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Current Map | Helga Silverbrew
![]() Eyes of the Ten is Seeker level, requireing you to be exactly lvl 12, but there are a half dozen or so adventures that lead up to it and tie into it very well to the point where I feel its a loss to not have played the set up scenarios. Anyone who is interested here is welcome to it. It looks like we have a few scenario discrepancy but I think that can be fixed by some of you playing "slow XP" a few time? ![]()
Current Map | Helga Silverbrew
![]() ya the table is ugly, you get 1xp and 2pp as usual for completing the adventure. As far as going again, I've been wanting to start a Core Eyes of The Ten run, running all of the Eyes related season 0-2 scenarios, plus a few of my favorite from those seasons sprinkled in. ![]()
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Current Map | Helga Silverbrew
![]() Great job everyone and thank you for playing! I should have Chronicles up in a day or two. ![]()
Current Map | Helga Silverbrew
![]() Kreighton Shaine expression is one of sympathetic understanding when he says,"I assure you, the current members of the Decemvirate have no interest in dragging up old feuds, they simply wish to know what happened." the two masked Decemvirate members turn towards each other as though sharing a silent conversation (though the masks themselves would undoubtedly prevent such a thing from taking place magically). In the strangely neutral voices produced through the magic of the masks, one member of the Decemvirate says,"“These secrets have remained hidden for too long—from the Decemvirate and the Society both. In doing so, the organization defamed an upstanding agent. What we have learned here grants us an opportunity to correct past crimes. Well done, Pathfinders.” As the two masked figures turn and exit the library, Kreighton Shaine thanks the PCs for their excellent work and tells them the Society will soon have more tasks for them. END SCENARIO ![]()
Current Map | Helga Silverbrew
![]() The Arrow hits Zaul in the shoulder, forcing his expression to go from confidence to fear as he rushes towards the edge of the mists and dissapears into its swirling depths!! COMBAT OVER Seconds after Zaul fled the swriling mist takes over your vision and the last thing you see is Eylysia smiling at all of you, observing, “That went differently this time; I like this ending better,” before fading from view. As she does, you all gain a flash of insight into the past’s true events: they see an injured Zaul fleeing the battle, abandoning the others as he disappears into the strange mist swirling around the library. Only one of Eylysia’s companions remains visible. Her remaining companion, the gnome wizard Fimbrik the Illusionist, sends a crackle of spell energy at Veldrid that drops the masked dwarf to the ground where she disintegrates into motes of color that the unstable magic quickly devours. A badly wounded Helven points his blade at Eylysia and stalks towards the defiant gnome woman. “Your secrets cannot remain hidden forever!” Eylysia cries, before tapping a foot on the ground and vanishing. The broken strands of magical mist explode in a whirlwind of rainbow light as Eylysia’s vision concludes and the battered old spell finally ends and you find yourselves once again in the present. Shaine jumps to his feet and exclaims,"Well??? What happened?" ![]()
Current Map | Helga Silverbrew
![]() Helvin's body evaporates into the mist... Joyce Rosenthal wrote: If Helven is down, then Joyce don't have to use her familiar to bait out the AoO. Will still Color Spray the other two. Z will save vs Color Spray: 1d20 + 2 ⇒ (18) + 2 = 20 V will save vs Color Spray: 1d20 + 2 ⇒ (5) + 2 = 7unconscious stunned and blinded;stunned and blinded: 2d4 ⇒ (1, 3) = 41d4 ⇒ 2 Veldrid is knocked out by the blast of color but Zaul manages to fight off the effects of the spell as Tannivhs dog charges into Veldrid ripping into her unconscious body. INITIATIVE ROUND 2: Veldrid ~-10hp, unconscious, stunned, blinded, 20% concealment
Corgrim, you are up! I'm going to wait to give Coregrim time to post as he is away till tomorrow. ![]()
Current Map | Helga Silverbrew
![]() Jack Drops Helvin, everyone else can redo their actions for this round since it looks like everyone was going after him. @Lilac, ok since the cat IS dominated, the command will simply be too flee. ![]()
Current Map | Helga Silverbrew
![]() Jack and Joyce set up against any advancing enemy while Lilac casts her spell and her cat rushes forward but is unable to bite down on Helvin. Tannivh is casting a spell and Coregrim moves forward and releases a shaft into Zaul. INITIATIVE ROUND 1 and 2: Veldrid
