Friday, August 29, 2014

Review from a few game sessions

3/22 Rats!

After review and collecting 50gp from the dark sphere, we pick up at citadel vulshnic. We are paid 2,000 gp for saving 700 people from the false cure.
We start up the next session after a day of rest.

I give grau a box contains gifts for his sister and her children. He decides not to give me grief due to my statcher.

Meeting with Crasida and her friend Erie's we are are surprised she was not dangled up in the grey maidens service. We notice her pupils are oddly shaped and the color is off. She is also nervous and seems unsettled. We discover her to be a wear rat and her people work in the sewers of Korvosa.

Craseda asks us a personal favor to aid her in preventing a war between the people of Korvosa and a rouge member of her race Gehrig Ripperclaws. 
We are to try to reason with him if not eliminate the threat of war. As payment we will be allowed to keep the "spoils of war"!

We learn some of the dangers of the sewer including, shrieking eels, snakes worthy of initiative, rats with disease. And goblins. We agree and split up to do some shopping and preparation for the encounter.

Heading to the church of Abadar we meet Ebesco a priest/banker. We negotiate a future service to return any Abadar items from the Greys to the church. In exchange for a wand of versatile weapon. We agree leaving my account as collateral and head to the sewer to kill some ROUS's!

Heading into the tunel we stumble across a goblin trap wher the majority of the group fall into a sewer stream and alert the goblins as several of us are then lit on fire for our trouble. We are then set upon  by a group of dire rats ( called it), combat insuues.

Soon shriekers cry out causing goblins and rats to "move on" and causing deafness to some of the group. Moving to the new hole in the wall rob notices what looks like a trumpet. As he moves in a foursome of wear rats ambush him but there bad luck cause two of them to critically fumble. The battle continues.

After a grueling battle which included explosions, DP's & even an Auburn we are we're successful in defeating Gurigs and his clan of 7 wear rats.

We get the wagon and load up a shit load of weapons and armor, potions and other misc magical items.

We earn 4300XP SAVING 400 lives. We start next session at the citadel meeting with Craseda and Erie to report the evenings encounter.   


4/19 The depths do Direction? (Not sure that's correct)


After reporting the evening events to Craseda we agree to investigate the sunken ship location looking for any clues to help identify whose ship it was?

Erie the wear rat is able to get us water breathing potions. She delivers them to our home, but she seems nervouse. Sending Marc's raven and the pseudo dragon Majenco they locate some Harpy's on a roof nearby watching our "area". We decide to head out & and are assaulted by a undead genie, a gargoyle & a white haired half elf. After several hairy rounds of combat we are destroy the undead and the harpies. But the gargoyle and half elf fled.

Heading into the river we find come across some kind of large shark "guarding the area" we are able to run it off after a couple rounds of poking it.

After searching around we find the ship broken into a couple pieces. We search the smaller section first and discover a swarm of shrieking eels. After James takes some con damage we find nothing of interest and decide to search the larger section. With a combined effort we force open a hatch and enter. 

We find a plague doctor corpse, I take his mask as evidence. I search his body and find a brass holy symbol of urgathoa goddess of disease.

Another swarm of shirking eels hits James again. And we head back out to enter through the second hatch. After a few failed attempts I grit my teeth and ( with a nat 20) rip it open from frustration.

Inside we find a larger than average magical shark which is evil as shit, as well the one we chased off previously, now know as the raper shark? As we enter combat a door opens and ( Yvicca) also known as SHD or shit head dick, a sea hag of sorts drops a fairy fire on us all.

As the round starts I am quickly bitten & snatched up in the jaws of the dire shark. I feebly stab it as it takes me away into the side of the ship.
As Yvicca weakens James it's up to Rob. He steps up and delivers a critical blow to the raper shark which will eventually kill it.

The dire shark travels 60' away and pins me preparing to swallow me hole. I feebly try to escape but all seems lost at this point. 
With the skill of an academy wizard, our witch cast a spectral hand delivering a ghoul touch to the dire shark paralysing it in place! 

The paladin and ranger double up on Yvicca and deal some nasty blows. Including a crit allowing the paladin to grapple the target. James steps up and smacks   
Yvicca. 

Free from the dire shark I dish out a ku-dey-gra killing the dire shark with one massive blow! Marc deals out some much needed Healing as I was A round away from certain death with  20HP.

Back at the Hag she fails to curse the paladin as the rest of the group pound her for another round. They can't quite drop her as she is able to flee. Unfortunately she flees right towards me. After she stabs me a couple times with her spear I am able to drive my bastered sword straight through her chest, wallering out the hole as I move it around.

