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RPG Superstar Season 9 Top 4. RPG Superstar 7 Season Star Voter, 8 Season Dedicated Voter, 9 Season Star Voter. Organized Play Member. 49 posts. 9 reviews. No lists. No wishlists. 17 Organized Play characters.



Grand Lodge RPG Superstar Season 9 Top 4

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GMs put a lot of time and effort into running games for con-goers, so I thought it would be nice to have a shout out thread for everyone to show their appreciation to any GMs who might have made their convention experience a little extra special.

Personally, I'd like to give a big shout out to my GM for the Sunday night special (table #28, Tier 5-6). I didn't catch his name, but he was awesome and if you're out there reading this - thank you for a great game!

And to all GMs, a big round of applause - you are all greatly appreciated for the work you did.

Grand Lodge RPG Superstar Season 9 Top 4 , Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Snowblossom

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The Starpearl Tower
When a changeling girl is taken by a coven of hags, a call goes out for her rescue. The coven matron locks her away in the Starpearl Tower and awaits the new moon. The hag intends to conduct a ritual to bring forth the corruption that has lain dormant in the girl’s soul since her birth. Can the adventurers brave the dangers of the Sodden Lands to save an innocent before she succumbs to the curse of her dark heritage?

The Starpearl Tower is a Pathfinder adventure designed for 5th-level characters; PCs should reach 8th-level by its conclusion.

Background
Fourteen years ago, the hag Velika seduced a paladin of Erastil named Heveril, corrupting him with her dark influence. His fall from grace was almost total and he committed much wickedness with his lover, but when she coaxed him in the end to take an innocent life he was overwhelmed with guilt and disgust both for himself and for Velika. He begged Erastil for forgiveness, swearing never to kill again. He wandered the mountains as a hermit for months until fate led him to the struggling village of Jula. He settled there, swearing to protect the villagers as penitence for his crimes.

Meanwhile, Velika gave birth to Heveril’s daughter and hatched a plan to use the child to bring him back under her influence. Velika and her two hag coven-sisters left the infant in Jula where Heveril had established a small church to Erastil, and come to be known by the locals as “Father.” The hag queen knew that the changeling babe would one day feel the calling to return to her. Though she mourned the loss of her beloved child, she focused on preparations for the return of both her daughter and her former lover, confident that they would all be reunited.

Heveril took the child in and named her Calla. He raised her alongside the other orphans in his humble church, but as she grew older he gradually became certain of her parentage. He kept the secret to himself and prayed every night to Erastil to help her overcome the destiny of her blood. Calla grew up to be kind and compassionate, though she longed to know her true heritage. Over time, however, her mood grew pensive and her temperament volatile. When finally she came of age the call was too strong and she was unable to resist its pull. She stole away in the night, drawn to her mother’s summons.

Getting Involved
PCs start out in the village of Jula in the Sodden Lands. There could be a variety of reasons for them to be there; they can be locals of the village, travelers passing through the area looking for work, or visiting friends in the area.

Corruption System
Throughout the adventure, PCs have the opportunity to influence Calla. Velika’s insight into danger alerts her to the PCs presence. She frequently attempts to scry on the PCs to prove to Calla how violently the outside world treats monsters like her. Several encounters have the potential to lower or raise Calla’s corruption level, dependent on the actions of the PCs. Each day that passes also increases Calla’s corruption to reflect Velika’s growing influence over her.

Chapter 1: The Caves of Salt and Blood
The adventure starts as Father Heveril emerges from the church of Erastil and raises an alarm. He announces that one of the orphans under his care is missing and he requires assistance in bringing her home. If PCs do not initially volunteer, Father Heveril approaches them directly offering them payment in return for their aid.

Father Heveril clarifies that Calla, the missing girl, is a changeling he found as an infant. He explains that hags transform their changeling offspring into beings like themselves through a dark ritual carried out under the new moon. The new moon is a mere week away.

Father Heveril does not reveal that he is Calla’s father, and instead tells the PCs of a sea hag by the name of Emelda who lairs in the coral caverns beneath Jula. He believes Emelda is involved in Calla’s disappearance.

