GM Worg
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Adler draws out a bundled up cloth and unwraps it. Inside is a golden comb shaped as a manta ray.
“The villagers gave me this—and promise more if only you’ll help! The village is 5 hours south from here, but be careful because it is hard to find from the road-they never cared for strangers. If you go now, you should arrive by late afternoon. I will be making my way back to my home village on foot... I.. I cannot muster the courage to go back to Blackcove.” He still looks very shaken up, and not from just the crabs it seems.
This golden comb could easily fetch 200gp.
Appraise DC25 to read the next spoiler
It is Azlanti in origin and may command 400 gp from a collector.
Tesson
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Tesson wanders around and asks:
"Is there someone around that can use these healing sticks?"
One is labelled as an infernal healing wand and the other reads "inflict heal light wounds".
Over to the fisherman, Tesson gives a look over Volsung's shoulder and tries to appraise the manta.
Appraise: 1d20 + 5 ⇒ (1) + 5 = 6
Volsung Dreamborn
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Looking at the golden object ...
This is quite beautiful. Thank you so much.
Appraise + casting of Burst of Insight off wand: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Las Lajas
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Appraise + Guidance from wayfinder: 1d20 + 5 ⇒ (20) + 5 = 25
Las nods, "That is a lovely comb." Later, Las shares what he knows about the comb.
If no one volunteers, Las attempts to use Tesson's ILW or the Infernal Healing, which ever one he wants. on Tesson.
UMD+INSP+Guidance: 1d20 + 13 + 1d6 ⇒ (18) + 13 + (1) = 32
Tesson can roll the healing
Volsung Dreamborn
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Speaking to the fisherman.
So friend, you are now able to safely make your way home?
Then to the group.
It seems that our dream of Azlanti secrets awaits us in this place Blackcove.
Las Lajas
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If the journy is 5hrs, Las will wait until they arrive at the destination before using False Life.
GM Worg
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"I should be able to make it home safe now, thanks to your timely help. I'll try to get whatever extra help I can." With that, Adler takes his leave and starts making the trek back to his home village.
Some survival checks to prevent getting lost and we can proceed to the village for you all.
Darrioos
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Las offer the injured Darrioos a tap with his wand of infernal healing Heals 10 hps
[DIce=UMD+Inspiration]1d20+12 + 1d6
"Thanks my friend! I'm game for investigating Blackcove"
Dolph, Son of a Shepherd
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Dolph holds up a hand. ”I must have silence! The soil...it speaks. It says: ‘Dolph.’” He bends down as he intensely scans the ground for the path, stopping occasionally to scan for other markers of direction and nearing settlements.
Survival: 1d20 + 12 ⇒ (15) + 12 = 27
GM Worg
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Dolph lets his ear stick to the ground has he walks to listen to the earth, picks at grass every once in a while then points a direction, and uses a slab of meat as a hearing aid. Through his strange ways, he is able to lead you all the correct way.
Hidden from the coastal road by overhanging cliffs, the battered homes and hovels of this ramshackle fishing village cling precariously to the coastline, tightly nestled among the rocky crags. The tall, worn, stone tower of a lighthouse perches on a natural jetty that intrudes rudely into the surf, breaking the waves at awkward angles. Old boats tug gently against several rough wooden piers as hard rain pelts the coastline.
The village proper seems totally abandoned. Silence is what dominates the land.
You have entered a very quiet and lonesome village of BLackcove. What do you do first, Pathfinders? Slide 4 has a map.
Edwin Towerfall
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Edwins starts to search living creatures in village.
perception: 1d20 - 1 ⇒ (20) - 1 = 19
Tesson
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I will use the infernal healing. Thanks!
Tesson stumbles towards Las once he has said he could heal the drunk.
"Wow, thanks a lot, man. You're the man!"
Once at the village, Tesson joins Edwin in his quest for living souls.
