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For "dotting" only, for now.
"Dotting" is just placing either the word "dot" or a period here as a post, which then allows you to to be attached to the campaign, and see all updates.

Oloch of Gorum |
- HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
- HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
- HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

Will update for 1 lvl pre-gen tonight

Yet Another Pregen |

Dot.
This is currently the wrong character sheet, but this alias should be freed before Phantom starts on the 19th, and I'll get the Yoon 1 info in place. If it's not free yet, I'll populate another one, although I'm hoping to avoid it.
—TomG

Yet Another Pregen |

Yoon ambles in, and with childlike glee begins exploring the room.
She wanders over to Crowe and pats him on the shin to get his attention. "Hi again Crowe. This will be fun! Just like last time." She pauses, confused. "Or was it next time. I can't ever keep the order straight. Anyway," (and here she gives his big legs a hug) "Thanks for coming to help me."
She gives him a big grin, noticed everyone watching her, then wanders off to play with her stuffed owlbear doll.

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Ok everyone. It's not long at all until Phantom Phenomena starts. Please feel free to introduce yourselves in character while you await the reason for your summons.
Also, I still need characters for both Crowe (Bloodrager) and Enora (Medium) please. If you need help, please let me know, or click on some of the other players to get an idea what is needed.
And finally, this will be the DM Avatar I shall be using for this game.

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Phantom Phenomena Begins. . .
You have been hired by Dr. Quolorum, an eccentric professor at the Sincomakti School of Sciences to help him investigate strange and supernatural occurrences at and around Illirigarde Manor. Illirigarde Manor, now uninhabited for reports of various haunts, specters, and unnatural phenomena, as well as the sudden disappearance of the Ustlavic noblewoman, Lady Rena Illirigarde, once known for her edgy, (and occult) parties nearly three years ago.
Illirigarde Manor itself stands near the Hungry Mountains in south-eastern Ustalav, though the various experiments and studies involved will cross a good portion of the country. Because this is a PbP, which means group decision making can be difficult, and also to keep things simple and maintain the underlying story as much as possible, we will be going in order. So, rather than give you all of the documents at once and letting you pick which to go with, I'll simply give you the one most pertinent to what is happening. Each note indicates the beginning of a new part of the adventure, (and that also means you can freely reset your character as needed, (so all spells are back, or swapped out, HP is full, gear and money is reset to the Pregen's starting level, etc. . . So, any time you see the following, it is technically a new "adventure".
Part 1 - Harrow
My esteemed assistants,
-
I’m told there is a small village called Dunhob only a few miles from Illirigarde Manor that could have useful information. No doubt the villagers have many stories about the phenomena affecting the region. Additionally, before her disappearance Lady Illirigarde visited the locals occasionally to perform harrow readings and seances. Perhaps we could learn more about her research and disappearance as well.
-
My contacts informed me the villagers of Dunhob are a particularly close-lipped and superstitious lot, so diplomatic finesse may be necessary. There are also legends of a haunted tavern called The Lucky Lantern in Dunhob that I would like you to investigate. Your mission is to see what secrets the tavern may hold and interview one or two of the local villagers. Happy adventuring!
-
-
Dr. Quolorum
Please take a moment to introduce yourselves, describe your character a bit, and let the group know anything else you might want to tell them, such as preferred play style, what you like to get from games, or if you are new to either PFS or Play by Post. Once everyone has "signed in", we can go ahead and move forward.

//Adowyn\\ |
Adowyn walks into the room, and noticing that she is the first, finds a comfortable seat in which to read the missive laying on the table. She is of average height, but whipcord muscles are evident beneath her studded leather armor. The sword and bow she carries both seem rugged and common, but well-worn with both use and care. Eventually a large, shaggy wolf wanders into the room, gives a long suffering sigh, and promptly plops down in front of the fire.
"I told you not go chasing after that pack last night, didn't I?" the woman says to the wolf whose only response is to glare through one barely opened yellow eye.
"What did you expect, running after a strange pack in strange lands? The Gods only knows what could have happened to you, and now you expect me to be sympathetic because you spent the night lost in some haunted woods?" she continues her chastisement.
Leryn softly growls in response and turns his back to his Hunter.
Adowyn is a switch hitter with some minor magic abilities (the pregen spells are all but useless though).. Leryn is pretty good in melee, is quick, and has a trip attack with his bite, so he makes a pretty good flanking buddy.

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If you are able to switch spells, you can switch out the pregen's spells at any opportunity you rest, (before each part begins). If you are a Spontaneous caster, you are kind of stuck with what they have listed, unless that class has a special ability to swap spells somehow. However, something to keep in mind is that these Quests are designed to be pretty well-rounded adventures, so what might look useless, (say for combat), may very well come up.