The PCs depart for the sea hag’s lair, but are waylaid by bandits that also call these caves home. Further inside, they encounter a territorial dispute between vodyanoi and boggard factions which they have the chance to influence. After that is resolved, the PCs discover a fossegrim residing in the sea hag’s pool which they must deal with before entering the underwater caverns below. The PCs explore the beautiful, labyrinthine coral caves, which are home to giant sea life such as alpheid shrimp, sea anemones, and seahorses. They can make skill checks to use the seahorses as mounts for the remainder of the chapter.

Once the PCs reach Emelda’s lair, they find her ready for them thanks to Velika’s warning and hidden traps greet them at the entrance. Inside, they face the sea hag herself along with her ceratoidi guard and pet nycar.

Upon Emelda’s defeat, the PCs have a chance to interact with Calla through an enchanted mirror. This interaction affects Calla’s corruption score. After the connection abruptly ends, an enslaved nixie comes forward to tell the PCs about the three hag sisters. She believes Calla is Velika’s daughter and retrieves a starpearl from Emelda’s corpse. The nixie gives the gem to the PCs, explaining it is one of two keys they need to enter Velika’s lair – the Starpearl Tower. The nixie offers to heal them and invites them to stay for the night. In the morning she escorts them to the sea hag’s enchanted boat which takes them to the holder of the second key – a storm hag named Crescentia.

New Monster: Giant Alpheid Shrimp (CR 3)
This colorful aquatic creature is an oversized shrimp with a disproportionately large claw. It uses this claw both to defend itself and to fire stunning bolts at its prey. It is often found lurking among coral reefs and other submerged structures.

Unique Treasure: Starpearl
These black pearls are roughly the size of an average human adult’s fist and flecked with specks of silver, making the surface appear as a miniature reproduction of the night sky. They impart knowledge based on the current Cosmic Caravan constellations in the sky, granting bonuses on select skills and opening skill unlocks. It also acts as a luckstone when the constellation of the holder’s birth is in the sky and can cast guiding star once per day.

Chapter 2: Eye of the Storm
The boat steers the PCs out to the stormy sea. They must contend with a sea drake who attempts to capsize their boat before they arrive at their destination – a graveyard of ghost ships, clustered together within a cove. Though the graveyard is supernaturally protected from the brunt of the storm by Crescentia’s magic, the PCs have other dangers to overcome. At the entrance of the cove, PCs encounter a distraught merrow who they can either choose to help or fight before continuing to the ghost ships.

The ship graveyard is home to a crew of draugr, a shark-eating crab, and a number of reefclaws. After navigating through the mass of rotting ships, the PCs come face to face with the Crescentia, her incutilis-controlled servitors (including the young offspring of the merrow they previously encountered), a lacedon, and, if they aren’t careful, a swarm of jellyfish waiting just under the weakened floorboards. The defeat of the hag earns the PCs the second starpearl they need to access the gates to Velika’s lair. Another enchanted mirror gives PCs a second chance to interact with Calla and affect her corruption score before her image disappears.

Chapter 3: Confrontation with Destiny
With both starpearl keys in hand, the PCs sail through the storm to the rocky isle that houses the Starpearl Tower – an ancient astronomy tower from the fallen nation of Lirgen. This relic is now the domain of the star hag, Velika, and her wicked followers.

Two karkinoi guards await the PCs at the gate, ready to attack. Once they have been defeated, the PCs use the starpearl keys to open the enchanted portal gate and enter the tower. On the ground level, the PCs encounter a pair of enlightened contemplatives who guard the secrets of their deceased Lirgeni masters. They test the PCs with a series of puzzles so they may prove themselves worthy to move further into the tower. If they fail, they face a cephalophore guardian. If they pass, they receive temporary sanctuary to rest.

On the upper floors, they must contend with creatures from the void such as newly hatched lunarma and a fiendish mothman who hunts the PCs at the star hag’s command. At the top floor, PCs enter an observatory with a massive armillary sphere. Floating in the center of the quickly spinning bands, Velika reveals the truth of Father Heveril’s involvement along with his sinister past. She explains her desire to use Father Heveril’s affection for Calla to lure him back to the tower so they can be reunited as a family. Velika refuses to allow the PCs to take Calla, and will fight to the death with her witch underlings at her side.

New Monster: Star Hag (CR 9)
In their true form, these gaunt creatures appear as emaciated old women with solid black eyes and wild, pale hair, streaked with black. They have a connection to the void and use the stars for divination. Their cold and breath-stealing powers are made more dangerous by their uncanny ability to know when danger is near.

