Seaweed Leshy

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Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Zantus eases himself to the ground and sips from the waterskin Morga offers. "Seven Dooms, is it? Well the town has had more than its fair share of dire events over the years. The goblin attacks, the giant raid, dragons, sinkholes, terrible sea tides. More recently however, there is little that I would classify as a "doom". By the standards of Sandpoint, these last years have been rather peaceful." He strokes his beard "And yet I fear anyone who could have hunted Nualia down for 'disappointing' him and then survived a decapitation is someone worth taking seriously. I don't know when these dooms will arrive, but you are right Morga, we will need to be vigilant." He looks to San and Vildran "I think the use of the number seven is far from a coincidence, don't you think?"

"As for the courier, I remember little of the man. Certainly nothing so bold as a red hawk, so as to stick in my memory. He handed over the box and went on his way with no obvious knowledge of its contents and no message to share except that it was for the Cathedral."

He hands the waterskin back to Morga "For now though, we've certainly all earned ourselves a rest. These dooms have waited thus far, and they'll surely wait a little longer for us to discover their nature. It is past time to salvage what little sleep we can before tomorrow comes. I should like to see you all here tomorrow. Audrahni may be able to sense if her premonition regarding the town has changed, which may give us some insight."

(I forgot to mention, but successfully fully influencing Nualia got you +1 reputation with the Cathedral and also granted you all a hero point)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 2
Just like Morga, Vildran doesn't know anything more about these 'Seven Dooms'. Perhaps its something that originates with the man with the red hawk. It certainly doesn't seem to be anything well known, or part of Sandpoint's lore or stories. (You didn't really think you could reveal the central plot point of the titular Seven Dooms with a simple Recall Knowledge, did you?)

Nualia's voice is already distant and hazy as she responds to Autumn "I'd never seen such a thing. The head kept talking. Was it an illusion? A trick? I don't know. Maybe you'll find out." She offers a half-hearted smirk and then fades into tatters that soon merge with the mist that still fills the courtyard.

Moments later, the ritual is broken and Zantus and Audrahni both gasp and stagger forward. Though both are drenched in sweat and shaking from the exertion of tethering Nualia's spirit, neither seems to be physically harmed. In the minute it takes for them to recover their breaths the mists in the courtyard thin and vanish as if they had never arrived, revealing the clear night sky above.

Zantus straightens first out of the two, wheezing "Ah- Hah- You- You managed it somehow. Thank you. I heard some of it here and there. I could feel her rage boiling and then slowly fading away as you talked to her. I-" He takes a little longer to breathe and then continue "I'm not sure I could have done the same. She was... overwhelming."

Audrahni speaks up, having collected herself while Zantus was trying to talk "Very well done."

Having successfully conducted the ritual and fully calmed Nualia's spirit, you each gain 120 XP.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 7
Whatever the Seven Dooms are, Morga doesn't think they're tied to anything of specific religious significance. The Pit is sometimes a synonym for the plane of Hell, but the reference here may be to something else entirely. It may take some research to find out exactly what was meant.

Nualia squares her jaw and forces the sobs back. Her eyes are determined as she answers Autumn "I was never going to do what he wanted. I'd made that decision myself. That was nothing to do with being better than him and everything to do with looking forward to my own future." She lowers her gaze. "But don't forget that the people here in Sandpoint were monsters to me. I still remember that. Maybe I even remember it better now that I'm dead. They should have been punished for what they did, but they got away with it. If they think of me as some hero... that's just a delusion. They should think back and remember what they did. They should remember me and weep."

Her voice grows distant and sad and you notice that her form is starting to fade.

She looks down at herself "Of course. I learned this. Ghosts linger because of something unresolved. Now that I've told you, I-" She looks down at her clawed tipped, monstrous arm "I leave it to you. Punish them, save them, whatever you think is right."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Resounding successes all around! That will cap out her influence!

Nualia listens to Morga, now actually considering the possibilities that lie ahead for her. The concept that focusing on the good times in her past will somehow help her reach a better afterlife seems a little far-fetched on the surface, but Morga is convincing enough that Nualia seems to be taking it seriously. The follow up a few moments later also lands. Nualia breathes out "You lot haven't done me any ill. And you're all from Sandpoint. Maybe you're right. There are those guilty bastards still out there living their lives, but I don't have to get the rest of you caught up in them getting their punishment."

------

Nualia is quiet and reflective as Autumn continues to ask her questions. She thinks for a long time before uttering a gasp.

"How did I forget? It was him." She gives no indication who "him" might be as her expression tenses. "I don't understand. He wanted me to go back. No - not just go back. He needed me to bring about Sandpoint's doom, and when I showed him I wouldn't he was furious." A desperate fear flickers across her face as her past returns to her.

"You're right. I was a sellsword of a sort. I found my crew, a new life. People I could call partners, maybe even friends, who were willing to look past my monstrous changes to appreciate someone who could fight for herself." She gazes into the distance. "We'd just finished a job and were drinking away our spoils in that tavern in Riddleport. I'd gone outside to clear my head. When I came back in, they were all dead. Everyone in the tavern, lying there eyes open, bleeding from everything and anything that could bleed. A man was waiting there for me, just an ordinary man in a blacksmith's leathers, all calm despite what was around us. I remember the blood red hawk that was perched on his shoulder." She trembles, pausing.

"He told me I'd failed. That the people of Sandpoint had done everything they'd done to me and I'd let them live. That I was betraying my self and my purpose. That he'd expected more from me." Her face hardens once more "And then... he said I would have a chance to go back. That he'd cut my ties to this place from me. That I would go back to Sandpoint and finish what I started. I was overcome, furious. I'd finally found a place and he'd taken it away from me." With her claw-tipped arm she reaches up as if to squeeze an invisible neck in front of her "I tried to kill him. Succeeded. It didn't matter. He spoke even after I'd ripped his head off his body. He spoke even as I felt something stabbing my back, driving me down into the ground. Over and over. I remember his words."