Zaul moves forward into the mist, his helmet glowing for a moment before Lilac's cat gets a glazed over look on it's face! 1d20 + 1 ⇒ (6) + 1 = 7 Lilac, if you have a reroll, now is probably the time; Also I know druid's AC's usually have some bonus to resist domination but idk if those are gonna matter on a nat 6. Veldrid's helm also glows as Jack feels a bout of confusion wash over him... Jack will save vs Lesser confusion DC13: 1d20 + 1 ⇒ (17) + 1 = 18 but his mind is stronger than the forces against it! Veldrid then pulls out a scroll and casts the magic imbued in it. spellcraft dc12:
she cast Heroism on herself Helven steps towards Jack unwittingly setting off both Joyce and Jack's Readied actions! Helvin will vs Color Spray: 1d20 + 2 ⇒ (17) + 2 = 19 and is able to avoid the effects of the spell but Jack is swinging his greatsword, Jack attack vs Helvin: 1d20 + 5 ⇒ (11) + 5 = 162d6 + 4 ⇒ (4, 1) + 4 = 9 cutting into his belly deeply but not killing him yet, Desperate he activates his helmet as well! Channel negative energy: 1d6 ⇒ 3 30ft radius, will 13 for half. Will saves:
Joyce Rosenthal: 1d20 + 2 ⇒ (12) + 2 = 14 Lilac companion : 1d20 + 1 ⇒ (9) + 1 = 10 helvin: 1d20 + 2 ⇒ (14) + 2 = 16 Jack Hurricane: 1d20 + 1 ⇒ (8) + 1 = 9 Corgrim Taïlas : 1d20 + 7 ⇒ (6) + 7 = 13 Zaul : 1d20 + 2 ⇒ (19) + 2 = 21 Veldrid: 1d20 + 2 ⇒ (2) + 2 = 4 INITIATIVE ROUND 2: Veldrid~ 20% concealment, -3
Everyone, You may Act! ![]()
Current Map | Helga Silverbrew
![]() INITIATIVE!:
Joyce Rosenthal: 1d20 + 8 ⇒ (9) + 8 = 17 Brazia’s Lilac: 1d20 + 3 ⇒ (7) + 3 = 10 Tannivh Purtham: 1d20 + 5 ⇒ (8) + 5 = 13 Jack Hurricane: 1d20 + 4 ⇒ (3) + 4 = 7 Corgrim : 1d20 + 4 ⇒ (3) + 4 = 7 VELDRID GOLDBOROUGH: 1d20 + 2 ⇒ (20) + 2 = 22 HELVEN LEROUNG: 1d20 + 2 ⇒ (20) + 2 = 22 ZAUL BLYSTONE: 1d20 + 2 ⇒ (4) + 2 = 6 INITIATIVE ROUND 1: Veldrid
Veldrid rushes to take cover in the mist while starting a song inspiring courage in her allies while Helvin also advances into the mist taking a defensive posture inside the swirling lane. INITIATIVE ROUND 1: Veldrid~ 20% concealment
Everyone, You may Act! Eylysia begins casting occult spells and using the magic items located around the museum to harry and hamper the Decemvirate members! this has no mechanical effect. ![]()
Current Map | Helga Silverbrew
![]() Map is up, Any creature within or on the oppositeside of one of these streams of mist has concealment (20% miss chance). ![]()
Current Map | Helga Silverbrew
![]() For Handout #4, each of you get to embody one of Eylysia's companions. Mechanically that means that you each have to pick one(1) of the companions to embody and only 1 each, with no repeats. Each companion has special abilities that can be used during the combat. Once everyone has posted a choice I'll roll initiative and we can get started. ![]()
Current Map | Helga Silverbrew
![]() After several weeks of globetrotting investigation, you are all requested to meet Kreighton Shaine at the Grand Lodge. Upon arrival he is glad you have recovered the clues he sent you after and invites you to the location of EyLysia's last message for you to decode, adding that "Several members of the Current Decemvirate will be in attendance as well." Upon arrival you see the two of the Decemvirate already present, lurking in the corner. They do not react or nod to your arrival at all but seem to be studying you all the same. In front of you is a display case with a base that you mount the Shoanti figure to, rejoining it after all these years. Then you raise your hoods and sing the dwarven song. The research library blurs as the relics on the shelves seem to age in reverse. Items and furniture shuffle rapidly about the room until finally the movement comes to a halt. The room is now arrayed
per the scenario: The PCs should realize they are seeing the world through someone else’s eyes, though they can still act and discern which of their party members are which. This does not change their statistics or class abilities except as mentioned in Handout #4. ![]()
Current Map | Helga Silverbrew
![]() whoever touched the ruins first, I'm assuming Tannivh:
you receive a brief vision of an elderly gnome woman who says “If only this song had been sung in the halls of Absalom’s lodge, perhaps these lessons would have saved a few lives and reputations. Sing it once more for me the next time you’re there, would you?” With the goblins defeated, the Party is able to claim the stone tablets. Urgrin and Helga are excited to hear about what you found out about the cave, expressing both gratitude for their deeds and embarrassment over their superstitious attitudes allowing goblins to gain a foothold in their territory. ![]()
Current Map | Helga Silverbrew