Perception: 1d20 + 10 ⇒ (1) + 10 = 11
The paladin and the dhampir drunkard :D
Volsung Dreamborn
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Silently, Volsung follows Tesson and Edwin, though he is searching for something quite different. He periodically stops and closes his eyes to concentrate for a few seconds.
As we move about the village, Volsung will periodically cast the 0 level spell Detect Psychic Significance. All this allows me to do is detect the presence of such objects or locations. It doesn't tell me anymore than that. If we find something interesting, I can try one of Volsung's Occult Skill Unlocks such as Automatic Writing or Psychometry.
GM Worg, there are no hard and fast rules for all this. It's totally up to you how much I find or don't find and, more importantly, how much you want to use these abilities of Volsung to give the party information, advance the narrative of the adventure, etc.
Volsung Dreamborn
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Before departing on the hike to Blackcove, Volsung will politely ask Darrioos if he would like Volsung to implant the Mesmerist Trick, False Flanker in Darrioos' mind.
Essentially this will give Darrioos one round of flanking vs an enemy.
GM Worg
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As you begin your exploration of the village, a light rain begins to fall overhead. Strong winds are blowing off from the cove. This storm looks like it will get worse as time goes on.
**********************************************
The Apperance of the Village of Blackcove
A typical cottage in Blackcove consists of a three-room structure on raised stone foundations with weathered wooden walls and a thatched roof. All show generations of constant wear and repair. Most are appointed as well as any common farmhouse with washbasins, well-crafted tables, racks of dried fish, and tools of various trades, but all are abandoned. Some look deserted recently but others look long forgotten.
The dark sand of the cove invades some of the newly abandoned cottages; their doors hang loose and rap out sharp cadences while crabs pick at abandoned meals inside.
Nets hang half-knotted and boats thump hollowly against the docks. Other houses have been totally neglected for years if not decades, and some even have washed out to sea, leaving only their foundations.
**********************************************
@Volsung Actually I encourage the use of DPS because it can add a lot to a game.
Volsung is able to detect the presence of pain and fear coming from several houses that look toppled. They show no signs of attempts of repair.
Embedded in several beams are what appear to be large claws with ragged, fishy flesh hanging from them—like the rotting claws of a large cat.
Next Spoiler: Knowledge Nature DC15
These are the hooks from the tentacles of a giant squid that have scratched these beams.
**********************************************
@Darrioos You notice that off into the waters are a number of boats, with people onboard. They hang in shallower waters and hug the coast. Rowboats, fishing boats, and schooners all about a few hundred feet out.
You also see A4 what looks like a church on top of a rocky outcropping.
Volsung Dreamborn
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Volsung walks over to one of the toppled houses.
Some nightmare has transpired here, let us see what we can find.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Finding these odd remains, Volsung asks if someone with a knowledge of nature could examine them.
Dolph, Son of a Shepherd
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Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Knowledge (nature): 1d20 + 4 ⇒ (11) + 4 = 15
Dolph's already large, buggy eyes grow even larger as he realizes what he is seeing. "Ah! This settlement was attacked by the same kind of creature that attacked Great Nano at sea! A great beast of many juicy fish tentacles. The hooks of the tentacles have caught in the roofs."
Volsung Dreamborn
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A frown crosses Volsung's face, and he gestures toward the collection of boats noticed by Darrioos.
If such a creature is about, then why do the villagers appear to have to fled to their boats? Surely, they are in grave danger there. Unless there is something more terrible here on land ... with us.
Las Lajas
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If it's been 5 hours since Las used False Life he uses his last extract to cast it again.
Las attempts to use his wand of heightened awareness on himself.
UMD +Guidance +Inp: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (5) = 31
Las then examines the cottages Perception (T10 w/Guidance)=23 and then he examines the claw thing K. Nature (T10+Guidance + HA)=22
"For a giant squid to come on land, it is likely something is controlling creature."
Las looks to the boats, "Yes, Volsung, these people are avoiding their homes. I suspect more answers await in the church."
Las will attempt to replenish his HA before entering any building if it is about to run out.