"'You were no good', he said. 'But I have other plans, other plots. Seven Dooms come for Sandpoint, to finish what was begun so long ago. Birthed from terror and trauma, from deep within the earth, they grow even now. The Pit will nourish them and give them that which you lacked. You would have loved the torments they will inflict. Alas.'" Tears have started running down her spectral face "Alas...? Who says something like that while bloody tearing a girl to pieces?"

"That's all. That's all I remember. He killed me, and everyone else. Why? WHY?" She starts to sob.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The barrage of bad rolls has finally come to an end!!!

"Truly value?" Nualia scoffs at Vildran's first suggestion, but the mention of a bard has her get the same distant look in her eyes you saw earlier, as if she were remembering something. (+1 Influence on the Society roll) San's suggestion of finding individual townsfolk who might be interested in some sort of reform or at least might've been secretly sympathetic initially doesn't move Nualia much, but he eventually starts to get through to her as well (+1 Influence for that second Lore role). Nualia comments "If there were those that were sympathetic, they didn't show it to me while I was alive. What good is sympathy if they stood by, or joined in." Still, she seems less bitter after the reminder.

Autumn's patient coaxing helps Nualia remember once more, her voice growing quiet as she ties her scattered memories together "I... I did. At Thistletop I... fled? No. They let me go. And I made it far away. A different life. A difficult life. Fighting. Killing. There were good times too." She frowns "I told myself I was biding my time. That I would go back eventually. That I would get my revenge. But then, I never did, did I? Not until..." (Crit for +2 Influence)

Morga reasons that after so many years, its more likely that Tobyn's soul has already been judged and that Nualia may not have a chance to exact her revenge while in the afterlife. Feel free to also take an action for this round.

Round 8

8 Influence.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

RIP Morga :(

Autumn's easy attitude distracts Nualia from her increasing displeasure with the dwarf bringing up unpleasant truths. Nualia answers "I was never one for coin games. They would've been a distraction from what I had to do." Her expression clouds, but for once in faint confusion rather than anger "Except... in Riddleport? I've never been there. Have I? It seems so familiar though. Faces. Drinking." She shakes her head.

-1 Influence, +1 Influence.

"When you die? Who knows. You get judged. Or you're like me and the world keeps you around. It knows there's something you still need to do. Gives you another chance to do what in life you weren't able to." Though her expression hardens at that, the fire that accompanied her earlier statements of intent has ebbed. Though it's slow, you're making some progress. The question is only whether you'll succeed before Zantus and Audrahni lose their grip on the ritual.

Round 7

4 Influence. San and Vildran can act twice.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Nualia utters a short laugh full of contempt "His bones? Probably resting somewhere in a place of honor. You're welcome to desecrate them if you like if you find them. I'd rather make the man himself beg for mercy." She seems more interested in the pain she can extract in the afterlife than San's suggestion. When Morga starts explaining Nualia's possible fate her expression clouds again. "Are you threatening me? I have nothing left to lose. Nothing."

RIP Morga's roll, thats -1 Influence.

Vildran on the other hand brings her back to thoughtfulness "Educated? These rubes? You're welcome to try, assuming you wouldn't just do and think the same as they did. But... I wouldn't mind if what happened to me didn't happen to some other girl." And Vildran reverses it again with a +1 Influence.

Autumn's everyday conversations briefly leave Nualia gazing into the distance, but then she comes back to her particular spiritual state. "Why... Are you trying to rub it in now? After all you said about letting go of the things that fuel me, you want to remind me of all those things I've lost forever?" She glares at Autumn.

Narrowly missed!

---

Round 6

Still at 4 influence. We're halfway through. Can these rolls turn around?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Nualia seems to be fuming too hard to listen to your well reasoned arguments. Still San's suggestion earns a response of "Answer? I'LL make him answer when I find him. What can you do? He's long dead." While this exchange is taking place, Morga carefully monitors Nualia's reactions and has an epiphany (that's a success on the discovery check. What do you want to learn about?).

Autumn earns a wry laugh from the ghost "A motion to censure? Like in a court? How pointless. How self-serving..." Nevertheless, the thought of Tobyn being publicly condemned seems to calm her a little. Though clearly a formalized activity doesn't quite satisfy. (A good attempt but the dice aren't cooperating. Given the near success it'll fall short of counting as an Influence point, but we'll call it good enough to hit her weakness. All DCs are back to their base values from here on out as Nualia is calmed)

Unfortunately Vildran is too distracted to catch anything additional.

Round 5

Still at 4 influence. Nualia's mental state has calmed and you're back to normal DCs


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

"Tobyn..." A fire glows in Nualia's eyes as she turns her name over. She straightens taller, growing larger until she towers over the group of you. "TOBYN! That worm! I was a present to him from his gods, a trinket to show off, a tool! A precious gift, to be admired and protected, but never respected. Never listened to." She snarls "He was the start of it. And the end. When I find him in the afterlife, he will BEG and PLEAD and I WILL TEAR HIM APART!"

A narrow success from Vildran for +1 influence, though as suggested on discord the mention of Tobyn makes all DCs 2 points harder again!

She roars, spectral blood and tears streaming out from her. It's clear as day to San that Tobyn represents the worst of her time in Sandpoint and that her grudge centers on the man. While Tobyn is a sore spot that will certainly make her even angrier in the short term, addressing him in a way that satisfies her will go a long way to making her easier to calm in the future. She likely especially would respond to any attempts to censure him and his actions, though other strategies may help.

Distracted by Nualia's rage, Morga isn't able to deduce much more. San on the other hand manages to touch just carefully enough upon the subject that most burdens her to make some progress. "I was always... always alone thanks to that man. ALWAYS. Until I finally freed myself. Lamashtu answered me and I found my own power. I was so close to being rid of them all!" Tears are running down her contorted face.

