Something Rotten in the Kingdom of Nyrond


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Adventure Path Charter Subscriber

Langwellan smiles at Ina'cer, and whispers, "We don't get many of your kind 'round these parts...the mental college at Beetu was burned to the ground by a crowd of riled up Pholtites proclaiming all those within to be witches and warlocks in the service of the Old One, trying to influence the commoners towards a path of sin and evil. I seem to recall there are still mentalists training in some of the old monastaries in the Abbor'Alz and there may even still be one in the Gnatmarsh {perfect place for those who wish solitude} and of course a handful or two at the capital, but as a whole...not a popular path to follow in these parts...watch your step around superstitious fools and followers of the Theocracy....which are certainly one and the same."

"However," he continues, turning away to rummage around on his shelves, "I believe that I may have a few baubles and doo-dads of minor power that you might find helpful"

OOG - Pearl, Brain Lock (300gp)
- Shard of Move Silently +5 (250 gp)
- Shard of Heal +7 (490 gp)
- Shard of Sense Motive +4 (160 gp)
- Power Stone with Cloud Mind, Id Insinuation and Energy
Push both at 3rd level of manifestation (450 gp)
- Bracers of Armour +1 (1000 gp)

"Let me know if any of those strike your fancy and we'll do business together," he says, leaving you to consider your options.

OOG - Next stop....the journey (unless anyone has anything else they'd like to take care of in Callistor...no rush, really...just let me know and we'll TCB :) :)

Cheers,
Colin

Sovereign Court

Akarthis: I seem to be making magical connections and inferences that I was unable to do before. It seems that my abilities have become greater.


13garth13 wrote:
Langwellan smiles at Ina'cer, and whispers, "We don't get many of your kind 'round these parts...the mental college at Beetu was burned to the ground by a crowd of riled up Pholtites proclaiming all those within to be witches and warlocks in the service of the Old One, trying to influence the commoners towards a path of sin and evil. I seem to recall there are still mentalists training in some of the old monastaries in the Abbor'Alz and there may even still be one in the Gnatmarsh {perfect place for those who wish solitude} and of course a handful or two at the capital, but as a whole...not a popular path to follow in these parts...watch your step around superstitious fools and followers of the Theocracy....which are certainly one and the same."

Ina'cer: "Thank you for your concern. I will be most cautious around these areas. Also thank you for the information on areas in which people use the mind."

Ina'cer would definately be going to Beetu now to get information on the burned down building and what happened.

OOC: The items, I will have the read up on which I will purchase and can be done over the weekend.


13garth13 wrote:

OOG - Pearl, Brain Lock (300gp)

- Shard of Move Silently +5 (250 gp)
- Shard of Heal +7 (490 gp)
- Shard of Sense Motive +4 (160 gp)
- Power Stone with Cloud Mind, Id Insinuation and Energy
Push both at 3rd level of manifestation (450 gp)
- Bracers of Armour +1 (1000 gp)

(After being frozen in time...Ina'cer makes a motion towards some items)

Ina'cer: "I would like to purchase the Pearl and the shard of sense motive. I thank you for your time and warnings. If you happen to come across any other items, I am sure that you will remember me in the future." (She hands him the 460 gp + 20 more for keeping her in mind in the future)

Ina'cer meets up with the rest of the party for the trip to Beetu. I also believe that Tas will be making the journey.


Are we heading to Beetu online or just going to run it this friday. I hope everyone enjoyed thanksgiving. We even got an early jump on shopping. We were at Best Buy at 5 am and they had a line a quarter of a mile long.

Sovereign Court

Runfer wrote:

Are we heading to Beetu online or just going to run it this friday. I hope everyone enjoyed thanksgiving. We even got an early jump on shopping. We were at Best Buy at 5 am and they had a line a quarter of a mile long.

OOG: Just run it online. Neilandyr and Akarthis won't be making the trip because of other commitments...


Jee-Na wants to clear up business with the shopkeeper she sweet-talked out of his phalange wand, but she has asked Aerie Moonshadow to stand with her as she does so.

She would also like to look at the other curios in his shop.


Ina'cer wants to find out more about what happened to the other mentalists in Beetu and learn more about the Old one.

Tas is going to as an embassary for Yondalla, and research information regarding the Potter and Barnes family.


Adventure Path Charter Subscriber

Allrighty, let me leap back into things (after the boards swallowed my last attempt at this post and left no remains.....bugger....).

Pyromaniac.....I mean, Arkarthis ;-) Once you spend the 2000gp for training (which Langwellan will be only too happy to assist you with, as he has more experience and thus can help you broaden your path) you will indeed find you have gained a level.

Jee-na, the shop keeper at the little antique store in Beetu (called the Librus Esoterica) scratches his head in puzzlement, but pays you 1500 gp for the wand with which you can either pay off your debts to other characters or purchase items. The shelves are certainly better stocked than Langwellan's Curious, and contain all manner of potions, salves, ointments, oils, shadowy menacing shapes floating in jars of vile, viscous preservative, amulets, pins, brooches, idols, totems, withered hands covered with candle wax, hangman's nooses, small diaries bound in the skin of flayed criminals, shrunken eyes dangling from fine silver chains, scrolls, tomes, and a wide assortment of wands made of bone, wood, ivory, coral and pearl.

Basically, any minor miscellaneous magic item, scroll, wand, potion/oil, or ring worth less than 5000gp can be purchased here, but I'm not sure how much money you have to throw around... ...

Ina'cer can certainly attempt to find out what befell the Mentalist's College, but a Gather Information check will be required (you may take 10 if you are confident in your skills, but a poor result might very well draw undue attention to her... ...).