Searching the ship the group finds papers to a group called B-7. One is titled to R.Davaulus with owner ship of ship and cargo noted as specimens. We find several deaths head coffers. +2 bracers of armor, +1 short spear, a wand of cure mod with 25 charges. Also is a +2 belt of Dex and a "broken" cloak of resistance +1. Marc & James fail the save & pick up a little plague for themselves. We also get a round of random rolls.

We get 2,900xp and will report back to Craseda next next week then try to hit the Greys. Again.


05/31. The vanishing virtuoso


The group rests at the citadel for a couple days while we await our wizard to finish his academy buisness. On his way into the citadel Zandu comes across a women pleading for the guards to help her find her lost brother. he takes the bait & decides to engage her in conversation. 

Her brother Roaun the ocorinist is missing. After getting the details Zandu offers to investigate the situation and let her know what he is able to uncover.

At breakfast zandu lets the party know of the whinny gate bitch. & since we have the rest of the day open we decide to accompany him to investigate.   

Based on the clues given closed up house & a foul smell. we assume vampires.
We head to Carawin manor to investigate the situation, weary of vampire activity.

We arrive on the scene to find the doors locked and windows closed up. opening the door we find a several dead bodies and three couples dancing around obviously undead!

BODAKS!! hit everyone with gaze attacks and several people "gain" negative levels. Harrow points must be used to avoid a couple fatalities. Then some fiery swirls of some kind fly in and hit us with more negative levels catching several people on fire. BY the end of round one  4 of us are messed up in the street while Tony and Rob try to hold them off. AT one point one of the creatures tries to force it's way into there lungs but is unsucsessful. By the second round everyone manages to escape, or so we thought.

A mere two round away from the house, just off the grounds the Dread white Gargoyle ( Also known as dick weed guzzler) that had attacked us previously springs his ambush! we are able to put it down in a round. We mark the estate walls with Plague warnings and hurry to the church of pharasema. 

 After getting a restoration & deathward we decide to rest at the perfume factory and head back in the morning for a raid at Dawn. Butch summons a Hound archon before bed to strike up a deal for help in the upcoming combat. Argil is pleased with the group and agrees to help ( even without us giving him a magical weapon or set of armor).   

after spelling up we assault the house again. With the aid of the hound archons we manage to handle the house of horrer. The climax of the battle was when the Archons surrounded and killed Jolistina. 
We gain 5,200 XP and save 500 lives. Will start next session looting the house & looking for clues.


Thursday, March 20, 2014

The Secret Study

Bordana looked out from her secret room at Majenko who delighted at playing with the children orphaned by the plague and taken in by the Pharisma clergy. While Majenko was busy eluding children, he was also keeping watch, not just to make sure she was not disturbed but that her secret study remained a secret. 

Adding to Bordana's negligible faith in Korvosa’s monarchy, now she believed her very life may be in danger. While gaining a relative surge in prestige in the church, due to current circumstances, the knowledge of how to remove disease and to be able to scribe that process upon a scroll makes her a threat to those who engineered these events.

It was why she prayed in private and would keep her scribing talents secret to all but her most trusted friends- each of whom she did not wish anything ill to befall them on her account. Nevertheless Bordana’s resolve was only elevated to heights that would call her to face her fears.

Returning to her writing table she regarded the magical armor and shield outfit from their last trek into the disease ridden city and the magical mace that bore a mysterious brand low on the handle. In the past Bordana feared the gruesomeness that came with melee combat, however with a true magic weapon that is about to change.

Discarding her original kilted studded leather armor, while it was enchanted it was very identifying to her, as was her crossbow. Stone faced, she began removing the scarves, ribbons, and gold hoops; all of her Varisian tells and looked out toward Maienko. He would play a part in saving Korvosa too if only to augment her subtle masquerade.

New outfit, new weapon, companion… her thoughts returned to the tense and emotional battle with the vampires. Her mind raced with horrific realism. It was after their victory when Bordana learned that everyone had a part in that battle, but while it was going on Bordana believed it was only her and Steeter fighting against damnation. It was the closest to certain death- no an eternity of damnation- she had ever been. 

She looked down at the mace, took it up and blessed it. She would brand her enemies with this fine mace, vow to aid her allies in combat, and dispense Pharisma's judgement.

“Alive or dead, you will answer!”


