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![]() I'm really sorry about this everyone, but I'm going to be dropping all of my games. I just don't have the bandwidth to run games with the new job, my one year old, and another on the way (my wife's nesting instincts are running hard which means all sorts of house projects for me to do). You guys are a great group, and I think we managed to prove how effective the Teamwork feats can be. You've only just started on the Fellnight Queen module, so it shouldn't be too hard to get another GM to pick up from here, or move on to another scenario or module as you see fit. Good luck everyone. ![]()
![]() I'm really sorry about this everyone, but I'm going to be dropping all of my games. I just don't have the bandwidth to run games with the new job, my one year old, and another on the way (my wife's nesting instincts are running hard which means all sorts of house projects for me to do). You guys are a great group, and we managed attrition a lot better than I expected. You're only just started on the Valley of Veiled Flame, so it shouldn't be too hard to get another GM to pick up from here. Good luck everyone. ![]()
![]() I'm really sorry about this everyone, but I'm going to be dropping all of my games. I just don't have the bandwidth to run games with the new job, my one year old, and another on the way (my wife's nesting instincts are running hard which means all sorts of house projects for me to do). I'm really sorry about how the game has turned out. I take full responsibility for all of the delays and setbacks in this most recent module. There's still quite a bit left in part two, so I'm not sure how much more you'd need to go through to finish. I hope you guys manage a better GM and regular group. Good luck you two. ![]()
![]() I'm really sorry about this everyone, but I'm going to be dropping all of my games. I just don't have the bandwidth to run games with the new job, my one year old, and another on the way (my wife's nesting instincts are running hard which means all sorts of house projects for me to do). You guys are a great group and I wish I could finish the first book for you. All that's left is the final assault on the camp (minus a bugbear, worg, and 4 hobgoblins), so when you pick up a new GM it shouldn't be too difficult to get up and going again. Good luck all. ![]()
![]() I'm really sorry about this everyone, but I'm going to be dropping all of my games. I just don't have the bandwidth to run games with the new job, my one year old, and another on the way (my wife's nesting instincts are running hard which means all sorts of house projects for me to do). You guys are a great group and I wish I could keep running the game. All that's left of the second book is the conclusion, so when you pick up a new GM it shouldn't be too difficult to get up and going again. Nicolai has also volunteered to take over GMing for a bit, though I am unsure if he wants to be the new permanent GM. Good luck all. ![]()
![]() I'm really sorry about this everyone, but I'm going to be dropping all of my games. I just don't have the bandwidth to run games with the new job, my one year old, and another on the way (my wife's nesting instincts are running hard which means all sorts of house projects for me to do). You guys are a great group and I wish I could help run you through more of the third book. Luckily we're not that far in, so when you get another GM to run for you it should be easy to get running again. Good luck all. ![]()
![]() Ok, so here's my situation now. My new job has me on a 4-10 schedule and I've got an hour drive to and from work. Normally I'd log in from work during down time, but I don't have access to google drive or outside sites because of the products being built. I'm going to try and figure out how I'll be able to keep running games with the lack of time. ![]()
![]() Ok, so here's my situation now. My new job has me on a 4-10 schedule and I've got an hour drive to and from work. Normally I'd log in from work during down time, but I don't have access to google drive or outside sites because of the products being built. I'm going to try and figure out how I'll be able to keep running games with the lack of time. ![]()
![]() Ok, so here's my situation now. My new job has me on a 4-10 schedule and I've got an hour drive to and from work. Normally I'd log in from work during down time, but I don't have access to google drive or outside sites because of the products being built. I'm going to try and figure out how I'll be able to keep running games with the lack of time. ![]()
![]() Ok, so here's my situation now. My new job has me on a 4-10 schedule and I've got an hour drive to and from work. Normally I'd log in from work during down time, but I don't have access to google drive or outside sites because of the products being built. I'm going to try and figure out how I'll be able to keep running games with the lack of time. ![]()
![]() Ok, so here's my situation now. My new job has me on a 4-10 schedule and I've got an hour drive to and from work. Normally I'd log in from work during down time, but I don't have access to google drive or outside sites because of the products being built. I'm going to try and figure out how I'll be able to keep running games with the lack of time. ![]()
