[Outpost II] Greenclaw's 9-18: Scourge of the Farheavens (Inactive)

Game Master Greenclaw


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Dark Archive

Welcome! If you've signed up to this game as part of Outpost II recruitment, please dot and delete here. Gameday officially starts on 11 March but pop in to the discussion thread now and post your character details.

Dark Archive

The last part of the journey into and through Iobaria has been a long, cold trek through the rough land to the northeast of the Inner Sea. It is early morning, just a few hours after sunrise, and the group finally reaches the borders of Mishkar, a bustling human town built of stone and wood in a mixture of Varisian and Taldan styles.

The town of Mishkar sits atop a hill, surrounded by walls that are old but well maintained. People, mostly humans, stream in and out of the gates, watched over by sharp-eyed guards. Past the gate is a bustling market, beyond which is a town of low wooden and stone buildings. Most of the construction looks fairly new and of human design, with no sign of the cyclops remnants upon which most Iobarian settlements are built.

Breathing on your cold and almost frozen fingers, you withdraw the letter given to you by VC Jorsal of Lauterbury and refresh yourself on the mission at hand.

Pathfinders,

As you are no doubt aware, the Fifth Mendevian Crusade has won significant victories of late with the help of our own Society, and in the wake of these victories, we have discovered a number of old Sarkorian sites about which there is great mystery. We are trying to track down some of the original inhabitants of these sites, or their
descendants, in the hopes that they will be able to shed some light on the history and significance of these locations, and perhaps we could even help them resettle their old lands!

It is to that end that I am dispatching you to the town of Mishkar in Iobaria, where our agents have discovered that a survivor of the Farheaven Clan is said to dwell. According to our sources, she goes by the name Nelket, and it is my hope that she can speak about her clan's history, or point you to someone who can. Learn what you can, and bring the information back to the Society. If you can bring Nelket or some of her kinfolk with you, all the better.

I do not expect you will face much difficulty in this task. However, Iobaria is a wild and dangerous land, so be on your guard.

Inheritor's grace be with you,
Venture-Captain Jorsal of Lauterbury

Having no set meeting location or time with Nelket, the group realise they'll have to ask around to locate her.

Diplomacy 10:
Nelket manages, but does not own, a small tavern called the Jolly Hag and can usually be found there.

Diplomacy 15:
Nelket is well liked in Mishkar, but she is known to be quite guarded and has few real connections with people in town.

Diplomacy 20:
Nelket is said to have been some kind of priestess before she came to Mishkar.

Diplomacy 25:
Nelket grew up in the Norinor Forest but came to Mishkar at a young age after some kind of tragedy.

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

@GM:
Smith is, in fact, a woman in disguise. I won't go into detail, but the reason for it is layed out in her Character page

A man dressed in an elegant shirt-and-vest combo stretches and gets a good look at the town, before addressing his teammates-"Good day, fellow Pathfinders. It seems our little group has been assigned with this mission. Could I perhaps suggest someone ask around town for this Nelket? I'm not one to sugarcoat or ask for things nicely."

As he straightens out his vest, he adds-"Name's Smith by the way. I'll be in your care"-as he gives a wink to everyone.

Perception DC 19:
A good eye could spot some inconsistencies in Smith's appearance. His adam's apple does not cast shadow correctly, and he seems to have artifical padding on his stomach.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik speaks gruffly "Best someone else do the talking. People tend to get angry with me when I do it for some reason."

Alrik glances at Smith and does a double take. He looks at him with a piercing glare for a moment before shrugging and saying nothing more.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

Sir Lansle is a young man in his twenties. His hair is brown, but is starting to go grey on the sides from all of his worrying. He wears sturdy armour, and carries a big metal shield. Both of them have the glowing sword of Iomedae on them in brilliant, bright colours. Around his neck is a holy symbol of Iomedae, as well. He looks like a holy warrior, strong and a true! But, he looks terrified, and his arms and knees shake with fear.

