RPG Superstar 6 Season Dedicated Voter, 7 Season Dedicated Voter, 8 Season Dedicated Voter. 363 posts (6,587 including aliases). No reviews. No lists. No wishlists. 36 aliases.
As the troupe moves forward you hear the thud of the front doors closing behind you.
You move south and torchlight flutters against the walls of this vaulted hall. To the east a dark and forbidding hallway runs into darkness, the outline of a circular stairway barely visible in the deep shadows. Beside that opening, a suit of armor, oiled and glistening, stands at attention in a shallow alcove. To the west, large double doors hang slightly open, a steady bright light escaping through the opening. Swells of organ music come from behind the doors, spilling their melody of power and defeat into the hall. (K9)
You peek through the opening in the doors to the west and see a magnificent 40 foot square room, brilliantly lit by three massive crystal chandeliers. Pillars of stone stand against dull white marble walls, supporting the ceiling. In the center of the room, a long, heavy table stands covered with a fine white satin cloth. The table is laden with delectable foods of every type: roasted beast basted in a savory sauce, roots and herbs of every taste, and sweet fruits and vegetables. Places are set for each of you with fine delicate dishes and silver. At each place there is a crystal goblet filled with an amber liquid. At the center of the far west wall, between floor to ceiling length mirrors, stands a massive organ. Its pipes blare out a thunderous melody that offers in its tone greatness and despair. Seated before the keys, its back toward you, a single caped figure pounds the keys in raptured ecstasy. The figure suddenly stops and a deep silence fall sover the dining hall. (K10)
The ornate massive doors hang open. Fluttering torches cast dim yellow flickers of light from the entry way. As the troupe enters, glad to be out of the rain, twenty feet into the castle a second set of doors suddenly swings open effortlessly and the sounds of organ music flow out. Overhead, in the entry way, four statues of dragons glare down, their eyes flickering in the torchlight. (K7)
You glance through the second set of doors and see that cobwebs hang from dust covered columns of this great hall, illuminated by torches fluttering in iron sconces. The dust and webs cast strange, moving shadows acros the faces of stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by a century of decay. Two doors of bronze stand closed to the east. To the north, a wide staircase climbs into the darkness. All the while, sad and majestic organ tones float about you from a lit hallway to the south. (K8)
I'm very interested as well if you're considering a second new player. I can maintain the daily posting rate and have finished APs that spanned over 7 years in PbP. I'll post a rough build and background this evening if you're still open to a 2nd player.
Map links are up, I organized the castle maps from a top down order, so the larder is between the main floors and the catacombs
The front doors are open, inviting you to get out of the rain. The maps from the little ghost also showed you the balcony in the back of the castle overhangs windows in the cliff below that lead into the catacombs. There also appears to be a single door (K23) into the castle near the balcony in the back. A quick exploration of the courtyard shows that the rusty iron portcullis’ (K2) in the curtain wall that would normally restrict access to the rear of the castle are unlocked. They’re sure to make a frightful noise if moved, but the hinges appear to be intact and functioning.
the ghost touch dagger is +1, Horatio could have identified it for you. Also, the ring that Borracho found back in the church is a ring of seven lovely colors in case we never identified that item.
For the maps, I could post the original maps from the adventure module, they do show the secret doors, but the party has high enough perception scores that you would almost always find the secret doors anyways and it will streamline the PbP with room numbers and directions. The little ghost could have detailed them for you as well. Plus, the maps are one of the highlights from the original adventure. How do you all feel about that, would you rather a sketch up of the maps to hide the secret doors and add mystery to exploring the castle, or have the original maps available?
The campfire bead burns cheerily despite the wet weather and it’s effective against the slime burning it quickly when the flames make contact. Within minutes you’re able to calm the fire and reclaim the bead as the ashes of the slime are washed away in the rain. The courtyard of the castle is open before you. The large curtain wall has gates in either side that lead to the rear of the castle and the front doors remain open with their inviting light.
Flemming crosses the drawbridge:1d20 ⇒ 10 Tural crosses the drawbridge:1d20 ⇒ 15 Borracho crosses the drawbridge:1d20 ⇒ 20 Mimi crosses the drawbridge:1d20 ⇒ 5
The wood beams of the drawbridge creak ominously as you cross and you’re glad the carriage stopped short at the guardhouse. As you move towards the rich warm light spilling from the open doors of the castle, the green growth clinging to the stones above the portcullis detaches and drops to envelop Flemming.
Flemming Reflex save:1d20 + 9 ⇒ (17) + 9 = 26
The monk easily avoids the green slime with a quick leap. The spongy mass creeps slowly back to the wall seeking to regain it's vantage point.
anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime
The carriage detects as magical, not surprisingly. The entire vehicle is masterly crafted from the spokes on the wheels to the harness and tack for the horses. The interior is a plush red velvet stitched to perfection. Tural steps inside, followed by Flemming and Mimi and finally Borracho. The door closes softly and the horses nicker, then the carriage lurches to motion and bounces along the old cobbled road.
The carriage picks up speed as you climb the steep road and soon it’s bouncing along at a reckless pace. A glance out the curtained windows shows endless drops from the edge of the mountain just a few feet away. You slide open the panel to speak with the driver and find the driver’s seat is still empty. You settle back into the cushioned seats and try to remain calm as a soft rain begins falling, adding wet roads to your list of worries as you climb higher into the mountains.
