Kwan Tai demoralizes the ogre spider and bashes it with his hammer. Meanwhile, the rest of you focus on the undead kitsune. Xiung-Lau animates its shadow, which fails to land a good hit. Hooli misses with her fands, but Lie Jie bites into the foul-tasting undead's shoulder.
The kistune whirls on Li Jie and slashes with his sword while the spider bites at Kwan Tai again, scoring a critical hit!
Once you have made your preparations, you approach the dilapidated ruin that is the governor's manor. This time, as soon as you approach within 30 feet you witness something astounding. The ruined seems to ripple as the manor appears now fully restored. Lanterns lit by an unsettling red light hang from the eaves, and additional red light glows from within its windows. A pair of stone lions flanks the manor’s entrance, their eyes shimmering with crimson light. To the north, sliding paper walls block the view into the manor’s inner courtyard.
A few moments after entering the foyer, a pair of rigid vampires with corrupted fulus attached to their foreheads hop out from the adjoining chamber. "What is this? How have you found your way into the lord's home?" one asks. "You must leave at once!" the other demands.
Regnat grimaces. "“I have few enough scouts, but I can send a few to guide anyone else Ardax sent. I just have you for now, and I’m going to put you to work. Come. Look." He pulls up the wooden map and points angrily. “This is us here, and this is the storm tower,” he notes, identifying two points separated by a considerable distance. “When Rull brings the rain and meltwater, he looks to us to judge when to cease. We do that at the storm tower. Without our praise and prayers, he would rain all year and drown the world!” He chuckles at the thought but adds, “Or it would just drown Belkzen and the animals we eat. And so, Storm-Screamer mystics must reach the tower and scream.”
He points back at one stick-path on the map. “A roc has built a nest along here. It’s young—doesn’t yet know not to eat orcs! And until it learns, it’s an obstacle I can’t risk.” He meets your gazes and says, “Teach it fear.” He then points to the storm tower. “Only a few scouts made it past that bird, and they say trolls have taken over the storm tower. Phah! Storm pretenders! Clear them out! I will gather my team and be a few days behind you. Light the tower’s signal to call us. Then, once Rull’s pride is satiated, you can join the rest of my hold in guarding the herds. Questions?”
Even as Gentle Storm is searching for a trail, you hear gleeful cackling coming from outside. You see the redcap Caelbrin returning home with two giant wooden constructs, each one dragging a wooden cage that contains an unconscious captive.
Caelbrin pauses when he notices you. "What's this? Home invaders! You picked the wrong cabin to break into, boyos. Now it'll be your tomb!" He reaches for his scythe as the constructs release the cages and prepare to attack!
The enemies dodge the worst of Alkabah's and Blooms' spells. Raneshi and Idari move in on the harpy. Raneshi lands a glancing strike, but Idari scores a critical hit, greatly wounding the harpy!
The harpy shrieks and flaps his wings, taking to the air to get away from the melee combatants. He casts a spell to try to drain the life force from the pair! Meanwhile, the two fungus leshys flank Idari and attack with their corrosive sickles. Only one manages to hit, leaving a bleeding wound.
40 void damage to Idari and Raneshi (basic Fortitude DC 36). 21 slashing, 5 acid, and 1d6 persistent bleed damage to Idari. The harpy is flying 20 feet up.
Therandis' eyes widen slightly at the mention of Fenton's name. Without hesitation, he immediately turns and flees deeper into the building!
You've got to chase him down using the chase rules! When the chase begins, Therandis takes full advantage of his knowledge of the mazelike interior of his museum, and as a result, he begins the chase one obstacle ahead of the PCs. Therandis goes first each round and automatically clears his current obstacle to move one forward, using his lifelong knowledge of Vyre to move quickly through the city. If he ever gets to a position that’s five ahead of the PCs’ obstacle, he gets away from the PCs automatically.
SHOW ROOM SCULPTURES (Obstacle 1, Current Location)
The museum is a complicated maze of wax sculptures and mannequins.
Chase Points 2; Overcome DC 38 Athletics to barrel through the mannequins, DC 40 Perception to spot a path through
PICK UP THE TRAIL (Obstacle 2)
Therandis disappears into the crowd after fleeing out the back door of the museum.
Chase Points 3; Overcome DC 38 Diplomacy to secure information from passersby, DC 35 Survival or DC 40 Perception to follow Therandis’s trail
HERETIC'S ROW CROWD (Obstacle 3, Therandis' current location)
As you hurry to the Ghost King's side, you feel stronger for your recent experiences...
End book 5! Everybody is now level 18! Everybody gains a Hero Point!
***
Chapter 6: Ghost King's Rage
It isn't long before you make it back to Mechitar and quickly gain an auidence with Geb. When you arrive, Geb is drifting back and forth through the air, though he settles above his throne as you recount the results of your investigations and show him the scene recorded by the Bound One's eye. When you complete your report, Geb is furious. His eyes flash, and the edges of his spectral form roil and waver, blurring in his rage. When he speaks, his voice is cold and dripping with contempt but measured, revealing none of his emotions.
"Kemnebi’s plans are foiled, and war is averted, but my traitorous ex-chancellor lingers. He hides, even as we speak, in a dark corner beyond my ken. I can sense his hideaway, shrouded in shadows at the fringes of our plane, but I cannot see within nor determine its entrance. He thinks to escape me, as Nex once did, but he is a worm meddling with giants. He is not safe. He cannot hide for long—not from me." He flashes his gaze at you. "Not from you. You will find and destroy Kemnebi. Permanently.
