Angela Isafira 
                
                
                
                
                  
                
                
              
              
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Angela stands at a defensive ready, in case anything decides to come and attack her friends. "I have no measures against this damnable bug. I'll just try keeping you safe!" She does back up to the woman still bound on the ground and contemplates getting her free from her bonds.
I have very little to actively do here. Angela is readying an aid another action to boost AC if something attacks within her aid range.
Aid another: 1d20 + 5 ⇒ (11) + 5 = 16
| GM supervillan | 
You've a surprising lack of missile weapons.
Whilst she has her wits about her Angela tries to protect those next to her, waving her spear in the air.
Byron relies upon his trusty wand, and the blightspawn buzzes angrily as it is struck again.
Golthwur staggers out of the clearing, the poison having finally run its course. The old man is left with a blistering headache in addition to his wounds.
Jeskit leaps up in an attempt to slam down the blightspawn, but the cunning bug remains just out of reach.
Gronkh wishes he had more alchemist fires, or a bow of some sort... delay
Recognising that it still has to neutralise the giant nagaji, the blightspawn activates another of its Ghlaunder-given powers. A dark miasma shrouds its stinging proboscis, and it hovers lower to lash out at Jeskit.
blightspawn vs Jeskit touch AC: 1d20 + 10 ⇒ (16) + 10 = 26
The dark miasma transfers to Jeskit, entering his body.
Jeskit attempt a DC16 Fort save vs disease
If you fail the second save
Angela attempt another DC16 Fort save v poison
Combat round 9 / 10
Byron (-4hp)
Golthwur (-14hp; -8 WIS, slowed, fast healing 8r)
Jeskit (-4hp,-1 CON, diseased, shield 1r)
Bug-monster (flying elevation 20', -29hp)
Gronkh (-14hp; Horace -1 CON, squeezing)
Angela (-12hp, -2 WIS, poisoned (0r4), diseased, confused)
The bold may act!
              
                
                
                   
                
                
                   Jeskit Thersis 
                
                
                
                
                  
                
                
              
              
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I've got a masterwork composite +3 bow if someone can make use of it. not magical, though. problematic.
fort: 1d20 + 6 ⇒ (3) + 6 = 9
The creature has lowered itself enough for Jeskit to engage and he lashes out.
sansetsukon: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d8 + 9 ⇒ (5, 6) + 9 = 20
1 star reroll: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
| GM supervillan | 
Jeskit I'll have to take your second d20 roll as the second save against disease, per my post above. And so I will also suggest that you use your reroll on that second save, and will take the result of 22.
That means you still need to roll an attack.
              
                
                
                   
                
                
                   Gronkh Maha 
                
                
                
                
                  
                
                
              
              
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If Gronkh retrieves his lance would he be able to hit the creature at 20' altitude since he is on Horace?
              
                
                
                   
                
                
                   Golthwur Strath 
                
                
                
                
                  
                
                
              
              
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Golthwur slowly makes his way through the corn, attempting to avoid the cultists and to get into a position where he may be able to attack without repercussion.
| GM supervillan | 
Gronkh no, sorry. Horace isn't tall enough. I allow Jeskit the attempt because he's around 10 feet tall when enlarged.
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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1d4 + 1 ⇒ (4) + 1 = 5
Byron launches another missile and moves through the corn into the inner area.
Want to be closer to our melee types if this thing gets irritated enough to come after me.
              
