Tears at Bitter Manor
You move out of the inn and see a small crowd. In front of the crowd is a man in a splendid uniform. Once he sees you he immediately starts talking. “People have been talking about what you’ve doing—slaying ghosts and rescuing people. We need more folks like you. In fact, we have a few of Cassomir’s finest missing in the woods up north. When you’re finished with the work you’re doing now, I’d like you to go after a band of rangers we sent north to scout the forest. The druids are concerned for them, which worries us. And of course, good people going missing isn’t something we can let stand. If you can bring me news of our missing rangers, I can promise to make your stay here in the city a memorable one. There’s more, too. People talk of demons and dark cults, saying it’s been going under our noses for a while. Peitra Damaken, an expert tracker, says she got attacked by a fiend not long ago; it left her near dead and took her quicksand cloak. If you find that fiend before you’re through, I’ll reward you a thousand gold pieces to bring me proof. Now there might be more I don’t know about, but I’ll give you another three hundred gold for every one you slay, as long as you bring back proper evidence of those too. These plots have thrown lives into disarray. If you can get any sort of record of who’s been affected, let us know so we can sort through it and learn who needs justice and who needs mercy. We’ll make it known that the people of Cassomir are not to be toyed with. Let them play their games in Isarn!” The crowd cheers...
Tears at Bitter Manor
The next morning the sheriff sends you on your way after a hearty breakfast. Just before midday you arrive back at the Sword Point Inn. The owner of The Sword Point tells you that the pair left in a considerable hurry. He confides that they purchased horses and left fully equipped, but paid for their rooms for the remaining 3 days. The departing elderly adventurers instructed the innkeeper to allow you admittance to the couple’s rooms. They also left a hastily scrawled note and some equipment. Note wrote:
On the table you find 10 magical arrows, a scroll of dimensional anchor (CL 7th), and three potions of cure serious wounds. Spellcraft DC 21: The arrows are +1 evil outsider bane arrows
Tears at Bitter Manor
"Thank you, but I don't feel fit to travel yet. Give me a few days. You can go ahead and tell them I am fine now. But I suggest you stay for the night, it will be dark soon."
Tears at Bitter Manor
"A blanket over these old legs would be a marvel. And let me hold Clarity for a second please"
Tears at Bitter Manor
You get back to the sheriff's office, who is busy trying to arrange food for all the elderly people that have been trust into his care. Dern is sitting in a rocking chair near a fireplace. He is starting to get some color back on his face.
Tears at Bitter Manor
Enrithel feels even more protected and cared for when he says Clarity. The sword then turns into a longsword, trident, heavy mace and dwarven waraxe before turning back into a scimitar. It can change into most other weapons in the one-handed melee weapons group (I say most because I want to be able to exclude some of them, whip is a prime example of something that is not logical), a dagger is a light melee weapon
Tears at Bitter Manor
The scroll is a scroll of blessing of fervor. Enrithel notices tiny letters on the blade: "Clarity" and feels comforted and protected when he holds it. He remembers that the blade is supposed to strengthen the resolve of it's bearers, they stood valiantly against dragons and fearful demons while wielding the blade.
Tears at Bitter Manor
Orin picks the sword up again, but it is tough to hold onto. In addition he feels a bit weaker now that he is holding it One negative level, but the sword twitches three times.
Tears at Bitter Manor
When Raymond tries to lift the scimitar it twitches out of his hand and falls to the ground.
Tears at Bitter Manor
The items are: a wand of lesser restoration with 17 charges, an unknown scroll, a scroll of consecrate, a scroll of cure moderate wounds. The watch is one of the pieces of a weirding watch Weirding watch:
This gold-plated watch is divided into five pieces. The weirding watch keeps flawless time without ever needing to be wound or repaired. In addition, the bearer of any piece of the watch can activate it to exercise power over time for herself and her allies. Once a watch piece is activated, the bearer gains the benefits of haste and lesser age resistance for 3 rounds. Anyone bearing a piece from the same weirding watch within 30 feet receives the same effect. Each piece of the watch can be activated once per day. The price of a weirding watch includes all five pieces. Pieces are rarely sold separately. The scimitar is something else, it seems to twitch in Orin's hands as if it does not like him to touch her. Despite that Orin recognizes that it is a +1 transformative holy scimitar.
