Background for Jupi Zeph: 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 wrote: "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 Djinni bloodline: Jupi Zeph Half-elf sorcerer 8 CG Medium humanoid (elf, human) Init +8; Senses low-light vision; Perception +2 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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 -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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
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 the lesser strand of prayer beads must 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.
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. Flemming Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Flemming and Tural are up!
sneaky lightning touch attack vs AC19: 1d20 + 9 ⇒ (15) + 9 = 24
sneaky lightning touch attack vs AC19: 1d20 + 9 ⇒ (10) + 9 = 19
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.
Borracho wrote: "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. high-soled blue boots:
fine silken slippers:
form-fitting, calfskin boots dyed black and lightly decorated with raven feathers:
boots shimmering in vibrant shades of blazing red and burning orange when they are held up to the light:
”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.
Tural wrote: "And you've been here a while I guess?” ”Over two years. The Madam was waiting for you.” 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.
Borracho wrote: "Where is Madam Eva? Will she be joining us?” ”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. and you all gain a shiny new level!
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. Flemming Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Flemming and Mimi are up, new map is up
Flemming punches all the way through the creature's chest getting his shiny new wraps covered in ick. The vukodlak collapses in a heap with the smell of its rotting insides fouling the air. that would have have dropped it even without the previous damage In the quiet that follows the quick demise, the troupe can hear the faint babbling of the allip from inside the crevice.
Flemming Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Tural joins Flemming and Mimi and the attacks catch the undead creature by surprise. It sluggishly turns glowing red eyes towards it's foes. party is up!
remember you get a +4 on stealth in this environment Borracho and Tural prepare with magics, then Flemming and Mimi sneak forward. Vukodlak Perception vs Stealth: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24 and that +4 helped! The vukodlak continues standing motionless as Flemming and Mimi sneak forward. Flemming’s strike hits the dead flesh of the creature without hurting it, but Mimi’s noogie thumps into it with a crack. With the surprise sprung, Borracho and Tural leap to action. Borracho and Tural are up for the surprise round
Knowledge Religion checks from last night when you first observed the horse like creature.
You take the stealthy path away from the zombie trail and along the thicket. Moving quietly you find a narrow trail between bushes that leads down to the stream. The babbling of the water helps hide your approach. As you creep around the edge of the stream bank you see it has a large rocky overhang creating a dry sheltered area beneath it. Standing unmoving in the sheltered area is the horse like creature you recognized last night as a Vukodlak. At the back of the sheltered area behind the vukodlak a large crevice leads into the hillside of the stream bank. Vukodlak Perception vs Flemming Stealth: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24 It doesn’t appear the creature is aware of the troupe. Rocks, shrubbery, and the sound of water splashing over rocks can help to aid your stealthy approach. +4 on Stealth checks
Mimi warns the troupe away from the trap. After a half minute of careful inspection she casually unhooks a second line to the side of the road and smiles at her success. Borracho shows the tracks that lead off the zombie trail and circle around to the other side of the high bank. The tracks follow the edge of a thicket that offers good cover for a stealthy approach. Both paths lead to the same high bank ahead of you. The presence of the trap indicates something intelligent was waiting for unwanted visitors.
Your morning preparations go smoothly followed by a simple breakfast of toast with blackberry jam and a cup of tea. With the morning dew still clinging to the grass, you return to the zombie trail. The trodden ground is easy to find, and you quickly spot large paw prints pressed over the top of the zombie shuffling and heading back into the woods. You carefully proceed along the trail for nearly two hours. It doesn’t follow any road or even animal path and only deviates from a direct line to avoid fallen trees or difficult terrain. You’re starting to grow concerned about time when the trail takes its first large turn and circles around behind the high bank of a stream. DC 20 Perception:
a thin wire that looks no more than cobweb stretches across the trampled path. Its line is too direct to be natural. DC 15 Survival: the large paw prints disappear ahead and careful observation finds the creature leapt from the road and circled around the high bank of the stream from the other direction.
