GM Worg |
What you learn about Clarity...
Clarity is a +1 holy scimitar crafted to vanquish the evil creatures of the night. Clarity enjoys giving warm, encouraging energy to her wielder as long as that wielder opposes evil and gives his best effort. To preserve her wielder’s valor in fights, she can cast remove fear up to three times per day, affecting only her wielder.
Father Urzaia Conflict |
Well, Clarity, let's slay some evil. Just want you to know, I'm no paladin.
GM Worg |
Urzaia claims Clarity!
You make your way back to the Constabulary in Cassomir to report the atrocities of Mother's Home.
Any purchases you wish to make now that you are in the city?
Father Urzaia Conflict |
Would Urzaia be able to get some MW armor spikes added, or would that take too much time?
Fen Vion |
Fen buy some more oils of Bless weapon, "Since we used these already I might as well buy some now." While telling the Constabulary "There are Deamons running what a home that you put your elderly into, I am not sure if that is normal or not but if not you may want to check it out." Fen says still a bit confused as to this place.
Will mark it off my sheet tonight
Father Urzaia Conflict |
Urzaia stops by a forge to get some spikes added to his armor, a sign of his devotion to Gorum. With the creatures they've encountered he pays a bit to have them silvered.
MW Alchemical Silver Armor Spikes -370 g. For cosmetic purposes they are etched with the sword and mountain symbol of Gorum.
Mivvy Hetherington |
Mivvy also heads for an armory.
She buys a silversheen rapier and a vial of oil of bless weapon, "It seems prudent to be a little better prepared."
She also visits an alchemist and buy two doses each of antitoxin, antiplague and twitch tonic, along with a bottle of fire ward gel, "If this fellow is an alchemist, best to be prepared for alchemy."
GM Worg |
Apologies; big post, a lot happening. Going to assume the party is going to split up to do these parts.
@Urzaia and Mivvy
Heading around the merchant section of Cassomir, you find a few things of interest.
A flat wooden board sits on stilts in the square adjoining the Abbey Green, Old Cassomir, and Threegates regions of town.
Nailed to the board are several broadsheets-announcements of laborers seeking work, rewards for lost pets or missing children, and sketches of wanted criminals.
Analyzing the board reveals a rather interesting job.
Seeking; Brave Individuals who can put up a good fight and get a job done.
Job: The Harpy menace that has been attacking merchant ships along the Sellen River. Asset losses on the boats from Harpy Attacks warrants a substantial reward for their destruction and the return of missing cargo.
Capable and Interested? Seek out Guildswoman Verith Telan
***********************************************
Some purchases later, the party makes their way to the Inn where Branda and Igneous are. Or rather, were.
The owner of the Sword Point waves you over as you enter.
"Ey, your looking for the senior adventurers right? They left quite a while ago, and in a hurry. They purchased horses and were fully equipped. They left this for you." He pulls out a note and hands it over.
We received word that Taergan is being held against his will in the Verduran Forest north of here. We have set out to find him at a place called Tristeza House. Please bring whatever you need and join us as soon as you can. Bring word of Dern'sw safety with you.
-Branda Tulles
Mivvy Hetherington |
Mivvy stares at the landlord for a moment, face frozen in shock, ”This is a joke, yes? Tell me this is a joke!”
She turns to the others, ”Well, I don’t think he can know about us. And we know it’s a trap. So... let’s make ourselves the unexpected guests who spoil the party.”
”Barman, what’s the quickest way to this Tristeza House? The lives of that sweet old couple hang upon our swift arrival!”
GM Worg |
The owner shakes his head, as if he were trying to push away bad thoughts.
"The manor lies far to the northeast. If you are planning to go through those woods.. Well, best of luck. A lot of folks around town have been having issues with them."
GM Worg |
The party steps outside of the Sword Point Inn... And sees that a crowd has gathered outside. One of the people steps forward, an elderly man wearing posh clothing and looking rather official.
"My good adventurers, I am Governor Bozbeyli of Cassomir. People have been talking about what you’re doing here in the city - slaying monsters and rescuing people. We need more folks like you. In fact, we have a few of Cassomir's finest missing in the woods up north."
"When you are finished with the work you are doing now, I'd like you to go after a band of rangers we sent north to scout the forest. The druids are concerned for them, which worries us. And of course, good people going missing isn't something we can let stand. If you can bring me news of our missing rangers, I can promise to make your stay in the city a memorable one."
