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Showing posts from October, 2018

Thistletop, part 2 (Wednesday-Thursday, Lamashan 10-11, 4707 AR)

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The heroes didn't learn much from interrogating the goblin raiders, but they let onw go with false information on when they would attack Thistletop. They then reached the Thistle River crossing relatively quickly - it was only a 6-mile journey from Sandpoint (2 hours on horseback), and they didn't run into any more trouble along the way. Thistletop was located on the Varisian coast - approaching by land was difficult since the tangles of Nettlewood were in the way. North of Mosswood lay Nettlewood, a frustratingly tangled forest. Whereas the trees of Mosswood grew tall and stately, those north of the Lost Coast Road in Nettlewood were lower and shared their forest floor with snarls of nettles and thorny underbrush. Urtrigor found a route through the woods. It took 4 hours of wandering in the woods, and the heroes stumbled into patches of poisonous plants twice, either stinging nettles or a goblinberry patch. Hidden Entrance. The briars and thistles that grew so rampant

Thistletop, Part 1 (Tuesday-Wednesday, Lamashan 9-10, 4707 AR)

Tsela tried to gather information in town about Thistletop. Sandpoint's citizens were not very knowledgeable about the goblin lair, and he found it more difficult to gather information that in the past. It seems Ven Vinder's displeasure with the heroes has spread to other citizens, since he is a well-liked man in town. The heroes purchased a map that showed the location of Thistletop from the Way North. As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named Veznutt Parooh, into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 5 gp to 100 gp, depending on the size and level of detail. When not here crafting copies of old ma

Vargouilles

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Vargouilles are evil, extraplanar outsiders. An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when the attain a higher (or lower) state of spiritual existence. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature - its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as  raise dead, reincarnate,  and  resurrection,  don't work on an outsider. It takes a different magical effect, such as  limited wish, wish, miracle,  or  true resurrection  to restore it to life. An outsider native to the Material Plane can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Outsiders native to

Zombies

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Zombies are undead. Undead are once-living creatures animated by spiritual or supernatural forces. Undead have darkvision. Undead are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Undead are immune to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Undead are not subject to nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores, as well as to exhaustion and to fatigue effects. They cannot heal damage on their own if they are unintelligent, although they can be healed. Negative energy (such as an  inflict  spell) can heal undead creatures. They may heal fast regardless of the creature's intelligence. Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not at risk of death from massive damage, but are immediately destroyed and cannot be stabilized while

Glass and Wrath, Part 7 (Monday-Tuesday, Lamashan 8-9, 4707 AR)

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Each of the prisoner pits contained a single human zombie, a pitiful creature left over from an age thousands of years in the past, its flesh maintained by necromantic magic. The zombies were relatively harmless in their pits - the heroes destroyed them with ranged weapons anyway. They then finished their investigation of the catacombs. Washing Pool.  Water rippled quietly in this circular stone pool, the rim of which was lined with skulls. This approach to the Catacombs of Wrath was still guarded by an ancient creature, a hideous vargouille that rested in the shadows near the wall. The heroes killed it. Stairs.  A flight of spiral stairs wound up around a circular pillar into darkness above. These stairs led up to a collapse. Narrow fissures remained in the stone, helping to keep (relatively) fresh air in the catacombs. Blocked Stairs.  This twisting flight of spiral stairs once led down to even deeper complexes below Sandpoint, but like the previous flight of stairs leading up