Half an hour into the journey the harrowing ride changes its sound and the bouncing stops for a moment. Another look from the windows shows you’re crossing the bridge above the waterfall and the view drops away into the fog hundreds of feet below. The carriage seems to glide across the surface of the bridge and you wonder what dangers you avoided in crossing the span by trusting the carriage. When you reach the far side of the bridge the wheels again clatter against the cobblestones and the bouncing resumes. The rain falls heavier and lightning flashes in the sky and you continue the climb into the mountains.
After passing through the craggy peaks of the Balinoks, the road takes a sudden turn to the east and the startling awesome presence of Ravenloft itself towers before you. The carriage comes to a stop just in front of the twin guardhouses of turreted stone, broken from years of use and exposure. Beyond these a 50 foot wide precipice gapes between the Balinok cliffs and the walls of Ravenloft, a chasm of dizzying depth that disappears into the fog shrouded distance far below. The lowered drawbridge of old shorn-up wood beams hangs precariously between you and the arched entrance to the courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles seem to stare at you from their hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Ravenloft stand open. A rich warm light spills from them into the courtyard. Torches flutter sadly in sconces on both sides of the open doors.
After the long evening with the ghost, the troupe takes an extra few days to prep for the visit to the castle. Petra and his son add new spikes to Mimi’s noogie, a swirling pattern of adamantine nubs that complements the silver additions. Silver, cold iron, and adamantine bolts are produced to keep the troupe well supplied. (30 of each, and actual bolts, not a blanche, so they can be recovered and reused or repaired if needed) Silver is powered and turned into holy water providing eight vials total. During the preparations you come across the sack Horatio provided back in Madam Eva’s wagon before the fog had enveloped you. (post 24, a glance in the sack from Horatio reveals three bars of dirty looking soap and a strange red bead) A short walk to the traveler’s camp and a lunch with your favorite gnome confirms the soul soap and campfire bead he provided to you back in that fateful meeting. Your final evening at the tavern is a celebration of repairs on the church, including new doors. Pumpkin and sweet potato pies are served to everyone and toast after toast is made to the troupe, the ‘Saviors of Barovia’ as you’ve become known in the village. You sleep well that night and rise in the morning to begin your journey to the castle.
The morning starts well enough. Villagers show up to wish you luck and you’re fed a full breakfast with strong tea. The walk out of the village is pleasant, but shortly past the traveler’s camp the thick fog closes back in around you and the temperature drops to the chilly, dismal cold you remember when you first arrived in these lands. You pass the branch in the road where the trail leads to the base of the waterfall and the snorting of horses catches your attention. As you cautiously move forward the shape of a large black carriage appears out of the fog. Two horses are harnessed to the fine vehicle, but no driver sits on the bench. The door of the carriage swings slowly open, untouched by any hand, and the plush deep red interior beckons to you.
"Does that include the bridge? the courtyard? Where is the point of no return?”
”It’s when you past the front doors, the statues are actually dragons, like real dragons, the illusion is that they’re statues, not the other way around. And the gargoyles too!” The little ghost looks at you like you should understand. The castle is a trap and you cannot exit the front doors once you enter. But that doesn’t include the courtyard or the crypt windows.
Mimi wrote:
"So I'll ask this- exactly how many monsters walk the halls in that deathtrap?”
”Monsters are everywhere! The spiders are the scariest. They’re huge, the size of a cart, but they're sneaky and hide in the corners.”
Mimi wrote:
"...Some beasts need certain steel
”Oh, you mean golems, those are disguised as statues. Edward says you need a special metal to hurt them.” It occurs to you that maybe Petra should add a few more nubs to Noogie.
As Mimi inquires of Tural, the question of holy water seems more evident than ever. The Count is a creature of darkness, that you are sure of, and holy water is the tool to combat that darkness. You can’t imagine approaching the castle without all the tools you can secure. With pounds of silver sitting unused it seems a shame to be hasty.
"The path along the stream leads to the base of the waterfall. The bridge is hundreds of feet above it. There's nothing in the pool of the waterfall except a nasty old monster that eats all of the fish."
Tural, Mimi, any prep before starting the trek to the castle?
”If you can bury all of the bones from the torture room we’d all be so grateful! There’s nothing more I could ask of you.” The little ghost seems genuinely excited that you could help. ”Um, actually, there is one more thing. It’s so dreadfully boring in the castle. Could you perform Act III of Kyson's Choice, the Musical. I do want to know how it ends!”
it sounds like the plan is striding in the front doors, any other prep you want to do before departing in the morning?
Jakob helps you draw a map of the castle and although it takes considerable time to get the details recorded with the child guiding your hand, the end result is a surprisingly good map of the castle.
I've added links for the road to the castle and the map of the courtyard with profile of the castle. I'll get additional links up for the interior of the castle over the next few days after I edit a few things out. In the courtyard map you can see the windows to the crypt 100' below the K6 area. Without the ghostly guidance you would likely be unaware of the crypt windows because of the location on the cliff face
"It's really, really far, all the way from the castle to the valley."
the castle is roughly 1,000 to 1,200 feet above the valley floor, the drop from the windows would be certain death. For comparison, El Capitan is like a 3,000' drop on the sheer cliff
The little ghost seems encouraged when you promise to bury his family’s bones. He doesn’t know much about consecrating grounds and releasing curses and just shrugs when asked if it’s possible.
