to visit.

For a time Dovan had the Brigand's Brigade hold up in abandoned mines once used by the Sootscale Kobolds, but at some point they left the mines and departed the Greenbelt.

Auchs eventually went in search of Dovan, following him to the Sootscale Mines, then north to Candlemere Tower. There Auchs somehow entered the First World, and was captured by unknown fey and imprisoned in an enchanted castle.

The party followed Auchs' trail to Bixen's Grotto, down into the Sootscale Mines, across the Greenbelt, and eventually to the First World where Xerexis was killed by a shadow hound. After reaching a place called the Witchmarket they bargained with the fey hag Agryss.

The Witchmarket Compacts:
Settling back into her cart, Aggys closes her eyes. "To the Sorceress of Kragis'Aer, Blood is not the favor you ask. You seek to find Brigands. I can tell you where to find them. The price for this shall leave you lost until they are found."
"To the Druid of Alandril. You seek not Blood or Brigands, but knowledge. The price for such will be knowledge of your own."
"To the Firedancer. You wish to become a hero. For this you must sacrifice the name of your tribe."
"To the Ent. Your Blood is here, safe in the Realm of the The Thrice-Tenth Kingdom. You may see him, but to bring him home alive, you must first bring home the dead." Her hand raises and points a long finger bearing an emerald studded ring at the body of Xerexis still held in Myhm's arms.
"Do you accept?"

Aggys nods. "Then our pact is made."
The light within the clearing seems to intensify, the colors of everything growing more brilliant until the scene is too powerful to observe...

Teena:
You find yourself in a clearing surrounded by wagons and tents. You have no memories of your past, not even your name. A half-elf stands next to you, along with a red-scaled kobold. Across from you a tall woman sits in a cart. Words fill your mind, and you get the sense they come from the woman, though she does not speak. "To recover what you have lost, seek Dovan in the city of Marascar."

Troxell:
You feel strange, as if you have forgotten something. But you have gained strange understanding of the First World, the inhabitants there, and the power of ley lines.You have lost the ability to speak and understand Elven, as well as the rank you have in Geography. You have gained 2 ranks in Knowledge (planes), which is considered a class skill for you now. You have also become a Menhir Savant Druid Archetype, with the following exception - you may keep one ability normally lost (nature sense, wild empathy, woodland stride, or trackless step). Menhir savant Archetype

"Huh?" A red-scaled kobold says, looking around. "Where the Ent go? I thought you said you give us wishes!" He points an accusing claw at Aggys. His eyes dart to his hand, then his arm, then looks down his body. "Argh! You turn Mikmik red!"

"The Ent is with the Ox." Aggys replies. "You will see him again soon."
"As for the Celestial, his life has already been bartered for, and the price has been paid. Behold," Aggys' hand sweeps away to point toward the tents and wagons at the edge of the clearing. "He returns."
Stepping from among the fey doing business in the Witchmarket is Xerexis. As he approaches your group you notice a difference in his appearance. He seems thinner and walks with a limp, and his eyes are changed, bearing a color more brilliant than normal among elves or humans. Troxell recognizes him as fey-touched.

Myhm:
Finds himself atop a high tower, perched on the slope of a maintainside overlooking a vast rolling plains below. At the far edge of the plains is a thick treeline. "Myhm!" Brue's (aka Auchs) voice calls out in excitement and he turns to find his brother sitting on the stone nearby, his crude toys arrayed around him in mid-battle. The brothers talk briefly and Auchs produces the Glass Grimoire and gives it to Myhm.

Myhm wanders the castle for a time, and confronts a witch who appears to inform him that Auchs will remain at the castle until Myhm returns the Glass Grimoire to Dovan. Myhm tries to fight the witch but is magically sent back to his companions in the Witchmarket.

After making a few more deals in the Witchmarket, the party makes its way back to the Mortal World, but is attacked by a Cold Rider at the portal in Candlemere Tower. They fight to a standstill whereupon the Rider convinces the party that another, greater threat has its eye on the Feralwood. The party listens and agrees to capture and question the next creature that comes through Candlemere from the First World. A few days later a woman arrives through the portal and is quickly subdued. Upon surrender she claims to be a healer and witch from the Wildlands and tells you her name is Hadera. She tells you that Cold Riders thrive on corrupting the good and offers to aid you in escaping it and guide you part of the way to Marascar. Taking up her offer you travel north into the Wildlands under the protection of invisibility spells.

A few days later you arrive at the town of Cairllen's Crossing where you find a wedding celebration in process. Hedera leaves you at the edge of town as you enter the town. There you soon find yourselves wrapped up in an invasion of fey from the First World led by the powerful sidhe lord Prince Rhowan. With the aid of magical
creatures, local fey, and a powerful Druid called the Fire Tender, you enter the First World again, sneak into Prince Rowan's Palace, free Stroud from his dungeon, defeat Rowan himself, and reset magical wards intended to protect the Feralwood from First World incursions.

Now you have finally arrived in Marascar, where you hope to track down Dovan, restore Teena's memory, rescue Auchs, and perhaps solve the mystery of the item at the heart of everything - the Glass Grimoire.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

NPCing Jorgan. Also, should there be a break in the initiative still for the surprise round?

