[PFS1] GM Pudding's The House on Hook Street (Inactive)

Game Master Tom G

SLIDES
LOOT


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Night of the Gray Death

This will be the gameplay thread when we begin. Feel free to dot in


Night of the Gray Death

You are on a dark cobbled street lined with tall, decrepit buildings, and something is hunting you. There is a wispy fog that looks blue-ish in the eerie moonlight, the shadow of a terrible tower like a pillar of darkness in the fog. Half-hidden shadows stalk in the mists. You are moving with urgency, because you know with the certainty of dreams that something is coming to kill you.

Glancing behind yourself to find your unseen hunter you stumble into a naked, terrified man. His eyes wide with fear, he babbles and cries inches from your face as you struggle not to fall, before he goes silent and stares at something above and behind you. You barely have time to glance behind again before you feel the searing sting of razor sharp claws and you bolt awake from a strange nightmare, covered in sweat and feeling more tired than when you went to sleep.

DC 15 Knowledge (local) or have been to Korvosa:
Belatedly you recognise the place from your dream as the Bridgefront district of Korvosa. The black tower that was so ominous in the dream was probably the Acadamae, the famous place of arcane learning that casts most of Bridgefront in shadow until the early afternoon.

You all experience the same strange dream, but may not realise it at first
You are approached the following day and given a letter from Sheila Heidmarch.

Grunyak, Eldrin, Taariik:
Dear Pathfinder,
Venture Captain Kalistoff's report on your mission to Carrion Hill has received attention at the highest levels of the society. A spawn of Yog-Sothoth could have wrought incredible destruction to a populated area, but your team brought it down with relatively few casualties. I am assembling a team to look into something equally troubling. Report to Heidmarch manor at once. If this letter finds you more than a day's travel away then head to your nearest lodge and show the venture Captain there this letter. They will see to it that you are magically transported here. This matter cannot wait.

Venture Captain Sheila Heidmarch


Other characters:
Dear Pathfinder,
Your recent missions have impressed many venture captains. I believe your unique talents would be a great boon to a mission I am assembling a team to undertake. If you are interested, report to Heidmarch manor at once. If this letter finds you more than a day's travel away then head to your nearest lodge and show the venture Captain there this letter. They will see to it that you are magically transported here. This matter cannot wait.

Venture Captain Sheila Heidmarch


Welcome to the adventure! Please post a quick intro, perhaps including where you start and how you get to Heidmarch manor. Once there you'll be able to meet each other and await your briefing. Once everyone has checked in I'll kick us off

Grand Lodge

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Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

After taking a few days of rest following the events at Carrion Hill; Eldrin joins a more senior Pathfinder wizard to study. Emerging from the library some days or perhapse weeks later Eldrin asks a final boon of his new mentor. Using the arcane knowledge gleaned from the dark tomes recovered from Carrion Hill Eldrin is magically transported to Magnimar.

Barely moments after checking into the local Pathfinder lodge a sealed message is handed to him by a relieved looking messenger. Eldrin breaks open the seal and reads the message. Looking around the entrance hall of the lodge, not spotting any of his new companions he finds an empty chair and pulls out a book and begins reading.

Eldrin is a medium height Elf with short brown hair and pale skin. He is wearing a simple robe and an elaborately embroidered cloak. A highly polished wayfinder hangs from his belt along side many pouches of varying sizes.

Grunyak, Taariik, if you'd wanted to have travelled with Eldrin that would have worked but I didn't want to assume in case you already had ideas of your own.

Silver Crusade

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male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak, shortly after finishing his business in Carrion Hill, asked his new associates where they planned to head next, He indicated he wanted to head towards Varisia. "I have a cousin in Magnimar. Her daughter is is getting married in a few months. I figured to venture there and linger a while. I think they may ask me to do the joining." "But that is still two months away."
Grunyak shortly after gets a horse and rides for the city of monuments. Along the way, he stops in Korvasa to have his armor enchanted and it is there that the yawning dwarf is given the letter at chosen inn of lodging. Though sleep has not fully left him, he decides to venture to the pathfinder lodge after getting his finally ready suit of magical plate. "Am I to work with the same folks again? It would be nice, but we will see what will be."
The bald dwarf with violet eyes enters the Pathfinder lodge and is surprised to see Eldrin sitting quietly reading. "Our paths cross again, Eldrin. It is good to see you here. I thought it unlikely to meet anyone until Magnimar. Did you receive a letter from Sheila Heidmarch too?"

Grunyak is a dwarf of average height and weight who sports black beard and bald head. He is dressed in full gleaming plate armor. A hammer and battle axe are stowed across his back. A silver hammer on a lanyard hangs from his belt. He grounds his pack and sits near Eldrin. "I am tired. Had a fearful dream last night. I did not sleep well." He says flatly as he slumps some in the seat.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik is a massive Ifrit. His hair is blazing and burning so that he almost warms his surroundings.

He has a greatsword and a bardiche on his back, a light flail at his side and a heavy shield on his back.

He wears a fullplate that looks like it has seen battle recently.

Resting on top of his chest, an amulet showing the holy symbol of Irori is visible.

* * *

Taariik looks tired, too.

When he sees Eldrin and Grunyak, he is pleased!

”So good to see you friends!!“ he says and gives the elf and dwarf a hug.

He seems to suddenly remember something.

”Where is Angoldir?!“ Taariik asks and looks around.


dot


Night of the Gray Death

I've had some time off today to work on an introduction to this, so rather than continue to wait I thought I'd kick us off with a briefing

Eldrin, Taariik and Grunyak reunite at Heidmarch manor in Magnimar. A large estate, you are greeted by the Dwarven custodian Wumbrout Brios when you enter.

"Welcome to Heidmarch Manor. The Heidmarches are expecting you." He shows you through a very large finely appointed house, which he explains isn't even the main residence, just an adjacent meeting house used for society business. He takes you to a large well stocked library which is being used by half a dozen pathfinders for research, and then into a side-room with a large mahogany table and comfortable looking chairs. "Please make yourselves at home, or peruse the library while you wait. The Heidmarches will be with your shortly"

The library itself contains an expansive collection on Thassilon, a mostly complete set of first edition chronicles, as well as at least a handful of volumes on almost every topic of interest to Pathfinders.

