
qwerty71 |

Razmir the Living God used his power to conquer an entire country; now he and his mask-wearing priests enforce peace and generosity—though some say their tools are intimidation and fear. His worshipers preach charity and self-worth, blaming rival faiths for crafting lies about the glories of the Living God. Now the cult has come to the city of Tamran, feeding the poor and promising happiness to those who serve Razmir. Yet ugly rumors persist of bribery, extortion, and strange disappearances associated with the new temple. Are these stories just gossip and lies spread by rival faiths? Or is the church of the Living God more than it seems?

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A few days have passed since the events at the Crypt of the Everflame and life in the town is beginning to return to normal. The folks are still quite wary of the dark, worried that some overlooked undead fiend might stalk from the crypt.
For some of you your recent Pathfinder orders were to travel to the town and wait for more instructions. Some others were given orders to return back to their lodge after the Everflame was returned and others were not given orders after the flame was returned.
During a lull in the harvest feast while the mayor is off mingling with some other townsfolk, a man dressed in dark greys and browns approaches the head table. "Good evening, honored heroes. I am Cygar, a member of the Pathfinders. I've been speaking with the Mayor this afternoon and well he's told me about the bandits you found that had raided the Crypt. I'm a little concerned that they only seemed to be after these amulets but left everything else intact. That kind of thing always stinks of some powerful artifact... I think these Bandits need to be tracked down and I'm hoping you will help me. If your interested meet me at the docks in three days time." he nods and then melts back into the crowd.

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. Dot. Proper post to come later this morning.

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Fahd wasn't sure what he was doing in the same town, but at least the Society had the decency to send him during a festival. He had enjoyed nights of carousing and other debauchery, doubting that instructions would come anytime soon.
The large human was a touch in his cups as his contact surfaced, and for a second he considered whether he was seeing things or not. Confident that he was not hallucinating, he accepted the words at face value.
He turned to the others. "Can any of you veterans about town tell us anything about the bandits? This is the first I've heard of them or their interest in any amulets."

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Why should we care about some tomb raiding? Oh, that's right, we're Pathfinders, that's what we do.
Darvik looks around, trying to see who else was called to this town.

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Hmm. Perhaps I can recruit these men to the cause. Mephistopheles will be proud and possibly reward me with more of his power.
Tyranius smiles at the man. Of course, we will meet you back here in three days time.

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"I didn't know that those men were after amulets, either", Chella answers Fahd. "When we explored the Crypt of the Everflame, we found the bodies of some sort of mercenaries, coming from Tamran and probably hired to find and enter the Crypt. They ended up getting turned to undead probably by the foul necromantic magic which took over the place. Fortunately, we managed to put an end to this by destroying the skeleton lord Asar, a former companion of Kassan. It seems that he was the cause of evil and strong undead's presence in the Crypt."
The young halfling, clad in a brand new mithral chainshirt, unconsciously puts a hand on the Iomedae silver holy symbol hanging at her neck. "I will however gladly help tracking down these bandits. According to an employment handbill found on one of them, we know that they met at The Ranger’s Lament, a bar in Tamran. It's a starting point."

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hmmm a cleric of Iomedae and one of Mephistopheles...yeah that will work...will they play nice? Will post more when I get out of work.

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Tyranius tucks his holy symbol underneath his shirt as his lips form into a snarl at the sight of the holy symbol of Iomedae.
Catching himself he returns to the smile he has practiced for so long.
This character will play nice. He is not evil by any means. A little misguided but not evil (As it is illegal :)) Anything I say is just for roleplay purposes.

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Poor cleric of evil deity, surrounded by one LG cleric and two LG paladins :D
Tametomo nods at Chella, oblivious to Tyranius' presence.
"Well said, my dear Chella. I just came back from Absalom. I hope everything's alright here."

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you have three days time to shop, introduce yourselves, enjoy the festival, and generally rp

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Fahd nods "Let's head to that bar!"