                
                
                   
                
                
                   Angela Isafira 
                
                
                
                
                  
                
                
              
              
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Fort save: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Confusion: 1d100 ⇒ 41
Angela feels her world view shrinking, causing her to panic, and start thinking of all of the things that could go wrong with the company picnic next month. She starts listing things that she has to finish to make sure it goes off well, and all the things that could go bad, as well as everyone's food restrictions and how severe of a reaction they get from said restrictions. She keeps at this, speaking at a near impossible to follow pace for a bit.
| GM supervillan | 
Angela succumbs to the blightspawn venom and babbles.
Gronkhbot, unable to attack the enemy, reaches into his pack and pulls a potion vial. "Angela, if you can understand me stay close, this is one of those neutralise poison potions!"
Byron fires his wand again and seeks support for the anticipated retailation.
Jeskit is infected, and finds his strength fading. He makes a feeble swing with his staff, but does not connect.
Golthwur goes into hiding.
The blightspawn lashes at Jeskit with its stinger.
stinger vs Jeskit: 1d20 + 10 ⇒ (16) + 10 = 26damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16
It hits, and injects more venom!
Jeskit attempt a DC16 Fort save vs poison.
blightspawn acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14
The aberration flies away, gaining altitude.
Jeskit, if you are not Confused then you get an AoO
Angela you need another save vs poison, DC16 Fort.
Combat round 10 / 11
Byron (-4hp)
Golthwur (-13hp; -8 WIS, fast healing 7r)
Jeskit (-20hp,-1 CON, -4 STR, diseased x2, shield 1r, poisoned)
Bug-monster (flying elevation 30', -31hp)
Gronkh (-14hp; Horace -1 CON, squeezing)
Angela (-12hp, -5 WIS, poisoned (0r5), diseased, confused)
The bold may act!
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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Prescience: 1d20 ⇒ 8
"Cursed thing!"
Should have bought a second wand of CLW.
Byron fishes a potion of cure light wounds out of his pocket and fires another magic missile.
Pew Pew: 1d4 + 1 ⇒ (1) + 1 = 2
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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Ah, just woke up, and added the damage he took to the total in the tracker, silly of me. Edited post slightly.
              
                
                
                   
                
                
                   Angela Isafira 
                
                
                
                
                  
                
                
              
              
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Fort Save Antitoxin: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
ARGHH
Confusion: 1d100 ⇒ 27
Angela's vision narrows further, her attention shifting to the paperwork she had on her desk last weekend. She starts reading random words off of it, babbling.
              
                
                
                   
                
                
                   Golthwur Strath 
                
                
                
                
                  
                
                
              
              
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Golthur makes his way through the row of corn. 
Double move
              
                
                
                   
                
                
                   Jeskit Thersis 
                
                
                
                
                  
                
                
              
              
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Jeskit is infected, and finds his strength fading. He makes a feeble swing with his staff, but does not connect.
The reroll had me passing, no?
fort save vs poison, antitoxin: 1d20 + 6 + 2 + 5 ⇒ (10) + 6 + 2 + 5 = 23
AoO: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 2d8 + 9 ⇒ (8, 2) + 9 = 19
Jeskit is unable to reach the creature so he readies an attack if it were to come into range.
readied attack: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 2d8 + 9 ⇒ (3, 3) + 9 = 15
| GM supervillan | 
Jeskit fights off the poison, though not completely. Despite his weakness, he swings his staff at the retreating blightspawn and connects!
Angela thinks she forgot to file the mitigating evidence for one of Drendle Dreng's midnight missions.
Gronkhbot leans over Horace's flank and manages to shove a potion down the halfling's neck.
DC 16 CL check, neutralise poison: 1d20 + 5 ⇒ (12) + 5 = 17
Angela's head clears, though it's throbbing mightily.
Byron blasts away and retrieves a potion.
Golthwur forces his way through slimy, web-tangled corn.
Finally, having taken too many heavy blows from giant-Jeskit and too many magic missiles from Byron's wand, the blightspawn decides to depart! As it flies away at speed, the cultists cease their raving. The darkness above the clearing begins to fade away and the whole sky glows with the beginnings of dawn...
The blighspawn reaches a distance of 230' in round 12 - if you want to try to finish it and have suitable attacks please do! We'll stay in initiative this round mainly because Jeskit is still poisoned and potentially confused.
Combat round 11 / 12
Byron (-4hp)
Golthwur (-12hp; -8 WIS, fast healing 6r)
Jeskit (-20hp,-1 CON, -4 STR, diseased x2, poisoned 1r2)
Bug-monster (flying elevation 30', distance 230', -41hp)
Angela (-12hp, -7 WIS, diseased)
Gronkh (-14hp; Horace -1 CON, squeezing)
The bold may act!
              