Tears at Bitter Manor
The sheriff says he will look into it, after he has dealt with Dern and the other inhabitants of the elder's home. Can only do so much in a given day... Dern's safe house in Hope’s Hollow is a simple affair, a modest shack intended to keep Dern’s equipment and wealth nearby if he needs it. A coffer hidden under a small bed contains a two vials of silversheen, a wand, two ioun torches, three scrolls and a scimitar. Finally, there is also a fragment of a watch mounted on a copper bracelet. Everything is magical.
Tears at Bitter Manor
The sheriff quickly pockets the coin "Ah, yes, I think we should be able to make proper arrangements for the old man" You wonder if it is the best idea to leave Dern with this sheriff, but what's done is done. Where to now? Remember that Dern pointed you to some old stuff he didn't need anymore
Tears at Bitter Manor
Dern seems to be more focussed now "Yes, you can go, I will discuss things with the sheriff here.
Tears at Bitter Manor
"Err, what?" the man puts down his knife and piece of wood and stands up, looking at Dern once and then talks as if the frail elder isn't hearing "and where should I put that old man, in jail?"
Tears at Bitter Manor
You enter the town hall and quickly find the sheriff's office. The sherrif, a middle-aged man, sits behind a desk and is carving som
Tears at Bitter Manor
You enter the town hall and quickly find the sheriff's office. The sherrif, a middle-aged man, sits behind a desk and is carving some wood.
Tears at Bitter Manor
Out of inititive "She is just the loveliest person alive" they both say in tandem. Both glance at the other, fists clenched "but there must be a better way to resolve this than a duel. I am sorry we pulled you into this"
Tears at Bitter Manor
The youngsters look at you, at each other and then slowly lower their rapiers. They take a step back and look at you warily.
Tears at Bitter Manor
Sorry folks for slow posting rate recently, I have a lot on my mind at the moment. Still here, but a bit slower as you might have noticed.
Tears at Bitter Manor
Attack: 1d20 + 10 ⇒ (19) + 10 = 29
"AND IF YOU STOPPED STABBING ME I WOULDN'T STAB YOU!" the youngster retorts, while bleeding from his wound. He does lower his weapon a bit though. The other youngster moves in while yelling "NOBODY HURTS MY LITTLE BROTHER BUT ME! and hits Raymond hard! Initiative
Tears at Bitter Manor
Red AoO: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Hurok attempts to grab the red youngster, who counterattacks and hits! The grab attempt fails as Hurok flinches back because of the hit. Orin flies up and over the youngsters. The youngster with the red sash attacks Hurok and scores another hit "Why are you attacking us? Go away!" Initiative
Enrithel, you had already acted for the round, so no daze this round
Tears at Bitter Manor
Will Red: 1d20 ⇒ 18 The youngster with the red scarf yelps out in pain as Raymond pokes a hole in him. The other one tries to break the whip, but fails to do so. He then moves back, to get away from Orin and finds that the whip disappears once he is far enough! From behind you you hear Dern "Easy lads, it is far easier to take a life than to preserve it" Initiative
Tears at Bitter Manor
Attack!: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
The youngster with the red scarf trembles, but still manages to poke a hole in Raymond! Initiative
Tears at Bitter Manor
I assume Orin attacks blue Orin's card strikes the youngster! All eyes are on Enrithel...
Tears at Bitter Manor
Sorry guys, work and other things have kept me occupied for a bit. This might continue over the weekend.
Tears at Bitter Manor
Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Just like the youngster Raymond also fails to find his mark. The other youngster now draws his rapier and shows how it is done. "She is mine!" he shouts. Hurok attempts to shout some sense into the youngsters and Raymond. The one with the red hat seems impressed. Initiative
Tears at Bitter Manor
Initiative:
Enrithel: 1d20 + 5 ⇒ (6) + 5 = 11 Hurok: 1d20 + 4 ⇒ (2) + 4 = 6 Orin: 1d20 + 4 ⇒ (5) + 4 = 9 Raymond: 1d20 + 4 ⇒ (14) + 4 = 18 Blue: 1d20 + 4 ⇒ (9) + 4 = 13 Red: 1d20 + 4 ⇒ (16) + 4 = 20 Attack: 1d20 + 10 ⇒ (6) + 10 = 16 The two youngsters turn towards Raymond "And who are you to tell us to move out of the way!? You probably want to steal Debra away from us, we will kill you first and then fight it out between ourselves!" Having said that he draws his rapier and attempts to stab Raymond. The rapier fails to penetrate Raymond's leather armor. Initiative
Hurok, Raymond's attempt at diplomacy triggered the fight, so I ignored your post. If you want I can use that as your action though
Tears at Bitter Manor
With Dern on the floating chair you move out of the building and move towards the west, where the town hall is located. You near the square and
Tears at Bitter Manor
In the office Orin finds a comfortable chair that you put on the floating disk.