"Kemnebi will be difficult to kill. As a vetalarana, he feeds off the thoughts and memories of the living, draining his victims until they remain a comatose husk. He assimilates these memories and, while this may confuse newborn vetalaranas, Kemnebi has long curated his meals to grant him knowledge, skills, and traits he desires. He is one soul bolstered by countless thousands.
"Upon Kemnebi’s death, his psyche will inhabit one of his nearby comatose victims, enabling him to continue living in the body of another—which will make him impossible to find and destroy. But Kemnebi’s psyche cannot transcend planar boundaries. This will serve you well. If you defeat Kemnebi within his extraplanar hideaway, Kemnebi’s psyche will only be able to transfer to a victim nearby within that hideaway—any victims he may have groomed for future occupation in Mechitar will be unreachable. There’s sure to be vessels awaiting his occupation even within his hideaway, so ensure you remove them from the equation before killing Kemnebi.
"Of course, you must find Kemnebi’s lair first. For this, retrieve the fractured soul of Balji. When Kemnebi was newly risen, he fed upon a simple Iroran monk. Kemnebi was clumsy, and Balji was an enlightened soul. Kemnebi became overwhelmed by the monk’s spirit, letting in far more of Balji than he should have, and even today, much of Kemnebi’s personality—his poise, his patience, even his so-called enlightened wisdom—stems not from Kemnebi himself, but from Balji. The monk is long dead, but Kemnebi’s predations would have left Balji’s soul in tatters. Such souls are incapable of moving on from the Boneyard. Instead, damaged souls such as Balji’s are preserved in repositories until repaired, either by the ministration of its resident psychopomps, or by the return of the other pieces of those shattered souls. As Balji’s soul fragments remain intertwined with Kemnebi’s soul, Balji will surely be in such a facility.
"Tell me, what do you know of the Carters Consortium?"
The proprietors of Atrolli's Fine Wigs and Yaidaro Fabrics both tell you that they haven't seen Fenton in a few years. However, the owner of Masque Sevarra recalls Fenton's last purchase: a full-face mask depicting a feminine visage. Fenton mentioned it was for a “special performance.” They suggest that you check with Fenton’s former sculpting teacher, Therandis Monniva, who owns a wax museum in the Sanctuary neighborhood.
The single-story but sprawling stone edifice of Monniva Waxcrafts looms above the street in the western part of the Sanctuary neighborhood, its arched windows decorated with elaborate carvings. A wooden sign on the door reads in Common, “Welcome! Tours, 1 sp per visitor, group rates by request, lessons offered by appointment. Ring for assistance.”
Just inside, a counter with a ticket box sits near the doorway, a velvet rope blocking off the rest of the room on either side. A small brass bell is mounted on a stand next to the ticket box. Beyond the rope, the lights are dimmed save for the spotlights on the maze of wax statues arrayed around the large display room, each depicting a variety of famous historical figures, actors, and rulers of the Inner Sea.
When you ring the bell, Therandis Monniva comes out from the back room to greet you. He’s a spindly, middle-aged man clad in red robes and silvery goggles. "Welcome! I’m Therandis Monniva, artist and curator. Are you here to see the museum? Or perhaps you’d like to learn the art for yourselves?"
Gentle Storm is unable to land a good hit, but Kilitsi scores a critical hit, shattering the furnace's outer armor. She follows up with another good strike, then Alessandria warps and melts the metal with her flames, reducing the damaged construct to twisted, molten slag.
Once you have time to search the workshop, you discover three clues. First, a wooden bucket beside the workbench is filled with wood with a strange fractal grain, hewn into 5-inch cubes. It’s the same type of wood used to construct the woodwarp's chest plate, the display case in Ghorus’s Garden, and the composing latticework sphere.
Atop the workbench is a detailed drawing of the wooden primal cube. Beside the drawing is a half-finished ritual focus being carved from a wooden cube and three complete ritual foci.
Crumpled in a ball and pinned to the workbench top with an awl is a note from Ruzadoya ordering Caelbrin to carve the supplied wood into ritual foci, as detailed in the provided schematic. She notes that precision is crucial and supplies are limited. The note ends with a threat, indicating that if Caelbrin doesn’t comply, the Wildwood Lodge will make him “as your victims: mulch for new growth that I’ll take pleasure in carving into something worthwhile.”
Caelbrin keeps his victims’ possessions as trophies, piling them inside a twitching hand-carved trunk. Among these items are a swan boat feather token, a coyote cloak, greater bracers of missile deflection, a greater foxglove token, a wand of splintered sorrows, and an amber bracelet worth 100 gp.
As the sun begins to set, you reach the Storm-Screamers' territory. Your guides take you to one of their lower-altitude camps. Relatively few
able-bodied adults are here, with most of the camp consisting of children and the elderly taking shelter amid the sturdy, waterproofed tents. As the you approach, several camp guards intercept, briefly question, and escort you to meet with the camp's leader, the druid Regnat the Green.
Droplets trickle down the face of Regnat, his tattooed body only partially protected from the rain as he examines a map made from sticks carefully tied together to depict the common passes and trails through the region’s mountains. He looks up, glances to the approaching guards, and nods in understanding. “Ardax sends reinforcements? I welcome the help, though I question your numbers. Tell me you’re the vanguard for some greater force.”
The creature roars and reels as deep wounds suddenly appear in its body, courtesy of the invisible Alaznist. Iesha's battle cry doesn't seem to startle the massive beast, but she lands an intimidating strike, activating her fear gem to further frazzle the foe! This allows Batman to score a solid blow with his shield. Torisen's needle darts find their mark as well.
