Male Human Expert 5
I do believe that I am finally back in a healthy state mentally where I can keep up with everything again. I would be happy to keep the game going for you all. You have been an enjoyable group to run for. I have posted in the gameplay thread and pushed the adventure forward a bit to get things moving again.
Male Human Expert 5
Mihaela: Aleece was killed by poisoning from a phase spider. GM:
Day 3 encounter chance 20%: 1d100 ⇒ 81
Day 4 encounter chance 20%: 1d100 ⇒ 36 Day 5 encounter chance 20%: 1d100 ⇒ 71 Day 6 encounter chance 20%: 1d100 ⇒ 79 During your time traveling with The Crooked Kin you learn that they come from all over Ustalav and Varisia having slowly come together over many years to form this fully fledged out traveling cabinet of curiosities. You are regaled with stories and legends from throughout Ustalav as well as various tidbits of possibly useful information as you make your way along with the caravan. You are fed, sheltered, and generally treated like family while with The Crooked Kin, even if some of you are more standoffish than others. Cabinet of Curiosities:
Throughout Ustalav, many wealthy families subscribe to the tradition of assembling cabinets of curiosities, repositories of exotic treasures, unusual specimens, and natural oddities. While most hold little more than fakeries and folk art, the most exceptional might contain objects of hidden value, relics possessing mysterious properties, or clues hinting toward greater mysteries. Some inheritors have gained fortunes by selling off parts of such collections, while others rightly fear what’s been locked away in the family cellar. Hunters under the Moon:
Widely avoided and feared as dark creatures and emissaries of disease, bats hold a notorious place in Varisian folklore. While similar to the birds and butterflies holy to the goddesses Pharasma and Desna, these winged rodents are commonly associated with Urgathoa and are blamed for the spread of maladies from rabies to vampirism. Superstitions hold that the sick may be cured if they eat the hair of the bats that spread ailments to them, making various parts of these night hunters common ingredients in folk medicine. Death’s Mask:
When the Bleak Breath came to the city of Kavapesta in 4249 ar, Pharasmin healers were overwhelmed. Burdrumar Roltz, a butcher turned doctor, joined the city’s few physicians, demanding high prices for outlandish treatments. For a time, Roltz’s practices proved popular, and numerous healers adopted his dubious precaution of wearing a mask stuffed with herbs and Pharasmin holy symbols. Although Roltz was later dismissed as an empiric who infected more people than he aided, today his masks are still used throughout Ustalav and beyond by both doctors of dubious skill and cultists of Urgathoa. The Saffron House:
Few know the tale of this abandoned manor, but all who rediscover the residence soon recognize its lingering wrongness. Some blame their uneasiness on the claustrophobic layout, the moldy furniture covers, or the skittering in the alls. But others claim something sinister haunts the hidden wreck, a foulness embodied by the nauseating shade of yellow staining every surface, inspiring both repulsion and obsession. Does some evil evidence linger in that malarial hue, or could it be a glimpse of something greater—something that hungers? The Starving Spectre:
Jains Cobermain feared nothing more than being buried alive. The startlingly corpulent grave tender even
designed his own coffin, complete with devices to warn those above should he be mistakenly interred. Yet when he passed on, his miserly brother buried him on the cheap in a plain pine box. None can say whether Cobermain was truly dead when he was buried, but his hungry spirit now roams Ardagh’s Lanternwatch Cemetery, a horrifying spectre clad in the fleshy tatters of one who slowly starved within the grave. A Mortal Price:
Across Golarion, numerous cultures bury their dead with treasures and offerings, providing for the deceased’s needs in the afterlife or paying death’s guardians to convey loved ones to their proper rewards. In Ustalav, most remains are burned, but those interred traditionally have coins laid within their eye sockets, skulls, or wounds. Yet in this nation, such wealth isn’t buried as a sacrifice to the powers of death, but rather as a jailor’s bribe to guarantee that death’s bonds are never loosened, ensuring that souls are not released to trouble those they’ve left behind. Death’s Messenger:
According to some Ustalavic tales, Pharasma’s servants make their way through the world on the wings of whippoorwills. From their depthless onyx eyes to their unsettling calls, these small birds are the source of innumerable ominous superstitions. The most common legends say whippoorwills linger near the dying, can snap up spirits like small bugs, and can cause the death of any who look into their lightless eyes. But the most unsettling tales pertain to those who slay such a bird, as they are said to inherit its morbid charge, spreading pestilence and sorrow wherever they go and ever being followed by the song of whippoorwills. Thankfully you encounter no trouble during your journey to Lepidstadt. The weather, while cooler than normal for spring, was tolerable and without any steady rain or thunderstorms. You were able to help, if you chose to, with setting up the caravan's show each day/evening and could earn a few coins if you wished by performing for the locals the show attracted each day. Lepidstadt is a small city on the banks of the Lesser Moutray River, most famous for its university and the strange standing stones outside the city called the Spiral Cromlech. Recently renovated, Lepidstadt is a bustling, lively city of students and academics, with newly bricked streets, wide plazas, and grandiose structures built from imported wood and stone. Away from the university and city center, however, the narrow, winding streets of Lepidstadt show the signs of its age, with dilapidated hovels, crumbling stone walls, and cramped courtyards. As you arrive you hear the following being bellowed out by a Lepidstadt Town Crier. "Burghers of Lepidstadt, rejoice! The Beast has been captured! Soon the abomination will be tried for crimes against the good people of Vieland. The Punishing Man now rises in the square outside the courthouse! The logs have been stacked against his flanks and the oil has seeped into his veins. The Punishing Man waits to take his passenger to the depths of Hell! And soon, he shall have his feast..." Current Tasks: When you arrive in Lepidstadt, you have two tasks to complete to fulfill the final wishes of Professor Lorrimor—returning the tomes from Professor Lorrimor’s chest to Dr. Montagnie Crowl at Lepidstadt University, and delivering the curious unknown tome (Purple cover bearing an engraved Scarab with a single eye glaring from its back on the cover) to Judge Embreth Daramid at her townhouse in the city. How do you wish to proceed?