Tears at Bitter Manor
It is obvious that Dern is not in a state to be moved, he is old and frail and needs to recover from a poison.
Tears at Bitter Manor
Dern sputters a few seconds, working his dry mouth and choking out a rasping cough. “There’s no time,” he says in a hoarse whisper. “Taergan Flinn keeps me here. He plans to murder Crandel and Tulles. Don’t let them go to the woods. Fiends and nightmares lurk there.” The elderly priest struggles visibly, as if forcing memories to the surface of his mind. His eyes widen momentarily. “A house in the Hollow. My strong box. My old treasures, and my piece of the watch. Take them to Tulles. She will know you speak for me.” He breathes heavily for a few seconds, then continues, struggling against his weakened his body. “Find Flinn. Make him confess. And tell the town about this place so these families can save their own.” Dern Fosimuth closes his eyes, exhausted by the effort. His breathing slows but appears even.
Tears at Bitter Manor
Dern's eyes flutter open and he stutters the inevitable "Where am I, who are you?" while his hand goes to his neckline, seemingly in search of something that isn't there.
Tears at Bitter Manor
You feed the potion of lesser restoration to Dern. Can one of you roll the 1d4 for regaining wisdom damage? The result matters.
Tears at Bitter Manor
The man rocks back and forth, sobbing while repeating "Bethany, I am so sorry!"
Tears at Bitter Manor
“I never should have listened. My fiancée was as beautiful as sunset over the sea. I had everything I wanted, until that other woman convinced me to leave my love. I tried so hard to resist, but how can you escape the one you’ve dreamed of all your life? I told Bethany before the wedding that I had met the girl I’d always dreamed of. We argued. I told Bethany to leave, and to throw her ring into the river. She stole my carriage and fled north. I never saw her again. I never saw the other woman again, either. I drank my sorrows away till my health failed. Been here almost forty years now. Forty lonely years.” he starts to sob
Tears at Bitter Manor
The man seems to mutter to himself as you approach him “I never should have listened. My fiancée was as beautiful as sunset over the sea. I had everything I wanted, until that other woman convinced me to leave my love. I tried so hard to resist, but how can you escape the one you’ve dreamed of all your life? I told Bethany before the wedding that I had met the girl I’d always dreamed of. We argued. I told Bethany to leave, and to throw her ring into the river. She stole my carriage and fled north. I never saw her again. I never saw the other woman again, either. I drank my sorrows away till my health failed. Been here almost forty years now. Forty lonely years.”
Tears at Bitter Manor
What's next? Feed Dern the potion of lesser restoration to Dern? Check on the man outside? Buy groceries in the market?
Tears at Bitter Manor
Have fun! Expect little to no posting from me either: local convention this weekend, running tonight and tomorrow.
Tears at Bitter Manor
The man is rocking back and forth, back and forth, and again... from where you stand he seems normal. Raymond detects no traps and is able to open the first and the last cabinet without any issue. The second one takes some more attempts but eventually he also opens that one. Enrithel helps him to identify the items within. Contents: First Cabinet: Basic medical supplies (such as bandages,
cotton balls, and syringes), 4 doses of alchemist’s kindness (Ultimate Equipment 183), and 2 doses of wismuth salix (Ultimate Equipment 101). Second Cabinet: Three doses of meditation tea, 1 dose of padzahr (Ultimate Equipment 100), 12 doses of indigo dreams poison (Ultimate Equipment 111), two potions of cure light wounds, and one potion of lesser restoration. Third Cabinet: One dose of antiplague, 1 dose of antitoxin, 1 dose of twitch tonic, and 8 doses of smelling salts.
Tears at Bitter Manor
For those of you who haven't found it: PFSchat.com is a discord server where a lot of us have gathered to discuss things while we were unable to play here.
Tears at Bitter Manor
No DR against spells (it was an inflict). Those three CLWs where needed to bring Hurok back to full (he was at -11 hp from max) You have defeated these demonic creatures and investigate the rest of the building. The last room you enter is a nursing station. It holds a bed, chair and three locked cabinets. You look through the window and see a lone man in a wooden rocking chair positioned on the dead grass of the outdoor grounds.
Tears at Bitter Manor
Will: 1d20 + 6 ⇒ (2) + 6 = 8
The monster touches Hurok and the barbarian feels his life force ebbing away. However he is man enough not to flinch and deals a devastating blow in return. Initiative
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