“There’s more, too. People talk of demons and dark cults, saying it’s been going under our noses for a while. Peitra Damaken, an expert tracker, says she got attacked by a fiend not long ago; it left her near dead and took her quicksand cloak. If you find that fiend before you’re through, I’ll reward you a Monopoly Money to bring me proof. Now there might be more I don’t know about, but I’ll give you another three hundred gold for every one you slay, as long as you bring back proper evidence of those too."
"These plots have thrown lives into disarray. If you can get any sort of record of who’s been affected, let us know so we can sort through it and learn who needs justice and who needs mercy. We’ll make it known that the people of Cassomir are not to be toyed with. Let them play their games in Isarn!”
The governor's speech draws a much larger crowd, and then cheering and applause burst from the crowd. They cheer for all of you!
Quest Acquired: The Lost Rangers
Find the missing Cassomiri rangers.
Quest Acquired: Fiendish Trophies
Destroy the fiend wearing a quicksand cloak. Kill other fiends for further rewards.
Quest Acquired: The Record of Inquity
Return Anobaith’s Tapestry of Betrayals to Cassomir.
There are other quests you can get out here before heading into into the forest.
Effectively, this is the end of Chronicle 1, so level yourselves up and gain 8712 Gold, 4 Prestige, and 3 Experience. Dayjobs in Discussion. Continue play as normal when you are ready.
Also note; completing quests will give you something awesome on chronicle #2. You want to complete at least 18 of the 24 quests.
Rondolpho Keene |
”Of course we will help protect the town and tackle the evildoers. Is there anything else we should look for out there? Any lost kittens in a tree, maybe,” Keene jokes.
GM Worg |
Three citizens step forward upon that offer, two men and one woman. One of the men, wearing simple looking robes, asks first for help.
"If you are offering, we could use help on the forest itself as well. It has always been dangerous already, with great beasts and fey, but it has grown even more so now. I am Brother Zaganos of the Wildwood Lodge of druids, and lately my communication has been inconsistent with my fellow brother."
"Also, be on the lookout for some particular beasts. There is a few in particular to be wary of. A creature that looks to be made of dead trees, a charred elk, and a water serpent. All of these have been reported, but not captured or killed. If you slay any of them, please bring back trophies of their defeat."
Quest Acquired; Child of the Wildwood
Find the missing Wildwood Order druid and rescue him if he’s in danger.
Quest Acquired; Finding Strange Beasts
Provide the druids of the Wildwood Order with trophies or descriptions of up to three new creatures; the deadfalldweller, delgeth, and tizheruk.
*******************************************************
The male ranger steps forward. "I am Tiller Merseine of the Blackrock Company, and if you could help with my situation it would be highly appreciated, and rewarded. We have received a large number of requests to look for missing persons or investigate strange events in the Verduran Forest."
"The two biggest cases are of a giant nest of spiders led by a winged spider creature, and a tribe of forest cannibals. If you can clear these up, I would pay you handsomely so I can return focus to other cases here in town."
Quest Acquired; Arboreal Arachnids
Destroy the giant black widow and her fiendish ettercap keeper.
Quest Acquired; Purging the Cannibals
Eliminate the cannibals and their camps.
***********************************************************
Finally, the female merchant steps forward. "Verith Telan is my name, and I noticed you looking at my board request. Yes, harpies are currently a huge issue down by the river. If you can track them down and get rid of them, and recover the stolen shipments, I would reward you as well."
"Seeing as you have a lot of tasks on your hand, I will offer some help up front." She pulls out a bag. "This bag will hold all of the things you need to collect. Just place everything you are collecting in it, and that should help make this a lot easier for you."
Quest Acquired; Harpy Help
Slay the harpies and return the lost cargo found in their lair.
Loot Acquired; Bag of Holding IV
Father Urzaia Conflict |
Before heading out into the forest Urzaia heads to the market to pick up a Belt of Giant Strength +2, a Cloak of Resistance +1, and (after hearing about the spiders) a Swarmbane Clasp.
Mivvy Hetherington |
Having received a stipend, Mivvy splashes out on a fancy belt, a beautiful scarf and a stylish feather for her hat.
belt of incredible dexterity, blue scarf swordmaster's flair and plume of panache
Fen Vion |
"I will need to pick up more of those flamable flasks." Fen looks at Mivvy since he hasn't forgotten that she "borrowed" one. "I guess with this new influx of money we should make sure we are equipped for what comes up really."
GM Worg |
The Taldan locals here have plenty to say about the deep wood north of their homes. For generations, the Verduran Forest has provided them with wood and game in rich supply. In recent decades, however, the locals have witnessed a steady decline in the wildlife.
Knowledge History or Diplomacy to learn two pieces of information.