The monster thrashes about, biting at all of those in melee with each of its three heads. It misses Alaznist but scores a critical hit on Iesha and a normal blow on Batman. It then follows up by jabbing Iesha with one of its legs.
Fenton’s prior address is a second-floor room in the Pelican’s Nest, a tenement perched on a cliffside overlooking Vyre River in Southmarket. The landlady of the Pelican’s Nest is one “Auntie” Jaula. Upon mention of Fenton’s name, Auntie demands to know if you know where he is, as he never paid his last month’s rent when he moved out two years ago. The apartment has long since gained a new tenant, and Auntie refuses to let you into it; even if you sneak in, there’s no trace of Fenton left there.
Before you leave, however, Auntie shoves a box at you, telling you to “take this creepy junk he left behind with you.” Inside the box are several eerie-looking
DC 33 Crafting, DC 35 Society, or DC 30 Vyre Lore:
You recognize the maker’s mark on all of the masks as that of Masque Saverra, a shop in Old Vyre.
Examining the eye, Telvir sees images swimming around within it, which then project into the room. The image projected from the creature’s gemlike eye resolves into a figure dressed in elegant finery standing next a skeletal giant in robes. The smaller figure is Chancellor Kemnebi, leader of the Blood Lords. He speaks to the giant in carefully measured tones that carry more than a hint of a threat.
“So, Kelganth, the only way to gain this reagent by destroying the Bound One with positive energy?” The giant nods in reply. The chancellor continues, “And when the creature is reborn, the process can be repeated indefinitely?” The lich replies, his voice dry and deep. “Yes, chancellor. But there’s a problem. Each time the darvakka is destroyed and reborn a bit of the creature’s energy is siphoned away.” The giant pauses a moment. When the chancellor doesn’t reply, the giant speaks again. “That means less and less power going to the defenses of Yled, my lord.”
“Yes, I’m aware,” says the vampire. A fire lights his eyes as he looks up at the lich, who takes an involuntary step back at the intensity of the chancellor. “And I do not care whatsoever about this city. The shadow ash is the key to my plans. With it we can raise an army of the dead from the very nations Geb feeds. It shall be an army—my army—with a size never before seen anywhere in Golarion. If this city’s defenses need to be sacrificed, so be it. That is a small price to pay for victory.”
This scene can be replayed at any time. At last, this is the evidence you need to prove Chancellor Kemnebi’s guilt! No doubt Geb himself will want to see this...
Will vs Dominate:1d20 + 18 ⇒ (20) + 18 = 38 Fortitude vs Stun:1d20 + 14 ⇒ (5) + 14 = 19
The boggard resists Tandri's spell with a supreme effort of wil! Sari leaps into battle, hitting one of the boggards with enough force to leave it completely stunned!
The other three boggards croak angrily and drop their blowguns, instead drwaing whips and cracking them at Sari! She dodges all but one of the attacks.
The next chamber past the laboratory features large double doors decorated with narrow, geometric lines that suggest vaguely humanoid shapes as well as something larger and more birdlike. A fine layer of dark ash coats the floor of the chamber, stirring at the slightest movement of air.
Beyond the doors is a massive chamber. The interior of this room has been shaped into what looks like a hollowed-out pyramid with truncated corners. The ceiling sections ascend at steep angles hundreds of feet to a sharp point. Lines of dim green light emanate from every corner and converge at the interior peak. Other glowing lines form into sigils on each of the walls. The room is filled with an indescribable weight, a heavy atmosphere of absence and malice.
A large platform stands in each corner of the room except the southwest. In the center of the room is a massive dais formed from polished black stone. Its shape matches the room’s interior, except its top is flat. Huge metal chains lead from each corner of this pyramid to a tangled pile in the center, where they disappear into a massive mound of fine gray ash.
A massive, majestic bird is bound by the glowing green chains. It seethes with cold an hate. The ashes scattered throughout the room flow toward the central pyramid as a pitch-black tornado around the massive being. The bird-like monster struggles for a moment, trying to beat its wings as if to fly from the pyramid, but it’s inexorably drawn to the top of the structure by its bindings. With a deep sigh, the being settles its body and stares at you, its eyes little more than orbs of reflective blackness.
The creature opens its mouth and shrieks. While there are no words in the sound, it’s full of powerful emotion. Its foremost right eye sparkles with an inner light as it studies the room and those gathered before it. The creature lowers its head toward its right leg, and a massive talon stretches up to its own eye. With a sharp, sudden slash, the creature plucks out the eye, which hits the floor with a sound like crashing stone. The creature nods toward the eye and settles back on its pyramid.
Wispil and Alessandria damage the animated furnace with fire and icy water, but Kilitsi finds it hard to get past it thick metal armor. The furnace quickly opens and closes its door several times, sending scorching flames at Alessandria and Kiltisi.
Will vs Calamity, Frightened:1d20 + 26 ⇒ (15) + 26 = 411d20 + 26 ⇒ (3) + 26 = 29
The strong-willed monster completely ignores Torisen's illusion spell. Seeing Batman and Iesha already moving to meet it, the three-headed terror swiftly scurries across the plaza! Its stops twenty feet away and the fiery head leans forward to exhale a cone of flames at the pair of them!
The second zombie horde quickly falls to Melor's bullets and Skaytar's and Njinga's vitality magic.
The orcs at the top of the plateau cheer and call out to you once the undead have fallen. "Thank you for your aid, friends! We are scouts for the Storm-Screamers of Rull. We ran afoul of those undead who began to follow us from our camp. We sought refuge up here, but they gathered beneath us, making escape impossible until you came along. Our hold's main encampment is half a day's travel from here. I am sure our leader will want to speak with you."