![]() As Tannivh finishes the last of the sleeping goblins a whoosh of air rushes through the cavern, leaving the cavern somehow slightly brighter and warmer than before. exploring the rest of the cavern reveals that the goblins were in the middle of sorting their latest haul, which still rest in an open leather bag propped up against the wall. the contents are the usual goblin "treasure", a few broken shoestrings, a rusty belt buckle, 3 banana peels, and a few broken wooden toys as well as a foot long carved stick. detect magic; then spellcraft DC16:
The Stick is a wand of bless, with 11 charges remaining The Goblins' lair is littered with the broken stone from shattered statues and alters, though a few stone tablets remain. They are defaced with paint, each bearing a drawing of a round goblin head with knives for teeth, but they are otherwise undamaged. DC15 K(history or Local) OR DC10 for Dwarves: The tablets contain an ancient ballad that tells the story of a dwarf named Jorgar Ironbellows, an ambitious noble who murdered his father to secure his inheritance, only to be assassinated by his own son in turn. The fable serves as a cautionary tale, warning others about the folly of favoring one’s own ambition above the lives of their fellow dwarves. ![]()
Current Map | Helga Silverbrew
![]() Jack Hurricane wrote: Jack shrugs then taps a sleeping goblin with the hammer. Unfortunately the Haunt requires that it be used to "slay" a golbin, goblinoid, or dwarf that does not worship Droskar. The other's knowledge checks would have known that much. ![]()
Current Map | Helga Silverbrew
![]() Joyce Rosenthal wrote:
Ok that sounds fair, it seems weird but its not a big deal. Goblin will vs DC17: 1d20 - 1 ⇒ (12) - 1 = 11 The goblin falls to the ground, stars in his crossed eyes and a confused whisimcal look across his face. Combat Over Are you dispatching the goblins or capturing them? ![]()
Current Map | Helga Silverbrew
![]() @Tannivh, I think you still have to see the goblin to cast magic missile, and has total concealment from you right now in the smoke. @Jack, you wake up with 4 HP and have can act ![]()
Current Map | Helga Silverbrew
![]() Joyce Rosenthal wrote: Joyce will attemp to Color Spray again, aiming at the smoke. DC 17 I don't think color spray will have an effect on him; it is a pattern and with him being more than 5 feet away in smoke, he wont see it/you wont see him. Would you like to do something else? ![]()
Current Map | Helga Silverbrew
![]() Coregrim successfully extinguishes the fire on Jack seconds before Lilac rushes to use her wand, which stabilizes the fighter for now while the cat manages to snap its jaws at the goblin, wounding it severely but it is not dead yet!
INITIAVE ROUND 3: Joyce
INITIAVE ROUND 4: Joyce
EVERYONE, you may act! Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute. Fog Cloud wrote:
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Current Map | Helga Silverbrew
![]() red goblin will save: 1d20 - 1 ⇒ (18) - 1 = 17 wow... amazingly the red goblin blinks at the last second, missing the intoxicating display of color and being unaffected by Joyces Spell! Corgrim Taïlas wrote:
on Friday morning, when the first goblin was still alive he fired an arrow at you before getting mauled by a dog. ![]()
Current Map | Helga Silverbrew
![]() yellow will save : 1d20 - 1 ⇒ (4) - 1 = 3
Both the yellow and blue goblins fall asleep! ![]()
Current Map | Helga Silverbrew
![]() Joyce's magical missile strikes the goblin as the snake and cat move up but neither are able to bite the nimble goblin this time. INITIAVE ROUND 2: Joyce
The red goblin screams murderously as it sees the dog begin to approach it slashes as the snake with it's short sword, slash vs viper: 1d20 + 2 ⇒ (20) + 2 = 221d4 ⇒ 4
and cut's the serpents head off. out of the northern tunnel appear 2 more goblins, both launching vials at Jack like the first one did, yellow throw vs Jack touch AC: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 91d6 ⇒ 6fire damage Blue throw vs Jack touch AC: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 211d6 ⇒ 4fire damage the yellow goblin misses his throw, and itscatters: 1d8 ⇒ 8 but does not hit anyone besides the sunrod, but the Blue goblin manages to land a hit on Jack, Burning him and setting him on fire and staggering him!! INITIAVE ROUND 3: Tannivh's summoned dog approaches the red goblin provoking an attack of opportunity and missing his own bite against the unbitable red goblin, Red AoO vs Dog AC: 1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 4 and taking a slash as well from the opportunity attack. Joyce