Tas can also try to Gather Information, or alternately, on the advice of his temple (there is a small but fervent group of worshippers of Yondalla at a halfling community in the Visitor's Quarter in Beetu), Tas can simply pay a fee to the Sagacious Society (a scholary group in the Kingdom of Nyrond, which happens to operate a small library/scribing/cartography shop in the Noble Quarter). Given the time restraints involved, they will not be able to give you there best work, but they will only charge 50 gp for services rendered (a more thorough job would be considerably more costly) and tell you whatever they can dig up in their records/rumour mills.

So, Tas is confronted with a quandry....take 10 and/or just roll a Gather Information check and take a chance on things, or pay up some fairly costly fees but get a professional perspective (although you would still be taking a risk on there actually being any information available on the two families).

As for the knight, Neilandyr....what is he up to in this time? Researching noble houses, practicing with his weapons, meditating in the chapel to Heironeous, spending his coin on ale and whores? ;-) ;-)

Regardless of what course of action the taciturn and proud Neilandyr takes, you lot may either private email me or post on the boards what course of action you elect to follow.

Cheers,
Colin

Sovereign Court

The proud and taciturn Neilandyr stays in town and devotes his time at the shrine of Heironeous. Akarthis has leveled up!


I think I gave that wand to Akarthis in exchange for his Ring of Protection. I just want to pay off that shopkeeper so I don't have an outstanding debt.

13garth13 wrote:

Allrighty, let me leap back into things (after the boards swallowed my last attempt at this post and left no remains.....b~&&~%....).

Pyromaniac.....I mean, Arkarthis ;-) Once you spend the 2000gp for training (which Langwellan will be only too happy to assist you with, as he has more experience and thus can help you broaden your path) you will indeed find you have gained a level.

Jee-na, the shop keeper at the little antique store in Beetu (called the Librus Esoterica) scratches his head in puzzlement, but pays you 1500 gp for the wand with which you can either pay off your debts to other characters or purchase items. The shelves are certainly better stocked than Langwellan's Curious, and contain all manner of potions, salves, ointments, oils, shadowy menacing shapes floating in jars of vile, viscous preservative, amulets, pins, brooches, idols, totems, withered hands covered with candle wax, hangman's nooses, small diaries bound in the skin of flayed criminals, shrunken eyes dangling from fine silver chains, scrolls, tomes, and a wide assortment of wands made of bone, wood, ivory, coral and pearl.

Basically, any minor miscellaneous magic item, scroll, wand, potion/oil, or ring worth less than 5000gp can be purchased here, but I'm not sure how much money you have to throw around... ...

Ina'cer can certainly attempt to find out what befell the Mentalist's College, but a Gather Information check will be required (you may take 10 if you are confident in your skills, but a poor result might very well draw undue attention to her... ...).

Tas can also try to Gather Information, or alternately, on the advice of his temple (there is a small but fervent group of worshippers of Yondalla at a halfling community in the Visitor's Quarter in Beetu), Tas can simply pay a fee to the Sagacious Society (a scholary group in the Kingdom of Nyrond, which happens to operate a small library/scribing/cartography shop in the Noble Quarter). Given the time restraints involved, they will not be able to...


Adventure Path Charter Subscriber

I'm sorry, I thought that you had traded another item to Akarthis for the ring, and that you were going to sell the wand (as the DC for using it was a little prohibitive considering your Use Magic Device skill ranking) to get some cash to pay back the other characters....my signals apparently got crossed.....my bad (again, taking notes during the session would be to my benefit! ;-) ;-)

To the best of my recollection, due to her unique way of procuring the wand in question, Jee-na has no outstanding debt to the shopkeeper that he needs to have repaid, so as far as I am concerned all scores are good and settled in that regard.

Cheers,
Colin


Jee-Na and Aerie Moonshadow have no further business in Beetu. The shopkeeper implied at the time of the original "transaction" that he might call for "payment" at a later date, but this conversation seems to indicate that all such business is finalized. He is apparently a very sweet man, and Jee-Na thanks him for his kindness without vamping it up at all.

Jee-Na: "I will recommend your shop to my friends and other adventurers I find."


Adventure Path Charter Subscriber
JopoRyk wrote:

Jee-Na and Aerie Moonshadow have no further business in Beetu. The shopkeeper implied at the time of the original "transaction" that he might call for "payment" at a later date, but this conversation seems to indicate that all such business is finalized. He is apparently a very sweet man, and Jee-Na thanks him for his kindness without vamping it up at all.

Jee-Na: "I will recommend your shop to my friends and other adventurers I find."

Aw, but vamping it up is what got her the wand in the first place.... ;-)

He is not so much sweet as deeply smitten and liable to leap in the air if you say "frog" then apologize for not asking how high first ;-)

Cheers,
Colin


Adventure Path Charter Subscriber

The Journey Back

The dilapidated ferry creaks and groans as it makes its way down the river towards Callistor. The crew grumbles about sweeping up after your horses, but they eventually make a game out of trying to hit frogs and river snakes with well-aimed clods of manure and the mood lightens.

The journey is much faster than when you headed upstream to settle debts and investigate secrets, as the current pulls you away from Beetu and back to the inn which you have come to call home.

While in Beetu, Jee-na discovered that all debts had been cleared from the ledgers of the Librus Esoterica, leaving only the shopkeeper's unrequited infatuation in its place. Her companion and de facto guardian, Aerie Moonshadow, cared little for the hustle and bustle of Beetu and even less for the rampant poverty, flocks of poorly housed refugees, and greedy, rapacious tax collectors doing the bidding of the city's lord (all in the name of the good king, of course... ... ...).

