Quadrivium: Invasion of Feyeater's Timeless Garden

Game Master BinkyBo

Side Adventure


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hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

"If she's truly possessed, I have no way to help her, sorry, lass." Arcthyl says to Sunny sadly.


NPC

follow-up kn(religion): 1d20 + 10 ⇒ (12) + 10 = 22

Corum determines curing her condition would require three castings of a spell to remove curses. She suffers from curses of flawed vision, tongues.. the third curse binds a rage spirit within her body... once lifted, the rage spirit will manifest in an incorporeal form... and will need to be destroyed.

Dianith arrives with a couple more soldiers. "Looks like work of Fenrir's huldra witch. We would normally turn to Ornskjor for matters such as this."
After a moment of thought.. looking upon the possessed woman...
"Perhaps the best we can do is have Skald Kvasir put her to sleep.. keep her in a state of slumber until we can find a way to cure her afflictions."

"Speaking of which, we should get some sleep ourselves. Leave the dregs of the casks to those who've not done battle today."


The home of Ornskjor the Horncrafter is filled with woodcarving, and arcane crafting workbenches. Six different types of polearms are hung on one wall.. all similar dark lustrous style, and material. On another wall, a dozen throwing disks known as chakrams are hung... each with slight variations.

There is a modest library upstairs.. as well as an area for embroidery, knitting, and other seamstress work.


"A cleric of moderate power could heal her. Until then, she will be like this. We leave her bound until we find one."

Corum quickly checks out the library, intent on finding knowledge. He searched his inventory for valuable things to barter for books. The wand that does nonlethal damage comes to mind.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sorry. Internet is playing up very badly. :(


Corum finds books of rudimentary knowledge regarding other worlds.. including Golarion. The world of Eox is the only one nearing the amount of information as the Golarion section.

He also finds books on many of the uncommon magicks you've encountered so far. Extraplanar worlds, travel to unreachable places through dreams as well as through elemental planes - via portals, "dream shaping".. shapers of this world....

One essay analyzes how the elements must reach these "unreachable locations"... these worlds.. even "dream worlds" must have fire, must have air, water, and earth.

There is another essay on how "greater magicks" must incorporate both arcane and divine or profane... The essay sets out to argue the link is through alchemy.

He finds a large worn tome titled "Heart of Fury". From skimming, it mostly reads as a journal.. but there are notes and crude maps.. a few sketches not clearly captioned.


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil wandered the stacks, pulling out a book to read at random, then putting it back again. He shook his head. These are all well above his comprehension.
"Is there anything ELSE we can do to help?" He inquired.


NPC

Having put the possessed and cursed housekeeper to sleep, Skald Kvasir passes through your group. "Should get some rest yourselves...."

Dianith agrees. "Yes. We will accept no more help from you until you do." ... though likely only half-serious... she looks serious

As she opens the front door, you hear a chorus of humming in the distance. Dianith tells you "Marriage processional.. ", then tips her head that direction... "Come...."

As you step outside you can see them a half-block away. It appears to be everyone who'd been in Mjodhal following just behind the bride and groom. They are humming a lilting tune .. somewhere between lullaby and a sea dog's song, but fairly complex in melody.
Dianith explains... "Those who honor their union walk the betrothed to the door of the house where they will become man and wife."

The street lanterns have been extinguished... all members of the humming choir are carrying their own.. covered with punctured tin. Pinpricks of light twinkle upon the processional, and the snow and structures around them as they walk.

"If you're ready, let me take you to where you may stay. Skald Kvasir has agreed to remain with her for the night."


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Seeing the dancing, pretty lights Sunny brightly skips over and joins in the singing and the chanting and the sparkling and the procession-ing.

Diplomacy:1d20 + 3 ⇒ (15) + 3 = 18

(^_^)

[oos]Sorry, home internet is still really horrible. :([/ooc]


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil nodded to Dianith in agreement as he put his hat on and took up his pack.
"We are more than ready milady. Please lead on."


You are given use of a large cabin equidistant from the refugees and the main hall... just south of the village center.
You are left to yourselves.. giving you time to piece together what you know.

The huldra "disguised" as serving girls apparently added something to the mead which increased the effects of intoxication. This was either or both distraction and a dissuasion from pursuit. Their objective appeared to be to abduct a powerful arcane crafter and font of knowledge Ornskjor the Horncrafter.

