Alahazra

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RETCON:

Lie Jie recognize these creatures as ijda nindorus. Ijdas are creatures of forgetfulness. Born from souls who were once enlightened but then renounced it and their role in the cycle of reincarnation, they curse the futility of their existence and find pleasure in leading others to the same fate.

Formed without heads or even brains, an ijda's mind is shared among the flocks of butterflies in their head cages or bursting from their bodies, and as each of these insects escapes and fades away, these forgetful fiends lose another potential thought. Unable to learn new things, any actions they take stem from memories etched into their souls or directives they blindly follow from other nindorus or creatures they've come to accept as superiors. Their movements, words, and reactions are all conducted via a type of muscle memory based on how their souls believe they should respond to their external stimuli. As a result, most now serve as brutal guardians since their forgetfulness also prevents them from being able to sleep.

Ijdas, like many nidorus, are weak to silver weapons. They resist mental and void damage, and are immune to death, emotion, fatigue, and sleep effects.


You identify the creatures as some type of nindoru fiend, but unfortunately none of you are certain what kind they are or what their abilities or weaknesses might be.


Uhe safely settles the haunt with a lucky bit of trickery to disperse its emotional energy.

Several of the crystals in the memorial appear to have burned out and no longer glow; they appear as if smoke writhes within. These seven crystals each function as fear gems.


"You have my word. I swear it before all the Eldest!" Alacreon says, raising his hand.

As you send the satyr off to the Rootweft, you quickly make your way to Corazal's grove to check on the conrasu. The thick smell of smoke reaches as you draw near, and through the thick black haze, you can see the horrific tableau before you. The entire grove and its outbuildings have been destroyed, and many of the wyrwoods who lived here are now dead. Corazal themself is on fire, the conrasu helpless to douse the flames as their barklike exoskeleton crackles and burns!

Each round, creatures in the grove take 2d8+13 fire damage (DC 29 basic Reflex save). Extinguishing the flames requires six successful checks, either DC 30 Nature or Survival or DC 32 Athletics. Casting a non-cantrip water spell on the flames counts as one success. If you can put out the flames within 1 minute, then you can save Corazal from destruciton.


While the denizens of Tanglebriar are powerful, numerous, and dangerous, the terrain itself is no laughing matter. Within Tanglebriar’s borders, the land bleeds into that of the Outer Rifts, and the normal rules of reality begin to fall apart.

Tanglebriar isn’t as awful as expected—it’s much worse. Thorny vines and spiky roots clutch and scratch at exposed flesh like grasping fingers, and the ground sinks and squelches with every step, making the mere act of walking awkward and tiring. The unpleasant scents of vegetable decay, musty pollution, and strange, bitter chemicals do little to mask periodic whiffs of waste or rotting flesh. No birdcall or regular insect life can be heard in this fungus-drenched landscape full of moist and seeping vegetation, but it’s far from silent. Hisses, croaking, grumbling, moaning, and even sporadic screams and roars act as constant reminders that what lurks in Tanglebriar is eager to welcome intruders with pain, death, or worse.

You manage to avoid encountering any dangerous denizens during the first day of travel. However, as you are preparing to set up your first campsite within this foul place, a pair of monsters rise up from the swamp. Appearing as spectral humanoids composed of tangled masses of undead plants, the creatures howl with fury and move to attack!

Initiative:
Alkabah: 1d20 + 24 ⇒ (8) + 24 = 32
Blooms: 1d20 + 23 ⇒ (1) + 23 = 24
Idari: 1d20 + 26 ⇒ (6) + 26 = 32
Raneshi: 1d20 + 26 ⇒ (4) + 26 = 30
Takarias: 1d20 + 20 ⇒ (1) + 20 = 21
Enemies: 1d20 + 28 ⇒ (1) + 28 = 29

Alkabah, Idari, and Raneshi may act!


"The first challenge is a game of three-devil draw. The second is wrangling a beast through an obstacle course. And the final challenge is a combat exhibition."


Oinos expertly sweet-talks two of the pyrefowl down from the roof while Kalli bodily carries off a pair! Arfi grabs one as well, but the Stranger struggles to get the final bird to cooperate.

One more success needed, then you need two successes to Extinguish the Blaze.


Though Torisen struggles a bit to keep up, Ranek and Iesha soar overhead to find the missing Eurythnians and bring them back into the fold.

Ranek regains a Mythic Point for his critical success.

***

OVERSIZED BANDITS (OBSTACLE)

As the evacuees pass into lower elevations, the easier march is offset by the increased activity of dangerous monsters and predators, including an organized band of bitter stone giants known as the Kodar Kings who have long preyed upon the route as bandits.

Evacuation Points 2 (group); Overcome DC 31 Intimidation to make the Eurythnians look more dangerous, DC 33 Stealth to move ahead of the main body of the refugees to ambush the giants before they attack, weapon or spell Strike against AC 36 to deal overwhelming blows against the bandits during the ambushes


You make it to the roofs, where the six pyrefowl squat and squawk, heedless of the damage their fiery bodies are doing. Attacking the pyrefowl and killing some would scatter the rest of the flock and resolve the problem, but slaying these sacred creatures is taboo in Pol-Bailax and would lead to widespread condemnation if discovered. Instead, you'd be better served to capture them and usher them down from the tower.