+1 Influence

When Autumn speaks up, her words sound right, but something in her attitude doesn't manage to quite get through to Nualia. The spirit begins to mutter to herself, consumed by her memories.

Round 4

Now at 4 influence! You're making progress. DCs are +4 higher until you can address her weakness successfully.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)
Autumn Forfallan wrote:

I feel like this ritual is critical to the AP working properly, so the mischievous side of me is wondering what would happen if we critically fail to calm Nualia? I presume the writers have planned for such circumstances with a way to progress with negative consequences? Because I'm not liking our odds so far. :)

I'll wait to see if anyone discovers useful info about Nualia before posting.

Indeed you can count on this adventure having all sorts of different consequences depending on degree of success or failure for this event.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Vildran's easy demeanor manages to at least cause Nualia to pause and consider. Afterward, she says "None. Not one good soul. I remember... I remember something. Afterward? Why do I feel there was something after my vengeance? After Thistletop? Someone..." She grimaces "It matters not. Whatever else may have happened, Sandpoint is guilty."

+1 Influence

Vildran can't get a read on Nualia, nor can Morga. And when Autumn tries a rational argument about the futility of vengeance, Nualia snarls "I will be satisfied once they're all DEAD and ROTTING! If that desire is controlling me, all the better. I want nothing more."

Unfortunately that's a miss even after the reroll. Plus the repeated reminders of her grudge against Sandpoint has hardened her anger, increasing the DCs to influence her by 2.

---

Round 3

You're at 2 total influence so far. San may act twice.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Ouch those rolls. You could definitely try Sandpoint Lore for discovery instead of perception if you'd like.

Nualia's rage leaves San and Morga scrambling to get a clear read on her, but neither one gets any good ideas... at least not yet. As for Autumn, the ghost jeers "Not everybody? I thought that. Naive. Stupid. The one I trusted betrayed me and I saw exactly the face that all these bumpkins conceal! Cowards all of them."

That's 1 point of influence.

Round 2 (San, you can act twice)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

"Apologize?" Nualia sneers, clarity fully coming to her as she focuses on your party over Zantus "Whoever you are, what good is an apology from you? I don't know if you didn't notice, but I'm DEAD." She utters a bitter laugh "My life was a torment unending thanks to the smug a!*$+!#s in this town, and its best part was when I was able to bring them the blood and pain they'd earned. Peace? NO. I WANT MORE. I remember Zantus, that weasel. He knew, he knew everything. But it was easier to ignore me." Her face contorts "Now that I'm back, he'll be first."

The acid in her voice in unmistakable. The Nualia here is still bound by what happened to her in Sandpoint. You get the sense that if she does manage to escape the bounds of this ritual, she very much intends to continue her revenge. Even calming her may prove challenging, much less helping to resolve her lingering trauma.

Alright, time to start an Influence Encounter! Each round of the encounter you can attempt an argument, discuss a topic, or otherwise try to address Nualia. You'll pair your words with a skill check that you think could help, or Perception to try to deduce what might be helpful. An apt tactic or more relevant skill will be easier to succeed with. The more successes you get, the closer you can get to calming her spirit. Your time limit is the capacity of Zantus and Audrahni to hold the ritual - 10 influence rounds.

ROUND 1


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 10
While San's overt wounds are fairly easily addressed, the haziness of his shadow seems like it can't be resolved with some bandaging and salves. Morga assesses his ailment and recalls that some ghostly undead try to damage an individual's spirit via their shadow. If San's shadow had been fully torn free, it would have transformed into another of those ghostly creatures, leaving him permanently debilitated. As-is, his shadow should be able to return to its original shape and normalcy given enough time (About an hour, given that he was only tugged at once).

---

As the ritual reaches its peak, there is a bright flash of green light from between Zantus and Audrahni. The mists between them thicken, swirl, and form into a more distinct shape. A shape with the outlines of a humanoid form. However, the shape seems to be resisting their efforts, trying to break free from their summons. Both of the priests are locked in desperate concentration to avoid losing hold of it. A mournful wail rises from the new figure, her form coalescing and clarifying until you see an aasimar woman with long hair wearing a breastplate that leaves her scarred abdomen exposed. Her left hand is a demonic claw and her eyes glow with white light. Her entire form pulses with a blue-green glow, threatening to overwhelm the two that summoned her.

Zantus and Audrahni seem overwhelmed, locked in their trance due to the effort needed to keep this ghostly figure here and under control. The ghost on the other hand claws at the air and writhes, but proves unable to move from where she was summoned. She settles into a position floating just off the ground and slowly a measure of rationality begins to appear in her eyes.

She looks around in a daze, before her gaze settles on Zantus. A haunting whisper rises "I- I remember you... why, why am I here? Why was I called? Why are you... not dead?"

With the two senior priests incapacitated, it seems like it'll fall on you to converse with Nualia.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 16
San cleaves through green as it approaches, sending its smoky essence scattering. All of you are then able to refocus on the last of the strange shades. A phase bolt lances through it, followed by a small barrage of force bolts. While it manages to dodge two of San's swings, the same can't be said for the lash of vital energy that strikes it.

The spirit seems to recognize that it won't be feasting on the living today, for it floats away, sinking back into the ground and the mists from which it came. You watch for a short while for its reemergence. Not only does it not return, but no further shadowy spirits emerge from the mist.

Combat Over! You each gain 120 XP.

You look over to the ritual in progress (after Autumn presumably withdraws her illusion or it expires) and see that it is entering its final steps. And thanks to your intervention, its none the worse for the sudden attack. Both Zantus and Audrahni have their full attention locked on a growing green light in the mist between them...

|||| STATUS ||||
Morga
San (12 dmg, enfeebled 1)
Vildran
Autumn


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Fine time for a crit! Thanks to the ghost oil that's taking green down. I'll assign the attacks to purple and San'll be taking 6 less damage.