Monday, August 5, 2013

Zandu staightened up from his writing desk, the candles all flickering on their dying wicks. His eyes were exhausted and back ached, but he had finally finished transcribing the variant spells discovered in the odious derro Vreeg's spellbook. He called an unseen servant to fetch him the wine he had chilling and settled into a pipe he had promised himself as a reward for finishing his task. As thick rings hovered overhead he reflected over the events that led to this spellbook coming into his possession, and events that had happened since.

When Vreeg the necromancer was brought to justice under Bordana's stern gaze, his spell book was claimed by Zandu, who at the time was wryly amused at the fact that his first prize of magic combat to the death was a tome of the spells he found most difficult to read, let alone use. The variants made it a great prize none the less. Now, it would seem his battle was again against the very forces of magic that were shadowy and dim  to Zandu - necromancy, with disease and rot. He barely knew the rudimentary basics of its magic, and it seemed he was in need of an expert, or at least an educated student.

Jolistina Susperio was as enigmatic as she was charismatic. She too, was an Acadamae Graduate, and an accomplished summoner in her own right. Her specialty, however, was necromancy, magics that could twist and control life energies, even after death. It was hard to know for sure, but Zandu believed her to be roughly the same age as he - within a couple of years any way. She was cool and distant to everyone, except two other women who were close associates. It seemed you never saw one of the trio alone, though rarely you would come across only 2 of them. All three were excellent mages, and known for impressive magical stamina, Jolistina especially always seemed to have one more spell ready than her opponent or rival. Of course the closeness of this trio led to many ribald rumors and stories, but Zandu believed he knew the true drawstring that bound them together. He believed, though he never voiced his opinion, that they were all sorceresses studying wizardry. They called themselves the Ashen Sisters, and Jolistina was their undisputed maven. Surely she would be interested in Vreeg's spellbook, and he might be able to exchange it to her for some information and perhaps some protection against the coming plagues.

His last task before retiring was to pen a note, a dinner invitation at a place of her choosing, to be sent to Madam Susperio through acadamae channels. The note included a teaser of the book he hoped to show and trade to her. He happily allowed the candles to burn out, and smoked as he fell asleep in a comfortable chair.

Monday, July 29, 2013

Harrow Point Uses-Seven Days to the Grave




Harrow Point Uses
In “Seven Days to the Grave,” the PCs are faced with numerous situations where health and resolve win the day.  During this adventure, a character can spend his Harrow Points in the following ways. 

Constitution Rerolls: Spend a Harrow Point to reroll a Fortitude saving throw, Concentration check, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals—you heal a number of hit points equal to your class level and 1 point of ability damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter. 

Damage Reduction: Spend a Harrow Point to gain damage reduction 3/—. This damage reduction persists for the duration of the encounter in which you spent the Harrow Point.

The Chosen
In addition, the card a PC draws during the choosing has special qualities during this adventure. Each of these cards is tied to a specific moment foretold in their Harrow reading.  In “Seven Days to the Grave,” when a PC who drew that card reaches that moment:

He gains a +2 bonus on all rolls modified by Constitution

A number of temporary hit points equal to twice his character level.

These bonuses last for the encounter’s duration. 

The Trumpet:  (area F8)

The Survivor: (area G14)

The Desert: (Area D3)

The Brass Dwarf: (area E)

The Teamster: (area B)

The Mountain Man: (area A)

The Tangled Briar: (area C6)

The Sickness: (area F2)

The Waxworks: (area G5)

Friday, April 5, 2013

My notes are sketchy, but here is what I have for review.
We started up just a few days after the brave appearance of Black Jack. ThE gaurds of the post we work with had taken a collection and wished to provide the funeral with a military burial ( we found him in twisted undeath in the grays when we recovered the shoanti noble ). A reception was hosted and the night was lost to drink. An adept in the service of Melani, Patron Goddess of Uprisings, introduced herself to me and we haggled a bargain that would allow me to summon her via the new "summon NPC" spell. In return, I am to provide an extravagant gift to her shrine ( it will be a holy symbol worth 100 gp).
The next morning, we were visited by armigers, hell knights who seemed primarily interested in hearing Bordanas version of the account of the appearance of Black Jack. They seemed to treat her position in her faith very respectfully, and accepted her words as the standard others' recountings were to be compared to. 
we visited with the watch captain later that day, who suggested we visit Orsini's neighborhood. Although she never said the words together, she asked us questions until she was confidant we knew he was Black Jack and we were friendly to their methods. Here is where my notes get sketchy, I think she also gave us a name of a man who suspected to be involved with the kidnappings that Rob's character is struggling to recall. He was said to work a rope supply shop. We went to the shop on the way to Orsinis. We watched and observed for a while but decide to come back after dark, for the 'special cuts' as it were. we were evidently spotted , but that wouldnt become evident until the next day. 
At Orsinis, an advisor of his said he hadnt been seen in a few days, but bade us to stay the night. We thought this might have given a chance to meet with him, but it was not to be.We left early the next morning, just in time to be ambushed by a group of thugs from the rope shop. A fight ensued, which i remember as very tough with a spellcaster involved. I remember charm spells, having summoned a grappling warrior, and summoning Kush to help us fight as well. Thats about all I got, feel free to comment or add details.

