Monday, January 6, 2014

Session #4 Design - Nobody Home

Pathfinder - Reflections of Sin Campaign

Nobody Home – Session #4 Design

With the session start, the players have decisions to make.  They are now 4th level, having raised level after the end of last session.  They are also very likely exhausted and wiped out of spells and resources.  Plus, now Delix the tax collector lies dead at their feet. 

Gerrett runs up with a woman of dusky skin and yellow eyes.  Very quickly, let them have a conversation concerning the fate of the village with Delix dead.  Gerrett will be going after the leukodaemon and other summoned creatures which are attacking the town and surrounding farms.  He is leading in farmers to the town to centralize against the attacks, and using friends of his to assist, including the woman, Quaithe, the new PC.  He will run off after briefly talking with Cenn and the party, more concerned with those under his protection.

Cenn and the party should have a serious discussion about what the party can do next.  By this point, the party should have a bit of a attachment with the village and what happens to it.  Options, none perfect:
·         The PCs continue with going to the next villages Delix was to visit and let them know of a “delay.”  That will mean the guards and a town representative, probably Cenn, will need to travel to Korvosa with Delix’s body and explain what has happened.  Soldiers will almost certainly be sent to investigate.  Cenn can also visit the Korvosan Church of Sarenrae for a replacement priest, especially as the lawful mayor of the town.
·         The PCs instead take Delix’s body to Korvosa with the guards and represent the town in explaining what has happened.  Cenn would then go to the other villages surrounding, with protection from locals or Gerrett’s friends.  Korvosa will still likely send investigators, but the party might be able to quell some of the higher emotions on behalf of the city . . . or they could make it worse, depending.  Also, the characters have some impetus already to go to Korvosa to do research and to buy equipment.
·         Either way, Quaithe will be joining them as their guide.  She has some familiarity with the area and is good in the wilderness.
·         Let the PCs decide which course to take, or if they wish to take a different direction altogether. 

Let the players recover and then set out.  The encounters to follow can work for either of the two main choices.

Point out when they set out on the road that it is late Autumn, the days are shorter and nights longer, and the air has a crisp, cold feel of impending snow in it.  They may want to get some winter gear before setting out from the village.

Encounter:  Village of Hunnell

After they travel for a full day and a half, they come up to the first village.  Give color of the surrounding area, including the mountains in the background, another spire nestled a few miles away high on a hill to the west, and the hilly landscape.  They are still in the foothills of the mountains, and the land is rugged with the farmers working the land hard to grow crops.  There are also folks who cut trees for lumber for other areas in Varisia, and the trees are pine, very hardy and used to cold.

Upon entering the village, they are noticing no one around.  No one in the streets, doors open and banging slightly in the breeze, laundry half hung as if suddenly abandoned.  If they enter buildings, it’s as if people just suddenly left, with food half eaten, signs of work left half worked, etc.  And not a soul to be seen.  Also, there are strange rock formations in the streets, not many, but a few.  Some are by doorways or in yards.  If someone examines, as it seems odd that boulders would be left in such strange places around the town, the boulders seem incredibly smooth-looking to the eye:  no chips, no fissures, no polish, just smooth.  If someone tries to touch, a DC 15 Reflex save is needed or they take 1d2 damage from burning (actually, friction, but they won’t know that).  If they use a sharp object like a dagger or sword to touch a boulder, a CMB of +12 vs. their CMD or the object goes flying 10’ away.  If they keep hold, the sharp object digs in a little into the boulder and they are suddenly splashed with blood in all directions out to 5’.

If they enter the village farther than a block, they hear singing, coming from all around them.  The song is:


It should play on loop.  Also, Detect Magic senses magic everywhere, overwhelming to the point of headache inducing to the caster.  Abjuration, Conjuration, and Transformation are the strongest demeanors. 

About this time, they should also notice movement out of the corner of their eyes if they are near any boulders.  Humanoids moving.  But when they look directly at where the movement was, nothing is moving.  A DC 15 Perception check (with +1 for every successive occurrence of the movement) will let them notice that whatever boulder is in their view has moved from its original spot.  Once in a while when they see movement, they should hear someone or something speak:  “By the Grace of Sarenrae, help us!” or “Mercy to us all!” or a scream or an inhuman cry.

Let them examine any buildings they want.  They can see a brief outline of the village, which is about three-times as large as Clearwater’s Gate.  At the south end of town, which will be exactly the opposite direction from where they arrive, there is a large townhall/ church to Sarenrae.  In front of the space is what looks to be a scarecrow hanging on two crossed-pieces of wood directly in front of the door, about 15’ out.  Around its neck is a glowing blue crystal.  Morgrym should recognize it as the same type of crystal he and his brother were mining for.  The glow is pulsing slowly, and if a DC 22 Perception check is made over the course of 3 rounds, it is getting slower.

Any attempt to touch or remove the crystal activates the guardian, and coincidentally, begins to pull folks and creatures out from the stasis.  The players will likely mistake movement of the crystal for “breaking” the magical effect.  In reality, which should come out later in the game at a later date, the crystal has been draining away the magical stasis in place, and it’s just coincidental timing that its work is almost accomplished when they arrive.

Every other round for 7 rounds (a total of 4 instances), 2-3 common village folks and 1 monster should become free somewhere in the village.  The effect is actually a time stasis, in which everyone is held in stasis and spinning around at enormous speed, thus the effect when touching the “boulders.”  The spinning does not impact the one in stasis other than the actual stasis effect.  The blue crystal is draining away the stasis and slowly freeing folks and creatures.