Just a few moments later, the massive monster lands in the middle of Temple Plaza, skidding into the center of the square and coming to a stop near the sinkhole there. Up close, you can see the gargantuan beast has three heads, the eyes and maw of each one glowing with different types of energy. One head burns with fire, another crackles with electricity, and the third spews toxic smoke. All three heads roar with fury as the monster prepares to attack!
Uhe makes an educated guess that each of the three wings of this Kor Well complex should contain a token to fit into the triptych. He leads the way through the south doors of the entry crypt to explore the rest of the complex. These other rooms contain a well-stocked kitchen with magically replenishing ingredients, a well-used workshop that contains a singular runestone with a cavern's heart armor property rune, a living space, and three small bedrooms.
The living space has comfortable seating, a small table, and a variety of simple entertainments, among them dice, cards, a few board games, and even musical instruments. A skeletal corpse sits in one of the chairs, hands still clutching a pendant hanging from their neck. Aside from the fine silver necklace with the crystal pendant, the corpse also has a moderate wardrobe stone and winged boots.
There doesn't seem to be anything else to find here.
Telvir's projectile misses, but Humerus grabs the giant lich in a headlock and pounds his skull, then Aily stabs him from behind! With the final blow, Kelganth's skeletal body crumbles to dust, his gear dropping down to the floor below. As a lich, he will likely rejuvenate in a few days' time, but for now, he is no longer a threat.
Kelganth has a diadem of intellect and a staff of power. In addition to his personal gear, Kelganth’s lab contains specialized equipment worth 1,000 gp and books worth another 1,100 gp, one of which has a scroll of time stop as a bookmark. A potion of undetectability rests in one of his desk drawers.
Soon enough, Ren Mei Li returns to Willowshore, eager to find out what you've learned from the path maiden. When you tell her, she offers a slight bow of respect, then produces from the folds of her robe a large golden key. Four circular hollows punctuate the key’s ornate shaft, and spider fangs dangle from silken threads strung through its pierced heads. When the cloisonne balls of the Five-Season Treasures are slotted into the key’s shaft, they lock into place, and a golden glow surrounds the object. After fitting the cloisonne balls in place, Ren Mei Li speaks once more to you.
"It is time. Swear yourself to the office and to serve as Willowshore’s stewards wisely and well." As she speaks, she offers the golden key; you need only accept this key to become official stewards of Shenmen's jorogumo court. With it, you are now legally part of modern Willowshore's government and are considered the rightful rulers of the town alongside the two town elders.
The key is largely a ceremonial item and has no real intrinsic function, but now that you have become legally appointed rulers, you can likely access the hidden door in the governor's manor and track down Heh Shan-Bao and stop him once and for all!
Skaytar breathes fire onto the zombie hordes while Melor opens fire, his bullets shredding through the undead orcs. Njinga's healing spell drops some more zombies while Caine's spear thrust finishes off the stragglers of the first troop.
One troop remains, groaning and grabbing mindlessly at Njinga and Caine.
Shambling Onslaught:2d6 + 11 ⇒ (3, 3) + 11 = 17
Njinga and Caine take 17 bludgeoning damage (DC 20 basic Reflex save).
The undead kitsune snarls and draws his temple sword. "Well, if you're not here to help, then I will slay you and chew on your bones!" As he prepares to attack, the enormous spider finally stirs and begins to clamber down the tree!
Since each activity can only be attempted once per day, I'll use duplicate rolls as Aid attempts on the higher result. Thus, at the end of the week, you earn 9 Supply Points from Scavenging, 7 from Comforting, and 2 from Opposing the Risen, for a total gain of 18 Supply Points.
You spend the week preparing for the dangerous journey ahead. On the evening of the seventh day, Ayavah asks you to meet her out in front of Midnight's Gallery. The priestess gives you a wan smile, but it doesn't hide the exhaustion and worry in her eyes. "I want to thank you for all that you've done for the people of Xin-Eurythnia. We are as prepared as we can be for the evacuation. I pray that Nocticula watches over us as be prepare to become outcasts anew."
Ayavah locks up the front entrance to the cathedral, utters a short prayer to promise that they'll return as soon as they can, and then turns back to you and seems about to say something when suddenly, another tremor strikes the city.
Unlike the other small aftershocks, though, this one grows. As the ground shakes, the jagged scar at the peak of Mhar Massif that, until a week ago, held Karzoug’s face explodes. A blast of thick, dark smoke belches out of the immense volcano’s peak, and a few seconds later the sound of the eruption rolls over the city. Fortunately, this eruption tapers off before it fully blows the top off the towering volcano, but something strange suddenly emerges from the ashes of the eruption itself—several thin glowing streaks of what at first appears to be lava hurled through the air. But a second look confirms that they're actually a dozen immense, centipede-like monstrosities, glowing red hot as they’re blasted out of the mountain’s peak! And while most of these creatures have been hurled in other directions into the surrounding mountains, one of them is making an unmistakable beeline directly for Xin-Eurythnia!
You have 2 rounds to prepare before the monster lands nearby!
Kalli seems to stand up a bit more swiftly than usual, his muscles feeling strong and limber. Meanwhile, Arfi's senses are enhanced, the colors around him seeming brighter, the scents more sharp. And the Stranger feels his ikons resonating with new power flowing through them.
Merosyne's eyes widen slightly. "By the gods... I think Sophreista's mythic power must have awoken something within you. Mayhaps you have become mythic yourselves!"
Indeed! Everybody is now level 3. You have experienced your mythic awakening! You should each choose a mythic calling and a 2nd level mythic feat; you also gain the Rewrite Fate ability!
