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Overview

About This Game

A retelling of the critically acclaimed Carrion Crown Adventure Path, artfully converted to 2e!

Game System

Pathfinder 2e

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10/16/2023

Detailed Description

Tales are told throughout Golarion of shadowy figures that lurk in dark corners—sstoris recounted at children’s bedsides feature bestial creatures that come out only when the moon is right, and fireside legends speak of otherworldly beings beyond reckoning, whose very existence is more than the human mind can bear to know.

These are the legends that explain where the blood of the family cow went, and why clerics spend so much time ensuring the proper Pharasmin rites are observed at gravesites throughout the Inner Sea.

One can write them off as simple, scary stories in Absalom or Westcrown, but in Ustalav, everyone knows the truth of the things that go bump in the night.

 

  1. What's new in this game
  2. Appearance Ancestry: Human | Sex: Female | Ethnicity: Varisian | Age: 25 | Height: 5' 8" | Weight: 124 lbs. Nastevya is a beautiful Varisian woman with fine cut features and aristocratic appeal. She is always polite but has a way of getting what she wants. She never suffered hardship or hunger in life and her smooth skin suggests that she spent most of her childhood indoors. Nevertheless, the way she takes care of her appearance and carries herself speaks discipline and a rigorous education, though, whereas her complexion and her boots suggest that she spent most of her adult life on the road. She prefers wearing elegant dresses. As opposed to other wealthy Varisian women, she has only few dresses which she wears repeatedly and prefers subtle grace to emphasise her beauty over flashing colours. In the fields, she wears a black patent leather riding suit, reinforced with chromed steel plates. Even though it is defensive in nature, it left many a teenage boy stunned and does not meet her parents' approval, even though most other people seem to like it. Statblock Nastevya Toramon, Investigator 1 LG Medium Human Versatile Heritage Humanoid Perception +6; Languages Common, Draconic, Elven, Varisian, Kellid, Azlanti Skills Acrobatics +4, Arcana +7, Athletics -1, Deception +5, Diplomacy +5, Lore: Academia +7, Lore: Genealogy +7, Lore: Iomedae +7, Lore: Vampire +7, Lore: Whispering Tyrant +7, Performance +5, Society +7, Stealth +4, Thievery +4 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Fine), Clothing (Explorer's), Buckler (Hardness 3, HP 6, BT 3) AC 17 (+18 with shield raised); Fort +3, Ref +7, Will +6 HP 16 Clue In Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Speed 25 feet Melee Rapier +5 (Deadly d8, Disarm, Finesse), Damage 1d6 P Courteous Comeback (Fortune, Human) Access regional requirement Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. Trigger You critically fail a Diplomacy check. Reroll the triggering Diplomacy check, using the second result. No Cause for Alarm (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1. Pointed Question (Auditory, Concentrate, Investigator, Linguistic, Mental) You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour. Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you. Success As critical success, but the circumstance bonus is +2. Failure The target can refuse to answer you as normal. Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention. Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. Precision Damage Strategic Strike 1d6 Additional Feats , , Additional Specials , , , Nastevya listened quietly to the exchange and gauged Gibs’ reactions. Anamaria’s eagerness was most commendable. However, Nastevya missed the chance to guide the conversation in the direction she wanted. The tracks implicated Gibs as a suspect in the memorial desecration case… As the conversation was ending, Nastevya thus switched to a more direct approach. She stepped to the front of the group, made sure the skrirt of her dress was falling properly and folded her hands timidly, so to invoke the picture of a well-educated young lady of class. With a well-tempered rhythm and friendly tone she addressed him: “Please apologise disturbing your sleep. In truth, your words at the funeral yesterday greatly concerned me: What if there was something in the past that still might cause unrest in the presence if stirred? This town deserves peace, and you have proven that you’re willing to defend it yesterday. It’s understandable that in all this ruckus you might wish to catch up on sleep in broad daylight.” there was a tiniest sly smirk on her face and voice suddenly assumed the sweet, intense quality of honey. “Or did you mark on the memorial last night?” OOC The last sentence is a . I am also assuming a including +1 circumstance bonus from . Diplomacy Check below.