Male Human Expert 5
Hi everyone, I need to apologize to you all for just up and disappearing. I don't like when it happens to me and I know you don't like when it occurs to you. That said, I am still alive. I have just been absolutely overwhelmed by overtime at work and dealing with correcting issues with my own mental health. Thankfully though my mandated overtime is coming to an end and mentally I am finally feeling refreshed and rejuvenated. I can get every thing back on track with this game and keep it up to date as I have wanted to. So once again you all have my apologies and I am truly sorry for having left you in limbo for so long. Sincerely, Joe
Male Human Expert 5
The Crooked Kin consists of 13 performers, all people with a variety of physical handicaps or deformities, plus a handful of additional sideshow attractions. Though they all have exotic (or in some cases, frightening) appearances, the Kin are just honest performers trying to make a living. The following people make up the Crooked Kin.
Kaleb Hesse, the Ringmaster (N male human expert 3): An albino man with red eyes and long, white hair that hangs below his knees, Kaleb wears a tall red top hat, a long red coat with gold buckles, and striped trousers. He is the de facto leader of the Crooked Kin. Lidia Gerod, the Bearded Lady (NG female human commoner 3): Standing nearly 7 feet tall and possessed of a fine beard down to her waist, Lidia acts as a sort of “mother hen” to the other members of the troupe. The Pinheads: Aleece (CN female human commoner 1), Lettie (NG female human commoner 2), and Poppy (N female human commoner 1) are sisters, all of whom have microcephaly. Aleece has sadly been found dead and her body returned to the Crooked Kin. Prince Zar, the Human Caterpillar (CN male human expert 2): This Mwangi man has no arms or legs. Prince Zar was once enslaved in a Chelish sideshow, but earned enough money to buy his freedom. He joined the Crooked Kin, where he is billed as an exiled prince of the “Lost Cities of Darkest Garund.” S’jeer, the Vudrani Princess (N female human aristocrat 2): Born with four arms, S’jeer dresses in exotic silks and speaks with a thick accent, but she is actually from Galt and the daughter of a fishmonger. The Swarm of Clowns: These three men, Gerik, Josef, and Tam (all N male human expert 2), each have an extra limb (Josef has three legs, the others have three arms). Besides their skill in clowning, they are also accomplished acrobats and jugglers. Trollblood, the Giant Man (N male human expert 2): A shockingly ugly Ulfen man nearly 8 feet tall, Trollblood entertains the crowds with fire-breathing and his feats of strength. The Wolf Child (N male child human commoner 1): Supposedly raised by wolves in the Shudderwood, this 10-year-old boy is covered in hair. He is unfortunately insane, but the three pinhead sisters treat him like a younger brother. In addition, the show also includes a pair of caged goblin dogs, a morlock, and a giant frog. You are welcome to talk with any of the performers during your journey to Lepidstadt. The Crooked Kin stops at a village or town each night along the way to Lepidstadt including Courtaud.
