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290 posts. Organized Play character for Beckett.


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Scarab Sages

|| Phantom Phenomena || || ||

Honestly, so am I. I hate running for pregens.

Scarab Sages

|| Phantom Phenomena || || ||

Ok, I need to fix Adowyn's info and Chronicle Sheet, and wrap up my other games. After a short break, anyone interested in anything else?

Suggestions/requests?

Scarab Sages

|| Phantom Phenomena || || ||

Just in case you where wondering, that was a legit kill. Well, mostly.

It had taken 6 damage already from the herbicide and stated off with 30.

1 More for the splash, then an 18 point Crit took it to exactly 25 damage out of 30. But, it also had 1 Negative Level, (so -5 HP), and while technically not down, it basically had no chance. I should have, in retrospect, had it fall down the ravine from the grease, but hindsight = 20/20.

Scarab Sages

|| Phantom Phenomena || || ||

With the killing stroke struck, the Cerebric Fungus screams out in telepathic rage that it's questions have not been answered. For a moment, the cavern is filled with blasts of red and green lightning, and then silence as it finally dies.

Dr. Quolorum is extatic, not only at having encountered the creature himself, but also this rare opportunity to study it's remains himself. He thanks you all profusely and asking you to come to the Sincomakti School of Sciences so he can run tests on them to study the long-term effects of exposure to the creature’s attacks.

He also requests their assistance in carrying the remains down the mountain. With the demise of the dreaming fungus, the villagers report a steep drop in strange phenomena. Storms cease, nightmares subside, and life returns to normal, . . . at least until another terror rises in Ustalav.

Following your victory, Dr. Quolorum puts in a good word with some of his associates, ones he thinks you would all be most desired at, and who could give you a home for your further adventures. Even he is surprised when the response comes only a day after sending of the post, and all six of you, should you desire, will be Field Commissioned into the Pathfinder Society.

END

And HERE are the Chronicle Sheets. Game is reported.

Scarab Sages

|| Phantom Phenomena || || ||

Kyra, in a stroke of luck, devastates the Cerebric Fungus, her blade igniting as she slashes the large, monstrous plant and the blade digs deep.

More soon.

Scarab Sages

|| Phantom Phenomena || || ||

While Adowyn and Leryn both succumb to illness, Yoon hurls a vial at the Cerebric Fungus, but fails to hit it.

Enora is up just before the Fungus, (so essentially gets 2 actions, one is before it moves).

The fungus creature begins to shift, moving towards the bridge and Kyra, then sending out a single tentacle to grasp at the priestess.

Tentacle vs Kyra (AC 14): 1d20 + 4 ⇒ (1) + 4 = 5 <and of course, a miss>

Also, just wanted to point out to anyone that goes down, you can climb back up.

ROUND 2

Cerebric Fungus (-6, -1L)
--------------------------------------------------------
Oloch (-12), Yoon (), Adowyn (-2 att), Leryn (),
Kyra (), & Enora ()

Just a heads up, we will finish on time. Even if we do not fully finish, I'll "call it" a bit early for reporting, but we can continue through unofficially till the end. I apologize, internet is still pretty terrible. When I can connect, it takes about a solid minute just to load the map page.

Scarab Sages

|| Phantom Phenomena || || ||

Small correction Kyra pointed out: The ravine is only 20ft, not 30ft deep. So, instead of 17 damage, Oloch takes Damage: 2d6 + 5 ⇒ (2, 5) + 5 = 12 (total for the round). That still leaves him up and active, . . . at the bottom of the ravine. It's a DC 15 Climb check, which is probably going to take 2 Move Actions to accomplish.

Kyra, Flame of the Dawnflower wrote:
Ouch. 15' reach with a ravine? Mean!

Nah, mean would have been doing what I'd ho,. . . I mean what I'd, um, . . . feared, yah, that's what I meant feared they would have given it, Combat Reflexes. :P

Kyra, Flame of the Dawnflower wrote:
Is the -17 on oloch a typo?

The -17 is the total damage he had taken this fight, not his current HP. It was a typo in the sense it was only 2d6 rather than 3d6 for the fall, though.

ROUND 1
Enora ()
--------------------------------------------------------
Cerebric Fungus (-6, -1L)
--------------------------------------------------------
Oloch (-17 -12), Yoon (), Adowyn (-2 att), Leryn (), & Kyra ()

Scarab Sages

|| Phantom Phenomena || || ||

As Oloch begins to move forward, suddenly a tentacle shoots out from the writhing Cerebric Fungus, snagging Oloch's feet and sending him plummeting down into the hole.

Tentacle vs Oloch (AC 17): 1d29 + 3 ⇒ (18) + 3 = 21 <Hit>
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Pull vs CMD 15: 1d20 + 4 ⇒ (14) + 4 = 18
Falling: 3d6 ⇒ (3, 5, 4) = 12 ouch, sorry.

ROUND 1
Enora ()
--------------------------------------------------------
Cerebric Fungus (-6, -1L)
--------------------------------------------------------
Oloch (-17), Yoon (), Adowyn (-2 att), Leryn (), & Kyra ()

Scarab Sages

|| Phantom Phenomena || || ||

Still need a Will Save from some.

Enora manages to hold mind's perceptions together while sending the vial of magical herbicide at the sentient fungus creature, hitting it hard and causing the vial to explode. The fungus seems particularly affected, writhing and trembling in pain as the fluid acts as a particularly effective acid and poison.

In retaliation, the Cerebric Fungus, now identifying each of you as threats, unleashes an unnatural shriek, nearly causing all of you to loose the contents of your stomach.

Another Will DC 14 negates:
Being Nauseated for Rounds: 1d4 ⇒ 4 Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

ROUND 1
Enora ()
--------------------------------------------------------
Cerebric Fungus (-6, -1L)
--------------------------------------------------------
Oloch (), Yoon (), Adowyn (-2 att), Leryn (), & Kyra ()

Scarab Sages

|| Phantom Phenomena || || ||

I'll need to double check for sure, but I believe 30ft.

Scarab Sages

|| Phantom Phenomena || || ||

Just before entering the cave itself, you suddenly encounter the spirit of Lady Illiregarde, warning you away in silent whispers. But, on closer inspection, you see it is not the same figure you encountered before, nor is it the same as the woman in the paintings. Similar, but with small differences. Her eyes are far to large, and other small bits just do not seem right. She vanishes as you approach.

Within the cave itself, you find that it is only dimly lit, with a soft greenish glow of bioluminescent plants. Shortly after entering, you see the being you have been seeking, a large, sentient plant creature called a Cerebric Fungus. It is from another world, one more hostile to life than yours, they are very rare visitors, often extremely confused and not understanding even the basic laws of physics that do not apply in their home planet.

