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The fresh party is dropped right before the bridge, which seemingly denotes entrance to the village. While the place is still in the forest and a bit outside, downstream they can see a few water-operated wood saws denoting logging and processing of the wood to be currently the main industry. It seems to be prosperous, with tightly fitted cobblestone roads, worse definitely seen in some towns. Waiting on them across the medium-sized river that operated wood saws is Inn/Tavern they were looking for, "Drunken Mule" being freshly carved on the sign above the door. Further signs of prosperity were lanterns that were not fire but each Light spell in the casing of amplifying glass, likely giving a nice visibility up to 120 ft around the Inn even in the middle of the night, due to the position of the Inn it is hard to see the rest of the village but what little they see gives a near ideal picture of the village in clutches of progress. No one would be surprised if the village became a nice little town in less than a decade. All visible houses are made out of well-shaped and nicely fitted stone, while baked clay completely replaced the thach on the roofs.

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spacer.png“Hmmh. Nice enough for now, but it won’t last.” predicts Shang in his dry tenor voice. Carrying little, he walks swiftly and looks behind himself at the rest of the group.
 

“Any concerns before we enter?” he asks, unsure what, if anything, -would- concern his companions. Truthfully, he did not know them well yet, and did not even have predictions on which ones were competent and which ones were not.
 

 

Link to sheet:

https://www.myth-weavers.com/sheets/?id=2887302

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Alexis

spacer.pngAlexis rolls her shoulders and fluffs her hair a bit out of habit. She glances sidelong at the speaker; Shang, she thinks his name was. "Not sure there's anything to be concerned about just yet. We only just got here, after all." She muses. "That said, keep your eyes and ears open. We might just learn something from the idle chatter in the tavern."

Statblock

[URL=/sheets/?id=2889416][B][SIZE=+1]Alexis Noveila[/SIZE][/B][/URL] Female NE Tiefling Dread Necromancer/Duskblade, [B]Level[/B] 3, [B]Init[/B] 3, [B]HP[/B] 28/28, [B]DR[/B] 2/B and M, [B]Speed[/B] 30 ft. [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 14, [B]Fort[/B] 5, [B]Ref[/B] 4, [B]Will[/B] 6, [B]Base Attack Bonus[/B] 3 [B] Masterwork Short Sword [/B] +7 (1d6-1, 19-20/x2) [B] Light Mace [/B] +6 (1d6-1, x2) [B] Mithral Chain Shirt[/B] (+4 Armor, +3 Dex) [B]Abilities[/B] Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 13 [B]Condition[/B] None
Alexis Noveila
Female NE Tiefling Dread Necromancer/Duskblade, Level 3, Init 3, HP 28/28, DR 2/B and M, Speed 30 ft.
AC 17, Touch 13, Flat-footed 14, Fort 5, Ref 4, Will 6, Base Attack Bonus 3
Masterwork Short Sword +7 (1d6-1, 19-20/x2)
Light Mace +6 (1d6-1, x2)
Mithral Chain Shirt (+4 Armor, +3 Dex)
Abilities Str 8, Dex 16, Con 12, Int 14, Wis 15, Cha 13
Condition None
Current Effects
  • HP: 28/28
  • Darkvision 60 ft.
  • Resist Cold/Electricity/Fire 5
  • Darkness SLA 1/day (Caster Level 3)
  • Negative Energy Burst 1/day (DC 12 for half of 1d4 damage)
  • Rebuke Undead 5/day (as a 4th level cleric)

 

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"Seems harmless enough. Practically bucolic." His voice raspy and gravelly under the influence of the grinning hound, Damian leaves the part about appearances and deception unsaid. The warlock shifts position a bit so that none of the group is in his immediate line of sight - no sense having them foul or overwhelm his vision - and flexing the fingers of one hand in a quick gesture allows his mind and vision to slip into the eldritch; focusing on the tavern he scans the immediate area for signs of magical emanations. He doesn't expect to find anything at all, let alone anything significant, but checking is a matter of habit.


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Statblock

Damian Corso
Male CN Human Warlock | Binder, Level 3, Init 6, HP 21/21, DR 1/Cold Iron, Speed 30'
AC 17, Touch 12, Flat-footed 15, Fort 3, Ref 3, Will 3, Base Attack Bonus 2
Ranged Touch Eldritch Blast (-) +5 (2d6, x2)
Club (-) +2 (1d6, x2)
Mithral Breastplate (+5 Armor, +2 Dex)
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 18
Condition
NABERIUS, THE GRINNING HOUND
- Disguise Self: You can alter the appearance of your form as a
standard action. This effect works like the disguise self spell.
- Faster Ability Healing: You heal 1 point in each damaged
ability score every round, and 1 point in all drained ability
scores every hour.
- Naberius’s Skills: At the time you make your pact, you
can choose a number of skills equal to your Constitution
bonus (if any). Your choices must be skills that can’t be used
untrained and in which you have no ranks. For the duration
of the binding, you can make skill checks with your chosen
skills even though you are untrained. If your Constitution
modifi er decreases after you make the pact, you lose the
ability to make untrained checks with an equal number of
the chosen skills. Lost skills are chosen randomly, and they
remain inaccessible to you until you make another pact with
Naberius.
- Persuasive Words: You can direct a verbal command at a
single living target within 30 feet as if using the command
spell. A successful Will save negates the effect. When your
effective binder level reaches 14th, your words become even
more persuasive and this ability functions like the suggestion
spell. Once you have used this ability, you cannot do so again
for 5 rounds.
- Silver Tongue: You can take 10 on Diplomacy and Bluff
checks even if distracted or threatened. In addition, you can
make a rushed Diplomacy check as a standard action and take
no penalty. (Normally, a rushed Diplomacy check requires a
full-round action and imposes a –10 penalty on the check.)
+2 Disguise bonus when being observed and trying to act in character (Bluff synergy)
+2 Spellcraft to decipher scrolls (UMD synergy)