It’s hard to make out any details of the horse and rider, but the mount seems strange for a horse. It’s like a feral, black-furred creature that combines the features of a wolf and those of a horse, with a fanged muzzle and glowing red eyes. The rider is gaunt and appears small against the large creature’s back. DC 14 Knowledge Religion:
the rider you can’t get a good look at, but the horse like creature you recognize as a Vukodlak The troupe stays in the manor and doesn’t follow the rider into the dark, foggy night. Soon the kettle is whistling cheerily and with a pot of hot tea and a tray of cups you join Kolyan upstairs. He’s sitting with Ireena and happy for your company. ”Tell me, what did you learn in the village? Did the formula prove useful?” You’re able to relax and speak with Kolyan through the evening without distraction. You follow the same watch pattern through the night and morning dawns without another attack on the manor. You can retro anything form the evening and research in Kolyan’s library as needed. Morning arrives with you rested and ready for the day
The troupe wastes no time running down the road and the broken gates of the manor are a welcome sight as they appear out of the fog. Behind you an eerie whistling drifts through the night and you hear the sound of labored breath from a large animal. You push yourselves for the last distance to the manor, rushing down the cobblestone lane and up the front steps. You call out to Kolyan and the brothers as you pound on the door and it opens quickly to the smiling face of Dimitri. ”Ha, I win Domini, your best cap is mine! I told you they would return.” He holds the door open for you and then shuts and bars it quickly when the troupe is inside. ”You run hard, does something follow you?” He peeks out through gaps in the planks then shakes his head. ”I see nothing.” As you catch your breath Kolyan calls out a greeting from the top of the stairs. ”Thank you, my friends! I did not expect your return at this late of an hour. I’m upstairs with Ireena. Make yourselves a pot of tea and join us.” As you move into the manor, a shout comes from the back where Domini is sitting by a window. ”Oye, there, by the wood shed, moving towards the zombie trail, do you see it?” Everyone leaps to the planked over windows. At the edge of the woodshed lantern light, slipping through the fog is a massive black horse with a cloaked rider. It walks slowly heading away from the manor and disappears into the night. the woodshed sits 60’ from the backdoor, the dark rider disappeared from the lantern light of the shed at about 85’ and is moving slowly. Dancing Lights have a range of 140’. The back door is sealed and reinforced after the repairs this morning.
Mimi is already standing and stretching, having predicted the boys bravado and sense of righteousness. As the group makes their way to the door a hush falls over the tavern. ”You’ll be ok out there, then? Not worried of things in the night?” one of the patrons asks in a curious manner. Outside, the foggy night is deathly quiet. As you move away from the tavern the silence envelopes you. Borracho’s lights dance in the darkness ahead while Tural’s light illuminates your small troupe. You move quickly down the cobblestone road towards the manor. DC 25 Perception or DC 15 Survival:
You notice wet marks on the occasional cobblestone as you move down the road. Though they don’t appear sinister to an untrained eye, a very perceptive person or a trained tracker recognizes them to be from large paws. do you want to full run to the manor, leaving you more vulnerable to surprise, or move cautiously and taking twice the time to get there?