EVERYONE, you may act! @Tannihv, the goblins would have appeared before you technically readied your action; you can cast grease now or do your full round another way if you like, the dogs actions will remain the same. @Jack, you are on fire and at 0 hit points. Alchemist fire say's you can take a full round action to extinguish the flames, but staggered calls out you cannot take full round actions. This leaves you with a DC15 reflex save. if you pass the save, you cease burning and will have a single action this turn, unless someone heals you first. If you fail the reflex save you will take 1d6 ⇒ 4 fire damage, likely dropping you into "bleeding out". Staggered: Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. ![]()
Current Map | Helga Silverbrew
![]() It looks Lilac's token was moved, but I don't see a post for them. @Lilac, did the site maybe eat your post? @everyone else, I'm gonna give the benefit of the doubt the site might have eaten their post and will wait 1 more day to bot them since the slide is telling me the last edit was 3 days ago. ![]()
Current Map | Helga Silverbrew
![]() Coregrim's arrow pierces the Goblin, causing it to have a surprised look of pain, before it is mauled to death by the summon celestial hound, Jack is able to see another goblin up the steps to the west, just as it throws something at the dog... readied attack vs celestial dog: 1d20 + 3 - 6 ⇒ (9) + 3 - 6 = 6
but its aim is off at such a distance and he misses, the vial landing and exploding ontop of the sunrod, burning both Jack and the Dog for 1 fire damage each. ![]()
Current Map | Helga Silverbrew
![]() Tannivh and Lilac begin casting their summoning spells as Joyce and the Cat advance on the attackers. Coregrim throws his sunrod, illuminating the hallway and revealing a branche going East, and two heading west. No Peeking!:
why did you look? ???: 1d20 + 12 ⇒ (18) + 12 = 30 Perception:
Joyce Rosenthal: 1d20 + 1 ⇒ (19) + 1 = 20 Jack Hurricane: 1d20 + 1 ⇒ (16) + 1 = 17 Corgrim Taïlas : 1d20 + 7 ⇒ (7) + 7 = 14 Companion: 1d20 + 1 ⇒ (15) + 1 = 16 Even with the sunrod illuminating the hall, you still cannot see any attackers just yet.... INITIAVE ROUND 1: Joyce
The macabre song continues over again as soon as its last line is sung the chorus returns to the first and starts over again and another small arrow flies from down the hall! Corgrim or Cat?: 1d2 ⇒ 1
and the arrow once again finds its mark, burying itself into the Rogues glimmering chain armor. No Peeking!:
did you really look again? sniping Stealth: 1d20 + 12 - 20 ⇒ (9) + 12 - 20 = 1 Joyce Rosenthal: 1d20 + 1 ⇒ (15) + 1 = 16 Jack Hurricane: 1d20 + 1 ⇒ (2) + 1 = 3 Corgrim Taïlas : 1d20 + 7 ⇒ (20) + 7 = 27 Companion: 1d20 + 1 ⇒ (5) + 1 = 6 This time the sniper in dark is not so lucky, and Joyce, Jack, Corgrim, and the Cat all see an ugly goblin at the end of the hall, hugging the wall and holding a small bow! INITIAVE ROUND 2: Joyce
EVERYONE, you may act! ![]()
Current Map | Helga Silverbrew
![]() Corgrim Taïlas wrote:
I think that's an ingenious way to get around having to hold it, but no one said they were doing that :P Corgrim Taïlas wrote:
AFAIK, you would be targeting a square, which has AC5, and as an "improvised" thrown item, it would have 10ft range increments. So to throw it 30 feet, you would be targeting AC5, with a -6 penalty, which your 22 exceeds easily so I'll mark a sunrod and show the light it produces. ![]()
Current Map | Helga Silverbrew
![]() Jack Just fyi, you can't ready a charge action; charging is a full round action and readying allows you to do a standard action once the stated conditions are met. Do you want to delay until you can see them instead or otherwise change your action? ![]()
Current Map | Helga Silverbrew
![]() I'm not entirely sure how a PC is supposed to figure out what the special way to destroy a haunt is, but I'm pretty sure it has to do with religion, and Joyce's roll was enough in my opinion to know that the Haunt will be laid to rest of the warhammer is used to slay a goblinoid, orc, or dwarf who does not worship Droskar A little less than 20 seconds after the apparition dispersed, you hear theTHWIP of a bow string as an arrow flies toward Jack from the darkness! Attack vs Jack Flat Footed: 1d20 + 6 ⇒ (9) + 6 = 151d4 + 1d6 ⇒ (4) + (1) = 5 A small arrow finds its way into a crease of Jack's armor, wounding him! INITIATIVE!:
Joyce Rosenthal: 1d20 + 8 ⇒ (11) + 8 = 19 Brazia’s Lilac: 1d20 + 3 ⇒ (11) + 3 = 14 Tannivh Purtham: 1d20 + 5 ⇒ (5) + 5 = 10 Jack Hurricane: 1d20 + 4 ⇒ (10) + 4 = 14 Corgrim : 1d20 + 4 ⇒ (8) + 4 = 12 Archer in the darkness: 1d20 + 4 ⇒ (4) + 4 = 8 voices in the darkness: 1d20 + 6 ⇒ (2) + 6 = 8 INITIAVE ROUND 1: Joyce
as soon as the arrow hits you hear giggling and laughter coming from father down the dark tunnel, and you hear the sounds of a song begin to echo through the cavern.... “Something creeping in our home.