After about half an hour you are joined by a middle aged man and woman who are introduced by Wumbrout with a formal bow as "Lady Sheila Heidmarch and Sir Canayven Heidmarch", though Canayven waves off the formality with a practiced grumble. They are dressed in contrast to one another, Sheila in an expensive looking dress that wouldn't be out-of-place at an Opparan Opera, wheras Canayven is dressed in the leathers and mail you might expect to see on a pathfinder in the field.

There's a couple of pictures in the slides

"Please," Sheila starts, "take a seat."

When you are all situated and Wumbrout has poured drinks, she begins.

"I'm glad you all received my letter. I'm still expecting one or two more agents to join you, but they can do so later if needs be, I have a feeling in my gut that this problem needs attending to quickly"

Taking a deep breath, she continues while Canayven looks on with a stern expression.

"As I'm sure you are aware, the society employs many magic users, particularly diviners. Lodges around Golarion regularly use them to peer into the future, to seek out new threats, and new opportunities. Divination is no science, but it can guide, it can inform and occasionally, it can mean the difference between life and death."

"A little over two weeks ago, every diviner in every lodge had a similar vision. Darkness, nightmares, spiders. Cobbled streets in every instance, but the details differed. It wasn't pleasant, and it's taken us some time to piece things together, but it appears to have been about Korvosa, and Bridgefront in particular. The wizards are still arguing about the meaning, but what they can agree on is that it has something to do with dreams, and that whatever it is serious."

The laughter of a group of Pathfinders in the adjoining room cuts her off, and she barks out a "QUIET!" before Canayven puts his hand on hers and she continues.

"I too have had this dream, and I can't shake the feeling of something terrible coming"

Canayven takes over at this point as Sheila is clearly shaken.
I like to imagine Canayven as having a similar accent to Stannis from Game of Thrones

"Your names came across our desk after that business in Carrion Hill. You di'n't know what you were facing when you went in there, but you did what needed to be done. There were dark magics involved too, and though we don't know what you'll be facing here, it's not like to be a spring picnic. We don't usually send agents off with this little to go on, but in this case I don't think we can wait. We think you're our best chance of getting to the bottom of this, and hopefully putting a stop to whatever's got the diviner's knickers in a twist."

Sheila steps back in at this point after squeezing Canayven's hand.

"The Grinning Pixie is in the harbour here waiting to take you to Korvosa. Calisro has more than a few druids able to fill her sails when she needs to, and I've asked her to pull out all the stops on this one. You'll be there in two days, maybe one if you're lucky. I suggest we give the other members of your team till the morning. During that time you may conduct research here in the library, or ask us any questions you may have"

You may roll any (or all) of the following knowledges to reflect what you already know about these topics: local, planes, arcana, religion. Grunyak as you travelled through Korvosa on your way here you may roll local untrained. Rather than put spoilers I'll post with what you know after the roll this time. If the other two players would like to arrive during the briefing, that's also fine and you can make the checks as well.

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Looking up from his book, Eldrin smiles seeing Taariik and Grunyak. Standing he follows the others into the library and listens closely to the explanation of the situation.

Knowledge Arcana: 1d20 + 15 ⇒ (1) + 15 = 16
Knowledge Local: 1d20 + 9 ⇒ (6) + 9 = 15
Knowledge Plans: 1d20 + 10 ⇒ (2) + 10 = 12
Knowledge Religion: 1d20 + 9 ⇒ (1) + 9 = 10

Wow, those are some terrible rolls!

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

A blonde woman walks into the room

Hi there! Sorry to be late, Dame Heidmarch, the place is big and superb! Fortunately, by Cayden's grace, I heard your voice and followed it. Nice to see you again, folks, couldn't believe my luck when I ahd the message.. It's nice to be around friends again.

She gives a formal salute to both Heidmarches, then, with much less formality, hugs her Pathfinder allies, before looking hopefully for some beverage

Well that walk made me thirsty...

Only have Know planes trained

Know PLanes: 1d20 + 2 ⇒ (3) + 2 = 5


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

"Ooo, spiders! My dream didn't have those!"

A halfling with blue hair tied back in a ponytail underneath a top hat bounces into the room, seemingly unaffected with the Venture-Captain's seriousness. "Though my dream did have claws," they continue, grinning cheerfully as though they weren't describing a nightmare. "And a naked man. That one was... awkward." They look off into the distance for a moment as if trying to not remember something and failing miserably.

"Oh! But where are my manners?" The halfling makes a show of checking their pockets before smiling apologetically. "I seem to have left them at home. Whoops!" Flicking the hat into their hand with practiced ease, they bow to the group. "But please, call me Huxwren. I might know a thing or two about spirits, which I imagine is why I woke up one morning with a strange woman in my bedroom handing me a letter from the Heidmarches. Or maybe that sort of thing happens often in Varisia? I wouldn't know - I just got here and it's been wild!"

Knowledge (arcana): 1d20 + 4 ⇒ (9) + 4 = 13
Knowledge (planes): 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge (religion): 1d20 + 4 ⇒ (12) + 4 = 16

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak mumbles something and rubs his bald head. "Had a horrible dream myself. It had a man and something chasing me. Could have been a spider. I am not surrrre." as he yawns out the last bit.

He thinks about his time in Korvosa.
knowledge local untrained: 1d20 ⇒ 16

He also things about all the dream lore he knows from his experience.
know religion: 1d20 + 4 ⇒ (11) + 4 = 15
know arcana: 1d20 + 4 ⇒ (1) + 4 = 5
know planes: 1d20 + 4 ⇒ (7) + 4 = 11

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik bows.

“Lady Heidmarch, we will do all in our power to find out what is going on. I had those dreams, too!“

When the last two Pathfinders arrive, Taariik is exited.

Taariik gives Drusilla a proper hug!!

“So good to see you!! How have you been Drusilla??!“ he says with a big smile on his face.

He then looks at the gnome and claps him on the shoulder.

“Huxwren! You are going to be a fine addition to this group! But you are stepping in big footsteps! Angoldir is not easy to replace!! Maybe you know him? He said something about growing up with Halflings I think!“

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Maybe he said something about outgrowing halflings, perhaps?

retorts Dru with a warm smile.

I'm fine, thank you for asking, Taarik. Let's hope we'll all be fine at the end of this mission too.