He offers a handshake to the other Pathfinders, "H-h-hi" he stammers nervously.

"I'm S-s-sir Lansle Eine! It's nice to m-m-meet you!" Looking at the others he says, "All of this talk of re-re-resettling Sarkoris has me nervous! Th-th-that sounds like a b-b-bad idea..."

Looking around the town he shakes and shivers in fear. Or maybe it's the cold. "I c-c-can try to talk to people. But t-t-talking's not really my s-s-s-strong suit..."

Perception (Smith): 1d20 + 7 ⇒ (20) + 7 = 27

Sir Lansle looks at Smith a little nervously. "What's wrong with y-y-your..." he gestures at Smith's throat and tummy but doesn't know quite how to finish his sentence.

When Sir Lansle walks up to people his knees knock and shake nervously. "H-h-hi" he stammers nervously. "I'm l-l-looking for Nelket. D-d-do you know her?"

Diplomacy: 1d20 - 1 ⇒ (17) - 1 = 16

"Nelket m-m-manages a tavern called the Jolly H-h-hag. We should t-t-t-try there..."

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen is a tall, slender elf woman who wears what looks like her undergarments! (it's a green swim suit). On top she has a scrap of green cloth that is tied around her waist like a skirt. She wears sandals on her feet, and has a backpack over one shoulder. Her hair is long and blonde, and she wears a braided knot of purple flowers and vines in her hair like a crown. She is tanned from the sun, and she smells like she's been swimming at the beach.

On the top of her hand is a tiny green frog. She just sits there. Sticking to her. The frog licks its eye.

The elf smiles at the others. "I am known as Watergreen." She holds out her hand to show off her frog. "And this is Lilith."

Watergreen looks at her frog. "Okay, okay. I know! Ribbit ribbit! Yes, yes. But, it's my job!"

Watergreen looks up from her frog and smiles at the others. "She's a worried being this far north. The cold, you know. Makes her sleepy."

The frog croaks, then starts to creep it's way up her arm.

Watergreen gives a shiver. She pulls a warm cloak out from her backpack and puts it on with a sigh. [b]"I wish there was some water around here. I want to go for a swim." She smiles. "You can swim in any weather, you know. It just takes practise."

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

At the sight of Sir Lansle Watergreen smiles. "Hi, Lansle. Nice to see you again."

Diplomacy: 1d20 ⇒ 3

When it's time to ask people for help she smiles and waves hello. But no seems to tell her anything. They just stare at her clothes funny.... They probably like her flowers or her sandals a lot, Watergreen decides. With a smile at the silly humans she waits to see what her friends learn.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb is a very weathered looking fellow with a full head of wild hair and a long beard. His gear looks equally as weathered. Jeb watches the others talk with interest. He scratches his beard, and picks a hunk of mud out of his hair. He gives it a flick, sending it flying through the air. Then he wanders over, bringing with him a funky odour.

“Pleasure to meet y’all. I’m Jeb. Jeb Barlo.” Jeb gives them a hearty handshake. He seems very happy to meet everyone.

Then he smiles brightly at Watergreen and Sir Lansle. "Well, hello again, Miss. Hello again, Sir. Mighty fine seeing you again."

Perception (Smith): 1d20 + 6 ⇒ (4) + 6 = 10

"Well, I s'pose I ain't so bad at flappin' my jaw. I don't mind greetin' these folks."

Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12

"Mmmm hmmm." Jeb agrees with Lansle. "Heard she's usually there."

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Zenjaya huffs as they arrive in Iobaria, her arms crossed in impatience. Her dark brown skin catches the light of the sun and shines red -- surely just a trick of the light. Her hair is a thick mass of orangey-red curls that bounce and sway even as she stands still. There's something glossy and black that peeks through her hair now and then, but you can't tell what it is. Her eyes are ringed in bright red -- an eerie sight to most, and her lips are pursed in distaste. She wears a simple bright yellow cotton dress, with leaves on her shoulders like pauldrons and high slits up her legs. She goes barefoot, and has a lot of anklets around her ankles and bracelets around her wrists. White paint runs along her upper arms in a wavy design. She carries a longsword and a few vials on a belt around her wide hips, and has a brightly painted buckler strapped to one arm.