Ina'cer tried to discover what had befallen the previous Mentalist's College, but found only ashes and suspicious gazes from the wandering bands of fanatics who call themselves the Valorous League of Blindness, zealots who follow the sun god Pholtus in his most extreme and legalistic aspect. The tantalizing wisps of psychic residue which clung to the charred timbers and be-sooted stonework of the old college hinted at a fiery trauma with horrific mental sediment remaining embedded in the ectoplasm of the ruins themselves. Rather than chase psychic ghosts, Ina'cer elected to follow her own path and investigate the matter at another time... ...

Tas, the irascible halfling sought to investigate the family history of the Potter and Barnes clans, but the kind-hearted priest received only blank stares and entreaties for coins from orphans and beggars. Perhaps the matter will wait for another time, or he will try his luck in the town library of Callistor.

As the ferry creeps ever closer to the town, the banks become more marshy and reed-choked, and the basso choruses of frogs grow to an almost deafening roar, harmonized by the incessant alto whining of the mosquito clouds which try to keep pace with the boat. Reptilian and amphibian eyes watch you from muddy dens and cat-tail lairs as you drift by, but you also cannot shake the feeling that there is something other than the local fauna which gazes upon you as you near Callistor, a feeling which drives the warmth from the spring afternoon and replaces it with an unseasonably wintry shiver of apprehension and foreboding... ...

And then, just over a day after you left the docks of Beetu, you arrive back in Callistor, at the docks to the east of the mossy wooden palisade wall of the town. And as you reunite with the stoic knight Neilandyr and the impulsive, short-tempered pyromancer Akarthis, the adventure begins anew... ...

Cheers,
Colin

Sovereign Court

Correction: Akarthis the Conjurer, not Akarthis the Pyromancer. He just happens to summon a lot of fire...


Morpheus wrote:
Correction: Akarthis the Conjurer, not Akarthis the Pyromancer. He just happens to summon a lot of fire...

Actually, I have never seen him summon fire. Mostly he just grabs a torch and burns every building to the ground. :)

OOC: I found a program that is called hero forge (Great program for creating characters nice spreadsheet format puts all information in its place). Anyways, I found out that Ina'cer is one feat short of what she should be at (should have 4, 1 for first and third level, 1 for human, and 1 has a bonus psion 1st level). Any ideas what I should pick up?


Adventure Path Charter Subscriber

Hmmm....Iron Will to boost Will save to even more outlandish levels? Lightning Reflexes or Great Fortitude to compensate for weaker saves in those areas? Or possibly something metapsionic, such as Empower Power...

Hopefully that provides some food for thought.

Cheers,
Colin


Adventure Path Charter Subscriber

Sunday, Planting the 23rd, Common Year 590

Our group of adventurers purchased some potions at the chapel to Heironeous in Callistor and then headed west towards the corrupt thorp of Aylesbury.

Upon entering the small community on the main track, the party decided to once again split up in order to cover more ground as they searched for information regarding the location of Squire Barnes' brother and any leads regarding the source of evil in this not-so peaceable burg.

The first group, consisting of Akarthis (the conjurer...or so he claims ;-), Tas the cleric of Yondalla, and Aerie Moonshadow the half-elven monk) went north, while the second group (Jee-na the human rogue, Ina'cer the psion, and Neilandyr the knight) headed south.

The first group followed their weedy trail to its conclusion in the fen two hundred or so feet to the north. At its terminus they found upon what appeared to be a completely abandoned home. As the wizard investigated the exterior, the halfling elected to stride on in to the house, with the monk in hot pursuit in order to ensure the halfling's safety... ... Within, the duo found naught but dust and ragged furniture with nothing truly of any interest except for a trapdoor in the floor with a rusty pull-ring.

With the wizard offering advice through a shattered window, and the monk pulling open the trapdoor, the priest thrust forth the continual light torch and carefully descended the rotten steps of the mossy ladder. At the bottom was an earthen-floored root cellar, with largely destroyed furniture piled up in corners and rotten vegetation swaying from mouldering ropes attached to the none-too-sturdy looking support beams. After an examination of the cellar, the halfling found nothing and the group headed back south to meet up with the others and inform them of their discovery.

The second group travelled to a quaint little cottage, where they happened upon an old woman picking weeds and flowers. After announcing their presence, they followed her around to the rear of the humble dwelling where she began to decorate a primitive shrine of deer antlers and rodent skulls are carefully adorned with flowers, vines and small fruits in the eye sockets of the small crania, and even a clay fertility statuette with widened hips and voluminous breasts. After careful consideration, the party realized that this was a shrine to Beory in her aspect as a fertility and agricultural goddess and not evidence of some sinister cult.

Introducing themselves and chatting with the old woman, she volunteered that her name was Berecca Farstride and that she was a father to Dereth and Strom Farstride, who lived further to the north of the main trails, closer to the Gnatmarsh proper, in a region heavily populated by serpents. She also discussed the nightmares which had dogged her ever since her vanished (and presumed deceased) husband (Kered Farstride) and sons pulled down a ruined shrine to Zuggtmoy. In addition, much was said about the vile nature of the Barnes family, particularly Squire Barnes, but also the murderous Potter clan and their patriarch, Temple Potter. When asked about the location of Squire's brother, she said that as far as she knew he was dead, buried alive under rubble during a cave-in within the old silver mines, prior to their closing, and was also able to point out the general direction of the old mines. Finally, as a minor priestess of Beory, Berecca offered to provide help and healing for the party if they were in need of some assistance in that regard while they attempted to quash whatever vileness dwells within Aylesbury.