Night of the Gray Death

Eldrin:
The fact that multiple people are experiencing similar dreams is unusual. You know of magic that can affect dreams, like the spell "Dream" which can send messages to a dream, or "Dream Council" which can allow a group to communicate through dreams. Some powerful spells like "Dream Travel" even allow physical travel to a subject's dreams. To affect so many though, suggests magic more powerful than you know. Perhaps some sort of divine intervention or powerful artifact may be responsible.

You also know a little of Korvosa; originally part of Imperial Cheliax it is now an independent city state on the southern edge of Varisia. Bridgefront is the oldest and poorest district, comprised mainly of slums. Many know it for its reputation as a haven for users of Shiver; a drug made from dream spiders that can induce a powerful lucid dream state.

It is said that when people sleep their minds travel to a dreamscape, a sort of demiplane. You've also heard of the dimension of dreams, but don't know much about it.

Drusilla:
You think there is some kind of plane associated with dreams, but you don't recall the details

Huxwren:
The fact that multiple people are experiencing similar dreams is unusual. You are aware of magic that can affect and interact with dreams, like the "Dream" spell which can send messages to a dreamer. To affect so many though, you can only guess at divine intervention or perhaps a powerful artifact.

You do know something of the nature of dreams however. Each night it is said that the mind of a dreamer travels to a dreamscape, a sort of ephermeral demiplane adjacent to the dimension of dreams and the ethereal plane that is unique to each individual, and very hard for someone else to access. A foam of dreamscapes surrounds the stable core of the the dimension of dreams itself, also known as the Dreamlands; A larger and more stable plane formed from the sleeping minds of very powerful creatures, such as outer gods and great old ones.

Desna is the most well known deity associated with dreams, but some of the outer gods and great old ones are also associated with it, though their intentions are less known (or even knowable) than Desna. You've also heard of Idols, occult artifacts that have grown sentience through worship (or other means). Some of them are even powerful enough to grant spells to their worshippers. Their nature of being created through belief shares some elements with dreamscapes, so they come to mind when you ponder these events.

Grunyak:
On your recent trip through Korvosa, you got to talking with some locals over an ale. Most of the talk is about the "Nightmare Plague" currently affecting Bridgefront. You learned that the area was hardest hit by the Blood Veil plague almost a decade ago, and is now suffering this strange malady where it seems everyone is suffering nightmares every night. Coffee sales are through the roof as fatigue sets in. The people you were talking to seemed to think it a curse from Desna for the people of Bridgefront turning to the occult and away from their traditional gods, although your own knowledge of religion made you doubt that conclusion; Desna is not known to be so vengeful

As Drusilla and Huxwren arrive, the Heidmarches look pleased.

"Ah, the team is complete. Welcome Drusilla and Huxwren. We did reach out to Angoldir but he was unavailable, and given the reputation of Bridgefront as a haven of the cccult, we thought Huxwren's reputation as a master spirit channeler would serve you well. Right, any further questions or shall I send word to Calisro to make preparations to leave?"

It's currently the afternoon of a Wealday in Neth. If you left now you could be in Korvosa by the morning of Fireday, or if you wanted to stay to research you could repeat any of those checks with a +4 bonus to reflect researching in the library, though it would take all evening and delay your arrival until the evening of the same Fireday


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect
Taariik wrote:
"...But you are stepping in big footsteps!..."

"Oh, whoops!" Huxwren hops to the left and looks down at where they had been standing a second ago. "Sorry, I didn't realize... Wait, what footsteps? I don't see any here - did I miss them?" They glance back towards the entrance hall with wide eyes. "Or is this one of those buildings where you're supposed to take off your shoes or put slippers over the top of them or something like that and I forgot? Sorry..." Their voice trails off as they inspect their companions' footwear. "Wait, no, I don't think that's right either..."

Huxwren is fine to depart right away, especially given the Venture-Captains' urgency.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik nods.

"Yes, let us go!"


Night of the Gray Death

You set off at once, eager to start addressing the rather nebulous concerns of the Venture-Captains. You're bundled aboard the Grinning Pixie and spend just over a day travelling at speed along the southern Varisian coast, with the mushfens your constant companions to your left. You pass many slower vessels with your sails constantly filled with gusting wind, and you can spend the day catching up with each other and getting to know your new ally Huxwren.

After a difficult nights rest, mainly due to the speed the Pixie is cutting through the water rather than any nightmares, you arrive in Korvosa in the morning, putting in at the more run-down dock in Old-Korvosa rather than continuing in like most ships to the newer docks. Calisro is busy as ever and sets off immediately with a "Good luck!", off to pressing business in the Gloomspires.

The Korvosa you find yourself in is far from a pleasant site. Old Korvosa is the part of the city north of the narrows, the original site of the city and it's poorest area. As you make your way from the docks you see widespread depredation, and most people you see seem exhausted. The talk is all of the so-called "Nightmare Plague" that seems to be centred in Bridgefront. Some people think it is related to a rash of recent drug related deaths, others that it's a disease, and still others a curse from the Gods.

There is a picture of Bridgefront, as well as maps of Korvosa as a whole and Bridgefront in particular in the slides. Feel free to sort out any daily preparations or purchases you would like to make before getting underway

Heading toward Bridgefront, you find the state of the neighbourhood much worse than even the rest of Old Korvosa. Most building have between four and five stories, but each layer appears to have been built hapzardly upon the previous, and they give the impression of being about to topple over at any minute. Many roofs are little more than cloths draped between ruined walls. Everywhere there are signs of a people living hand-to-mouth. You see mobile coffee vendors - their hulking, spigoted barrels strapped over their shoulders, each with a line of dozens of jittery, glassy-eyed customers waiting for some relief. The exchanges are being made as often with trinkets, bent cutlery, dried beans and dead rats as they are with copper coins, as the citizens of Bridgefront appear to have little access to monetary wealth of any kind. Everyone is talking about the nightmare plague and comparing their nightmares from last night, all eerily familiar, both to each other's and to your own.

Before you can really start asking around however, you hear muted screams echoing off the shingles above.

I'm going to take the liberty of assuming you move to investigate this sound :)

Rushing to investigate, you race across the cobbles and turn a corner into a now deserted street. You see a miasma of swirling, nightmarish shapes swirling in a large area of greenish fog. It seems to be spilling forth from the ruined mouth of a corpse standing in the middle of it, but the corpse seems to be mostly idle while the fog is lashing out at a nearby guard. She is terrified, swinging her halberd at the fog but it seems to have very little affect, whilst the fog seems to sap the life out of her with a touch. The limp bodies of three other guards are littered around.