Male Human Expert 5
"Ah, very good then. We will set off in the morning and should hopefully reach Lepidstadt within the week providing the weather doesn't slow us." Kaleb gives you all a hasty bow and gestures to Smaranda to follow him. "Why do you ask? Have you gotten entangled in something that would have been better left alone?" Kaleb waves away Smaranda's answers as she starts to speak and continues on. "We are but simple performs here among the wagons. However, since you are now traveling among us, I will tell you that we are traveling to the home of one of the great centers of study and learning in the world. While Lepidstadt University focuses on the mortal sciences it might house the answers you seek or be able to guide you to them. I will also ask around once we arrive and see if I can learn about anyone who might be able to assist you." "Also I strongly recommend avoiding the area around Gravecharge. It is the local cathedral dedicated to Pharasma and also home to her rather militant inquisitors. If you spot someone in a bright red coat and wide brimmed hat coming your way turn around walk away." _____________________________________________
Male Human Expert 5
You stumble back onto the road after slogging your way out of the fens. You feet and clothing wet from the marsh. Your clothes bear dirt, mud, and the remnants of the tall reeds you went through. The air around you smells stale and musty. You all make your way back to the wagons of The Crooked Kin carrying with you both the items you found within the fen and the body of Aleece. With gentleness and surprising affection Smaranda ensures that Aleece is shown propper respect as she is laid out on a blanket that is stretched out on the ground near the Pinhead sisters wagon. Aleece's sisters kneel beside her body and sob anew. Kaleb Hesse pulls you all aside and away from the Kin that have gathered to mourn the lose of Aleece. "Thank you, sincerely. You have shown friendship and thoughtfulness where other only showed scorn and distrust of those different than themselves. If you had not stopped and offered to assist us in our time of need I am not sure how we would have fared. We are in your debt. To that end, I would be honored if you would travel with us. I can offer you use of one of our wagons while we journey to Lepidstadt. Alas I can not pay you anything but if anyone among you happens to be a performer in your own right you are welcome to work with us and we will split our profits with you while you are a part of the troupe." "Also I promised a reward if you should be able to find our Aleece. You have done that and more. As a token of our thanks I wish you to have this." Kaleb hands you a sheathed dagger bearing a wolf print burned onto the handle. "This seamingly simple dagger belies its true nature or so we were told by the seer who left it with us. The woman said that it's true nature is shown against those who are changed by the light of the full moon. May you find it to be more of use to you then we have." With that Kaleb turns and walks back to his fellow Kin. DC 25 Perception (small wooden box containing brass weights):
This box seems to weigh more than it should when you hold it. Upon further inspection you find the box has a false bottom. Upon removing the false bottom from inside the box you find three silver ingots hidden within. What do you wish to do now? You are just outside the walled town of Tamrivena. It is five days by foot to Lepidstadt from here. _____________________________________________
Male Human Expert 5
Dropping Smaranda the horrid looking spider suddenly disappears into the thin air leaving no trace of itself behind. COMBAT OVER! Smaranda: Make a DC 18 Fortitude Save vs. Poison or take 1d2 ⇒ 1 Constitution damage. If you make this saving throw you will have resisted the poison. If not keep making Saving Throws until you either succeed, survive all the rounds of poison damage, or die.
*** You begin searching the clearing for Aleece after being sure that the overgrown spider doesn't return. DC 20 Survival: OR You find drag marks that appear to be where a body was dragged away. Aleece’s pale, broken body lies half-submerged in the bog a few yards past the clearing. DC 20 Perception:
You find drag marks that appear to be where a body was dragged away. Aleece’s pale, broken body lies half-submerged in the bog a few yards past the clearing. The bog is littered with the remnants of the belongings of previous victims.
DC 20 Perception:
You locate a potion of fox’s cunning, a magnifying glass with a gold handle, a small wooden box containing a set of brass weights, a walnut traveling case with a pair of superior locks and their keys sealed in wax, and a jar of pickled garlic cloves among the unsettling skeletal body parts left behind. _____________________________________________
Male Human Expert 5
Mihaela places a protective Ward on Smaranda. "Aim for its grotesque face Smaranda!" Ward: Smaranda receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Mihaela calls out Combat advice to Smaranda against the odd spider. Kisasi Miss Chance 30%: 1d100 ⇒ 2 Kisasi's crossbow blow flies harmlessly out amongst the tall thick reeds. Thanks to the timely advice of Mihaela Smaranda's kick lands cleanly against the spiders inhuman face. The spider lashes out at Smaranda with its maw.
Due to the small size of the area everyone is within 20 feet of the spider. I unfortunately don't have a map for this encounter.
Male Human Expert 5
Kisasi's crossbow bolt goes flying towards where Smaranda had pointed and is heard whisking into the tall dense reeds were it is not heard again. GM:
Initiative Rolls Delixia: 1d20 + 6 ⇒ (9) + 6 = 15 Kisasi: 1d20 + 5 ⇒ (19) + 5 = 24 Mihaela: 1d20 + 12 ⇒ (12) + 12 = 24 Smaranda: 1d20 + 4 ⇒ (16) + 4 = 20 Thistle: 1d20 + 4 ⇒ (19) + 4 = 23 Phase Spider: 1d20 + 7 ⇒ (11) + 7 = 18 _____________________________________________
Due to the small size of the area everyone is within 20 feet of the spider. I unfortunately don't have a map for this encounter.
Male Human Expert 5
Suddenly those same inhuman screams come from south of the clearing. Several seconds later more screams sound from the east, across the clearing. Then again mere moments later screams break through from the north disturbing the silence that envelops the fens. GM:
Stealth: 1d20 + 7 + 5 ⇒ (10) + 7 + 5 = 22 DC 22 Perception: Crouched down in the tall reeds just north of the clearing you spot a large spider-like monster that has an eerie, humanoid face surrounded by a shaggy mane of fur.
Male Human Expert 5
As Smaranda comes to a stop she is just able to see something blink out of existence. The rest of the group readies themselves to face whatever made those inhuman screams. Smaranda:
This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur. Feel free to describe this creature as you wish. DC 15 Knowledge (aecana): The creature that just blinked out of existence is a large female phase spider. It has the ability to jaunt between the ethereal plane and the material plane.