The PCs have eight rounds once they reach the tower roof to retrieve all six pyrefowl and extinguish the blaze before the tower collapses. At the GM’s discretion, a PC who uses spells or abilities that would provide an advantage might gain a circumstance bonus to their check or even succeed at a check outright. The encounter can also last eight longer phases of a minute or two each so as to facilitate clever PC tactics that might take additional time to execute. If you do so, both of the actions below last the length of a phase, not just three actions.

Retrieving the pyrefowl can be achieved with the following action.

RETRIEVE THE PYREFOWL [three-actions]
MANIPULATE

To Retrieve the Pyrefowl, a PC can attempt a DC 16 Hunting Lore or DC 18 Survival check to set traps to capture the pyrefowl without harming it, a DC 18 Deception check to lure a pyrefowl down, a DC 18 Nature check to Command an Animal, or a DC 20 Athletics check to wrestle a pyrefowl into a metal net.

Critical Success: The PC retrieves two pyrefowl.
Success: The PC retrieves a pyrefowl.
Failure; The PC doesn’t retrieve any pyrefowl.
Critical Failure: The PC spooks the pyrefowl, taking a -1 circumstance penalty on their next attempt.

Once all six pyrefowl have been relocated, the PCs can extinguish the fires in the tower with the Extinguish the Blaze action, requiring two successes or one critical success.

EXTINGUISH THE BLAZE [three-actions]
MANIPULATE

To Extinguish the Blaze, a PC can attempt a DC 18 Athletics check to smother the flames, Crafting check to construct suppression methods using the surrounding environment, or Diplomacy or Intimidation check to enlist help from citizens. Magic such as create water grants a +2 circumstance bonus, as can other abilities that manipulate water or fire, at GM discretion.

Critical Success: The PC completely extinguishes the blaze.
Success: The PC makes progress toward extinguishing the blaze, earning one success.
Failure: The PC makes no progress.
Critical Failure: The PC accidentally makes matters worse, requiring an additional success before the blaze can be extinguished.


"My troupe has abandoned me, either for the Wildwood or the Blood Queen," Alacreon says bitterly. "I'm all alone now, darling. I only have you now. You won't let anything else bad happen to me, would you? I'll swear my allegiance to this new lodge of yours if you promise to keep me safe from harm!"


Each of you and Kaz's summoned monster land a hit on the swarthy dero, who grunts in pain but remains stalwart. He casts a healing spell on himself again, then another spell as he reaches out to try to drain Zenobius' life force.

Heal: 3d8 ⇒ (6, 2, 6) = 14
Vampiric Feast: 6d6 ⇒ (1, 2, 6, 4, 4, 3) = 20

Zenobius takes 20 void damage (DC 26 basic Fortitude save).

Enemy Status:
-59 enfeebled 2


Fortunately, the haunt has gone quiescent after its initial attack. Brijetta's and Gig's attempts to dispel the lingering sorrow have no effect. Uhe deduces a few ways to put the haunt to rest.

Disable DC 32 Deception or Performance (master) to laugh away the sadness, DC 31 Occultism (expert) to banish the psychic imprint, DC 33 Thievery (master) to disperse the emotional energy


The walls of this library have been charred black, and the tatters of burned and ash-grayed shelves drip dirty rainwater onto the floor where the roof has caved in. Books and scrolls have been shredded to pieces, and all of the furniture has been overturned.

A pair of lumbering fiends shamble through this room. They appear as towering humanoids, their bodies bloated and constantly bursting with small red butterflies that flitter away before melting into mist. Their arms are overly long and so broken as to writhe more like tentacles. They wear clothing and capes made of moldy straw and wield broken swords whose shattered blades still float roughly in place. Their most unsettling features are their complete lack of heads; instead, where a head should be sits a wicker cage filled with a writhing cloud of butterflies.

The creatures periodically sift through the ashes with their broken katanas, lifting up a ruined page to peer at it before discarding it or simply staring into the distance. They don't react to your arrival.


Initiative:
Caine: 1d20 + 10 ⇒ (8) + 10 = 18
Melor: 1d20 + 11 ⇒ (5) + 11 = 16
Njinga: 1d20 + 15 ⇒ (3) + 15 = 18
Skaytar: 1d20 + 8 ⇒ (6) + 8 = 14
Enemies: 1d20 + 11 ⇒ (15) + 11 = 26

You get within sixty feet of the gate house as you prepare to launch your attack. However, the troll notices you first! He shouts out commands in Jotun, and the four giant monitor lizards begin lurching towards you.

The troll hunkers down and takes cover as the lizards converge on Njinga and Caine and bite at them.

Lurching Charge vs Njinga: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 341d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Damage: 1d10 + 5 ⇒ (5) + 5 = 10
Lurching Charge vs Caine: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 281d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Damage: 1d10 + 5 ⇒ (5) + 5 = 101d10 + 5 ⇒ (9) + 5 = 14

10 piercing damage to Njinga, 24 piercing damage to Caine. Both must attempt a DC 19 Fortitude save against Monitor Lizard Venom.

Monitor Lizard Venom (poison) Saving Throw DC 19 Fortitude; Maximum Duration 6 rounds; Stage 1 enfeebled 1 (1 round); Stage 2 1d6 poison damage and enfeebled 2 (1 round)


The Final Throw is a notorious gambling hall, part circus and part casino, known for its outlandish games and entertainments. This ornate stone building is impossible to miss; the stained glass dome atop it is visible across Vyre.

Immense gilded wooden doors, carved with a pattern resembling stacks of coins, open onto the Final Throw’s gambling floor. The tables arrayed around the vast room are crammed with patrons enjoying all manner of games.