Initiative:

Huxwren: 1d20 + 7 ⇒ (5) + 7 = 12
Eldrin: 1d20 + 3 ⇒ (12) + 3 = 15
Drusilla: 1d20 + 2 ⇒ (11) + 2 = 13
Grunyak: 1d20 + 1 ⇒ (7) + 1 = 8
Taariik: 1d20 + 8 ⇒ (6) + 8 = 14
Fog-spewing corpse: 1d20 + 1 ⇒ (8) + 1 = 9
Bridgefront guard: 1d20 ⇒ 2

Huxwren Knowledge planes: 1d20 + 4 ⇒ (8) + 4 = 12
Eldrin Knowledge planes: 1d20 + 10 ⇒ (9) + 10 = 19
Drusilla Knowledge planes: 1d20 + 2 ⇒ (15) + 2 = 17
Grunyak Knowledge planes: 1d20 + 4 ⇒ (17) + 4 = 21

None of you have any idea what this creature is, but now is the time to act!

You'll had time to draw any weapon-like objects as you rushed over, but not to cast any spells (though anything you'd have cast before entering bridgefront would be fine). Huxwren if your choice of spirit today affects that roll let me know, but it would need to affect it by a lot!

--- The Bayhill Horror : Round 1 ---
Eldrin
Taariik
Drusilla
Huxwren

Fog-spewing corpse
Grunyak
Guard

Eldrin, Taariik, Drusilla and Huxwren are up! I've zoomed the map in quite a bit so you're way off to the bottom, about 55 feet away from the foggy monstrosity. It's huge (15x15) on the map but just to be clear the corpse inside is that of a human, the thick evil fog just extends out that far

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

As soon as the ship puts in at Korvosa, Eldrin takes a few minutes to chant the words of a spell. Enveloping himself in a faintly shimmering field.

Casting Mage Armour with Potent Magic (8 hours).

Drawing a wand from his belt as the group races to investigate the noise, Eldrin wastes no time upon seeing the mist creature. Raising the wand and speaking a short phrase activating the stored magic.

Magic Missile (CL 1): 1d4 + 1 ⇒ (1) + 1 = 2


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

"Excuse me, have you heard of-" Huxwren stops talking to a passing townsperson and makes a show of listening very intently to something. "Oh, there is danger! Excitement! I must go!" He rushes straight towards the strange fog, dagger clutched excitedly in his hand. "Stand aside, citizens!" he bellows. "We are here to handle this unnatural menace!" Turning back to his slower companions, he raises an arm. "Now show them what you're made of! Press forward and show no quarter to the fiend!"

Move and use Inspiring Call to grant all allies who can see and hear you a +3 competence bonus on attack and damage rolls for 1 round.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

So far, it was a lovely stroll, a good stretch of the legs.. all nice things have to end, unfortunaty.

Knowing she has to act quick before the creature kills everyone, Drusilla charges, her trusty magical morningstar in hand

Charge power attack, Inspired call: 1d20 + 12 + 1 + 3 - 2 ⇒ (16) + 12 + 1 + 3 - 2 = 30
Inspired call PA dmg, Marshall sceance: 1d8 + 6 + 4 + 1 + 2 ⇒ (2) + 6 + 4 + 1 + 2 = 15

PLease, monster, allow me to introduce you to my main weapon, Lucifer!

[ooc]Marshall sceance:+2 to dmg[/dice]


Night of the Gray Death

Eldrin and Huxwren are first off the mark, moving cautiously down the street toward the strange fog. Eldrin shoots off a magic missile from his wand, testing the defences of the strange creature. It slams into it, causing it's fractal tentrils to writhe away from the guard it was about to suck dry, and the whole thing turns in your direction.

You have its attention!

Huxwren calls out in a command voice, filling the minds of the Pathfinders with strength, and it affects Drusilla so profoundly she runs at it, covering the distance in just a few seconds. When she gets close to it, her mind fills with discordant screaming.

Will: 1d20 + 5 ⇒ (7) + 5 = 12

She powers through the incredible headache that the strange psychic assault is giving her and slams her morningstar through its insubstantial form. It meets resistance, and judging from the way that the misty tendrils within the fog writhe and the keening sound of pain that Drusilla hears within her mind, she knows that she's damaged it. Her magical weapon seems more effective than the guard's halberd, and yet it doesn't seem quite as badly damaged as a normal creature would have been from that massive blow.

It has multiple defensive effects going on, your magic morningstar bypassed two of them, but it still had a bit of DR left. Also Drusilla I'm a little confused by your damage, could you break it down for me? I think perhaps your sheet might be out of date and it's actually a +2 morningstar now? That would make it work out execpt for maybe missing the inspired call on the damage. I moved your token on the map

So close to the fog Drusilla can see shapes forming in it, half-glimpsed images from her most recent nightmare.

Those of you within 10 feet at the start of your turn must make 2 will-saves. The first against the psychic aura (and in fact you can make that as soon as you get within 10 feet and at the start of every turn thereafter), and the other against the terrifying shapes within

Taariik I see that your token has moved but I don't see a post from you, perhaps the forums ate a post? Oh and remember to check your Seance bonus options in the discussion thread

--- The Bayhill Horror : Round 1 ---
Eldrin
Taariik
Drusilla
Huxwren
Fog-spewing corpse (-14)
Grunyak
Guard

Taariik is up!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik is a little confused.

He runs forward.

“Do we really need to attack if?!?“ he asks unsure what to do.

Double move.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Here are my bonuses to hit/ dmg with my main weapon, Lucifer the +1 Morningstar: to hit +6 Bab, +4 STR, +1 Weapon, +1 Weapon focus, +1 Weapon Training-Flails ( so that's +13, not +12 to hit); Dmg +4 STR, +1 Weapon, +1 Weapon training (+6 total). With other melee weapons Dru is at +10 to hit, +4 dmg. Drusilla usually attacks with Power Attack (-2 to hit, +4 dmg). Add to this attack Huxwen Inspiring call and Marshall sceance for a total +3 to hit and dmg. Hope that's clearer?

Will save, aura: 1d20 + 5 ⇒ (3) + 5 = 8
Will save, shapes: 1d20 + 5 ⇒ (13) + 5 = 18 Maybe +2 from Fighter's Bravery?