New Location: The Starpearl Tower
The Starpearl Tower was originally a remote observation tower for some of Lirgen’s greatest astronomers. Since the destruction of the great nation, it has since fallen into the hands of a hag coven whose leader uses it as her lair. The structure is composed of five floors and features an extensive library, living quarters, laboratories, and an impressive observatory. The main gate is a magically warded portal and can only be accessed by matching the constellations on the surface of two starpearls with the ones programed into the gate, making it difficult for unwanted guests to enter.

Conclusion
Once Velika is defeated, the PCs find Calla in the room beyond. She is conflicted about the events that have occurred. The PCs must convince her to turn away from her hag heritage if they want her to return to Jula. The results of their diplomacy checks are modified by Calla’s total corruption score. If they succeed, the locals declare the PCs to be heroes. Father Heveril apologizes for his deception and offers them humble payment from the church’s coffers. Calla thanks the PCs for rescuing her, regretful for her mother’s fate but happy to be spared from transforming into a monster. If not, or if the PCs do not reach Calla before the new moon, she could become a new threat to the area, replacing the slain hags and starting a new coven.

Grand Lodge RPG Superstar Season 9 Top 8 , Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Snowblossom

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Bracken Moor Bridge
Flip-Mat: Battlefield
==========
In the Southern Fangwood forest of Nirmathas, near the village of Crossfen, Bracken Moor Bridge stands in the midst of a treacherous moorland. This pass is avoided by the locals for fear of spirits that attack those who stray from the road. It is also the site of a recent tragedy.

Alvina Breslau, the daughter of a local official, fell in love with a supposed Molthune defector named Kalenthar Wyndris. Forbidden to see each other by her father, Alvina and Kalenthar hatched a plan to flee and live off the profits made from selling her family heirloom - a locket with a hidden inscription that allows access to the Breslau vaults. However, after many of Alvina’s friends and family warned her of Kalenthar, she decided to test him. She wore an imitation locket to their meeting while hiding the real one in her pouch. Unfortunately for Alvina, Kalenthar was indeed a Molthune spy, and after handing over the locket she was rewarded with a dagger plunged into her stomach. Dying and now aware of Kalenthar’s true motivation, Alvina leapt from the Bracken Moor Bridge and into the kelpie infested waters below to keep the real locket from him.

Kalenthar has since learned the locket is fake and now desperately searches to find it before the Breslau’s find evidence of their daughter’s murder. To this end, he has approached the PCs with a sob story of their love and hired them to help find her, or at least prove that the moor spirits killed her, not him. In truth, he suspects the real locket was on Alvina at the time of her death after having searched everywhere else for it, but knows there is a kelpie and will-o’-wisp lairing near the bridge that he needs help in defeating. He accompanies the PCs on their journey in hopes of retrieving the locket without any questions, unaware that the jilted spirit yearns to tell her tale. He leads the PCs to the bridge, which he claims is where they were supposed to meet in order to run away together.

The PCs arrive from the southeastern hill, following a safer high ground trail known by Kalenthar. North is on the top of map, orientation as displayed. Each square equals five feet.

The Haunted Crossing (CR 9)
==========
Read the following to the players when they approach the bridge.
You arrive at the crossing in the misty gloaming hours. An old stone bridge crosses over a wide, fetid creek. Fireflies bob and flicker at the water’s edge. The chirping of crickets echoes in the air. Beneath your feet, the scent of wet soil and heather wafts up with your every step.

Kalenthar doesn’t mention the kelpie hoping a few PCs die, saving him from paying them. He also doesn’t want to appear too knowledgeable of the situation. When the haunt on the bridge is activated it identifies Kalenthar as both a traitor and murderer. Once this happens Kalenthar tries to kill the PCs to keep his secret safe. He tries to use his knowledge of the terrain and monsters to his advantage.

The locket being searched for has been found by a fungus leshy who has a mushroom garden under the bridge which has been fertilized by the kelpie’s leavings of rotting hearts and livers. It has a collection of other small treasures from victims of the kelpie, and decided this one seemed important after witnessing Kalenthar’s betrayal.

The spirits of Bracken Moor are a well-fed kelpie and will-o’-wisp who have formed a symbiotic relationship for hunting and feeding. When the PCs enter they intend to feast as they have on countless travelers before.