Keep in mind the tunnel is dark, Lilac has light on her spear, Joyce on her person as well, Coregrim offered sunrods but those do require a free hand. Other than that, you ALL may act! ![]()
Current Map | Helga Silverbrew
![]() As Jack Approaches the Hammer to examine it, the air grows cold and still and a supernatural fog seems to roll in as several dwarves, all bearing the sme symbol, appear in the area and draw their hammers. One of them begins to mutter incoherently before turning his weapon on his brethren. Then, one by one, they all break into a riot of muttered gibberish and violence until one remains standing. This dwarf looks down the warhammer in his hand and states,"This weapon struck no enemies, only my brothers and sisters. I have failed...”This survivor then backs away towards the east, begging for his life, as a female dwarf in a domino mask approaches him. She draws a blade and cuts him down, his body dropping in the same space as the warhammer; She turns towards Jack and glares at him, crystal tears trickling from her eyes. Jack Will save: 1d20 + 1 ⇒ (6) + 1 = 7 Jack is Shaken by the harrowing vision. Kn(religion) DC12:
All the dwarves except for the female dwarf in the domino mask are wearing symbols of Droskar, the dwarven god of toil and brother to Torag. you also know that Jack has likely just stepped into an active haunt, although it appears to have gone dormant for the time being. Perception DC16: As the supernatural fog begins to roll in, you can hear the sounds of toiling and weeping. ![]()
Current Map | Helga Silverbrew
![]() You advance as a group throughout the pitch black cavern, seeing only as far as Lilac and Joyce's light spells will allow; Survival DC16:
You notice Small footprints and drag marks on the floor. They trail back and forth throughout the cavern. after making your way through the drab and uninspired cavern you come to a small set of stairs leading down, Once a statue garden, these halls are cluttered with scorched and shattered stones. Short, dusty pedestals have little to showcase, save for rubble and the occasional stone foot. Several stout skeletons lie beneath the piles of ruin, their brittle bones snapped and scattered. A single pristine warhammer rests on the floor to the northwest. ![]()
Current Map | Helga Silverbrew
![]() Hey all, I've had a bit of a cold this weekend so I'll try to have a post up by noon central tomorrow; It sounds like Tannivh is casting light and Corgrim has a sunrod? Any other light sources? the cave is completely dark. ![]()
Current Map | Helga Silverbrew
![]() The pair answer your questions and follow up with more of their own to pass the time on the ascent but soon enough, about 3 hours later, you come upon the cavern's entrance, a simple stone archway, with smooth stone walls completely lacking in decoration. it is dark heading into the cavern, and it does not seem to be lit with torches or anything to speak of. DC14 Kn(religion or engineering):
you know that the style of unappealing, functional adequacy is fitting for the level of work that the faithful of Droskar would create—and far below par for the masterfully engraved walls one usually finds in the halls of dwarven cities. The link to the map is posted in my heading and the campaign info, I have the line of sight set up assuming our 3 casters have light spells, and I don't think anyone has darkvision so let me know if there is anything else vision based you have that will help in a dark cave. ![]()
Current Map | Helga Silverbrew
![]() Tannivh Purtham wrote: "Yes, tell us what you need in your own words," The two dwarven companions look at each other with a bit of confusion at your question,"What do you mean what we need? We got a letter from Kreighton Shaine, asking us to escort to a cavern here in the rising spire..."Helga looks at you with squinting eyes,"you all are the Pathfinders that were sent, are you not?" Joyce Rosenthal wrote: "More riddle......anyway, do you happens to know any tales around here?" Urgin smiles at Joyce's question,"Are ye asking if an old dwarf knows a tale or 2? Whoo lass do I have tales for you, what kind would you like?" he asks as he begins to gather his gear and set out. Jack Hurricane wrote:
Ugrin rolls his eyes, "No. can't stand the little buggers, but Helga keeps one or 2 around her brews and casks so I'm asked to feed them from time to time" he grumbles before Helga interupts,-Aye and those cats keep the brew clean and free of rats and other nasties who would piss in our ale Urgrin, we've been over this. Cats are good for ale." she says, clearly having had this discussion countless times already. the two dwarves will take a few minutes to get there supplies and be travel ready so feel free to continue introducing yourselves before you depart up the Rising Spire. It will take about 3 hours to get to where you are going. Along the way: Helga is excited to hear about any fascinating or strange locales you may have visited and what kinds of monsters they’ve slain,"So I imagine as pathfinders you all have been to some quite interesting places? Any good stories of them or the creatures ye've slain to pass the time?" Ugrin, is more interested in you yourselves, "What do you like to do when you are representing the Pathfinder Society? Person's gotta have a hobby right?" ![]()