His moniker has been uttered before... Shkoata mentioned he'd be the one most able to get you home.

Two of the huldra were apparently killed during the abduction, and Ornskjor's live-in aide - a witness to the crime - was left alive... though left cursed and possessed.

Among her ranting the possessed woman spoke of where the Horncrafter's abductors were taking him. "Used his own creations to take him where Lady Uraba cannot see. Beyond the babblers' field.. to the heart of Fenrir's fury."

Lady Uraba is one of three daughters of the Matron... she has estranged herself from mother, and controls the North. Unlike Jorunea, Lady Uraba is (nearly) the sole controller of this part of the world. The terrain is shaped and maintained by her will.

However there is an area she "cannot see"... where Fenrir resides.


NPC

An hour after you wake, Dianith arrives.
"Skald Kvasir and the possessed woman are gone. The guard at the armory was found asleep... and a witchcatcher was found missing."
She explains the stolen item is a restraint with disruptive properties attached to a pole to keep ones captive at bay during travel.
"The tracks lead to where we are forbidden to travel. We are quite certain he's gone off to where Ornsksor has been taken... we are unsure to what end. It is too much to ask of you.. to face creatures of legend in the heart of Fenrir's Fury, but I've been told Ornskjor is the only one who can return you to Golarion."


Will post longer reply when I can. interwebz still suuuucks. :(


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

the forum ate my last post apparently

"Sounds like the place you are forbidden to travel is exactly where we need to go, then. It is not to much to ask... If my friends are in agreement, it is where we must go! Have you any advice for us before we do so?" He readies his pack and prepares to depart.


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil stood and nodded in agreement. He donned his cloak, hat cape and weapons in readiness to leave.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny awakens to the bad news and frowns. She, of course, bounces forwards brightly in offer to help. (^_^)


NPC

After you agree, she nods to a soldier just outside the door.. who heads off to make whatever preparations and your decision known.
"Be prepared for the cold... and be prepared to face witches, hags, and all manner of beasts of scale and hide."
"When you're ready, we'll take you across the river, and show you to the tracks."


Corum thanks her:
"Thanks for the aid. I can make us prepared for the cold."

Corum attemps to procure the following scrolls.

2x resist energy communal
2x endure elements communal


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil tries to procure Cold Weather Gear, if possible.


Spoiler:
1d100 ⇒ 46
1d100 ⇒ 95
1d100 ⇒ 34

Corum is able to purchase two communal endure elements scrolls. There are no communal resist energy scrolls available.

Cold weather gear is easily found.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny looks about blankly as people talk about things she really doesn't understand.

"Whut's it be meanin' 'Cold weather'? Is like a rilly bad storm, right?"


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil paused with his packing and looked at Sunny skeptically.
"Sunny, have you never been cold? Or shivering? Or your teeth chattering?"


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Looks at Anumil seeming quite amazed, "Nuh-uh." She shakes her blond mop.

"On'a home islands... we jus' get storms at certain time of tha' year, like..." She blinks and looks around at her friends,

"Is why I come out ta' see tha' world. I bin hearin' all'a these stories about things an' places. I wan'a see 'em." She grins enthusiastically.


Once you are prepared, Dianith and two oarsmen take you across the icy river... Volksfelt's natural border to the north. You see two figures crouched on the far side... the fat lazy flakes of snow dot their dark heavy furs and armor.

They approach and help drag the boat ashore. Once you get a good look at them, you see it is Sir Raulthim and Sir Kjerzig. They are dressed, armed, and armored more like barbarians than soldiers.

To the north is the valley.. woods increasingly thick (and more blanketed in snow) further north to as far as you can see. The valley has a mountain range to the east, and cliffs of higher rugged terrain to the west.
The snowfall is sparse enough to not affect your visibility at present.

10 percent off anything you buy in Volksfelt... they have pretty much everything you'd expect from cold-weather large town.


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

I might shop, but my sheet says I only have 101 gp... not sure what other resources we have, if any


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil is good to go with what he has.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sorry, rilly busy with Real Life atm. :( Am hopin' Sunny has enough shine that she in't goin' ta' inconvenience peoples in tha' cold?


Yea.. you won't be able to get much... but assume you have an extra 150gold each from occasional looting.

Dianith wishes you luck, and is rowed back across the icy river.

Sir Raulthim tells you "We'll walk at your side until our paths diverge. We've a different quest than you folk." as he gathers up climbing gear.