In the middle of the gaming floor is a raised stage, covered with a metal dome resembling a birdcage. A metal sculpture of a dragon perches atop the cage, gears lining its sides and its eyes two glittering sapphires.

A row of closed doors on the eastern wall of the enormous hall each bear a silver plaque that reads, “Reserved.” Past the gaming floor stands a sweeping marble counter of an impressive bar, the shelves behind it showcasing an array of liqueur and wine bottles. A staircase blocked off with a velvet rope curls upstairs and out of sight behind the bar.

Owner Mera Bantikere isn’t on the floor, but the casino staff are easily identifiable in their masquerade masks. The staff informs you that she’s a very busy woman, and she’ll only speak to you if you can “make it worth her while.” To gain an audience, they explain you must take part in three challenges to entertain the Final Throw’s patrons.


You decide to head to Tanglegate first before doing anything else. Tanglegate lies in north-central Tanglebriar about 25 miles south of the front lines, yet this part of the war front is particularly active. The shortest and safest overland path to Tanglegate is a winding route from either the east or west.

If a PC performs the Scout exploration activity and succeeds at a DC 34 Survival check, the trip to Tanglegate takes 4 days (or 2 days on a critical success). Otherwise, the trip takes 6 days. If the PCs all Hustle, they can reach Tanglegate automatically in 4 days without needing a Survival check, but this may draw extra attention from Treerazer's forces due to your rushed travel.


"What? He's back here in Vyre?" Therandis exclaims, becoming alarmed. "Damn. That man is twisted, I'll tell you what. I found some rather horrific anatomical drawings concealed in Fenton’s workbench when he was a student of mine. When I confronted him, Fenton claimed they were simply for reference, but something about his manner alarmed me, and I dismissed Fenton from my tutelage.

"If he's back now, I'd assume he's at his old apartment. If not, I'd ask around at the Final Throw, a casino in the Cradle neighborhood. Fenton used to hang aout around there, and if anyone in Vyre has kept track of Fenton’s whereabouts, it’d be the person to whom he owes the most money: the Final Throw’s owner, Mera Bantikere.

"Just please, don't tell Fenton that I tipped you off!"


With the feud settled, you head to the watchtower to deal with the pyrefowl. When you arrive, you can see a thin plume of smoke rising from the watchtower’s roof, where a flock of pyrefowl nest in the ashes of the surrounding blaze. The door at the base of the tower is broken, and inside, the smoking remains of the spiral stairs leading up hint at the pyrefowl’s path up the tower. It's clear that the birds' presence here is fanning the tower’s smoldering fires, weakening the structure and risking imminent collapse.

To reach the tower roof, a PC must succeed at a DC 15 Acrobatics check to Balance on the remains of the stairs or a DC 20 Athletics check to Climb the walls. A PC who reaches the roof can lower the watchtower’s ladder, allowing their companions to follow without difficulty.


You proceed down the hall to the next chamber. A three-tiered stone fountain carved with imagery of rose bushes and plump little birds is the centerpiece of this large circular chamber, filling the echoing space with the sounds of splashing water. Nestled among the carvings are a few bars of soap, and folded on the edge of the fountain’s lowest basin are two threadbare towels. The walls are richly decorated with skulls and bones. Each of the room’s four connecting hallways are flanked by a pair of silver statues of skeletal humanoids with a vulture’s skull, feathered wings, and sharp scythes.

No sooner have you entered than four of the statues step forth from their plinths, raising their scythes to attack!

Initiative:
Aily: 1d20 + 29 ⇒ (6) + 29 = 351d20 + 29 ⇒ (2) + 29 = 31
Caraid: 1d20 + 25 + 1 ⇒ (5) + 25 + 1 = 311d20 + 26 ⇒ (10) + 26 = 36
Humerus: 1d20 + 25 + 1 ⇒ (20) + 25 + 1 = 46
Telvir: 1d20 + 24 + 1 ⇒ (3) + 24 + 1 = 28
Enemies: 1d20 + 25 ⇒ (8) + 25 = 33

Aily and Humerus may act first!


You return the head of Pharasma's statue and purify it, conjuring Zhi Hui's ghost once again. This time, the sensation of a great shadowy weight lifts from you. You realize that you'd been spiritually oppressed by an overwhelming psychic presence ever since entering the ruins, only to find it now gone. The sound of birds and insects builds in the surrounding forest, bringing a hint of nature back to the region, although within the ruins, things remain unnaturally grim.

"Thank you, friends. Kugaptee's hold on this place weakens further. You only have one more statue to find and purify. Seek the hidden library in the northwest wing of the monastery. My friend Yen Rui can help you..."

The ghost fades away again, though this time she vanishes peacefully instead of violently.

Everybody gains a Hero Point.


The expertly crafted shelters help you weather the storm without incident. However, once the storm passes, you find another distressing development.

MISSING EURYTHNIANS (OBSTACLE)

Several dozen refugees have gone missing. Tracks leading off into the snow suggest that a large group may have decided to try their own luck in finding their way to safety.

Evacuation Points 3 (group); Overcome DC 31 Acrobatics to take to the air to search for the missing from above (this requires at least one PC to be able to fly), DC 33 Survival to track the missing Eurythnians and rescue them, DC 36 Nature to use primal magic to converse with the spirits of the land to locate the missing

Critical Success: The party gains 2 Evacuation Points. If any Survival Points have been lost as a result of this Obstacle, the PCs recover 1 Survival Point as a group of missing Eurythnians thought lost forever are found frightened but alive, huddling in a cave.