Male Human Expert 5
Thistle: DC 10 Survival: 1d20 + 2 ⇒ (15) + 2 = 17
Surprising everyone, including himself, Thistle with the aid of Delixia is able to spots foot prints leading off into the fens. Aleece’s tracks are fresh.. The tracks run for about half a mile as they head down into a boggy river valley, and then into a densely vegetated, midge-infested marsh. The marsh is a shallow bog, with high reeds between 6 and 8 feet high that affect abilities and movement in the same way as heavy undergrowth in dense forest. Aleece’s tracks soon all but vanish under water. Thistle: DC 20 Survival: 1d20 + 2 ⇒ (10) + 2 = 12
The tracks continue for another hundred yards or so to a cramped clearing filled with dismal-looking gray flowers. As you enter the clearing you hear feminine screams of fright and terror coming from east of the clearing. DC 15 Perception: The screams of fright and terror sound curiously inhuman to you.
Male Human Expert 5
"Good!" the albino man turns and shouts back among the wagons. "Friends! Gather round!" Members of the Kin began to walk out from among the wagons and gather in a semi-circle behind the albino man. The albino man introduces himself and the rest of the Kin to you all. Names and descriptions for each of the members of the Crooked Kin are given in the spoiler. The Crooked Kin:
The Crooked Kin consists of 13 performers, all people with a variety of physical handicaps or deformities, plus a handful of additional sideshow attractions. Though they all have exotic (or in some cases, frightening) appearances, the Kin are just honest performers trying to make a living, and are concerned for the life of one of their friends. The following people make up the Crooked Kin.
Kaleb Hesse, the Ringmaster (N male human expert 3): An albino man with red eyes and long, white hair that hangs below his knees, Kaleb wears a tall red top hat, a long red coat with gold buckles, and striped trousers. He is the de facto leader of the Crooked Kin. Lidia Gerod, the Bearded Lady (NG female human commoner 3): Standing nearly 7 feet tall and possessed of a fine beard down to her waist, Lidia acts as a sort of “mother hen” to the other members of the troupe. The Pinheads: Aleece (CN female human commoner 1), Lettie (NG female human commoner 2), and Poppy (N female human commoner 1) are sisters, all of whom have microcephaly. Aleece recently wandered away from the caravan and has gone missing. Prince Zar, the Human Caterpillar (CN male human expert 2): This Mwangi man has no arms or legs. Prince Zar was once enslaved in a Chelish sideshow, but earned enough money to buy his freedom. He joined the Crooked Kin, where he is billed as an exiled prince of the “Lost Cities of Darkest Garund.” S’jeer, the Vudrani Princess (N female human aristocrat 2): Born with four arms, S’jeer dresses in exotic silks and speaks with a thick accent, but she is actually from Galt and the daughter of a fishmonger. The Swarm of Clowns: These three men, Gerik, Josef, and Tam (all N male human expert 2), each have an extra limb (Josef has three legs, the others have three arms). Besides their skill in clowning, they are also accomplished acrobats and jugglers. Trollblood, the Giant Man (N male human expert 2): A shockingly ugly Ulfen man nearly 8 feet tall, Trollblood entertains the crowds with fire-breathing and his feats of strength. The Wolf Child (N male child human commoner 1): Supposedly raised by wolves in the Shudderwood, this 10-year-old boy is covered in hair. He is unfortunately insane, but the three pinhead sisters treat him like a younger brother. In addition, the show also includes a pair of caged goblin dogs, a morlock, and a giant frog. "Thank you for being so quick to help us in our time of need. As you can see we are not truly suited to go search for Aleece ourselves. I can promise you a reward should you find our Aleece." *** With Smarandra's promise to help the Crooked Kin you set off into the Fens in search of Aleece. DC 10 Survival:
Aleece’s tracks are fresh.. The tracks run for about half a mile as they head down into a boggy river valley, and then into a densely vegetated, midge-infested marsh. The marsh is a shallow bog, with high reeds between 6 and 8 feet high that affect abilities and movement in the same way as heavy undergrowth
in dense forest. Aleece’s tracks soon all but vanish under water. If you make the DC 10 Survival check you may then attempt the following Survival check. DC 20 Survival: The tracks continue for another hundred yards or so to a cramped clearing filled with dismal-looking gray flowers.
Male Human Expert 5
At Smaranda's approach an albino man with red eyes and long, white hair that hangs below his knees moves towards her. The man wears a tall red top hat, a long red coat with gold buckles, and striped trousers. Varsian:
"We always have room for an unexpected friend. In fact it would seem Desna has brought you has a most unfortuitous time for us but perhaps it is that you might be of some assistance."
"Having heard rumors of a large number of people being drawn to Lepidstadt to witness the trial of the Beast, we, the Kin, have been making haste to reach the city to take advantage of the crowds. We stopped out wagons by the roadside to rest earlier in the day, but one of our members, the pinhead Aleece, hasn’t returned after saying she heard something strange going on further off the road. We're worried
The man gestures about while speaking with Smaranda and as he winds down he looks to the rest of the group as you approach with a look that could almost be pleading.
Male Human Expert 5
I am sorry to hear that Delixia. I hope everything works out well for you and you are able to fully recover. Also my apologies on being absent the past several days. I came down with a respiratory illness that took me out for days on end. Now that I am back on the mend I am going to get this rolling again.