Flemming wrote:
"Can you help us with a layout of the keep? Knowing where stuff is will help.”
”I can help you draw a map. I’ll even show you where the secret treasure room is hidden!”
Mimi wrote:
"Phantom pup, do you have a name? Does your family? Do the brothers?”…"Do the witches?”
”I’m Jakob, my sister is Karolina, and my mum and pop are Dina and Ugo. I don’t know the witches names. They keep a glowing blue wall around them that keeps me from getting close. Edward, he died in the same room as me, says it’s because the witches are afraid of us.”
Tural wrote:
"Is there a way to sneak in? To the dungeon area…“
”Below the castle, in the face of the stone pillar that supports it, are windows in the crypt of the first lord. You can't see them from above and it’s a long fall to the valley below, but you could sneak into the crypt through those if you can find a way to get to them.”
”He doesn’t control me!” The ghostly boy's voice rings with the defiance of the young despite coming from a ghost over a century old. ”I can leave the castle whenever I want and visit the village. Our bones should be buried behind the church, not decaying in the mucky water of that horrible room.”
"Speak your warning then. And after, how did you become a ghost? Shouldn't you move on? Perhaps we could help you?”
Mimi wrote:
"Why? Why would you warn us, phantom pup?”
”The whole castle itself is a trap. Once you enter you can’t leave it unless the lord wills it so. He’s a cruel man, but the witches are worse. They are mean, old crones, even the lord stays clear of them. And their pulsing crystal heart at the top of tower makes me feel bad, and nothing makes me feel anything anymore!” The ghost boy settles on the edge of a bed, his short legs swinging freely and a sad look on his face.
”My family was called to visit the castle many, many years ago. The lord’s brother was still the count at that time and there was no curse on the lands. My father was just a merchant. I don’t know what demand he refused, but the lord punished us for the refusal. In the dungeon of the castle is a torture theatre and my family was killed slowly for his amusement. Our bones are still there, submerged in the mucky water that fills the place now.” It’s the first the troupe has heard of evil in the land prior to the count and it’s heartbreaking to imagine the horror of the boy’s final hours.
”The brothers fought with each other something terrible. I don’t know what started the fight, but it ended with the lord on his death bed. But he didn’t die. The witches arrived and he was healed, but not properly. Us ghosts could tell he wasn’t alive, but neither dead.” The plural use of ghosts raises eyebrows among the troupe.
”After the count had risen from his death bed his brother fell ill and died days later. That was when the fog fell across the land. Servants tried to flee, but the new lord allowed no one to leave the castle. It’s been like a prison ever since. Few living souls remain, mostly people that have been tricked into entering the castle, that’s why you must be careful!” He reaches into his little tunic and pulls forth a dagger of superb quality. He holds it forward on two hands with a triumphant look on his face. ”I stole this for you. It was the only treasure I could touch and hold. I hope it helps.” For the ghost to even touch the item it must be a ghost touch weapon. The ghostly boy looks at you with an expression you’ve come to recognize among the villagers of Barovia; Hope. It seems the living and dead both are victims of the curse upon this land.
yeah, Tural had mentioned it, so I treated it like you had a watch and everyone was able to get up when the scratching occurred.
The troupe reacts without delay and everyone springs from the beds to see what was the matter. Flemming throws open the window shutters and throws up the sash, but nothing to your wondering eyes appears. Then Borracho seeks for the presence of undead and detects an aura. It’s not overly strong and as he hones in on the location the ghostly face of a boy dips down from the above the window frame. ”My pardons, sirs, and ma’am, I don’t mean to frighten you. I’ve come to warn you.” The ghostly boy drops from above the window and turns a somersault in midair, then drifts forward into the room past Flemming. although he doesn’t show any hostilities, you can take AoO if you want as he moves into the room
The afternoon passes with work on the church and before sundown you’re back in the tavern relaxing. You retire to your rooms upstairs early to prepare for the long day ahead. You maintain a watch through the night and you’re rewarded for your diligence when a strange scratching at the window near midnight disturbs your rest. As the troupe quietly rises from their beds the scratching halts.
Kolyan’s visit was just over three weeks ago. A black carriage arrived at his estate and took him and Ireena to the castle. The winding mountain road is roughly four miles from the village to the castle and climbs a significant amount of elevation. It’s too late in the day to walk there and back, but if you left in the morning it seems plausible that you could make the round trip and return before sundown.
Darya joins Tural for his morning prayers, reciting the words to Sarenrae along with him. Her knowledge and ability is growing each day as the eager student of the Dawnflower applies herself to her new calling.
Over breakfast the troupe discusses the vault and agrees upon a plan of action. Villagers working on the church repairs are happy to help and a sturdy wagon is quickly provided. The large cache of spices are brought to the tavern and excitement spreads throughout the village. The chests of ingots are delivered to Petra and the smith is fascinated with the different materials. ”I will make what you need, but this will take some time. Mithral and Adamantine must first show their secrets before Petra and his family can do them justice.” The books and tomes are brought to the tavern and quality bookshelves are brought from some of the abandoned homes to create a little library along the back wall near the small stage. The treasures emptied from the vault, the troupe turns their attention to the coffin.
