Father Zastoran

Father Zastoran PBP's page

11 posts. Alias of miteke.


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"The conclusion we have come to is that this is a Pairaka. The diseases were the clue that cinched it. First of all, what is a Div you might ask. Divs strive to ruin and despoil all things created by mortals. Spawned from corrupted genies exiled to the accursed depths of Abaddon, divs harbor an ancient hatred against all mortalkind, doing all in their power not simply to destroy but also to torment all that lives. Patient and vicious, divs seek to spoil all things beautiful and joyous, dooming their victims to existences full of frustration and suffering before succumbing to lengthy, painful deaths."

"The most ancient of myths claim that divs were the aides and architects of numerous magical and forgotten mortal empires in an age of wondrous and mysterious antiquity. During this unfathomably ancient time these masters of creation served as helpful genies, allied to thankful and gracious masters. However, this bond with mortals soon frayed, as generations of the shorter-lived races ebbed and flowed like ripples in a puddle, forgetting the oaths and respect their forbearers gave divs; some began to abuse and neglect their otherworldly allies, while others merely turned away from genies to rely upon and extol the creations of mortalkind. As the contributions of geniekind were ignored and the deities celebrated the rise of their mortal creations across the worlds, many of the ancient architects rose in rebellion against mortals and the ancient deities who shepherded them. In turning from the paths of inspiration and creation, these genie rebels fell under the sway of a power of destruction known as Ahriman, who granted them not only the vicious might to avenge themselves against mortalkind, but also twisted forms marking them as paragons of depredation, havoc, and ruin. Thus did first divs come into being."

"Ever since, divs have arisen from the spirits of the most nefarious and spiteful evil genies. Rather than returning to the Elemental Planes upon their destruction, these foul genies find their way into the claws of Ahriman, a spirit of annihilation who has haunted geniekind since the earliest days of creation. Having forged a realm upon the ruined hinterlands of the foul plane of Abaddon, Ahriman uses the innate corruption of that realm along with his own immortal evil to inspire wickedness in the souls drawn to him, warping such profane spirits into div servitors of a variety of terrible forms. Indifferent to the genie race from which the soul hailed, the Lord of the Divs sees only the evil within and grants it an abhorrent shape particular to the vices that brought the genie to his domain. What emerges from Ahriman’s grip is a dreadful new fiend, an enemy of mortalkind and the deities of good, a hateful spirit given a form with which to wreak its revenge. The dark god’s touch leaves behind nothing of the individual genie that once was—only hatred, entitlement, and vengeance remain."

"Pairakas embody the corruptive nature of unbridled lust. Pairakas spend little time in their true form while on the Material Plane, choosing to cloak themselves instead in alluring forms to seduce potential victims, ruin relationships, and foment obsession. In its true form, a pairaka’s body is a foul landscape of blazing rashes, oozing pustules, and taut blisters suggestive of the corruptions it harbors, bodily and spiritually. Apparently, and not surprisingly, she never revealed her true form to you."

"Pairakas pride themselves on perversion. They love nothing more than turning lovers against one another or destroying the bonds of friendship. Pairakas feed off this slow torment and savor each broken heart or disappointment. They use lust and sexuality as their primary tools, wielding taboos and carnal appetites to sever once-friendly relationships. Pairakas also use their seduction to spread disease, charming victims into physical contact. this one seemed rather patient. Spending days observing you in her guise as she made plans. Not sure what her long term goals are, but probably not good."


"Oh, those are our camel drivers and, well, since we will probably not be doing a lot of travelling in the near future, our animal caretakers. The man in Hadrad and the woman Hadreh."

In a whisper he ads, "But beware. Once they catch their breath its hard to stop them from talking."


Father Zastoran wanders from the cathedral, blinking the light from his eyes. Now that you think about it, he has been squirreling himself away, deep in his researches and such for a while now. With a broad smile he introduces himself.

"Hey there, travelers. I hear you two are replacing Lupe and Casper. I am Father Zastoran, and I try to keep everyone here healthy. Something I have had to so a lot of recently," he adds with a grin, which fades as her realizes telling the new adventurers that might have been a mistake.


Lupe Fiasco wrote:
Lupe Fiasco wrote:
Lupe prepares at sun up every morning. If he does not get to prepare any slots he has prepared and unspent from the day before remains and he has the slots available for spontaneous casting.

I vaguely remembered that. Could you add to this line:

Cleric Spells Prepared (CL 1st, concentration +3, Save DC = 10+3 WIS+ Spell LVL):

Father Zastoran lights the fire and a great column of smoke rises up.

perception:

Lupe: 1d20 + 9 ⇒ (2) + 9 = 11
Lupe's Wolf: 1d20 + 7 ⇒ (17) + 7 = 24
Casper: 1d20 + 1 ⇒ (18) + 1 = 19
Gnasher: 1d20 + 6 ⇒ (20) + 6 = 26
Tarak: 1d20 + 10 ⇒ (3) + 10 = 13
Urah: 1d20 - 1 ⇒ (19) - 1 = 18

Gnasher, disinterested as he is, has his focus elsewhere and is the first to notice some great bird about the size of an ogre headed in your direction, still a half mile off or so, coming from the west.


"Be glad to help. Looks like you've been earning your keep!"

After the healing we have
Wolf (-6 HP)
Lupe (-15 HP)
Casper (-14 HP)


You head back to camp to recuperate. Father Zastoran has 3 CLW and 2 CMW to do with as you please. Other than that you can wheedle him out of some of those potions he keeps around for emergencies or produce healing of your own. You can also make an attempt at using the heal skill to treat deadly wounds. Or long term care if you plan to rest for 8 hours or more.

These are your wounded.
Wolf (-6 HP)
Lupe (-15 HP)
Casper (-14 HP)
Tarak (-18 HP)


"I do not have the right spell memorized today to tell if the item is magical, but come back this evening and I should be able to help."


As a reminder, Father Zastoran specializes in potions and you could probably persuade him to provide you with some. Because he has the Alchemy domain he can send you off with a few CLW a day for basically free.


Father Zastoran blinks a couple of times and stares off in the direction Lupe went. "Well, gosh, I guess I never asked him. He's a nice lad. I'm sure he wouldn't be offended if you asked him. the lot of them were hired by our boss, Almah, to do all the dangerous stuff. She wants to take over an old battle market near here that is currently overrun by hobgoblins. Say, is that hobgoblin over there one of your group?"


The elderly cleric approaches the caravan and starts with Tarak. With a friendly grin he asks, "So. Anything I can do for you. No wound is too small."

Seeing the ever helpful Lupe he calls out, "Lupe, could you fetch my blue bag for me?"

To Tarak he says, "Say, would you happen to know if the caravan is carrying any chill weed? I'm running low."


With the party in agreement you all return to camp after your short foray, making a bee line for the healer. You are mostly ignored by the others as you have not been gone that long though the guard stationed at the entrance gives lady V a sympathetic look upon seeing the nasty furrows. Father Zastoran clucks like a mother hen.

"Oh dear! I knew this would happen. You really should take more care. Oh my! This would looks like it is already on it's way to infection."

He pulls out a kit with herbs, bandages, a needle, thread, etc. He cleans the wound thoroughly, which does cause a bit of pain.

heal, Treat disease: 1d20 + 7 ⇒ (10) + 7 = 17 You will be rolling for onset in a day and will get a bonus to that roll.

Then attempts to suture the wound. He's not all that good at it though...
heal, Treat deadly wounds: 1d20 + 7 ⇒ (2) + 7 = 9

... so he resorts to a spell
CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11

or two
CLW: 1d8 + 3 ⇒ (2) + 3 = 5