Male Human Expert 5
You establish a temporary campsite for the night by laying out your bedrolls near a simple fire ring made of varying large stones. A meal of rabbit stew is prepared and shared among you all. Night falls and a rotating watch is established in hope of keeping you safe through the night. As you keep watch, each for their chosen portion of the night, you find that the sky is clear and the stars are plentiful and bright this night. Nothing disturbs your rest during the night and dawn breaks anew. Those of who need to pray, study, or commune for spells are able to do so at your leisure. Breakfast is made and eaten after which camp is struck and you once more head out on the road making your way towards Tamrivena. DC 15 Knowledge (local): Tamrivena:
The people of Tamrivena have long known fear. Short miles to the west, the barrier of the Tusk Mountains gives way and through the crags slip bands of bloody-minded Belkzen orcs. Tamrivena was constructed as a redoubt against the orc hordes, or barbarians should they ever rage from the north. In recent years, however, the town’s reassuring walls have turned cold and foreboding as paranoia creeps among the people.
Although none can say exactly when, at some point within the past 5 years the Wallguard stopped being the city’s well-trained constabulary and changed into an occupying army of overzealously watchful counterspies and enforcers of social standards. While they strictly enforce the letter of the law, the quickness with which they drag suspects to the dungeons of Fort Vhiled causes most citizens to avert their eyes and hurry past their precisely organized patrols. Life and commerce continues in Tamrivena with the people relying on travel and shipping upon the Lamand as well as nearby farms for their livelihoods. However, increasingly strict laws on passage through the town, what goods are permitted for sale, and what constitutes morally appropriate services have stymied many entrepreneurs, with fines levied or shops shuttered as the town’s laws grow ever more restrictive and numerous. And all the while, from vague sources come word of growing criminal syndicates, mysterious saboteurs, and massing orcs in the east, leading the town’s residents to hurry home from their jobs and wonder which of their neighbors might be in league with the unseen but encroaching evils. The walk towards Tamrivena is uneventful and it is not until you draw closer to the walled city that you begin to encounter various people living in everything from small enclaves of ramshackle huts to well built farm houses surrounded by tilled fields ready for spring planting. The closer you get to the city itself the more folks you encounter. The inspections of the Wallguard leave many attempting to travel through Tamrivena stranded, usually on suspicion of criminal intent or mere racial prejudice. It is along the roadside, near dusk, outside of Tamrivena that you find yourselves approaching an odd caravan. Nine wagons are gaudily painted and depict the show’s performers beneath the legend, “The Crooked Kin—Ustalav’s Greatest Traveling Cabinet of Curiosities!” Various members of the troupe can be seen milling about. Snippets of a disagreement/argument are able to be overhead. This includes bits about a missing performer and how dangerous it would be to go off searching for her. Crying and an odd bit of howling can also be heard coming from among the wagons. What do you wish to do? _____________________________________________
Male Human Expert 5
You gather the found items and coinage and carry it all back to the waiting horse and cart that you had tied up along the road leading into Clover's Crossing. You take the rest of the evening and night to rest and recuperate from your experience in Clover's Crossing. Are you keeping a watch tonight? All found items have been added to the Loot Tracker. The loose coinage has been divided evenly among you all. Please feel free to decide amongst yourselves as to who wants what items.
Male Human Expert 5
Just a simple reminder of your current task. Per Professor Lorrimor's will you are to deliver several books to people in Lepidstadt (See the notes for each book in the Loot Tracker.). The Notes in the Loot Tracker detail who each book is to be returned to. Exploring the abandoned town of Clover's Crossing has taken you the better part of your second day on the road. You are able to roughly note on your map of Ustalav that you still have approximately five days of walking yet until you reach Lepidstadt. The next cluster of population on your map is Tamrivena. Suspicion and distrust flourish in the fortress city of Tamrivena or so say those who have visited the city. DC 15 Knowledge (local): Tamrivena:
The people of Tamrivena have long known fear. Short miles to the west, the barrier of the Tusk Mountains gives way and through the crags slip bands of bloody-minded Belkzen orcs. Tamrivena was constructed as a redoubt against the orc hordes, or barbarians should they ever rage from the north. In recent years, however, the town’s reassuring walls have turned cold and foreboding as paranoia creeps among the people.