Current Map | Helga Silverbrew
![]() The claustrophobic tunnels outside of Rising Spire are carved with smoothed stone walls adorned with periodic arrow slits, twisting and turning until they converge at an open cavern about one hundred feet wide and at least twice as tall. At its center stands a tower carved from natural stone, rising up into the darkness. A young dwarven woman with rock dust in her hair and stonemason’s tools hanging from her belt steps out of the tower. “Beautiful, isn’t it?” she says as she brushes the dust away with a gloved hand before extending it in greeting. “I’m Helga Silverbrew, head architect around here. Welcome to the Spire!” A middle aged dwarven man in leather armor steps out after her. “I’m Urgrin. Most call me Urgrin the Everyman. I haul rocks, patch up armor, feed the cat, whatever needs to be done around here. And you lot must be the Pathfinders we were expecting!” ![]()
Current Map | Helga Silverbrew
![]() As usual, your quest starts with a letter from Kreighton Shaine, Handout #3: Pathfinders, From what I can gather, your next clue lies within an old cavern, not terribly far from a dwarven outpost called the Rising Spire, which lies near the ancient settlement of Highhelm. I have little to go on as Eylysia’s notes provide hardly anything more than a location and an odd reference to ‘an old noble’s tale’. I have already made arrangements for your travel to the Spire and for an escort to the cavern. This should be a relatively simple and straightforward task if you can solve this riddle Eylysia has left us with. Sincerely,
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Current Map | Helga Silverbrew
![]() Between Joyce and Tannivh, the pair are able to ID the Cowl and prove to the Crocus knight that it is not a gift from Ng and is the true cause of the endless fall this thicket is subjected too. She graciously gives you the cowl, believeing her duty i guarding the thicket is complete and bids you farewell before removing her own wards and is excited to start a new journey. As you return to the edge of the thicket and the thorn wall, Adelyn is greatful you have resolved the blight and disperses the thorn wall when told the woods have been restored. QUEST COMPLETED I should have a post for the next quest, Dust up today as well. ![]()
Current Map | Helga Silverbrew
![]() between Tannivh Pontificating about the religious merits of Ng's influence on the grove and the magic that comes with it, and his cunning judge of her character with his sense motive (she doesnt seem hostile, or at the very least, is not willing to become hostile), and Joyce and Lilac's observations on the nature of... well nature, the Crocus Knight accepts you as allies to the grove, "I believe you, I do not think you are in league with the Wood cutters... perhaps you were sent here by your fellow pathfinder, Zaul Blystone?" She wonders aloud before sitting down and offering you do the same, You see I am a devout follower of Ng, who acts as the First Worlds Keepre of the Seasons, so Naturally he would have created this Thicket of Endless Fall. In fact Ng blessed the Thicket with this beatiful cowl, Zaul named it Autumn'ws Cowl before he left me to defend the heart of the thicket while he dealt with the lumberjacks." she says as she removes the cowl to allow you to examine it. the resplendent cowl is created from thousands of colored leaves sewn together with spiders silk. Spellcraft DC 12:
While you arent able to Identify the exact abilities of this cowl, you are able to determine that IT is what has transformed the area, not the influence of Ng or any other divinity. Spellcraft DC20: You are able to fully Identify the Autumn's Cowl's ablities. This resplendent cowl is created from thousands of magically-treated, colored leaves sewn together with spiders silk. The cowl provides cozy insulation, granting the wearer a +5 bonus to fortitude saving throws made to resistcold weather. As a standard action the wearer may wrap
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Current Map | Helga Silverbrew
![]() Jack Hurricane wrote:
"The blight is a warning from Ng, caused by the actions of the evil lumberjacks. Zaul told me as much when he found me here at the mill. He told me the lumber jacks were coming for me and that I must protect the mill while he confronts them. That was so long ago and I fear he was slain by the lumberjacks, In the mean time I have take the mantle of Crocus Knight and will defend this grove to the last breath if need be!" That is 1 success with diplomacy, Lilac has rolled Nature but it is not a success yet without some aid another rolls. ![]()