UMD +Guidance +Inp: 1d20 + 13 + 1d6 ⇒ (20) + 13 + (5) = 38
UMD +Guidance +Inp: 1d20 + 13 + 1d6 ⇒ (5) + 13 + (5) = 23
UMD +Guidance +Inp: 1d20 + 13 + 1d6 ⇒ (6) + 13 + (4) = 23
UMD +Guidance +Inp: 1d20 + 13 + 1d6 ⇒ (9) + 13 + (2) = 24
GM Worg
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Investigating around the shattered houses. A loud clatter comes from within a nearby cottage, hinting at life inside. The door, however, appears to be jammed.
Within, several crabs have knocked over a bowl. The cottage also contains a small altar draped in seaweed and adorned with cowrie shells
and urchin spines.
Knowledge Religion DC15 for next spoiler
The altar appears to be a shrine to the deities of the sea. Other cottages have similar shrines. None specific more so than the others, however.
You can also start heading for any of the marked locations.
Las Lajas
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Las readies his whip, waiting for one of the burly-types to open the door.
Tesson
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Tesson wanders around with the other, assessing the situation while pilfering his favorite beverage.
He heads towards the church.
Edwin Towerfall
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Guy, doors are open now. Edwin enters the cottage.
perception: 1d20 - 1 ⇒ (5) - 1 = 4
Know (Religion): 1d20 + 7 ⇒ (16) + 7 = 23
"This altar appears to be a shrine to the deities of the sea! "
Volsung Dreamborn
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Volsung will accompany Tesson (particularly if it appears that Edwin and the others are remaining to examining the interior of crab cottage) and quietly make small talk as they proceed.
So, has your experienced eye and sophisticated palate discerned any exceptional vintages, blends, or brews in this village?
Volsung will keep an eye peeled for threats as they walk towards the temple at A4.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Upon arriving at A4, Volsung will cast detect psychic significance.
Tesson
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Tesson looks at Volsung with a curious smile.
"Well, now that you mention it... I don't! What about your magics?"
While doing small talk, he stays alert.
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
Las Lajas
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Perception (T10 w/Guidance + HA)=23
With nothing of particular interest in the cottage, Las accompanies the group to the shrine.
"Perhaps someone can detect magic as we look about?"
GM Worg
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High on a rocky outcropping overlooking Blackcove rests a small church built of stained coral. Carved steps wind precariously up the cliff to the temple. Little more than a windowless room with a simple altar and pews, the shrine contains strange murals depicting bizarre sea life and coral statues peering forth from carved alcoves. Perhaps they once portrayed Asmodeus, but all are now draped in seaweed and nets and festooned with fish bones, starfish, shells, and other offerings in obvious tribute to marine deities that demand their own loyalty.
The Demon Lord Dagon, The Shadow in the Sea, is also depicted here.
Dagon
Chaotic Evil
Chaos, Destruction, Evil, Water.
Worshipers may include Desperate or insane coastal dwellers, boggards, heretical sahuagin and skum, krakens, marsh giants.
Some of the deities you see here would be depictions of Gozreh and Besmara. The murals also depict a form of ancestor worship wherein the dead rise again from the waves to perpetuate the cycle of life.
Besmara
Chaotic Neutral
Chaos, Trickery, War, Water, Weather
Worshippers may include Pirates.
Gozreh
True Neutral
Air, Animal, Plant, Water, Weather
Worshipers may include Druids, sailors, woodsmen, farmers.
As you approach the shrine, five villagers approach you. One of them, a young female dressed in garb looking of natural materials, speaks. "Greetings, outsiders. I am Lira, and I reside here at the shrine. With the storm coming, I must insist that you return to down the steps, for it becomes dangerous here when we have bad weather."
Volsung Psychic Significance: Emotions of Somber Calm.
Las Lajas
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Las takes 10 on both K checks which beats the DCs
Las studies the statues and shares his knowledgw with the group.
When the villagers approach, Las tries to determine their veracity and whether they are hiding any secrets..