![]() Ok, so here's my situation now. My new job has me on a 4-10 schedule and I've got an hour drive to and from work. Normally I'd log in from work during down time, but I don't have access to google drive or outside sites because of the products being built. I'm going to try and figure out how I'll be able to keep running games with the lack of time. ![]()
![]() If that answers all the questions we'll be moving along. Once you've purchased any other supplies you need, another agent leading a dozen horses and wearing a wayfinder meets you, loans you horses, and offers you luck in the name of the Shadow Lodge. Your journey to the Zho Mountains is relatively uneventful, and you reach the foothills in a less than a week. The first Pathfinder team’s notes and maps provide an incomplete picture of the mountain range and its myriad pathways. Finding the team’s trail based on this information requires a Perception or Survival check to spot landmarks, find marks scraped into wind-blasted rock faces, or follow nearly obliterated spoor. If you would like to use divination magic as well let me know. ![]()
![]() The temple appears to be active for much of the day, offering lots of time for its parishioners to approach and use the facility as they like. The items in question appear to be stored in a small alcove outside of the main chapel, various belts and headbands all silver with raven filigree sprawled all over. Perception checks from those scouting please. ![]()
![]() SECRET ROLLS!:
Gamon: 1d20 + 8 ⇒ (9) + 8 = 17
Aloysia: 1d20 + 4 ⇒ (18) + 4 = 22 You manage to gather the few victims that are still alive down within the cult's headquarters and take the elevator back out. Gamon's knowledge and experience with various apothecaries within the city comes in handy as everyone is able to get to the nearest one and inspected for injuries or illnesses. Ruan is still unconscious, but the rest are able to move along on their own. On your recommendation a contingent of the guard head down into the cult's lair, wearing the finest plague fighting gear they have available. ![]()
![]() Unfortunately the mountains are ill documented, making them a natural subject for Pathfinder investigation. The previous team's documentation is mostly about the various paths, landmarks included, that they've taken and local flora and fauna, but you are welcome to look through it. They never sent word of finding people or settlements in the mountains, so assume nothing if you meet anyone. Zho mountains DC 15 Kn. (Geography):
Although the mountains rarely more than 2 miles high, they are nonetheless a formidable barrier between Qadira’s Ketz and Meraz Deserts. DC 20 Kn. (Geography):
Two of the most famous peaks are Zhonar and Zhobl, a pair of large volcanoes that violently erupted nearly a thousand years ago. DC 10 Kn. (Local) or Diplomacy (Gather Info):
It is common knowledge that the Zho Mountains are home to feral beasts, draconic monsters, and other dangerous creatures. DC 20 Kn. (Local) or Diplomacy (Gather Info):
Qadira’s spellcasters have long practiced elemental magic and conjured genies, and geniekin are relatively common in the region. It is believed that most have gravitated toward settlements in the Zho Mountains, though nobody seems able to confirm this rumor. DC 25 Kn. (Local) or Diplomacy (Gather Info): The few explorers who’ve tried to locate these communities have found the mountains to be deceptively difficult to navigate, and what looks like a mountain pass from afar is often merely a mirage. ![]()
![]() Chapel of Shelyn Apart from the boisterous crowd sits a well-shaded stone structure surrounded by rosebushes. A pair of wooden doors carved with chasings of amorous satyrs and nymphs leads inside. The main altar portrays a life-sized statue of the love goddess, Shelyn, with a songbird perched upon her outstretched hand. In the chapel's adjoining chamber, a solarium filters sunlight through an expensive stained-glass ceiling. Currently, the room also has a collection point for wedding gifts intended for Elyin and Kailah. Rose Garden A wide path leads to a maze of thick, ten-foot-tall hedges with songbirds nesting within them. A few wedding guests stand at the entrance, with one or two occasionally venturing into the maze to explore the flower gardens and statuary inside. Whoever is participating in the tournament give me 4 ranged attack rolls. DC for a ringer is 18 ![]()
![]() Your group finds itself in the Pathfinder Society Lodge in Katheer, where you meet with Venture-Captain Esmayl ibn Qaradi. Venture-Captain Esmayl ibn Qaradi sits behind his immaculately clean desk with his head in his hands. He sighs, takes a deep breath, and rises to address his guests. “Originally, I wasn’t planning on sending a team back out to the Zho Mountains. The risk of losing another team is, frankly, too high. If that weren’t enough of a reason, the Society’s assault on the Worldwound has left the lodge’s coffers much lighter—too light to fund another expedition into dangerous territory so soon. However, following some conversations with fellow agents, I am reminded that all Pathfinders must come home—no matter the cost, no matter the danger. The lessons of the Shadow Lodge still resonate.” He nods toward a Pathfinder who stands silently in the corner. “In fact, the recent disappearance in the Zho Mountains has brought a surge of monetary support from the onetime disciples of Grandmaster Torch. It was enough to finance your voyage here, and I would happily provide