  3. • Wizard (Necromancer) • AC: 15 • HP: 12/12 • Speed: 30 ft • Class DC: 17 • Senses: Low-Light Vision | Perception +5 STR: 0 • DEX: +2 • CON: 0 • INT: +4 • WIS: +1 • CHA: +2 • Languages: Common, Elven, Varisian, Auran, Goblin, Necril Feats: Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action., Metamagical ExperimentationYou’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations., Necromancy SchoolAs a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell., DiehardIt takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4, Elven LoreYou’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore., ForlornWatching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead., Reach SpellYou can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Skills • Acrobatics +2, Arcana +7, Athletics +0, Crafting +7, Deception +2, Diplomacy +5, Intimidation +5, Lore: Boneyard +7, Lore: Elven Lore+7, Medicine +1, Nature +4, Occultism +7, Performance +2, Religion +4, Society +7, Stealth +5, Survival +1, Thievery +2 "Yes, thank you for your time," Evelyn gets ready to leave with the others. She had no desire to listen to ancient human complaints about cows and aged bones or whatever the unhelpful man would talk about next. It is clear that he knows nothing of value and will only make a nuisance of himself if pressed. "Where to next? There's work at the Outward Inn that we could help with." Show Spells ~Cantrips~ (Necromancy) ~Level 1~ ~Inate~ ~Focus Spells~ 0/1 Actions
  4. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi sucked his teeth as he waited for the old man to respond to Althea's question. He had half a mind to storm past him and search his house but Ravi knew that would only cause more issues for him and the others. "Retired huh?" Ravi looked Gibs up and down, looking for any signs that he wasn't telling the whole truth. "You're pretty far out here Sir," Ravi stepped forward and gestured to their surroundings. "I must assume you keep to yourself mostly. Hunt your own food? Fend for yourself?" Ravi spoke plainly, his words were a trap though. A springloaded jaw of metal teeth that waited eagerly for the taste of flesh. He cared not what this old man did in his day-to-day. Ravi merely wanted to see how he'd answer, wanted to see if the old man would give him any clues with his body language or words. OOC Doing Sense Motive on Gibs.
  5. - Human Rogue (Mastermind) AC: 18 | HP: 17/17 | Fort: +4 | Ref: +8 | Will: +7 | Perception: +7 | Conditions: Active Spell Effects: Keydas was unsurprised the gentleman was unhelpful, but he was glad no one had accused him of vandalizing the statue. "Well, then, thank you for your time. We'll leave you to it." He goes to leave, but seeing as Althea continued talking to him, he paused, waiting. OOC Party To Do List Speak with Father Grimburrow - Incomplete Speak with Sherriff - Complete Speak with Jominda Fallenbridge/Assist in gathering flora - Complete Physical Maintenance in Outward Inn Investigate local farm incidences resulting in loss of livestock - Attempt to catch suspected hupia Investigate vandalism of Harrowstone Memorial Identify and Speak with Friends of Professor Lorrimor in town Protecting Kendra (Ongoing) Research Whispering Way - Complete Research Notes in Serving Your Hunger Investigate Whispering Way's interest in Harrowstone Investigate Harrowstone Research Harrowstone Prisoners Retrieve Items Referenced by Professor from Restlands
  6. Althea Neurath- Human Swashbuckler 1 AC: 18 | HP: 20/20 | Fort: +5 | Ref: +7 | Will: +7 | Perc: +7 | Hero Points: 1/3 | Conditions: "Retired? Oh, that makes sense." Althea mumbles, apparently happy with that explanation. Although, the way the building he resided in looked, it didn't seem like a particularly comfortable retirement. She glances about sheepishly, wondering if the others had a different line of questioning in mind. She did awkwardly come up with one, "So, what do you do these days then, mostly?"
  7. Hephenus Gibs seemed to put on his best scowl, a series of incoherent grumblings being the first response to come out of the man, whose home was at the end of the trail Althea traced from the vandalism. "Ain't cared about no cows since retirin. Dont know nothin, and got better things goin on than watching troublemakers like your'n stir things."
