Dani's Super Happy Pathfinder Fun Time

Battle at the Gate
The wizard is back, and has some new tricks!

Our heroes were met at the gate with a surprise — the wizard was ready and waiting for them! He had taken control of the defense mechanism at the snake castle’s front gate, some kind of magic-powered statue that fired heat rays from its eyes. The wizard then summoned a pair of baykoks, the flying reanimated corpses of obsessed hunters, to harass them while he used the snake statue’s eyebeams to blast them.

The party overcame this challenge and forced the wizard to retreat, then easily dealt with the baykoks by making clever use of the pillars littering the courtyard. But now, the open gate of the snake castle looms before them — Murderwind hinted that it was full of traps, and there’s no telling what the necromancer wizard has in store for them.

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The Place of Snakes
A trek through the jungle to bizarre ruins

Our heroes set off south into the jungle, on the orc druid Murderwind’s instructions, to search for this “place of snakes” that reeks of death. Murderwind told the party of other curious things the nature spirits told him: that the place was ancient, so old that it remembers when the sun sets where it now rises, so old that it remembers this world’s second moon.

The party spent several days searching, and came upon the White River, so named because of its whitewater rapids. There they turned west, and it wasn’t long before they found signs they were going in the right direction.

Marking the area were great pillars, twenty to thirty feet in height, some crumbling and some not, but all covered with elaborate inscriptions of snakes. They followed what probably used to be a road until they discovered their true destination: an ancient castle of some kind, bearing similar snake-themed carvings and strange architecture, the likes of which none of our heroes had seen before.

There is no doubt that their target, the escaped necromancer wizard, is hiding in there. What is he doing in there? Is this where he and the rest of his cult have made their headquarters? Is he seeking to master the castle’s secrets and use them for his own sinister ends? What sort of sinister traps could be waiting for them?

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Meeting Murderwind
The reclusive orc druid!

After meeting with the crow spirit, the party followed his instructions and continued south, finding the ruins of the Storm-Howl tribe’s village. The only notable thing about it was the lack of corpses, which made sense, given that most of the dead were made into skeletons to attack Tomra. Our heroes continued south, as per Mr. Crow’s instructions, eventually finding the grove of the orc druid Murderwind, the former shaman of the Storm-Howl tribe who went into voluntary exile to commune with nature.

After showing Murderwind the feather helpfully provided by Mr. Crow, Murderwind deigned to speak with the party. They learned that the survivors were indeed with him and under his protection, but that there were so few that repopulating the tribe would be impossible, and that they would have to join another tribe to survive. Murderwind agreed to help them locate the necromancer who escaped them, and went on to tell them that their necromancy was a corruption of healing arts that is an upset to the balance of life and death.

Where Murderwind will send our heroes next is a mystery, but in a jungle as deep and old as this, it will no doubt be dangerous.

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Mr. Crow
A strange feathered visitor!

After a few days of resting and celebrating at Tomra, the party purchased a Bag of Holding in which to carry the weapons and armour of the fallen warriors of the Storm-Howl tribe, and set off to the south. After discovering a hunting trail, they set camp for the night, but received a strange visitor in the night.

A man-sized crow called Kurag Uzhkur — Mischievous Shadow — by the orcs entered their camp, and asked to partake of their meal. After eating, he struck up a conversation with them, revealing many things to them, such as the existence of survivors of the Storm-Howl tribe, and hints about his own true nature.

The Storm-Howl tribe had indeed been attacked by the necromancers and their vampire ally, their village razed and their dead raised to make up the ranks of the skeleton army that attacked Tomra. What remains of the Storm-Howl tribe had fled far to the south, where they are hiding with a very old orc druid named Murderwind, the tribe’s former shaman who left of his own accord to live as one with nature.

Kurag Uzhkur gifted the party with one of his feathers, with two purposes: To show them the path from the village to Murderwind’s grove, and to give as a gift to Murderwind as a peace offering — since Murderwind and the tribe will not likely be particularly happy to see more soft-skins.

From where they are now, it will be two days on foot to the south to find Murderwind’s grove.

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Seeking the Orcs of the Storm Howl Tribe
Will there even be any survivors?

After distributing treasure and discussing their next move, the party agreed that they should find the Storm-Howl Tribe, the orcish tribe that had been destroyed by the necromancers to create their skeleton army. The party purchased some horses and a solid wagon to carry the weapons and armour of the slain orcs and made plans to set out the next morning. With the party’s tracking skills and Azzie’s knowledge of the orcish tribes, they should have no trouble finding the Storm Howl-Tribe’s territory markers and hunting paths.

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Final Battle of Tomra
The necromancers were defeated, but left more questions than answers!

With the wind druid’s help, the party was able to track the vampire in mist form to the cave where he and his cohorts were performing their foul necromantic rituals and launching their attacks on Tomra.

The party entered and confronted the necromancers, a cleric and wizard, and fought a pitched and brutal battle. After the vampire was defeated a second time and the cleric had taken a beating, the wizard decided this would be a good time to leave, and he teleported away. He left his comrade to die, and left behind a wealth of equipment and information for the party.