Morga still up


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

With a swift slash, the blue shade is torn apart by San before it can reach him. Blue goes down to the reactive strike, so I'll redirect the rest of the actions.

GM Screen:
1d20 + 14 ⇒ (4) + 14 = 18
1d20 + 14 ⇒ (10) + 14 = 24
-
1d20 + 8 ⇒ (11) + 8 = 19
-
1d20 + 15 ⇒ (2) + 15 = 17 2d6 + 3 ⇒ (5, 2) + 3 = 10
1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29 2d6 + 3 ⇒ (1, 2) + 3 = 6
1d20 + 15 ⇒ (10) + 15 = 25 2d6 + 3 ⇒ (4, 5) + 3 = 12
Autumn heads back and enhances San's weapon with a vial of ghost oil, leaving him in perfect shape to deal with the dark shades. Vildran casts a wave of fire across the remaining two foes, but only green seems even slightly impaired by the attack.

San closes the distance with green. Now that his spear is enhanced, his stab strikes at the green shade as if it were a physical being, punching a hole through its form. It proves agile enough to dodge the other strike he attempts. As for Morga, her vitality lash strikes the green shade with great vital force, sending it reeling.

Both remaining spirits rush toward San (Green provokes), tearing away at him with their shadowy claws. He's struck once, twice, and then the purple shade clutches San's shadow in its grasp and begins to pull it away (Dealing 6 and 12 void damage, and your shadow is in the first steps of being torn away from you. This leaves you enfeebled 1)

|||| INIT ||||
Morga
San (18 dmg, enfeebled 1)
Vildran
Autumn

Green Shadow (22 dmg)
Purple Shadow


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 4
1d20 ⇒ 1
-
1d20 + 15 ⇒ (10) + 15 = 25 2d6 + 3 ⇒ (4, 5) + 3 = 12
1d20 + 15 ⇒ (2) + 15 = 17 2d6 + 3 ⇒ (1, 3) + 3 = 7
-
1d20 + 15 ⇒ (4) + 15 = 19 2d6 + 3 ⇒ (4, 1) + 3 = 8
1d20 + 15 ⇒ (1) + 15 = 16 2d6 + 3 ⇒ (3, 6) + 3 = 12
1d20 + 15 - 5 ⇒ (1) + 15 - 5 = 11 2d6 + 3 ⇒ (4, 4) + 3 = 11
A volley of attacks from your side is enough to draw the attention of the blue shade. Force bolts batter it and Morga's lash of vital energy shreds through its shadowy form. San on the other hand finds his spear passing largely through it (partial resistance). He casts his gaze across it, but other than its obviously incorporeal nature, he's not able to identify any weaknesses that the party hasn't already exploited.

The blue shadow is looking quite tattered as it shrieks and retaliates. (Its not cautious enough to guarded step so you get a reactive strike on its way in) It reaches out with black tendrils and sweeps one through San's arm (potential 12 void dmg).

The other two find Autumn the closest target, but they prove sluggish after their manifestation and Autumn is able to dodge them both.

|||| INIT ||||
Morga
San (?)
Vildran
Autumn

Blue Shadow (38 dmg)
Green Shadow
Purple Shadow


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Vildran Occultism: 1d20 + 10 ⇒ (4) + 10 = 14

San unfortunately misunderstands the nature of the spirits approaching and his choice of spear movements attracts them rather than repelling them. Autumn's diplomatic entreaty on the other hand seems to draw their attention and begin to calm them. The lit candle makes their shadows deeper. While Vildran makes little progress Morga does her best to ward them off with a holy symbol.

Unfortunately the spirits are not so easily dissuaded. The vague spirits condense into dark shadows that rise fully up from the mist. Black, shadowy tendrils extend from their arms and they reach toward Audrahni and Zantus!

INIT:
Morga: 1d20 + 10 ⇒ (6) + 10 = 16
Vildran: 1d20 + 6 ⇒ (12) + 6 = 18
San: 1d20 + 7 ⇒ (10) + 7 = 17
Autumn: 1d20 + 7 ⇒ (14) + 7 = 21
-
1d20 + 14 ⇒ (14) + 14 = 28
One of the shadowy spirits seizes the initiative and floats right toward the ritual!

|||| INIT ||||
Morga
San
Vildran
Autumn

Blue Shadow
Green Shadow
Purple Shadow


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

With the crowd departing, the rest of you are able to rejoin Morga inside. A few minutes later after the last of the locals decides to head back him, Autumn arrives as well.

The ritual is continuing to build when you return, with wisps of mist growing around the cathedral's courtyard. The temperature too feels lower as a clammy chill fills the air. Zantus and Audrahni stand face to face, heads bowed as they continue to intone the words. As the minutes pass the mist thickens until it blankets the whole area and swirls around the two priests at the center. Sweat beads on their brows. It's taking all their concentration to keep things going.

It's as the ritual is nearing its completion that suddenly something feels off. The white mist begins to exert an ominous pressure. The shimmering motes of moonlight gathering above the courtyard begin to swing in pairs. And amid the mist you begin to see the faintest outlines of dark figures, rising up from below. Audrahni opens one eye and searches about before spotting you all. Her gaze is tense as it moves to the figures and then back to you all. She casts a hand to the side, pointing at the figures, before she's forced to snap back toward controlling the ritual's energies. From the look in her face, she's worried about those apparitions, and indeed as you watch they seem to be growing more defined.

These apparitions have not yet fully formed, giving you an opportunity to try to bolster the ritual or ward them off. (You each have enough time to take one general activity here to hold back these unwanted spirits. You can choose what you feel is sensible given what you know of the ritual)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Charn looks poised to run right over Vildran's questions when Autumn intervenes. He's clearly not impressed by her argument that "keeping secrets" isn't a big deal. Rather than answer her directly he stabs a fat finger toward you all "Eh, aren't you desperate to cover for the old man? If Zantus had nothing to hide, why would you be out here? Aren't the doors of the cathedral supposed to be open to everyone?" He knocks at the closed doors. "The people deserve to know."