Sir Kjerzig hoists a backpack stuffed with a limbless torso and head of a humanoid construct. ".. though by Henry's words.. ours relies on your efforts."
He then points toward the nearest portion of the cliffs to the northwest... "That'll be where we go our separate ways. Whenever you're ready...."


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Anumil smiled and hoisted his crossbow onto his shoulder.
"Ready." He commented.
He looked at the next companion in line.


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

"Ready, I guess." Arcthyl says after a little quick shopping spree.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny waddles up in what ever things people have wrapped her in.

"Mph Mphp-ph Mph-muph Phfff-MPH." Emanates from under the thick scarves and woolen wrappinga.


You begin trudging through the snow.. which soon goes from ankle-deep to mid-calf. The closer you get to the southwestern edge of the valley of pines, the heavier the snowfall ahead... though where you walk it remains fairly light.
Sir Raulthim points out a few directions.. "Not long ago there were three villages north of the river here.. all within sight of Volksfelt."

Sir Kjerzig adds "Now they're nothing but.. rubble-" they both stop.

The snowfall clears ahead of you enough to see a village.. a few hundred feet in the distance. Ten or so smallish buildings.. a glow of a fire in the center is the only light. You see no inhabitants, but one wouldn't expect to with this distance and conditions.

Temp is about 25F/-3C

Perception DC24:
You see a couple groups of four or five people... bunched up as if huddled together from the cold.


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

perc: 1d20 + 11 ⇒ (11) + 11 = 22


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

perception:1d20 + 3 ⇒ (19) + 3 = 22


per: 1d20 + 13 ⇒ (14) + 13 = 27

Corum points out some people huddling from the cold.

He moves up to them.

"Are you OK???"


assuming you follow Corum...

As you come nearer you see the huddled people... and you start to see people around you...
The first seems to come out of nowhere.. running in a panic - right by you - he trips and falls. A large draconic beast lands nearly on top of him, and snatches him up in its maw. It then takes flight.. straight up with one powerful flap of its wings.
You see this repeated several times around you with different terrified villagers.

Sir Raulthim readies his ax.. "Drakes!" terrified until he's told it is illusory.
You hear no sound from the panicked people or drakes, and feel no buffet from their wings.

The small village and huddled people remain.. they still appear to be real. They have not yet, however, responded or reacted to Corum's hailing.
you are a little less than 100 ft away from the village.

illusion disbelief
Anumil: 1d20 + 0 ⇒ (14) + 0 = 14
Arcthyl: 1d20 + 7 ⇒ (5) + 7 = 12
Corum: 1d20 + 8 ⇒ (10) + 8 = 18
Sunny: 1d20 + 0 ⇒ (20) + 0 = 20
Raulthim: 1d20 + 1 ⇒ (10) + 1 = 11
Kjerzig: 1d20 + 1 ⇒ (20) + 1 = 21

Know arcana DC18:
the illusory draconic beasts are wyverns.. look like particularly nasty ones.


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Sunny gives a muffled 'Eeek!' at the first vision. Though as the scene plays out she quickly acclimatizes to the images.

She continues to walk towards the huddled masses.


You reach the village and see why the huddled people do not move. They appear to be stone, facing each other, all leaning forward with their arms over the shoulders to the figure on either side.

The fifteen foot wide fire in the center of town is silent and provides no heat. There is a five foot stone pillar on each side... from which rusted chains and several manacles drape. One of the two pillars has toppled and has an attached long chain with barbed spearhead. The dozen buildings are an even mix of log cabin and plastered stone.. minor to moderate disrepair.. neglect.. seemingly abandoned.

There are footprints, and there are occasional splotches and drips of blood in the snow. Much of it is at the front of a small barn.. its door is half off its hinges.. with a gap wide enough to squeeze through.

On the other side of the village, you see the second group of huddled statues is slightly different. One of the figures is half-turned and grasping the wrist of a woman (also stone) frozen half-stumbling in a struggle to pull free.

Kjerzig grunts as he realizes where you are.. "I do not understand these statues, but this... this is the village of Fenrir and our Jarl.. destroyed by drakes when they were young. Fenrir's father was Jarl here."

some inspection options.. likely could use a percep checks for whatever you're doing...
tracks/blood trail(s)
barn with blood splatter at entrance
statues group 1 and 2
pillars and chains on either side of fire


HP 30/ 30; Perc +3; Init +4; AC 20(21)Defensive:23

Perception:1d20 + 3 ⇒ (11) + 3 = 14

Suny stays close to her friends who seem to have a better understanding of the way things work in this strange, white land.