The troupe focuses on the powerful holy balm and Tural stays with Petra and his family to work into the evening. Darya hands off her duties and joins him for a lesson in the divine arts. Luckily the tavern is across the village square from the smith’s shop and a short distance to cross at night when the work is complete. With Tural occupied, Borracho joins the villagers working to restore the church. The locals are grateful for his help and soon his magnanimous leadership has them working with enthusiasm. By sundown the inside of the church has stacks of roof tiles, boards, and timber beams for the repairs. Flemming and Mimi head back to the manor with a few questions for the brothers and another look at the zombie trail. They arrive to find Dimitri and Domini repairing the back door of the manor while Kolyan is upstairs with Ireena. The brothers smile widely at the sight of you and pause in their work to answer your questions. ”Like other travelers, our village is where we park our wagons. But we never intended to be parked so long that grass grew through our wheels. The matriarch of our clan is Madam Eva. It’s strange, but years ago she was telling us of traveling entertainers that would arrive and change the course of events. It’s like she knew you would be here.” At the mention of sweets they both nod vigorously. ”You could trade chocolate for its weight in gold at the camp. You should visit, bring other things to trade as well.” After talking with the brothers and a quick hello to Kolyan, Flemming and Mimi follow up on the zombie trail. The trodden ground is easy to see and a wide trail leads off into the fog. You investigate a short distance, but turn around before getting too far from the manor. A few hours before sunset the funeral pyre is set alight. Its coals are still glowing a deep red when the sun drops behind the mountains and dusk falls upon Barovia. Flemming, Mimi, and Borracho settle into a table at the crowded tavern where villagers trade stories of their work to restore the church and cleanse the tainted dead. Before long the door swings open and from the foggy night Tural and Darya rush into the warm room and join the troupe. Tural produces a small ceramic pot of purple ointment and places it on the table. Then to your surprise Darya produces a second small ceramic pot and sets it next to the first. ”It seems the gods have blessed my efforts”, she smiles triumphantly, ”and I understand the burgomaster needs some defense against the thing that invaded his home.” It’s a moment of celebration, but also a moment of decision. Your plans and efforts have paid off and the balm provides a way to overcome the defenses of the undead that plague the village. It’s also night and the brothers and Kolyan remain at the manor where the allip escaped just the evening before. Do you risk traveling at night to return to the manor, or do you stay at the safe, warm tavern, or something else?
The trip to the vault is productive, even if the lock investigation continues. Villagers follow your steps down the stairs and start the cleaning of the basement area. A group has been clearing the graveyard through the morning and a mound of brush, small tress, and debris from the church form the base of a funeral pyre. A stack of zombies is forming next to the pyre along with a pile of bones. You discuss your options and your next steps lead back to the manor. Kolyan excitedly tells you about a small collection of alchemical works he acquired and he directs Tural and Borracho as they set about searching his library for the formula of Holy Weapon Balm.
You quickly head back to Petra with the formula book and his family studies the pages as you anxiously watch. His son and wife both point out requirements as they discuss the processes and the smith becomes as much an observer as the troupe. ”Yes, we can do this.” Petra’s wife says and smiles confidently, ”This will not be easy, but it is neither impossible. We must spend the proper time though, the divine energy will only seep into it. It will need your attention for many hours to be sure of success.” It’s still only noon. You take a quick respite at the tavern for a lunch of vegetable stew and dark beer and a chance to discuss your plans. At a center table in the warm tavern a cluster of villagers is planning the dismantling of a home. It appears they’ve found an abandoned house that can provide the needed materials for rebuilding the church. One ceramic pot of Holy Weapon balm will take 8 hours of attention from someone with a spellcraft +5 (or +4 and guidance), or inconsistent attention and a DC15 Spellcraft check. There’s an easy zombie trail to follow into the woods. The town is planning a big pyre this afternoon to cremate the remains of their missing and ancestors. The village would certainly welcome any help in rebuilding the church. There is still the traveler’s camp to visit as well. Where does the afternoon take the troupe?