you the remainder if you succeed.” The venture-captain takes a few steps toward a map of Qadira hanging from his wall. “Six years ago, a team of Pathfinders received a map of an unexplored area in the Zho Mountains, and ever since they have stayed busy surveying the region and sending me updates. Until recently, they had uncovered only a few dozen small sites and a plethora of new plant and animal species, but their most recent update referenced a large illusory barrier. Since then we have not heard from them, and I believe they found something dangerous beyond. “I ask that you use what notes I have on file to track down these agents and make sure they return safely. Investigating the nature of this illusory... field, barrier, shield... is secondary at best." Esmayl pauses for a moment before continuing. “If you have any questions, I shall answer them as best I can, though most of what the Society knows about the mountains is in the logbooks of those agents." ![]()
![]() Yep, you've got time. In fact, let me give the descriptions for the areas since you took on the temple at full strength and prepared for your arrival and sent away the most powerful occupant. With a bit of searching Aloysia and Gamon discover a secret door in the western wall of Arkminos's lab. Several open trunks spill piles of books across this dusty room. Stacks of tomes, some apparently quite old, stand in orderly stacks and haphazard heaps, surrounding nearly every foot of floor space except for that occupied by an elegant black-canopied bed. All of the trunks in this room are open except for one. This trunk is locked, though that doesn't stop Aloysia's quick picking skills, casually popping it open. Inside are several padded niches and trays, each holding more than two dozen elegant crystal vials filled with crimson liquid. Each holds just enough blood to sate a vampire for 1 day. Of the 150 vials in the container, 32 are empty. A small gold locket lies among the vials at the bottom of the chest, but the tiny etching within has worn down into nothing more than an androgynous outline. Checking the bed you discover that it is nothing more than a frame, hiding a coffin within. The complete collection of books has a total value of 1,500 gp, although many have rotted bindings and weak glue, causing them to deteriorate if handled with anything less than extreme delicacy. If emptied of blood, the vials in Arkminos’s locked chest can also fetch 1,000 gp in all, while the aged locket is worth only 100 gp. Moving along you discover what appear to be the quarters for the cult. Black-sheeted cots fill this room; their satin coverings and overstuffed pillows seem more akin to funerary trappings than the resting places of the living. Numerous skulls are set evenly within the room’s stone walls. Candles inside them cause them to glow like morbid jack-o’-lanterns and cast dim light across the room. Footlockers and shelves near each cot hold the sparse—and often disturbing—personal effects of the cult of Urgathoa’s members. Your group discovers 12 bottles of midnight wine worth 14 gp each, a robe of bones still bearing a human skeleton and a wolf skeleton, and a rune-etched onyx sculpture of a skull worth 35 gp, as well as 11 pp, 40 gp, 58 sp, and 160 cp. Heading south you discover cells. Iron doors with slotted windows, much like one might find in a prison or asylum, line the walls of this chamber. Faint bloodstains fleck the straw-strewn flagstones. Inside are 5 Varisian men and women. In a nearby door is an operating room. Eight unpleasant-looking beds stand here. Their sharp iron frames are threaded with worn manacles and stained leather straps. Several are occupied by obviously unwilling patients; all are bound and in various states of consciousness, and their combined moans murmur throughout the room. Between them stand several small tables strewn with goresoaked pans, flasks of mysterious fluids, and all manner of cruel-looking cutting instruments. A sizable brown-crimson stain covers much of the eastern wall, as if all the blood from a body once held there had exploded forth in a single violent eruption. Six unwilling patients lie strapped to the metal operating beds scattered throughout the room. One of the patients is dead. Two of the other patients fade in and out of consciousness; wracked by blood veil, they cough violently and whimper through their restless fever dreams. The other three bodies moan and growl, appearing to have awakened as plague zombies. The last room appears to be a place for the Queen's Physicians. Cabinets and low benches fill this chamber. From pegs on the opposite side of the room, the empty black eyes of two beaked plague masks glare with soulless, unblinking stares. There are enough Queen’s Physician robes and other accouterments to outfit 20 doctors in this room. The collected clothes, boots, canes, and other accessories are well made and only slightly used, so each set is worth 5 gp. There are also two plaguebringer’s masks here. The most valuable items in the room are held behind the west cabinet’s locked glass door. Dr. Davaulus's key opens it. Within are four healer’s kits and 23 black onyx gems worth 50 gp each. At the back of the cabinet are four identical flasks, with three containing potions of cure moderate wounds while the fourth contains a cursed potion of poison. If this were a physical game I'd have made you guys check for the potions because of the cursed object, but that'll be too difficult to know who's carrying it here. ![]()