The party re-united and shared this information and decided to head towards the mines to discover the true fate of Squire's brother as well as uncover any new information.

The party split up into three groups of two heroes apiece and scoured the area that Berecca had indicated, looking for an entrance. Ina-cer and Aerie Moonshadow not only found the entrance, but also discovered a man and a woman poking around it, with a family crest on their masterwork shields, which Ina-cer was able to quickly identify as the Barnes crest. Despite attempting to be silent as they headed off to warn/inform the others they were found out and questioned. Both parties kept their true agendas to themselves and tiptoed around their actual motives with the end result being that rather than either side electing to provoke a confrontation, the psion and the monk were allowed to leave.

The rest of the party gathered and headed back with the psion and the monk staying well to the rear so as to remain out of sight. Jeremias (the man) and Canderian (the woman, ostensibly his wife) Barnes once again attempted their own sneering version of diplomacy and half-truths, but the typically short-tempered Akarthis was having none of it, and having provoked them into revealing that Squire was their father, further taunted and prodded them to the verge of combat. As they made to quaff potions, the combat was joined. The battle was not particularly difficult for the party (though certainly hard fought), as no damage was sustained by anyone at all....due primarily to the villains spending more time trying to cast hold person spells and drinking potions to increase dexterity, strength, heal wounds, etc. than actually attacking with their morning stars. At the combat's conclusion, Jeremias Barnes was quite dead and his wife Canderian, who it was revealed (after much intimidation) was also his sister, was taken prisoner.

After tying her to a tree and leaving Akarthis to guard her, the other five descended into the mines... ...

In the blackness of the caverns below, the party encountered a swarm of eight severed limbs, four arms and four legs, covered with a blotchy red fungus which flopped obscenely towards them, seemingly with a mind of their own. The group would have made short work of them were it not for their resistance towards blunt and piercing weapons of a non-magical nature. Eventually good triumphed and when faced with the option of going either to the left or to the right, the group went right and down a passage which seemed to loop back and down deeper into the earth.

In the next chamber the group came face to....uh.....chest with the dismembered torsos from which the limbs obviously were derived from. As the rib cages split open as bloody, impromptu maws, displaying the now-typical russet blotches of fungi, battle was joined. During this melee, the mage was sent for on the double and replaced on guard duty by the psion. After another lengthy combat of a substantially more dangerous nature, the torsos were destroyed. After inspecting each other for infection from the reddish fungus and a quick search of the chamber which revealed yet another tunnel going further downward, the party decided to regroup and head back to Callistor for rest and recuperation, not to mention turning over Canderian Barnes to the local constabulary for questioning, trial, and judgment.

And that marked the end of the twenty-third day of the month of Planting...

Cheers,
Colin

P.S. As usual, let me know of any corrections/errors in note-keeping which have cropped up in this post.

P.P.S. Also, let me know about any events which you wish to take care of in town, such as Gathering Information, selling loot taken from the Barnes couple and/or identifying potions, and we'll take care of that before this Friday, the 8th (which is a go!)


I believe we decided to go stay with Berecca Farstride instead of trekking back to Callistor. I could, I say I could, be wrong.


Adventure Path Charter Subscriber
JopoRyk wrote:
I believe we decided to go stay with Berecca Farstride instead of trekking back to Callistor. I could, I say I could, be wrong.

Yeah, that certainly does ring a bell (and it makes perfect sense to stay with the kindly old woman whose tiny, homey abode and gentle, nature-worshipping tendencies practically scream out "Safe base of operations!") but then I couldn't figure out exactly what you wanted to do with the loot (masterwork equipment, etc.) that could be sold and the potions that needed to be identified, to say nothing of the fate of the aforementioned madamoiselle Candarian Barnes.

Any thoughts from the party, who certainly knows better than their befuddled DM?

Cheers,
Colin

Sovereign Court

JopoRyk wrote:
I believe we decided to go stay with Berecca Farstride instead of trekking back to Callistor.

This is correct...


Adventure Path Charter Subscriber
Morpheus wrote:
JopoRyk wrote:
I believe we decided to go stay with Berecca Farstride instead of trekking back to Callistor.
This is correct...

Fine by me! :) :) What do you intend to do with your captive and the loot?

Cheers,
Colin


13garth13 wrote:
Morpheus wrote:
JopoRyk wrote:
I believe we decided to go stay with Berecca Farstride instead of trekking back to Callistor.
This is correct...

Fine by me! :) :) What do you intend to do with your captive and the loot?

Cheers,
Colin

The lot, I think we should wait till we get back to Callistor to ID the potions and sell the stuff. Also which colors did we see them drink and what was the effects.


Adventure Path Charter Subscriber

Ah, excellent question; the red and the blue ones are definitely healing potions (which you have one and three of respectively, provided I wrote the colours down correctly...both the note-takers got a little confused with each other ;-) ;-). Regardless of whether you have three red and one blue, or one red and three blue ;-) you for certain have three bottles of a not-so-effective curative potion, and one that seemed extremely useful when the villain in question swigged it.

As for the other colours, I'll have to check when I get home, as I don't have my notebook with me currently....

And regarding the fate of the prisoner?

Cheers,
Colin


Adventure Path Charter Subscriber

Allrighty, I'm home....

Now, let's get down to what potions you can guess at by colour alone based on what you observed the Barnes couple drinking amidst melee (now that I have my notes in front of me).

3 red potions (weakly curative)
1 blue potion (strong healing properties)
1 puce potion (increases agility)
2 mystery potions... .... ...