Borracho wrote: Why is it that the allip desires Ireena…And why would it bring the zombies if it only wanted to torment Ireena? Borracho’s questions raise an essential point, why did the incorporeal creature bring the corporeal zombies, and then flee once they were destroyed? And why did it bring such a larger force the same night the troupe cleared the church? Flemming wrote: They must have left quite the trail as many of them as there were. As you discuss the allip and zombies, you realize the zombies will have left a huge trail that any sober tracker could follow, and possibly non-sober ones as well. Perhaps the end of that trail will offer some answers to the many questions. Tural requests the Holy Weapon Balm and Petra shakes his head. ”For this, we do not have the recipe and the directions.” Fortunately, you know someone that may have that formula in their library, and you might be able to sneak another cup of coffee while searching for it. Mimi gets a +1 on her next Perception check on the stubborn vault lock
Having decided that cremation will be the best approach, the troupe lays out the corpses for a morning pyre. With the task complete, you finally rest. Dawn brings a new day to the village. The troupe sleeps in past sunrise after their late evening defending the manor and wake to the smell of coffee. Kolyan sheepishly admits that he bought every last bean from a traveler many years ago and saves it for special occasions. The brothers sit at the kitchen table enjoying a cup. Jadek has already departed at first light to let his family know he is safe and to begin the arrangements for the pyre. The burgomaster bids you to sit as he serves the small cups of strong coffee. ”I can’t thank you enough for your help last night! Without you, we would be dead, or something worse.” The brothers both tip their cups and nod in agreement. ”I’ve researched this ‘allip’ creature and I fear it is the cause of Ireena’s madness. But I know not how to keep it from entering the manor. I fear she will not be safe here.” The burgomaster paces quickly, the coffee aiding his energetic steps. ”I’ll need a plan for protecting her when, if, it comes back.” As the burgomaster works on his plan, you finish your cups and head back to the village to check on the preparations. The fog is more wispy than yesterday and spots of blue sky can be seen as you head back up the cobbled road to the village. There is a gathering in the town square where a group of villagers with hand carts has been organized by Jadek. ”It’s good you’re here. We are planning a pyre in the graveyard for the corpses and bones from yesterday’s battles. People have cleared the skeletons from the upper floors of the church, but no one has ventured into the basement without your guidance. We’ll haul those unfortunate bodies back from Kolyan’s manor.” Jadek waves at the small gathering and the carts creak as they move down the road towards the manor. You take a moment to check in with Petra and find he is putting the finishing touches on the hand wraps. Mimi’s noogie sits on a workbench with silver studs gleaming in a twisting pattern across its surface. ”Yes, yes, see what Petra and his family have done! Through the night we worked, it is good to have purpose again!” The craftsmanship is amazing. The woven silver strands fold and curl like a heavy cloth rather than metal. The noogie shines with a new elegance. ”Oh, and we’ve got the sheen for you, three full vials already. What else do you need? We can make many good things, yes!” Petra seems pleased with his work and the bags under his eyes speak to the long night he and his family have spent completing the weapons. it’s mid morning in the village, the extra rest helped you avoid the fatigued condition, you can place new orders with Petra, and Mimi can make another attempt at the vault
The troupe combines their efforts against the fleeing allip and with each strike more wisps of shadow drift from it.
Silence prevails on the manor. Nothing clamors at the broken back door. The babbling has vanished. A quick peek through the planked windows reveals no movement outside in the lantern lights and fog. There’s still half the night to pass, but it seems the attack has been repelled and relief flows through the small group. You set a round of double watches patrolling both floors of the manor and reinforce the door with fresh planks and well positioned furniture. With a long wait before dawn, you do your best to rest after the eventful day. any other action you want to take at the end of the combat, or to prepare for the rest of the night ahead?
The voice of Mimi pulls Domini from his trance and he focuses on her words as he sprints to the door. Throwing the bar aside he opens the portal and the Crow is barely able to ignore the madness of the babbling herself. With the zombies eliminated and its babbling resisted, the allip shrieks loudly and starts floating down the stairs directly towards Tural. But as the door throws open and Mimi appears it reverses course and streaks to the ceiling. The boil of shadows starts bleeding through the boards as it seeks to flee the unexpected strength of the troupe. Domini draws a finely crafted dagger from a hidden fold and prepares to throw it, then considers and offers it to Mimi. Party is Up! The Allip is partially through the ceiling and the party has one more round before it moves fully through and is able to fly away into the foggy night. Let’s assume everyone is within 30’ feet of reaching it at the top of the stairs for the sake of not making a new map. Attacks need to be magical in nature to hurt it. Kolyan does have a +1 light crossbow. Domini’s dagger is +1 and Mimi can make the throw or rush up the stairs to the attack. Happy Thanksgiving everyone!