As background, when the village was put into stasis, it was being attacked by 4 Urdefhan.  These were summoned by the two men who have Morgrym’s brother in captivity, who they are using, under compulsion, as a blood donor/ material component to set the blue crystal to work.  The village under attack is a test to see how the blue crystal works in draining away magical effects such as the stasis.  The Urdefhan were summoned to kill all of the villagers upon the completion of the blue crystal’s work, thus to leave no witnesses as to what truly was happening.  The crystal was hung around the neck of a guardian, a Scarecrow construct, in case someone ventured into the village and tried to remove the crystal.

The singing is actually a choir in the townhall/ church to Sarenrae, which was holding services when the effect went into place.  This explains why very few people were in the streets and why houses had dinner arrangements set and some food out (dinner preparations for after the service).  The PCs now have to deal with a guardian and 4 Urdefhan trying to kill them and villagers.  The guards will protect the body of Delix and fight in a group, trying to get some of the villagers in the center so that the 3 of them can form a circle to protect.  Robinn, who finds the whole village experience to be frightening, is glued to Juliet as much as possible.

Scarecrow – CR 4, N Medium Construct, Init +0, Senses: Darkvision 60', low-light vision, Perc. +0; AC 16, T 10, FF 16 (+6 Natural); HP 47 (5d10+20); F +1, R +1, W +1; Speed 20'; 2 Slams +8 (1d8+3); Special Abilities:  Fascinating Gaze – target fascinated if within 30’, DC 14 Will negates, remains fascinated within 300’, approach of Scarecrow not considered an obvious threat; Fear – touch causes fear, DC 14 Will save to negate or cower and can only do Will save at end of next round (and subsequent rounds), a successful first save leaves victim shaken for 1 rd; Defensive Capabilities:  Immune – construct traits, cold; Special Qualities:  freeze – can appear as inanimate, take 20 on Stealth checks; Str 16, Dex 10, Con - , Int -, Wis 11, Cha 14; Base Atk +5, CMB +8, CMD 18.

  

Scarecrow

4 Urdefhan  – CR 3, NE Medium Outsider (native), Init +1, Senses: Darkvision 120’, Perc. +7; AC 16, T 11, FF 15 (+3 armor, +1 Dex, +2 natural); HP 25 (3d10+9); F +6, R +4, W +4; Speed 30’; Rhoka sword +8 (1d8+6/ 19-20), bite +2 (1d4+2 plus 2 Str unless DC 14 Fort) OR bite +7 (1d4+4 plus 2 Str unless DC 14 Fort), ranged composite bow +4 (1d8+4/ x3); Defensive Capabilities:  negative energy affinity, SR 14, DR 5/ good or silver; Immune to death effects, disease, fear, level drain; resist acid 10; Special Attacks: blood drain (1 Con);  Spell-like Abilities:  At will:  Feather Fall; 3/day: align weapon, death knell (DC 14), ray of enfeeblement (DC 13); Special Qualities:  Daemonic Pact – as an immediate action, 50% chance to let daemonic energy consume soul, creature dies and releases 5’-radius burst of negative energy for 2d6 dmg (DC 14 Reflex for half); Str 19, Dex 12, Con 17 , Int 14, Wis 13, Cha 14; Base Atk +3, CMB +7, CMD 18; Feats:  Iron Will, Weapon Focus (rhoka sword); Skills:  Intim +8, Know (Planes) +8, Perc +8, Ride +4, Sense Motive +7, Survival +7; Languages:  Aklo, Undercommon.

 

Urdefhan

At round 3, a man named Trufargus, who was entering the village right when the magical effect went off, will come out of the stasis.  He should hear the fighting and the screams of villagers, and will come running to give aid.  At such time as he realizes Robinn is in the village, he will call out in surprise, as will Robinn.  He will also admonish the party to “protect the boy,” as if they aren’t already.



Once the battle is done, conversations will take place.  Robinn hugs Trufargus, who is very happy to see the boy.  He lets it be known that he was hired by “parties in Korvosa” to investigate strange occurrences in the villages around Korvosa.  The villagers, who will be coming out of stasis, will tell of two men and a dwarf, the dwarf seemingly under duress, passing through the village and leaving the morning of worship.  Some villagers who were not at worship said the town was attacked by horrible creatures, the Urdefhan, while a stuffy-man walked into town with a blue crystal on its neck and hung itself up in front of the main hall.  The adventures just appeared in front of the villagers, as far as they are concerned.  The stasis took away any realization of time lapse, but upon questioning, they realize it has been 2 ½ days since the effect went into place. 

The villagers are thankful for the party’s help, and that of Trufargus.  They give each party member and Trufargus a potion of up to 3rd-level or a magical item of up to 500gp in value (if they have it, 30% chance).  The village is significantly larger than Clearwater’s Gate, and thus they have slightly better resources.  If anyone takes notice, Trufargus gives whatever he claims to Robinn.  Trufargus leaves soon after to continue his investigations, but first has words with Robinn and whoever Robinn is near, questioning what Robinn is doing away from Clearwater’s Gate and who the players are to Robinn.  They both obviously know each other well, but are coy as to why.  Once Trufargus receives assurances of Robinn’s safety, he leaves.

The party is welcome to stay the night in the village to rest.  The local priest can assist with 1 Cure Disease spell and 2 Lesser Restorations for any party members in need (likely Aean and possibly Juliet from the last game).  When they wake the next morning, it is snowing.  Use the snowy terrain features for the rest of the trip to Korvosa.

They should set out the next morning on to the next village, named Wilheim Lodge, a logging community in the hills two days south.  They are stopped before getting close enough to the village to see it by soldiers, members of Korvosa’s Sable Company.  They tell the party in no uncertain terms that the village is quarantined and they must find another route south, either east or west.  They do not discuss anything about the quarantine and will get easily angered if the orders are not followed.