And with that resolved... ... ...What will the next course of action be? Discuss! :) :)

Cheers,
Colin


13garth13 wrote:

Allrighty, I'm home....

Now, let's get down to what potions you can guess at by colour alone based on what you observed the Barnes couple drinking amidst melee (now that I have my notes in front of me).

3 red potions (weakly curative)
1 blue potion (strong healing properties)
1 puce potion (increases agility)
2 mystery potions... .... ...

And with that resolved... ... ...What will the next course of action be? Discuss! :) :)

Cheers,
Colin

Tas wishes to continue to explore the mines and is curious about learning more about the death of Squire's brother. Tas believes that we can bring her with us to the mines, in an effort to get more information about the Barnes and Potters.

Ina'cer is concered that we will have to leave someone behind to watch the prisoner. If there is some sort of jail in the town then she would like to hold her up there.

Sovereign Court

Akarthis: I believe we should continue to investigate the mines, but someone should also be left to guard the prisoner. If no one wants to, we may have to take a trip back to the "big" city to ensure that she gets her just rewards-not just in the afterlife. As for the items we have procured, i could identify them if I had a pearl or two of approximately 100 gold crowns each. Nielandyr?

Nielandyr: I concur.


Adventure Path Charter Subscriber
Morpheus wrote:

Akarthis: I believe we should continue to investigate the mines, but someone should also be left to guard the prisoner. If no one wants to, we may have to take a trip back to the "big" city to ensure that she gets her just rewards-not just in the afterlife. As for the items we have procured, i could identify them if I had a pearl or two of approximately 100 gold crowns each. Nielandyr?

Nielandyr: I concur.

Someone better calm down Nielandyr; he's getting out of control... ;-)

Once in Callistor a number of pearls may be procured for the typical price, but unfortunately the thorp of Aylesbury is not exactly swimming in molluscan leavings.

Who from the party will be volunteering to remain behind to watch madamoiselle Barnes, or will in fact the party be trussing her up as securely as is humanly possible and trusting widow Farstrider to keep her eyes on the evil, incestuous wretch?

Tomorrow, Moonday the 24th of Planting, you will once again descend into the caves in search of answers to the questions which have been troubling you... ...Istus and Boccob alone know what awaits in the depths of the abandoned mine... ... ...

Cheers,
Colin

Sovereign Court

Nielandyr: I shall escort said vile worshipper of Zuggtmoy to Callistor and procur as many pearls as we deem necessary. I shall endeavor to be back two days' from now. Do be careful in your explorations. [Nielandyr collects _____ funds for the pearls from the party.]


Morpheus wrote:
Nielandyr: I shall escort said vile worshipper of Zuggtmoy to Callistor and procur as many pearls as we deem necessary. I shall endeavor to be back two days' from now. Do be careful in your explorations. [Nielandyr collects _____ funds for the pearls from the party.]

Both Tas and Ina'cer wish you a goo journey and Tas adds may Yondella shine upon your journey.


Adventure Path Charter Subscriber
Morpheus wrote:
Nielandyr: I shall escort said vile worshipper of Zuggtmoy to Callistor and procur as many pearls as we deem necessary. I shall endeavor to be back two days' from now. Do be careful in your explorations. [Nielandyr collects _____ funds for the pearls from the party.]

Shall I assume from this post and from Mike's reply that the party will continue the spelunking without noble Nielandyr's presence, or will they be exploring more of fetid Aylesbury without descending into the mines until he returns?

Cheers and TGIF!!
Colin


13garth13 wrote:

Shall I assume from this post and from Mike's reply that the party will continue the spelunking without noble Nielandyr's presence, or will they be exploring more of fetid Aylesbury without descending into the mines until he returns?

Cheers and TGIF!!
Colin

Tas: I feel we should delay going into the depths of the mines until the cannonfodder, uh I mean brave Nielandyr returns from his journey. We must make sure that nothing befalls our comrad (sp). Shall we continue to investigate the surrounding houses for others wishing to stand up against the dread evil lord Zuggmout?

TGIF to the EXTREME!!!!!!!!!!!!!!!!!!


Tas: "I understand your desire to insure that people are equiped against these fungoid creature. I do wish to keep the shortsword we found from the ooze. It is of halfling make and I would like to discover who the brave person was that journeyed and dared to travel up against this ooze creature and battle against the followers of the evil Zuggmuod.

If it is all agreed, I would like to keep the sword. However, I am willing to forgo any monatary (sp) rewards. I will also help contribute from my personal funds to help compensate everyone for the sword."


Adventure Path Charter Subscriber

As the worthy band of six debates the proper disbursment and allocation of loot both magical and mundane, their narrator shall attempt to recount what befell them in their last play session...

On the morn of Planting 25th, having travelled to Callistor, sold goods, re-equipped with potions, bought pearls at Langwellan's Curio Shoppe for Identify spells, purchased breast plate for the priest of Yondalla, and dropped off the nefarious villaness Canderian Barnes to the local constabulary to be dealt with in the manner befitting one who worships the forces of the Abyss, our heroes marched their horses through the misty, squelching muck of the trail that runs through Aylesbury, and tied off their horses outside the mine shaft.

Descending into the mines, our band of six adventurers explored beyond the chamber where they were assaulted by the two dismembered torso-fiends and found a dripping cavern decorated liberally with stalactites and stalagmites, which seemed barren and without interest beyond the rock formations and the dark, icy pool of brackish water at the far end. Using a continual flame torch they were able to find several skeletonized bodies calcified until they were a part of the underwater rock formations themselves.