Current Map | Helga Silverbrew
![]() This is a sort of skill based/ social combat so you'll need to collectively roll 5 out of 7 possible skill checks. The skills you can use are: Bluff, Diplomacy, Intimidate, Knowledge(arcana, Nature, or Religion), or Sense Motive. Each skill may only be attempted once but can be aided by others. Particularly well RP'ed rolls can get bonus's as well. Whoever attempts the diplomacy roll has one aid already from Lilac. Brazia's Lilac wrote:
The Women relaxes but is still vigilant. Joyce Rosenthal wrote:
Joyce:
Huldra's are known to slap foes with their tails, draining them of charisma and causing them to grow progressively more defored and ugly with each strike. "You are Pathfinders? like the ones before...what Knowledge is it that you seek?" Tannivh Purtham wrote:
That sounds like a volunteer to roll a bluff check? everyone who wants to help you can aid if they like. ![]()
Current Map | Helga Silverbrew
![]() Joyce remembers also that Ng is known as "the Hooded" and with her 20 int, knows that the inscription: GM Friendly Sauce wrote:
Likely means that putting on a hood in the presence of the statue may cause something to happen. However, As Jack Strides towards the entrance to the old mill, a voice calls out,“Take ye not a step further into Ng’s sacred realm. I am the Crocus Knight, sworn protector of the Thicket of Endless Fall and rightful successor to Ng’s chosen, Zaul Blystone. Are you here to join in the grove’s protection, or defile its splendor? Speak now, lest I add you to the great harvest.” as the owner of the voice steps into the doorway; A striking figure of a Handsome women with a fox tail. Her cascade of red hair catches the light but her face is hidden deep within the cowl she wears. She also carries a silver lance and Crocus emblazoned armor. appraise DC12:
she is wearing the Autumn's Cowl Kn(Nature) DC14:
You may ask 1 question about this creature This women appears to be a Huldra, a chaotic neutral fey. Huldras are fey creatures that legend claims were originally created by troll witches to lure humans into their clutches. Every huldra is aware of this tale, finds it insulting, and denies it at length—yet the legend persists. There’s no greater way to inflame a huldra to anger than to speak about this myth (especially while expressing distrust or contempt for the huldra), and the huldras’ hatred of all things trollish is well known among scholars of the fey and those who regularly encounter the less common fey creatures. Kn(Nature) DC19:
You may ask 1 more question about this creature From the front, a huldra appears to be a beautiful human woman, yet two distinctive features mark the huldra as something supernatural: her long, foxlike tail, and the fact that she doesn’t have a solid back—merely a hole that reveals her body to be a hollow, bark-lined shell. Most huldras wear their hair long to mask the hole in their backs, and they prefer long gowns to hide their tails when interacting with humanoids. Though huldras are not ashamed of their status as fey, they react rather negatively when someone points out their tails. So long as humanoids are respectful, however, huldras tend to be curious about other races, and may aid those who pass through their territories by telling them the best places for hunting or fishing. Kn(Nature) DC24: You may ask 1 more question about this creature Huldras sometimes become enamored of woodcutters or others who adventure outdoors, and invite these paramours to share their beds, but such romances usually end in disappointment and misunderstanding on both sides. Despite their relatively lithe frames, huldras are deceptively strong, and stories abound of them performing astonishing feats of strength such as straightening horseshoes and tossing aside attackers, and their natural weapons are quite potent. ![]()
Current Map | Helga Silverbrew
![]() Jack does indeed cleave it in twain, ending the threat of the Jack-o-Laturn. GM Friendly Sauce wrote:
A pile containing six goodberries and three immature jack-o’-lanterns (which function as alchemist’s fire) have been left as offerings at the statue’s base. Carved alongside the statue is an inscription that reads “Like the Lord of Seasons, our hoods illuminate truth, while their masks shelter deceit. Let this be the sign of our covenant. -E” Sense Motive DC10: you infer from the inscription that Eylysia was telling her or whomever discovered her message that raising their hood would stand as a signal of support or alliance. This is almost certainly the clue that you were sent to find. ![]()
Current Map | Helga Silverbrew
![]() Tannivh Purtham wrote: any weaknesses? Immunities Joyce is correct, it has Plant traits and all the associated immunities, and no weaknesses; You know that it is very resistant to fire as well. you still have one more question you can ask.Joyce Rosenthal wrote:
3 questions will be 3 abilities. 1. it will explode aproximately 6 seconds after it is slain.