Jorgan nods in approval as he watches Wren's inferno light up the cave ahead. "Yup, looks like you have this one handled... Wait.." He notices the trolls back out of that fire. "May have spoken too soon. Was that part of your clever plan?"

At the front of the group Kraygan flails about. "Clever plan? Since when has the elf ever had a plan that didnae end with us all dead?" Pointing at the fire, Kraygan shouts to Wren. "What is that, some sort o' fire illusion? Doesn't seem to have done much to 'em. Is it safe for us t' jump through?"

Even Haggis seems unimpressed, and has turned his yak head to stare accusingly at Wren with one big dark eye.


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Around the campfire...

No one would ever accuse Gyrdwald of being fun. While his battle brothers had spent time their youth playing pets, or weapons of wood, or breaking wood with their fists, or stealing ale, he spent his in the church, first as an altar boy, then as part of the marching choir, then a helmet-bearer, followed by a shield-bearer, and eventually as an axe-wielding priest. The faith is all he knows, and his personal additions to the evening conversation consist almost entirely of parables about the Father of Battle, Clangeddin.

Everything considered, he's the stoic kind of priest that makes one want to sneak a stiff drink into church.

The next morning...

"I will follow Craag." Gyrdwald says, standing from his morning prayers. "Stay within reach my brothers so that I may protect you with my shield or heal you with Clangeddin's grace."

Gyrdwald picked up the bodyguard feat this level.

Bodyguard:

Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes .
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC (by +4 due to Gyrdwald's kin guardian trait). You may not use the aid another action to improve your ally's attack roll with this attack.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

At the end of the Chimera fight...

Kraygan comes crashing out of the trees, twigs and leaves in his beard, looking like a mad scarecrow. The battlecry on his lips dies and resurrects as a crestfallen groan.

"Balls..."

Though disappointed in the fight, he is cheered by the monster's treasure horde and claims the magic longsword when no one seems particularly interested in anything from it. "This would be useful against any more trolls we come across."

In the morning...

Kraygan casts a skeptical gaze at Wren when he displays his new magical powers of flight. At first he finds the "trick" amusing, but after circling him, and passing his lance under the elf, then over, then under and over, he backs away and shakes his head. Rogzul's comment about it makes him chuckle, nervously.

On the path...

As the group presses further into the mountains, Kraygan entertains himself by testing the corrosive edge of the sword, leaving a trail of "K"s acid-etched into rocks and trees.

In the cave...

Kraygan takes the lead with Torgan, but holds up the group for a question. "Do we ride with lights, and make ourselves obvious to anythin lurkin about, or lead the yaks in the dark?"

GM: Let me know if the caves get too small for riding.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

"Ale." Kraygan adds, uncorking one of his kegs and taking a deep drink. "Real church should be able to fill ye with the holy spirits."

He offers to pass the keg around.


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald heals Bower. Fervor healing on Bower: 1d6 ⇒ 4

He then passes his hand over the items with a prayer to his God. Detect magic

"Let us rest before exploring this." Gyrdwald suggests.

can we assume that we rest so that all abilities/spells are restored? It would make leveling up less complicated.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

"Hey lizard, how'd ye like my magic sword!"

Kraygan taunts the beaten drake. Then, in both insult and victory, he grabs the dragonbane horn and blows it in the thing's spiky face.

BAAWWWOOOOOOOO!

As Wren makes to head out, Kraygan offers strong advice.

"Let's heal and rest up this time before explorin, eh?"


1 person marked this as a favorite.
Dwarf Warpriest 4 | HP 39/39 | AC 21 T FF 20 T 11 | CMD 16 | Fort +7 Ref +3 Will +9 (+2 poison/spells/SLA) | Init +2 | Perc +4

Gyrdwald kneels and offers a prayer of thanks to his God. When he stands he looks to the corpse, then to the cave it came from when alive. "Let us search both the body and the lair."

Do you have a tally of xp earned? I'm not sure what I had before this.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

Kraygan ponders, trying to think. "Hmm. We gotta find this cathedral. Do ye think ye can make it back to Shinnerman's Fortune?" He asks the piddlespotted villager.


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6
Torgan Steelkeg wrote:
Torgan takes the necklace and dons it. "What do ye think? A fair treasure fer a brilliant prophet!" he says haughtily.

"Riiight." Kraygan grumbles. "If yer lookin for somethin disturbing enough to draw attention away from yer unnatural lack of a beard, ye succeeded."

Kraygan questions the villagers, "Did the giants here have some way o' signaling the dragon?" Then to his companions, "Might be we could set a trap fer it."


1 person marked this as a favorite.
Dwarf | HP 109/109 | AC 29 T 12 FF 28 | CMD 29 (31 vs Trip) | Fort +18 Ref +8 Will +3 (+2 poison/spells/SLA) | Init +2 | Perc +6

"We don't want t' blow up the villagers." Kraygan looks sharply at Wren. "Oh, you mean now up the ogres? Yeah, that would be good. I say you do that." Kraygan grins, not really believing the old elf capable of blowing up a respectable fart, much less one of magical destruction.

1 to 50 of 162 << first < prev | 1 | 2 | 3 | 4 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.