The brave knight doffed his armour and with a rope tied firmly to his waist, he dove into the freezing water. Ignoring the chilling cold as best he could he examined the bodies, some of which had bizarre toadstool masks tied to their faces as befitted supplicants of Zuggtmoy deemed unworthy and ritually slaughtered thereafter, although some appeared to have merely been unwitting sacrifices (travelling merchants, etc). The only items of value he was able to tear free of the greedy lithic clutches of this mineralized watery tomb was a pouch with some gems.

Upon emerging and donning his armour, Neilandyr and the others set forth to the first chamber (where the limbs had assaulted them) and chose to explore the second passageway. After a few meandering bends, they found a long, high-ceilinged mine chamber with two sets of rails and carts that trailed off into the darkness. Sprawled in and around the carts within their torch light were three bodies, infested with the now all-too familiar red fungus which had animated the arms and the torsos, not to mention the twitching, moaning bodies in the fungus farm beneath Squire Barnes' manor. True to form, as the light of the continual flame struck the cadavers, fruiting bodies leapt to life and the crimson mycelia animated their decomposing hosts, causing them to lurch forward in a mockery of life.

The battle was joined, and with blasts of psionic flame from Ina'cer and the purgative blaze of a flaming sphere from Akarthis, as well as excellent melee assaults from the monk, rogue and knight, and the curative abilities of Tas the cleric, the fungoid undead were righteously dispatched.

As the wary party advanced further into the room, their light source animated three further corpses further along in the room and they were likewise dealt with quickly and effectively.

Coming to the end of the mine shaft, the party found a long, switchbacking stair way, opening to a vast chasm that dropped way before them to somewhere beyond eye sight. The monk cautiously proceeded downward with the continual flame torch clutched in his hands. However, with 60 feet to go, a treacherous stone step collapsed under his feet, sending him toppling over to the base of the stairs and knocking him into a state of unconsciousness and in dire need of healing. The party briefly discussed what to do, and then sent Tas, the halfling priest, hurtling down the steps as fast as he could to heal the dying Aerie Moonshadow. In the gloom of the cavern's ceiling, something watched and waited... ...

Tas made it to the bottom just in the nick of time to heal the monk, as Akarthis cautiously made his way down, with the others not far behind. But as the conjurer descended, he also found an unstable step, which the halfling had blithely skipped over due to the rate at which he ran down the winding steps, and much like the monk, Akarthis found himself plummeting to the caven floor below. As the mage fell, the flying master of the shaft made its presence known, a large, bat-winged mass of claws and rubbery ebon flesh, with dozens of writhing tendrils where a face should be. It flew by, attacking the three remaining party members still up above. For several rounds this was repeated, while those above attempted to swing at the beast as it flew past, raking with its claws each time and those below attempted to support their companions with spells and missile fire as Aerie downed potion after potion of healing.

From a cold, dark river at the fringe of the cave, verging on a "beach" of gravel of the darkest, most pitch-black hue, emerged another threat to assault Akarthis, Tas and Aerie...a multi-limbed, slime covered arthropod with a vicious, envenomed stinger and two large, snapping chelicerae to tear apart the trio on the cave floor.

On two fronts then, a battle raged. Ultimately, the flapping monstrosity could not stand up to the combined efforts of Neilandyr, Gee-na, and Ina'cer, and the efforts of Akarthis, Aerie, and Tas eventually defeated the chittering, chitinous nightmare from the river (although not before the monk was poisoned by the spawn of the night-sea and found his strength drained).

As stock was taken of the situation, some of the party noticed the significance of the 664 steps that they had climbed down...666 if one included the two crumbling steps, while towards the north of the black beach of crumbling ebonite minerals, the party detected a fluting, piping wail. To the south they heard nothing. With the logic that only adventurers possess, they headed to the north... ...

They found a tunnel riddled with fungus filled pipes and cavities, from which an eerie wind blew, creating the most unsettling fluting sounds and making some of the party quite nervous indeed. At roughly the half way point, the party noticed that some of the cavern wall was moving and as the slimy blob of grayish black protoplasm surged towards them, flailing its pseudopods and blinking its grotesque, single red eye, they drew there weapons.

The gelatinous horror was devastating in combat and shortly both the monk and the knight were grappled by the slime and were dissolved and pummeled to death's door as the party sought to dispatch the vile ooze. As victory was attained and some VERY well-needed healing was dispensed, the party was able to glean three gems and a still-gleaming magical short sword of halfling-size from the deliquesced body of the one-eyed ooze.

Pressing onward, the party happened across a long mining corridoor from which the sound of the piping reached maddening proportion and the air became suffused (unbeknownst to them...for now) with black fungal spores, infecting some of the party with a debilitating disease, whose full effects remain to be seen until when they eventually incubate... ...

As the passageway descended and then curved back under the previous chambers, the party found themselves deeper and deeper in the Oerth beneath Aylesbury, coming finally upon another mining hall from which emerged still more red-fungus corpses (four in number). At long last they came to a chamber which had two openings and whose sides had partially collapsed, sealing off any other possible exits, and rendering the opening at the far end of the cave a narrow, claustrophobia-inducing crevice which even the halfling paused at. The only other opening was a slanting shaft sunk at an angle into the center of the chamber and leading back underneath the current cave and then deeper and further into the ground.

Despite the protestations of some, the party continuid forward in the increasingly deep and increasingly narrow tunnel, as the fluting sound increased again and the spores in the air increased in density... ...