The party will likely need to find camp as it is getting dark early and it is beginning to snow again.  Only about 6 inches have fallen in two days, but the snow is beginning to start again, a little heavier than before. 

If the party or some of the party want to sneak towards the village and investigate, let them.  The guards, if the party is travelling to Korvosa, will not leave Delix’s body, and point out that they cannot delay too much time.  In the event of sneaking into the village, they see the village nestled up against a tree-filled hill with a rocky cliff area rising above.  Into this cliff is a huge round doorway/ gate/ borehole, surrounded by soldiers and what seem to be magic practitioners of both the arcane and divine variety, chanting.  A DC 22 Spellcraft from this distance determines it is a powerful abjuration effect meant to keep outsiders away.  Any villagers on the street of the village seem to move quickly about their business and keep indoors as much as possible.  The party members are over 500’ away from this activity.  Unless they make incredibly poor Stealth rolls or call attention to themselves, they will not be noticed.

As the party members watch, two of the casters collapse, and the doorway cracks open slightly.  A DC 15 Perception check lets the party notice creatures exiting out of the crack:  more Cacodaemons and Urdefhan.  What the guards and casters don’t notice that the party members do is that some of these creatures quickly peel off into the surrounding forest, unfortunately in the same direction as where the party made camp.

The party members can race back to the camp to take on these creatures.  They should arrive 2 rounds after the creatures do.  Anyone left in the camp will have 2 rounds of attacks to contend with before help arrives. 

If no one went to investigate, the attack just happens, with a DC 18 Perception check to be part of a surprise round.

2 Cacodaemons - CR 2, NE Tiny Outsider (daemon, evil, extraplanar), Init +4, Senses: Darkvision 60', Constant detect good, detect magic, Perc. +7; AC 16, T 12, FF 16 (+4 Natural, +2 size); HP 19 (3d10+3), fast healing 2; F +2, R +5, W +4; Defensive Capabilities:  DR 5/ good or silver, Immune:  acid, death effects, disease, poison, Resist cold 10, electricity 10, fire 10; Speed 5’, fly 50’ (perfect); Bite +6 (1d4+1 plus disease); Special Attacks: Disease – save Fort DC 12 onset 1 day, frequency 1/day, effect 1d2 Wisdom damage, cure – 2 consecutive saves, any infected creature can be telepathically contacted by the Cacodaemon over any distance on the same plane; Soul Lock (Bestiary 2 p. 64); Spell-like Abilities:  At will – invisibility (self only), 3/day – Lesser Confusion (DC 12), 1/week – Commune (CL 12th, 6 questions); Str 12, Dex 11, Con 13 , Int 8, Wis 13, Cha 12; Base Atk +3, CMB +1, CMD 12; Feats:  Improved Initiative, Lightning Reflexes; Skills:  Bluff +7, Fly +18, Know (Planes) +5, Perc +7, Stealth +14; Special Qualities:  change shape (lizard, venomous snake).

2 Urdefhan: – CR 3, NE Medium Outsider (native), Init +1, Senses: Darkvision 120’, Perc. +7; AC 16, T 11, FF 15 (+3 armor, +1 Dex, +2 natural); HP 25 (3d10+9); F +6, R +4, W +4; Speed 30’; Rhoka sword +8 (1d8+6/ 19-20), bite +2 (1d4+2 plus 2 Str unless DC 14 Fort) OR bite +7 (1d4+4 plus 2 Str unless DC 14 Fort), ranged composite bow +4 (1d8+4/ x3); Defensive Capabilities:  negative energy affinity, SR 14, DR 5/ good or silver; Immune to death effects, disease, fear, level drain; resist acid 10; Special Attacks: blood drain (1 Con);  Spell-like Abilities:  At will:  Feather Fall; 3/day: align weapon, death knell (DC 14), ray of enfeeblement (DC 13); Special Qualities:  Daemonic Pact – as an immediate action, 50% chance to let daemonic energy consume soul, creature dies and releases 5’-radius burst of negative energy for 2d6 dmg (DC 14 Reflex for half); Str 19, Dex 12, Con 17 , Int 14, Wis 13, Cha 14; Base Atk +3, CMB +7, CMD 18; Feats:  Iron Will, Weapon Focus (rhoka sword); Skills:  Intim +8, Know (Planes) +8, Perc +8, Ride +4, Sense Motive +7, Survival +7; Languages:  Aklo, Undercommon.

The party finds odd bits and pieces of gold jewelry and earrings with gems on the two Urdeghan, worth about 2,500gp total.  Also, there are two rhoka swords and two composite longbows (Str +4) with 20 arrows each.  They also find medallions on each of the Urdefhan with the same rune-sign etched into them as was on the ruins by the lake.  They almost appear to be holy symbols for the creatures.

End of Session.

Wednesday, December 11, 2013

Session #3 - Encounter Maps

Pathfinder campaign - Reflections of Sin

Maps:

Farm
 
 

Lake and Ruins
 
 

Forest


Thursday, December 5, 2013

Design of Session #3 - A Summons

Pathfinder Role-playing

Note:  the game dynamic has changed as one player has left the game and another is joining.  Mell/ Poshmora is no longer a player, and I will instead use the character as an NPC as the player is no longer with the game.  Another player, Heather, will be joining with a new character, possibly a ranger.  She can be easily slotted in as a friend of Gerrett who has been helping in his investigations.  She will be coming to the farm following the Cacodaemons below, and will enter from the opposite side of the encounter.

From the last session, the party has likely made the decision NOT to assist Syren, and thus, Krune, the Runelord of Sloth.  A Paladin of Sarenrae and a member of Sarenrae’s military wing, Juliet and Io, respectively, are not going to work with an evil faction, even if they have common enemies.  This creates a change in the direction of sessions, although does not impact the campaign arc.  Also, Mell now wants to separate herself from Poshmora, her eidolon, now that she knows of Poshmora’s connection with Krune and desire to be his servant.  That desire should play out well in future scenarios.