After the battle, the party properly and permanently destroyed the vampire, freeing his soul to re-enter the cycle of death and rebirth. Searching uncovered several books on performing necromantic rituals, primarily on the raising of skeletons, as well as some nice treasures:

  • +2 frost greatsword, wielded by the vampire (dwarven craft, but made for a human) (taken by Purifier)
  • +1 flaming morningstar (vampire’s backup weapon) (SOLD)
  • +2 warhammer (cleric’s weapon) (taken by Chalyss)
  • +2 heavy steel shield (also the cleric’s) (SOLD)
  • a +3 ring of protection (taken by Suzuri)
  • enough mundane arms and armour (of orcish make) to outfit a small army
  • enough gold for 8,000 for each party member, plus an additional 2,000
  • a spellbook belonging to the wizard (taken by Rubeus)
  • Scroll of: Ventriloquism and Bear’s Endurance (taken by Rubeus)
  • Rod of Metal and Mineral Detection (taken by Azzie)
  • Ring of Major Fire Resistance (20) (taken by Azzie)
  • Wand of Enervation (CL 7) (SOLD)
  • Staff of Size Alteration (taken by Rubeus)
  • +1 heavy steel shield (SOLD)
  • Elixir of Fire Breath (taken by Wolfram)
  • Feather Token (bird) (taken by Chalyss)

However, more questions than answers were to be had. Why was the destruction of Tomra so important that necromancers as powerful as these would focus their attention on the town? Did they require a coastal base? To where did the wizard teleport? He could be hundreds of miles away, making his escape and spreading word of the attack to the rest of his cult. And what of the orcish tribes that had been a thorn in the side of settlers for so long? So many hundreds of orcs reduced to skeletons for the dark purposes of the necromancers, entire tribes wiped out, their dead defiled and reanimated. What do the orcish survivors know about all this?

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The Siege of Tomra
The vampire defeated, the town defended!

Their siege defense a brilliant success, the party watched as the town guard fought ferociously against the skeleton army. Shortly after the battle began, the black knight showed himself, easily slaying several town guard before our heroes engaged him. They managed to handily defeated him, but now he has taken on the form of mist and is fleeing into the jungle towards his coffin, where he will be helpless until he heals.

What will they find there? The vampire was not a necromancer of any sort, but a greatsword-touting warrior, with no Black Skull artifact to be found. If he wasn’t responsible for the skeleton army, then who was? Perhaps he himself is being controlled.

With the hired druid controlling the wind to slow down the vampire’s escape, the party chases him into the dark jungle, dodging traps and wildlife to find his lair and whatever awaits them there.

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Siege Defense
Preparing Tomra for attack!

The party’s efforts to prepare Tomra for attack by the black knight vampire and his skeletal legion went well, and now all that’s left to do is wait. The morale of the town guard was rekindled, the wounded were healed and the diseased cured, the town guard was properly equipped with maces, blunt arrows, and other bludgeoning weapons, the south wall was fully repaired and reinforced, and the west wall was trapped with a facade and alchemist’s fire traps.

The town guard is now fully equipped to fight off the skeletal legion and the party waits for the attack in the night. Leesha estimates the attack will come roughly an hour after sunset, which means the vampire’s coffin is no more than an hour’s travel away on foot.

Despite the vampire’s special defenses (it resists damage from weapons that aren’t both magical and silver) and its ability to recuperate quickly and shrug off wounds, our heroes are confident that their physical might is enough to take down this fearsome undead foe.

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Troubles in Tomra
A town attacked by the undead! Can the heroes save it?

Our heroes left Skaze and arrived at Roddon, a town at the base of the mountains and on the edge of the Khelos Desert. In Roddon they met a group of farem who were on their way south, and they managed to negotiate a guide to get safe passage through the desert. They crossed without incident, arriving at the port town of Maialis, where they used their Sentinel contacts to book passage on a ship transporting food and livestock to Tomra, a frontier town on the Southern Continent.

Once they arrived, they found signs that the town had been attacked. Several buildings had been burned down and two of the town’s outer walls had collapsed sections. A priestess of Liana, Leesha, arrived and told them what happened in the hopes that they would help; when our heroes learned that a black-clad warrior commanding skeletons was behind it, they were eager to assist. This was exactly the sort of lead they needed to search for necromancer activity on the Southern Continent.

Leesha told the heroes that she suspected the one leading the attack was a vampire; she managed to force him to retreat with her holy powers, but that he’d return in one week’s time. The heroes set about helping to repair the damage done to the town as well as preparing it for the next attack — they only have seven days.

DAY ONE

Azzie, Calwyn, and Wolfram: Worked on repairing the wall. Thanks to their knowledge of engineering and fortifications, they realized that they only have enough manpower, materials, and time to fix one wall. They were also able to devise more efficient ways of repairing the wall, reducing the time required from seven days to five.
Beckett: Aided with the healing of the wounded from the attack, then spoke the rest of the town guard to boost their morale.
Chalyss: Convinced a druid to aid the siege, negotiating a lower price for his services, down to 4500 gold.
Purifier: With the dead blacksmith’s two assistants, began working on maces for the town guard to replace their spears, which are largely ineffective against skeletons.
Rubeus: Began work on alchemist’s fire for use during the siege, and paid a significant portion of the fee for the druid’s services.

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Cat Problems
Lamias stealing Skaze's men!

The party made the journey south from Aradain and up into the mountains mid-continent, between the plains of Aradain and the Khelos desert. They arrived at the mining town of Skaze and were about to settle in at the Sentinel guildhall when the town alchemist, Dr. Vinz, entered with a terrible wound and a story of an attack by a lamia! The Sentinel clerk, a dwarf nicknamed Braidbeard, connected the lamia attack with the disappearances of a few other men from the town, and hired the party on the spot to deal with the lamia.

The party discovered it wasn’t just one lamia, but rather a whole tribe of them, and they were abducting the men to use as breeding stock! A short but fierce battle took place, with Purifier delivering a brutal killing blow to the lamia matriarch, which forced the remaining lamias to retreat.

The party discovered the men, who had their willpower sapped by the strange mental powers of the lamias, and escorted them back to town, where they are being treated at the hospital by Dr. Vinz. The party then collected their reward of 1000 gold each for driving off the lamias.

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