What do you want? To invite it to a nice cup of tea later, Taarik? Maybe with some warm, honeyed waffles? The dying and dead guard lying around in great pools of their own blood aren't a clue big enough about the creature's intentions?

Right after her tirade, Drusilla regrets her words
Sorry about that, Taarik, I apologise.

What were you thinking, girl?! He's probably still torn by guilt from the inmate he killed in the asylum. That's perhaps why he's so reluctant to jump into a fight..Can't blame him!

Nice to use our previous adventure to build some RP


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

To clarify: Drusilla gains a +3 bonus on attack rolls from Inspiring Call and a +5 bonus on damage rolls from the combination of Inspiring Call (+3) and the Seance boon (+2). Are mediums broken? Let's find out!

"Keep your attention on the enemy!" Huxwren commands from behind the two warriors.


Night of the Gray Death

That's great thanks Drusilla. I'd forgotten fighter weapon training. You don't need those saves until the start of your turn, so I'll come to them after the creature

As Taariik enters the vicinity of the fog, his mind also starts to throb with pain from a psychic assault.

Taariik will: 1d20 + 10 ⇒ (3) + 10 = 13

His tremendous mental fortitude allows him to push back against it however. Drusilla answers his question about what to do, and immediately after so does the fog, which swoops over both of them.

You are being engulfed. You can take an attack of opportunity as it enters your space, or you attempt to reflex save to get out of the way, it's up to you. Once you decide, check out the corresponding spoiler

Attempt Save:
The reflex DC is 19. If you pass you can move yourself to outside it's space and start your turn there, if you fail check out the next spoiler...

AoO or fail save:
The mists surround you, and you feel the life being drawn from you.

Negative Energy: 3d6 ⇒ (4, 4, 2) = 10

You are also staggered this turn, though you can move and breathe normally

The brave guard steps forward to strike at the most with her halberd.

Will: 1d20 + 1 ⇒ (4) + 1 = 5
CHA damage: 1d2 ⇒ 1
Halberd: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10

As she steps forward though she winces in pain and the mental shock causes her to miss.

Then we can get to the saves at the start of your turn

Drusilla then does much the same action as the mental static gets to her mind too, it seems so much worse inside the cloud.

CHA damage: 1d2 ⇒ 1
You also take a -2 to attack rolls, skill checks and saving throws while with 10 feet of this thing

The pain is intense, but her legendary bravery allows her to ignore the terrifying images.

The second save is a fear effect, so you'd get your bravery and the carrion crown bonus

The Bayhill Horror
--- Round 1 ---
Eldrin
Taariik
Drusilla
Huxwren
Fog-spewing corpse (-14)
Grunyak
Guard (1 CHA damage, mental static)

--- Round 2 ---
Eldrin
Taariik (2 will saves required, possibly engulfed)
Drusilla (1 CHA damage, mental static, possibly engulfed)
Huxwren

Fog-spewing corpse (-14)
Grunyak
Guard (1 CHA damage, mental static)

Everyone is up! Taariik and Drusilla need to decide what to do about being engulfed, and Taariik has 2 will saves to make. Grunyak and Eldrin are still benefiting from the inspiring call +3 to attack and damage

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Eldrin moves his wand into his left hand and begins gesturing in time with a string of arcane words; a stream of four bolts of energy leap from his out stretch hand and fly toward the fog.

Magic Missile (+2 CL, Seance +2 Damage): 4d4 + 4 + 2 ⇒ (3, 1, 1, 4) + 4 + 2 = 15

Casting Magic Missile and using an Arcane Reservoir point to raise the caster level by two with Potent Magic.

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

Grunyak is grumbling along looking at the passersby and thinking about the dream plague when the scream breaks in. "Torag's beard, that sounds serious." Though slower with axe in hand Grunyak follows after his much faster reacting friends.
Double move

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Full PA, Medium stuff, Assault on my brain: 1d20 + 13 - 2 - 2 + 3 ⇒ (9) + 13 - 2 - 2 + 3 = 21
PA dmg, Medium sceance: 1d8 + 6 + 4 + 3 ⇒ (6) + 6 + 4 + 3 = 19

Full PA, Medium stuff, Assault on my brain: 1d20 + 8 - 2 - 2 + 3 ⇒ (1) + 8 - 2 - 2 + 3 = 8
PA dmg, Medium sceance: 1d8 + 6 + 4 + 3 ⇒ (7) + 6 + 4 + 3 = 20

Once more into the breach! Make it double, make it count!

Valiantly, Dru continues her assault on the misty creature, whacking it with her morningstar


Night of the Gray Death

@Dru did you want to attempt to avoid being engulfed? If so you'll need a reflex save. Otherwise I could take those two attacks as AoO and regular attack if you want (you can't full attack from inside it as you'll be staggered)

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Will save: 1d20 + 10 ⇒ (12) + 10 = 22
Will save: 1d20 + 10 ⇒ (14) + 10 = 24

reflex save: 1d20 + 7 ⇒ (20) + 7 = 27

Taariik jumps away when the horrific creature approaches.

He looks at Drusilla and her words are still ringing in his head.

"I am sorry Drusilla! Of course you are right!"

Move action to detect evil on the creature.
In case it is evil: swift action smite evil -> it looks evil :-)
Free action to start champion spirit dance 1/9: +1 on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Spirit Aura (Su): Every ally within 30 ft incl. the guards receives +2 bonus on all non-spell damage rolls as long as Taariik continues his champion spirit dance.

He gathers the guidance of his former Iroran masters and attacks with Huxwren's emotional aid!

Adamantine +1 Greatsword +10, champion +1, inspiring call +3, smite +5, power attack -2 : 1d20 + 10 + 1 + 3 + 5 - 2 ⇒ (11) + 10 + 1 + 3 + 5 - 2 = 28
Damage Str +5, 2H Half Str +2, Enhancement +1, champion +1, spirit aura seance boon +2, inspiring call +3, smite +2, 2H power attack +6: 2d6 + 22 ⇒ (1, 1) + 22 = 24 if undead or evil outsider another +2 damage.


Night of the Gray Death

@Taariik that's a lot of bonuses! For inspiring call (and other 1 round effects) it can get a bit tricky how it interacts with block initiative. The way I'd like to run it for ease is that if Huxwren does it in a block, then everyone in that block has it regardless of post order. We'll see how it goes, but in this case you'll only have it for this one if Huxwren does it again this round.