The glossy black work of funeral art is hauled out of the church and placed on the wagon. Villagers make signs against evil and spit on the ground as the coffin rolls down the road toward the waterfall. As you depart the village and pass the traveler’s camp you notice the thinned fog is growing thick again the further you venture from the church. In less than a half hour you reach a stone bridge crossing the stream that runs from the pool at the base of the falls. Dirt splashes down into the moving water until the coffin is empty, then you dump the coffin itself to the rocks twenty feet below the bridge where it shatters and the pieces are swept away.
You bring the wagon back to the village and relax as the fog thins again and blue sky shows in patches. A crowd has gathered at the tavern and the smell of cooking fills the air. The sounds of hammers echo from the church as the repairs continue and they blend with the sound of the smith’s hammer as Petra works with his new materials. Barovia has transformed in a few short days from a village haunted by death to one bustling with life. Still, outside the village the heavy fog lurks and a curse maintains its grip on this land. The castle on the hill, and its mysterious count, waits for you.
Mimi wrote:
"Supposing we travel to the Count's Castle, what's to say the gates never open when we call on him to answer? Do we approach him as performers, seeking patronage? Something less... adversarial?”
Tural wrote:
"Possible, but I think the Count already knows of us. But he might play along thinking to catch us by surprise. We just need to be careful, as always. Any vampire is dangerous. But if this Count has been undead for a long time? He could have powers beyond any normal one. I'd say almost certainly more than usual. I wonder how he is tied to this land? Did he create the mists? Doing so would seem to limit his food source. Or is he trapped here as well?”
Over a tasty lunch of peppered lamb and spiced potatoes you discuss your approach to the castle. Villagers tell you the road there leads past the falls and climbs steeply through the rocky hills. They tell of lethal drops over a cliff’s edge and old bridges of dubious quality. Though when questioned none of them have actually traveled the road except one old man that made the trip in his younger days. Kolyan may be the only one that has traveled there recently.
Darya is beyond grateful for the Prayer Beads. ”This is a gift that will save lives. You have given us so much, healing and hope are part of our village again. We will always honor you here!” Hands pat your shoulders and heartfelt thanks are offered from all in the tavern.
The small gathering settles near the warm fire as Borracho’s sonorous voice recounts Kyson’s Choice. It’s late in the evening by the time scene thirteen is finished and weariness tugs at you. The patrons say their goodnights and the troupe retires to their rooms upstairs.
Morning dawns without disturbance during the night and the troupe is refreshed and ready for a new day in Barovia.
Zeph had the same questions everyone does; who am I, where am I going, how long have I got? When he discovered he had the bloodline of the djinni those answers became more complicated to answer. His parents knew little of their own backgrounds, in the River Kingdoms people didn’t much care where you came from and family histories had less importance. The answers he sought wouldn’t be found among the small city states and fiefdoms of the rivers. Thus his quest for knowledge led him south across the Inner Sea to the lands of the djinn. Surely there he could discover what made him so unique, or so he thought.
In the great library of Tephu he discovered the truth of his bloodline. It wasn’t unique at all. Genies of all types had been consorting with mortals for ages unknown. There were thousands and thousands of people throughout Golarion with the bloodlines of the immortal creatures. If anything he was more of a mutt than before. Dejected, but unwilling to give up after the long journey, he decided on one more chance to find which djinni was in his family past. He traveled upriver along the banks of The Crook towards Ipeq, the city that legend said was built by the wishes of genies. Maybe at the Crook Lyceum he could find a professor that knew something of their histories.
Normally a cautious traveler, he let his guard down at the wrong time. The caravan with gnolls should have been avoided, but wisdom never was Zeph’s greater attribute. Heck, they’re just mutts like me, he thought, and how bad could they be if they were heading towards Ipeq. Of course they weren’t, but he didn’t discover that until he was already bound, gagged, and being hauled out into the Parched Dunes.
"Borracho does not fear the night. What is in the night fears Borracho!”
A cheer goes up among the small group in the tavern. The bravado is met with clinking glasses and calls for a performance.
Tural wrote:
"In the morning we will go again, to take a vampire's coffin to destroy. And to retrieve money, and spices, and everything else that was stored there.”
At the mention of a vampire’s coffin all the joy seeps from the room. ”A vampire’s coffin, so it’s true then, our troubles are from the worst of the night creatures.” Quiet and frightened faces permeate the crowd, then a small voice from an elderly woman breaks the silence. ”Did you say spices? What kind of spices? I do hope there’s pepper.” Eyebrows raise and the little crowd looks to you with hope again.
Flemming wrote:
"Also, a gift to the pub, for I have managed another and this one is for you to share around.”
The tavern keeper’s eyes fill with water. ”This is a splendid gift! A true treasure in these darks times. I’m indebted to you!” Arik holds up the pipe with two hands like it was an artifact, then passes it to the patrons of the tavern where it’s accepted with enthusiasm.
As the gnomish pipe smoke curls in the air, the call comes again for a performance. ”Would it be too much to ask for another story? It does lift our spirits so.”
are you giving the Prayer Beads to Darya and the village now?