The crowd however seems scattered by Autumn's argument, some looking awkwardly to the side while others seem uncertain. Charn proves canny enough to recognize that he's lost his momentum. He clicks his tongue and says "Fine then. The good Father has his secrets, and us little folk are to be left in the dark. But if it turns out his secrets are as we've heard, everyone here has heard who worked hard to hide them."

With that he turns and strides back into town, a half dozen youngsters following on his heels. The rest of the crowd wavers and then also scatters back to their homes or nearby gathering spaces.

---

For defusing the situation, you each gain 80 XP. However your methods have earned the ire of the Scarnettis. You lose 2 reputation with the Scarnetti consortium, making you Disliked. You now have the following ongoing penalty: Consortium agents take extra time spreading slanderous rumors about the PCs in town. The PCs suffer a –1 circumstance penalty on all attempts to Gather Information, unless they’re doing so with a member of a faction that they are at least Liked by.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The older woman seems only partly satisfied by Autumn's answer, but it's enough to send her wandering off to worry back home. As for Autumn's response to the young man, he looks about the group, then points at a boy in the middle. The lad, scarcely in his teens, speaks up "I did hear it from him. I was in the cathedral and I heard him and some elf lady taking about their plans. They were gonna summon some spirits. Dangerous ones." He looks over at Charn and adds "Mister Scarnetti said he heard it too, the day before. They've been plannin' a long time I bet."

The group's attention turns back to Charn, who seems to have regrouped a little mentally while all this has been going on. He answers with a lot less fire and a lot more calculating smarminess "Right you are. Right you are. I overheard it from the man himself."

Charn waves his arms toward the cathedral "What we have here is Father Zantus keeping secrets from us. First this sinkhole that he had you lot investigating while the good people of the town were none the wiser, and now this business with spirits. We deserve answers. If you don't have them, how about you step aside so we can see exactly what the good Father is up to?"

Although his delivery is smooth, the blind fire in the crowd has calmed and not everyone seems to be fully on board with his accusations. Still, many of the townsfolk are looking at you expectantly, awaiting an answer.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 16
Charn's face takes on a sour grimace as Autumn speaks and then mouths an extra message for him. He responds "You better not be tarnishing my father's good name with this..." but after a pause in which he visibly wrestles with his thoughts, he lets Autumn speak.

With Charn having lost steam, it doesn't take much to calm the crowd. Their anxiety however remains as Autumn explains her version of the situation. One older woman calls out "A sinkhole? It's just like eighteen years ago with the Garrison! That was nothin' but problems, and we were lucky to all keep our lives and our livelihoods. There were monsters there down below!" She pales "Is it going to happen again? Is the town in danger?"

Another older fellow speaks more quietly and with some uncertainty after Vildran pipes up, saying "Father Zantus might've done good for us before, but it's sometimes the people you don't expect." A young man picks up that line of thought and shouts "Yeah! What about his plan to call the dead? We all know that's what he's doing. People heard it themselves! Calling some spirit or other!"

Charn bites at his nails, calculating, as this exchange continues. He's clearly not happy.

Autumn's successes defused the situation, so no need for any further skill checks, but these folks are looking for an answer.
----

Back at the ritual-in-progress everything seems to be proceeding fine. Morga doesn't spot any potential interruptions or threats, though she can faintly hear the hubbub outside as the crowd in front of the cathedral continues to speak their minds.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (6, 5) = 11
The acolyte struggles for a moment but can't recall their exact words. He says "It wasn't exactly clear, but they seemed to think we were doing something bad here and they weren't happy about it. You'll hear it from them yourselves soon enough." Morga looks around but sees no figures lurking about near the ritual. She doesn't hear anything either other than the growing hubbub from outside the cathedral. It seems like you'll be able to step away from the ritual at least for a short while.

The acolyte leads you through the cathedral and out a side entrance in order to bring you to the front steps without opening the main door for what turns out to be a fairly sizable crowd. You hear them before you see them as they chant "We deserve to know!" and "The dead should rest!". You turn the corner and see that the group numbers about two dozen agitated townspeople. They bear torches and lanterns and seem to be a mix of local youngsters and older citizens. At the front of the group currently hammering on the door to the church is an young man with blonde hair and a perpetually ugly sneer. Autumn recognizes him immediately as Charn Scarnetti, Titus Scarnetti's eldest son.

When Charn sees that someone has shown up he hollers at you. "The good Father's most recent sycophants! Perhaps you'd like to explain yourselves? Or do you have no excuses to give?" His smug tone cuts through the crowd and they quiet down to see what he'll say next "Digging about in the boneyard, taunting the dead? Have our kin not earned their rest?" Shouts of agreement rise from the crowd "And now, Zantus has turned away from his holy duties to toy with evil spirits! Showing his true face after all this time!!!"

"The good people of this town demand to know, and demand this evil be put to an end!" More shouts of agreement rise. It seems the group out here has had plenty of time to get riled up.

Autumn can clearly see that Charn is the ringleader of this little "mob", and the townsfolk are eating out of his hand. While Autumn can't get a clear read on Charn, she can tell that the crowd are on edge, openly fearful.

Since you didn't yet have a clear picture of what was going on, I've assumed that neither San nor Autumn said their initial lines yet. Feel free to keep the same strategy or a different tack.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Late that night, you arrive back at the Sandpoint Cathedral and proceed in to the inner courtyard where Zantus and Audrahni plan to conduct the ritual. Both are already in place, having laid out an array of candles and incense and having set up a makeshift wooden altar which holds Nualia's bones. Zantus heads over to you when he sees you and gives a tight smile. "Glad to have you. For now just stay on hand. The first part should be easy enough. It won't be until the ritual is nearly complete that we will learn if the spirit proves elusive." He places a calming hand on each of your shoulders and then returns to Audrahni to begin.