Not knowing if you are a threat, it advances to the ledge opposite your path, ready to defend itself. The entrance to the cave follows a single path around the outside of the cave, cut in the middle by a deep pit. At the end of the path is a small bridge that connects to the other side, where the Cerebric Fungus awaits.

Know Nature or Planes DC 18:
This creature, although very alien and strange, at it's core is a Plant. It does have many offensive and defensive abilities liked to mind and emotional control. Most notable, it's very ill advised to use any sort of mind altering powers against it, and it has a very nasty touch attack.

Know Nature or Planes DC 23:
It is also resistant to Cold, but Weak against Sonic.

INIT ROLLS:

Adowyn & Leryn (1 & 2): 1d20 + 4 ⇒ (2) + 4 = 6
Enora (3): 1d20 + 2 ⇒ (13) + 2 = 15
Erasmus (4): 1d20 + 4 ⇒ (11) + 4 = 15
Kyra (5): 1d20 + 0 ⇒ (6) + 0 = 6
Oloch (6): 1d20 + 3 ⇒ (5) + 3 = 8
Yoon (7): 1d20 + 3 ⇒ (5) + 3 = 8
=======================================
Cerebric Fungus: 1d20 + 4 ⇒ (8) + 4 = 12

ROUND 1
Erasmus () & Enora ()
--------------------------------------------------------
Cerebric Fungus ()
--------------------------------------------------------
Oloch (), Yoon (), Adowyn (), Leryn (), & Kyra ()

Everyone, pets included; Will Save DC 14 Negates:
As soon as you enter, you can feel the being scanning the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. You take a –2 penalty on attack rolls.

Scarab Sages

|| Phantom Phenomena || || ||

Just to make this a little more fair, why don't we say that, because everyone here has done every single part, every character can pick any one item, regardless of what others pick.

Scarab Sages

|| Phantom Phenomena || || ||

Sorry. That's shouldn't be an issue. I lost internet here on the base for the last day and a half, but should be good now, and we are very close.

Scarab Sages

|| Phantom Phenomena || || ||

On your way across, Oloch looses his footing, slipping and beginning to tumble to his death as a begins to plummet towards a small rock cliff some 40 ft below, actually a Mimic that quickly melds from it's disguise to swallow the unlucky Half-Orc, but suddenly, inches from it's gapping, many fanged mouth, Kyra, with a bit of help from the small Enora grasp the rope tied around his waist, and manage to haul him back up.

Finally making it across the gap, you see your destination, some 100 feet up, the entrance of the cave.

Adowyn:
As you begin to approach, suddenly you hear a voice inside your head, "Why do you not eat it? I don't understand. Need you not food." Suddenly, as you look at you pet, you instead seen it die, and very rapidly decay, becoming some sort of zombie.

Enora:
As you begin to approach, suddenly you hear a voice inside your head, "What is the noise light makes?"

Erasmus:
As you begin to approach, suddenly you hear a voice inside your head, "When does the darkness rise?"

Kyra:
As you begin to approach, suddenly you hear a voice inside your head, "How do rainbows swim?” "

Oloch:
As you begin to approach, suddenly you hear a voice inside your head, "Now I contain!"

Yoon:
As you begin to approach, suddenly you hear a voice inside your head, "But they do not mix? Why? And why do you love only the one, but not the other?"

Finally making it to the cave after being asked a question within your own minds; green luminescence shines from fungi on the walls of this cave, while the winds outside create an animal-like howl as they whip past the entrance. A narrow path runs along the northern edge, and a deep chasm slick with moisture splits it from another ledge to its south. To the east is a bridge, fuzzy with dark green mold.

Scarab Sages

|| Phantom Phenomena || || ||

I hate the pregens so, so much. Only Oloch is, in my opinion, half decent from what I have seen in play (ever, not now), but still, it's very clear that Paizo went out of their way to make them very poor. Kyra, I think I hate the most, just for being so poorly built.

Anyway, you did have some time beforehand to make some purchases, and I'm assuming between all of you, knowing you would be going into the mountains, you could have thrown together some GP and SP and purchased a rope.

Oloch, please give me a Reflex Save, with an additional +2 bonus, while everyone else please give me a Str Check.

Holy Crap. So about that "I hate pregens", I just looked at all of your Str Scores. . . I advice Kyra rolls and everyone else Aid.

Scarab Sages

|| Phantom Phenomena || || ||

Oh, sorry, I should have said "Doesn't have a Negative to Climb". It's not a DC 10, but bad thins could happen, (even though you technically can't Take 10, I want to speed this part up for PbP).

Scarab Sages

|| Phantom Phenomena || || ||

So, we are getting pretty dang close to the end. And one of the cool things about this is I found out that everyone actually gets 2 chances for Boons, not just on.

Adowyn: 1d20 ⇒ 2
Enora: 1d20 ⇒ 19
Erasmus: 1d20 ⇒ 9
Kyra: 1d20 ⇒ 14
Oloch: 1d20 ⇒ 3
Yoon: 1d20 ⇒ 13
DM: 1d20 ⇒ 16

Adowyn: 1d20 ⇒ 8
Enora: 1d20 ⇒ 10
Erasmus: 1d20 ⇒ 8
->->Kyra: 1d20 ⇒ 20 <-<- Hope this makes up for all those crappy Init rolls.
Oloch: 1d20 ⇒ 11
Yoon: 1d20 ⇒ 14
DM: 1d20 ⇒ 13

Holy crap. The last two Game Days, practically every single table I ran someone won something. This year, this is the very first time someone got a Boon, and only 1 out of 14 rolls.

Sorry everyone that didn't win. If it makes you feel any better, I have not either, for any game I've played or DM'd.

Lastly, can I get everyone to take a look at their info (up above) and make sure that everything is correct. Kyra/EvilMinion, I need your email asap for the Boon. Once I get that, I'll send an email showing what the choices are.

Lastly, did everyone want to apply all six parts to a single character? I assume so, but, just wanted to make sure.

Scarab Sages

|| Phantom Phenomena || || ||
Kyra, Flame of the Dawnflower wrote:

Kyra is glad their tasks are near an end, though unsure on what they're going to be facing.

"What are these legends, you spoke of?" She asks the doctor. "Why is it the obvious source?"

"A fascinating question, isn’t it? I am not completely sure, but I doubt the source is of this world. Amazing, yes? We should find out more very soon. I’d say a few hours at most. My readings are getting stronger with every passing moment." He continues with a summary of events like up above, pointing pointing out that strange, otherworldly spirit being that gave you the Harrow Deck, and other occurrences that lead him to suspect that whatever it is watching you, is not native to Golarion, or perhaps even the Material Plane.

