The workmen are able to direct The Lusty Fools to Greenwich Manor, where Duke Humphrey resides, or the site of the planned palace, where he can often be found planning details of the architecture with his crew of hired architects, masons, and carpenters. They can also direct the party to a local tavern on The Isle of Dogs (the area of Greenwich village north of the River Thames, within the southward loop of the river) called The Wolfhound's Den.
The workmen climb down from their scaffolds on the wall they are building and hurry over to have a look at the burning remnants of Master Caldwell, the vampire that had plagued them in their sleep these past few months.... The foreman bows before The Lusty Fools and speaks: Ye have done a great deed here, sires! This was Master Edward Caldwell, who in life was not much less evil than he was in death.... 'Tis said he paid a high price for the blood of virgin maids to drink and bathe in when he was alive.... He died just a few moons beyond a year gone now, and had begun to trouble the living again on the anniversary of his death, a few moons ago! More than a few of our daughters have fallen ill after waking with much of their blood drained through bite marks on their necks these past three moons.... Ye have earned our eternal thanks and friendship for ridding us of this cruel vampire! Pray tell, what do ye call yourselves, that we may sing your praises?
Unable to see through the globe of darkness that has engulfed the cart, oxen, and driver, and into which the four riders have now ridden, but able to hear the inhuman hiss that comes from within the darkness, the nearer workmen on the wall cross themselves, and a few can be heard to gasp, in fear, The vampire!
Eventually, the young woman can stand the torture no longer, and confesses to all manner of atrocities suggested to her by Duchess of Bedford Eleanor Cobham and her companion, Roger Bolingbroke.... She becomes the latest scapegoat to distract the court and the military of England from the true evildoers....
The other "Devil-worshippers and witches" whimper in anticipation of their own hellish torment and pointless interrogation.... Bolingbroke tortured them because he enjoyed it.... He wasn't trying to uncover the conspiracy.... He was the conspiracy, as far as these poor souls were concerned.... And they weren't wrong....
Hisao of the Yellow Reeds wrote: Hisao doesn't understand but would like bunches of wolfsbane please! Having received their silver coins back, the peasants are happy to supply Hisao (and whoever else would like some) with several extra sprigs of wolfsbane (each PC can get as many as 10 sprigs, each sprig being a single dose sufficient to cure lycanthropy when ingested).
Paddy wrote: We are the Lusty Fools. The name is a bit odd, granted. We all met in a tavern in Paris. This Baron of Folkestone sounds like a bit of a twit. Anyways, you are safe as far as we know from any further prefations if the wolves. And that sea drake? We killed that too. Tasted good once you put it in a stew. Mutterings of astonishment and awe ripple through the mob of peasants at Paddy's admission that The Lusty Fools slayed the sea drake terrorizing The English Channel in addition to slaying the whole pack of werewolves terrorizing the countryside around The Stag Inn.... Indeed, ye must be great heroes, sent from Heaven to save mankind from the many evils besieging the land! declares Marianne, to general agreement of her fellow villagers.... Long live The Lusty Fools! This last sentence is loudly echoed by all the villagers....
Paddy wrote:
May God bless ye for your generosity, kindly heroes! My brothers and I shall look after your inn as if it were our very own! My name is Marianne, and my younger brothers are Jack and Thomas! We be at your service! The young woman courtseys, and her younger brothers bow....