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Once you've finished making your purchases, the lot of you head for the dock. When you arrive, you find Cygar waiting in front of a large river barge.
He greets you and explains that he has made contact with a friend in Tamran named Reginar who could help. Reginar knows the city well and has been keeping an eye on masked followers of Razmir (whose description matches the masks the you found in the crypt).
"So, you found evidence of tomb robbers, eh?" Cygar muses thoughtfully. "And they might have connections in Nirmathas to boot! Nothing good can come of this. You need to travel to Tamran and learn what you can about the tomb robbers. Recover the amulet fragment so the pieces can be returned to their resting place. I have booked passage for you on a river barge named the Black Mist gesturing to the barge behind him It is run by Captain Walren. The barge is headed straight for Tamran with a shipment of ingots from Skelt. Find Reginar once you arrive and he will help you for this mission."
As word of your departure quickly spreads through the the small hamlet of Kassen several of the townsfolk, Mayor Uptal, Demira and Roldare as well as many of the family members of the lost youth turn out to wish you safe travels. Cygar sees you to the Black Mist "Goodbye and good luck! Be careful!"
The Black Mist is a rectangular, small-sailed barge, 60 feet long and 20 feet wide. A dwarven Man and a heavily scarred Kellid man greets you warmly at the top of the gangplank.Captain Walren greets you on deck. Though a dwarf—a rarity among barge captains—Walren truly enjoys his job.
"Welcome to the Black Mist! I'm Captain Walren and this is my deckhand Ewem. We have a cabin ready for you in the aft. Cygar has paid your passage and our next stop is the capital Tamran. We have made this trip many times over and are not expecting any difficulty, but should trouble arise I'd appreciate your help. These days there is more to worry about than the beasts that lurk in Lake Encarthan. Molthuni privateers prowl the waters looking for victims, along with the accursed faith barges of Razmiran, who force travelers to accept the faith of the Living God, often at the point of a sword. The journey will take about a week and anything could happen during that time. We have a hold full of iron ingots and I want to see them safely to market. Get settled we leave within the hour."
Ewem shows you to the cabin which occupies the back third of the barge. The cabin contains enough cots for the entire party, as well as the captain and his deck hand.
Thirty minutes later there is a flurry of activity onboard and around the ship as lines are released and sails let out. The locals wave goodbye as the barge pulls away from the dock and moves into the river proper headed downstream to Lake Encarthan. Captain Walren whistles as he takes the wheel, while Ewem works the sails at his direction.
What does everyone want to do onboard?

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Only purchase I'll make is buying a +1 scimitar, selling my old weapon to help do so.
Darvik will help with some of the tasks on the ship, hopefully keeping his mind off the water itself. Couldn't we walk? It can't be that far.

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"It doesn't sound like an easy journey," the cleric says to the captain. "But you can count on my help in case of problems. I am obviously not a fronline fighter but I can heal and provide support for my allies. May Iomedae bless us with safe travels."
Chella will do nothing in particular onboard: prayers in the morning, helping on the ship, talkings, crossbow and longsword training, etc.

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Fahd will get terribly bored being on the ship for any length of time, so he will busy himself as well as possible, helping the deckhands and inquiring from the 'veterans' of the area in the group what had previously happened.

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The first day passes and nothing unusual occurs during the voyage. The party knows Walren is skilled navigating his barge and his deck hand Ewem is a horrible singer.The captain keeps the Black Mist to within about a mile of shore, avoiding sandbars and rock outcroppings along the way. Steady rain plagues this journey, but fortunately the waters remain mostly calm and they do not endanger the barge.
After a restless night sleeping on the ship the party is awakened by Rye on watch and eventually Tametomo who express concern that an evil presence is nearby... The party moves about the vessel looking for the source and a clawed hand grabs the port side railing and a nasty sea creature scurries on the deck...Waldren yells out it is a sea hag and to kill it!
Chella:Init: 1d20 + 1 ⇒ (1) + 1 = 2
Tametomo: Init: 1d20 + 6 ⇒ (12) + 6 = 18
Rye:Init: 1d20 + 2 ⇒ (3) + 2 = 5
Fahd:Init: 1d20 + 2 ⇒ (10) + 2 = 12
Darvik:Init: 1d20 + 5 ⇒ (12) + 5 = 17
Tyranius:Init: 1d20 + 0 ⇒ (6) + 0 = 6
baddie: Init: 1d20 + 3 ⇒ (2) + 3 = 5
First Round
Tametmo, Darvik, Fahd, Tyranius
Sea Hag
Rye, Chella
you all start with your weapons at hand since Rye and Tametomo detected it. i placed you all randomly on the map.

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I need permission to access the map, DM.
Fahd will move to engage the sea creature, assuming it takes a double move to get there.