Jupi Zeph
Half-elf sorcerer 8
CG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +2
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Defense
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AC 16, touch 15, flat-footed 12 (+1 armor, +1 deflection, +4 Dex)
hp 49 (8d6+16)
Fort +7, Ref +8, Will +8; +2 vs. enchantments
Immune sleep; Resist electricity 10
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Offense
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Speed 30 ft.
Melee cold iron dagger +4 (1d4/19-20) or
. . silver light mace +4 (1d6)
Ranged +1 light crossbow +9 (1d8+1/19-20)
Special Attacks electricity ray (1d6+4 electricity)
Sorcerer Spells Known (CL 8th; concentration +14)
. . 4th (4/day)—dragon's breath[APG] (DC 20)
. . 3rd (6/day)—fireball (DC 19), fly, haste
. . 2nd (8/day)—invisibility, mirror image, scorching ray, see invisibility
. . 1st (8/day)—mage armor, magic missile, protection from evil, shocking grasp, true strike, windy escape[ARG]
. . 0 (at will)—dancing lights, detect magic, drench[UM] (DC 16), mage hand, mending, ray of frost, read magic, spark[APG] (DC 16)
. . Bloodline Djinni
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Statistics
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Str 10, Dex 18, Con 12, Int 13, Wis 10, Cha 22
Base Atk +4; CMB +4; CMD 19
Feats Combat Casting, Eschew Materials, Great Fortitude, Improved Initiative, Point-Blank Shot, Precise Shot, Skill Focus (Spellcraft)
Traits friend in every town, reluctant apprentice
Skills Appraise +5, Bluff +10, Diplomacy +12, Disguise +16, Fly +8, Intimidate +10, Knowledge (arcana) +6, Knowledge (local) +3, Perception +2, Spellcraft +20, Use Magic Device +17; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ elf blood
Combat Gear cold iron crossbow bolts (50), silver crossbow bolts (50), oil; Other Gear +1 light crossbow, cold iron dagger, crossbow bolts (30), silver light mace, belt of incredible dexterity +2, boots of the cat [UE], bracers of armor +1, cloak of resistance +2, efficient quiver, gloves of elvenkind[ARG], handy haversack, hat of disguise, headband of aerial agility (cha +2)[UE], ring of protection +1, bedroll, bell, blanket[APG], canteen[UE], chalk, flint and steel, fortune-teller's deck[APG], ink, parchment, scroll box[UE], signal horn[APG], signal whistle, silk rope (50 ft.), soap, twine (50')[APG], waterproof bag[UE], waterproof bullseye lantern[UE], wooden holy symbol of Desna, 868 gp, 7 sp, 7 cp
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Special Abilities
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Combat Casting +4 to Concentration checks to cast while on the defensive.
Djinni You were born with the power of air genies, and the magic of the djinn is strong in you.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's d
Electricity Ray (1d6+4 electricity, 9/day) (Sp) Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this a
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
If it's not too late I'd like to submit a sorcerer with the djinni bloodline. I'll post the stat block this evening and have a background up by tomorrow after reading the gameplay thread. I'll post daily and I've finished several APs in PbP over the last 15 years. I've yet to play the Mummy's Mask AP and have always wanted to.
With only the prayer beads in hand the troupe locks the vault and ascends back up the stairs to the main room of the church. With quick steps you exit the building and hurry through the night. Nothing harasses you along the way and it’s with relief that you throw open the door to the warm tavern and step inside. A cheer rises from the few patrons still at the tavern, Darya among them, and quickly mugs of beer and glasses of wine are thrust into your hands. ”Do you travel at night now without fear?” Darya asks and the other patrons listen closely for your answer. ”We were a bit worried when you didn’t return before the sunset.”
The closest moving water you can think of is the waterfall that’s just past the traveler’s camp. It would be impractical to carry the coffin full of dirt any distance in the dark, and even in the day you would use a cart for such a task. The weight of the chests stacked with ingots would also be exceedingly difficult to carry. The urns of spices may be the only thing that you could haul out this evening with relative ease. The prayer beads you all agree should not be left behind, but whether they remain with Darya or the troupe is a decision you’ll have to make. The tavern is a short distance from the church and although it is night and you’re certain there’s a vampire somewhere in the area, that vampire has already gained access to the church and the tavern may be a safer location.
The boys discuss the coffin and approaches for dealing with it during the sunlight hours. Borracho ‘waters’ the soil just to be sure that Shinashakti has an opportunity to bless it, because Borracho is mindful of providing opportunities for others, even empyreal lords.
While the boys soil the soil, Mimi pockets the vault keys and investigates the rest of the chamber. True to the religion of Abadar you find the contents of the vault reflect a frugal merchant’s diversified portfolio rather than a collection of holy artifacts. A series of chests contain precious metals of every type. Silver, gold, mithral, and adamantine ingots are stacked carefully with accounting sheets documenting the contents on top. On the shelves are other valuable commodities that demand high prices in normal times, but to the village of Barovia are more valuable than gold. Large sealed urns of salt, pepper, cinnamon, cardamon, nutmeg, and cloves are stacked around the chamber. A collection of books, manuals, and tomes are carefully wrapped for protection. The only magical item, and holy item, is the strand of prayer beads that can bring magical healing back to the villagers.
The sun set hours ago, but nothing has disturbed the troupe's progress with the vault. The church is silent above you.