Jadek shatters the skull of another zombie as he holds the line at the back door. Borracho shakes Flemming out of his fascination, as he has done many times when adoring fans are also whispering of lesser things. Kolyan follows Borracho’s actions and shakes Dimitri free as well. Tural moves near the base of the stairs keeping both the zombies and the allip in the range of Sarenrae’s energy. There is no resistance now when he calls on the goddess’ power and the damaged zombies clustered at the door are no match for the dawnflower. Their decaying bodies break and collapse and you see nothing moving in the fog behind them. DC 15 Will save vs Channel: 1d20 + 4 ⇒ (15) + 4 = 19 The holy energy ripples through the allip’s shadows and the babbling halters for a moment. Outside, Mimi hears Tural’s challenge and the babbling falter as she decides which direction to take. Mimi is up!
The first alchemists’ fire continues to burn the rotting zombies as a round of arrows strikes their cluster, then Borracho hurls another alchemist fire into the scrum. Four more of the undead creatures collapse and slide beneath the churning feet of the small remaining pack. The smoldering zombies continue straining against the broken door. Strength check: 1d20 + 3 + 2 + 2 + 2 ⇒ (3) + 3 + 2 + 2 + 2 = 12 Damaged and weakened the zombies can't generate the force to move the broken door and the lead one remains trapped in the opening. Your confidence rises as the horde dwindles, then an unholy babbling from inside the house oozes into your mind.
Party is Up! Five burning zombies remain and the Allip is in the upstairs hallway just behind the furniture barrier. I'll get a map of the manor up this evening. Lets use +3 on the Will save for the NPCs
Fallen zombies cover the ground, but the remaining undead plod directly over the bodies as they continue to press against the back door. Strength check: 1d20 + 3 + 2 + 2 ⇒ (19) + 3 + 2 + 2 = 26 The planks reinforcing the door crack and the door wedges open just a foot. A zombie strains to push through the gap as others crowd behind it with arms stretching toward the opening. party is up!
Zombie saves:
DC15 Will Save, Z1 -2-1: 1d20 + 3 ⇒ (9) + 3 = 12 DC15 Will Save, Z2 -1-1: 1d20 + 3 ⇒ (8) + 3 = 11 DC15 Will Save, Z3 -1-1: 1d20 + 3 ⇒ (5) + 3 = 8 DC15 Will Save, Z4 -1-1: 1d20 + 3 ⇒ (13) + 3 = 16 DC15 Will Save, Z5 -2-1: 1d20 + 3 ⇒ (11) + 3 = 14 DC15 Will Save, Z6 -2-4-3: 1d20 + 3 ⇒ (8) + 3 = 11 DC15 Will Save, Z7 -3-1: 1d20 + 3 ⇒ (19) + 3 = 22 DC15 Will Save, Z8 -1: 1d20 + 3 ⇒ (12) + 3 = 15 DC15 Will Save, Z9: 1d20 + 3 ⇒ (9) + 3 = 12 DC15 Will Save, Z10: 1d20 + 3 ⇒ (1) + 3 = 4 DC15 Will Save, Z11: 1d20 + 3 ⇒ (14) + 3 = 17 DC15 Will Save, Z12: 1d20 + 3 ⇒ (8) + 3 = 11 DC15 Will Save, Z13: 1d20 + 3 ⇒ (8) + 3 = 11 DC15 Will Save, Z14: 1d20 + 3 ⇒ (8) + 3 = 11 DC15 Will Save, Z15: 1d20 + 3 ⇒ (3) + 3 = 6 DC15 Will Save, Z16: 1d20 + 3 ⇒ (8) + 3 = 11 DC15 Will Save, Z17: 1d20 + 3 ⇒ (16) + 3 = 19 DC15 Will Save, Z18: 1d20 + 3 ⇒ (15) + 3 = 18 DC15 Will Save, Z19: 1d20 + 3 ⇒ (15) + 3 = 18 DC15 Will Save, Z20: 1d20 + 3 ⇒ (15) + 3 = 18 DC15 Will Save, Z21: 1d20 + 3 ⇒ (15) + 3 = 18 9 Remaining:
For the third time on the day, Tural calls upon the Dawnflower and Sarenrae answers. The wave of energy topples a dozen of the zombies and rips through the others. Still, nine of the creatures remain standing and continue to assail the door. Borracho and Mimi are up
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