                
                
                   
                
                
                   Jeskit Thersis 
                
                
                
                
                  
                
                
              
              
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Jeskit allows the blightspawn to flee. He kneels down and paces his breathing to try to slow the spread of poison.
Fort vs poison w/ antitoxin: 1d20 + 6 + 2 + 5 ⇒ (12) + 6 + 2 + 5 = 25
| GM supervillan | 
Jeskit defeats the venom within him!
I'll call combat there - i think that Jeskit is the only one with a longbow, and by the time he can take an attack the blightspawn is 430' away and has healed another 3hp. If I've missed anyone else's long-range attacks feel free to post them.
Combat over!
The cultists slowly get up. Sullenly, they pick up their discarded robes, and swat away the mosquitoes that were covering them. The insects, which previously had simply crawled over the cultists, now begin to bite and feed off them. Protesting this treatment, the cultists try to protect themselves with their robes and file out of the clearing, avoiding your gaze.
Masha remains tied to the rude altar. "Oww! Oww! I'm being bitten! Get me off here, someone please!"
Party status
Byron (-4hp)
Golthwur (-11hp; -8 WIS, fast healing 5r)
Jeskit (-20hp,-1 CON, -4 STR, diseased x2)
Angela (-12hp, -7 WIS, diseased)
Gronkh (-14hp; Horace -1 CON, squeezing)
              
                
                
                   
                
                
                   Jeskit Thersis 
                
                
                
                
                  
                
                
              
              
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Jeskit stands up and sheathes his weapon. Golthwur, over here with that wand. Get it around to the others. Jeskit will walk over to the tied down woman and hack at the bonds with his greatsword.
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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Byron sighs.
"An ill thing, to let a creature like that escape, but we are all lucky to still be alive."
He pockets the wand and potion and begins helping the others, in whatever way he can.
              
                
                
                   
                
                
                   Angela Isafira 
                
                
                
                
                  
                
                
              
              
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Angela blinks some as her head clears of the intrusive, most-recent damned Drendle Dreng case. She stands for a moment, her mind screaming that something is wrong here. That there was soemthing she should be doing or saying.... It takes her a few seconds to realize there's a bottle in her mouth and she spits it out into her hands. This isn't her's, there isn't the obsessive labels on it for a first... She stands staring at it paralyzed for a moment, before teh screams of pain start and she jumps some. She moves to start helping the people swat mosquitoes, the thoughts of wrong-ness temproarily forgotten. She hears Byron talking and looks up. "Huh, wait, what got away?"
Angela is operating with a Wis of 5, I'm assuming she's as observant as a brick right now.
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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"Big bug. Don't worry about that now", Byron says kindly.
I think I was locked out of the wand of lesser restoration, so that wis damage might have to heal the old fashioned way.
              
                
                
                   
                
                
                   Gronkh Maha 
                
                
                
                
                  
                
                
              
              