The characters are outside the farm of the family Juliet has befriended from building the festival bonfire.  Also, this is the farm where the remaining orphans were sent by the party.  And the farmers are under attack by 8 Cacodaemons, which were summoned from the ruins at the lake and have migrated this way from the northwest.  A DC 18 Knowledge (Geography) check to realize the likely origination point of the monsters.  Survival will not assist as the creatures are flying, not traveling by land.  The lake is north of the town, so these creatures likely bypassed the village completely.  No farmer or orphan has been killed yet, as the attack just began, but if 3 creatures end up next to one NPC or 3 rounds transpire, one NPC will be lost.  1-3 farmer/ 4-6 orphan.  The orphans who remain after the battle will likely be emotional messes after the attack on the church the night before, the death of the priest and the oldest girl, and now this attack.  The party should determine what to do to settle the orphans down and calm them as best as possible.

Farm attack:  6 Cacodaemons - CR 2, NE Tiny Outsider (daemon, evil, extraplanar), Init +4, Senses: Darkvision 60', Constant detect good, detect magic, Perc. +7; AC 16, T 12, FF 16 (+4 Natural, +2 size); HP 19 (3d10+3), fast healing 2; F +2, R +5, W +4; Defensive Capabilities:  DR 5/ good or silver, Immune:  acid, death effects, disease, poison, Resist cold 10, electricity 10, fire 10; Speed 5’, fly 50’ (perfect); Bite +6 (1d4+1 plus disease); Special Attacks: Disease – save Fort DC 12 onset 1 day, frequency 1/day, effect 1d2 Wisdom damage, cure – 2 consecutive saves, any infected creature can be telepathically contacted by the Cacodaemon over any distance on the same plane; Soul Lock (Bestiary 2 p. 64); Spell-like Abilities:  At will – invisibility (self only), 3/day – Lesser Confusion (DC 12), 1/week – Commune (CL 12th, 6 questions); Str 12, Dex 11, Con 13 , Int 8, Wis 13, Cha 12; Base Atk +3, CMB +1, CMD 12; Feats:  Improved Initiative, Lightning Reflexes; Skills:  Bluff +7, Fly +18, Know (Planes) +5, Perc +7, Stealth +14; Special Qualities:  change shape (lizard, venomous snake).

 

 
 
After the encounter, the party will likely be exhausted and head to the Clearwater’s Gate.  It is late morning, as they entered the cistern right after dawn.  When they get to town, the Inn is the likely place for them to go.  Let them have a conversation with Cenn.  Cenn is worried as Gerrick, the Tanner, hasn’t come back yet from scouting the lake and outlying farms, and after this amount of time, it is worrisome.  Delix has, as expected, taken over the investigation of the attacks.  He is currently at the church with the guards. 

If the party rests or stays at the Inn, Delix does return in the early afternoon.  He definitely feels he should be in charge, and also begins to question the party in a none-too-friendly manner.  Did the party bring these creatures, whether on purpose or because they were being followed?  Where are they from?  What did they discover in the cistern?  What was said?  By whom?  What other information?  He has absolutely no fear of the party or of ramifications if he angers the party.  He knows, as does the rest of the village, that if anything happens to him, Korvosa will send investigators to the village, which will not be good for the village.  At best, they will likely lose several of the stronger farmers and villagers to conscription in the military forces.  Such is the price of services from the city.  If the party begins to get physical or threatening with Delix, Cenn will try to step in to calm matters down.

Delix does state that he will return to Korvosa directly with the information, as he is the authority figure, knows who to talk with, and will be listened to seriously.  Anyone else will likely be ignored as liars or dismissed out of hand.  For the city watch to take this situation seriously, Delix needs to be present.  As arrogant and pig-headed as Delix is, he has genuine concern and interest in the villages under his charge, and the villages know this.  He may be dismissive and look down his nose at this work beneath his abilities, but he takes his work seriously, and has come through for the villages a number of times when they have needed an advocate.

As someone will need to tell the next villages on his route of his unexpected delay and detour, Delix charges the party with this effort, if nothing else to prove themselves as wanting the best for the village and the regions surrounding.  Delix then tells Cenn to get the tax payment together as he personally won’t be back but will move on to the next village upon his return to the region.  The militia will come here to assist with the investigation.  If the party suggests that they accompany Delix to Korvosa, he snorts in derision and dismisses the idea completely.  Who are they to bring information to the authorities in Korvosa?  Are they known there?  Do they hold any prestige with the city and its command structure?  Do they know who to even talk to?  The village needs Delix to get the information to the proper authorities; this is his job, let him do it.

Delix dismisses any further discussion on the topic and heads upstairs to his rooms.  He asks Cenn to meet him up in his rooms to discuss business matters and village concerns.  This is a good time for the players to rest up and recover.  That evening, Cenn and his wife meet with the group and tell them what villages to travel to and with whom to speak.  They are very appreciative of the help of the characters, even where Delix appears not to be.

Suddenly, Gerrett bursts into the Inn.  The surrounding farms are under attack by foul monsters which someone is summoning, using the ruins by the lake.  Gerrett is not acquainted with arcane magic enough to understand the how and what of the summoning area, and he has no idea who is doing the summoning or why.  He was able to see creatures come out of the ruins, though, and move off into the surrounding forests and regions.

Gerrett is pretty beat up, but he insists that he is going to continue to run to the surrounding farmsteads and assist in protection, as he is able.  The party at this point realize he is a half-orc, which is very unusual in Varisia and known for not being well liked, even hated by the Shaonti people.  Gerrett begs the party to set out straight away for the lake and ruins to see if they can discover who is summoning the creatures and also to find a way to stop any more creatures from coming through the portal.  He then runs off into the night.