Success: The party gains 1 Evacuation Point.
Failure: The party accrues 1 Awareness Point and loses 1 Survival Point.
Critical Failure: The party accrues 2 Awareness Points and loses 2 Survival Points.


Timdok scares the thieves off, and you close with Therandis just as he is about to make his escape into Keelwrack Harbor! He drops to his knees and begs for mercy. "All right, all right! You win! What do you want? I never should have taken that man in; all it’s caused me is grief. What’s he done? Or... You’re not… friends of his, are you?"

Everybody gains a Hero Point!


"I've traveled far and wide across this world," Shalelu says. "Most recently, I spent six years wandering the lands of Tian Xia and most recently came from Jinin. While I was there, I attracted a like-minded group of naturalists and scouts who sought to follow in my footsteps--through no fault of my own, I might add. I'm not what you'd call the natural leader type, but I've trained them well. The Silverbranch Sentinels.

"We spent quite some time patrolling the dangerous entrances to the Darklands in Jinin. These regions in particular were infested by a wide range of fungal and fiendish threats, not dissimilar to those we'll face in Tanglebriar. We'll help you fight Treerazer's forces and protect the base camp once we get it established."

***

Once you are ready to begin your work in Tanglebriar, the queen outlines the four missions she's decided upon through her advisors' research:

Establish a Base Camp: Queen Telandia suggests that you, working together with Shalelu and the Silverbranch Sentinels, make your first mission a day trip into Tanglebriar to work out the best methods by which you can establish a base camp. Once you figure this out, the Silverbranch Sentinels can be commanded to deploy a similar camp anywhere within Tanglebriar that you can then use as a place to fall back to if you must retreat.

Deep Reconnaissance: Spend three days exploring Tanglebriar and performing reconnaissance far behind enemy lines.

The Misisng Spy: One of the queen's most trusted spies, an elven rogue named Kynnriel, has failed to return after his latest mission. He set out to infiltrate the fallen town of Riverspire, scout out the forces now occupying it and, if possible, retrieve a cache of powerful magic items that had been left behind in a vault hidden within a basement of the Morgethai family’s fabled tower. The queen used magic to learn a bit more about Kynnriel’s disappearance and has confirmed via pinpoint that he and the cache are housed within the tower itself, which is fully under the control of a small legion of demons and corrupted fey.

Investigate Tanglegate: When news of the Jeharlu Spore explosion in Greengold reached Kyonin’s queen, she acted quickly to deactivate the network of aiudara portals that connect Kyonin to multiple spots on Golarion and Castrovel, using the power of the Sovyrian Stone to do so. The portal network remains inactive for now, for seizing control of this network remains one of Treerazer’s primary goals; until the queen can be sure that he isn’t any closer to using the portal to spread his corruption, she chooses to keep the portals closed, a choice that forces Kyonin to increasingly rely upon its own resources.

Key to Queen Telandia’s fears is the simple fact that one of these aiudara portals lies within Tanglebriar—the notorious portal known as Tanglegate. Queen Telandia asks you to investigate the site and discover the status of the lost aiudara. Furthermore, if you can find a way retake Tanglegate, it would be quite a boon for Kyonin’s war effort.


The Blood Queen happily sinks her fangs into your necks one by one, drinking deeply of your delicious blood. Afterwards, she sighs in contentment and wipes her ruby-stained lips with the back of her hand. "Delicious. Now, then, I was visited last week by an agent of the Wildwood Lodge named Unasi, a ghoran with a wooden chestplate overflowing with wild energy. They were accompanied by other Wildwood agents and these strange woodwarp creatures. Unaasi was insulting and demanded I swear fealty to their lodge and join Ruzadoya Swiftmane's army. When I refused, Unaasi sicced their monsters upon us and left to the northwest."

The fey woman gestures to the severed head of the woodwarp. "As you can see, they severely underestimated my court. I do not believe these things came from the First World. They smell different than home. I don't know anything more than that."

She gives a nod to her troll bodyguard, who grunts and opens Alacreon's cage. The satyr quickly scurries over to cower behind you, gripping Gentle Storm's shoulders. "Thanks for the rescue, handsome. Let's get out of here before she changes her mind!"

As you turn to leave, the Blood Queen raises a finger. "Oh, there was one other thing. As Unaasi left, I heard them muttering something about making 'an upstart conrasu pay, at least.'" She shrugs languidly.


Ranek's projectile strikes true this time, and between Batman and Alaznist, the final creature is swiftly annihilated.

With its destruction, you feel the heavy feeling of dread that had settled over the caravan lift. Indeed, that night when you sleep, your rest is peaceful and free of nightmares.

***

HARROWING STORM (OBSTACLE)

As you resume your sojourn, a sudden windstorm develops into an unexpected blizzard that reduces forward progress to a crawl, but perhaps worse are the unsettling howls and strange whispers people hear in the winds that threaten to frighten refugees into fatal runs into the wilds.

Evacuation Points 2 (group); Overcome DC 31 Crafting to swiftly construct shelters for the Eurythnians most at risk, DC 33 Nature to use primal magic to fight against the storm, DC 36 Medicine to provide aid to help those injured or otherwise impacted by the storm recover swiftly.