Before reaching whatever horrible scene awaited them at the terminus of the now five foot wide tunnel, the party was ambushed by a pack of spore rats who clambered from the fluting holes in the tunnel walls and clambered on all surfaces towards them like a moving carpet of grey, spongy fungoid vermin. The party beat a fighting retreat, with Neilandyr holding off the mass of spore rats, battling not only the rats, but also the nauseating effects of their diseased bites. With magical and missile attacks from an elevated position (as the party reached the slanting shaft which they had descended from the room above) the characters were at long last able to defeat their vile opponents.

Depleted of spells, psychic energy, and life force, and with some beginning to feel the effects of something incubating within their lungs, the party finally decided to head out for the night to rest, recover spells, meditate, and pray, not to mention divide up the loot and ponder what their next course of action will be... ...

Thus concluded the 25th day of Planting, in the Common Year of 590 in the Kingdom of Nyrond.

Cheers,
Colin


After much consideration, Tas feels it might best serve the group to sell the shortsword. He will then spend some time shopping for a wand of cure wounds or a wand of spiritual weapon. He will also create some scrolls usinf scribe scroll.

Ina'cer will concentrate her psionic powers towards the creation of a psi-crystal.


Adventure Path Charter Subscriber
Runfer wrote:

After much consideration, Tas feels it might best serve the group to sell the shortsword. He will then spend some time shopping for a wand of cure wounds or a wand of spiritual weapon. He will also create some scrolls usinf scribe scroll.

Ina'cer will concentrate her psionic powers towards the creation of a psi-crystal.

Let me know which spells he is scribing and we'll cobble together some costs and timelines....and I'll go look up psi-crystals ;-)

Cheers,
Colin

P.S. Selling the short sword will net the party 4155 gp, but since this will be Callistor and there's just not that much gold to go around in this town, it is more likely that you will have to take that in trade for two or more items of 2500 gp or less, and Langwellan will probably not be able to supply you with weapons (arms and armour are not his stock and trade). Instead, he suggests that you try Seitergud's Weapons Shoppe, as the Suel north-man has several weapons of relatively minor enchantment that might fit the bill (provided that magical armament is what you desire).

The wands on the other hand... ...

Sovereign Court

Akarthis: Tas, I must caution you on the purchase of the Wand of Spiritual Weapon. It's cost will far exceed the amount of money that the selling of the sword will give us (4500 gp). Perhaps a Pearl of Power (1st level-1000 gp) and/or a Cloak of Resistance (+1-1000 gp) would serve you well?

OOG: Akarthis is going to scribe some scrolls also. 2 scrolls of Identify (using two of the pearls we purchased), 2 scrolls of Magic Missle and 2 scrolls of Flaming Sphere. That comes to 400 gp and 32 xp. I will also talk to Langwellan about purchasing a scroll of Invisibility.


Morpheus wrote:

Akarthis: Tas, I must caution you on the purchase of the Wand of Spiritual Weapon. It's cost will far exceed the amount of money that the selling of the sword will give us (4500 gp). Perhaps a Pearl of Power (1st level-1000 gp) and/or a Cloak of Resistance (+1-1000 gp) would serve you well?

OOG: Akarthis is going to scribe some scrolls also. 2 scrolls of Identify (using two of the pearls we purchased), 2 scrolls of Magic Missle and 2 scrolls of Flaming Sphere. That comes to 400 gp and 32 xp. I will also talk to Langwellan about purchasing a scroll of Invisibility.

Tas: "I understand you caution. But as my mom used to say. I costs nothing to look. Besides, you never know what kind of discounts we may get."

It seems that we may have to make a trip outside of Callistor to sell the sword, for the money we want to get. Unless trade for other wands is a viable option. What wands are available???


Tas plans of scribing a couple of cure light wounds scrolls and 2 spiritual weapon scrolls. He might even work ina couple of bless spells if he has the time.


Adventure Path Charter Subscriber
Morpheus wrote:

Akarthis: Tas, I must caution you on the purchase of the Wand of Spiritual Weapon. It's cost will far exceed the amount of money that the selling of the sword will give us (4500 gp). Perhaps a Pearl of Power (1st level-1000 gp) and/or a Cloak of Resistance (+1-1000 gp) would serve you well?

OOG: Akarthis is going to scribe some scrolls also. 2 scrolls of Identify (using two of the pearls we purchased), 2 scrolls of Magic Missle and 2 scrolls of Flaming Sphere. That comes to 400 gp and 32 xp. I will also talk to Langwellan about purchasing a scroll of Invisibility.

My only question would be in regards to how many scrolls were actually being scribe, i.e. how many spells per scroll. It makes no difference in cost, but it does make a difference in terms of how many days it might take (at least one day per magic item created, so it's usually better to cram a few spells onto one or two scrolls).

Langwellan certainly has scrolls of invisibility (two to be precise) should you desire them, for the usual 150 gp price per scroll.


Adventure Path Charter Subscriber
Runfer wrote:

Tas plans of scribing a couple of cure light wounds scrolls and 2 spiritual weapon scrolls. He might even work ina couple of bless spells if he has the time.

Do you want these on six scrolls (six days), three scrolls (each with two spells on them, which will take three days), or two scrolls (with one of each spell type, which will take two days to scribe)? The cost will remain the same regardless...300 gold crowns and 24 XP (please feel free to double check my math, guys ;-)

As for what wands are available in Callistor, Langwellan has the following available that are even close to your price range(anything else might necessitate a journey to Beetu):
*Magic Missile 3rd level (50 charges)
*Magic Missile 5th level (25 charges)
*Bear's Endurance (25 charges)
*Cure Moderate Wounds (25 charges)
*Magic Fang (50 charges)
*Cure Light Wounds (50 charges)
*Bless (50 charges)
*Burning Hands (50 charges)
*Magic Weapon (25 charges)
*Invisibility (50 charges)
*Melf's Acid Arrow (25 charges)
*Summon Monster II (25 charges)
*Protection from Arrows (25 charges)
*Mage Armour (50 charges)
*Hold Person (25 charges)

Whew!

