Seenar.com

The Roleplaying Diaries of Bryan Stephens

User Tools

Site Tools


game_systems:pathfinder:legacy_of_kassen:adventure_journal

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
game_systems:pathfinder:legacy_of_kassen:adventure_journal [2020/07/12 16:38] Bryan Stephensgame_systems:pathfinder:legacy_of_kassen:adventure_journal [2020/08/16 11:06] – [Adventure 1: Crypt of the Everflame] Bryan Stephens
Line 17: Line 17:
  
  
-The mayor then hands each character a backpack that contains 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin, and a piece of the Trail Map that leads from Kassen to the Crypt of the Everflame. In addition, the following items are spread out among the party, distributed as evenly as possible: +The mayor then hands each character a backpack that contains 5 days’ worth of rations, a small tent, a winter blanket, a full water-skin, and a piece of the Trail Map that leads from Kassen to the Crypt of the Everflame. In addition, the following items are spread out among the party, distributed as evenly as possible: 
  
   *50 feet of hempen rope   *50 feet of hempen rope
Line 27: Line 27:
 The mayor once again speaks to the townsfolk. “I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces. The mayor once again speaks to the townsfolk. “I present to you the brave heroes who will follow in Kassen’s footsteps to retrieve the Everflame! Some of them may not return, but I say to you that their sacrifice shall not be forgotten. Go, brave heroes, and do not return until you have the eternal fire.” With that, the mayor points to the south, the direction of Kassen’s tomb. The townsfolk begin waving goodbye with cold, solemn looks on most of their faces.
  
-Staring on their journey, the party finds itself beset by three orcs. Jumping into the fray, Yhorn and Cayde quickly dispatch two, while Lotus's bobcat, Oreo engages the third. Yhorn cleaves an Orc in two, while taking a serious hit. However, once the Orcs are all gone, his damage fades. The party notes smelling a pipe that Molazar says semlls like his mentor's Holgast. Yhorn grasps this was an illusion of some sort, but keeps it to himself. +Staring on their journey, the party finds itself beset by three orcs. Jumping into the fray, Yhorn and Cayde quickly dispatch two, while Lotus's bobcat, Oreo engages the third. Yhorn cleaves an Orc in two, while taking a serious hit. However, once the Orcs are all gone, his damage fades. The party notes smelling a pipe that Molazar says smells like his mentor's Holgast. Yhorn grasps this was an illusion of some sort, but keeps it to himself. 
  
 Thanks to the clever survival skills of Lotus, the party finds a small glade, with sharp bushes on three sides, easy to defend. Cayde moves to take first watch in a tree. In the distance they hear the howling of wolves. Within minutes a loan wolf approaches, clearly hungry. Lotus uses her [[https://www.d20pfsrd.com/classes/Core-classes/Druid/#TOC-Wild-Empathy-Ex-|Wild Empathy]] to calm the wolf and keeping it from bringing back any friends. The party sleeps soundly with no more incident.  Thanks to the clever survival skills of Lotus, the party finds a small glade, with sharp bushes on three sides, easy to defend. Cayde moves to take first watch in a tree. In the distance they hear the howling of wolves. Within minutes a loan wolf approaches, clearly hungry. Lotus uses her [[https://www.d20pfsrd.com/classes/Core-classes/Druid/#TOC-Wild-Empathy-Ex-|Wild Empathy]] to calm the wolf and keeping it from bringing back any friends. The party sleeps soundly with no more incident. 
Line 37: Line 37:
  
 At the entrance to the crypt there is an archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them. Under the ponies are the bones of the long dead, which Cayde speculates may have been arisen skeletons. Unknown to the party, a number of townsfolk arrived here 3 days ago to prepare the crypt for the arrival of the young adventurers. Unfortunately, At the entrance to the crypt there is an archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them. Under the ponies are the bones of the long dead, which Cayde speculates may have been arisen skeletons. Unknown to the party, a number of townsfolk arrived here 3 days ago to prepare the crypt for the arrival of the young adventurers. Unfortunately,
-the undead inside attacked them 2 nights ago, leaving only a few survivors. The gear left on the ponies are soft pillows and blunted arrows, with a few more rations. The party goes into the Crypt and are attacked by 6 skeletons. Aeyo acts before anyone in the group, white light spilling forth as she calls on the power of [[https://pathfinder.fandom.com/wiki/Iomedae|Iomedae]]. The skeletons all crumble into dust before her. +the undead inside attacked them 2 nights ago, leaving only a few survivors. The gear left on the ponies are soft pillows and blunted arrows, with a few more rations. The party goes into the Crypt and are attacked by 6 skeletons. Aeyo acts before anyone in the group, white light spilling forth as she calls on the power of [[https://pathfinder.fandom.com/wiki/sarenrae|Sarenrae]]. The skeletons all crumble into dust before her. 
  