Wrapping a thick cloak around her for the cold, she grumbles. "This place is freezing! Why do people even live here?" She digs some boots out of her bag and begrudgingly puts them on her bare feet. "I feel like my feet are being eaten by a python."

Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Diplomacy: 1d20 + 3 ⇒ (14) + 3 = 17

As the others announce their findings she sighs, tapping her foot impatiently. The act causes her to stop and look down at her foot, then scowl deeply. "That's it? Fine. Come on, let's get this started already! I'm not getting any younger."

When it does she sighs in relief and grins. Her eyes flare brighter. As they walk she remarks, "I'm Zenjaya, by the way."

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith smiles trying to evade Alrik's piercing glare and Lansle's question, saying-"Alrighty then! Off the to the tavern. Best we keep the Wayfinders tucked behind, don't want to attract any unwanted attention to us."

He puts on an elegant black coat that hangs to his knees, and adds-"One can never know when Aspis will come crawling out of the woodwork"-before heading off towards the tavern with the rest of the group.

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

Sir Lansle looks at Zenjaya suspiciously, worried that she might have demon blood in her veins or something.

Perception (on Zenjaya): 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge Planes (on Zenjaya): 1d20 + 7 ⇒ (15) + 7 = 22

Apparently he's forgotten about Smith's suspicious tummy already.

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

”Hello again, Jeb,” Watergreen replies. She doesn’t seem to mind his stinky smell at all.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

"Well, I reckon we'd better get started. Dark don't wait for no-one."

Dark Archive

With the information gathered from the locals, the group decide the most likely first point of call is to head to the Jolly Hag tavern. Arriving in mid afternoon, they find Nelket doing general chores around the place in preparation for its opening time in an hour or so.

NELKET

By her appearance and the simple yet practical layout of the tavern, it seems Nelket is one that favours function over form in most aspects of life. Her hair is cut short and she is dressed in plain clothes. After the group introduce herself, she smiles and tells them a little bit about herself in return.

“Ah, you must be the Pathfinder agents I was told to expect! I’m surprised you’ve actually come all this way. I haven’t had many dealings with the Society before, so it came as quite a surprise that they, or anyone else, would much care about my clan or our past. But maybe I can be of some help. Unfortunately, there isn’t a whole lot to tell you. I’m one of only a handful of survivors of the Farheaven Clan; most of us perished in a plague about fifteen years back. We had a small village south of here in the Norinor, where my ancestors settled after fleeing the demons unleashed by the Worldwound. I was scarcely more than a child when the plague came; I served as apprentice to our god caller, Roga, at the time. The plague hit fast, taking the elders and even infecting Roga near the end. He urged me to gather the children and leave the village before we became sick as well, but it wasn’t until I watched our god, Dolok Darkfur, rip the life from Roga in an attempt to stop the spreading infection that I gathered the children and fled.”

She pauses for a moment and then sighs and shrugs, continuing her story. “I led the younger children through the woods as best I could. There are lots of people scattered about the Norinor Forest; they like their privacy and don’t interact much with others, but they’re not cruel, and they helped us where they could. Eventually we made our way to the Noyrus River and followed it north before heading for Mishkar, and we’ve been here ever since.”

Nelket sighs and pinches the bridge of her nose before finishing her story. “Whatever remains of the Farheavens besides the few of us here is in that village. I have the closest connection to the old ways—to our god—but I barely remember these things. The others remember even less, if anything. Some could barely speak when we fled. If you want to know more, the only one left with answers would be old Dolok himself. I can teach you the ritual to summon him to his altar in the village, if you’d like, but be careful; there was a kind of madness on him at the end, and I’ll never forget that fearsome despair in his eyes as he killed my master.”