Lilac you still have 2 questions as well about this thing for IDing it; It is indeed immune to Trip. Jakc makes a valiant swing but is unable to connect while the Jack-o-Latern recoils in anger and pain as the cat rips at its vines and Joyce's acid makes contact, but it is not slain yet! Initiative Round 2:
The Jack-o'-Latern lunges forward to bite at the cat while its vines slam at Jack! bite!: 1d20 + 5 ⇒ (3) + 5 = 8
but neither is an accurate attack and the gourd turns it's attention to the smaller meal in Lilac and 5 foot steps in her direction, bringing its fear aura close enough to affect Joyce! Joyce Will vs fear aura: 1d20 + 2 ⇒ (7) + 2 = 9 Initiative Round 3, Coregrim round 2:
EVERYONE, It is your turn!!! ![]()
Current Map | Helga Silverbrew
![]() Initiative Round 2: Jack-Shaken, 8/12
Joyce, it is your turn! Shaken: Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. ![]()
Current Map | Helga Silverbrew
![]() Tannivh and Lilac both get 3 questions about the Jack-o-Lantern, The cat chomps down on the vines ripping several right from the base of the evil pumpkin, but does not confirm a crit. -3 to the Jack-o-latern ![]()
Current Map | Helga Silverbrew
![]() Everyone makes their way through the bramble of pumpkins and other fall vegetables, as something begins to stir to the west of Lilac! Initiative Round 1:
A carved pumpkin sits atop a writhing mass of thick ropey vines. Sinister flames dance within its leering, crudely carved face. The sight of the creature and its blaze is terrifying and those closest to it feel fear in their heart! Will saves vs fear aura:
Jack: 1d20 + 1 ⇒ (6) + 1 = 7 Lilac: 1d20 + 8 ⇒ (7) + 8 = 15 Lilac's Companion: 1d20 + 1 ⇒ (17) + 1 = 18 Tannivh: 1d20 + 5 ⇒ (6) + 5 = 11 Lilac and her companion steel themselves but Tannivh and Jack are shaken as it shambles closer before unleasing a cone of fire from its mouth! Fire breath weapon: 1d10 ⇒ 8 catching Jack, Lilac, and her Companion in the blaze!
Reflex saves:
Shaken Jack: 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1 Lilac: 1d20 + 4 ⇒ (5) + 4 = 9 Lilac's Companion: 1d20 + 8 ⇒ (3) + 8 = 11 and the fire engulfs everyone, scorching them all! Initiative Round 2, Coregrim round 1:
Everyone may act, Joyce you are just outside the fear aura so if you move closer you'll need a will save vs DC14, Same goes for you Coregrim, it has a 30ft aura so any closer than Joyce needs a save. Speaking of that, Jack and Tannivh are shaken for 2d6 ⇒ (2, 6) = 8 minutes. If you'd like to ID this thing, DC 11 Kn(nature):
This is a Jack-o'-latern, a Neutral Evil Medium Plant Jack-o’-lanterns are semi-intelligent plant creatures spawned by fell magic and driven to burn and consume living flesh. Though they are mobile, jacko’-lanterns prefer to remain in one spot until their food supplies run out. They typically lair within pumpkin patches, where they lie in wait and use their pumpkin form ability to ambush unsuspecting prey. DC 16 Kn(nature):
Jack-o’-lanterns have been known to grow where the corpse of a powerful evil witch or wicked fey was buried, though this form of reproduction sometimes takes decades. DC 21 Kn(nature): Jack-o’-lanterns can also reproduce on their own. Immediately after killing and devouring an intelligent being, a jack-o’-lantern excretes its victim’s remains as a smoldering, paste-like slurry that quickly sinks into the ground. One day later, 1d3 fully mature—and ravenous—jacko’-lanterns emerge from the tainted soil.
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