Also ideally the reflex save should have come first as it was on the creature's go, then the two will saves were at the start of your turn, but since all three of those rolls would have passed any of the saves it doesn't matter in this case

Eldrin summons an arcane reservoir of power and blasts the fog with four force missiles, each of which blast away some of the miasma and turn it to dust. In the same instant Drusilla smashes the evil fog with her morningstar Exactly how much you smash it will depend on if you want to avoid being engulfed or not

Taariik discovers just how evil the fog is, by using his Iroran powers to peer into it. The greasy feeling of evil emanating from the fog is strong and he smites it in response, delivering a mighty blow with his extremely-enchanted greatsword, but not before doing a quick spirit dance!

The resulting blow bypasses all the magical defences of the creature, and where the sword passes it crackes with electrical energy as it tears at the evil essence.

The Bayhill Horror
--- Round 2 ---
Eldrin
Taariik (2 will saves required, possibly engulfed)
Drusilla (1 CHA damage, mental static, engulf reflex or AoO)
Huxwren
Fog-spewing corpse (-63/-69)
Grunyak
Guard (1 CHA damage, mental static)

Huxrewn is up, and Drusilla has a decision to make


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Oh Huxwren will definitely continue to use Inspiring Call!

Huxwren steps closer to keep a better eye on all his companions. "That's the spirit," he cheers heartily. "Keep it up! Press the assault! Make them turn tail and run for the hills!"

5 ft step and Inspiring Call (+3 to attack and damage rolls).


Night of the Gray Death

With Huxwren's call echoing in their mind, and Taariik's enchanting dance inpsiring them, the pathfinders are driven to incredible acts of heroism.

Having been smoten whatever dark spirits are manifesting in this fog shriek in rage in Taariik, and a number of smokey tendrils reach toward him

Misty Tendril vs. Touch: 1d20 + 5 ⇒ (19) + 5 = 24
Negative damage: 6d6 ⇒ (1, 5, 4, 2, 6, 5) = 23
23 damage to Taariik!

Where they touch his armour, it seems to freeze the skin underneath as his very life energy is drawn out! At the same time, Drusilla inside the fog experiences the same effect, but all over.

I'll roll Dru's save here as she might not be in there at all

Dru reflex, discordant feedback: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
Negative damage: 3d6 ⇒ (5, 2, 3) = 10

That means last round you were staggered in the mists so only got one attack, but it hit and dealt lots of damage
10 damage to Drusilla (so 20 total)

Guard will vs. discordant feedback: 1d20 + 1 ⇒ (6) + 1 = 7
CHA damage: 1d2 ⇒ 1
Guard will vs. bewitching brume: 1d20 + 1 ⇒ (8) + 1 = 9

The guard cries out in pain again, and seems transfixed by the images in the fog. She can barely hold onto her halberd, but she doesn't want to let the city down, so she strikes!

Guard halberd, call, flank, discordance, shaken: 1d20 + 5 + 3 + 2 - 2 - 2 ⇒ (11) + 5 + 3 + 2 - 2 - 2 = 17
Slashing, call, dance: 1d10 + 3 + 3 + 2 ⇒ (6) + 3 + 3 + 2 = 14

She succeeds in striking it, but once again her halberd barely seems to affect it. This time though, with Huxwren's call echoing in her mind, she does seem to have damaged it a little.

The potent mists are still hanging around, though they do seem wispy and insubstantial now. Taariik can see Drusilla in the middle more clearly now that their combined assault has robbed it of its substance. Just a little more!

The Bayhill Horror
--- Round 2 ---
Eldrin
Taariik (-23)
Drusilla (-20, 1 CHA damage, mental static, staggered)
Huxwren
Fog-spewing corpse (-70)
Grunyak (2 will saves pending)
Guard (2 CHA damage, mental static)

--- Round 3 ---
Eldrin
Taariik (-23, 2 will saves pending)
Drusilla (-20, 1 CHA damage, mental static, staggered, 2 will saves pending)
Huxwren

Fog-spewing corpse (-71)
Grunyak
Guard (2 CHA damage, mental static)

Everyone is up! Taariik, Drusilla and Grunyak should make 2 will saves at the start of their turn (the first is mind-affecting and the second a mind-affecting fear effect. Neither is spell-like). Dru is currently suffering the effects of discordant feedback, which is a -2 to attack rolls, skill checks and saving throws. She is also staggered, and engulfed in the mists

Round-wise Grunyak still has the inspiring call (+3 to attack and damage), everyone else would need Huxwren to re-up it this round. Everyone does have Taariik's dance bonus, +2 to non-spell damage

I'm very glad I'm not running this combat at a live table, there are so many moving parts!

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Thanks for the feedback GM! Of course Taariik continues the spirit dance until the end of battle as he otherwise has negative modifiers similar to rage.

Will save: 1d20 + 10 ⇒ (1) + 10 = 11

Will save: 1d20 + 10 ⇒ (17) + 10 = 27

Taariik slashes with his greatsword ...

Adamantine +1 Greatsword +10, champion +1, inspiring call +3, smite +5, power attack -2 : 1d20 + 10 + 1 + 3 + 5 - 2 ⇒ (14) + 10 + 1 + 3 + 5 - 2 = 31
Damage Str +5, 2H Half Str +2, Enhancement +1, champion +1, spirit aura seance boon +2, inspiring call +3, smite +2, 2H power attack +6: 2d6 + 22 ⇒ (1, 5) + 22 = 28

Spending a ki point as a swift action to attack again.

... and uses his inner ki to drive the sword into the mist another time!

Adamantine +1 Greatsword +10, champion +1, inspiring call +3, smite +5, power attack -2 : 1d20 + 10 + 1 + 3 + 5 - 2 ⇒ (13) + 10 + 1 + 3 + 5 - 2 = 30
Damage Str +5, 2H Half Str +2, Enhancement +1, champion +1, spirit aura seance boon +2, inspiring call +3, smite +2, 2H power attack +6: 2d6 + 22 ⇒ (1, 5) + 22 = 28

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Will save, Discordance: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Will save, Discordance: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21

Caught inside the mists, Dru feels her mind crack, and she grits her teeth, trying to resist the evil influences

Will wait until Taarrick actions are resolved


Night of the Gray Death

CHA damage: 1d2 ⇒ 2

Taariick suffers a mental blast as the psychic feedback overflows his mind.