  8. - Human Rogue (Mastermind) AC: 18 | HP: 17/17 | Fort: +4 | Ref: +8 | Will: +7 | Perception: +7 | Conditions: Active Spell Effects: Keydas glanced at the impetuous and enthusiastic Anamaria and said, "We are attempting to help the town with this problem as best we can. Any information you can provide would be valuable." OOC Party To Do List Speak with Father Grimburrow - Incomplete Speak with Sherriff - Complete Speak with Jominda Fallenbridge/Assist in gathering flora - Complete Physical Maintenance in Outward Inn Investigate local farm incidences resulting in loss of livestock - Attempt to catch suspected hupia Investigate vandalism of Harrowstone Memorial Identify and Speak with Friends of Professor Lorrimor in town Protecting Kendra (Ongoing) Research Whispering Way - Complete Research Notes in Serving Your Hunger Investigate Whispering Way's interest in Harrowstone Investigate Harrowstone Research Harrowstone Prisoners Retrieve Items Referenced by Professor from Restlands
  9. Althea Neurath- Human Swashbuckler 1 AC: 18 | HP: 20/20 | Fort: +5 | Ref: +7 | Will: +7 | Perc: +7 | Hero Points: 1/3 | Conditions: Althea was more than happy to let their impetuous new companion make the initial inquiries, especially considering the rest of them had somewhat upset the grouchy individual they had apparently roused from their slumber back during the day of the funeral. Still, she couldn't help but have her brow furrow in some confusion upon learning that the man had been sleeping. What did he do for a living that he found himself asleep in the middle of the day?
  10. -"Human" Bard (Maestro) AC: 15 | HP: 17/17 | Fortunate: +4 | Ref: +5 | Will: +5 | Perception: +5 | Conditions: Active Spell Effects: Did they wake the man at this hour? That was unfortunate! But he seemed to know the rest from the funeral, and given this man's general attitude and maybe Keydas and Evelyn's responses when they came to the shack, well, maybe they had good reason to want some backup? Oh well, too late for that! The man might have known the rest of them but he didn't know Anamaria! She wastes no time fixing that issue. "Oh so sorry to disturb you! My name is Anamaria and we were looking into some problems with the farms in the area. Something coming at night and making a mess, attacking the cows I think! Doesn't that sound scary? We were wondering if you might have had problems too, or maybe if you've noticed anything unusual? It would be ever so helpful if we could get some idea of how many people are being affected to find this beast. I'm sure anything you've noticed would be of great help, if it's not too much of a bother!" OOC OOC/Mechanics Place for OOC
  11. The knock on the door was first met with an awkward, lingering silence, before those closest could hear something stirring within. The sounds of discontent grumbling slowly crescendo before the shack's main door opens, a familiar face emerging with a very sour expression. "The Hells are you going about?! It is rude to wake a man when he's sleepin. What could be so important that..." Hephenus Gibs paused as his old eyes adjusted to the Midday light, recognizing most that were at the door, his sneering frown deepening. "Ain't yall got something better to do than bother me? I let you have your damned funeral. Whaddya want?!"