In the chronicle Tural finds a passage mentioning a vampire that tried to cross a sea with a new coffin for a distant land. A group of pathfinders thwarted its plans by destroying the coffin and scattering the dirt in moving water. Though encouraging, it also suggests that a vampire can have more than one coffin for recuperation.
The troupe cautiously approaches the vault and coffin. Mimi’s inspection doesn’t find any new traps, but she does discover the vault keys casually placed on a shelf. The puzzling mystery of how the keys could be locked inside the vault makes you think of the gaseous form the vampire spawn took and the larger plan of the attack on the church begins to make more sense. What could be a more perfect location for hiding a coffin in the village than a well protected vault with the keys hidden inside. But you recall from your research at Kolyan’s library that the spawn doesn’t need a coffin, only a vampire requires such a thing.
As the troupe ponders the coffin, Borracho detects for the presence of magic and finds a strand of prayer beads hangs from a designated plaque on the back wall. It’s clearly labeled with command words and thelesser strand of prayer beadsmust have long served this village in times of need.
Bravely, Flemming stretches his fingers and prepares to move the lid from the coffin. Tural, Mimi, and Borracho all stand ready with the sharpened wood stakes you prepared days earlier. With held breath you heave the lid from the coffin and prepare to strike the foe within. Instead you find only dirt inside.
The wight has no defense against the holy radiance and it crumples to the floor as the red glow in its eyes fades out. Tural recognizes the clerical garments hanging in tatters on it's frame and wonders if the creature was a former priest of the church, rather than a guardian that would be unusual for the religion of Abadar.
The vault stands open before you. The chests, treasures, and wealth of the chamber are overshadowed by the large black coffin sitting in the middle of the room. Though a work of fine craftsmanship, the coffin is out of place for the vault and sits awkwardly in the limited space of the chamber.
yes, you would know that stunning fist can't disrupt the Ki that undead lack, you also notice that this undead takes full damage from the crushing strike
The workers at the church have long since departed and it’s well into the evening when the final lock clicks open. Mimi relishes the moment, defeating the vault of Abadar is a feat even the most accomplished locksmiths would brag of for a lifetime. With a slight flourish, she swings the vault door open. The stench of death gives her a precious moment of warning before the walking corpse with glowing red light in its eye sockets lunges forth. The vault’s final guardian grasps for the neck of the one that breached the chamber.
After the lightning snaps through the room twice, and Tural applies the needed healing, Mimi gently turns the masterwork picks in the lock until the click of success announces her achievement. The vault of Abadar is no longer protected by magics and only mechanical locks are between you and its contents.
The traps are disabled, but the locks are still locked. Each lock is high quality and requires five successes at DC30 to disable. With nothing to force your actions, and no further threats from traps, you can take 20 on the checks and it will take around 3 to 4 hours to disable both locks. If you attempt a check and fail by 5 or more then it will require taking 20 to dislodge the jammed pick without breaking it before trying again. With the traps both removed you can attempt the checks as many times as needed without repercussions, so success is just a matter of time, but may leave you with a short trip to the tavern at night.
The secret of the lock unveils itself to Mimi’s continued efforts. The sparks of energy will flow into the floor if the tumblers are turned wrong and the tiles of the entire basement will become a grid of lightning.
its a type of shocking floor trap, the boots do help vs this trap, if triggered you get the +5 to AC against the shocking grasp attack, it's a DC 26 to disable, and you can try multiple times (if still alive after failing)
With gifts in hand, and new(ish) shoes on their feet, the troupe says their goodbyes to Madam Eva and the camp of travelers and heads back to the village before the sun sets.
You arrive to the sounds of work being completed on the church. The villagers greet you with enthusiasm, and you recognize a bit of relief, after not seeing you for the day. Darya is proud to show you that she’s succeeded in creating another pot of the holy balm after working with Petra’s wife through the morning and afternoon. The fog that blankets the village seems thinner than before and streaks of blue sky show through at regular intervals.
Time still remains for Mimi to investigate the vault lock before sundown. With her new boots and prior investigations you’re optimistic of her chances.
"Why again have you called for Borracho? Do you wish to hear more of Borracho's sonorous voice?”
”It is for others to hear more of your sonorous voice. Have you ever met a village more in need of your talents?” Madam Eva raises a questioning eyebrow towards you.
Tural wrote:
"What can you tell us about this.... plane? We were told that you've been waiting for us for over two years? But for us it was mere days. If we succeed and return to our home lands, will the time difference on the return also be significant?…On a more practical note though, do you know any way to open whatever bars passage through the mists?”
”We think time passes here the same. Whatever this place is, it seems to be a part of the greater realm still. Nothing physical may leave, as far as we know, but I’ve been able to project my spirit a short distance beyond this trap, such as we met you upon the road. We sought heroes that could stand up to this curse, and the fates foretold your arrival, but for that we’ve had to wait a long while. We are hoping it is you that will find a way to open whatever bars passage from here.”
Mimi wrote:
"I am much more concerned about the evil lurking in this land, and how likely we are to die by allip, or vampire, or skeleton, or zombie, or hell-worg, or withered corpse, or...Madam Eva, do tell us how dire is our circumstance. We mustn't be caught with our drawers down. We are learning quickly that our armaments are one step behind the next fell creature that lopes from the mists to besiege us."