That would give you a -2 to your next save and attack, but it still passes and hits

He powers through though, summoning another mighty strike that tends the mists, and with a scream that echoes through all of your minds like a pulse, it disapates and the corpse that had been in its midst flops to the floor, inanimate once again.

You didn't need to spend the ki point for the second attack, and it was dead by the time Dru's turn came around so no saves needed for her

The Bayhill Horror
--- Final Report
Eldrin
Taariik (-23, 2 CHA damage)
Drusilla (-20, 1 CHA damage)
Huxwren
Fog-spewing corpse (-99)
Grunyak
Guard (2 CHA damage)

The guard winces in pain, and moves to her fallen allies. "Please help them!"

Now that the immediate danger is over, it does seem that the fallen guards are still breathing.

What would you like to do?


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

”Excellent work!” Huxwren nods in satisfaction, then points at the fallen guards. ”Grunyak, you are needed! Swiftly, lest they perish as we watch!” The halfling pulls out his flask and takes a sip before slipping it back into his pocket and following the dwarf.

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik feels weaker.

"I ... I felt the horror of this creature in my soul!" Taariik says and holds his head.

Taariik takes out his wand and taps Drusilla's wounds.

clw 4 charges: 4d8 + 4 ⇒ (3, 6, 4, 7) + 4 = 24

"Drusilla, are you okay?"

He then heals himself ...

clw 4 charges: 4d8 + 4 ⇒ (8, 2, 6, 4) + 4 = 24

... and takes out a flask and drinks the content with some contemplation.

Drinking tea of transference to spend a ki point and regain 1 smite evil use.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

Feeling better now, yes, thank you. I'm used to phisical pain, but this assault on my mind.. I wasn't ready for that.

Dru mimics Taarik, taking her own flask to sip some of her "tea"

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"What in the world was that thing? Wait there are guards hurt."
Grunyak will check the guards with heal checks starting with the one still standing.
"Good guard, what happened here? Can I help you? Are you injured?"
heal checks for guards each at +11: 4d20 ⇒ (4, 14, 16, 16) = 50


Night of the Gray Death

In the aftermath of the battle, Taariik and Dru see to their wounds with magic, though their mental scars will require something stronger, or a few days of rest.

Grunyak tends to the fallen guards, two of whom were close to death with what he summised was wounds inflicted by negative energy. With his careful ministrations however he is able to stabilize them. They likely have mental wounds too, and the conscious guard rubs her temple as she thanks you Grunyak.

"Oh they'll be OK? That's wonderful news, thank you. We are lucky you were here. There's been a rash of corpses like this over the past few weeks, but this is the first one that's gotten up and started attacking people!"

The corpse itself is in a terrible condition. It's disturbingly ashen, almost colourless, and it's head is wrenched backward, its jaw torn half-off. You did see the fog flowing forth from its mouth with a lot of force, so perhaps that damaged the jaw. The skin is dessicated, almost mummified, and its left leg and arm appear to have been eaten down to the bone. The only clothing remaining on it are the torn and soiled shreds of a bright red silken undershirt.

A few minutes after the battle while Grunyak is examining the body, the local guard arrive in force. They are quick to gather up their fallen comrades, and you when one of them looks at the corpse, he snorts and says "Hogslop"

DC 15 Knowledge (local):
Hogslop is a local derogatory term that refers to hopeless drug users doomed to overdose and have their body fed to a drug den's pigs

Shortly after the first set of guards arrive, a guard dressed in more expensive looking armour arrives, and the other guards salute her. She speaks to several of them individually including the guard you saved.

DC 15 Perception:
You overhear her quietly say "You do recognize the corpse, don't you?" before the rest of her words are lost

Afterwards, she approaches you.

"I'm Captain Cora Crandon. My guards tell me you can handle yourselves, and more would have died without your help. The city could use folks of your talent. If you are interested in helping us further, I can make the introductions you need to help keep the citizens of this district safe"

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

I think we would gladly help. What's happening in this town? Your guard just said there were quite a few corpses like this one in the past few weeks. Do you have an idea why this is happeninng, and happening now?


CN Halfing Relic Channeler Medium 8 | HP 59/59 | AC 24 T 17 FF 16 | CMB *+8, CMD 21 | F: *+10, R: +11, W: +8 (+2 vs fear) | Init: +8 | Perc: +3, SM: +3, Low-Light Vision | Speed 20ft | Spells: 1st 0/2 2nd 0/2 | Spirit: Champion | Influence: 2/4 | Taboo: 2/2 | Active conditions: Heroism, Long Arm, Placebo Effect

Perception vs DC 15: 1d20 + 3 ⇒ (13) + 3 = 16

"Of course we are!" Huxwren agrees loudly, flipping his hat off his head with a practiced motion. "Both quite talented, and here to help, that is!" He flashes a wide smile at the captain before extending a hand. [b]"Huxwren, of the Pathfinder Society. Come now, tell us what you know of this occurrence that we might aid you more effectively. For starters, I believe you said you recognized this poor man?"[b] He points dramatically at the corpse.


Night of the Gray Death

"We've had a rash of bodies turn up recently Ma'am" she offers Dru a curt head nod, one soldier to another.

"Drug overdoses, shiver to be exact. One or two is normal, but these ones are unnatural, ashen grey and faces frozen in fear. Magistrate Drune is overseeing the investigation and it's not my place to gossip, but as you do want to help and you'll find out soon enough; we have reason to believe foul-play. That boy-" she lifts her head in the direction of the corpse "is a nobody. His uncle though-" she whistles as if words were insufficient. "Suffice it to say that the heat is about to get turned up on this investigation, and Magistrate Drune will be looking for talented individuals like yourselves."

"I've said enough. I can take you to Magistrate Drune immediately if you want to help, otherwise I'd appreciate if you'd keep what I've said to yourselves"

I'll let folks catch up and then take you to the magistrate in the morning

Silver Crusade

male|cleric 10|hp 93/93|AC:25 T:12 FF:24|CMB+9, CMD21|Fort+12, Ref+6, Will+14, +2 vs poison|Init+1, senses darkvision 60' Perc:+5|used: dwarf cleric 10|spells used: Bless of fervor, searing light, flame strike, magic circ vs evil|touch of good 8/8 remaining|acid dart 8/8 remaining|channels 4/5 remaining|

"If my group is okay to help then I am okay with helping." "Sometimes the watch does not like outsiders sticking their noses in, but if we are sanctioned..."
Grunyak takes his helmet off and rubs his bald head. "Some of us just finished helping out a town with its problems. Now we are going to help a city." "Next I guess it will be a country?"
Grunyak mumbles something under his breath.
"Lead on, good Captain."