The party likely will take off for the lake.  They should notice (Perception DC 15 and Survival DC 10 checks; must succeed at both) that the forest life is deathly quiet on their way, as if the creatures of the forest are holding their breaths in fear.  Occasional screams of some foul creature(s) can be heard at times in the distance on their way to the lake.

Lake encounter: 

·         2 Scarlet Spider Swarms - CR 2, N Fine Vermin (swarm), Init +2, Senses: Darkvision 60', Perc. +4; AC 20, T 12, FF 18 (+2 Dex, +8 size); HP 13 (3d8); F +3, R +3, W +1; Defensive Capabilities:  Immune:  mind-affecting effects, weapon damage, swarm traits, vermin traits; Weakness:  swarm traits (+50% damage from area of affect effects, such as spells or splash damage); Speed 10’, climb 10’; swarm (1d6 plus disease); Space 10’; Special Attacks: Disease – save Fort DC 13, onset 1-3 day, frequency 1/day, effect 1d6 Strength damage, cure – 2 consecutive saves; distraction  Fort DC 11 or nauseated for 1 rd; Painful Bite – if creature bitten by swarm, -1 circumstance penalty on attack rolls, weapon damage rolls, ability checks, and skill checks until cured, Neutralize Poison, Remove Disease, or DC 13 Heal check removes penalty; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2; Base Atk +2, CMB -, CMD -; Skills:  Climb +10, Perc +4, Stealth +22.

 



·         8 Vapor Dire Rats - CR 1, N Small magical beast (augmented animal, vapor), Init +3, Senses: Darkvision 60', low-light vision, scent, Perc. +1; AC 15, T 14, FF 12 (+3 Dex, +1 natural, +1 size); HP 6 (1d10+1), fast healing 2; F +3, R +5, W +1; Defensive Capabilities:  Resist fire 5; Weaknesses – cold susceptibility (+50% damage from cold); Speed 40’, climb 20’, swim 20’; Bite +5 (1d4 plus disease); Special Attacks: Disease – save Fort DC 11, onset 1d3 days, frequency 1/day, effect 1d3 Con damage and 1d3 Dex damage, cure – 2 consecutive saves; Death Throes – upon death, Reflex DC 11 or automatic bite; Str 10, Dex 17, Con 12, Int 6, Wis 13, Cha 10; Base Atk +1, CMB +0, CMD 13 (+17 vs. trip); Feats:  Weapon Finesse; Skills:  Climb +11, Stealth +11 (+19 in areas of smoke, fog, mist or vapor); Special Qualities:  Vaporous form – can change into vapor at will.

 

 

Use the stats from the first session for examining the ruins.  For ambiance, mention the scene as in half-moonlight and the shadow of the tower spire in the distance making a darker shade against the starry sky.  Treasure:  if a DC 22 Perception is made on the stones of the ruins (elves and half-elves get auto check and dwarves get stone-cunning bonus), an opening is found which holds five 2,000gp rubies, which were used as part of the summoning portal.  During the examination, branches and rocks start whipping around the party, but with no wind to stir.  Robinn’s eyes , when someone looks, are rolled up into his head and the whites are beginning to glow.  He has a vision:

“It wants to continue what it started.  A thousand pillars.  It will be free.  Must change one, kill one, to help loosen the bonds that bind.  A thousand pillars.  Preparations were made eons ago.  Time to harvest.  The time is ripe to reap the harvest and let loose the flood.  A thousand pillars, and death will fall upon the world.”

Robinn then wakes and sits on the ground hard, but is okay and conscious, just shaken.  If the party scratches out the symbol on the ruins, the summoning stops.  Allow them to take a “copy” of the symbol for further research.  They should then head back to the village.

Forest encounter:  3 Lacridaemons - CR 3, NE Medium Outsider (daemon, evil, extraplanar), Init +7, Senses: Darkvision 60', Constant detect good, detect magic, Perc. +8; Aura – weeping aura 100’, sonic mind-affecting, -5 Survival vs. becoming lost if within aura, stacks up to -20 with others; AC 15, T 13, FF 12 (+3 Dex, +2 Natural); HP 30 (4d10+8); F +6, R +4, W +5; Defensive Capabilities:  DR 5/ good or silver, Immune:  acid, death effects, disease, poison, Resist cold 10, electricity 10, fire 10, SR 14; Speed 40’; Bite +6 (1d4+2 plus 1d4 acid and poison), 2 claws +7 (1d4+2 plus 1d4 acid); Special Attacks: Poisonous tears – move action which provokes an AOO allows lacridaemon to coat both claws with poison, effective for one round, save Fort DC 14, frequency 1/round for 6 rounds, effect 1 Wisdom plus staggered for 1 round, cure – 2 consecutive saves; Spell-like Abilities:  At will – pass without trace, 3/day – overwhelming grief (DC 14, Ult Magic), teleport (self plus 50lbs object only), 1/day – hold person (DC 14), invisibility, snare, summon (level 4, 1 lacridaemon 50%); Str 14, Dex 17, Con 14, Int 11, Wis 13, Cha 12; Base Atk +4, CMB +6, CMD 19; Feats:  Improved Initiative, Weapon Focus (claws); Skills:  Acrobatics +10 (+14 jump), Bluff +8, Climb +9, Perc +8, Sense Motive +8, Stealth +10; Languages:  Abyssal, Draconic, Infernal, telepathy 100’.