  12. • Wizard (Necromancer) • AC: 15 • HP: 12/12 • Speed: 30 ft • Class DC: 17 • Senses: Low-Light Vision | Perception +5 STR: 0 • DEX: +2 • CON: 0 • INT: +4 • WIS: +1 • CHA: +2 • Languages: Common, Elven, Varisian, Auran, Goblin, Necril Feats: Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action., Metamagical ExperimentationYou’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations., Necromancy SchoolAs a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell., DiehardIt takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4, Elven LoreYou’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore., ForlornWatching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead., Reach SpellYou can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Skills • Acrobatics +2, Arcana +7, Athletics +0, Crafting +7, Deception +2, Diplomacy +5, Intimidation +5, Lore: Boneyard +7, Lore: Elven Lore+7, Medicine +1, Nature +4, Occultism +7, Performance +2, Religion +4, Society +7, Stealth +5, Survival +1, Thievery +2 "What's done is done," Evelyn steps forward to join the impetuous woman, conjuring some bright, glowing orbs into the air and fixing one in her hair and another behind Anamaria's ear. "We should say hello at least." Show Spells ~Cantrips~ (Necromancy) ~Level 1~ ~Inate~ ~Focus Spells~ 0/1 Actions
  13. - Human Rogue (Mastermind) AC: 18 | HP: 17/17 | Fort: +4 | Ref: +8 | Will: +7 | Perception: +7 | Conditions: Active Spell Effects: Before he can object, Anamaria is knocking on the door, apparently not understanding that they had just followed a trail from the site of vandalism to a shack where the culprit likely was hiding out or even lived. More importantly, she didn't seem to understand that, in an insular community such as Ravengro, they were outsiders, and as such if this person turned violent and they were forced to defend themselves, they could be accused of attacking the locals, completely undermining their attempts to make in-roads with the community. Having the Sheriff or a deputy here would give them a known local who could independently verify events, and possibly even allow them to avoid violence entirely. "Have you ever heard of the butterfly effect, Anamaria?" OOC Party To Do List Speak with Father Grimburrow - Incomplete Speak with Sherriff - Complete Speak with Jominda Fallenbridge/Assist in gathering flora - Complete Physical Maintenance in Outward Inn Investigate local farm incidences resulting in loss of livestock - Attempt to catch suspected hupia Investigate vandalism of Harrowstone Memorial Identify and Speak with Friends of Professor Lorrimor in town Protecting Kendra (Ongoing) Research Whispering Way - Complete Research Notes in Serving Your Hunger Investigate Whispering Way's interest in Harrowstone Investigate Harrowstone Research Harrowstone Prisoners Retrieve Items Referenced by Professor from Restlands
  14. -"Human" Bard (Maestro) AC: 15 | HP: 17/17 | Fortunate: +4 | Ref: +5 | Will: +5 | Perception: +5 | Conditions: Active Spell Effects: The task was underway and the trail of the beast was being followed! Or something like that. Anamaria didn't mind the trudging around because this was them actually doing something exciting! Or something that was going to be exciting. Even if it looked a lot like they were standing in front of a shack that wouldn't withstand one particularly bad storm. But it was a clue maybe, a witness perhaps, so why did Keydas want to leave, just to come back later? "Oh Professor Amrath, how would that look? To come unannounced with a threat after already coming here to say nothing before? We might not be invited,"she says as she flits to the door and raps on it three times, "but that doesn't mean we must assume we're unwelcome. After all, we're here to help!" OOC OOC/Mechanics Place for OOC
  15. - Human Rogue (Mastermind) AC: 18 | HP: 17/17 | Fort: +4 | Ref: +8 | Will: +7 | Perception: +7 | Conditions: Active Spell Effects: Keydas frowns at the building, then says, "We should go get the Sheriff or a deputy and bring them back here before knocking on the door of the shack. We are outsiders here, and this person may very well accuse us of trying to put the blame on them." OOC Party To Do List Speak with Father Grimburrow - Incomplete Speak with Sherriff - Complete Speak with Jominda Fallenbridge/Assist in gathering flora - Complete Physical Maintenance in Outward Inn Investigate local farm incidences resulting in loss of livestock - Attempt to catch suspected hupia Investigate vandalism of Harrowstone Memorial Identify and Speak with Friends of Professor Lorrimor in town Protecting Kendra (Ongoing) Research Whispering Way - Complete Research Notes in Serving Your Hunger Investigate Whispering Way's interest in Harrowstone Investigate Harrowstone Research Harrowstone Prisoners Retrieve Items Referenced by Professor from Restlands
  16. After confirming that Grimburrow does hold a weekly mass on Sundays, the party departs back to the midday light of outside. Deciding to return to follow Althea's lead on the trail leading away from the vandalism, the long walk gives Keydas a reminder that the old wizard had given them a suggested location to await the hupia after nightfall. It's a winding path, having to find a way across the river to backtrack, but with a little time they make it back to where the trail had initially gone cold. After a little time (and personal inward unease from Althea), the trail that was initially found is found again. With a degree of meticulous patience, the dueling student follows the subtle signs of disturbance: not quite tracks, but evidence of something interrupting the natural flow of the long brush and grass. The trail follows east, crisscrossing the stream a couple of times before departing directly east. From there it is not too far before it leads to a structure...a small dwelling, little more than a shack...