Sunday, February 24, 2013

Citadel Vraid-Hellknight Order of the Nail



Some 15 miles south of Korvosa stands Citadel Vraid, the black-iron fortress of the Hellknight Order of the Nail. From its grim fastness, this autonomous legion of law-bringers seeks to enforce its own harsh vision of order upon Varisia, meting out law with blade and iron-shod boot. Unconcerned with the petty trivialities of morality, Hellknights are fanatics of law, adhering only to their harsh, Cheliax-born vision of order and their own unyielding vision of honor.

Monday, January 14, 2013

Vreeg's Spellbook



Spellbook of Vreeg the Derro Necromancer
3rd—extended false life (already cast), fly, vampiric touch, gentle repose, water breathing
2nd—blindness/deafness, extended shield, scorching ray, spectral hand, command undead, darkness, scare,
1st—cause fear , chill touch, magic missile, ray of enfeeblement, sleep, feather fall, mage armor,
0—every cantrip excluding conjuration and illusion ones
Also in Vreeg’s spellbook are a collection of spell variants.  These pages are all on different types of paper and look to have been torn from other books, possibly stolen from graves.
Drawn From: Pages 1 to 5 of The Genius Guide to 110 Spell Variants.
Because the following are all variants of existing spells, we present only a minimal sketch of each spell.  Any information not presented or mentioned is the same as the base spell the variant is built off. These spell descriptions are so short, it's silly to list each one multiple times if it happens to appear on more than one class spell list. As a result, each spell variant lists what class and level it is designed for after its name. In cases where the spell appears at different levels for different classes, it is listed with the level of the first class to gain it. Other information such as School, [Descriptor], Casting Time, components, Range, Area, Targets, Duration, Saving Throw, and Spell Resistance are only given if they differ from the base spell. 
Dancing Shadows (Cleric 0, Sorcerer/Wizard 0)
As dancing lights, but it creates 1 to 4 motes of darkness, each reducing light by 1 step.
Detect Alchemy (Alchemist 1, Sorcerer/Wizard 0)
As detect poison, but it detects objects created through alchemy and alchemical reagents rather than magic.
Tie/Unfasten (Sorcerer/Wizard 0)
As open/close, but it affects rope, string, lacing, straps, and similar objects that hold knots.
Caustic Cloud [acid] (Sorcerer/Wizard 1)
As sound burst but it deals 1d6 acid, +1 per 2 levels, and targets save or are blinded for 1 round.
Summon Minion I (Wizard 1)
As summon monster I, but it summons NPCs from the Advanced Gamemastery Guide that have a CR at least 1 lower than creatures monster summoning I would produce. The same rules can be used to create summon minion II–IX, based on summon monster I–IX.
Touch of Frailty (Sorcerer/Wizard 2)
As touch of idiocy but it reduces Strength, Dexterity, and Constitution rather than Intelligence, Wisdom, and Charisma. It might make feats useless if their prerequisites are no longer met.
War Staff (Sorcerer/Wizard 2)
Target: Staff in your hands As magic weapon but your staff makes 1 attack/round as a free action, using your caster level as the attack bonus. This ability cannot be used when the staff is in anyone else’s possession.
Glide (Sorcerer/Wizard 3)
As spider climb, but you don’t need any free limbs to move, and you ignore difficult terrain rather than climb up walls.
Secret Pockets (Sorcerer/Wizard 3)
Target: one bag, pouch, pocket, or similar container
As greater magic weapon, but it turns containers into bags of holding (the type equals 1 every 4 caster levels) rather than the normal benefit.
Post Script Most of these spell variants began life as twitter entries on author Owen K.C. Stephens Twitter account (@Owen_Stephens). New variant spells are regularly featured in the author’s posts, and marked with the hashtag #Spelltweet. Also, some compiled spelltweets can be found at www.d20pfsrd. com/extras/3pp-previews/-spelltweets.