![]() Berato's cheering, combined with the (relative in Elaril's case) skill shown on the field of bent iron starts drawing a bit of a crowd. After a fast game Halak is able to convince several onlookers to join and potentially get a tournament started, especially when he reveals the prize is 25 gold and a cure light wounds potion. He offers any member of your group a place in the tournament, especially as the ones who were able to give it the shot of life it needed. He says the tournament will start in about 20 minutes if you need refreshments or want to look at other things in the wedding. ![]()
![]() The owner of the establishment and some of his bouncers nod you into the room. Beyond the portal into the private 20-foot-by-20-foot den is a scene of incredible carnage: the mutilated corpses of eight of Barvasi’s Band are sprawled out on reclining chairs, their blood pooling deep on the room’s floor. Above the corpses hang several tangled hoses that lead to small spigots above each couch, where they hang over the heads of lounging users. The hoses snake upward toward a strange apparatus on a tall brass stand behind the couches, itself crowned with the gapingmouthed, decapitated head of a dead-eyed frog-like creature: the preserved head of a slain hydrodaemon. It is the same creature you fought off and killed on the docks. Perception checks please. Dissa Perception!: 1d20 + 7 ⇒ (1) + 7 = 8 ![]()
![]() The young man is indeed alive, and actually is a familiar face. It appears he is Ruan Mirukova, the young man who's sister came to you for help. The alchemical supplies here include six flasks of acid; tubes containing distillations of blood veil, filth fever, and red ache; and 500 gp worth of miscellaneous alchemical and medical equipment. Also kept here are several notebooks filled with Ramoska’s observations on blood veil. ![]()
![]() They are the trunks of enormous trees, and yes they block line of sight. Vraxis' stone is the only thing that manages to get through the hobgoblin's quick feet and clever defenses. It leaves a bloody streak on the goblinoid's head, but doesn't manage to stun it. The hobgoblin in the trap pulls out a handaxe and begins cutting through the net, attempting to free itself and the bugbear. 1d6 + 2 ⇒ (3) + 2 = 5 It manages to saw through enough of the net that it and the bugbear drop ignominiously to the ground. Fall damage: 1d6 ⇒ 2 The other hobgoblin steps away from Arrow and pulls a special arrow from its quiver. Turning skyward it launches the arrow, which gives a whistling cry and bursts into flames well above the line of the treetops. The bugbear stands with a snarl, bringing its morningstar to bear and swinging it at Arrow. Bash!: 1d20 + 5 ⇒ (7) + 5 = 12 The sudden fall seems to have disrupted its aim as Arrow nimbly dances aside. Order 1st Round
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![]() Another night at Madame Carrington's, another night of only just avoiding being pulled into the dream realm. The next day Weatherly contacts you through a discreet messenger. She says to head to Rook's Roost immediately. The inner sanctum of the Rook’s Roost is eerily empty. Its many beds and sofas have been pushed aside to create a clear path to the rear of the establishment, where a single door hangs torn from its hinges. A thick pool of coagulating blood spreads from the doorway, giving off a heavy metallic odor. ![]()
![]() A5 the horseshoe pit The clang of horseshoes against iron stobs announces an unmistabkable game of skill hidden by the treeline. A handful of bystanders mill about, watching the throws of a massive half-orc wearing the face paint of his orc ancestors. A nearby board keeps score with wooden pegs, but the half-orc doesn't appear to have an opponent yet. "More than anything, I need players. Everyone seems a bit too shy to play today, though I'm not sure why. Once I manage to gather 8 players we can hold a tournament. Perhaps if we start playing others might take interest." ![]()
![]() Initiatives:
Braden and Arrow: 1d20 + 2 ⇒ (17) + 2 = 19
Harg: 1d20 + 5 ⇒ (13) + 5 = 18 Govrina: 1d20 + 3 ⇒ (4) + 3 = 7 Vraxis and Fang: 1d20 + 3 ⇒ (15) + 3 = 18 Hobgoblins: 1d20 + 3 ⇒ (8) + 3 = 11 Bugbear: 1d20 + 1 ⇒ (9) + 1 = 10 Despite everyone's best efforts the hobgoblins are much more aware with one of their patrols missing. They appear to hear the ambush as Vraxis and Fang lead them to the ambush location. That doesn't stop two of them from walking into the net trap left by Vraxis earlier. Net!: 1d20 + 6 ⇒ (11) + 6 = 17 It catches the bugbear and one of the hobgoblins, hoisting them 10 feet into the air before they can react to the ambush. Order 1st Round
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![]() The man stops his rushing around to introduce himself. "Hello, I'm Parmis Salsby, friend of the groom. Yes, I find I've taken on a bit more than I can chew. I'm trying to help Halak get a horseshoe tournament started while keeping the music going. If there's any way you could help Halak get the tournament going I can focus on making sure the musicians and dancers have time for breaks. That would cut down my work significantly." ![]()
![]() I know that we're hand-waiving some of the rebellion stuff, but here is Mialari's profile as an ally:
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