 The group can hear a wailing coming from the east. Aeyo suggests the party retreat outside, recover, and as night is now falling, spend the night to explore the Crypt fresh. The group retreats to set up a small cramped camp, and recovers. (Also gaining a level) The group can hear a wailing coming from the east. Aeyo suggests the party retreat outside, recover, and as night is now falling, spend the night to explore the Crypt fresh. The group retreats to set up a small cramped camp, and recovers. (Also gaining a level)
Line 98: Line 98:
  
 During this celebration, Cygar stops to talk with the characters for a few moments. He formally introduces himself to them as a member of the [[https://pathfinder.fandom.com/wiki/Pathfinder_Society|Pathfinder Society]] and mentions he might have some work for them if they are interested. Cygar has taken an interest in the recent events, and he is sure his organization would like to see the tomb robbers that caused this mess called to account for their actions. He then asks if they might be interested in getting to the bottom of this puzzle and, if they agree, he blends back into the crowd, saying only that he will be in touch.  During this celebration, Cygar stops to talk with the characters for a few moments. He formally introduces himself to them as a member of the [[https://pathfinder.fandom.com/wiki/Pathfinder_Society|Pathfinder Society]] and mentions he might have some work for them if they are interested. Cygar has taken an interest in the recent events, and he is sure his organization would like to see the tomb robbers that caused this mess called to account for their actions. He then asks if they might be interested in getting to the bottom of this puzzle and, if they agree, he blends back into the crowd, saying only that he will be in touch. 
 +
 +==== Adventure 2: Masks of the Living "god" ====
 +
 +// 8/9/2020 //
 +The new Cygar, the mysterious Pathfinder, has asked the PCs to meet him in the evening in the Seven Silver taber. He greets them and explains that he has made contact with a friend in Tamran named Reginar who could help. Reginar knows the city well and has been keeping an eye on masked followers of Razmir (whose description matches the masks the PCs found in the crypt). Cygar would like the PCs to travel to Tamran and learn what they can about the tomb robbers and, if possible, recover the amulet fragments so they can be returned to their resting place. Cygar explains that he has booked passage for the party to Tamran on the Black Mist, a river barge run by captain Walren. The barge leaves tomorrow morning and is headed straight for Tamran with a shipment of ingots from Skelt, and Cygar promises that it will make the journey swift and easy. Cygar tells the group to find Reginar once they arrive. 
 +
 +After bidding farewell to Cygar and the town of Kassen, the PCs can board the Black Mist. Captain Walren (LN male dwarf expert 4) greets them on deck. Though a dwarf—a rarity among barge captains—Walren truly enjoys his job, even though it has become more dangerous as of late. He is a quiet man, for the most part, prone to whistling as he guides his barge with an expert hand. The Black Mist is a rectangular, small-sailed barge, 60 feet long and 20 feet wide. The cabin occupies the back third of the barge, and contains enough cots for the entire party, as well as the captain and his deck hand, a heavily scarred Kellid man who calls himself Ewem (N male human commoner 2). Ewem handles the Common tongue poorly, and so refers most questions to the captain. The cabin also has a simple stove and enough provisions to last the entire journey, with the remainder of the barge’s hold containing iron ingots bound for the forges in Tamran.
 +
 +Captain Walren has made this journey many times over the years and is paid adequately for his services. He does not mind the PCs being on board, but he does ask them to help out should any trouble arise. He explains that these days there is more to worry about than the beasts that lurk in Lake Encarthan. Molthuni privateers prowl the waters looking for victims, he explains, along with the accursed faith barges of Razmiran, who force travelers to accept the faith of the Living God, often at the point of a sword. While the captain does not expect too much trouble, he explains that the journey will take about a week and anything could happen during that time.
 +
 +After 6 days of travel, Captain Walren announces they are nearing Tamran, and if they push on after dark, they’ll be able to reach the city that night. He seems a bit edgy, as he always is when he draws near the city. Lotus asks him about his behavior, and Walren brushes it off explaining that these waters are not safe—which is why he wants to reach the city tonight. The day is uneventful but that evening privateers working for the country of Molthune sail close to the barge.
 +
 +The party, listing to Walren’s words, had decide to keep watch, and the pirates have no hope of surprise. About 1 hour after dark, when the lights of Tamran are just visible in the distance, a small sloop silently glides toward the Black Mist. Thick cloud cover blankets the night’s faint moonlight. The party is quick to respond. Cayde open fires with his crossbow as the distance closes, while Lotus casts //flaming sphere//. When the boats are close enough, Yhorn jumps across and charged up the deck to the steersmen. As Cayde and Lotus continued their attacks, Yhorn cuts the men in two. The ship is taken and the party finds the boat in very poor condition. 
 +
 +The boat is loaded with mostly worthless remnants from past hauls. A DC 15 Perception check uncovers a small lockbox in the cabin. One of the privateers has the key hanging on his belt. Inside is bag containing 13 PP, 28 GP, and 16 SP, the privateers’ charter, signed by the Molthuni governor (worth a 500 GP bounty if turned over to the militia in Tamran), and a feather token (anchor). After the battle, the captain puts as much distance as possible between the Black Mist and the privateers’ vessel. About 2 hours later, the city of Tamran draws near. The captain thanks them for their assistance and suggests that they stay at the Gar’s Last Meal, a good, safe establishment down near the water. As a reward, he gives them payment for the first night’s stay. 
 +
 +The Party bids farwell to the captain and heads to Gar’s Last Meal. 
 +
 +
 +
  
game_systems/pathfinder/legacy_of_kassen/adventure_journal.txt · Last modified: 2021/02/23 15:46 by Bryan Stephens