Question time, guys, if you've got them?

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Sir Lansle:
You can see that Zenjaya has a pair of short, glossy black horns atop her head, which are hidden in her hair. After seeing her strange eyes and shiny skin you realize she's an ifrit -- a person descended from some kind of fire elemental or outsider. Although impatient and short tempered, they're not inherently evil.

"What's a god caller? Is that like a priest? And what do you mean god? A literal god? Or a an aspect of a god or something? Some other kind of powerful being?"

Zenjaya doesn't have religion, but she's making a few rolls to see if she knows anything about god callers or Dolok Darkfur.

Arcana: 1d20 + 4 ⇒ (15) + 4 = 19
Planes: 1d20 + 4 ⇒ (19) + 4 = 23

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith raises an eyebrow at the dramatic tale but sighs with resignation as he realizes this is the norm for Pathfinders. He points out with a deadpan tone-"Plague must have been carried from the Worldwound itself. A disease that corrupts the mind...fearsome for certain. I'm glad you managed to escape with children."

He pulls out a comb and with a flick of his wrist straightens out his hair, saying-"Do you happen to have any contacts in the Norinor Forest? If we could tell a local we come sent by you, we could circumvent some...friction, yes."

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

"What else can you tell us about Dolok Darkfur."

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

"Yikes, p-p-plague?"

He briefly appears very serious at the mention of demons.

"Dolok Darkfur sounds scary!"

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb scratches at his beard.
"I've never tried a ritual before."

Dark Archive

Nelket seems happy enough to answer the group's questions, if a little unwilling to get too specific about the details of her own clan's history.

Zenjaya wrote:


"What's a god caller? Is that like a priest? And what do you mean god? A literal god? Or a an aspect of a god or something? Some other kind of powerful being?"

"A god caller? Yes, I suppose that might not be something that is well known outside of our lands. It's the name we give a spiritual leader from an old tradition that dates back far, far before the Worldwound. Many clans had their own gods, and it was the god caller’s job to maintain the relationship between people and deity. They would call upon the gods, who would come to the people and offer them guidance, protection, or other services in return for their worship. Such a god might not be as all powerful as the Lady of Graves or others like her, but they also helped people directly.”

Watergreen wrote:
"What else can you tell us about Dolok Darkfur."

"Dolok was, or rather is, the god of the Farheaven Clan. He appeared to us as a bear who walked and spoke as a person. He had been with us for generations, serving as a guardian and advisor to my clan until the plague came. I don’t think it infected him, because of his divine nature, but I think it drove him mad in the end anyway. Watching us die from an illness no one could cure, one after another… By the end, putting the sick out of their misery was the only thing that made sense to him.”

“Ever since I began my god-caller training as a child, I have been able to feel his presence in the back of my mind. I know he’s still in the village because I can feel some small fraction of his pain and anguish.”

Smith Valsin wrote:
"Plague must have been carried from the Worldwound itself. A disease that corrupts the mind...fearsome for certain. I'm glad you managed to escape with children."

Nelket considers Smith theory about the plague but shakes her head. "Possibly, but I heard from Roga that one of the woodcutters had chopped into a tree he shouldn’t have. Apparently, there was an awful smell and a kind of mist that made him cough. The people who got sick developed coughs very quickly, and they had a smell about them, as if they were rotting from the inside. I’ll never forget that smell.”

Smith Valsin wrote:
"Do you happen to have any contacts in the Norinor Forest? If we could tell a local we come sent by you, we could circumvent some...friction, yes."