Iommi-Tyr Magnusson wrote:
Our lord is His Grace, the Archbishop of Canterbury, and we learnt of the werewolves only last full moon.... Some thirty days ago.... When a survivor of a caravan massacred by the monsters at The Stag Inn stumbled into our village and told of the frightful 'orrors 'e alone escaped with life and limb to tell of.... Unfortunately, this hapless traveler was also bitten by a werewolf before 'e was able to flee. We administered the wolfsbane cure, and 'e was freed of the affliction, but....the wolfsbane did 'im for.... And 'e's buried in the churchyard of our village, now.... The young woman shrugs sadly.... Any'ow, we sent word to His Grace at Canterbury, and received word back that His Grace would dispatch extra soldiers to patrol the bounds of the parish, but that The Stag Inn fell outside His Grace's jurisdiction, and was the responsibility of the Baron of Folkestone! Well, we weren't much pleased by that answer, as ye can imagine.... So we sent a rider to Folkestone to alert the Baron.... But all we got out 'o 'im was an assurance that 'e would send investigators to investigate the matter "as soon as more pressing matters beleaguering the town o' Folkestone could be resolved".... Somethin' 'bout a sea drake terrorizing the fishing boats on the Channel.... So we resolved to take matters into our own 'ands as soon as the moon was full again.... But you brave lot 'ave spared us the trouble and danger of a task none 'o us felt quite up to, and ye 'ave our fulsome thanks! What do ye call your brave band, so that the bards may make a proper song 'o your deed?
Paddy wrote:
The peasants grumble quietly among themselves at Paddy's inquiry about a reward for exterminating the werewolf pack, but they manage to come to an agreement to each pitch in a silver schilling, resulting in a pitiful bounty of 30 sp, and 5 sprigs of their wolfsbane.... At the suggestion that the peasants might tend to The Stag Inn on the party's behalf for an indeterminate period, most of the peasants balk at the notion, having plenty to occupy them on farms or trapping or cutting lumber back at their village, a little hamlet called Elmhurst-By-Canterbury.... But the young woman and two of her younger brothers agree that they could leave the care of their home farm in the capable hands of their elder siblings and tend the inn for a while, provided fair compensation for their labor....
Alphonse Veritas wrote:
A general gasp of fear goes up among the peasants, who take a collective step away from The Lusty Fools.... Which of ye was bitten!? .... Ye 'ace until the next full moon to cure 'im.... 'At be when the change'll be complete! Take this wolfsbane, my lord, and 'ave your cursed companion eat the 'ole thing.... I warn thee, it is poisonous, and might kill 'im.... But 'Tis a sure cure for lycanthropy, and there be plenty o' fates worse than dyin' for a man in this world.... The young woman offers Alphonse a sprig of wolfsbane....
Alphonse Veritas wrote:
'Tis wolfsbane, my lord.... Said to repel werewolves.... Then you travelers have slain the werewolves of The Stag Inn? All of them? 'Tis believed there were some score of them....
In English: 'ail, travelers! 'Ave ye been by The Stag Inn down yonder road some three leagues or so? This young woman, clad in threadbare peasant's garb, and the other peasants, eye each of The Lusty Fools suspiciously, looking for bite wounds or other signs of a confrontation with werewolves.... I assume all such bite wounds have been healed with cure light wounds wands and torn garments repaired to some degree?
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Hello, My adventuring group will soon end Souls for Smuggler's Shiv module and start the Racing to Ruin module. I've read the module and find no other advantage of choosing one faction over another except moral considerations and sticking with your best pal NPC from Smuggler's Shiv. I wanted to gamify a bit the choice of factions by giving ingame advantage for each factions. Some example: Aspis Consortium: Available Merchant - Can buy and sell stuff on the spot.
I also was thinking of movement advantages since Racing to the Ruin is a race. EX: Red Mantis: Cover of Darkness - Travel 10% faster when moving at night. Any other ideas. Maybe giving 1 or 2 bonuses by faction but still making it a hard choice for the players.
Question for everybody: I decided to remove Quilindra out of my campaign, I knew the group would discover her disguise and would never follow a Succubus (They have been fighting demons all campaign long, bad idea). I made a elaborate ploy where the elven mageof the group can map the Auidara elven gates and locate Thorn's End. I need to make them enter Thorn's End. How could I do that without's Quilindra's Pass. There is the army of demons outside Thorn's End, they will not let the PC enter unless... Any idea?