"Aside from the typical problems one finds when traveling up mountains: landslides, exposure, dangerous beasts, I think whatever is causing these disturbances will almost certainly assault our minds. Guard your thoughts, and watch your step. When we get there, first of all, keep me safe! Secondly, help me gather as much information as I can about the source of these phantom phenomena. If we determine it’s something dangerous, I will need your help putting a stop to it.”

Gusting winds howl, and storms darken the sky during your ascent. A few scrub trees cling to the crumbling granite face of the mountain, and snow is visible higher up the slope. The trail itself is not difficult, although there are some sections that run right against a cliff edge, giving a dramatic, if harrowing, sight of the forest below and Lantern Lake beyond.

Along the way, each of you begins to experiences visions. Ghostly images that vanish when looked at directly, bobbing lights hovering off
the side of the mountain, smells of rotting fish, strange voices whispering cryptic phrases from nowhere, warm or cold spots in the air, rocks that seem to melt and flow, lightning strikes of abnormal color, and thunder claps that sound distorted or muffled.

Ahead the trail ends at a place where the mountain has split. A fifty-foot-wide crevasse separates one side from the other, and the only crossing is over a massive boulder that has broken off the mountainside to the east and become stuck as it rolled down. The trail continues on the other side.

Dr. Quolorum is certain that this is the right way and insists "Come! Hurry. We need to get to the others side. We are so close!". His readings signal close proximity to the source of the phenomena, and he desperately wants to continue. Using the boulder as a bridge is not terribly difficult and requires only . . .

Please give me x2 Climb Checks. <Anyone that has a positive modifier for Climb can "Take 10". If so, just let me know. However, some of your friends might need some help.

Scarab Sages

|| Phantom Phenomena || || ||

I was mostly waiting on that save. It is right now at 29/30 HP, so I think it's safe to assume you destroy it now. It's the last boss for this one, and it turns out it can't actually do any damage. Only if it would have taken control of Oloch. It does Wis Damage, but I don't think -4 Wis is going to seriously hurt anyone immediately.

With your combined prowess, and not a little bit of ranged ammunition, you mange to destroy the Mindslayer Mold, and put the gardener's body to rest. Returning to meat with Dr. Quolorum, he listens to your account with the mold and the ill-fated thief, and is very pleased that you where able to stop the threat WITHOUT using the vial intact. Not having used the Vial of herbicide to instakill the Mold earns you an extra boon later. Sort of.

This time, there is no letter. With everything you have discovered, Dr. Quolorum's mind is already on what comes next, and his congratulations are brief, for the next and final mission is at hand.

This is it! I have finally triangulated the source of the intriguing phenomena near the peak of Diremark in the eastern reaches of the Hungry Mountains. It’s so obvious in hindsight, considering the legends of the place, that I’m surprised nobody thought of it sooner."

"Given the highly charged nature of the ether right now, it’s best if I accompany you to the source to learn what has transpired. Once you have gotten all you need, meet me on the slopes of Diremark and we’ll put this mystery to rest before the new semester begins and I return to the drudgery of reading first-year essays on the ethical questions raised by charm spells. Huzzah!"

- - - EPICENTER!!! - - -

<small warning, I'm adding a few bits of interpretation and reading between the lines here to try and make it all a bit more coherent>
-
In brief, the story so far: Dr. Quolorum has been attempting to study and understand many of the strange and unnatural occurrences around the area called the Hungry Mountains of the dark lands of the nation of Ustalav. Much of the mysteries seem to revolve around an ancient Utalavic noblewoman, Lady Rena Illirigarde, herself an occult researcher and Harrow Reader, but who disappeared decades ago. Your first mission took you to the village of Dunhob, the last known place she was seen publicly, where you received a rather warm welcome from the locals in the most customary Ustalavic fashion. While there, you took part in some sort of vision, indicating that not only was Lady Illirigarde's last reading very disturbing, and somehow, the Harrow Deck itself had become infested with a portion of that odd power, but something seemed to be watching you as you looked into these mysteries. After having seen some sort of dark fate to come, Lady Illirigarde fled, vanishing from history, and it was around this time that dangerous and necromantic energies begun to appear around the lands.
-
You next job was to assist in studying and examining not the lightning itself, but bit of the magical residue it sometimes left behind. You found a site and merely needed to wait for nature, or rather Un-nature in this case, to take it's course. As a massive red bolt cracked the sky, slamming it's spearhead into the very earth so close that you could nearly feel the charge in the air, you rushed with the good doctor to collect what you could in his strange containment devices only to have the corrupted land itself fight back and trying to drag you all down to join the other dead. Fighting back, you where able to gather just enough of this strange substance he called ectoplasm for study.
-
While Dr. Q. studied the ectoplasm back at the university, he asked you to look into the abandon and haunted Illirigarde Manor, and it is there that you learned the true fate of the noblewoman. After having seen something so terrifying that she would leave her own Harrow Deck behind and never return, she began to attempt to create small magically-living assistants from her own body. No one knows just why, but it seems that she found the creatures imperfect and cast them aside after completing the process, with one of them being fully sentient. Like an abandon child it grew up alone, and without guidance, and one day gave into hatred against it's maker. Sneaking into her laboratory as she attempted to create another, it leapt at her from behind and strangled the woman, who then died their at the hands of her own creation. It, however, did not follow her to the grave as normally happens with the creation of creature known as Homunculus. The fact that it didn't die with it's creator, whose life it was eternally, arcanely bonded to suggests that perhaps it wasn't Lady Illirigarde that gave it life after all. . .
-
Still studying the significance of the Harrow Deck and the Ectoplasm, Dr. Q. next asked you to look into ancient monoliths crafted as beacons of protection by some of Ustalavs first peoples, the Kellid tribesmen that lived here until some decades ago when they where driven out by the crusades of the Whispering Tyrant. Little is known about these monuments, their purpose, their magic. There you discover, first that you are not alone, and the burial mounds are far from abandon, but most importantly that the monoliths are invest with ancient runes and glyphs of power, specifically a Ward called the Eye of Gorum. Armed with, at least something to help you against whatever it is that seems to have a mind's eye upon your efforts, you return to Dr. Q, who is out on a journey of his own, but leaves instructions to retrieve a small vial from his office. It's clear he is beginning to worry as well, knowing that something is on the horizon, that something is watching, but not what it is, or what it could possibly want.
-
And even the most simple of tasks in Ustalav are never trivial. You would almost think you where a Pathfinder, receiving what some moron honest considers a mission briefing from a high ranked but ultimately inexperienced and uneducated "captain" that knows even less about what they want you to do than you do. Making your way to retrieve a vial the Dr. had forgotten to bring on his own mission, you find the office, while itself not cooperative, the vial has also already been taken. Tracking it down, you find the gardener slain by the very plant he meant to kill. The plant having come to life, almost as if seeking you, attacked, (or perhaps attempted to mumble something you mistook for a zombie-moan), but managed to put it down yourself before it could wash/rinse/repeat on you what it did to the gardener.