Nelket considers this for a moment, a somewhat mournful look crossing her face. "No, not really. Only a dozen of so of my tribe still survived the plague. I was the oldest, though I was barely ten at the time, and I led the rest here. Since then, well, we’ve made lives for ourselves, but I fear that the rest of my clan is all but gone now. I don't think you'll have any problems traveling through the forest, though. The dwellers there helped us make it here. I"m sure they'll help you if you need it but more likely they'll just stay out of your way.”

Dark Archive

Jeb Barlo wrote:

Jeb scratches at his beard.

"I've never tried a ritual before."

Pausing for a moment for any last minute questions, Nelket nods at Jeb's mention of the ritual. "Yes, yes, I guess you must be in a hurry...and I've got to get back to setting up the tavern for opening time.

I can teach you how to summon Dolok Darkfur, allowing him to manifest in such a way that you can interact with him. It’s a simple ritual, but you need some totems from the village, and I honestly don’t know if they’ll still be there. But if you go there, find the totems, and perform the ritual, you should be able to speak with him directly. I’m not sure how he will react to that, though.”

The ritual itself is relatively simple, really, but there are some artifacts from our tribe that you will need to find first: a darkwood carving of a standing bear, a leather necklace strung with bear claws and black feathers, a silver bowl engraved with images from the clan’s past, a small polished stone with a mottled pattern, and a small pot of honey. To perform the ritual, one must wear the necklace and place the bowl on the altar with the rock in it. The honey must be placed to the left of the bowl and the bear carving to the right.

You have to drip a bit of honey on the stone and then pour water over it until you fill the bowl. After that, recite a simple prayer, which I can teach you, and then wait. Dolok Darkfur should appear, unless he’s become so lost in his madness that he can no longer be reached.”

“You can buy the honey here in Mishkar, though we always kept some in the village, so some might remain there. The other items are all unique,
and the last time I saw any of them was in the old village, though it’s been so long that I can’t promise anything now. Who knows what may have come through and taken things? Regardless of how it goes in the village, if you do find any of the totems, I’d appreciate it if you could return them to me.”

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith listens closely to Nelket, pulling out a small notebook and writing the gist of her tale. As she finishes, he puts it back into his back pocket and says-"Thank you for your help, ma'am. We'll make sure these totems find their way back to you, so the memory of your traditions will live on."

The frail man puts on a pair of leather black gloves and addresses the team-"Best we make haste. We're better off taking advantage of the sunlight while it's there. I'll go buy a jar of honey - one can never be too careful. And maybe some pecans for the road."-before trudging off somewhere else.

Buying a jar of honey and a kilo of whatever nuts Smith is able to find. Not sure how much that'll cost me but just tell me the number and I'll discount it.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik agrees gruffly...

"Sounds like a plan. Let's move"

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen smiles. "A bear? Neat! Thank you for your help, Nelket."

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

"What is the prayer?" Sir Lansle asks. "I d-d-don't want to mess it up..."

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

"A rotting mist tree?" Jeb remarks as he scratches at his head. "Hmmm..."

Knowledge Nature (weird tree): 1d20 + 6 ⇒ (13) + 6 = 19

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Having exhausted her patience for conversation Zenjaya taps her foot and sighs. "Got it. Let's get moving." She gives Nelket a nod of thanks before bursting out of the tavern and pacing back and forth in the brisk air. "Which way do we leave?" she asks when the gang regroups.

Dark Archive

Jeb Barlo wrote:
"A rotting mist tree?" Jeb remarks as he scratches at his head. "Hmmm..."

Nelket's secondhand recollections of how the plague came to be all those years ago are a bit too vague for even Jeb to learn anything specific about what it might be. Perhaps he'll get a chance to learn some more some other time?

Oh, and Smith re: the honey. I wouldn't worry about recording the purchase. The price isn't specifically mentioned and would be so small it isn't worth taking out of your hard fought earnings.

Dark Archive

Feeling like they've got all the information they need to finally get going, the group thank Nelket and leave her to her chores.