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik nods after Grunyak‘s confirmation.

He still holds his head once in a while and seems to be in thoughts.

Liberty's Edge

Female Human Fighter (9) Init +2 HP 103/103 AC 24 T 12 FF 22 Fort +10 Ref +6 Will +6 Per +10 Move 30 CLW Wand 21/50

A wise man said "With great power comes great responsability".


Night of the Gray Death

Captain Crandon takes you the length of Old-Korvosa, then across Jaggare bridge into the rather more affluent North Point section of the city. City Hall is a short walk from the bridge, It's labelled on the city map where Magistrate Stainton Drune serves along with some two dozen other magistrates. The Captain takes you you through a maze of offices, old varnished wood everywhere, polished and worn as smooth as glass.
She knocks on the door and enters with you into a small tidy office, where behind a desk a short man sits. There's a picture on the slides Magistrate Drune is rotund, with greasy hair and a thin pencil mustache.

"Sir, another body in bridgefront has turned up. This one came back as some sort of undead abomination and nearly killed three of my guards. This group happened by, and they slew the beast and saved a lot of lives. They seemed like just the kind of people you were looking for"

Drune nods excitedly and beckons for you all to come in and sit down (though there are only 2 chairs).

"One more thing sir, the latest body, it was Frell Tann." They share a signficant look before the magistrate turns to you.

"Thank you for your service to Korvosa. It is my hope that you might be able to help us further. You see, Bridgefront is suffering a plague unlike anything seen since the days of the blood veil. It is as insidious as any disease, and we believe each death is feeding an unholy blasphemy: a terrible idol worshiped by a dangerous cult known as the Brotherhood of the Spider. We now know that this cult has not only seized control of the shiver trade in Old Korvosa, but may also be slowly poisoning the neighborhood’s wells, driving a flood of new addicts among our city’s most desperate and causing terrible nightmares among innocent citizens.”

Both Magistrate Drune and Captain Crandon look disgusted at the idea of shiver poisoning

"Over the past two weeks we've had close to two dozen deaths, bodies that turn up in Bridgefront with every sign of a shiver overdose. This latest, Frell Tann, is the nephew of Garrick Tann, the magistrate of Commerce, and one of the most powerful men in the city. We will have every resource at our disposal, and just in time too. Put simply, I don't trust the guard. Now I trust Captain Crandon with my life, but the being a guard in Bridgefront doesn't pay well, and half are in the pocket of the Cerulean Society."

Captain Crandon looks slightly embarrased, but barely moves from her position by the door.

"With this cases connection to drugs, I need outsiders who I can trust to get to the bottom of it. I would like you to gather any evidence that ties Frell's death to the Brotherhood of the Spider, and locate and apprehend the dealer who provided the toxic narcotic. If you can find the dealer, there is little doubt you will also uncover proof of the cult responsible for poisoning the wells and bringing nightmares to Bridgefront's citizens. Once that proof is in hand, your expertise in the supernatural will be required to undermine the cult and disrupt the trade of this dangerous substance."

"I can offer a payment of 8000 gold pieces for evidence of the cult's connection to Frell's death and help bringing them to Justice. Captain Crandon can give you the details of the other bodies found so far. Do you have any questions?"

There are a few topics he mentioned there that you might already know some things about

DC 16 Craft (alchemy) or Profession (something underworld-ish):
Shiver is a clear liquid sold in small glass vials, made from a boiled solution of dream spider venom, webbing, water and alcohol. It has a 50% chance to cause a drinker to fall into a deep sleep where they have lucid dreams, or a 50% chance to become bold and immune to fear for a few minutes. It is highly addictive

DC 14 Knowledge (local) or Profession (thief/cutpurse/similar):
The Cerulean Society is the name of the only established thieves' guild in Korvosa

I have more information to follow (later on today hopefully) on the deaths so far, as well as on locations of interest in Bridgefront, but you could ask any questions of the Magistrate or Captain Crandon now

Sovereign Court

| Male LG follower of Irori | Ifrit | Outsider (Native) | Paladin 2, Ninja 2, Medium 4 | | HP 77/77 | AC 18 T 8 FF 18 / AC 20 with heavy shield | CMB +12 | CMD 20 | F: +14, R: +9, W: +12 (+13 vs. fear/confusion) | Init: +12 | Perc: +2, SM: -2, Dipl: +19 | Mind Arsenal 7/8 | Ki Pool 1/6 | Reroll 0/1 | Smite 0/1 | Influence 4/4 | Spirit Dance 0/13 | Eefriti Magic 1/1 | Darkvision 60 ft | Speed 20ft | Active conditions:

Taariik is clearly impressed.

"Wow, you are exactly the right person that we needed to find. You know so much! So much! And you have such a great plan. Yes, yes, yes! I want to help!" he says with some nativity.

Then he touches his chin.

"But what if this has nothing to do with ... ehh .. this cult? I mean they sound bad but what if it is something else? I mean we will try to find out the truth!"

Then he looks confused and walks to Eldrin.

"Hey Eldrin, this Cer... cer.. eh .. whatever Society. Is that like a sister organization to the Pathfinders or what?" he asks with genuine interest.

Grand Lodge

Male Elf Arcanist 8 | HP 42/42 | AC 16 FF 14 Touch 12 | CMB +2 CMD 14 | F +6 R +6 W +9 | Init +3 | Perc +7 | Speed 30 ft, Mage Armour (+4 AC)

Taking a good look around once the mist creature is delt with, Eldrin studies everything and makes a number of quick notes in a small note book he pulls from a pouch.

Knowledge (Local): 1d20 + 9 ⇒ (1) + 9 = 10

---

Listening carefully to the magistrate Eldrin is deep in thought when Taariik asks his question. "The Cerulean Society, no they're not really much like the Pathfinder Society at all, though I'm sure there are those that look poorly on our activities and may draw parallels between the two institutions. They are a thieves gild, a group of organised criminals."

Knowledge (Local): 1d20 + 9 ⇒ (19) + 9 = 28

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