Hello, One of my ranger player last night was all excited to get his wolf animal companion at level 4. When I told him he had only -3HD from his level (1HD), he was a little dissapointed. He then asked me if it was possible for his wolf to wear an armor. I checked everywhere on https://www.d20pfsrd.com/ but couldn't find any armor for animal companion nor any rule for such thing. I told him that his wolf didn't have any proficiency to wear armor, he would get penalty even if a custom one was built for him. He asked me if it was possible with level advancement for his wolf to gain a feat. Perplexed but not set on turning his request down if it was possible, I told him I would check. Any idea if it is possible and how it would work? Thanks
My players are currently finishing part 3 - Escape From Old Korvosa. They are about to save Vencarlo Orisini and Neolandus I have intentionally kept them in thge dark so far about the meta of what is going on. They know that the queen is evil and probably not human, but that's it. But I am pretty at the spot where I must do a bit of revelation to advance the story I read somewhere that current Korvosa is based on the site of the Ancient Thassilonian city of Xin-Eurythnia. I thought that this was really cool. My players really enjoyed the Rise of the Runelord path so I wanted to spin the storyline this way: -
That in mind, forget about Kazavon and midnight lord. The ruins of Scarwall has to tell a different story. Any idea how I can mod the storyline in a good way?
Hi there, I'm concerned because I don't know exactly where is the fishery located in Korvosa. Just after they are done with Geadran Lamm and the fishery, the city explodes in riot. So I had the idea of tumultous eventful travels through the city where the PC would have to chose their destinations carefully. I have the Korvosa guide. But where is the fishery to begin with?
Hi there, I need a few on how to end The Skinsaw Murders booklet. I am GMing a solo game with player followed with 2 DM PCs. He is a fighter, he is followed by a wizard and a cleric that I control. All are lvl. 7. I gave him his 7th level at the end of the Foxglove Manor. He just raided the Foxglove Magnimar House and got the document which was studied by my wizard and gave him the info about "Seven's Sawmill". The point is that he is rapidly approaching the end of the chapter. My question: 1. Xanesha. I keep looking at her stats and I really can't figure out how 3 lvl. 7 PCs are going to win against her.
2. The end of the Skinsaw Murders chapter feel a bit disjointed compared to chapter 3. They beat Xanesha. The trail of evidence ends there... A while later they receive a job offer by Mayor Grobaras to go to Turtleback Ferry where they will find Shalelu and Xanesha's sister Lucrecia. No connection between the chapter, I was hoping they could get evidence to go searching in Turtleback Ferry. Any ideas?
Hi there, I am relatively new to Pathfinder however I have been DMing DnD 3.5 for 5 years. I have read the PathfinderCore Rulebook, the GameMastery Guide, the Bestiary and the 2 first books of RotRL. I have started a Rise of the Runelords campaign in real life in solo with someone in real life, we play occasionally when we see each other. Right now it's doing good but I have to adapt since he is alone. But I wanted to try it out with an online group. I have read. So here's my suggestion, we play by Group Instant Message in Skype, we will be chatting and exchaging documents if needed. I have already DMed some play-by-post games for DnD and they are too slow for my taste, so this is why I thought using skype IM was the best tool for us. We can use email for more personal messages like characters stats. 1) Dice Rolling: I have a special tool on a website. I will give the URL to the players. I will be able to see your rolls in real time.
If I'm missing anything, tell me!
Hi there, I have been running a 1 player rise of the runelords. He is a fighter, I usually accompany him with 2 dmpcs of his choice among 3-4, one is a cleric of Desna which he always need. It has been running pretty smoothly, he is right now entering the thistletop goblin base. He is 4th level. He will probably be 5th level when he finish Burnt Offerings. I have begun reading Skinsaw Murders. A few questions:
Hi there, I have GMed D&D 3.5 for 5 years until about 4 years. A friend told me recently that the last time he had played D&D was in the 90s and he wanted to try again. So I figured I was going to use D&D 3.5. I went to my local RPG shop and saw the Pathfinder Books and fell in love with the books and the system. I brought the Core Rulebook, the Game Mastery guide as well as the first book of the Rise of the Runelords adventure. There is one little issue, he is alone for now, this is a solo game. A few issue with one man teams:
How do I adapt to this? I had a few ideas:
But I'm still not set on what i'm going to do. Any ideas? what would you suggest? |