Safely making it through the forest without any incident, they eventually approach the Farheavens village during daylight hours the following day:

ABANDONED FARHEAVEN VILLAGE

It looks obvious that The Farheavens built their village to make use of the forest. Built around a small clearing, it seems they only cut down the trees they needed in order to build their homes, allowing the forest to act as a sort of screen against prying eyes. There is a small gathering area in the center of the village, and about a dozen other outlying buildings spread out over a half a mile of territory.

The Farheaven village sprawls outward from a shrine to Dolok Darkfur (marked 5 on the map), a large stone edifice surrounded by several other buildings whose once brightly colored paint has faded and chipped. The main village square is in turn surrounded by about two dozen other dilapidated homes scattered throughout the forest, though the Norinor has mostly reclaimed these buildings, with bushes, vines, and young trees poking through roofs and doorways.

Knowledge (Engineering) or Professsion (Architect) 15):

You notice that some of the wood used in the original construction of the buildings has been pulled off, likely to be repurposed elsewhere.

Where would you like to start your search first?

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen looks around with a curious smile then walks over to the shrine. "I want to to look here first. It's just... right here! Plus an object might have been left here for Dolok that we need."

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

Sir Lansle looks nervous at the sight of the old village. He pulls out his shield and hides behind it. Then he pulls out his sword and points it around the edge of his shield — even though there’s nothing there to fight. With his sword out — held in a shaking wiggly arm — and shield up he peeks his eyes over his shield and walks to the shrine after Watergreen. He shakes and shivers in fear.

”R-r-right behind you!”

Dark Archive

Watergreen, the shivering Sir Lansle and the rest of the group right behind her, head to check out the shrine as their first point of call.

Though overgrown and sorely in need of maintenance, this structure is obviously the clan’s old shrine to Dolok Darkfur. Near the center is a toppled statue of a bear, standing on its hind legs and looking both regal and fierce. Carved of darkwood, it is about 7 feet tall and 2 feet in diameter. Tatters of a once-brilliant cloak are still nailed to the shoulders, no doubt ripped off at the same time the statue was toppled and slashed, with four long gouges across the face. A low bench, now broken in two, lies in front of the statue. Perhaps it was once used to hold totems, offerings, and other items left by Dolok's worshippers.

This definitely looks like the place where the ritual should be undertaken. Apart from finding all the items needed to complete the rite, it seems that they'll need to right the statue once again from its currently toppled state. It looks very heavy, though! Brute strength might do it, but it might need a bit of engineering know how or other creative ideas to make the task manageable.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Anyone have Kn: Engineering?

Alrik looks at the group quickly before settling on Watergreen & Lansle

"Perhaps the 3 of us can brute force it back up?

Between us we are +4, +3, +3 in the Str mod department.
@GM - Can we Take 20 on a STR check?

Dark Archive

Sure, go ahead.

With the combined efforts of the group and a great deal of grunting and shoving, the Pathfinders manage to get the statue of Dolok Darkfur upright once more. Now, they just need to find the items they need...

Ok, where to next?

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

"Well that statue looks a bit better now, don't it?" He nods. "Yup."

He turns and surveys the village. "What do y'all think? Should we take a gander over here?"

Area six.

Getting closer to the building Jeb stops and scratches his beard. "Hmmm..." He stomps the ground and punches a fist forward. Suddenly a hovering shield of water appears before him. As he moves, it moves right along with him, ready to protect him from harm. Jeb activates his shroud of water as shield AC today, and takes one burn to increase it by an extra +1, making it a +3 shield bonus. Current AC is 21, my stat line is accurate.

He nods his head at the water, then heads up to the door.

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Zenjaya stalks over to the next building with Jeb and peers in the window. (Do these dirt trails sticking out of this side of the building lead to windows or doors or anything? Or is it just wall? If it's just wall then Zenajya is instead immediately behind Jeb on the map. Thanks.)