The Pigeon & Pike Tavern is a sprawling dive located at the eastern end of Opal Market. You spend an hour gossiping and asking around. Cerulean finds an old tavern regular who remembers Fenton’s name. He comments that Fenton used to stop by with a singer “who lived on Beech Street.”
Meanwhile, Kharya spots some decorative sculptures around the tavern signed by “F. Vilorgo” and “T. Monniva.” The bartender tells you the sculptures were done by “Therandis Monniva and his student Fenton” and indicates Therandis owns a wax museum in the Sanctuary neighborhood.
The wine fills the cup more swiftly than usual, causing it to overflow. When Oinos takes a sip, it is among the finest, most potent spirits he has ever tasted!
The path maiden moves aside wordlessly and indicates you should continue down the road, where an oblong silver mirror manifests out of nothingness, hovering in the air in the middle of the road. Its reflection shows an empty path, even when you stand directly before it, as if reflecting only the road as it appears when not traveled at all.
As soon as anyone approaches within 5 feet of the mirror, the image shifts. The governor’s manor in Willowshore appears, not in its current dilapidated state, but as a splendid house, freshly painted and colorfully tiled, with imperial banners hanging above the doors and gold tassels streaming from the lantern posts. The image moves inward, passing through the mansion’s doors and then through its courtyard, to finally enter the manor’s master bedroom before stopping at a door in the northern wall that didn’t exist in that room during either of your two previous visits.
The door is made of fine cypress wood, with an ornate golden lock worked into a hideous fiend’s face sitting above the door handle. A crown of claws and gouged-out eyeballs encircles the creature’s brow. The fiend’s face shifts again, now appearing to be that of Governor Heh Shan-Bao. He peers out of the mirror and addresses you directly.
“Greed and shame. Such potent tonics to quicken a change. A man becomes a monster. A monster becomes a gateway. A village becomes a feast. Greed and shame, shame and greed. What marvelous chains they weave! What lovely tricks, what clever locks! I’ll open your doors and visit some more, and soon shall man and monster be one. And then Kugaptee has won, for only a rightful ruler shall carry the key to my domain!”
The image then dissipates, and a moment later, the mirror does as well. The mist thickens about the path, and its presence seems alive and hungry, creating a claustrophobic closeness that wasn’t present before. Yet, the path is emptier, too, as the veiled maiden has vanished. It seems their strange test is at its end. You find yourselves back in the real world.
The journey to Fort Drelev takes you west from the Narlmarches into the Hooktongue Slough. The sprawling swamplands are soggy, damp, and humid, even at night.
As you are passing buy a group of ruined buildings set up on stilts in the bog, four boggards burst out from their hiding spots with blowguns raised, attempting to ambush you!
The man shrugs enigmatically at Briar's statement. "I just appeared where I was needed, I suppose."
He turns back to Visna. "I would give you may name if I had one. I am the very incarnation of The Trader, born from the magic of the cards you have in your possession, the Deck of Destiny." With a flourish, the Trader reaches into a pack and presents an elegant scrol, which he unfurls to reveal a map of Golarion. "I am not the only incarnation born of this very same deck. This map shows the location of all of the other ones who have manifested. I am happy, even proud, to share the knowledge of these locations with you—for the right price, of course. One hundred thousand gold pieces."
The man's eyes glitter, as if he knows the price is outrageous and he is eager to haggle with you.
Negotiating with the Trader:
The PCs can use a number of arguments to reduce the price of the map. This takes the form of a series of checks to earn Negotiation Points, which use the Victory Point system, earning 1 VP for a success, 2 for a critical success, and losing 1 for a critical failure.
The PCs begin with a total of 5 Negotiation Points, representing the Trader’s eagerness to engage in some haggling. The party can attempt two checks per person to help negotiate with the Trader; some PCs might not feel that they can properly help with the negotiations and can ask a different PC to haggle on their behalf. Once all the checks have been made, the Trader provides his final price.
The following skills represent the most likely ways the PCs can negotiate with the Trader. At your discretion, a PC can attempt to haggle with a different skill not listed here. The DC for all checks is 38.
Crafting: A PC can ask to examine the map and use Crafting to assess the map’s quality and accuracy. Successful PCs note that the map is made of relatively shoddy material and is inaccurate enough to make its use difficult.
Deception: A PC can use Deception to spin up a tragic yarn about having had their funds taken in a diabolic contract, stolen by a nalfeshnee, or any other number of dramatic but imaginary sob stories to soften the Trader’s heart. They might also suggest a payment plan they have no intention of honoring.
Diplomacy: Making use of Diplomacy, a PC could attempt legitimate haggling, expressing a lack of funds but a desire to purchase the map while appealing to the Trader’s sense of duty or goodwill, or honestly propose paying the full cost in installments.
Intimidation: Particularly aggressive PCs can use Intimidation to browbeat the Trader into lowering his price, making a scene of the exorbitant cost and expressing outrage in hopes of getting their way.
Mercantile Lore: A PC with a strong sense of economics can use Mercantile Lore to crunch the numbers on the Trader’s profits, analyzing his overhead costs and fully assessing how narrowly he can maintain his profit margins.
Occultism: PCs with a strong understanding of the harrow deck can make use of Occultism to analyze the Trader’s motives. With a successful check, a PC realizes that haggling is in the Trader’s nature or recalls legends associated with the card, and knows how to play the part of the cunning buyer featured in stories.
The zombie hordes avoid the worst of Skaytar's fireball, but he hits the big skeleton with a fire blast, then Melor scores a critical hit with his gunshot! Caine dances up to the skeleton and finishes it off with a skillful thrust of his spear. As it collapses into a pile of bones, Njinga slams the zombies with her shield.