Critical Success: The party gains 2 Evacuation Points but also manages to secure more shelter against the storm. Reduce all Survival Point losses accrued for the remainder of this round by 1.
Success: The party gains 1 Evacuation Point.
Failure: The party accrues 1 Awareness Point and loses 1 Survival Point from victims to the storm.
Critical Failure: The party accrues 2 Awareness Points and loses 2 Survival Points from victims to the storm.


As you approach the statue, a haunt manifests! You can hear the sound of sobbing and feel an overwhelming sense of sorrow, as if you’d lost something more precious to them than your own life.

Mental Damage: 4d10 + 14 ⇒ (2, 3, 7, 7) + 14 = 33

Everybody takes 33 mental damage (DC 28 basic Will save). On a failed save, a creature additionally falls prone and begins to weep, taking 1d10 persistent mental damage.


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Queen Telandia is happy to provide the expensive components for the resurrection ritual. Unfortunately, despite successfully casting the ritual, it has no effect. Further divinations provided by the queen's court wizards reveal a terrible truth: Aravashnial's soul has been trapped.

"This is very distressing," Telandia says. "I will have my diviners try to determine exactly how Aravashnial's soul was ensnared and what we can do to free it so that we may restore him to life. In the meantime, we have other pressing matters.

"I've had my agents, spies, soldiers, and diviners compile what intelligence they could about Tanglebriar and Treerazer’s army. We have identified four risky but potentially rewarding missions for you to tackle behind enemy lines. You may attempt them in whichever order you see fit. While you're there, I would ask that you do what you can to learn more about the forces Treerazer has assembled and his ultimate goals.

"I will not be sending you into the demon swamp alone, though. I have brought in one of my most trusted agents to help."

The queen nods to the corner of the room, where a blonde elven woman steps forward. She wears fine studded leather armor and has an ornate bow strapped across her back. She bows formally to you. "Pleased to meet you. I'm Shalelu Andosana, at your service."


Alaznist punishes her attacker as it closes, then blasts it with force and eviscerates it with an empowered spellstrike. The being discorporates! Meanwhile, Iesha tears into the monster that attacked her, hacking and slashing until its body falls into several pieces and burns away. Batman only lands one hit on the final creature. Ranek's projectile goes wide, and Torisen's spell is futile, as the being is immune to emotion effects!

The creature claws futilely at Batman, the stalwart sprite proving an unbreakable castle against its attacks!

Claw vs Batman: 1d20 + 26 ⇒ (6) + 26 = 321d20 + 22 ⇒ (12) + 22 = 341d20 + 18 ⇒ (12) + 18 = 30


Gentle Storm recognizes the Blood Queen is a baobhan sith. Baobhan sith feed on the blood of living creatures, typically those they find attractive. By entrancing creatures with their dance, they lure their victims to their deaths.

She seems intrigued by Gentle Storm's words, and she leans forward in her seat. "Very well. Alacreon has provided me with amusement, but I admit that I have begun to grow tired of his antics. Not to mention hungry... Tell you what. If you pay me with some blood from each of you, I will release the prince and tell you what I know. Do we have a deal?"

If you allow her to drink your blood, you will become drained 1. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires 10 minutes, a successful DC 20 Medicine check, and sufficient blood or a blood donor, reduces the drained value by 1.


Gig is unable to get the magic wall to open despite his best efforts. Instead, you head through the doors in the opposit archway. This cave is hwen stone and seems to serve as a memorial. A simple statue of a dwarf woman that lacks any fine details stands at the south end of the room. The walls in this chamber are completely lined with tiny crystals, which glow in different shades of yellow, green, and blue. These steady lights form a strange mosaic, depicting a few key moments—a pair of clasped hands, the exchange of a necklace, a dwarf woman's smiling face. The necklace looks like the one you found on the body in the previous wing.


Yes, I think teleknietically hauling 80 Bulk of rubble would work!

Before Humerus can move the rubble, Telvir uses his psychic magic to telekinetically lift it all up at once, exposing the entrance! The excavated entrance becomes a ramp that spirals down through the earth. As you descend into the hidden base, everybody but Caraid feels an unpleasant tingling across their body from the lingering magic of the wards against undead.

The stronghold’s upper level is ruined and ransacked, damaged by battle and purposeful destruction. Furniture is broken, the walls are scorched by both magic and flame, and the remains of destroyed undead are scattered throughout. No dead Pharasmins remain here, as their bodies were animated as mindless undead to work the farmlands, nor are there any personal possessions or valuables, which were stolen or destroyed by Kemnebi’s agents.

The main hall is lined with living spaces, then community living areas, including a kitchen and lounge. At the spiraling complex’s center is a single large room with filth‑stained murals decorating its walls. Beneath the grime and paint purposefully smeared across walls to hide the murals peek the eyes of Pharasma, streams of serene souls, and the masked visage of her various psychopomp servants. The floor is tiled in a glowing blue spiral that sheds dim light despite being buried beneath layers of filth.

Searching the chamber reveals 11 tiles along the spiral’s path that depress when weight is placed upon them. Walking along these tiles in a spiral causes another tile at the very center of the mural to rise from the floor, revealing a keyhole. The key Castel gave you fits in the lock. When unlocked, the tile mosaic spirals down into the ground like a ramp, granting passage to the lower level.

A long hallway connects the entry ramp to the lower level. A grand lintel above each of the hall’s ends is carved with intricate script prayers denouncing undead in Requian.