  17. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi was unsure if holy water would help but he couldn't deny that it was better to have it than not. He doubted they could find this creature's hideout in the daylight. "A creature of the night would make itself hard to find in the daytime," Ravi replied to Anamaria before turning to Keydas. "Agreed, a predator wouldn't likely leave easy hunting grounds. If this Hupia is similar to other predators I would assume it has created a nest or home nearby for quick feeding." Ravi tried to recall any other knowledge on the creature he may have heard in his travels in response to Evelyn's question. A few key things came to mind. "Hupia's carry some traits in common with your most stereotypical Vampire. They feed off the living, hate sunlight, and though they are much weaker comparatively, they are still very deadly." Ravi looked to Evelyn and then the others. "That is all I know, apologies."
  18. • Wizard (Necromancer) • AC: 15 • HP: 12/12 • Speed: 30 ft • Class DC: 17 • Senses: Low-Light Vision | Perception +5 STR: 0 • DEX: +2 • CON: 0 • INT: +4 • WIS: +1 • CHA: +2 • Languages: Common, Elven, Varisian, Auran, Goblin, Necril Feats: Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action., Metamagical ExperimentationYou’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations., Necromancy SchoolAs a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell., DiehardIt takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4, Elven LoreYou’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore., ForlornWatching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead., Reach SpellYou can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Skills • Acrobatics +2, Arcana +7, Athletics +0, Crafting +7, Deception +2, Diplomacy +5, Intimidation +5, Lore: Boneyard +7, Lore: Elven Lore+7, Medicine +1, Nature +4, Occultism +7, Performance +2, Religion +4, Society +7, Stealth +5, Survival +1, Thievery +2 Evelyn examines the glass and silver vial but does try to take it from Nastevya, "Holy water? I've studied the concept but was never able to reproduce it alchemically." "A stake out, is it? What else do we know about hupia? I confess that I don't know much at all." Show Spells ~Cantrips~ (Necromancy) ~Level 1~ ~Inate~ ~Focus Spells~ 0/1 Actions
  19. -"Human" Bard (Maestro) AC: 15 | HP: 17/17 | Fort: +4 | Ref: +5 | Will: +5 | Perception: +5 | Conditions: Active Spell Effects: Talking with the father was all well and good but he wasn't too keen to help them about Uncle Petros, but they could work on him! And there were other things that could be done in the meanwhile. But being honest, Anamaria is far more excited by what was about to happen anyway! "Are we investigating the hupia now? I think that makes sense, it's the day time now so it shouldn't be active so that just means we need to find where it is rather than guess where it's going to be! Not that I don't think your idea isn't a good one, Nastevya. Maybe if we can't find a lair that would be an acceptable course of action once it starts to get late?" OOC OOC/Mechanics Place for OOC
  20. - Human Rogue (Mastermind) AC: 18 | HP: 17/17 | Fort: +4 | Ref: +8 | Will: +7 | Perception: +7 | Conditions: Active Spell Effects: "Thank you, Father, for your time today. Perhaps we shall speak further." For now, Keydas keeps the journal. He can always bring it back later. Once outside, he says, "Let's go check out the tracks on the other side of the river, then we'll ask around and try to find where the farm that's had the most trouble is. The hupia is likely close to it." OOC Party To Do List Speak with Father Grimburrow - Incomplete Speak with Sherriff - Complete Speak with Jominda Fallenbridge/Assist in gathering flora - Complete Physical Maintenance in Outward Inn Investigate local farm incidences resulting in loss of livestock - Attempt to catch suspected hupia Investigate vandalism of Harrowstone Memorial Identify and Speak with Friends of Professor Lorrimor in town Protecting Kendra (Ongoing) Research Whispering Way - Complete Research Notes in Serving Your Hunger Investigate Whispering Way's interest in Harrowstone Investigate Harrowstone Research Harrowstone Prisoners Retrieve Items Referenced by Professor from Restlands
  21. Althea Neurath- Human Swashbuckler 1 AC: 18 | HP: 20/20 | Fort: +5 | Ref: +7 | Will: +7 | Perc: +7 | Hero Points: 1/3 | Conditions: Althea looks over eagerly at that, and pipes up with initial confidence, “Oh, yes. I can try and pick up the trail on the other bank. I already saw where they lead to on the river, so…I think I can do it.” Even as she spoke though, some nervousness started to seep in. She’d mostly picked up her knowledge of the woods from trial and error, and she generally deferred to much more experienced woodsmen when she was travelling in a group, so taking the initiative on it felt…awkward.