Having made your last wills final preparations, you make the short journey to meat Dr. Quolorum upon a trail leading into the heart of an abandoned dwarven mine near Diremark, one of the tallest peaks in the Hungry Mountains north of Lantern Lake.

Dr. Q is ready as you arrive, but offers a few special items as extra gear and tools. Specifically, one of each. (total, not per player).

Ectoplasmic Ointment (Lightning):
A PC can apply this greasy unguent to his skin like a magic oil. For the next 24 hours, he receives a +1 resistance bonus on saving throws against mind-affecting effects. If he fails such a save, he can re-roll the saving throw, after which the ointment’s effects end.

Etheric Compasses (Manor):
Dr. Quolorum carries these ghostly devices, which help him sense the phenomena’s location. His using one grants each PC a +2 insight bonus on the Will saving throw against the illusory hazard while ascending Diremark.

Experimental Herbicide (University):
A PC can throw the herbicide as a splash weapon. A direct hit causes Large or smaller plants to wither and die over the course of an hour. Against a plant creature, a direct hit deals 1d8 points of damage and bestows 1 negative level. Every plant creature within 5 feet of where the herbicide hits takes 1 point of damage. Alternatively, a PC can coat a metal weapon in the herbicide, much as he would apply a poison. The next creature struck takes damage as though it were directly hit with the herbicide.

Eye of Gorum (Monolith):
This is an ancient Kellid symbol. Scribing or painting it on one’s armor, clothing, or shield grants the PC a +1 sacred bonus to AC against the cerebric fungus’s attacks. Any number of PCs can use this tool.

Additionally, anyone that has not used their free Harrow Deck Draw can and should now. This is the finale!

Know Geography DC 10:
The Hungry Mountains are a major mountain range in Ustalav. They run east to west through the center of Ustalav, mostly through the counties of Ulcazar and Versex.

Know Geography DC 15:
The eastern Hungry Mountains are known for driving rain and violent lightning storms. Lately, strangely colored lightning has been troubling the area north of Lantern Lake. If the PC has completed Lightning, she recognizes this as the red lightning from her previous investigations.

Know Geography DC 20:
Diremark is one of the tallest peaks in the eastern range. Its name comes from not only its treacherous terrain, but also from the exceptionally large animals rumored to live there. The few residents of the area report ghostly images and hallucinations on the mountain paths of Diremark. It is said the mountain tries to mislead the wary and take their lives. Many people have simply disappeared.

And finally, with him here, in the flesh, and a little bit of time, you finally have the opportunity to as Dr. Q some questions, if you like, as you begin to make your way up the trail. Hole crap that was a long post.

Scarab Sages

|| Phantom Phenomena || || ||

Oh, good catch. It is indeed a 1 Round Casting Time. Which also means that it will actually go off just before the beginning of it's next turn.

Refl to Avoid DC 15: 1d20 + 4 ⇒ (9) + 4 = 13

Concentration vs Damage DC 19: 1d20 + 9 ⇒ (10) + 9 = 19

So, it does in fact get hit by Adowyn's arrow, but does not loose the spell.

Refl to Avoid DC 17: 1d20 + 4 ⇒ (19) + 4 = 23

But it does manage to not be hit by Kyra's bullet.

ROUND 3

Kyra (), Erasmus (), Yoon (), Oloch ()
Adowyn (), Leryn (), & Enora ()
-----------------------------------------------
Mold Creature (-29)

Scarab Sages

|| Phantom Phenomena || || ||

Opps, sorry yes. Well, one of them hit anyway. Similarly this round, actually.

Scarab Sages

|| Phantom Phenomena || || ||

Like I said, the description was Fluff only. Oloch is staying at least 25ft away, and the Range is more like 50ft for this specific <thing>.

Scarab Sages

|| Phantom Phenomena || || ||

Oh, I wasn't sure. You can feel free to roll it with your spells in the future.

SR: 1d20 + 3 ⇒ (3) + 3 = 6

Kyra and Oloch send their own ranged pellets flying with so much more effect than the mold's little spore attack, followed with a small barrage of arrows and magic. However, as Yoon brings her greatest gift and lover into the mix, it's flames seem to stop just inches from the creature, as if hitting an invisible sphere of water, and can not penetrate it.

The Mindslayer Mold, it's host barely managing to hold itself together and the Mold itself having a difficult time remaining attached to it's host, manages to shoot another single nut-like pellet, this time going after Oloch. Flavor only, it's actually using a SLA. It bursts, catching the half-orc half-priest directly in the chest and burst open with a sickly, pale pink dust.

Oloch Will DC 16 Negates:
You suddenly feel your will shrivel up, and are compelled to both protect and heal this Mold Creature to the best of your ability. <It casts Dominate Person. I want you to still control your character and actions, but if you fail the check, your goals are to protect the Mold from hard and to heal it. This is NOT a Charm effect, but outright mental control. That is, you don't feel friendly towards the Mold as much as do exactly what it tells you to without caring how you feel about it. Now, with that in mind, you don't have to outright kill the other players.> Finally, if you fail the save, ask everyone to make a DC 20 Sense Motive check, which will allow them to notice "You are acting abnormally, as if being magically manipulated."

Spellcraft DC 20:
The Mold just used a Spell-Like Ability identical to Dominate Person.

It pauses for just a moment to see how the half-orc reacts, and as it does so, it begins to heal, swiftly, but not much.

ROUND 3

Kyra (), Erasmus (), Yoon (), Oloch ()
Adowyn (), Leryn (), & Enora ()

-----------------------------------------------
Mold Creature (-26 -> -24)

Scarab Sages

|| Phantom Phenomena || || ||

The gardener is very clearly dead, somehow being animated and controlled by the strange mold covering much of it's body.

Sorry, I'm playing in two separate games where I'm getting really screwed over and it's partially killing my desire for PFS, and yesterday I was not able to get online much.

Erasmus delays, not entirely sure how to proceed while Yoon goes on the offensive, sending a bit of flame at the mold creature.

Another thing I was trying find an answer to an ability this creature has.

Bestiary 4 wrote:
Avoidance (Ex) When a mindslaver mold is infesting a living or undead creature and would be hit by an attack, it can make a Reflex save as an immediate action. If the mold succeeds, the attack doesn’t harm it and instead harms the infested creature—the mold effectively slithers out of the way of the incoming attack so that the blow strikes the creature it controls. The mindslaver mold must choose to attempt avoidance after the attack roll is resolved but before damage is rolled.

What is the DC?

Oloch and Adowyn both fire off some ranged weapons, but only Adowyn's hits and just barely. Enora begins chanting and then unleashes a small blast of multicolored light, but it doesn't seem to affect the mold or the body at all.