The holy wards feel stronger here, making most of you feel distinctly unwelcome. Additionally, Aily notices a magical trap, faint runes in the center of the hallway meant to blast undead intruders with force.

The trap can be disabled with one of the following checks: DC 38 Thievery (master) to deface the script without triggering, DC 37 Arcana (master) to redirect the magical energy, or DC 36 Religion (master) to quote Pharasmin prayers.


One of the vampires falls to the combined attacks of Kamo and Sakura. Pagma burns the other one's impure flesh with her sunlight and fire bombs.

The second vampire claws at Sakura again, scoring a hit.

Claw: 1d20 + 22 ⇒ (7) + 22 = 291d20 + 18 ⇒ (18) + 18 = 361d20 + 14 ⇒ (13) + 14 = 27
Damage: 2d10 + 11 ⇒ (1, 10) + 11 = 22

22 slashing damage to Sakura.


You bring the two heads of the families together to reveal your findings. Oinos' well-worded pleas for them to end their feud seem to register, as both families are astonished to learn of their shared origin! They agree to meet up to discuss moving forward and mending fences. Although old wounds won’t be healed overnight, the families are willing to start taking steps toward reconciliation.

In thanks for uncovering the truth, the Xantrious and Demokoris each gift you a honeycake that functions as power journeybread, with some good-natured challenges that they should report on whose spice blend they like better.

Settling this centuries-long feud is a mythic deed, which restores 3 Mythic Points to each character.


"Fortunately, we were watching the border when the dragon emerged," Queen Telandia says. "We drove him back to Tanglebriar, but he's still out there. Keep in mind that old wound of his should your paths cross.

"The time has come to strike back against Treerazer's forces with a series of surgical strikes. But I will not send you into that demon-infested realm unprepared. You have proven yourselves time and time again as among Kyonin's greatest heroes, and so I have seen it fit to provide you with some of the nation's greatest heroic relics. These mighty treasures were used in ancient times, some of which predate the rise of Treerazer and even Earthfall itself!"

She offers each of you a choice of one of the following items: the Anima Robe, Fiendbreaker, the Guiding Star Orb, Slithermaw’s Bane, Soulcutter, and Wintershot.


After resting up, you open the doors into a cave with a long, calm pool. The pool is dotted with aquatic plants and home to a variety of small fish. Stairs hewn into the stone on the pool’s northeast and southwest sides lead up: one to an arch with a doorway and one that dead-ends at a stone wall that radiates a transmutation aura. Studying the magic, Uhe determines that the wall is solid stone but can transform into a passageway for a specific individual. The cave continues further to the northwest.


Fortitude vs Disintegrate: 1d20 + 20 ⇒ (14) + 20 = 34

After a moment of confusion, Iesha appears behind Torisen's attacker, slashing it twice. Alaznist attacks the monster that went after Ranek, though it resists the disintegrate spell she channels through her weapon. Batman goes after the same foe, critically bashing it with his shield before delivering a finishing follow-up strike! The being falls and flickers out of existence.

As Ranek takes to the skies, Torisen steps back and fires burning beams of fire at the three remaining monsters. Two go wide but the third finds its mark.

The trio skitter forward to attack, on each going after Alanist, Iesha, and Batman. Only Alaznist gets hit.

Claw vs Alaznist: 1d20 + 26 ⇒ (18) + 26 = 441d20 + 22 ⇒ (6) + 22 = 28
Damage: 3d8 + 13 ⇒ (2, 1, 2) + 13 = 18
Claw vs Iesha: 1d20 + 26 ⇒ (5) + 26 = 311d20 + 22 ⇒ (2) + 22 = 24
Claw vs Batman: 1d20 + 26 ⇒ (12) + 26 = 381d20 + 22 ⇒ (1) + 22 = 23

18 slashing damage to Alaznist.

Enemy Status:
-94, -0, -43


Neither Arfi nor the Stranger notice any other clues regarding the recipes. Working together, Oinos and Kalli convince the family members to open up a bit. Listening to the stories, you spot some similarities in the description of both families' origins. That seems to suggest that they might have once been related...


You scatter the dinosaurs as you continue your pursuit!

EXPERIMENTAL BACKLASH (Obstacle 7, current location)

An alchemist on the fringes of the Opal Market causes an accidental explosion as he flees from escaped dinosaurs, causing burning debris and crumbling walls

Chase Points 2; Overcome DC 35 Crafting to quickly reinforce sections of alleyway about to collapse, DC 40 Perception to spot damaged areas and avoid them.

CRIMINAL OPPORTUNITY Obstacle 8

A group of thieves block your path, demanding payment for passage.

Chase Points 2; Overcome DC 40 Intimidation to shoo them off, DC 35 Thievery to flash signs to the criminals to let them know you shouldn’t be messed with

MUNKCHUFF'S QUAY (Obstacle 9, Therandis' location)


The secret stronghold of the Carters Consortium is located in a field of tall grass, prickly bushes, and short, stunted trees off an overgrown road a few days west of Mechitar. Once accessible via a busy trade road patrolled by the Consortium, the road has been abandoned since the secret stronghold was discovered to distance guild survivors from their ex‑leadership’s transgressions.

The stronghold is an underground complex accessible via surface entrance. The entrance is surrounded by a ring of low stones carved with Pharasma’s spiral. The spiral on each has been defaced, transformed by poor carvings to resemble a maggot curled in on itself, suggesting the bloated fly imagery of Urgathoa’s faith. These stones were once a ward that prevented undead from entering and perceiving within the circle, even via magic; the ward no longer functions.