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Most Divine Casters prepare spells. The Hunter, unfortunately does not, but it's also worth keeping in mind you do get Summon Nature's Ally for free, too. And both Resist Energy and Feather Step are really good.

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Erasmus walks into the room, exuding a sense of swagger exhibited by much larger, stronger men. He sits down, skims the note quickly, and puts his feet up.
"So...Haunted tavern, missing old lady, and a town full of yokels. Seems straightforward enough."
Seemingly just noticing Yoon's presence, he adds
"...and a bit of babysitting, it seems."
Erasmus effectively comes in a number of different flavors/sets of abilities. This is his default Champion spirit, which is combat oriented, and which I think will manifest as a cocky, somewhat abrasive attitude.

Kyra, Flame of the Dawnflower |

Kyra arrives just behind Erasmus, taking care to step around the wolf laying on the floor, and giving the young girl a strange look.
"Just another day in the trenches." She responds to the medium's commentary.
"Only a note?" She adds, puzzled, as she takes a moment to read over the letter left by Dr. Quolorum.
"Things usually are not so impersonal." He frowns for a moment as if reminded of something.

Yet Another Pregen |

Yoon rubs Leryn's tummy playfully, scratches his ears, and nestles into his fur. She's happy as a little eight-year-old can be.
"It's great that you all want to stand around and talk," she says after a while. "But maybe we could leave now? I don't want to be up past my bedtime."
"Off to Dubhob, then? Maybe you can check in the tavern. I don't think I'm old enough."

Oloch of Gorum |
- HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
- HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
- HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

"Works for me."

Pregen - PatheticWretch |

A cheerful and brainy halfling chimes in.
"Sounds like a most interesting investigation!" she exclaims. "I, for one, am excited! Oh, and I'm Enora, by the way," she says. "Shall we head off, then?" she asks.

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Your first experiment takes you to the small town of Dunhob, or rather just outside it. Dunhob is a small village with two rows of thatched roof buildings. The villagers believe wrought iron burns evil spirits and forces creatures back into their true shapes, so every building in town has a horseshoe nailed to the front door as a symbol of warding. Dunhob rarely receives visitors, and a crowd quickly gathers around you as you arrive, shouting rather unwelcoming comments, warning you to leave, and calling you evil spirits.
But, before the crowd, more a mob really, can do more, suddenly the grow silent, and begin to part, making way for someone. An elderly woman slowly makes her way closer, a walking staff in one hand and an iron horseshoe in the other, almost as if it where both a tool of faith and a weapon.
She looks at your group for a moment, weighing different options, and assessing something without saying anything. She looks each of you in the eyes, holding your gaze for an uncomfortable moment before moving on to the next.
Random: 1d7 ⇒ 1
Suddenly she looks scarred, raising her horseshoe high and shouting "I cast you out, evil spirits!", before flinging it at you with all of her feeble might.
Horseshoe attack vs Adowyn (FF AC 13): 1d20 + 0 ⇒ (8) + 0 = 8 <miss>
It lands harmlessly at Adowyn's feet, but startles both you and the crowd who rally behind their elder. For some of you, hand's instinctively go to blades, staffs, or implements of your art, but then you recall the warning you had received, "My contacts informed me the villagers of Dunhob are a particularly close-lipped and superstitious lot, so diplomatic finesse may be necessary", and know that you can not simply attack these frightened people.

Kyra, Flame of the Dawnflower |

Kyra watches the crowd form with a bit of trepidation, knowing all too well how such a situation can change with the right (or wrong) catalyst.
"We are not spirits, old woman." She says in exasperation. "We are merely travelers, as solid and grounded as you."
As if to confirm this fact, she stoops to pick up the horseshoe, holding it up so the villagers can see her do so, then hands it to Adowyn to confirm that the old woman's target is equally spirit free.
Diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21

//Adowyn\\ |
Adowyn, stunned, kneels and picks up the horshoe lying at her feet. Looking it over to ensure that it is simply just a horseshoe, she tosses it back to land at the wise womans feet.
"We may be a motley crew, but evil spirits, we most certainly are not. Actually, we are here investigating ghosts and evil spirits, in an attempt to render aid to your beleaguered town!"
Diplomacy: 1d20 ⇒ 20

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The old woman seems uncertain. A priestess of the Dawnflower is a rare thing in these lands, though all know of her faith's teachings. She looks like she is going to say something else, but an elderly man somewhere in the crowd calls out, "Prove it. Grasp the horseshoe by bare hand, in a strong grip. No evil spirit can bear the touch of it's iron."

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"Yeah Adowyn, grab a horseshoe. Show them we've got nothing to hide!" Erasmus chimes in, trying to stay towards the back of his group of companions. The horseshoes were probably just some hokey local tradition. But with his sister's belligerent spirit currently sharing his mind, it was probably better to avoid the risk.