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Gronkh looks around with concern at his friends. "Is everyone alright?"
Gronkh has a wand of CLW with plenty of charges remaining but he can't activate it himself and I'm not sure if there's anyone left who can who hasn't already been locked out of it? I think someone also has a wand of infernal healing, which shouldn't need UMD. Nothing I can do about the ability damage though.
| GM supervillan | 
The cultists slowly retreat from you - it's clear that none of them has any will to fight on.
Masha's bonds are easily cut by Jeskit's sword. "Agh! I'm naked! Go away!" she screams as she tries to cover herself, grabbing a discarded robe from the floor. She too makes for the exit.
It's up to you guys if you want to expend more healing wand charges - but with the Mayor and his 'child' defeated, the cult of Ghlaunder is broken now and no longer poses a threat.
You make your way back to the manor house. The town remains eerily quiet throughout the day. Nobody comes to bother you. You find plenty of food - and the well-stocked drinks cabinet - and are able to take a well-earned rest. But Angela and Jeskit are sick, Jeskit especially so.
Whilst you rest you begin to piece together what has happened, referring to the Kriegler Journal. It's going to take several days to make sense of it all - but it's already clear that the cult of Ghlaunder took hold when Iola Kriegler, Ravenmoor's founder, returned from her holy quest. I'll fill in the rest of the background for you in a later post.
How do you deal with your diseased companions?
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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Prescience 1: 1d20 ⇒ 5
Heal on Angela: 1d20 + 2 ⇒ (12) + 2 = 14
Prescience 2: 1d20 ⇒ 4
Heal check on Jeskit: 1d20 + 2 ⇒ (19) + 2 = 21
If either are still diseased I have an antiplague I can give to one of them to increase their odds of beating it on their own.
| GM supervillan | 
The Heal skill can be used to treat diseases. Each day, the character(s) attempting to help can roll Heal vs the DC of the disease when the diseased character is making a saving throw. It takes 10 minutes of work to treat disease in this way. If you meet the DC with your Heal check then the diseased character gets a +4 Competence bonus on their saving throw that day.
Antiplague allows a diseased character to roll twice and take the better result when making saving throws for one day.
I'll give you the DCs here.
Jeskit is infected with both Malaria (DC18) and Blinding Sickness. (DC16).
Angela is infected with Malaria (DC18).
I'll apply Byron's Heal check to the Malaria infections, giving Jeskit +4 on that save.
              
                
                
                   
                
                
                   Jeskit Thersis 
                
                
                
                
                  
                
                
              
              
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I have two checks to make, yes?
fort vs malaria: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11
fort vs malaria, roll again from antiplague: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
fort vs blinding: 1d20 + 6 ⇒ (13) + 6 = 19
Jeskit lies in bed with a fever for the better part of the day. When he can gather the strength, he nods to Byron recognizing his efforts.
              
                
                
                   
                
                
                   Gronkh Maha 
                
                
                
                
                  
                
                
              
              
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Gronkh doesn't know much about medicine but he tries to make himself useful.
Heal, aid another: 1d20 + 1 ⇒ (8) + 1 = 9
If more than one check is possible
Heal, aid another: 1d20 + 1 ⇒ (10) + 1 = 11
Heal, aid another: 1d20 + 1 ⇒ (13) + 1 = 14
Heal, aid another: 1d20 + 1 ⇒ (1) + 1 = 2
Mostly, however, he just manages to spill the wash basins and accidentally feed some of the herbs to Horace.
              
                
                
                   
                
                
                   Golthwur Strath 
                
                
                
                
                  
                
                
              
              
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Golthwur mostly stands around, with a quizzical look on his face. "So, just what was it that has happened?"
| GM supervillan | 
Jeskit makes good progress on the first day of rest, but isn't out of the woods yet.
To expedite the necessary saving throws (each of these diseases requires 2 consecutive successful saves) I propose the following:
Both Jeskit and Angela should keep rolling saving throws until they have passed 2 consecutively (for each disease). Jeskit needs to make 2 per day, and so should make the Malaria save first each day.
Everyone else can roll Heal (treat disease; DC=the disease DC) OR Heal (aid another, DC10) once per day for Angela and twice per day for Jeskit. Please roll these under spoilers, so that Jeskit and Angela don't have to wait to make their saving throws. I can then work out how much attribute damage they take. If they're getting close to death, I'll tell you.
If Jeskit or Angela get over their own disease(s) before the other, they can then also make Heal rolls.
I'll take Gronkh's rolls as Heal (Aid Another) rolls for the first day - one success for Angela and one for Jeskit. Someone else will still need to make a roll for treat disease to benefit from that Aid.
              