Creatures: Kalenthar Wyndris starts with the PCs on the southeastern path. The kelpie starts in the shallow bog in the northern recess of the water, pretending to be a white steed caught in the quagmire and neighing loudly in distress. The will-o’-wisp is invisible and hides in the bushes near the kelpie. The fungal leshy that has found the locket is under the bridge on the northern bank.

Advanced Kelpie CR 5
XP 1,600
hp 52 (Bestiary 2 172)
Melee 2 slams +8 (1d6+4 plus grab)
Tactics The kelpie hopes to lure the PCs into the bog and pick them off one by one. It starts by using its captivating lure ability on an armored foe, hoping it will sink into the bog. It doesn’t coordinate with any other creatures. It’s an old and powerful predator that has fed successfully here for quite some time, and fights to the death for its territory.

Kalenthar Wyndris CR 5
XP 1,600
hp 30 (NPC Codex 29 Con Artist)
Tactics Kalenthar is focused on the locket, and even aids the PCs against the kelpie and will-o’-wisp. As soon as the haunt is activated he realizes the jig is up and changes his tactics accordingly. He tries to use suggestion to have the PCs find Alvina’s body, and maneuvers around to kill unengaged or stuck PCs. Once he is discovered he knows he has no safe place to run and fights to the death to keep his secret.

Leshy, Fungus CR 2
XP 600
hp 15 (Bestiary 3 177)
Tactics The fungus leshy simply hides during the fight and does not participate except to leave any dangerous areas. The leshy is not a combatant; if attacked he will only attempt to flee. After the combat he may help the PCs gain the locket and, as a witness to the previous events, provides a way for the PCs to discover more about the situation if they are able to converse with him.

Will-o’-Wisp CR 6
XP 2,400
hp 40 (Bestiary 277)
Tactics The will-o’-wisp is an opportunist that feeds off of the suffering caused by the kelpie. It appreciates the convenience of the relationship and aides the kelpie by targeting PCs that seem to have an advantage over it, or are not stuck in the bog. Not invested enough to risk its life, the will-o’-wisp flees when reduced to 5 hp.

The Maiden on the Bridge CR 3
XP 800
CE Haunt (15 ft radius from the center of the bridge)
Caster Level 5th
Notice Perception DC 20 (to hear cries of help in the distance)
hp 6; Trigger proximity; Reset 1 day
Effect When triggered an apparition of Alvina backing away from a knife wielding Kalenthar is seen. Kalenthar holds a locket in his hands with a satisfied gleam in his eye. Alvina stumbles to the edge and says “I would have gone anywhere with you, now you’ll never have it” and throws herself off the bridge. It ends with the echoing sounds of a large animal charging through the water and her screams. The triggering creature is targeted by an aqueous orb that attempts to engulf the creature (DC 16). If the creature is engulfed, the sphere moves it into the center of the water closest to the bridge. This manifests as dark spectral waters dragging the target down into the murky creek.
Destruction Finding Alvina’s locket and returning it to her family.

Hazard: Land squares adjacent to water count as shallow bog (Pathfinder Core Rulebook 427). Water squares adjacent to land count as deep bog (Pathfinder Core Rulebook 427). Other water squares are 10ft deep still water. The light mist counts as rain (Pathfinder Core Rulebook 438) for visibility.

Development: After the kelpie and will-o’-wisp are dealt with the PCs can find the fungus leshy with a DC 24 perception check. It has little interest in the locket, but knows Kalenthar killed Alvina and doesn’t think he should have the locket. The leshy hands over the locket if made friendly. Its starting attitude is indifferent towards the PCs unless they appear to be working with Kalenthar, in which case it’s unfriendly. If the haunt is not triggered and Kalenthar gets the locket, he pays the agreed upon sum to the heroes and asks if they will talk to the town folk and tell them of the kelpie. While the PCs do this, he plans to raid the Breslau vault and then return to Molthune.

Grand Lodge RPG Superstar Season 9 Top 16 , Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Snowblossom

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Empty eyes peer out from beneath the hood of this pale maiden’s patchwork cloak. The silhouette of scissors and sewing needle are outlined in her shadow’s hands.