Although none can say exactly when, at some point within the past 5 years the Wallguard stopped being the city’s well-trained constabulary and changed into an occupying army of overzealously watchful counterspies and enforcers of social standards. While they strictly enforce the letter of the law, the quickness with which they drag suspects to the dungeons of Fort Vhiled causes most citizens to avert their eyes and hurry past their precisely organized patrols. Life and commerce continues in Tamrivena with the people relying on travel and shipping upon the Lamand as well as nearby farms for their livelihoods. However, increasingly strict laws on passage through the town, what goods are permitted for sale, and what constitutes morally appropriate services have stymied many entrepreneurs, with fines levied or shops shuttered as the town’s laws grow ever more restrictive and numerous. And all the while, from vague sources come word of growing criminal syndicates, mysterious saboteurs, and massing orcs in the east, leading the town’s residents to hurry home from their jobs and wonder which of their neighbors might be in league with the unseen but encroaching evils. _____________________________________________ Character Status Kisasi: --1 HP Smaranda: Cursed Mihaela: Thistle: -4 HP Delixia: -5 HP
Male Human Expert 5
COMBAT OVER! The priestess collapses to the floor due to the combined punishment doled out from Smaranda and Delixia. This former church of Pharasma becomes quiet as a tomb once more. Only the sound of your heavy breathing due to the just now resolved fight can be heard. Searching the church and the bodies of the fallen ghouls you locate the following items. A simple obsidian rod, a cloak woven with flecks of silver in the material, a potion, a scroll, a pair of fine looking starknifes, a black pearl, a freshwater pearl, a jasper, a moonstone, a saltwater pearl, a tigerseye, a turquoise, and 176 gp, 638 sp, 2170 cp. The rod, cloak, potion, and scroll all radiate a magical aura when detect magic is used. The starknifes are both of masterwork quality. Detect Magic: Simple obsidian rod:
This rod has a strong magical aura. DC 22 Knowledge (arcana): Simple obsidian rod:
This rod’s magical aura does not have a school of magic associated with it. DC 32 Spellcraft: Simple obsidian rod:
This is a Lesser Metamagic Road of Reach. It has one use remaining for today. Detect Magic: Cloak:
This cloak has a faint magical aura. DC 15 Knowledge (arcana): Cloak:
This cloak radiates with an aura of abjuration magic. DC 20 Spellcraft: Cloak:
This is a Cloak of Resistance +1. Detect Magic: Potion:
This potion has a faint magical aura. DC 16 Knowledge (arcana): Potion:
This potion radiates an aura of transmutation magic. DC 16 Spellcraft: Potion:
This is a Potion of Magic Fang. Read Magic: Scroll:
This is a scroll of Bear’s Endurance (CL 3). DC 20 Appraise: Black Pearl:
This gemstone is valued at 450 gp. DC 20 Appraise: Freshwater Pearl:
This gemstone is valued at 8 gp. DC 20 Appraise: Jasper:
This gemstone is valued at 50 gp. DC 20 Appraise: Moonstone:
This gemstone is valued at 55 gp. DC 20 Appraise: Saltwater Pearl:
This gemstone is valued at 110 gp. DC 20 Appraise: Tigerseye:
This gemstone is valued at 11 gp. DC 20 Appraise: Turquoise:
This gemstone is valued at 10 gp. _____________________________________________
Male Human Expert 5
Smaranda, Thistle, and Delixia need to make a DC 15 Fortitude Save or be sickened for 1d6 + 4 ⇒ (3) + 4 = 7 minutes. Smarand slams a fist in the priestesses face drawing blood from its mouth. The priestess steps around a column while drawing out a vial. The priestess pulls the stopper from the vial and swallows the contents of the glass vial. The vial shatters on the stone floor as the priestess lets it drop from her hand. REMINDER: The bodies of the ghouls, pews, and stairs all count as difficult terrain for movement.
Smaranda: Resistance: +1 resistance bonus on saves.
Male Human Expert 5
Kisasi Fortitude Save #1: 1d20 + 3 ⇒ (16) + 3 = 19
Between the onslaught of Smaranda and Delixia the ghoul who had just crumpled Kisasi is put down. The priestess addresses you all. "As you have disposed of my flock so shall I dispose of you. Make peace with your gods." The priestess sweeps wide around the pews and holds her unholy symbol aloft. A wave of foul energy sweeps across you all.
REMINDER: The bodies of the ghouls, pews, and stairs all count as difficult terrain for movement.
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Smaranda: Resistance: +1 resistance bonus on saves.
Male Human Expert 5
Taking Kisasi's turn for him.
Ranged Touch Attack, pbr, divine favor, undead: 1d20 + 6 + 1 + 2 + 1 ⇒ (7) + 6 + 1 + 2 + 1 = 17
The ghoul(orange) shifts its approach against Kisasi. This time coming at him from an angle.
REMINDER: The bodies of the ghouls, pews, and stairs all count as difficult terrain for movement.
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. [ooc]Smaranda: Resistance: +1 resistance bonus on saves.[ooc]
Male Human Expert 5
The priestess steps around the table and walks down off of the dias. The priestess says "Perniciosa" while holding her unholy symbol of Urgathoa aloft. DC 16 Spellcraft:
The priestess cast Bane. REMINDER: The bodies of the ghouls, pews, and stairs all count as difficult terrain for movement.
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Smaranda: Resistance: +1 resistance bonus on saves.
Male Human Expert 5
Smaranda becomes a whirl of punches and kicks that all strike out in front of her position. When the dust clears none of the ghouls that stood before her yet remain on their feet. The bodies of the ghouls (blue, yellow, purple) all lay unmoving upon the stone floor of this once grand structure. "Tasty morsel, why do you run? You will only die tired." The ghoul (pink) says as it advances on Thistle. It claws swipe at the gnarf as its jaws snap as his exposed flesh.
Critical Hit Confirmation Roll for Bite: 1d20 + 3 ⇒ (4) + 3 = 7 Attack vs. Thistle: Claw: 1d20 + 3 ⇒ (9) + 3 = 12
Mihaela steps up to the ghoul (pink) who just bit Thistle and lays her outstretched hand upon its flesh. The ghoul glow bright white for a brief moment before crumbling to the ground in an unmoving heap. REMINDER: The bodies of the ghouls, pews, and stairs all count as difficult terrain for movement.
Active Spells: Bless (39 rds)
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Smaranda: Resistance: +1 resistance bonus on saves.