Dark Archive

With the statue restored to its upright position, the group turn their attention to one of the other large buildings. This building, the largest in the village, was once painted white, with light-blue beams and window frames.

Zeb leads the way up a set of stairs towards what looks to be the main door and Zenjaya moves to peer in a window half covered with leafy vines. Zeb sees that the front door is a simple wooden one which appears to be unlocked.

From her vantage point at the window, Zenjaya sees intricate carvings winding around the vertical supports, depicting bears and humans enacting scenes that likely come from the Farheaven Clan’s history. Now, many of those carvings are covered by plants, the wood in many places is rotten and water stained, and the whole place smells faintly of mildew. Despite the building’s disrepair, the only entrances remain doors on the northwest and southeast corners, preceded by short flights of rickety-looking steps. She can just make out what appears to be a pile of bones in the centre of the floor not far from the door. Are they wooden carvings surrounding the body? It's hard to say, but yes that's what they look like. Maybe shaped like bears?

What's everyone else doing? I will assume they following along behind Jeb but let me know if they plan on doing anything else.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik is happy with any location and marches along towards their intended next search area at the front of the party.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Smith smiles at Jeb's watery shield, saying-"That's an amazing ability. I'm no good with water though."-he says before approaching the door.

The short human man pulls out a sturdy-looking pistol from his thigh, screwing the barrel and putting a lead bullet in the chamber. With it raised up high, he opens the door with his back, watching the corners for any sort of movement or anomaly, saying-"Gotta be careful, don't know if this village has been taken by wild animals or other nuisances."

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Already bored of looking through the window, Zenjaya follows Jeb up to the door. "There's an old pile of bones in there. Can't tell from what."

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Watergreen pokes Jeb's shield with a smile, curious if it makes her finger wet. "Neat! I want to go swimming. Can you make me a pool later?"

She follows everyone inside.

Silver Crusade

Male Human Paladin 3 | HP: 28/28 | AC 23 (T10, FF 23) (+4 vs. big yellow blob if evil) | CMB: +7 CMD: 17 | F:+4 R:+1 W:+4* | Init +0 | Perc +7, SM +7, Social -1 | Speed 20 ft. | A Sure Thing: 1/1, Lay on Hands: 3/3, Second Chance: 1/1, Smite Evil: 0/1 | Active Conditions: Smite Evil (big yellow blob)

Sir Lansle nervously heads up to the door and heads inside.

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

Jeb nods at Smith. "Mmm hmm. Me and water are like kin."

He looks confused at the strange thing in Smith's hand. Clearly he's never seen a pistol before.

"Well, if you've got yerself a barrel, I might be able ta' make ya' a bath so ya' can have a good soak. But I don't know 'bout any pool..."

Jeb heads inside.

Dark Archive

Not afraid of an old pile of bones, well maybe Sir Lansle's just a little bit scared, but nothing's new there, the group head inside.

There they see the long-dead remains of a humanoid creature. Nine small wooden carvings surround the body, each of which resembles a standing bear about 1 foot tall. They are arrayed around the body as if they were each looking directly at it.

It's likely that one of these totems is the one made of darkwood that Nelket said they needed to help perform the ritual, but closer inspection will likely be needed to make sure they get the right one.

GM:

Alrik: 1d20 + 8 ⇒ (17) + 8 = 25
Jeb: 1d20 + 6 ⇒ (13) + 6 = 19
Sir Lansle: 1d20 + 7 ⇒ (5) + 7 = 12
Smith: 1d20 + 6 ⇒ (9) + 6 = 15
Watergreen: 1d20 + 4 ⇒ (10) + 4 = 14
Zenjaya: 1d20 - 1 ⇒ (12) - 1 = 11

Before they have a chance to take a closer look at the totems, however, Alrik, Jeb and Smith notice a sickly, foul-smelling yellow fog starting to form in the room.