The zombies mindlessly swarm around Njinga, battering her with their limbs and the crushing force of too many bodies!
With the guardians destroyed, Uhe is able to pick the locked doors without furhter incident. The northwest chamber is occupied by a triptych, a large, three-sided pyramidal stone. Each side of the triptych features a different carved image, each representing one of the Rivethun seals. Hidden in each image is a depression sized to fit a small token. It doesn't look like you can do much with the triptych unless you have the tokens.
The northeast chamber is a vault. The vault contains an anointed waterskin, a forge warden, a javelin of lightning, a greater shrinking potion, one adamantine chunk, one mithral chunk, and a pouch of gemstones worth 250 gp.
Ranek's magic and practical work greatly fortifies the shelters while Alaznist keeps the Risen cultists in check. Batman and Iesha scavenge a good amount of supplies while Torisen's medical skills prove quite effective in tending to the injured survivors.
With all of your successes, you still have time to meet with the leaders of Eurythnia's factions. It doesn't take long for you to impress the trio. They agree to formally take leadership roles among the evacuees while also fully supporting you in your endeavors.
You gain a total of 6 Supply Points. Additionally, Jatheriel gives you a wand of wall of force, Vokshar, a +2 striking shockwave warhammer, and Sonrasi, an eye of fortune.
You may each roll now for all of the remaining six days to speed things along.
SURVIVAL POINTS:
When this adventure begins, Xin-Eurythnia has a population of 12,500 citizens. In the immediate aftermath at the end of Chapter 1, many powerful spellcasters abandon the city. Those who attempt to do so via teleportation quickly learn of the region’s dimensional damage, but others cast spells like umbral journey to flee with as many close friends and family as they can take. Still, thousands of citizen remain who are chased down by monsters, trapped under debris, or otherwise in peril. These endangered citizens are represented by a total number of “Survival Points.” Each point roughly represents 100 people.
At the start of this chapter, the Eurythnians have 100 Survival Points (with the extra 25 potential points representing those who escaped or perished). As the PCs meet with failure for the rest of the chapter, these points will be reduced; the final number of Survival Points remaining at the end of the chapter determines how successful the evacuation effort ultimately was.
SUPPLY POINTS:
When the PCs begin the process of leading the Eurythnians south to safety, they’ll start with a set number of Supply Points representing food, water, shelter, tools, and other supplies that are necessary to keep the refugees alive on the journey. During this chapter’s first portion, certain success the PCs achieve earn them additional Supply Points. Keep track of these extra points, and when the evacuation begins, increase the Eurythnians’ starting Supply Points by this amount.
That night, after midnight, you hold the gossamer sash as you walk along the road out of Willowshore. After an hour or so, a thick fog descends upon you, only to swiftly clear and reveal that you now stand on a narrow mountain pathway that measures 10 feet wide, with a sheer cliff rising into the clouds to your right and another dropping away into a foggy forest far below to your left. The wind howls forlornly.
A few minutes later, a woman rises up out of the road before you, passing through it as if it were insubstantial. Clad robes of purple and deep sea blue with veils obscuring their features, the path maiden addresses you in a whispering voice while simultaneously speaking telepathically to your minds.
"Warm-bloods, living-bloods, fragile mortal feasts. Why do you tread the Gossamer Path? Whose dead secrets do you seek, and for whose lives would you use them?"
Though Oinos and Stranger falter a bit, Kalli's and Arfi's performance more than make up for it. Sophreista swings her blade in a final flourish. Then she lowers her sword, the haze of battle fading from her eyes, and she surveys those around her.
“Thank you, my friends,” she says. “I feel…” She begins to glow, the edges of her form blurring and fragmenting. “I feel I can travel to the afterlife at last. I hope only that I’ve earned enough renown to live among our islands’ great heroes. I hope… you remember my deeds…”
She glows brighter, then vanishes, leaving only the scent of laurel behind. Merosyne bows her head and wipes at the fresh tears in her eyes.
A few moments later, though, a shockwave of energy blasts forth from the crater, knocking you to the ground! The crater and blackened trees vanish, replaced by fractured visions cycling past at a dizzying rate. An immense woman, towering hundreds of feet high, weeps over a blighted landscape, clashes with silhouettes of other massive figures under a blood-red sky, and is driven back by hurricane winds out over the ocean. Another vision flashes of a gauntlet-clad hand driving a blade through her chest, and she sinks below the waves.
For a moment, the vision goes black. A red spark appears through the darkness, followed by the silhouette of a humanoid figure with snakes for hair. A feeling of relief and urgent demand suffuses the image, then it fades, leaving only the empty crater behind.
"You should not need your weapons. If things devolve into combat, then you've done something wrong," Ren Mei Li says. "Merely walk the Gossamer Path and ask your question, and the maidens will favor you with the knowledge that you seek."
Kelganth dodges some of Caraid's radiant beam but it still burns his bony body. Telvir's force missiles slam the lich, and while he avoids Humerus grabby hands, Aily lands a backstab.
Kelganth maintains concentration on his implosion, targeting Telvir, then he casts another spell, opening up a jagged rift of icy-blue energy that draws away the warmth in the psychic's body.
Several weeks pass in relative quiet. Then, one day while you are together inside Harrowheart, a pleasant chime echoes as a magical doorway appears from nowhere. The doorway is made of pure light and draped with a colorful beaded curtain that parts with a pleasant clatter as the beads jostle against each other. An elegant boot steps through the doorway, followed by the rest of the figure: an elven man clad in a patterned skirt, a short leather coat, and a turban decorated with a fine, golden emblem. Several items hang from his belt including bottles, instruments, and other talismans. A large satchel hangs from one shoulder while a small gray monkey perches on the other, watching attentively.