Let me know what everyone decides to do... ...

Cheers,
Colin

Sovereign Court

13garth13 wrote:


My only question would be in regards to how many scrolls were actually being scribe...

Three...one for the Identify spells; one for the Magic Missles and one for the Flaming Spheres...

13garth13 wrote:


Langwellan certainly has scrolls of invisibility (two to be precise) should you desire them, for the usual 150 gp price per scroll.

Akarthis: I'll take one of those scrolls of Invisibility, kind sir...

OOG: Akarthis scribes the scroll into his spellbook...


Adventure Path Charter Subscriber
Morpheus wrote:


OOG: Akarthis scribes the scroll into his spellbook...

You sir, are a bounder and a shameless cad! ;-) ;-)


I have gone shopping and wish to purchase the Cure Light Wounds wand and the Bless Wand.

Afterwards Tas plans to scribe 3 scrolls. One with 2 spiritual weapons, one with 2 magical weapons and one with 2 cure light wounds.

300 for spiritual weapon, 300 for the other 4 spells is the cost I believe. 24 xps spent for the spells.

Edit: How much money do we have left and does anyone else need anything. Tas would still like to locate a magical weapon for use. As a side note (I know it's too late) was there a signet on the sword???


Adventure Path Charter Subscriber
Runfer wrote:

I have gone shopping and wish to purchase the Cure Light Wounds wand and the Bless Wand.

Afterwards Tas plans to scribe 3 scrolls. One with 2 spiritual weapons, one with 2 magical weapons and one with 2 cure light wounds.

300 for spiritual weapon, 300 for the other 4 spells is the cost I believe. 24 xps spent for the spells.

Edit: How much money do we have left and does anyone else need anything. Tas would still like to locate a magical weapon for use. As a side note (I know it's too late) was there a signet on the sword???

The reason why I quoted 300 gp for your first set of scrolls is that the total was in fact 600 gold crowns to begin with, but you only pay 1/2 the base cost when crafting an item in addition to the 1/25 of the base cost in experience points. So, just scanning your new list of scrolls it seems to be the same situation; 300 more gold pieces and 24 more XP (are these scrolls in addition to the ones you previously mentioned, or in lieu of them?).

Each of the wands you have stated will cost 750 gp each (for a total of only 1500 gp), leaving 2655 gp remaining, which is just barely enough to purchase a magical weapon for someone in the party.

In regards to a signet, maker's mark, or some other identifying mark, indeed there was a half-hearted impression of a homestead mark on the pommel (often used to identify halfling villages and geneology within said village without resorting to long-winded recitations ala the dwarves). An Intelligence check of 10 will allow you to recollect the pattern of the mark and sketch it out somewhere with charcoal before you forget it.

Cheers,
Colin


13garth13 wrote:

The reason why I quoted 300 gp for your first set of scrolls is that the total was in fact 600 gold crowns to begin with, but you only pay 1/2 the base cost when crafting an item in addition to the 1/25 of the base cost in experience points. So, just scanning your new list of scrolls it seems to be the same situation; 300 more gold pieces and 24 more XP (are these scrolls in addition to the ones you previously mentioned, or in lieu of them?).

Each of the wands you have stated will cost 750 gp each (for a total of only 1500 gp), leaving 2655 gp remaining, which is just barely enough to purchase a magical weapon for someone in the party.

In regards to a signet, maker's mark, or some other identifying mark, indeed there was a half-hearted impression of a homestead mark on the pommel (often used to identify halfling villages and geneology within said village without resorting to long-winded recitations ala the dwarves). An Intelligence check of 10 will allow you to recollect the pattern of the mark and sketch it out somewhere with charcoal before you forget it.

Cheers,
Colin

Thanks for the update for the cost. I'll be sure to add 300 back to my numbers. The scrolls that I mentioned last are teh ones Tas scribed, since the purchase of the bless wand.

As far as the mark. I'll take ten on that, and with my modifer that gives me an 11.

Sovereign Court

Runfer wrote:


As far as the mark. I'll take ten on that, and with my modifer that gives me an 11...

Akarthis: You should probably let someone more learned than you check that mark out. Reaches down to pick up a rock... Oh look! If this rock takes ten it would have a twelve. Maybe we should ask it?

OOG: All of this was said with tongue-in-cheek of course... ;)


Morpheus wrote:
Runfer wrote:


Akarthis: You should probably let someone more learned than you check that mark out. Reaches down to pick up a rock... Oh look! If this rock takes ten it would have a twelve. Maybe we should ask it?

OOG: All of this was said with tongue-in-cheek of course... ;)

So the rock has an intelligence of 14. He may have book smarts but he is not very wise now is he. He is a rock after all. :)


Adventure Path Charter Subscriber

While debating the finer points of lithic cognition is all well and good, one must remember that the Intelligence check was merely to recollect what the sigil looked like......not what it signified.

The latter is a task requiring greater concentration and attention to lore than perhaps even a rock can take for granite....Unless of course the rock is sedi-mental in nature, in which case its powers of thought may give it a crystal clear insight into the matter at hand (of quartz!). Of course, some rocks aren't very thoughtful and instead prize themselves on being braver and boulder than the others....But such random thoughts are not exactly gems of discussion, now are they? ;-) ;-)

Cheers, and good night gents ;-)
Colin

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