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I wanted to make sure I added that bit of flavor in clearly, but also it's meant for everyone. Sort of a sign that you are not, in fact, evil spirits.

//Adowyn\\ |
Adowyn smirks at the superstitious lot and walks over to retrieve the horseshoe. Making a big show of her ungloved hands, she reaches down and grabs it, holding it high in the air. After making sure everyone sees her, she whistles for Leryn. Wordlessly, she holds it out for the wolf to take in his mouth and take it to the other party members.
"When you are QUITE finished with this, we would like to speak with you about your towns history." she says to the elderly woman.
-Posted with Wayfinder

Yet Another Pregen |

Yoon hurries over and grabs it. "Oh, it's my turn now! Can I touch it, pleeeaaase?"
She grabs it from Adowyn, and holds it our for her stuffed owlbear. "You too, Gom Gom." She taps him on the head with it, and then runs over to the insistent man who yelled for them to touch it.
"Fair's fair, pops. You get to touch it too." She smiles impishly at him.

Iconic - PW |

Enora steps forward, the halfling obviously incensed at their reception.
"You people should be ashamed of yourselves!" she says in her best scolding voice. "Not only are we not apparitions, we are here to help you! So get your collective act together and let us through!" she yells.
diplomacy aid: 1d20 + 3 ⇒ (3) + 3 = 6

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As you pass the horseshoe around without any ill effect, the old man calls the crowd to dispurse, allowing you to enter freely. A few folks remain to watch, unsure of your motives even if you are not evil spirits, but stay away and do not interfere.
The old man approaches, taking the horseshoe to show that he is also not some sort of devil or specter.
I just want to point out that it was actually supposed to be the old woman here, but it just didn't seem right that she would go from cursing you and throwing things to answering your questions and being friendly, so I inserted another nameless NPC here. No other change.
"It seems disingenuous to say "Welcome" after all that, but I doubt these folk will give you any other trouble. We do not get many travelers here, and well, our ways have kept many of us safe from the terrors out there." motioning to point out in to the distance, but nothing in particular.[/I]
"So, what brings you here. I, I think I heard at least, something about helping us. . ." he looks at you questioningly, like he is not sure what you meant by that.

Yet Another Pregen |

"They're looking for my grandma. You might know of her as Lady Illirigarde? We heard she came by."
"Please, mister. Can you help?" Yoon bats her childish eyes up at him, opens them wide, and gives him a wide smile.

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“She was keen on studying the spirits around Dunhob. She used to visit every few months and do frightful divinations for us. But one night she did a harrow reading for old Veny at The Lucky Lantern, and he died. She left Dunhob after that and never returned. She said her harrow cards touched the mind of a dreaming evil. She left all her magic instruments behind and promised to return when she learned how to drive out the spirits. But she never did. A few years back an adventurer named Wulfer went into the tavern and never came out. That place is haunted. And I guess that makes sense. If that's the sort of thing you lot are looking for, I'd start there.”
He gives you some basic directions to the place before moving on. It isn't difficult to find, nor does it take long to get there. The Lucky Lantern is a rundown building on the edge of town. An ornate lantern hangs from a post in front of this derelict building. The doors and windows of the tavern are all boarded shut. Dozens of horseshoes are nailed to the front door. As you circle around the building, you clearly see the front door (large arrow), but you also notice a backdoor that is standing slightly open, creaking on it's hinges as it blows in the wind. (small arrow)
The map is up. Please place yourself where you would like to be outside the building.

Oloch of Gorum |
- HP 13/13 | AC17 T11 FF16 | Init +3 Perc +3 CMB +4 CMD 15 | F+3 R+1 W+4 | CN Half-Orc | Warpriest 1 | Greatsword +5; 2d6+6 (19-20/x2)
- HP 36/36 | AC21 T11 FF20 | Init +3 Perc +3 CMB +7 CMD 18 | F+6 R+2 W+6 | CN Half-Orc | Warpriest 4 | +1 Greatsword +9; 2d6+7 (19-20/x2)
- HP 60/60 | AC21 T11 FF20 | Init +3 Perc +5 CMB +10 CMD 21 | F+8 R+4 W+9 | CN Half-Orc | Warpriest 7 | +2 Greatsword +13; 2d6+11 (19-20/x2)

"Back door?"

Yet Another Pregen |

"Can we just burn the whole building down? Pleeeaaase?" Yoon wheedles.
"I'll go with you, Oloch. I've never been in a real tavern before. Just the Pathfinder lodges. And they don't let me drink there."

Pregen - PatheticWretch |

Enora takes a position by the back door and conjures some light to assist them inside.
"Ready," she says cheerfully.

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Erasmus grips his silver starknife tightly, putting himself between the small child and the door, just in case.
For the record, for the other players, as I'm familiar with this scenario, I'm going to try to avoid influencing major decisions, while still doing my best to meaningfully contribute.