”The undead you’ve already slain could have destroyed this village. The skeletons and zombies have no need of invitations, so why would such large groups be on either end of the village but not attack? Was their task keeping things in? Certainly a vampire preys upon these people, but is it also trapped and trying to preserve its food source? These are questions we have also. And those answers I think will only be found at the castle.”
”I’m too old for bold adventures, and the clan depends on me. This is something you must do, and for it we can aid you. You have the cards of fate, a true gift, but I have other surprises for you also. You, my dear, have a gift already from me, be sure you wear it when you meet the Count.” She pats Mimi on the hand, then rises from the table and rummages in the back room for a moment. She reappears with a large woven bag and a clever smile. ”The whole clan has given freely for this mission, their generosity matches their hope and belief in you.” She pulls a bright red and gold cape from the bag. ”For you, Borracho, a Cape of the Mountebank. And I hope to one day see a performance aided by this magic.” She drapes it over your shoulders with a grandmotherly pat. Next she produces a ring of onyx and crystal fused together. ”For you, Flemming, a Ring of Ki Mastery. May you use it wisely on the path ahead.” Finally she pulls out a simple copper headband set with a small yellow gem. ”And for you, Tural, a Headband of Mental Prowess to enhance your mind in these dark lands. +2 for Wisdom and Charisma You bring true hope these people have not known in a century, with that comes great responsibility. We trust in your choices and leadership.” Then Madam Eva turns the bag upside down and shakes out a bunch of used shoes on the table that somehow miss every goblet and the decanter of wine. ”And those muddy shoes of yours are no way to save a land. Proper heroes need stylish footwear! Plus, shoes are my guilty pleasure, I have too many as it is.” She waves her hand towards the table and returns the empty bag to the back room. On the table before you are four sets of shoes.
”With these gifts, and a bit of luck, we may all be watching your next performance back in Magnimar before the winter solstice.” Madam Eva fills your wine glasses again and you notice the decanter remains full. ’”To you, a ray of sunshine in the darkness.” She drains her glass and fills it again.
And the Madam is still waiting for you. Shouldering your packs, you leave the comfort of the fire and walk to the faded wagon you first entered just days ago. The steps creak under your feet and the door opens before you can knock. A plump older woman with gray hair stands in the doorway. It takes you more than a moment to recognize the features of the young Madam Eva hidden by time. ”Well of course I project my younger self, I was a looker back in the day.” She gives you a familiar warm smile and waves you into the wagon. ”Come in, come in, we’ve waited a long time for you.” She shuffles back from the door into the extra dimensional room you remember from before. ”Please, take a seat, I’m sure you have a few questions.” She slowly settles into her chair behind the table and snaps her fingers. A tray with a wine decanter and goblets floats out from between the curtains to the back room and settles on the table.
”You’ll be joining her, just after lunch. The paint has faded, but her wagon is right there.” The brightly colored wagon you remember from a few days ago is now weathered from years of exposure to the elements.
Flemming wrote:
”So, ah, you know us, but who are you? What’s your name, and who’s your boss exactly?”
”Ovram, at your service. Madam Eva is the matriarch of our clan, I think you know her already.” He winks at you and laughs deep from the belly.
Flemming pulls out the eversmoking pipe and offers it back to the gnome.
Flemming wrote:
”You've made a few people very happy in the town. Seems as if they ran out of tobacco some time ago, and the desperation was real. I hope you don't mind I shared it around. Seemed the thing to do.”
Horatio’s eyes light up at the pipe. ”Ah, one of my first successes! You keep that, donate it to the tavern. I’ve gotten better you know.” He pulls a new pipe from his vest pocket and hands it to Flemming. ”Only the best of gnomish tobacco in this one, and you can use it to light a candle in a pinch.” He teaches you a gnomish word and as he speaks it the pipe bowl flares sending the sweet smell of fine tobacco rising in the air. ”You keep that and remember your friend Horatio”
Tural wrote:
"Unlike Mimi, I wasn't expecting you here. Of course I am happy to see a familiar face. And perhaps you can explain a bit about these lands, and the mists? Are we even on Golarian anymore?”
Horatio produces his own pipe and takes a puff. ”I wish I had those answers, but this curse eludes all our skills. We think it’s a realm within a realm, like a pocket in a vest. Madam Eva can explain it better I think.”
The stew is good and filling. After the meal you enjoy the new pipe for a few moments around the fire as you relax with the travelers. Madam Eva’s wagon, where your strange adventure began, awaits your second visit.