GM:

Alrik: 1d20 + 1 ⇒ (6) + 1 = 7
Jeb: 1d20 + 6 ⇒ (10) + 6 = 16
Sir Lansle: 1d20 + 0 ⇒ (15) + 0 = 15
Smith: 1d20 + 4 ⇒ (6) + 4 = 10
Watergreen: 1d20 + 1 ⇒ (13) + 1 = 14
Zenjaya: 1d20 + 3 ⇒ (8) + 3 = 11

INIT
Jeb
Sir Lansle (surprised)
Watergreen (surprised)
Zenjaya (surprised)
Smith
Yellow Fog
Alrik

Jeb and Smith may take a surprise round action.

Grand Lodge

"Smith" Male LG Human Maverick Pistolero 4 | HP 36/36 | AC 18 T 15 FF 13 | CMB +4, CMD 19 | F +6, R +8, W +3 | Init +4 | Perc +6 | Speed 30ft | Active conditions: None | Character Portrait

Seeing the yellow mist, Smith dashes sideways to get clear of the mysterious gas, yelling-"What is that!? What's generating it!?"-he says as he looks around the room for what's emitting the fog.

The Concordance

Female Elf Shifter | HP: 28/28 | AC 16* (T12, FF 15*) (+2 vs. evil) | CMB: +6 CMD: 17 | F:+4 R:+4 W:+3* (+2 vs. enchantments, heat) | Init +1 | Perc +4, SM +2, Social +0 | Speed 35 ft. | Shifter Aspect: 6/6 | Pharasma's Blessing: 1/1, Ragdya's Blessing: 1/1 |Active Conditions: None

Before going inside:

Watergreen smiles at Jeb. "Okay! A bath will be good."

Grand Lodge

Male Human Kineticist 2 | HP: 19/19 | AC 21 (T14, FF 16) | CMB: +2 CMD: 16 | F:+5 R:+7 W:+1 | Init +6 | Perception +6, Sense Motive +1, Diplomacy/Intimidate -1 | Speed 30 ft. | Burn: 1/5 | Active Conditions: Shroud of Water

"What is that...?" Jeb exclaims.

Knowledge Nature: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Dark Archive

Jeb seems confident that this fog isn't a natural occurence, it's more likely something of supernatural or magical origin. It continues to descend upon the area, as if it were seeping from the very walls and ceiling.

Zeb's thoughts seem to be confirmed as the yellow fog twists and condenses into bear paws that lash out at Alrik and Sir Lansle, both unfortunate enough to be caught in its area of effect. Images of humans being slain by Dolok Darkfur appear and vanish in front of the two affected Pathfinders.

The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate any target).

Alrik and Sir Lansle must make a Wisdom 13 save or take 1d2 points of Wisdom damage and gain the shaken condition.

INIT
Jeb
Sir Lansle
Watergreen
Zenjaya
Smith
Yellow Fog
Alrik

Alrik can take his surprise round action. Everyone else is up!

Paizo Employee

Female Ifrit Bard | HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3 | Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Knowledge Arcana: 1d20 + 4 ⇒ (18) + 4 = 22
Knowledge Planes: 1d20 + 4 ⇒ (2) + 4 = 6

I post the rest of her turn once I know if she learned anything useful. Thanks!

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Drawing on his powerful dwarven constition, Alrik shrugs off the effects of the fog before stomping quickly out of the area of effect.

Alrik Will Save vs Fog: 1d20 + 5 ⇒ (17) + 5 = 22+5 more if its a Spell or SLA, +3 more if it's a poison effect

Dark Archive

Zenjaya's knowledge of otherworldly things convinces her this thing is some kind of haunt. Its effects seem to be similar to those of a haunting mists spell (said effects described in my last post). While it may be possible to dispel its effect temporarily somehow, she expects the group would have to find the source of the torment that brought this disturbance into being and rectify it before it could be completely destroyed.

Meanwhile, Alrik manages to keep his wits about him, stepping back out of the mind-altering fog.

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