After a brief and quiet discussion regarding some details between the two, they start the ritual. Candles and lit and incense begins to burn. Their quiet chants rise up into a clear night sky together with the wisps of smoke. No more than a few minutes in, they seem to fall into a trance, their chants now accompanied by a slow swaying that seems to move in time with the flickering of the candle light. For now, everything seems stable. The light around the two of them seems to grow hazy and a faint mist builds between them.

(The scene is dim light, in case anyone was wondering)

About fifteen minutes into the ritual, you hear a hubbub somewhere in the distance. No more than a minute later, a harried-looking acolyte rushes up to your group. After a glance toward Zantus and the ritual in progress, he speaks quietly but urgently "I don't know the full story, but Father Zantus asked not to be interrupted tonight, and if anything were to happen, I should come to you. We have some most unexpected guests for the middle of the night." He glances uneasily back to the main chamber of the Cathedral. "A group of locals are out front on the Cathedral steps, demanding to see the Father. Angry even. They were saying something about dark magic that seemed... crazy..." He looks over at the ritual once more before turning back to you all "Please, can you come over and help deal with them?"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Ghost oil is a common item and it has no restrictions, so you're good to go if you want to buy it. Plus is 4th level so its within the "generally available" category of items in Sandpoint.

I've updated the Campaign Info tab to add the item availability in Sandpoint and some of the info about how reputations work. I originally provided that in a post in gameplay, but I figure a more general location will help with looking it up later.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Audrahni seems little miffed at her grave advice getting brushed aside. Zantus on the other hand smiles "A little extra equipment has never hurt any adventurer. We'll proceed tonight then. Let us meet back here an hour before midnight."

I'll hold off on pushing the scene forward to give you guys a moment to confirm your preparations and purchases, if any.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Yep, you guys should be pretty fresh.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Zantus listens to your latest discoveries with a frown "Ripnugget? Yes, he was a goblin chieftain that planned the raids alongside Nualia. I was certain that he had perished at the hands of Sandpoint's heroes. If he has somehow returned, then that is certainly a threat we can't ignore. Nualia may have some information to share about Ripnugget, at least when she knew him in life. But she has also been dead a long time, so she likely isn't aware of anything more recent. Unless... Ripnugget is also a spirit? A vengeful shade working against the town?"

"However, the question of whether or not she knows something will have to wait until we have settled her spirit." He nods to Morga and Vildran "We can wait until tomorrow night if you feel you need to prepare anything more. There is no telling what complications we might come across, but the core preparations for the ritual are all complete. If all goes well we will be in contact with Nualia's spirit and will have an opportunity to resolve any lingering torments that are tying her to the material plane." He looks at you all carefully. "Whenever you are all ready."

Audrahni speaks up, a little unsteadily "Zantus is confident, but I would like to emphasize that this is likely to be challenging. Between the particulars of Nualia's connection to Sandpoint and the passage of nearly two decades, as well as the recent desecration of her remains, she is less than an ideal candidate for this sort of ritual. There is a chance we call the incorrect spirit, or cause our actions to serve as a beacon for other undead. It is good you were able to defeat those ghouls below, for they may very well have been drawn to the ritual if you hadn't." She adds "We will need to conduct the ritual under moonlight for the best chance of success. In the courtyard of the Cathedral."

So no specific prep because Zantus and Audrahni will cover the bulk of the ritual as the Primary and Secondary casters. You may be called upon to assist with the ritual through skill checks, or deal with side effects, depending on how it goes.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Vildran finds no significant cracks between the boulders that aren't filled with loose rock and dirt. It seems like quite the major collapse.

---

You retrace your steps and arrive back at the surface, once more clambering out of the hole where Nualia's burial site once sat. The groundskeeper nods to each of you and directs you inside, covering the hole once more. Within the Cathedral you find Father Zantus and Audrahni engaged in conversation at a small table in a side chamber. Spotting your group, Zantus asks "You were quick this time. Did everything go well? What did you learn?"


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Happy new year all!

GM Screen:
2d20 ⇒ (3, 11) = 14
-
1d20 ⇒ 14
You head down the western tunnel, its floor and walls coated in ash that slowly thins as you proceed. Morga spots no traps and Vildran finds the magic absolutely permeating the complex you were in gradually fades until he detects nothing. The tunnel continues, perfectly straight and square, for about 200 feet more before you arrive as a collapse. Massive stone boulders and a slope of loose rock and dirt make it clear that you won't be getting further through here any time soon. Based on the direction this tunnel took, you're probably still somewhere beneath Sandpoint.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 6
You retrace your steps, descending back to the level of the rest of the complex as you go. Removing the garnets has no further obvious effect - it seems your strategy of doing the removals in reverse order has been effective. You return back to the ash-filled hallway and San takes a minute to study the ranseur, deducing its magical enhancements (+1 striking).

In the ashen hallway, the westerly exit yawns wide and dark, clearly stretching for quite some length that way. In the opposite direction lies the Thassilonian device. This ring of inscribed pylons of red stone are curiously devoid of ash or soot and seem to shimmer with faint fiery energy. Just their weight alone makes it clear they would be impossible to move without a team of excavators, but even beyond that the magic infused within them may not tolerate such disturbances.

(The device is more a downtime activity due to needing to research how it might function, but you can certainly take this opportunity to head down the western tunnel if you'd like)


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (17, 5) = 22
San sees no obvious trap or hazard and climbs up the statue to ease the ranseur out of "Alaznist"'s grip. The weapon takes a little tugging but then pops free and he's able to remove it. Once its in his hands he notices a small nub on the side that, when pressed, opens a compartment at the base of the weapon. Inside are three scrolls. Vildran recognizes two of the scrolls as one of wall of fire (4th) and one of weapon storm (4th). The last scroll is much longer but Morga (and anyone else who is trained in religion) can deduce that it is a formula for a complex ritual to consecrate a space to align it with a particular deity.