In the center of the ring is a stone dome that once spiraled like a snail’s shell. This dome is shattered and has collapsed into a mound of rubble with vines and plants growing through it. To enter the underground base, these stones must be excavated.


Sustain Malicious Shadow: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 2d10 ⇒ (7, 7) = 14
Phase Bolt: 1d20 + 12 ⇒ (9) + 12 = 21
Fortitude vs Knock Down: 1d20 + 17 ⇒ (3) + 17 = 20
Kwan Tai Reactive Strike: 1d20 + 17 ⇒ (15) + 17 = 322d8 + 6 ⇒ (6, 6) + 6 = 18

Xiung-Lau sustains his hex, and the undead kitsune's shadow slashes it from behind in a critical hit! The witch follows up with a phase bolt that misses the mark. Lie Jie bites the kitsune again, then Hooli strikes with her fan and dagger, the latter scoring a critical hit and taking down the undead foe!

Kwan Tai continues to square off against the enormous spider. He delivers a critical hit that knocks it down, then pummels it twice more, shoving it away a few feet across the grass!

The spider tries to get back to its feet, but Kwan Tai responds with a reactive strike, another critical hit that causes the arachnid's abdomen to explode with the force of the blow! Greenish ichor stains the courtyard as the giant spider thrashes and dies.

The kitsune wields a +1 striking ghost touch temple sword. The axe embedded in the tree is quite powerful indeed--it's a +1 fiend bane striking silver battle axe. The glowing stateu head lodged in a web 75 feet up the massive sugi tree is the missing head of the Pharasma statue.


Fort vs Cloudkill: 1d20 + 14 ⇒ (13) + 14 = 271d20 + 14 ⇒ (2) + 14 = 161d20 + 14 ⇒ (10) + 14 = 241d20 + 14 ⇒ (10) + 14 = 24
Fort vs Harm: 1d20 + 14 ⇒ (19) + 14 = 331d20 + 14 ⇒ (1) + 14 = 151d20 + 14 ⇒ (7) + 14 = 211d20 + 14 ⇒ (20) + 14 = 34

The boggards choke and croak in pain as they are weakened by Floare's cloudkill and Tandri's harm spell. Sariana pummels her main assailant, then Tyr crunches down on it to finish it off.

The three remaining boggards sustain their shield spells and continue to attack Sari.

Whips: 1d20 + 18 ⇒ (1) + 18 = 191d20 + 13 ⇒ (10) + 13 = 231d20 + 18 ⇒ (18) + 18 = 361d20 + 13 ⇒ (9) + 13 = 221d20 + 18 ⇒ (14) + 18 = 321d20 + 13 ⇒ (7) + 13 = 20
Damage: 2d6 + 8 ⇒ (5, 2) + 8 = 152d6 + 8 ⇒ (3, 4) + 8 = 15

30 total slashing damage to Sari.

Enemy Status:
-98, -49, -18


Brijetta blasts the sorrowful animate dream, then Uhe drives his dagger deep into its spectral body. Mal rears up and rips the strange being to shreds! The landing falls silent once more.


"Hmph. Keep your weapons holstered and come with us. If you attempt to harm the Blood Queen, then we will have your blood," the satyr says. All six of them form an escort around you as you head towards a small clearing in the woods.

At the west end of the cleearing, a fey woman sits on a wicker throne alongside her pet badger. She resembles a female elf with pearl white skin, emerald hair, and eyes of crimsons. Her figure is sleek and curved and she moves with a cat-like grace.

Nearby, in a wooden cage, stands Alacreon the Laughing Prince! The satyr is dressed as a court jester, and he looks mortified as he dances around to the woman's delight.

To the south, a visible breach roils with vibrant colors several inches off the ground—the portal to the First World. Mounted from a branch at the east end of the court is the severed head of a woodwarp. Fey bystanders and minions of the Blood Queen, including her loyal troll bodyguard, linger at the periphery. Some of these fey are recognizable from Alacreon’s last party.

The woman stops laughing when she sees you arrive. She narrows her eyes and leans back on her throne as her pet badger growls. "How dare you intrude upon my merriment! I demand you justify this interruption at once, lest you join the toppled prinec as my fools!"


After another day of travel, you reach the Storm Tower. A deep valley surrounded by steep hills protects the Storm-Screamers’ wintering fort from the worst of the region’s weather. The camp has only two permanent buildings: a gate house at the valley’s entrance and a central keep from which one can observe the valley and the skies above. Most of the valley is open space for the orcs to pitch their tents. Nearly opposite the gate house, a trail winds up to the highest peak overlooking the valley to the beacon.

Though no actual gate blocks the valley entrance, an arched stone building built into the gap reduces it to a more defensible width. A single troll stands watch on the approach from the top of the gate house. Four large monitor lizards bask on the rocky ground nearby.


Iesha disappears as well. Batman assumes a defensive stance as Ranek and Torisen point out the invisible monsters and Alaznists quickens everybody.

Two of the creatures dart back in to attack Ranek and Torisen, becoming visible as they slash with their claws. Ranek avoids the first attack but is hit by the second claw. The first claw hits Torisen, and the monster capitalizes on it by filling his thoughts with abject despair. The other two remain at a distance, becoming visible as they assail the minds of Alaznist and Iesha with telepathic wails of anguish and torment.