With a small bow he introduces himself. “Good day to you all. I am but a humble merchant from distant lands, but I believe I have just the thing that you’re looking for today.”
The undead kitsune shakes his head. "Don't you get it? This tree grew from the remains of a great heroine from the past. As long as the tree still grows, her soul remains trapped and outside of the cycle of life. We destroy the tree, and the heroine finally gets to move on from this world. Is this not a noble goal?"
With a whole bunch of critical hits shattering the lat statue's armor, you make quick work of the two giant statues, reducing them to rubble.
Beneath the plinths where the statues had been standing are hidden compartments with valuable treasure: a staff of illumination and armbands of athleticism.
Past the outdoor altar is the entrance to Elkhaven Lodge itself. Once, this lodge’s interior may have been a comfortable and cozy place for hunters to rest, relax, feast, and plan their next excursions, but those days are long gone. A few of the internal walls remain standing to the southwest where there once might have been sleeping quarters, but for the most part, the furniture here has rotted away, leaving only the structure’s stone shell intact. The ceiling looms thirty feet overhead, sagging and looking on the verge of collapse. Coils of fungus and mold hang from it in sheets.
A trio of orange, puffball-like growths cling to the walls, while to the south, the low mound of what appears to be a freshly sprouted mushroom looms before an old stone hearth, its pale green cap mottled with orange growths.
A fiendish harpy with blood-red feathers and a magical axe that drips with corrosive acid stands here, head cocked, a snakelike tail lashing behind him. Two corrupted fungus leshys stand beside him, along with the rotting zombie of a elven man in tattered robes. The harpy grins sadistically, revealing sharp teeth.
"Are you here seeking Aravashnial? I know he is of some importance to your elf queen. Well, here he is!" The harpy gestures to the zombie, who groans mindlessly. "I am happy to return him to you, in return for you leaving this place and never returning. What say you?"
Kilitsi is unsure what sort of construct the furnace might be. Her axe and Gentle Storm's darts fail to damage the thing, but Alessandria scores a good hit, her fiery aura starting to warp some of the wooden parts of the furnace. It seems it is not immune to fire.
The furnace opens its door wide, slamming it into Alessandria and quickly shoving her inside its burning interior! It bashes Kilitsi as well but fails to grab a hold.
27 bludgeoning and 16 fire damage to Alessandria after her fire resistance. She is Swallowed Whole (Escape DC 18, Rupture 15). 28 bludgeoning and 1 fire damage to Kilitsi.
The dero seems entranced by Nadja's dance. "The Hollow Star is our salvation. It contains the secret to cure my people's deadly allergy to the hateful sun, if only I can unlock its mysteries. Come closer. Look upon the mural of mighty Azathoth and bask in its glory..." He reaches out a hand to beckon Nadja.
Sophreista grins as she brandishes her gladius. "If this is to be my end, then I shall make it such an end that the bards will sing of it for ages to come!" she declares. She slashes and thrusts as Arfi provides ongoing narration and the rest of you leap and dodge around her, putting on a grand show.
You have 4 Pathos Points. Everybody may roll for the second round.
Batman and Alaznist drive back the cultists with the power of their convictions, sending them packing. Meanwhile, Ranek and Iesha expertly navigate the area of distorted gravity to bring those trapped within to safety. At last, all of the immediate flashpoints of danger in the city have been quelled.
Handling these perils is a mythic deed—everybody restores 3 Mythic Points.
***
The next few days after what becomes known as Doom’s Night are chaotic and frantic, as survivors gather together in shelters throughout the city. As the days go on and landslides, trembling aftershocks, and continual incursions from the monster-haunted catacombs and caverns below persist, all in the shadow of Queen Sorshen’s continuing absence, more and more people begin to consider fleeing the city entirely. Yet for most of Xin-Edasseril’s populace, such a journey through the mountains would be deadly. Before any such evacuation can start, new leaders need to take up the vacuum left by the vanished Sorshen. Ayavah hopes that you will be the leaders the city needs.
Things in the city have stabilized somewhat, although it is apparent that the situation is still degrading. Primary among the fears are the failing magic wards that keep Xin-Eurythnia comfortable and habitable. While a new earthquake or volcanic eruption could occur at any moment, the failing wards will collapse entirely in about a week. Additionally, whether as the primary cause of the events of Doom’s Night or merely a side effect, teleportation magic in the region has grown dangerous. All signs point to this being a temporary effect, but one that will outlast the number of days the Eurythnians have left before the city’s wards fail. Short-range teleportation seems to work fine, but longer distances are now dangerous.
During this week, the PCs must do their best to prepare for a mass exodus of the city, gain the cooperation of several of the city’s influential citizens, and handle any unexpected complications that arise. These play out in a combination of Downtime activities and diplomatic missions. Provide the players with a full list of these activities and missions so they can choose each day what they wish to pursue. Each day, the PCs can pursue one of the Evacuation Preparation downtime activities. If they undertake a diplomatic mission during that same day, they can still each pursue an Evacuation Preparation, but since they have to rush that activity (due to time spent on the mission), raise all DCs associated with that activity by 5.
Evacuation Preparations:
During the week after Doom’s Night, the PCs may use the following downtime activities to earn bonus Supply Points. Each downtime activity has different skill checks that can be attempted, but a creative PC might find other ways to achieve the same effect. A creative solution, casting a spell that expends a spell slot, or expending a resource should reduce the DC of the check by 2 or more at the GM’s discretion.