Male Human Expert 5
Thistle steps back from the ghoul who had promised to make a morsel out of him and points in the direction of Delixia. Perhaps he'll leave me be if I point out the more tasty among us. “Hail Bright Maiden of quicksilver delight, shine upon me. Thy morning blessing, which, like the new dawn, refreshes my Spirit and lifts my heart with song. Blessed Be. Grant thou safe journey on the road and thy luck be with thee” Thistle says in prayer to Desna as he calls forth her blessing. Thistle casts Bless. The priestess lifts the rod in her hand once again. "Cower in fear O' strong one." she says while pointing a finger at Delixia.
The ghoul (purple)climbs atop the pew and takes a swipe at Smaranda.
Kisasi is unable to move having been subject to a ghouls bite just seconds ago. The ghoul (blue) turns its attention away from Smaranda to towards Delixia as she has just finished caving in the skull of one of the pack. "You shall suffer for that!" The ghoul launches a frenzied attack against Delixia.
The ghoul (orange) by Kisasi begins taunting him while he is paralyzed. "You we shall bury nice and deep. Give you time to ripen and become filled with flavor."
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Active Spells: Bless (40 rds)[ooc]
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Smaranda: Resistance: +1 resistance bonus on saves.
Male Human Expert 5
Mihaela Vaduva wrote: Smaranda gets +1 to saves, 10 rounds does this end after first save roll or does it persist for 10 rounds? It lasts for the full 10 rounds. See Resistance for further explanation. Kisasi based on the change in your action from the beginning of Round 2 the ghoul (orange) would have pursued you. His initial attack wasa bite that hit on a natural 20. Thus the reason for the saving throw roll.
The ghoul (green) presses its luck against Delixia's bolstered defenses. Razor sharps claws lash out and teeth nip and tear at exposed flesh.
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Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Smaranda: Resistance: +1 resistance bonus on saves.
Male Human Expert 5
Smaranda Zografu wrote: Would Kisasi not know the range of his spell though? I believe Kisasi would and am willing to allow him to adjust his movement so his spell would reach the priestess. I just don't want to be the one to change his position given how close this combat seems to be. A ghoul (pink) stalks around the pew licking its lips as it approaches Thistle. "You will make a tasty morsel." it says just before it lashes out with a claw.
The ghoul advances on Delixia. Its mouth hanging open revealing a row of fangs. It lunges at Delixia's exposed flesh.
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Male Human Expert 5
A arrow of purest white launches forth from Kisasi's outstretched hand but fizzles out prior to reaching the priestess. Kisasi you are 5 to 10 feet out of range for Disrupt Undead vs. the priestess. Your spell's range is 35 feet. A ghoul (blue) launches into an all out attack on Smaranda. It bites and claws at her exposed flesh hoping to render her inert.
Attack: Claw #1, Piranha Strike: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
Attack: Claw #2, Piranha Strike: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8 Another ghoul (oranage) launches itself at Kisasi with its claws tearing and teeth gnashing.
Critical Threat Conformation Roll for Attack: Bite, Piranha Strike: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11
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Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Male Human Expert 5
Delixia's morningstar strikes the ghoul with a sickening crunch as flesh and bone break. The priestess holds a rod in her left hand and points at Kisasi with her right hand. "Drop your weapon on the ground!"
A ghoul (purple) climbs over a toppled pew to get a Smaranda. It's sickly maw opens bearing an array of fang like teeth as it lunges for her. Smaranda however proves to be a bit quicker than the ghoul expected and slips just out of reach of its snapping jaws.
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Male Human Expert 5
"I've heard stories about folks who wound up like you have DAY-LIX-EE-AH. Though most of those involved some lady with snakes for hair. Kinda odd that." Thistle gesticulates while he speaks and casts Remove Paralysis which allows Delixia to rejoin the fight.
Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Male Human Expert 5
A ghoul (green) climbs its way over the pews and places it self between Thistle and Kisasi. (Double move) Kisasi may make an Attack of Opportunity, if he he is able to, against ghoul (green) _____________________________________________
Smaranda needs to make a DC 13 Fortitude save or be paralyzed for 3 rounds. Delixia: Ward (Su): +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Male Human Expert 5
The ghoul (pink) struck by Kisasi's ray of positive energy rushes for him placing its own safety at risk. Kisasi may make an AoO against ghoul (pink) if he wishes. If ghoul (pink) survives the AoO from Kisasi it will do the following.
Another ghoul (yellow) rushes Smaranda and attempts to bite into her already weakened flesh. Its teeth sink into her flesh with ease rendering her inert for the time being.