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Tametomo frowns and grinds his teeth. He swiftly knocks two arrows on his bow and fires both at the monster... but misses, being still a little sleepy.
Longbow, PBS, rapid: 1d20 + 7 ⇒ (4) + 7 = 11 for Arrow: 1d8 + 3 ⇒ (4) + 3 = 7
Longbow, PBS, rapid: 1d20 + 7 ⇒ (2) + 7 = 9 for Arrow: 1d8 + 3 ⇒ (6) + 3 = 9

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Can't edit the map so please have me move 20' to engage the hag.
+1 Scimitar: 1d20 + 8 ⇒ (4) + 8 = 12 for Damage: 1d6 + 7 ⇒ (4) + 7 = 11

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First Round
Tametmo, Darvik, Fahd, Tyranius
Sea Hag
Rye, Chella
Tametomo misses his shots, attributing the misses to the movement of the boat on the water that ruined his firing stance. Darvik leaps forward with his scimitar in hand and swings at the sea hag but also misses as arrows fly over his shoulder.

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Fahd steps up to gain a flank and swipes twice at the Hag.
Attack 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage 1d6 + 3 ⇒ (3) + 3 = 6
Attack 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage 1d6 + 3 ⇒ (2) + 3 = 5

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Clenching a gnarled hand on his chest Tyranius begins to whisper a small prayer to Mephistopheles. Crimson Son help us.
Cast Bless

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The human cleric casts Bless on his allies. Fahd manages to land solid blows on the Sea Hag with his fists becoming covered in slime and grime from her flesh. As the others prepare to act the Sea Hag bellows out an ugly cry which adds to her already horrific appearance
The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
Chella:FORT: 1d20 + 4 ⇒ (5) + 4 = 9 1d6 ⇒ 5
Tametomo: FORT: 1d20 + 6 ⇒ (9) + 6 = 15
Rye:FORT: 1d20 + 7 ⇒ (1) + 7 = 81d6 ⇒ 5
Fahd:FORT: 1d20 + 6 ⇒ (14) + 6 = 20
Darvik:FORT: 1d20 + 6 ⇒ (19) + 6 = 25
Tyranius:FORT: 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 2
Chella, Rye, and Tyranius are affected by her appearance and lose strength in their body.
The Sea Hag then levels her gaze upon Fahd and attacks him with her Evil Eye trying to make him feel a strange nebulous distress and a gnawing sense of impending doom upon him...WILvsDC14: 1d20 + 4 ⇒ (16) + 4 = 20 but Fahd manages to shake it off which only increases his anger towards the Sea Hag.
First Round
Tametmo, Darvik, Fahd, Tyranius
Sea Hag
Rye, Chella

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"Is that the best you can do, hag? You'd best jump back over the side of the vessel before I throw you back with no arms attached!"

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Rye decides that a creature that can sap the strength straight from a mans body can't be good and concentrates the power of his faith to smite it down as he moves over
(smite evil)
To hit AC Hag: 1d20 + 9 - 2 + 1 + 3 ⇒ (5) + 9 - 2 + 1 + 3 = 16 (-3 if not evil)
Slashing damage if hit: 2d6 + 2 + 3 ⇒ (2, 4) + 2 + 3 = 11 (-3 if not evil)
..but is his faith strong enough right now?

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Chella suddenly feels weak, barely able to carry her belongings (strength = 3). "Kill this thing!" she yells before chanting some magic words.
Cast moment of greatness

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Rye summons enough faith to just barely hit the creature while Chella casts a spell to aid her allies...next round
2nd Round
Tametmo, Darvik, Fahd, Tyranius
Sea Hag
Rye, Chella
Hag=5+6+11=22
Rye=-5 STR
Chella=-5 STR
Tyranius=-2 STR

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Darvik continues with his attack! I'll use the MoG on the shield attack roll.
Scimitar: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20 for Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Shield: 1d20 + 4 + 1 + 1 ⇒ (8) + 4 + 1 + 1 = 14 for Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Probably didn't matter. AC 22 after the full attack.

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Darvik strikes true with his scimitar but his shield bash misses the hag...who looks very worse for the wear now...
2nd Round
Tametmo, Darvik, Fahd, Tyranius
Sea Hag
Rye, Chella
Hag=5+6+11+13=35
Rye=-5 STR
Chella=-5 STR
Tyranius=-2 STR

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Fahd again punches the hag twice.
flanking Attack with Bless and Moment of Greatness 1d20 + 5 + 2 + 1 + 1 ⇒ (16) + 5 + 2 + 1 + 1 = 25
Damage1d6 + 3 ⇒ (6) + 3 = 9
Attack 1d20 + 5 + 2 + 1 + 1 ⇒ (3) + 5 + 2 + 1 + 1 = 12
Damage 1d6 + 3 ⇒ (4) + 3 = 7

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Fahd pummels the Sea Hag into defeat with his first strike cracking her skull.
Combat Over
"Many thanks for killing that creature. Just toss her overboard. I do not want her on my vessel any longer than necessary. Seems ferrying Pathfinders is good for security. Obliged." the Dwarf ship captain tells the party.