It’s also a new day for investigating the vault lock, Mimi’s cumulative bonus should be at +3 now
With grumbling bellies you follow the west road that leads towards the waterfall then twists up the ridge to the castle. You can faintly hear the crashing of the falls when the trail leading to the traveler’s camp branches from the main road and you can see the ring of wagons in a clear meadow. You’re still a hundred paces out when a gnome strides from the wagons and starts yelling in your direction. ”Took ya long enough, chowder heads. Hurry up then, we’ve been keeping the stew warm.” A curl of smoke rises from the gnome’s pipe and, if your eyes aren’t deceiving you, it’s Horatio. As you draw closer he removes the pipe and a wide grin breaks across his weathered face. The gnome is older than you remember from your meeting a few days ago, but it’s definitely him. ”Madam Eva said you’d be guests for lunch today, come on, food’s awaiting.” He leads you into the ring of wagons, where a kettle bubbles over a fire pit in the center. The travelers seated around the fire rise and greet you with enthusiasm. A huge man with a salt and pepper beard strides over with arms outstretched and engulfs Flemming in a bear hug lifting him off the ground. ”My boys said you saved their skins at the manor. You’re part of the clan now, you hear that!” He sets Flemming back on the ground and claps Borracho heavily on the shoulder. ”I see you have the panache of a traveler already my friend. And you, holy man, it is good to have a follower of the gods among us.” His other hand clamps just as heavily on Tural’s shoulder. ”Fill your bellies, the stew is hot and the bread is fresh. Ma’am, may I escort you to a seat?” He offers a thick, hairy arm to Mimi with a slight bow.
The dancing lights fully illuminate the small mausoleum. It’s a simple chamber with shelves holding three coffins each on the right and left sides and one ornate coffin against the back wall. Coffin lids lie broken cluttering the floor between the shelves. The empty coffins contain a few golden trinkets, but no bodies. In the largest coffin at the back you’re surprised to find a beautifully carved crossbow inlaid with silver and decorated with a family crest. Clearly, the mausoleum wasn’t pilfered by grave robbers looking for wealth for such an expensive item to be left carelessly behind. A quick detection shows the item to be magical.
DC 18 Spellcraft check:
it’s a +1 light crossbow
A continued search uncovers nothing more of interest in the little room.
the golden trinkets count as seven pieces of jewelry worth 100gp each
The troupe explores the ruins of the hamlet for another half hour without finding anything of note. It’s still late morning when you head back towards the village.
The three hour trek passes easily with the knowledge that you’ve defeated the dark rider and the allip, destroyed a font of evil, and found a valuable weapon in the process. By the time the burgomaster’s manor comes into view your bellies are missing their noon meal.
there’s still enough daylight that you could visit the traveler’s camp and return to the tavern before sundown, perhaps even getting a meak in the process
As the troupe discusses careful strategies for destroying the font, Borracho bashes it with his shield sending it crashing to the floor where it shatters into dozens of pieces. The unceremonious end to the source of negative energy provides no explosions or hellfire, just a puddle of black muck with fragments of bone in it. You detect for magic and find none remains.
With the font destroyed, the troupe exits the cave and turns their attention to the trail across the stream. The tracks lead over a gentle rise and soon join a deer trail. After another hour of slow travel the dilapidated shapes of collapsed buildings appear from the fog. A tiny hamlet existed here long ago, but the few buildings are rubble with moss and tree roots growing over the ruins. The tracks continue to the old graveyard behind what must have been the church where you see the only signs of recent activity. The graves have been freshly dug up and the remnants of coffins litter the ground. The only mausoleum has a hole of blackness where the door once sat.
The brazier seems ancient, an evil artifact that existed long before Barovia fell upon its curse. The black liquid swirls slowly as if an unseen hands stirred the pool. The workbench is nothing so extraordinary. The stained, rotting boards hold a bloated corpse, the final attempt at creation of undead by the zuvembie. Your search of the debris and rags in the cave turns up nothing useful.
DC 15 Knowledge Religion Borracho is both wise and knowledgable as he informs the troupe of the magic brazier. The brazier is a font of negative energy. Despite its power, it’s also fragile and shattering the stone basin will destroy it.
Outside the cave a search of the area turns up tracks of the vukodlak going in multiple directions.
DC 15 Survival:
Most of the vukodlak tracks head back towards the village, along with a trampling of zombie feet. But across the stream and set of tracks leads in a singular direction deeper into the woods away from Barovia
I was ruling that the Weapons Against Evil was still active for the first round since the party went into the cave quickly after dropping the vukodlak
The allip had nearly been destroyed by the party earlier and it has no strength left to withstand the assault. The positive energy rips through its shadowy body scattering the last remanents of the darkness and the flame strikes squarely upon its chattering jawbone setting it ablaze. The burning jaw falls from the air bouncing off the brazier and shattering on the floor of the cave. The troupe breathes a sign of relief as the babbling is replaced by silence.
DiceBot must be feeling the holiday season, both Vukodlak and Zuvembie went down without a fight
Mimi and Flemming combine their strikes on the withered corpse and shatter its bones. The broken body falls against the putrid workbench and remains still.
The allip continues babbling softly while curled around the carved brazier. If you didn't know better you would think it was sleeping. You notice thin trickles of the black liquid in the brazier are streaming into the cloud of shadows.
Borracho and Tural are up! it has been more than 24 hours from the allip's last babble attempt, although it's doing nothing at the moment but leeching off the liquid in the brazier
Wasting no time or magics, the troupe bravely surges through the crevice and finds it opens into a vile chamber. Directly ahead of you the withered rider stands at a disgusting workbench with a bloated corpse upon it. To your left the allip curls around a carved brazier filled with a red blackish liquid. As your light illuminates the chamber the rider turns a withered corpse like face to you and it’s jaw stretches unnaturally as an unholy sound begins to rise in volume.
No light emits from the crevice. At a depth of five feet it curves to the right blocking further view. The passage is narrow enough that only one person can pass at a time.