  22. Appearance Ancestry: Human | Sex: Female | Ethnicity: Varisian | Age: 25 | Height: 5' 8" | Weight: 124 lbs. Nastevya is a beautiful Varisian woman with fine cut features and aristocratic appeal. She is always polite but has a way of getting what she wants. She never suffered hardship or hunger in life and her smooth skin suggests that she spent most of her childhood indoors. Nevertheless, the way she takes care of her appearance and carries herself speaks discipline and a rigorous education, though, whereas her complexion and her boots suggest that she spent most of her adult life on the road. She prefers wearing elegant dresses. As opposed to other wealthy Varisian women, she has only few dresses which she wears repeatedly and prefers subtle grace to emphasise her beauty over flashing colours. In the fields, she wears a black patent leather riding suit, reinforced with chromed steel plates. Even though it is defensive in nature, it left many a teenage boy stunned and does not meet her parents' approval, even though most other people seem to like it. Statblock Nastevya Toramon, Investigator 1 LG Medium Human Versatile Heritage Humanoid Perception +6; Languages Common, Draconic, Elven, Varisian, Kellid, Azlanti Skills Acrobatics +4, Arcana +7, Athletics -1, Deception +5, Diplomacy +5, Lore: Academia +7, Lore: Genealogy +7, Lore: Iomedae +7, Lore: Vampire +7, Lore: Whispering Tyrant +7, Performance +5, Society +7, Stealth +4, Thievery +4 Str +0, Dex +2, Con +0, Int +4, Wis +1, Cha +2 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Clothing (Fine), Clothing (Explorer's), Buckler (Hardness 3, HP 6, BT 3) AC 17 (+18 with shield raised); Fort +3, Ref +7, Will +6 HP 16 Clue In Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Speed 25 feet Melee Rapier +5 (Deadly d8, Disarm, Finesse), Damage 1d6 P Courteous Comeback (Fortune, Human) Access regional requirement Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month. Trigger You critically fail a Diplomacy check. Reroll the triggering Diplomacy check, using the second result. No Cause for Alarm (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1. Pointed Question (Auditory, Concentrate, Investigator, Linguistic, Mental) You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour. Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you. Success As critical success, but the circumstance bonus is +2. Failure The target can refuse to answer you as normal. Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention. Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. Precision Damage Strategic Strike 1d6 Additional Feats , , Additional Specials , , , Nastevya kept her hands folded and her head bowed as an expression of humility. If Professor Lorrimor had been here, he would have known to interpret the glint in her eyes and her half smile as predatory. The young inquisitor was on hunt and she enjoyed it: Sooner or later, Father Grimburrow would tell them everything and rush to present the records. He just didn't know yet. She reached out and took the flask with holy water with a curtsey. "You are most gracious, Father. If there is nothing else, I shall take my leave. Is there a mass on Sundays?" She couldn't really afford the flask of holy water and would prefer not to use it, but if there was really a hupia, she wouldn't hesitate and figure something out later. Regardless of what the answer was, Nastevya took her leave. Later, outside, to the others: "We could ask around for the biggest cattle breeder and find a good observation post to stalk our hupia... or whatever it is. Unless... anybody has a better idea? What about this desecrated statue? There were tracks leading to the river. Maybe there are tracks on the other side?" The Deputy said that weren't many boat around so the 'artist' must have come through the river, carrying a bucket with blood and a brush.