SR check: 1d20 + 4 ⇒ (11) + 4 = 15 <makes it, barely>

The Mold "returns fire", first forcing it's dead host's body to hack up and then spit a small acorn sized nut-like thing at Enora, as it smacks her in the face, it burst, leaving a very fine layer of dust around her head that is going to be very difficult not to breath in.

Ranged Touch vs Enora (AC 13): 1d20 + 7 ⇒ (19) + 7 = 26 <HIT>

Enora Fort DC 15 Negates:
1d4 ⇒ 1 Wisdom Damage

ROUND 2

Kyra (), Erasmus (), Yoon (), Oloch ()
Adowyn (), Leryn (), & Enora ()

-----------------------------------------------
Mold Creature (-6)

Scarab Sages

|| Phantom Phenomena || || ||

INIT ROLLS:

Oloch (6): 1d20 + 3 ⇒ (3) + 3 = 6
Yoon (7): 1d20 + 3 ⇒ (19) + 3 = 22

The thing finely stands fully, letting out a monstrous cry, and begins to lumber towards you.

Know Nature DC 13:
While this creature, called a Mindslaver Mold only grows on the body of a deceased being, it is functionally a Plant, meaning it is utterly immune to all mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. Additionally, this one in particular is also immune to Cold. It does have some resistance to Magic, and is also able to Climb with ease. <This is a very dangerous encounter!>

Know Nature DC 18:
The Mindslayer Mold is able to "shoot" a spoor-like pod at enemies up to 20ft away which can then infect the target, clouding their vision and unhinging their mind almost instantly. Merely touching the Mindslayer Mold wit an Unarmed Strike, Touch Attack, or Natural Weapon has the same result.

Know Nature DC 23:
Finally, because the mold is actually infesting it's host, living or dead, but is sentient and fully aware, the Mold can instantly dig itself deeper into the hosts body, crawling into or creating wounds upon the host, and possibly avoid taking any damage itself, forcing the host to take it all. It is highly resistant to Acid (10) as well, and once per day can use ambient spores in the air to effectively cast Dominate Person.

ROUND 1

Erasmus (), Yoon (), Oloch ()
Adowyn (), Leryn (), & Enora ()

-----------------------------------------------
Mold Creature ()
-----------------------------------------------
Kyra ()

Scarab Sages

|| Phantom Phenomena || || ||

Assuming at least someone spots it and points it out. . .

As you begin to move closer to grab the vial, suddenly some of the plant life, and then the body of the farmer begin to twitch, reacting to your presence.

At first it seems to be like the other plants in the area, moving their flowers, stems, or branches to face you, almost as if watching you, but as you come closer to the vial, it stands, revealing that some sort of fungus has infected, and seems to be animating the body.

INIT ROLLS:

Adowyn & Leryn (1 & 2): 1d20 + 4 ⇒ (11) + 4 = 15
Enora (3): 1d20 + 2 ⇒ (11) + 2 = 13
Erasmus (4): 1d20 + 4 ⇒ (15) + 4 = 19
Kyra (5): 1d20 + 0 ⇒ (6) + 0 = 6
Oloch (6): 1d20 + 3 ⇒ (16) + 3 = 19
Yoon (7): 1d20 + 3 ⇒ (16) + 3 = 19
=======================================
Mold: 1d20 + 7 ⇒ (1) + 7 = 8

More in a bit.

Scarab Sages

|| Phantom Phenomena || || ||

So, this encounter was actually supposed to be 100% RP. All you had to do was say three general things about what's going on in the world. There was no right or wrong answer, and you could have even lied. The dice rolls where just meant to be clues and suggestions. :P

To avoid frustration, I'll assume that you told them a few things with those checks and press onwards.

Continuing to speak in a conglomeration of different telepathic voices and personalities, the book responds "Impressive. As we promised, . . . Two days ago a wild-eyed man dressed like a farmer and covered in dirt rushed in here and broke open the cupboard behind the desk. He took a vial from it, and suddenly everything in the room started floating around. It was quite a sight watching him kick and spin in the air. Eventually he made his way back out, but not before he’d cursed Dr. Quolorum up and down. He kept yelling about the greenhouse and how he was going to be too late.”

"Find the farmer man. Find the greenhouse he spoke off, and you shall find what you seek."

Asking around you find that the university itself does have a greenhouse on the grounds, though few visit it these cold and bleak days. It doesn't take too long to get there.

The greenhouse is constructed from wrought iron and glass and resembles a cage as much as it does a garden. Forty feet tall at its highest peak, the structure is elegantly arched and smoothly curved. The gate on the western end has been bent out of shape and swings on a single hinge.

The air in this room is humid and aromatic. Odors of earth and mud clash with crisp notes of sweet flowering plants. Farther in, a freshwater spring burbles quietly. The interior of the 50-by-40-foot greenhouse houses disturbing, albeit harmless, plants that are overgrown and huge, with strangely twisted limbs and oddly pale leaves. The branches and leaves gradually turn to face you, your movement through the facility. Not too far in, simply sitting upon the path, you see the glowing green vial.

Perception DC 10:
A body, a male dressed like a "farmer" covered in mud lays drained of blood and rapidly decomposing, is just off the path to the south.

Scarab Sages

|| Phantom Phenomena || || ||

Adowyn:
The first thing that pops into your mind (involving nature) is with the somewhat recent devastation and crusades within the Worldwound, a lot of the worlds weather patterns have been slightly off, and there is some sense of fear amongst those that know about it that darker things are coming. Some even claim it's one sign of the end.

Scarab Sages

|| Phantom Phenomena || || ||

You can make any Knowledge check, or Diplomacy or Bluff for further aid. Lastly, you can also attempt a Use Magic Device check. I'm not putting them in spoilers, because each of these checks accomplish different, not too obvious things, and I do not want to give too much away.

One other tip I will point out: "Then tell us something we do not know. Three things about the world in it's current state"

Scarab Sages

|| Phantom Phenomena || || ||

You sense some sort of minor magic about the entire room, but can't really get any sense of what caused it, or why. So far it doesn't seem hostile or threatening though.

Unfortunately, the cupboard on the north wall is empty. When the you discover this, a large tome bound in red leather flaps its pages and begins to speak. The tome, titled Collected Wisdom and Secrets of the Luralia, is a recent acquisition of Quolorum’s that was penned by members of the Luralia family—famed researchers of psychic magic. Each of the Luralias contributed to the tome over the years, and at great expense, they each also imprinted parts of their personalities upon it.

The first, is a female voice, direct and inquisitive, but polite. Speaking directly into your own minds, "Hail there. Identify yourselves and tell me, why have you come?" <After answering, but cutting you off before you really have a chance for questions just yet>

"I see. I am Lady Nhorean Luralia, the matriarch of,. . . But first, I, . . . are you worthy?"