Note that two of these activities (Fortify Shelters and Oppose the Risen) are particularly important. If these activities are not attempted at all on any given day, the activity’s critical failure result automatically takes place.
Each of the following activities can only be pursued once per day by the party. If your group has more than four PCs, those without an Evacuation reparation option can instead Craft or Earn Income (although in both cases, any DC associated with these activities is increased by 5 as a result of the dire situation).
The first time a PC achieves a critical success at one of the following activities, that PC earns 1 Mythic Point for the legendary accomplishment; this can happen only once per activity for the party.
FORTIFY SHELTERS
DOWNTIME MANIPULATE
You help to reinforce barriers, build fortifications, secure defensive barricades, and guide those in need to a safe place to spend the day. Attempt a DC 31 Crafting or Survival check.
Critical Success: The shelters automatically provide protection on the following day without needing to perform this activity.
Success: The shelters remain functional during the day.
Failure: The shelters begin to fail. Attempt a DC 15 flat check. On a failure, lose 1 Survival Point.
Critical Failure: The shelters fail dramatically. Lose 1 Survival Point.
Special: If no PC attempts this activity on a day without a previous day’s critical success, then the critical failure effect occurs automatically.
COMFORT AND PROTECT
CONCENTRATE DOWNTIME
You soothe concerns, tend wounds, work to keep troublemakers in line, or bolster morale with entertainment, all while spreading the word about the coming need for an evacuation, in hopes of allowing the refugees more time to prepare for the upcoming journey. Attempt a DC 31 Diplomacy, Intimidation, Medicine, or Performance check.
Critical Success: The party earns 2 Supply Points.
Success: The party earns 1 Supply Point.
Critical Failure: Your attempts backfire badly enough that some of the goodwill and trust that’s been building erodes—the party loses 1 Supply Point.
OPPOSE THE RISEN
CONCENTRATE DOWNTIME
Without risen Runelord Gimmel to organize and compel cooperation, the remaining Risen of the Trinity Star cultists hiding in the city are disorganized, yet still dangerous. Attempt a DC 31 Religion or Stealth check, or a weapon or spell Strike against AC 33.
Critical Success: The PC opposes the Risen in a public way that not only prevents any casualties among the refugees, but earns the party 1 Supply Point in the form of gear and other materials recovered from the Risen. In addition, the PC recovers 600 gp worth of Common consumable items of the player’s choice (subject to the GM’s approval).
Success: As critical success, but no Supply Points are earned.
Failure: The party prevents the loss of any Survival Points, but fail to recover any supplies or consumables.
Critical Failure: While you prevent some of the mayhem, the Risen still manage to engineer the deaths or conversion of many refugees. The Eurythnians lose 1 Survival Point.
Special: If no PC attempts this activity, by the end of the day, the Eurythnians automatically lose 1d4 Survival Points as the cultists murder some, convert others, and encourage dangerous creatures from the caverns below to come up to the city to hunt.
SCAVENGE SUPPLIES
DOWNTIME MANIPULATE
You search for supplies by squeezing through narrow areas, pushing aside heavy rubble, disarming malfunctioning security features, or simply keeping a keen eye out. Attempt a DC 31 Acrobatics, Athletics, Perception, or Thievery check.
Critical Success: The party earns 2 Supply Points.
Success: The party earns 1 Supply Point.
Failure: The PC discovers nothing of use.
Critical Failure: Your search infringes on the property of survivors, who don’t take kindly to your “looting.” Increase the DC for all future Scavenge Supplies checks by 1 each time this occurs.
Diplomatic Missions:
In order for an evacuation of a city the size of Xin-Eurythnia to go well, the PCs need more than just to be viewed as leaders—they need the support of movers and shakers in the city. With Ayavah’s friendship, they already have the support of the city’s artists and those of a more faithful bent, but three other significant factions exist—the city’s wizards (now that Sorshen is gone), the city’s merchants, and the city’s giants (who represent the guards and architects).
The leaders of these three factions are eager to met with the PCs. While they know an evacuation is required, they aren’t yet sure these newcomers are the ones to lead the refugees out. The leaders meet with the PCs at the Cathedral of Nocticula when they’re ready, during which the PCs must do their best to secure their cooperation with the following influence encounter (GM Core 187).
During this encounter, the PCs have 4 30-minute rounds to gain influence with the NPCs before they form their final opinions. The three leaders include Vokshar Verglask (stern frost giant architect), Sonrasi (calculating lamia matriarch merchant), and Jatheriel Five-Runes (enthusiastic male elf wizard). Despite their different personalities, only a single influence encounter is needed to impress them all.
Cerulean ingratiates herself with the actors as she asks about Fention. One of the actors remembers Fenton from a prior production and comments that he often went drinking at the Pigeon & Pike Tavern several blocks away. The actor suggests someone at the tavern might know him better since he kept to himself at work.
Kharya learns from the crew members that Fenton often frequented two shops in the Opal Market for supplies: Atrolli’s Fine Wigs and Yaidaro Fabrics. The costuming assistant indicates perhaps one of those proprietors has seen him if he’s back in town.
Esirelle finds Berina a tough nut to crack, the surly theater manager refusing to give up any information on Fenton. However, Timdok is able to sneak into her office. Rifling through her disorganized records, the swashbuckler eventually manages to find Fenton's address on file, a second-floor room at a tenement called the Pelican's Nest.
Timdok also spots a cast and crew portrait from a production three years ago. The portrait features Fenton with his hand on the shoulder of an aiuvarin woman with glasses and long dark hair.