                
                
                   
                
                
                   Jeskit Thersis 
                
                
                
                
                  
                
                
              
              
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fort save vs malaria day 2 w Byron's help: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
fort save vs blinding disease day 2 w Byron's help: 1d20 + 6 + 4 ⇒ (2) + 6 + 4 = 12
antiplague reroll fort save vs disease w Byron's help: 1d20 + 6 + 4 ⇒ (18) + 6 + 4 = 28
More if needed. 
fort save vs disease w Byron's help: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
fort save vs disease w Byron's help: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
| GM supervillan | 
Byron will need to make a Heal check each day, Jeskit. If someone does manage to make a Heal (treat disease, DC18) check for day 2, then you clear the malaria on day 2.
Assuming that you're using Byron's antiplague on day 2 you'll also clear the blinding sickness then, so we're just waiting to see if someone makes a successful Heal (treat disease) check for you Jeskit.
              
                
                
                   
                
                
                   Byron Milibanke-Grears 
                
                
                
                
                  
                
                
              
              
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Day One
Heal vs. Jeskit: 1d20 + 2 ⇒ (14) + 2 = 16
Heal vs. Jeskit: 1d20 + 2 ⇒ (11) + 2 = 13
Day Two
Heal vs. Jeskit: 1d20 + 2 ⇒ (14) + 2 = 16
Heal vs. Jeskit: 1d20 + 2 ⇒ (16) + 2 = 18
Day Three
Heal vs. Jeskit: 1d20 + 2 ⇒ (11) + 2 = 13
Heal vs. Jeskit: 1d20 + 2 ⇒ (17) + 2 = 19
Day Four
Heal vs. Jeskit: 1d20 + 2 ⇒ (12) + 2 = 14
Heal vs. Jeskit: 1d20 + 2 ⇒ (7) + 2 = 9
Heal vs. Angela: 1d20 + 2 ⇒ (1) + 2 = 3
Heal vs. Angela: 1d20 + 2 ⇒ (19) + 2 = 21
Heal vs. Angela: 1d20 + 2 ⇒ (5) + 2 = 7
Heal vs. Angela: 1d20 + 2 ⇒ (10) + 2 = 12
              
                
                
                   
                
                
                   Angela Isafira 
                
                
                
                
                  
                
                
              
              