<before you can answer, almost as if the different beings within the book are unaware of time>

Another female voice, this one seemingly mad and shifting between coy and anger speaks with little break after the first, "Who cares. Don't you dare touch me! I bark and I bite! . . . Unless, . . . you like that sort of thing. If so, come and see, just what Pelina Luralia has hidden in her . . . "

After a short pause, a third voice, this one male, and again seeming to speak directly into your mind, but clearly coming from the book as another page turns randomly.

"Who dares come before the great and powerful Zame Luralia, mighty psychic, master of the mind, scion of illusion, and student of the unknown? I'm certain than none gathered here can fathom the mysteries of all that lay beyond their mere mortal grasp, the hidden truths of the realms beyond ours."

Finally, in a combination of the three personalities, attitudes, and insinuation, they offer a bargain of you, and your mind's eye, or ear as the case may be, can hear a soft chorus of many more individuals murmering softly in the background.

"If you would prove your selves" <Nhorean> "worthy of us, of all we can do for you, and to you" <Pelina> "Then tell us something we do not know. Three things about the world in it's current state" <Zame> "and if you do a very good job, . . ." <Pelina> "but failure" <Nhorean> "and I shall destroy everything you hold dear, and then the real fun begins." <Pelina>

Scarab Sages

|| Phantom Phenomena || || ||

More than a few of you cut the little bastard down, while the others do their best to keep their weight on the lid, and the small horde trapped inside from getting out.

As the Morlock falls, you hear something glass hit the floor inside of a sack at it's belt. It doesn't shatter, though, luckily. A quick search reveals oddities: several possessions of the deceased smith Seb Furnwell. His bag contains a few basic blacksmithing tools as well as a tin of alchemical cement. Underneath the bag is a gilded breastplate bearing the canine heraldic symbol of a lesser Ustalavic family.

Enora identifies the alchemical cement immediately for what it is, snatches it up quickly, and administers a quick seal around the lid and the well. Within seconds it binds, holding he lid on securely and giving you some time to breath for a moment as the Morlocks trapped inside wail and pound at their new tomb.

Taking some time, you investigate and record the various glyphs on the monolith, and once you have done all that you can, return to Dr. Quolorum, who eagerly listens to the tale of your exploits.

"A fantastic job. Fantastic. I am impressed, and I'd say that you have earned ever copper of your wages."

I honestly thought that one would go a lot faster than it wound up being.

========================================================================

- - - PART 5 OF 6: UNIVERSITY - - -

Play Handout:

Trusted associates,
I have discerned something of the nature of these strange phenomena we’ve seen, and I think I have just the tool that may help. In my office at the Sincomakti School of Sciences in Rozenport you’ll find a small vial of a most potent substance that I and by “I,” I mean “you” will find useful later. It is an experimental magical herbicide. I planned to use it on the ivy growing over my office windows, but our current predicament may call for it instead. You’ll find the vial in a cupboard on the wall behind my desk. It glows purple, so you can’t miss it. Bring it back quickly so that we can move forward in these investigations.
Dr. Quolorum

Before heading out for your next mission, this one most certainly a walk in the proverbial, if not literally in this case, park, you have a few moments to ask around, grab a bite, and perhaps do a bit of shopping in the big city, a place your travels have often avoided these last few months.

Sharing is caring. . .

Diplomacy or Know Local DC 10:
Rising and falling upon steep sea cliffs, Rozenport’s archaic architecture possesses an almost organic pattern, with sharp steeples, flat-roofed manors, and a bubble-domed town hall.

Diplomacy or Know Local DC 15:
The campus of the Sincomakti School of Sciences is hidden amid the town’s labyrinthine avenues.

Diplomacy or Know Local DC 20:
The grounds of the campus, which are normally immaculate, have become unkempt and particularly weedy in the last few days.

and

Know Arcana or History DC 12:
The Sincomakti School of Sciences was founded over 200 years ago. The professors who founded the school extolled the dual virtues of broad education and guarded ignorance, but rumors constantly swirl regarding the occult, forbidden knowledge often
studied here.

Know Arcana or History DC 17:
Many of the buildings on campus have powerful magical protections enspelled upon the grounds long ago at the time of the school’s founding.

Dr. Quolorum’s office is a single-story, 20-by-20-foot square building made of fitted limestone and covered in ivy vines. The door has a lock, but is swung partially open. With the letter you received, you also received a spare key, allowing you access to the office. Many of you have been here, if for a short time in the past, though it's likely been some time.

The contents of the room float aimlessly about as if loosed from the bounds of gravity. A large oak desk spins slowly in the center, and a matching carved oak chair floats near the ceiling. The walls are lined with low bookshelves, but the books and countless other items that once rested there drift gently in midair. Ivy-covered windows to the west and east provide only dim light.

Scarab Sages

|| Phantom Phenomena || || ||

With Kyra's help, you are able to slam the lid down over the well, and with a little bit of adjustment, if falls into a small groove. Just before hand, with your light source, you see at least 20 more of the pale Morlocks climbing up the well quickly, almost like thy can stick to it's stone walls, and leaping over each other to get to you.

In a few seconds they slam against the lid, and manage to move it slightly.

INIT:

Adowyn (1 & 2): 1d20 + 4 ⇒ (6) + 4 = 10
Crowe (3): 1d20 + 1 ⇒ (5) + 1 = 6
Enora(4): 1d20 + 2 ⇒ (2) + 2 = 4
Erasmus (5): 1d20 + 4 ⇒ (13) + 4 = 17
Kyra (6): 1d20 + 0 ⇒ (1) + 0 = 1
Oloch (7): 1d20 + 3 ⇒ (12) + 3 = 15
Yoon (8): 1d20 + 3 ⇒ (14) + 3 = 17
=======================================

Suddenly the other creature, seeing that the reinforcements it had been counting on will not make it, it charges at you. Grabbing a piece of broken tender from the recent dig, leaps across the short distance with surprising speed and agility, and slams it into the back of Enora's head, drawing blood after a rather loud crack.

Random Target (alphabetical): 1d8 ⇒ 4
Leap Attack vs Enora (FF AC 11): 1d20 + 7 ⇒ (7) + 7 = 14 <Hit>
Damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Round 1

The Bloody Horde!!!
---------------------------------------------------
Morlock ()
---------------------------------------------------
Erasmus (), Yoon (), Oloch (),
Adowyn/Leryn (/), Enora (-8), & Kyra ()

Scarab Sages

|| Phantom Phenomena || || ||

Sorry, because of the break we took, it's possible something got lost or forgotten, so let me to a brief recap of what's all going on so far, and we can kind of back up a little bit.

Long ago, the Hungry Mountains of Ustalav were home to Kellid tribesmen who understood the dangerous occult nature of this region and built great stone monuments to protect themselves from dark magic and esoteric threats.