  23. Father Grimburrow frowned...though less in a negative sense and more of a relaxed expression. Shuffling a little, he reached behind a nearby altar, producing a glass and silver flask. "Jorfa is...not related to Harrowstone itself, but she is inarguably the oldest resident of Ravengro, and has been the smithy for the last century. Keeps to herself, mostly." "The professor did come here for some inquiries..mostly about Harrowstone, so you can understand my trepidation given the location of his untimely passing." "A hupia...i had heard such a rumor, but I had dismissed Alendru's theories as mad ravings. But, if you believe it worth pursuing I won't stop you. It is, after all, Ustalav, and the chances of some manner of undead are never zero. Here...a gesture of good faith. If it is needed, you can compensate the Temple after. If not, it can be given back without issue."
  24. RAVI - Ifrit Barbarian 1 AC: 18 | HP: 24/24 | Fort: +8 | Ref: +4 | Will: +6 | Perc: +6 | Hero Points: 0/3 | Conditions: Ravi might have grinded his teeth in response to Father Grimburrow's refusal. He held his tongue though as the others spoke about the hupia and whatever else the old man could offer them. Ravi accepted the fathers continued refusal and decided to take a seat while he waited for the others to finish.
  25. • Wizard (Necromancer) • AC: 15 • HP: 12/12 • Speed: 30 ft • Class DC: 17 • Senses: Low-Light Vision | Perception +5 STR: 0 • DEX: +2 • CON: 0 • INT: +4 • WIS: +1 • CHA: +2 • Languages: Common, Elven, Varisian, Auran, Goblin, Necril Feats: Arcane BondYou place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action., Metamagical ExperimentationYou’ve realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects. You gain a 1st-level metamagic wizard feat as a bonus feat. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations., Necromancy SchoolAs a necromancer, you call upon the powers of life and death. While your school is often vilified for its association with raising the undead, you understand that control over life also means control over healing. You add one 1st-level necromancy spell (such as grim tendrils) to your spellbook. You learn the call of the grave school spell., DiehardIt takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4, Elven LoreYou’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore., ForlornWatching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead., Reach SpellYou can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet. Skills • Acrobatics +2, Arcana +7, Athletics +0, Crafting +7, Deception +2, Diplomacy +5, Intimidation +5, Lore: Boneyard +7, Lore: Elven Lore+7, Medicine +1, Nature +4, Occultism +7, Performance +2, Religion +4, Society +7, Stealth +5, Survival +1, Thievery +2 Evelyn was pleased that their respect had earned them a kindly response. She didn't want to mention the items left in the Restlands in case the priest wanted them returned but buying some holy water did seem worthwhile, "Your very kind to offer your help. Did you provide anything for the good professor that he may have found useful?" Show Spells ~Cantrips~ (Necromancy) ~Level 1~ ~Inate~ ~Focus Spells~ 0/1 Actions
  26. -"Human" Bard (Maestro) AC: 15 | HP: 17/17 | Fort: +4 | Ref: +5 | Will: +5 | Perception: +5 | Conditions: Active Spell Effects: She wasn't accustomed to sitting and listening, but Anamaria does just that here and now. Probably owing to the fact she wasn't quite sure what she should be asking about? But the others did and it seemed like they were making progress with Father Grimburrow so it seemed to be working out that way! Although she wasn't sure she really wanted to hear the actual details of Uncle Petros' death. Maybe it was good they were starting to talk about an unrelated matter now. A hupia? Did that get mentioned before when Anamaria was being brought up to speed? It probably had, she just hadn't been paying attention to it! Oh but if he was just worried about them exploring a crumbling ruin how might he react if they were looking for something actually dangerous? Maybe convincing him they were heading into this, all of this, aware of the risks would be good? "The two matters are unrelated, I'm sure, but while we're here it only makes sense to see if we can't address those issues as well, right? Have you heard anything on the matter yourself? It's ever so important we not rush into things without knowing the shape of them first, after all!" OOC OOC/Mechanics Place for OOC
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