Once upon a time you heard of a Treaty of the Wildwood the Taldans honor. It is a pact made with a cabal of druids to protect the forest from excessive logging and hunting, so the woods are wilder than most travelers expect.
The Verduran was actively explored by Taldor’s First Army of Exploration more than 4,500 years ago. Many soldiers were lost to exposure, and still others deserted. It’s said that the souls of those who died alone in the forest are covetous of the living. They appear from time to time to abduct travelers, who are never seen again.
Quest Acquired: We Were Soldiers
Find the lost soldiers.
Knowledge Local or Diplomacy to learn one piece of information.
The old wood is as haunted and tragic as Cassomir itself. Scores of loggers, merchants, river pirates, poachers, rangers, bandits, and explorers have disappeared there in the last few years alone.
Knowledge Nature or Diplomacy to learn the next two pieces of information.
Over the last year, an increasing number of people have gone missing in the Verduran. Some are young explorers or recent travelers who don’t know the history of the wood. However, a large number of them were also seasoned guides, loggers, and traders. Families all over are still waiting for their loved ones to return.
Quest Acquired: Rest in Peace
Transport the remains of those lost to Cassomir for interment.
The frequency of forest fires throughout the Verduran Forest is on the rise. The burns appear to be small and controlled, but occur too often to be accidents or natural events.
Knowledge Religion or Diplomacy for the last piece of information.
The forest is rumored to be home to fiends, strange cultists, and the hungry dead. Though there are no concrete details regarding these cults or undead, rumors abound of malevolent priests who betrayed their faith in life and of charming old men who turn into giant bats and chase their prey through the night.
Quest Acquired: The Fallen Priests
Destroy the huecuvas and consecrate their resting place.
Kasumi the Vexatious |
Diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23
First spoiler: get!
"They've got a treaty with the local druids to avoid deforestation, sounds like. Which also means these woods are pretty wild."
Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Knowledge (nature): 1d20 + 5 ⇒ (15) + 5 = 20
Both Knowledge Nature spoilers: get!
"...Which, given that people have been going missing in there lately-- even some rangers, sounds like-- makes sense. There've been a suspicious amount of forest fires, too. If we can find any lost souls, living or dead, we should return them."
Diplomacy: 1d20 + 5 ⇒ (11) + 5 = 16
Mivvy Hetherington |
knowledge (nature) aid another: 1d20 + 6 ⇒ (3) + 6 = 9
diplomacy aid another: 1d20 + 11 ⇒ (6) + 11 = 17
That gets the first one.
”Oh, yes. I remember studying the First Army of Exploration at school. Simply loads of soldiers died out here. Maybe we can help some souls to rest?”
Mivvy Hetherington |
Skipping the second as Kasumi already nailed it. Rolling for third part.
knowledge (religion): 1d20 + 6 ⇒ (14) + 6 = 20
diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24
”The priest at the temple said that fallen priests in the forest are another danger along the path. Nasty undead, so they say.”
knowledge (religion) to learn about Heucuva: 1d20 + 6 ⇒ (9) + 6 = 15
Father Urzaia Conflict |
Diplomacy: 1d20 - 2 ⇒ (10) - 2 = 8
Urzaia tries to chat with some of the locals, but makes no headway.
GM Worg |
Looks like all of it. Slide 6.
As of the moment, if you complete all the active quests you have, it would meet the requirement for the special bonus.
The Verduran Forest is an ancient wood that spans the borders of Taldor and Andoran. The branching Sellen River splits the vast wood into rough thirds. The nearest section, north and east of Cassomir, is dense and old forest.
Following the trail to the north will take you to an abandoned village.
Father Urzaia Conflict |
Let's step to. There's much to be concerned about in these woods.
Valin sets his shield and draws his axe.
North first?
Fen Vion |
K Nature: 1d20 + 7 ⇒ (14) + 7 = 21
K religion: 1d20 + 7 ⇒ (5) + 7 = 12
"The first has had recent fires, to controlled to be wild fires. Also apparently there are lots of people who have gotten lost, I saw something about bringing the bodies back if we could to have them buried." Fen says after doing his research.
GM Worg |
It is only 7 miles from Cassomir to the abandoned village.
These crumbling old hovels were once a frontier logging village. Now only a few visitors stop here, mostly rangers who use it as a base camp before trekking into the uncharted parts of the Verduran Forest.
Two signs pointing toward the north road say...
Bridge over Twisting Gorge
Serene Pool
Another sign pointing to the west road reads...
Three Cliffs Road
Searching the town turns up a few things of interest. The freshest camp site here looks as though the inhabitants left in a hurry, leaving behind some belongings.