Claw vs Ranek: 1d20 + 26 ⇒ (6) + 26 = 321d20 + 22 ⇒ (16) + 22 = 38
Damage: 3d8 + 13 ⇒ (1, 2, 8) + 13 = 24
Claw vs Torisen: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 3d8 + 13 ⇒ (3, 4, 2) + 13 = 22
Telpathic Wail (Alaznist, Iesha): 8d6 ⇒ (4, 5, 4, 4, 1, 1, 5, 3) = 278d6 ⇒ (3, 4, 4, 1, 4, 2, 6, 6) = 30

24 slashing damage to Ranek, 22 slashing damage to Torisen. Torisen must attempt a DC 32 Will save against Inflict Misery. Alaznist takes 27 mental damage and Iesha takes 30 mental damage (basic Will DC 32). On a failed save, the target is also confused for the first action of its next turn (or for 1 round on a critical failure). This is an emotion, enchantment, mental, occult effect.

Inflict Misery (emotion, enchantment, mental, occult):
The creature fills the target's thoughts with abject despair. The target must attempt a DC 32 Will save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute.

Success: The target is unaffected.
Failure: The target is clumsy 2, enfeebled 2, and stupefied 2 for 1 round.
Critical Failure: As failure, but for 1 minute.


Although many of the Consortium’s holdings were public knowledge and easily accessible, their hidden base of operations was a closely guarded secret that Kemnebi later sought to suppress. Most who once knew its location are dead or have forgotten it remains.

Visiting with the Carters Consortium, you are referred to a man named Castel Iotor, a master trader who operates out of Mechitar and has traveled the length and breadth of Geb. Castel is a friendly, deferential fellow with impeccable manners.

Since you are respected among the faction's members, Castel admits that he stumbled upon a cache left behind by an old leader of the Consortium a few years ago. The cache contained contraband—tools to destroy undead, Pharasmin religious objects, and so on—so he destroyed them, as he didn’t want to keep such objects in his possession. He also found directions to the secret base, a key, and an oft‑repeated phrase. Castel learned the phrase was written in Requian, the language of psychopomps, then stopped investigating for fear of the repercussions. The phrase is a short Pharasmin prayer that translates to “I walk the Spiral.”

Castel gives you directions to the secret base and the key, though he asks you to keep his discoveries quiet so he doesn't get in trouble.

If you agree to remain discrete, you receive 2 Reputation Points with the Carters Consortium.


Chapter 5: Where Demons Tread

You return to Kyonin to report what has happened to Queen Telandia. The queen congratulates you on your successes in Fangwood, but her demeanor is anything but celebratory—Treerazer’s armies are only intensifying their attacks, and while the elves have largely managed to neutralize the Jeharlu Spores that would’ve certainly devastated the nation had you not exposed that plot early, Kyonin’s defenders are still hard pressed.

WAR INTERLUDE 2: WRATH OF ZAUGLAGAUL

The dragon Zauglagaul, long thought slain by a rival dragon known as Zuldanavox, the Queen of Thorns, is still very much alive. Encrusted with fungal growths, the horned dragon made a devastating return when he emerged from Tanglebriar to wreak havoc on numerous smaller settlements in southern Kyonin.

Spend 0 Triumph Points: Zauglagaul continues to make harrowing strikes against smaller settlements in Kyonin, spreading fear and horror through the nature of his cruel tactics.

Spend 1 Triumph Point: Zauglagaul faces an unexpectedly tough resistance from Kyonin on his first attack, and the elves take advantage of an old wound under Zauglagaul’s right wing that never quite healed right. He is forced to flee in humiliation before he can complete even one of his assaults.


Inferno and Esirelle are able to fly over the rooftops but Cerulean and Timdok struggle to keep pace.

On the next round, either Esirelle or Kharya can automatically get the last Chase Point needed for the obstacle so the rest of you can start rolling for Obstacle 6. Therandis is on Obstacle 8 now.


Both Oinos and Arfi notice that the recipes of both families seem to have the same source. Oddly, some of the earlier notations are in the same two handwritings in both recipe books.

You can try to roll again for a clue you haven't already tried to roll for.


The marker in Azlant seems to be moving erratically on the map. Closer study reveals that the movements are mostly focused on four tiny islands by the southeastern-most portion of the broken land.

When you are ready, you transport yourselves to one of these remote islands. A few ancient stone walls and two statues—one toppled over—are all that remain of the ancient building that once stood here. The ground itself is an uneven layer of rubble and vegetation.

As you arrive, the sky suddenly becomes dark; the sun is momentarily visible in the dark sky before it becomes occluded. A total solar eclipse begins immediately, plunging the island into darkness and leaving the visible sun a flickering corona overhead.

Two monstrous beasts lurk here, emerging from behind the toppled statue. They resemble large crimson hounds the size of horses wreathed in flames. Light and shadows morph strangely around them. They howl menacingly as they stalk towards you!

Initiative:
Belmont: 1d20 + 26 + 2 ⇒ (13) + 26 + 2 = 41
Briar: 1d20 + 26 + 2 ⇒ (18) + 26 + 2 = 46
Pen: 1d20 + 27 + 2 ⇒ (19) + 27 + 2 = 481d20 + 27 + 2 ⇒ (9) + 27 + 2 = 38
Visna: 1d20 + 27 + 2 ⇒ (18) + 27 + 2 = 47
Enemies: 1d20 + 30 ⇒ (4) + 30 = 34

Everybody may act.

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