Vildran picks up the last garnet. When he does he notices the flames on the wall light back up. When he puts it back in the statue's palm they snuff out again. Unfortunately the statue doesn't speak a second time. Perhaps a different logic determines whether it will speak... or perhaps the magic on it simply has faded too far.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (14, 4) = 18
Vildran quickly recognizes the statue as depicting Alaznist, Runelord of Wrath. She ruled much of what is the modern day western coast of Varisia, and she was known for pitting her kingdom against that of Karzoug, the Runelord of Greed. Vildran also puts the pieces together and recalls that Alaznist encouraged the worship of many different kinds of demons as she saw them as her allies in her violent crusades against her enemies.

As for the ranseur, Vildran gets the sense that it has some simple but notable magic to enhance its power, but isn't sure what exact properties it has.

Upon placing the garnet in the statue's upturned palm, the flames at the sides of the room fade. A faint voice arises from the statue, but the magic that placed it there has faded in strength with time and the words are largely unintelligible. Those of you who know ancient Thassilonian recognize the words "watched" "expectations" and "defeat" but all of you can sense the anger of the original speaker.

Once the statue is done speaking it falls silent and nothing else appears to happen.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Indeed as Vildran opens the leftmost door he reveals a final chamber. Like the others it has steps heading up and north, as well as flames and carvings to the east and west. However to the north of this room, the wall curves in a semicircle. A single red stone statue of an angry woman holding a ranseur stands to the north, her weapon held in one hand and pointed toward the southern doors, while her other hand reaches out with a cupped palm, as if expecting a gift. The ranseur itself appears to be a real weapon, and not an integrated part of the statue itself. Based on the appearance of this statue, it seems this is a depiction of someone important.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

After his period of careful consideration, Vildran fills the three baskets each with one bead. There's no obvious reaction from the doors or the room. It seems you'll have to keep going while still in suspense as to whether these selections are correct. After a little note taking you open one of the two northern doors (please note which door you went through, or if you went through both) and find that they both enter into the same chamber.

This next chamber is almost a duplicate of the first one, with a set of steps leading up to a trio of identical doors. A carving of a seven-pointed star, a blue flame flickering at its center, adorns the walls to the east and west. Each door's handle features a tiny little metal basket that looks like it's meant to hold a small bead-shaped object.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

What's the verdict one how you want to place the beads?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Since you'll notice this as you enter the room and start deciding where you want to put each bead: Once inside, you see that the door you opened to enter this first chamber also has its own metal basket on the interior side.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

The instructions for the Three Steps that you found. I'll let you decide how confident you are that they are correct, but it does seem to have come from the private notes of the leader of this complex.

Deciding to take a longer rest, you relax for the rest of the day and then sleep during the night, rising in the early morning hours at Father Zantus' suggestion to maintain the cover of darkness when you go spelunking under the boneyard once more. After preparing your respective magics and other resources you gather back at Nualia's grave and descend down once more. This time the rocks and roots have already been cleared out of the way and you get down without more than a couple scrapes. The return journey to the last unexplored room in the complex is quiet. Thankfully it seems Zoduk has not invited any other ghouls to come and cause trouble.

As a reminder of the description of the first chamber of the Three Steps: This wide room’s southern portion is lower than the rest of the chamber, with a set of steps leading up to the room itself. A carving of a seven-pointed star, a flame flickering at its center, adorns the walls to the east and west, while to the north, black doors stand in a wall of dark red stone—a contrast to the gray stone walls elsewhere in the chamber. Each door’s handle features a tiny little metal basket that looks like it’s meant to hold a small bead-shaped object.

Merry Christmas all! Hope you have a good one. Next update will be on Friday.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Retracing your path back up through the tunnels where you first fought the goblin ghouls, you head to the narrow passage up to Nualia's grave and head for the surface. With a rope and a little help from the groundskeeper you're hauled back up into the boneyard. Dawn has approached while you were down there, and the distant sounds of the fishermen heading out for their daily catch is a welcome accompaniment in comparison to the silence and stillness of the complex buried below.

You fill Zantus in on your discoveries after retrieving the bones and he shakes his head in disbelief "To think there were even more Thassilonian ruins. The heroes of Sandpoint years ago had found a whole complex they reached from under the old Glassworks. But now this as well?
And ghouls on top of that. I'll carry word on to the Sheriff to keep an eye out for them. But for now you all look well worn out."
For those who want to rest nearby, he sets up cots within the Cathedral. Otherwise, you're all able to make it back to your individual places of residence to rest for the night.

After discussion with Zantus, it is clear that he's willing to wait until you feel the underground is well-explored before beginning the ritual to settle Nualia's spirit. With the bones recovered, the preparations can be made and then the ritual can begin once you all are ready.

Feel free to rest and recover your resources, and then decide what you want to tackle next/first.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Zoduk looks nervously at your group after Morga releases him, then looks left and right. After a bit of consideration he scampers southward and to the east out of view. You hear him scrabbling in the dirt for a bit as you speak, then the scraping of stone, and then quiet.

Indeed you've got a whole pile of odd and/or unwelcome things to follow up on. You managed to recover Nualia's bones for Zantus. You learned about Ripnugget and the "Pit". You've got the strange Thassilonian device. And leftover rooms not yet explored here.

Sounds like Morga's vote is for resting first.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

"Oh, living, yes. Ripnugget was making sure more and more would be like us! That way they faster, stronger, better. Not need as much food." Zoduk nods as if this is clearly the right move. After San speaks, he nods a half dozen times in quick succession, each time his eyeball flops about. "Yes, no trouble. No trouble. You won't see Zoduk again."