 


 
They should arrive at dawn to the village.  Gerrett is not back yet, but Delix is in front of the Inn with Cenn, getting ready to depart.  The horses are being saddled and Gerrett is having a final discussion with Cenn.  They will both ask what the party found at the lake.  Delix, although still brusque, thanks the party for its assistance with the village and seems genuinely appreciative, if still arrogant.  He says he realizes he comes across harshly, but he has a job which he takes seriously, and they were unknown agents just as bad things began to happen.  He could take no chances on the safety of those in his charge.  He does his best by the villages, even as he hopes to move on to work which is more meaningful and of greater responsibility. 

Gerrett suddenly breaks out from the trees on the other side of the Village Green, yelling and waving his arms as he full out runs towards the group at the Inn.  Delix stumbles into whatever character is closest to him, and has a puzzled look on his face.  Black tracings run up from his neck into his face and eyes, and he collapses dead in the character’s arms, a huge arrow jutting out from his back.  Gerrett is pointing past the group into the trees behind them, and when the turn, they see a Leukodaemon (show photo) with a bow in hand as it steps back into the forest and disappears.



End of Session

Thursday, November 7, 2013

Maps of Encounter Areas for Session 2

Pathfinder Campaign - Reflections of Sin

Maps:

Fear Room of Sin of Sloth
 
 

Bridge over the Chasm
 
 

Room for Meeting with Syren
 

Thursday, October 31, 2013

Lazy Trip Down the Rabbit Hole - Session #2 Design

Pathfinder Campaign Runelord Krune


Lazy Trip Down the Rabbit Hole – Session #2 Design

The party will very likely want to go down the cistern to investigate what has been exposed by the Dire Plague Wolf’s sacrifice.  Robinn will also say that they must investigate.  I anticipate that they will either go right away, or alert the village and mayor while also taking the orphans to a safer place.

If they go to let the village know, then the mayor/ innkeeper and his wife will take point.  The Tanner is off investigating the “ruins” by the lake, having left after spending some time at the Harvest Festival.  The mayor says he is more “adept” at searching during the night.  This may be mysterious to the party, but it is actually because he is half-orc, and orc-bloods are treated with great hostility in Varisia.  He works at the tannery with a hood, and does his own hunting, trapping and wanderings at night when he is less likely to be observed fully.

DC 20 Diplomacy to gather any information on the village area prior to being built.  Some 120 years prior, when the village was first founded, there were “ruins which included a stone circle” in the area.  With a DC 22 on Diplomacy, the stone circle was on what is now the village green.  And a DC 25 on Diplomacy talks of an entrance to “what was likely a burial cairn” where the church now sits.  The church is recent, having been just an old barn with a dried up “well” before being built around 5 years prior.  Most of this information will be from Cenn and his wife, as well as the blacksmith and possibly the herbalist.  If talking to the minstrel who is in for the festival, the same information can be gained by Knowledge (Local).  None of the players are locals, so the skill does not offer any benefit unless asked of a storyteller such as the minstrel.

At some point, the party will head down the cistern.  This is where I plan to begin injecting some fear into the game.  I will be using index cards to let specific players know what they see/ hear/ sense while keeping it “unspoken” to the other players until the characters speak with each other.  Certain actions will get increasingly intense fear affects while others, depending upon player choice, will be static.  But if separated, the players will just see index cards going around and not realize that some are being fed one thing while others another.

Robinn will be coming with the party, whether with Juliet’s acquiescence or tagging along behind, hidden.  He will be rather stubborn about staying with the party, specifically Juliet, which will play throughout the game.  He is her “Guardian”, but she will need to guard him frequently, adding a dynamic to the story.

The trip down the rungs of the cistern is creepy if uneventful.  Light sources and who has what light source will be important, as the party will likely be separated, sometimes multiple times or in multiple ways.  This is the entrance to where Krune, the Runelord of Sloth, interred himself before Starfall.  Per the campaign setting, he was unable to make it back to his country before the cataclysm, but had this hideaway as a default.  So he sleeps under the town of Clearwater’s Gate, unbeknownst to anyone.  And as the Runelords have begun to stir, although not completely awakening, his power will grow in this area.  More on how Sloth will affect the village going through the campaign, but the companion school of magic, Conjuration, is being manipulated already as this is where Krune, and thus is center of power currently, is located.

Getting to the tombed door of Krune’s resting place must go through traps and guardians associated with the idea of sloth.

First Encounter (another scene taken loosely from a dream I had at one point):

The passage splits into two passages, one branching slightly left and one slightly right.  Both are 5’ wide.  I will assume that someone will scout ahead on one of the passages.  Light sources will be problematic as there is a permanent Darkness effect, lowering the impact of all light sources by one step.  A Light spell or torch becomes dim light (10’/ 20’; 20% miss chance due to concealment), and a dim source becomes darkness (0’/ 0’; 50% miss chance due to full concealment plus other penalties).

How the “puzzle” works:

·         Whatever passage taken is the “easy” path (i.e. sloth).

·         30’ on through whichever passage, the passage splits again, left and right as before.  But whichever choice was originally made (left or right), the next split becomes easier for that side and more difficult for the one not chosen, by 1’. 

·         So, original split, left chosen.  Go 30’, left is now 6’ wide and right in now 4’ wide.  Choose left again, go 30’, left is now 7’ wide and right in now 3’ wide, etc. 

·         If the player turns around after taking the first choice and is at the second choice at that point, whatever light source they have is no longer seen by whoever is behind them still in the passage.  It winks out.  Shouting for a player who has “disappeared” and faint echoes of calls can be heard by each side.  This is due to a conjuration (sloth magic) effect of teleportation. 

·         If a player ends up going through 5 choices of the “easy” passage in a line, they end up in a large chamber for a specific encounter which will be ugly.

·         Also, once turning around, the passage “back” is now a split choice passage, one slightly left and one slightly right, both 5’ wide.  It starts over again that direction, and 5 choices in one direction need to be made.