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

Arcthyl starts by checking out the tracks and blood trail... curious as to who or what made them, how long ago, where they came from and where they lead.

perception: 1d20 + 11 ⇒ (2) + 11 = 13

but sadly he seems very distracted in this odd place.


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Anumil will look through the scene, goggling at the bizarre sights. Spotting the blood at the entrance of the barn, he will open the doors there.


Arcthyl:
You see multiple tracks.. fairly clear.. recent. survival: 1d20 + 10 ⇒ (12) + 10 = 22 There was a fight, you see tracks moving from the corner of one building to another. They conjoin near the barn Anumil is entering, but only one set leaves the area.. it goes the direction you were heading - northwest.

Anumil immediately sees two bloody bodies seated and slumped against the wall inside the barn... a wall with large and larger-print writing in blood
"It begins with setting things straight... It always ends in death. Strive to make it not your own.", and a scrap of paper pinned with a dagger.
dagger-pinned note:

It looks to have been torn from a book...

"Shalebrow forever stalks every corner of his mind.
Lizard turns to stone any flesh and blood it finds.
Defile memory! Slay the beasts! Make the raveled mind unwind!
Find the Heart of Fury between world's end, cliff, and pine.
"


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

"More than one set of tracks lead here, but only one leaves... going northwest... perhaps we should follow?" he says, peeking into the barn... Whoever did this is probably who left after the fight. He steps inside and asks Anumil, "What's it all mean, eh? The notes, I mean.. "


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

"Insanity..." Muttered Anumil as he looked upon the bodies.
Peering at the note, he turned to the others.
"I have no idea what these people were writing about, but this;" He said, pointing to the note, "This phrase 'Lizard turns to stone any flesh and blood it finds.' This really suggests that a legendary creature is wandering about turning people to stone at a glance.
"What was it I remember from school? Basilisk? Catobleplas? Some such I think.
"In any case, we need to protect our eyes somehow from meeting it's glance. Lest we end up like those statues over there."
He said, considering possibilities.


Sir Raulthim and Kjerzig look over the statues from a trepidatious distance. Not long after, they join you at the barn... "We know many of those statue men. They were the last Jarl Bastijn sent after Fenrir. When they did not return, he forbade any travel north of the river. They've been missing for... nearly ten years."

Perception DC15:
The writing in blood on the wall is still fairly vibrant red.. somewhat fresh. You notice certain letters are significantly larger.
"It begins with setting things straight... ..Strive to make it not your own."

The dead bodies appear to be two of the huldra who'd been disguised as serving girls.


hp 33/38 ac 24,12,22 (22 12 20), f 6, r 3, w 7, melee 7, ranged 5, cmb 7, cmd 19 (22 grpl), init +2 saurian shaman druid/5
skills:
acro 11, bluff 10, hndl an 8, k geog 4, k. nature 6, perc 11, sm 3, stealth 7, surv 10, swim 4

"Set Straight... stown? what does that mean?"


M Elf Swashbuckler (Inspired Blade) L5 | AC (22) 21 T16 FF16 (CMD22) | HP 50/50 | Saves F2 R7 W0 | Percep +6 | Init: +5 | Panache: 5/5 | Condition: A little drunk; and shaken.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
"What? Oh yes, some of the letters are bigger...
"...But I don't know what THAT means either."


Corum notes the words.

"THis puzzle, anyone getting it?"


re-read my "As you reach the village... " post, it might give you a hint.

Sir Raulthim reads (to himself, but aloud) the words on the wall...
"It begins with setting things straight... It always ends in death. Strive to make it not your own.", then shrugs.

Sir Kjerzig takes a look at the paper note.. "Mmm yes.. second part.. that's where Fenrir should be. North-northwest from here.. keep the cliffs to your left.. pine valley to your right. Raulthim and I are going further west."

Raulthim nods grimly "We should get moving...."

Sir Kjerzig explains "The body harvesters you aided Dianith against... the base of their tower is the entrance to the world below. We put Henry here where he tells us, and he takes control of the constructs." He hoists the backpack toting the construct head and torso back onto his shoulder. "Fenrir protects it.. but with luck, you will have him busy.. if not dead."

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