Male Human Expert 5
A ghoul (blue) charges forth from in front of the feast table its maw open showing savage razor sharp teeth. A guttural roar issues froth from the undead menace as it snaps at Dexlixia's supple flesh. Its teeth sink into her flesh and rip and tear savagely at her arm. Attack vs. Delixia: Bite, Charging: 1d20 + 6 ⇒ (19) + 6 = 25
Another ghoul (orange) that had been at an end of the feast table picks its way carefully towards Kisasi. It appears wary of the man as it approaches him. _____________________________________________
Male Human Expert 5
"You are quite correct young one. I am a priestess of the Pallid Princess. I had hoped to enjoy this feast before we turned to other activities but it would appear that the ashen one would prefer we did not exist. I must also express my regrets that we could not have negotiated your inevitable demise. This could have gone easier for you all had you merely chosen to sit and talk rather than communicate your plan to kill us." "Therefore it is by your own words and our fangs and claws that you shall meet your end. I do hope you enjoy the Boneyard." With a hiss and sweeping gesture the ghouls begin to close on you. The ghoul pack contains a total of seven ghouls including the priestess. Please feel free to position yourselves where you would have moved to upon entering the church. GM:
Perception: 1d20 + 11 ⇒ (2) + 11 = 13 Initiative Rolls
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Male Human Expert 5
"Yes, we speak. Why should we not?" The ghoul tilts his head and looks at you a moment a few moments before speaking again. "I have no name and am here because the Pallid Princess wills it to be so. The priestess said it would be, we waited, and you came as the priestess said. All is as foretold. Now come. The feast is prepared." The ghoul turns and gestures for you to follow him into the now former church of Pharasma. A grave borne female voice echoes the first. "The feast is prepared. Come and give thanks to the Pallid Princess. She has brought us sustenance." The female ghoul walks around the large table and takes a seat on the far side. "Gather round. Feast and give thanks to the goddess." DC 15 Knowledge (relgion): The female ghoul is recognized as a priest of Urgathoa, the Varisian goddess of physical excess, disease, and the undead. She is mostly worshiped by dark necromancers, the undead, and those wishing to become undead. Sometimes those who live gluttonous lifestyles make supplication to her, as do those suffering from a serious illness.
Male Human Expert 5
Kisasi:
Your Detect Undead spell detects the presence of undead when you focus on the entrance into the church. A human sounding voice speaks from out of the darkness. "Come ffff...friend and enter. No harm will befall you. We wish only to speak. Leave your implements of war at the door. There is no need for them here." You take just a moment to prepare yourselves before you advance on the church. With Delixia leading the way you stride towards this former temple to Pharasma preparing to enter. Out of the darkness steps a lone ghoul. "Come in. We have been waiting for you." The ghoul gestures for you all to enter the church. Having gotten close enough now you can see more clearly into the sanctuary thanks to the combination of both your darkvision and the light emanating from Mihaela's dagger. You can clearly make out that a small pack of ghouls has taken up residence within the church. On the dias you can clearly see a table laden with a rotted corpse feast. Standing before the table you see a female ghoul wearing a floor-length, gray tunic, with a bone white clasp. The lower half of the tunic is shredded and the tunic is heavily stained.
Male Human Expert 5
Delixia:
The magical aura is strong and there is only one item being detected as magical. The aura is located just to the left of the entryway behind the wooden door of the church. Standing just twenty or so feet back from the entrance into the church of Pharasma you note that the double doors of the church are open and that they open into the church rather than out away from the entrance. The doors themselves are iron bound wood and each bear the Spiral of Pharasma. Darkvision:
Looking into the dark interior of the church you can see wooden benches, torch sconces on the columns that support the roof, and a slightly raised dias towards the front of the church. DC 15 Perception or Sense Motive: You get the distinct impression that something or perhaps several somethings await your entrance into the church.
Male Human Expert 5
Delixia:
You detect a strong magical aura coming from within the remains of the Church of Pharasma. Delixia moves carefully around to the front of each of the buildings that still front the square in the abandoned former town of Clover's Crossing. As she reaches the front of the former Church of Pharasma she comes to stops and waves you all over to take position behind her. Looking towards church you see a stone building of gothic style. A lone spire dominates its facade. Stain glass windows set into the spire depict the three visages of Pharasma She is depicted as a midwife, a mad prophet, and a reaper of the dead. Her visage usually has gray skin, white eyes, and white hair. As the midwife, she is efficient and severe, hair pulled back and arms bare from hands to the elbows. Pregnant women often carry tokens of this image on long necklaces to protect their unborn children and grant them good lives. As the prophet, Pharasma is wild-eyed and tangle-haired, and her words echo like thunder. As the reaper, she is tall and gaunt, with a hooded black gown and an hourglass with fast-flowing red sand, and is often shown seated on her throne and passing judgment on mortal souls. The double doors stand open and lead into the dark interior of the church. A few creaks and pops are heard echoing off the still standing buildings and are emanating from the settling remains of the home you had been in just moments before.
Male Human Expert 5
Kisasi:
Casting detect undead off in various cardinal directions picks up no sign of active undead activity within the area of the spell. You do get a faint aura of undead activity with every casting through as if the town itself has seen enough activity that traces of it just linger in the vary air here. What is the plan folks? Do you want to investigate further or get back on the road to you next destination?
Male Human Expert 5
Just after Thistle clears the front door of the former residence the home gives way with a crash. The ground swallows up the fallen dwelling and settles with a dust plume billowing in the air. The world becomes still once more. For a few brief moments you stare with a bit of disbelief at the new pile of debris resting in the hole while glancing back and forth at one another. The lonely call of a Whippoorwill echos through the former village of Clover's Crossing. A stark reminder of Pharasma's presence in the world and of life and death itself. The village square contains the remains of a half dozen buildings. A prominent home, a former tavern, a general store, a bank of Abadar, an inn, and the remains of the town's former church and cemetery. Sprawled out from the town square are various homes, businesses, and shops.
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