·         The proper choice is the difficult way.  Once through the first choice, they should take the “thinner” passage, the 4’ passage.  It will then end in 30’ at another choice, with the easier side a little wider (7’) and the harder a little narrower (3’, which is a squeeze and causes movement to be half speed for 60’ this time).  If they end up at the end of the 3’ passage, they come out to a passage on the far side of the encounter chamber, but with a wooden door closed and locked at the chamber entrance.  This means the players who end here will not even realize that there is a chamber behind the door, until shouting and/or screams of pain begin.

·         Now for the fear element.

o   At any point a player enters a passage that isn’t 5’ wide, they need to make a Will save vs. Fear.  The starting DC is 10, and every subsequent passage after the first which isn’t 5’ wide adds +1 to the DC save.

o   If one fail of the save, the player becomes shaken, a -2 penalty to attack rolls, saves, weapon damage rolls, skill checks and ability checks.

o   If two consecutive fails of the save, the player becomes frightened.  Flee or fight, with the above penalties for shaken.  They can use spells and abilities, and must if it will assist in their flight.

o   If three consecutive saves, the player becomes panicked.  The player drops everything in hand and flees at top speed, along with the penalties above for shaken.  The player will likely go through the “easy” passages, which is the point.  They can use spells and abilities, and must if it will assist in their flight.  The player will likely cower if possible instead of fight and use full defense if cornered.

o   Throughout the fear saves, the player affected should feel a sense of evil and thick dread.  Escalate for each failed save:  movement out of the corner of their eyes, shadows and sound moving towards the character, and finally hallucinations of vile creatures.

Once a player “exits” the puzzle, they enter the encounter room.  Across the room is a set of double wooden doors, the exit to the hallway beyond and where any “successful” characters will be.  The door is locked but not trapped; DC 25 Disable Device to unlock.

Encounter in the Fear Room:  3 Fleshdregs - CR 1, NE Small Aberration, Init +1, Senses: Darkvision 60', sin-scent (sloth), Perc. +4; AC 14, T 12, FF 13 (+1 Dex, +2 Natural, +1 size); HP 13 (2d8+4); F +2, R +3, W +3; Defensive Capabilities:  Immune: mind-affecting effects, SR 13; Speed 30'; Bite +3 (1d6+1 plus sinful bite); Special Attacks: Sinful Bite(Sloth) – bite creates amber crust which restricts movement, DC 12 Reflex or -2 to attack rolls and Reflex Saves for 1d4 rounds; Str 12, Dex 13, Con 15 , Int 6, Wis 11, Cha 12; Base Atk +1, CMB +1, CMD 12; Feats:  Lightning Reflexes; Skills: Acrobatics +5, Escape Artist +5, Perc +4, Stealth +9.



 

2 Sloth Vipers – CR 3, N Large Magical Beast, Init +7, Senses: Darkvision 60', low-light vision, Perc. +9; AC 17, T 13, FF 13 (+4 Dex, +4 Natural, -1 size); HP 27 (5d10); F +4, R +8, W +2; Speed 30', Climb 30’, Swim 30’; Bite +8 (1d4+1 plus poison); Special Attacks: Poison – Bite, Injury, Save DC 14 Fort, frequency 1/rd for 6 rounds, effect – slowed for 1 minute as the Slow spell, cure – 2 consecutive saves; Quickness – inherently quick, so may take an extra standard or move action each round; Str 13, Dex 19, Con 11 , Int 2, Wis 12, Cha 2; Base Atk +5, CMB +7, CMD 21; Feats:  Improve Initiative, Skill Focus (Perception), Weapon Finesse; Skills: Acrobatics +16, Climb +13, Perc +9, Stealth +8, Swim +15.

 

 

The passage continues for another 100’ straight ahead, and ends at a open 10’ wide arch opening on a 10’ x 20’ ledge over emptiness.  This is the second “puzzle” room.

·         A path 10’ wide leads straight across a black chasm, 80’, to a mirror copy of the entrance on the other side.  No walls or ceiling or pit floor can be seen.

·         On either side of the path are 10’x10’ platforms hanging in the air, 10’ out from the “bridge” and hanging at different levels, none more than 10’ higher or lower than the “bridge.”  There should be 3 platforms on each side.

·         Rods hang in mid-air in salmon-runs, running parallel to the entrance and exit arches, and running up and down in “runs”.  They are placed close enough to swing from one to another, but take a DC 10 Athletics check to swing each 5’ range.  They are placed to connect one side to the other with the platforms as islands between groupings.  (see map)  After each platform landing by a player, the Athletics check increases by +2 DC for exhaustion.  A failure on an Acrobatics checks means no movement; failure by more than 5 means a fall.

·         A fall, after 3 rounds, lands the player on the “bridge” (teleportation), but with 3d10 falling damage.

·         The “easy”, lazy path of Sloth is the bridge.  Every 10’ crossed by ANY player gives a 25% cumulative chance of conjuration of Thassilonian Bronze sentinel (once summoned, start the percentage accumulation at 25% again).

·         The trick is to take the difficult path, causing the summoning NOT to happen.

·         Many outcomes from this, including finding interesting ways to cross the chasm, splitting the group so that some cross the bridge and some the salmon-runs (with the added difficulty for the salmon run players of maybe needing to deal with creatures summoned by the bridge), or running jumps.  Allow for creativity.