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Angela gives a small cough and wonders if she might be coming down with some thing. The next day she brews up a hearty soup for breakfast, lunch and dinner and does nothing else, but sleep.
Fort save, DC 18: 1d20 + 4 ⇒ (18) + 4 = 22 
Fort save, DC 18: 1d20 + 4 ⇒ (19) + 4 = 23 
She can't spend inspiration on these saves can she? EDIT: ... not that it matters with those rolls.
Having felt like she might be over the worst of it, Angela gets back to work, making up a couple of alchemist's fires she's been meaning to deal with for forever ago. She also helps Byron take care of the sick nagaji as well.
Crafting check, crafter's fortune, inspiration: 1d20 + 8 + 5 + 1d6 ⇒ (2) + 8 + 5 + (1) = 16
Day 3 Medicine, aid, inspiration, untrained: 1d20 + 1 + 1d6 ⇒ (18) + 1 + (4) = 23 
Day 4 Medicine, aid, inspiration, untrained: 1d20 + 1 + 1d6 ⇒ (18) + 1 + (6) = 25
Day 5 Medicine, aid, inspiration, untrained: 1d20 + 1 + 1d6 ⇒ (16) + 1 + (6) = 23
Day 6 Medicine, aid, inspiration, untrained: 1d20 + 1 + 1d6 ⇒ (5) + 1 + (1) = 7
| GM supervillan | 
Those rolls will do the trick! I'll put a closing post up later - meanwhile feel free to roleplay :)
| GM supervillan | 
It takes a couple of days of bed rest for Jeskit and Angela to get over their illnesses. And it will take several days more before all of you are fully recovered from the battle with the blightspawn. But you remain undisturbed in the manor house.
When you eventually venture out, the town is unusually quiet. Nobody approaches you, and it seems like most folk are just staying inside. You see many stirges flying around - but none of them are hungry enough to bother you. The local ravens grow fat on untended food left over from the feast, and on corpses of cultists left in the open.
You take evidence of Elias Kyle's murder, as well as the gold that the mayor had hoarded and an assortment of other items of historical or academic value, and begin the long journey back to Magnimar. Along the way you are able to understand more of the Kriegler Journal.
A century ago, the new settlement of Ravenmoor was ravaged by what appeared to be a supernatural blight. With the villagers close to starvation, the town’s founder, a priestess of Desna named Iola Kriegler, decided to undertake a sort of vision quest to seek a solution to her village’s problems.
Alas, the visions she chose to follow came not from her goddess, but from an ancient enemy, the god of parasites and stagnation, Ghlaunder. Iola fell victim to these dark visions and came upon a strange commune of his followers deep in the Churlwood, from whom she learned of a ritual that would ensure good harvests in return for giving the spawn of Ghlaunder a place to safely grow— her body, her descendants, her village. Accompanied by two faceless stalkers disguised as human druid advisors, Iola returned to Ravenmoor a changed creature. But while her flock worried about her, they could not dispute the miracles she worked, and the harvest that year and every year since has yielded enough bounty to keep the villagers well provided and safe.
Iola, now a priestess of Ghlaunder, recruited select members of the village into her inner circle of allies, forming a hidden cult within the populace who helped mask the truth from the others. As Ravenmoor grew increasingly isolated, the strange beliefs and traditions in town became more and more distorted, and the worship of Desna grew increasingly perverted into a mockery of her faith. Iola eventually paid for her bargain with Ghlaunder when her body gave birth to one of the Gossamer King’s spawn, but not before giving birth in the preceding years to several children of her own. The Kriegler line would rule Ravenmoor for decades, both as mayors and as secret spiritual leaders, and each of them eventually bore the Gossamer King’s spawn in a gory ritualistic death in the wee hours of the morning. Now and then, a particularly astute villager would discover the truth, but the cult was always quick to silence such folks before they could spread the word.
Through chance and accident, the Kriegler line has dwindled to a single member named Andretti Kriegler, a man who has recently been forced to admit that he is sterile. Without the ability to perpetuate his line, he knows that the line of the Gossamer King’s spawn will come to an end as well. Visions granted by his dark god have made it clear that should Kriegler allow this to happen, the town of Ravenmoor would not only suffer greatly, but his immortal soul would be denied its proper place in the Gossamer King’s court in the afterlife. And so Kriegler began researching a cure for his condition. He hopes that by performing a number of fertility rituals centred around blood sacrifices that have come to him in his visions he can cure his sterility and father children to carry on the Gossamer King’s legacy.
Initially, the mayor intended to use his own followers as sacrifices, but he worried that doing so would test the limits of the non-cultists’ faith, and, even worse, make them suspect that there was more to their beloved “Dream Tender” than they were led to believe. The arrival of a tax collector named Elias Kyle less than 24 hours before the ritual was scheduled struck the mayor as a divine sign, and though Kyle struggled and managed to kill one of the cult’s faceless stalker allies, in the end his sacrifice went exactly as Kriegler had planned, down to luring new sacrifices to town for the next few rituals. After all... what better sacrifice than a nonbeliever?
When you reach Magnimar and report to Venture-Captain Heidmarch, the Journal alone is enough evidence for her to show the city authorities how beneficial the presence of the Pathfinder Society is - and to prompt the city to act.
At a civic ceremony each of you is presented with a medal in recognition of your service. And the local church of Desna immediately, with the city's authority, sets out on a mission to purge the Ghlaunder heresy from Ravenmoor and restore the worship of Desna....
Thus ends the Feast of Ravenmoor! This thread will remain open a while to allow you to roleplay your own conclusions.
              