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"Indeed." answers Tametomo to the captain.
"Be wary." he says to the party. "For we never know when evil shall overcome us. Evil is an ever flowing stream that shall never quench. But once we shall rise all at once our barricade, we may stop it.
He then looks at Tyranius and mutters under his breath "It may even be closer than we'd think."
Tametomo returns to what occupation he had before the attack, meditating over what just happened and praying to Shizuku.

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The rest of the day passes by without incidence and those whose strength was sapped will eventually return with rest.
1d100 ⇒ 11d100 ⇒ 221d100 ⇒ 59....random: 1d100 ⇒ 32
On the morning of third day the barge seems to scrape a sand bar. Walren peers over the edge of the barge looking into the water muttering to himself..."This isn't right, there is no sandbar at this location. Ewem check the depth." The deck hand grabs a long mark pole and begins to lower in in the water. Suddenly the hull of the boat resonates a tapping sound on the wood...
"CRABS!" yells the dwarf and three giant crabs climb on board the barge...
Chella:Init: 1d20 + 1 ⇒ (17) + 1 = 18
Tametomo: Init: 1d20 + 6 ⇒ (16) + 6 = 22
Rye:Init: 1d20 + 2 ⇒ (9) + 2 = 11
Fahd:Init: 1d20 + 2 ⇒ (15) + 2 = 17
Darvik:Init: 1d20 + 5 ⇒ (2) + 5 = 7
Tyranius:Init: 1d20 + 0 ⇒ (2) + 0 = 2
baddie: Init: 1d20 + 1 ⇒ (3) + 1 = 4
Round 1
Tametomo, Chella, Fahd, Rye, Darvik
Crabs
Tyranius

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"You got crabs? Better take care of that. Oh..you mean those clawed monsters?"
Rye moves towards the nearest crab, drawing his greatsword as he moves
To hit Crab AC: 1d20 + 9 ⇒ (8) + 9 = 17 (Assuming all strength is back?)
Slashing damage if hit: 2d6 + 9 ⇒ (6, 1) + 9 = 16

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Rye lands a solid shot on the crab and nearly kills it, destroying one side of it and leaving it still attacking but limiting its movement.

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DM, I don't think I can move up far enough to get an attack in unless I fall in the drink. If I am wrong, I would like to move up and get an attack in. If not, move me up to just south of Darvik, so I can 5' if he moves up.

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Tametomo sees the threat and immediately reacts, firing two arrows.
Longbow, PBS, rapid: 1d20 + 7 ⇒ (20) + 7 = 27 for Arrow: 1d8 + 3 ⇒ (4) + 3 = 7 Threat!
Longbow, PBS, rapid: 1d20 + 7 ⇒ (1) + 7 = 8 for Arrow: 1d8 + 3 ⇒ (7) + 3 = 10
Longbow, PBS, rapid: 1d20 + 7 ⇒ (7) + 7 = 14 for Arrow: 2d8 + 6 ⇒ (6, 3) + 6 = 15 Confirmed?

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Tametomo sends two arrows at the crab to his front hitting it once (but does not confirm) while Darvik and Fahd move closer to engage the crabs in melee. Ewem hurriedly moves back from the fight stumbling over cargo in his attempt to get away.
the crabs strike out with their claws at the closest persons...
Fahd: 1d20 + 4 ⇒ (5) + 4 = 9...DMG: 1d4 + 2 ⇒ (2) + 2 = 4 miss
Fahd: 1d20 + 4 ⇒ (1) + 4 = 5...DMG: 1d4 + 2 ⇒ (2) + 2 = 4miss
Rye: 1d20 + 4 ⇒ (4) + 4 = 8...DMG: 1d4 + 2 ⇒ (1) + 2 = 3miss
Rye: 1d20 + 4 ⇒ (15) + 4 = 19...DMG: 1d4 + 2 ⇒ (3) + 2 = 5hit
Darvik: 1d20 + 4 ⇒ (16) + 4 = 20...DMG: 1d4 + 2 ⇒ (2) + 2 = 4miss
Darvik: 1d20 + 4 ⇒ (16) + 4 = 20...DMG: 1d4 + 2 ⇒ (4) + 2 = 6miss
Chella casts Bless for her allies.
Tyranius is up and then top of the next round