Sorrow Stitcher CR 8
XP 4,800
CE Medium fey

Init +9; Senses low-light vision; Perception +16

----Defense----
AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 85 (10d6+50)
Fort +7, Ref +13, Will +11
DR 5/cold iron

----Offense----
Speed 30 ft.
Melee 2 claws +10 (1D8+1), 1 touch +10 (1d4 Charisma damage + curse)
Special Attacks sorrowful gaze

Spell-Like Abilities (CL 11th; concentration +16)
At will— crushing despair
3/day— overwhelming grief, ray of exhaustion, shadow conjuration, shadow step

----Statistics----
Str 12, Dex 20, Con 18, Int 14, Wis 16, Cha 22
Base Atk +5; CMB +6; CMD 20
Feats Ability Focus (curse),Combat Casting, Weapon Finesse, Toughness, Improved Initiative
Skills Disguise +19, Escape Artist +17, Intimidate +16, Knowledge (local) +15, Perception +16, Sense Motive +16, Stealth +17, Use Magic Device +19
Languages Aklo, Common, Sylvan
SQ separate shadow

----Ecology----
Environment any urban
Organization solitary
Treasure standard (shawl of life-stealing, other treasure)

Special Abilities
Hollow Heart Curse (Su) Curse – touch; save Will DC 18. effect The creature loses all emotions except fear and sorrow. They take a -2 penalty on all attack rolls. They lose and cannot gain any morale bonuses granted by spells, supernatural or extraordinary abilities. They cannot be subject to a barbarian's rage ability or similar effects. The save DC is Charisma-based. cure Removing and wearing the cloak of the sorrow stitcher that afflicted the creature for 1 hour.

Patchwork Soul Stitching (Su)When the sorrow stitcher affects a creature with its Hollow Heart Curse, it gains fast healing 1 and a +1 morale bonus on saving throws against charm and fear effects, and attack and damage rolls for 1 hour. These bonuses stack and its fast healing increases by 1 for each creature affected by its curse, up to 5. These effects end if the curse is removed or the sorrow stitcher loses its cloak.

Separate Shadow (Su) A sorrow stitcher’s shadow acts separately though it is one creature. When taking a full attack action the sorrow stitcher can replace either its claws or touch attacks with a spell like ability.

Sorrowful Gaze (Su) Blinded by tears for 1d6 rounds, range 30 feet, Will DC 16 negates. Creatures that succeed are instead dazzled for 1d6 rounds. The save DC is Charisma-based

Decendents of fey exiles, these creatures share their forbearers’ curse of a severed connection from the First World. First appearing near the Forestheart rift in the Grungir Forest they have since spread throughout Golarion. They are born with broken spirits and empty hearts, their very shadows warped by their innate grief.

Desperate to experience happiness, the sorrow stitchers gravitate toward cities, jealously drawn to festivals where they steal the joy from the hearts of unsuspecting revelers. Armed with shadowy scissors and sewing needle, the sorrow stitcher’s shadow cuts the emotion from its victim which manifests as a colorful scrap of fabric that the shadow sews into the sorrow stitcher’s patchwork cloak. They will try to extract as many patches as they can before fleeing to savor the sensation of bliss, only venturing back out when they grow greedy for more.

Pale and slender, sorrow stitchers could be mistaken for adolescent humans if not for their blank eyes and razor sharp nails. They are never seen without their patchwork cloaks and would fight to the death before being parted from it. Other creatures who gain possession of a sorrow stitcher’s cloak find it functions as a shawl of life-stealing.

Grand Lodge RPG Superstar Season 9 Top 32 , Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Snowblossom

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Followers of Naderi created this walled garden outside the bustling city of Absalom to give the crowded populous a private place to mourn. Unfortunately, there have been rumors that all too many people have come here to commit suicide, and it is said to now be haunted by heartbroken souls.

Grand Lodge RPG Superstar Season 9 Top 4 , Star Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Snowblossom

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Figurine of Wondrous Power, Ruby Butterfly
Aura moderate enchantment and transmutation; CL 9th
Slot none; Price 5,400 gp; Weight 1 lbs.
Description
Upon command, this statuette transforms into a hand-sized red butterfly (use the stats for a bat). An arcane caster can use the butterfly to deliver touch based spells as a familiar without any level requirement. The butterfly can also be commanded to guard its owner while they sleep. Creatures protected this way gain +5 against any spell that affects sleeping creature’s dreams (such as nightmare or dream scan). A ruby butterfly can be used three times a week for up to 8 hours at a time.
Construction
Requirements Craft Wondrous Item, animate object, dream; Cost 2,700 gp