Sounds like you're just about satisfied. Do Vildran or Morga have any more questions? If not, Zoduk's just about ready to scurry away.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Yep, that's perfectly reasonable San.

"Thistletop? No, not anymore. Ripnugget bring undead clan mates there, but then announce that clan need to prepare. Find more goblins, find more magic. So clan leave, go into woods, look for other goblins." Zoduk pauses "Last Zoduk hear, Ripnugget plan to go to place called the Pit. Not know where that is but it sound like a scary place."

"Uh, please don't say I told anyone I told you." He looks very nervous indeed.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (8, 16) = 24
Zoduk looks at Vildran oddly, eyeball lolling to the side (you may want to reread the earlier posts, because there was nothing said about Ripnugget not liking Glorkus). At the second question he pauses before saying "Maybe maybe? I not know who else know. Other goblins in clan? Big boss Ripnugget have others that listen to him too. Secret allies." He seems a little proud of the thought that his boss has some secret allies. "Big boss have big plans. Scary plans. But Zoduk not know."

Morga can tell that Zoduk is a ghoul, just like the other goblin ghouls you fought. That means he's a rotting undead creature that has retained its intelligence. He most likely has the paralyzing touch typical of a ghoul as well as the ghoulish fever carried by most ghouls. He immediately answers her question "Squishy, squashy, rotty. Things dead and goopy. Zoduk can show you if you want." Morga knows that ghouls prefer to eat rotting corpses, especially those in the later stages of decay. They have no qualms about eating corpses of their own ex-species, but they won't eat other undead.

She gets the sense that Zoduk is being honest with his answers, clearly hoping that by satisfying you he'll be able to escape the fate of his brethren. He seems both in awe of and afraid of Ripnugget.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

We'll probably slowroll around Christmas for all of us.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

"Hrm, hrm. Big boss Ripnugget not tell me why. Maybe only tell Glorkus." Zoduk grins, a horrifying expression on his burned, decayed face "But Ripnugget always looking for ways to make clan bigger and grow more powerful. So that probably it. Maybe there are more goblins somewhere inside."

Feel free to throw out other questions, but also, you may want to consider what you want to do with Zoduk now that you've rescued him.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

"OH NO GLORKUS!" Zoduk's loose eye seems to bulge before he hastily looks over at you all "I mean, Zoduk not like him much anyway. Yes. Good riddance."

Eastern tunnels would be into the larger chamber you fought all the goblin ghouls in, and then after that presumably out onto the surface.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Zoduk is clearly unhappy with Morga's answer, but seems to relent after considering his options. "We were looking for old things, old places. We digged and digged and digged and found scary fire monsters and that old places are very dangerous. Almost everyone double-die. Glorkus get worried to go back with news that he lose so many goblins from tribe, so he look for something else that Ripnugget will like... and get idea that maybe bones of old hero! Hero of monster matron buried just close by, so we dig up up up and just where he say, there were bones!"

"Glorkus think maybe he bring bones to unlife too, but it not work. He very mad. Zoduk always think he not as good at magic as he say he is, but never say to his face." He peeks around "Where Glorkus anyway?"

I'll let you ponder those details for any follow up questions, rather than trying to answer all of them at once.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

"Eeeh..." Zoduk shakes in Morga's iron grip. He tries to get free for a little, but seeing his odds he quickly gives in. He doesn't look directly at any of you as he says "Talk? I won't fight, can't fight... Promise you'll let me go?"

He follows with "I came with friends and with Glorkus, to dig and find things like we were told. But when I search in there," he points to the room you rescued him from "fire monster attack and burn me and friends. I unlucky enough to survive, unliving scared every day that fire monster realize I still there."

"Now free again, but everyone else gone. Ripnugget will not like that. Not like that we were gone this long. So this is my time to run and hide and not go back and face him. Maybe dig into nice cold damp hole and stay there. Forever." He ponders this option "At least until get hungry."


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

You aren't able to get a good view of the goblin through the crack in the wall, so you make your way the long way around while he works to undo the barricade. By the time you get there, he's most of the way through. A little additional lifting and he stumbles through. Or at least, you assume its the goblin. The wretched creature that emerges from the barricaded chamber is a goblinoid to be certain, but most of its flesh has decayed off its side and the remaining is blackened and charred. One eye is a pale white, half-hanging out of its socket, while the other is a gleaming red. He throws his arms up to shield himself as he finds you in his way.

Handouts has a pic of Zoduk.

"You didn't see anything! I will be out of your way. In a moment." He shrieks and tries to scurry past you into the eastern tunnels.

---

GM Screen:
2d20 ⇒ (1, 2) = 3

Meanwhile, Vildran can't be kept from the strange Thassilonian ritual chamber filled with ash any longer. The room’s walls, floor, and ceiling are caked with a thick layer of dark soot and ash. A five-foot-wide, two-foot-tall slab of red stone stands in the middle of the room, its top etched with the image of a seven-pointed star. Surrounding it stand five more slabs of red stone. These red pylons and the central stone are curiously devoid of any ash or soot, and occasionally seem to shimmer with faint fiery energy.

Nothing seems to happen as he observes the room from further away. He's not at all sure what the stones might be for, but its clear enough that a great amount of magic is focused here. Up close, Vildran can see that the stones around the center are inscribed with thousands upon thousands of tiny glowing Thassilonian runes - these are the source of the fiery shimmer. Even then, the runes are so intricate that all that Vildran manages to discern is that the magic here is complex, but he has no idea of the function.

We come to the second of the campaign's research topics - this ancient Thassilonian device. You'll be able to uncover more about its function by dedicating downtime and an appropriate skill check. Just like with the Horn of Rust, gaining certain assistance or resources can make the check easier, and also like the Horn, higher results on the check will glean more information. You also would know that Sandpoint has a local expert on Thassilonian lore: Brodert Quink.

For discovering the Thassilonian device, you each gain 60 XP.

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