• Backpack
• 10 Trail Rations
• Masterwork Bow with a broken String
• A Quiver containing seven masterwork arrows and four unique arrows.
Mivvy Hetherington |
Looking around the ruins, Mivvy picks up a pack stuffed with rations, "Someone left in a hurry." and puts it in the bag of holding.
Then she finds a quiver and takes the arrows to Fen, "I've not seen you use that bow yet. What do you reckon to these arrows?"
spellcraft with detect magic on the unique arrows: 1d20 + 5 ⇒ (19) + 5 = 24
See spoiler: Mivvy auto-passes that perception check.
Fen Vion |
Auto pass the spoiler as well
"Nothing much here really, even the rangers don't leave anything behind. I wonder who's items these were? Some unlucky ranger or a just a passerby." Fen says while looking for anything of use or to help complete the jobs they were tasked with.
Rondolpho Keene |
”Wonder if there was an ambush or if they just ran away and forgot their bag? Maybe someone back in town would recognize it? But we could probably put those arrows to good use out here in the woods...”
Father Urzaia Conflict |
Let's see if we can find some tracks, maybe figure out which way they headed.
Perception: 1d20 + 13 ⇒ (20) + 13 = 33
GM Worg |
Urzaia's search for tracks does show something of interest. Off to the east is a barely visible trail that has seen the most recent use. It leads to the edge of the forest.
Slideshow updated.
Father Urzaia Conflict |
Over here! Looks like something came at them from the forest.
Father Urzaia Conflict |
I can mend, but it's a 10 min cast. I also have a bow, but better if the arrows go to an actual archer.
GM Worg |
Apologies for my pacing dropping a bit. I am prepping for Gen Con still >< I will try to make certain I post at least once a day.
Urzaia leads Kasumi's Krew down the trail from off the beaten path. Some wandering out, and you hear eerie noises coming from the forest.
Perception Mivvy Hetherington: 1d20 + 9 ⇒ (2) + 9 = 11
Perception Fen Vion: 1d20 + 12 ⇒ (18) + 12 = 30
Perception Father Urzaia Conflict: 1d20 + 13 ⇒ (7) + 13 = 20
Perception Rondolpho Keene: 1d20 + 10 ⇒ (10) + 10 = 20
Perception Prakriti: 1d20 + 5 ⇒ (8) + 5 = 13
Perception Kasumi the Vexatious: 1d20 + 0 ⇒ (20) + 0 = 20
Fen, Kasumi, Urzaia, and Keene pick up on the notion that Mivvy's Minions are being stalked.
Slide 7
GM Worg |
Initiative Mivvy Hetherington: 1d20 + 6 ⇒ (18) + 6 = 24
Initiative Fen Vion: 1d20 + 8 ⇒ (19) + 8 = 27
Initiative Father Urzaia Conflict: 1d20 + 0 ⇒ (20) + 0 = 20
Initiative Rondolpho Keene: 1d20 + 6 ⇒ (10) + 6 = 16
Initiative Prakriti: 1d20 + 7 ⇒ (13) + 7 = 20
Initiative Kasumi the Vexatious: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Red Daemon: 1d20 + 7 ⇒ (2) + 7 = 9
Initiative Blue Daemon: 1d20 + 7 ⇒ (8) + 7 = 15
Initiative Green Daemon: 1d20 + 7 ⇒ (8) + 7 = 15
Round 1: FIGHT!
Light Condition: Dim Light (Forest)
Active Party Buffs: Fine
Active Penalties: Fine
Fen Vion(-0,Fine)
Mivvy Hetherington(-0,Fine)
Father Urzaia Conflict(-0,Fine)
Prakriti(-0,Fine)
Kasumi the Vexatious(-0,Fine)
Rondolpho Keene(-0,Fine)
Blue Daemon(-0,Fine)
Green Daemon(-0,Fine)
Red Daemon(-0,Fine)
Lacridaemon
NE Medium Outsider (Daemon, Evil, Extraplanar)
Sobbing uncontrollably, this gray-skinned creature possesses thin legs ending in black cloven hooves, as well as a ferocious, manic grin. Its flesh is torn and scratched even down to the tip of its misshapen tail, while a patchwork sheet of dirty ice covers its body. Its tears sizzle violently as they hit the ground.
1 Question @18, 2 Questions @23
Lurking around in the forest is the sounds of sobs and demented screams. It sounds like children. You have the feeling that this far off the beaten path, you are lost. As long as these creatures are here, you won't be able to find your way back.