The good Dr. Quolorum, your tutor and employer these last few months, has sent you into the Hungry Mountains investigate the tunnels underneath an ancient Kellid mound to look into one of these odd monoliths, and specifically the Kellid Glyphs. You traveled here and after fighting a few centipedes, stumbled into a chamber where you find a single strange creature native to the darkness below. He is startled, but tries to secretly wake something inside the well while speaking friendly words to you.

Finding that he succeeded, he then flees to the far side of the room, hoping that whatever is down the well makes it here in time. There is a very heavy lid to the well, but so far it seems to heavy to lift, with Oloch failing even with Enora's assistance. The sounds coming up from the well indicate that who or whatever is down there, they are climbing up fast and looking for a fight, but so far, you can not see what is down there, or how many. But you can hear a lot.

If I left any of this out, I apologize. During my travels, I had utterly lost any PDF reader on my computer, (new update didn't properly load as I was walking out the door). So, lets jump back in right now. Not in combat unless someone does something to attack, but lets assume that everyone is "up" as if it where a combat round.

Scarab Sages

|| Phantom Phenomena || || ||

Nothing really yet except for noise.

Scarab Sages

|| Phantom Phenomena || || ||

Within seconds, the sounds coming from the well suggest that whatever it is coming up, it's a small army at the least, and as more of them wake to the distraction from above, you begin to hear shouts for blood and battle.

Assured that he is not alone to face a well armed party, the creature retreats to the far corner, hoping against hope that it's allies make it in time.

Oloch/all:
If you attempt to grab and move the lid, you find that it is extremely heavy, and nearly drop the damned thing, not expecting it's weight and needing a better grip, or possibly some help.

Scarab Sages

|| Phantom Phenomena || || ||

Was Oloch still going to attempt it after learning more?

Scarab Sages

|| Phantom Phenomena || || ||
Oloch of Gorum wrote:
"It seems are 'buddy' here is hoping for reinforcements ... we should beware."

"OH YES. I SPEAKS COMMON LANGUAGE!" it practically shouts. "NO FIGHT. ME NO WANT FIGHT." <as one of it's feet slips slightly, sending a small pebble down the well.>

Sense Motive DC 10:
B.S.!!! (just for fun)

After the creature speaks, for whatever reason very loudly, you begin to hear noise coming from within the well, as if something, or rather somethings are beginning to stir.

Scarab Sages

|| Phantom Phenomena || || ||

Hey all. I've been trying to get back to all of my games, and it's a slow process. I have arrived at my final destination, and been in processing and getting to know the place and everything. Right now, I do not have internet, and it will be a little while before I can afford to get that set up, so am using the free internet on base. Unfortunately, that means I have to walk a ways to get there, and I am limited in when I can use it. But, I am trying to get things back rolling. Please, check in to make sure everyone is still here and I'll have another post up soon. I'm aiming for today, but it may be tomorrow, (and if you are in the US, that might actually be the same day).

Scarab Sages

|| Phantom Phenomena || || ||

Just wanted to give the final heads up. I'll be leaving for deployment now in under 24 hours. I'm going to try to get another post in before hand, but between the weather and final packing, I may not be able to. I expect to be away for 1-7 days.

I had hoped to get through this one so that I could leave everyone on a sort of in between spot, and if I can before flying out, I will. However, something that I've found helped a few other players pass the time in the past was a sort of player run sparring matches. All for fun. It could be something like the party breaks up into even teams and just goes at it, or pairs off. There could be established conditions. Again, it's just to help pass the time, not something that actually happens in game. No one dies it uses resources for the game.

Scarab Sages

|| Phantom Phenomena || || ||

I see a trend here. . .

Scarab Sages

|| Phantom Phenomena || || ||

So, I was looking at some of the reported issues with Phantom Phenomena, and I noted one tht talked about no one had either Linguistics trained or spoke Kellid, which it seems is different from Kellish (which by chance is Kyra only), and does come up soon, too, and I figured I'd just roll with it. (I believe this came out before the Occult Pregens, so the Linguistics part might have changed, but I'm not sure). Not to long ago, I just checked to see that no one had Undercommon. Not sure about of all the Pregens, but those here, no one does. So, that being said, and from my perspective knowing what's actually going on, I think it still works fine, if a bit humorously. The Sense Motive part should be enough to make it a bit more clear, but, with your luck with certain checks at the start of this part, it's also entirely possible no one will make that. So, in that case, again, I'll just roll with it.

Scarab Sages

|| Phantom Phenomena || || ||

Yes, it's very annoying. What funny is, I actually spoke with Jesse Davis about this, asking him to put up a warning for fellow PbPers that things where being difficult, and his response:
Is "ironic" the correct term for when you go to try to post a PSA about site outages, only to have the site go down while you are typing up said PSA. ;b

But, for what it's worth, it is being looked at, we are not alone, and it should be being fixed soon.

The second centipede falls to Leryn's mighty jaws, allowing you to proceed further into the darkness.

At the Well of Darkness
A broad well with low sides plunges into the middle of this large chamber. A heavy iron cover leans against the east wall. Near the well, a mound of gnawed bones, scraps of clothing, and discarded possessions speak to some unholy feast. From deep within the well rises a susurrus of faint scratches, scrapes, and breathing, but just as you enter, you see a small humanoid creature crawling from the well. It reacts poorly to your light, trying to shield it's eyes as though looking at the sun, but doesn't appear threatening.

Skin pale as a slug’s belly, eyes huge and bulging, this thing crawls down the wall like a spider, but its shape is hideously humanoid. It doesn't look to dissimilar to Gollum.

Undercommon:
"Oh, hello there. Who are you?"

Sense Motive DC 15:
It seems to purposefully be making a lot of noise as it speaks to you, stepping on a twig almost on purpose, speaking a bit loudly, etc. . .

Scarab Sages

|| Phantom Phenomena || || ||

Man, these site issues are killing me.

Enora, Kyra, and Oloch move closer, Oloch also calling on holy protection, while Yoon attempts to, but utterly fails to attack the beast with his growing mastery of the flames.

ROUND 2

Erasmus (), Adowyn (), & her Pet (-3)
==================================================
Centipede 1 (-4)
==================================================
Enora (), Kyra (), Yoon (), & Oloch ()

Scarab Sages

|| Phantom Phenomena || || ||

Sorry folks, local tornados and work have kept me a bit busy this last week.

Adowyn sends Leryn after one while focusing fire on the other, and Erasmus moves up and makes ready incase they approach. Both Leryn and Adowyn hit, inflicting nasty wounds, but not enough to kill either of the oversized creatures looking for a meal.

The one nearest Leryn attacks, launching it's body forward to bite at the wolf, taking a large chunk out of it's shoulder and at the same time pushing in some of the poisonous fluid around it's mouth.