Thassilonian Bronze Sentinels:  – CR 3, N Small Construct, Init +7, Senses: Darkvision 60', low-light vision, Perc. +5; AC 18, T 14, FF 15 (+3 Dex, +4 Natural, +1 size); HP 32 (4d10+10); F +1, R +4, W +1; Speed 40', Climb 20’; 2 Claws +9 (1d4+4); Special Abilities:  Constant Detect Magic; Defensive Capabilities:  Immune – construct traits, fire, magic; Special Attacks: Fiery Bolt +8 – As a standard action, can fire a bolt of flame as ranged touch attack to 30’ range, 1d6 fire dmg; Immunity to Magic – immune to all magic which allows SR except electricity; Str 18, Dex 16, Con - , Int 1, Wis 11, Cha 5; Base Atk +4, CMB +7, CMD 20 (28 vs. trip); Feats:  Improve Initiative, Skill Focus (Perception); Skills:  Climb +12, Perc +5, Stealth +9.

 

 

100’ passage straight to large room with portal door in wall surrounded by runes in Thassilonian.  A figure sits in a chair in front of the huge portal.  This is Syren, a Sinspawn Conjurer who is the servant of Krune while he sleeps.  Syren will try to engage the players in conversation.  If the players attack for some reason, then 3 Sinspawns and 2 Thassilonian Marble Sentinels appear from side passages to engage.  Syren will not engage unless forced, but keep trying to talk the fight down and get the players to engage in talk.  Syren will also have Undetectable Alignment cast so that he doesn’t read as evil.

 

 
Syren, Servant of Krune

3 Sinspawn – CR 2, NE Medium Aberration, Init +5, Senses: Darkvision 60’, sin scent (sloth), Perc. +7; AC 13, T 11, FF 12 (+2 Natural, +1 dodge); HP 19 (3d8+6); F +3, R +2, W +4; Speed 40’; Ranseur +3 (2d4+1/ x3), bite -2 (1d6 plus sinful bite) OR bite +3 (1d6+1 plus sinful bite), 2 claws +3 (1d4+1); Defensive Capabilities:  Immune – mind-affecting effects, SR 13; Special Attacks: Sinful Bite – DC 12 Will to negate, target overwhelmed by thoughts of laziness and sloth, sickened for 1d6 minutes, if second bite and failed save, staggered for 1 round, Calm Emotions/ Remove Curse/ Break Enchantment negates effects;  Str 13, Dex 11, Con 14 , Int 10, Wis 15, Cha 12; Base Atk +2, CMB +3, CMD 15; Feats:  Improve Initiative; Skills:  Intim +7, Perc +7, Stealth +7, Survival +7, Languages:  Aklo.

 

 

2 Thassilonian Marble Sentinels – CR 4, N Small Construct, Init +7, Senses: Darkvision 60’, low-light vision, Perc. +6; AC 20, T 14, FF 17 (+3 Dex, +6 Natural, +1 size); HP 43 (6d10+10); F +2, R +5, W +2; Speed 40’, Climb 20’; 2 Claws +12 (1d4+5); Special Abilities:  Constant Detect Magic; Defensive Capabilities:  Immune – construct traits, acid, magic; Special Attacks: Paralyzing Bolt +10 – As a standard action, can fire a green-hued bolt of energy as ranged touch attack to 30’ range, DC 12 Fort or paralyzed for 1d6 rounds; Immunity to Magic – immune to all magic which allows SR except force; Str 20, Dex 16, Con - , Int 1, Wis 11, Cha 5; Base Atk +6, CMB +10, CMD 23 (31 vs. trip); Feats:  Ability Focus (paralyzing bolt), Improve Initiative, Skill Focus (Perception); Skills:  Climb +13, Perc +6, Stealth +10.

Syren should be calm and even in his talk, almost sing-songy.  Points he will bring up in conversation:

·         I am Syren, servant of the sleeping lord of this tomb.

·         He and his brothers and sisters sleep, for now, but will awaken soon, as the time is coming nigh to reenter the world.  One has already stirred.

·         He and his brothers and sisters hold sway over great power, but something seeks to subsume their rightful power.  Someone dares to use the sleeping lord’s power for their own purposes.  This is not acceptable.

·         It is of enough annoyance that the pathetic mortals of this time dare to put his claim of power in the realm of one of his sister lords.  That is insult enough.  But to have yet another use his power as well as that of the other lords without permission, this cannot be allowed.

·         Your assistance is requested in tracking down who is using this stolen power, determine what for, and then stop it.  Rewards will be found along the journey.

·         One of you is already eager to do my lord’s bidding.  (Looks at Mall.  If she denies, he snaps his fingers and brings forth Pashmora.

·         If anyone reads Thassilonian, the runes around the portal talk of “the path of ease; the simplest way to travel, the toil of the lesser to benefit the grace of the betters.”  Also, “Lord and Master of those brought forth to serve their rightful masters in all things.”  This all has to do with the Sin of Sloth and the School of Conjuration, which includes Teleportation.

·         Robinn will suggest that they must work with this force or the world is doomed by a far worse fate.

·         Each will be gifted a Potion of Haste and 150 gp each in coin, each in small leather pouches.

·         If the party agrees, Syren will expect them to come back to the village often for reports.  Sitting on the village green will suffice for a connection with Mall or Robinn.

·         Also, be wary of reflective surfaces.  They might show things of the world they would rather not see . . . or visions of their own wickedness.

As for a way back, Syren states that he would be happy to get the party back to the surface and on the right track.  With a snap of his fingers, Fleshdreg swarms begin to come racing out of all exits into the room, quickly coming over, covering each party member, and swallowing them up horribly, only to disperse with each party member gone.  Build on this with one or two members going through the process first before the others.

The swarms appear at a farmstead on a river flowing west, and each character appears from the swarm, which then disperse into the ground and trees.  Give the characters a quick chance to wonder at where they are, and then a girl’s scream from the farmstead.  Looking over, the farming family at the homestead is being attacked by flying heads which have multiple eyes, huge toothy maws, and a strange fish-like small body trailing behind (Cacodaemons).

 

 

 And the session ends.