                
                
                   
                
                
                   Gronkh Maha 
                
                
                
                
                  
                
                
              
              
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Gronkh is relieved to finally get back to the big city. "Ain't I said there was no good to come of muckin' around little villages like that? C'mon, Horace, let's get you some proper oats - enough o' that stirge gruel!"
A great module, GM. Really enjoyed the story and the long build up. You did a great job of conveying what a creepy place the village was.
              
                
                
                   
                
                
                   Golthwur Strath 
                
                
                
                
                  
                
                
              
              
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| 3 people marked this as a favorite. | 
At a civic ceremony each of you is presented with a medal in recognition of your service.
Golthwur rises to receive his reward, though a sudden twinge of pain causes him to reach for his backside, but only momentarily as then he then steps forward to be prominently seen. "And now, mundane peasants, know that after revealing the wrongful rituals of Ravenmoor that I, Golthwur Strath, Corrector of Cultists and Exposer of Exsanguinations, have ensured that you no longer need fear the mosquito'd machinations of Ghlaunder or the dastardly deeds of that deity's devotees!"
"I ask not for any thanks for such deeds require little from a mage of my might," he continues to prattle on, "But should you feel the desire to erect a statue of my likeness out of gratitude, then look upon my face, well and long, so to ensure your abilities to capture the majesty of my features!"
As if on cue, the top of the wizard's pointed droops down to obscure the elderly wizard's face.
@GM Supervillan - Thanks for running and making it such a great one. You really did an excellent job of creating suspense, a spooky atmosphere, and a certainty that we were all going to die!
@All - You really brought a great, creative group of PCs and I had a great time role-playing with you. I really appreciate you all for putting up with Gulthwur and look forward to sharing a table with each of you in the future!
              
                
                
                   
                
                
                   Angela Isafira 
                
                
                
                
                  
                
                
              
              
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| 1 person marked this as a favorite. | 
Angela spends her time in town documenting as much of the incident as she can, and writing reports of everything the Pathfinders did. She also tries to make progress on her alchemist's fires. 
Craft Alchemy, Crafter's fortune, Inspiration Flask 1: 1d20 + 8 + 5 + 1d6 ⇒ (20) + 8 + 5 + (5) = 38
That's enough to make it in almost 1/4th the normal time. She'd have to roll for each individual flask though, right?
Craft Alchemy, Crafter's fortune, Inspiration Flask 2: 1d20 + 8 + 5 + 1d6 ⇒ (19) + 8 + 5 + (4) = 36
Craft Alchemy, Crafter's fortune, Inspiration Flask 3: 1d20 + 8 + 5 + 1d6 ⇒ (20) + 8 + 5 + (1) = 34
By the end of the week she's finished making all of the alchemist's fires she had resources for. I have been meaning to make those up for forever!
At the awards ceremony, Angela just smiles and tries to keep her eye from twitching at Golthwur's aggrandizement... before she decides that he'd done enough damage and that everyone else should have some time in the spot light. She steps forward as the hat falls into place, like it usually does. "But if you are to make a statue, you would be amiss to exclude the rest of the group who were just as instrumental in this mission as Golthwur himself! First there is Gronkh and Horace, the best coordinated pair of horse and rider I have had the pleasure of knowing. Gronkh was able to bring down many of the foes we faced! Next, we have Jeskit, who was able to fight off foe after foe, even when no one else could, or were charmed. His hands are the ones that wrought our ability to survive! One should not forget Byron, the other cast er of magic in our party, whose skill with magic and wand were instrumental in our survival, and discovery of the treacheries being committed in Ravenmoor. If not for him all would have been lost. Finally, we do have to give a moment of silence for one more companion, Yagaji, who disappeared part way through. Despite searching, we don't know where he is and if he is still living. But given his strength and fortitude, I fervently believe he is perfectly fine wherever he is."
She then calls everyone forward to give a deep bow.
GM, this was an immense amount of fun! I truly enjoyed the build up, the suspense, and gods did some of those fights have me on the edge of my seat fearing we'd all bite it.
Everyone, thank you for being such an amazing group to play with. I hope we can play together sometime in the future!