Bite vs Leryn (AC 14): 1d20 + 2 ⇒ (16) + 2 = 18 <HIT>
Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Leryn Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14 <SAVED>

The other rushes at Erasmus, but is cut down before it is able to attack.

ROUND 1

Erasmus (), Adowyn (), & her Pet (-3)
==================================================
Centipede 1 (-4)
==================================================
Enora (), Kyra (), Yoon (), & Oloch ()

Scarab Sages

|| Phantom Phenomena || || ||

Sorry for the delay, work has been pretty brutal these last few days. Please feel free to introduce yourselves.

“Pathfinders, I’m sure you know our associate, Guaril Karela, if not personally then by reputation,” says Ambrus Valsin while gesturing to the Varisian man seated across from him. “We’ve had reports from a confidential informant in the Aspis Consortium that trouble is brewing in Tamran. Probably not coincidentally, several of Karela’s shipments bound for Tamran have gone missing.”

Guaril adds, “You see, the Molthuni navy maintains a rather tyrannical blockade around the city—a blockade past which my associates and I have helped Ambrus move items numerous items. It’s not so difficult; the Molthuni are not the brightest stars in the sky. Or at least it wasn’t difficult until recently. An unknown party has intercepted my last dozen shipments, and I doubt Molthune is responsible. When I lose shipments—”,. . . Ambrus finishes the sentence, “—Our lodge in Tamran loses much needed supplies”.

“Not to mention the fact that Guaril provides many important goods to the people of Tamran, such as food and medicine. Your mission is to accompany Guaril to Tamran and investigate the disappearances and thefts. Hopefully Oraiah Tolal, our venture-captain in Tamran, will have more leads. “You depart with Karela in two hours. If you have any questions, or any supplies to purchase, I advise you do so now.”

Scarab Sages

|| Phantom Phenomena || || ||

As you make your way inside, suddenly a pair of large <medium sized> monstrous centipedes crawl through a tunnel at the far end. They spot you at the same time you see them, and arch back on their read <50> legs, mandibles ready to attack, and some sort of viscous poison dripping from their insectoid mouths.

INIT ROLLS:

Adowyn: 1d20 + 4 ⇒ (14) + 4 = 18
1d20 ⇒ 8
Enora: 1d20 + 2 ⇒ (10) + 2 = 12
Erasmus: 1d20 + 4 ⇒ (17) + 4 = 21
Kyra: 1d20 + 0 ⇒ (11) + 0 = 11
Oloch: 1d20 + 3 ⇒ (1) + 3 = 4
Yoon: 1d20 + 3 ⇒ (4) + 3 = 7
=======================================
Centipede 1: 1d20 + 2 ⇒ (13) + 2 = 15
Centipede 2: 1d20 + 2 ⇒ (16) + 2 = 18

ROUND 1

Erasmus (), Adowyn (), & her Pet ()
==================================================
Centipede 1 () & Centipede 2 ()
==================================================
Enora (), Kyra (), Yoon (), & Oloch ()

Scarab Sages

|| Phantom Phenomena || || ||

Lighting the area reveals, as you begin to step closer, that the small cave seems to have been recently dug out. Also, there is a strange magic about the area, almost like a seeping area from deeper within. It's psychic, but difficult to make out without going further in.

Scarab Sages

|| Phantom Phenomena || || ||

The great monolith of the ancient Kellids towers over the barren hillside. A distant flash of red lightning silently illuminates the muggy air, revealing a hole that gapes in the slope like a toothless mouth. Several dozen feet away rises a low mound of dirt and loose rock.

Linguistics, or Knowledge (arcana or history) DC 15:
You are able to identify an ancient Kellid glyph of protection known as Gorum’s Eye, consisting of an eye within an elongated hexagon. The successful check also allows the you to decipher some of the glyphs around the eye, consisting of “protection,” “stone,” “grave,” “pit,” and “evil.”

Survival DC 13:
You find the tracks of a claw-footed humanoid figure with two legs and hands that reach the ground, leaving tracks of their own.

Survival DC 23:
You also identifies weeks-old boot prints heading to the tunnel, likely from the individual who dug it.

The walls and ceiling of this eerie chamber are made from row after row of stacked bones, layers of skulls, rib cages, and arm and leg bones piled from floor to ceiling and cemented in place. On the far wall, red dyed skulls have been arranged into the symbol of an eye within an elongated hexagon.

Scarab Sages

|| Phantom Phenomena || || ||
Kyra, Flame of the Dawnflower wrote:
"Some believe there are even ancient Kellid burial chambers beneath it. Others that the glyphs on the monoliths themselves are to keep a great even away."

". . . Evil within"

Scarab Sages

|| Phantom Phenomena || || ||

- - - Monolith - - -

Player Handout:
My valued hirelings!
It would seem the disturbing phenomena in Versex county are only increasing. Apparently disturbed sleep and flashes of heat lightning of a red hue are especially common, and those following the news link these events to the bloody murders of both people and beasts near an ancient Kellid site known as “the monolith.”
-
I would like for you to investigate the strange monument, search for any clues linking this to the bizarre events, and deal with any dangerous elements to ensure these dangers no longer plague the area. I am particularly interested in ancient Kellid glyphs that might protect against the occult emanations we are dealing with.
-
Dr. Quolorum

-----------------------------------------------------------------------

Gather Information or Knowledge (local) DC 10:
The people of Dunhob avoid the ancient Kellid ruins, believing them cursed and dangerous. Dunhob folk wisdom insists that sprinkling iron shavings near the edge of Kellid ruins protects you, since the creatures
within are forced to stop and count the shavings before chasing you.

Gather Information or Knowledge (local) DC 15:
The monolith is rumored to have a Kellid burial complex beneath it, though the few villagers brave or foolish enough to venture nearby haven’t seen anything more dangerous than a few bugs.

Gather Information or Knowledge (local) DC 20:
Glyphs of great power are inscribed on the monolith, designed to keep a great evil within that would sweep across the land and lay waste to everything.

-----------------------------------------------------------------------

Knowledge (history) DC 10:
Kellid barbarians ruled this land before it was Ustalav, and, depending on the tribe, they both worshipped and warded against powerful ancient evils.

Knowledge (history) DC 15:
When the undead Whispering Tyrant conquered this part of Ustalav, he killed all the living but left many of the ancient Kellid sites untouched. After he was defeated, the Ustalavs reclaimed the land.

Knowledge (history) DC 20:
Tales tell of a group of Ustalavic nobles who fled deep into the earth through a well below the monolith to escape the Whispering Tyrant—a well that the ancient Kellids knew to be a gateway to evil. After the Whispering Tyrant was defeated in the Shining Crusade, crusaders sealed the well, trapping any surviving nobles below.

The site of the Monolith is about an hour's hike from the sleepy village of Dunhob.

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