Sense Motive (T10 + Guidance) = 21
Las Lajas
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Las nods at the statues, "Probably because those creatures come to life? Anyone see any tracks around the statues? Either way, I believe these people are telling the truth and we should accompany them. Clearly they have a safe place to wait out the storm or they would not be here to tell us about it."
GM Worg
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Lira continues, "Some must stay here to maintain the shrine and prevent it from being damaged, and we do not have enough space up here to accommodate more than five for shelter, without putting everyone at risk. Those who seek service and shelter, the Lighthouse offers both during times of hard weather."
"I am attuned with natural magics, my training as a druid has helped me with that. I can tell that a rather nasty rainstorm with thunder and lightning approaches."
Las Lajas
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Cue flash of lightning as the camera pans to the lighthouse in the distance.
Volsung Dreamborn
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Friend Lira, may I ask why images of the Demon Lord Dagon adorn this shrine? Seeing such decorations feels me with a great unease.
Sense Motive + 1 charge of wand of burst of insight: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24
GM Worg
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"We pray to all of the seas in hope of both protection and of being spared wrath. Whichever is willing to grant us protection each day is who we honor with our prayers."
@Volsung Perhaps a misguided way to dedicate faith, but you also do not detect ill will from it. If anything, it sounds more desperate than malicious.
Volsung Dreamborn
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I would never tell another what should be their dream, but surely it is better to confront the spawn of the Abyss rather than appease them.
GM Worg
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She bows politely. "If you believe that to be the truth, then perhaps you should visit the lighthouse and see if your resolve stands strong."
Dolph, Son of a Shepherd
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"The bounty of nature is strong! Erastil's blessings shall keep us strong against all of the mucky-boy demons." He hands her an orange. "The glorious production of the harvest! Full of sunshine and keeps away the scurvy doggies."
Volsung Dreamborn
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Hearing Dolph's words, Volsung smiles and turns to look at the lighthouse.
A wonderful vision I behold! Yonder lighthouse crowned with a citrus of Erastil, its sunshine burning away all the evil about it!
Yes Sir Edwin, let us do this great thing.
Tesson
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Tesson nods as he already heads towards the lighthouse. While walking away, he mumbles.
"Yeah all about that. But only Caderan Cadelar rewards boldness."
GM Worg
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May you all walk in Zon-Kuthon's shadow.
More time passes, and you make your way to the lighthouse. The storm grows closer, and will be upon you all soon.
You will have a short bit of time to explore the lighthouse grounds.
***********************************************
This imposing structure rests on a jagged stretch of rock that juts out several hundred feet from shore. The crashing waves have worn away most of its paint, yet the lighthouse gleams a dirty bone white against the dark cliffs of the cove. Large windows punctuate the cardinal directions on the second floor, and the top story glows with a bright red light of obviously arcane origin.
There are about three dozen scared villagers who reside here. Once in a while they can be seen braving the outside only to collect mussels, pay homage at the shrine, and scavenge for supplies.
Relevant Dice Roll: The rocky way to the lighthouse is hazardous by foot, and anyone moving at faster than quarter speed must make three consecutive DC 15 Acrobatics checks to safely traverse the slippery, abrasive rocks. Failure by 4 or more results in 2d4 points of damage from the sharp rocks followed by a plunge into the sea.
Volsung Dreamborn
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On the way to the lighthouse, Volsung reassures Tesson that the citrus of Erastil will be even more powerful once it has been fermented and aged.*
Volsung moves quickly toward the lighthouse so as to speak with the villagers there before the storm hits.
Acrobatics1: 1d20 + 9 ⇒ (5) + 9 = 14
Acrobatics2: 1d20 + 9 ⇒ (3) + 9 = 12
Acrobatics3: 1d20 + 9 ⇒ (12) + 9 = 21
Assuming that he is not in the sea after bouncing off the jagged rocks, Volsung will cast detect psychic significance with its 40-ft radius AOE when he is about 20 ft from the base of the light house.