 

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Polo Devix

 

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Statblock 

[URL=/sheets/?id=2895944][B][SIZE=+1]Polo Devix [/SIZE][/B][/URL] Male Chaotic Good Ghostwise Halfling Paladin of Freedom 3/Rogue 3, [B]Level[/B] 3, [B]Init[/B] 5, [B]HP[/B] 33/33, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 13, [B]Flat-footed[/B] 15, [B]Fort[/B] 6, [B]Ref[/B] 6, [B]Will[/B] 5, [B]Base Attack Bonus[/B] 3 [B] MW Heavy crossbow (10 bolts) [/B] +7 (1d8, 19-20x2) [B] MW Great Sword [/B] +7 (1d10+2, 19-20x2) [B] Throwing Axe [/B] +6 (1d4+2, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +2 Dex, +1 Size) [B]Abilities[/B] Str 14, Dex 14, Con 12, Int 14, Wis 12, Cha 12 [B]Condition[/B] None Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.
Polo Devix
Male Chaotic Good Ghostwise Halfling Paladin of Freedom 3/Rogue 3, Level 3, Init 5, HP 33/33, Speed 30
AC 17, Touch 13, Flat-footed 15, Fort 6, Ref 6, Will 5, Base Attack Bonus 3
MW Heavy crossbow (10 bolts) +7 (1d8, 19-20x2)
MW Great Sword +7 (1d10+2, 19-20x2)
Throwing Axe +6 (1d4+2, x2)
Mithril Chain Shirt (+4 Armor, +2 Dex, +1 Size)
Abilities Str 14, Dex 14, Con 12, Int 14, Wis 12, Cha 12
Condition None

Healing Belt:
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

 

Skills

Skill Name Modifier
Appraise 2
Balance 2
Bluff 6
Climb 2
Concentration 0
Craft 0
Decipher Script 4
Diplomacy 4
Disable Device 7
Disguise 1
Escape Artist 2
Forgery 2
Gather Information 6
Handle Animal 1
Heal 1
Hide 9
Intimidate 1
Jump 3
Knowledge(Religion) 5
Knowledge (Royalty & Nobles) 5
Knowledge (Local) 4
Knowledge ()  
Knowledge ()  
Listen 8
Move Silently 6
Open Lock 8
Perform 0
Profession 4
Ride 4
Search 6
Sense Motive 4
Sleight of Hand 4
Spellcraft 2
Spot 8
Survival 4
Swim 2
Tumble 4
Use Magic Device 3
Use Rope 3
Speak Language(Draconic) 1
   

Spells

 

Feats and Abilities 

Feats: Sly Fortune (1st lvl), Victor's Luck (3rd lvl) both from Complete Scoundrel gives 2 luck rerolls.

Racial Abilities:

  • +2 Dexterity, -2 Strength.
  • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • +2 racial bonus on ClimbJumpListen, and Move Silently checks.
  • Speak without Sound (Su): A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.

  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.

 

Rogue Abilities: Sneak Attack +2d6, Trapfinding, Trap Sense +1, Evasion

 Paladin of Freedom Abilities:  Aura of Good, Detect Evil, Smite Evil 1/day, Aura of Resolve, Divine Health

 

Equipment 

Equipment:

Mithril Chainshirt (1100GP) Dungeon Masters Guide

MW Heavy Crossbow w/10 Bolts(350GP) Players Handbook

MW Great sword (350GP) Players Handbook

2x Throwing Axes (16GP) Players Handbook

Healing Belt (750GP) Magic Item Compendium Pg 110

Backpack (2GP) Players Handbook

Bedroll (1SP) Players Handbook

Blanket, Winter (5SP) Players Handbook

Fishhook (1SP) Players Handbook

Flint & Steel (1GP) Players Handbook

Small Steel Mirror (10GP) Players Handbook

Iron Pot (5SP) Players Handbook

Belt Pouch (1GP) Players Handbook

5x Bread, 5x Cheese, 5x Meat(3GP) Players Handbook

Silk Rope 50 Ft (10GP) Players Handbook

Sewing Needle (5SP) Players Handbook

Shovel (2GP) Players Handbook

Soap (5SP) Players Handbook

Tent (10GP) Players Handbook

Waterskin (1GP) Players Handbook

Whetstone (2CP) Players Handbook

Sunrod x2 (4GP) Players Handbook

MW Thieves Tools (100GP) Players Handbook

Explorers Outfit (10GP) Players Handbook

Warpony (100GP) Players Handbook

Bit & Bridle (2GP) Players Handbook

Military Saddle (20GP) Players Handbook

Saddlebag (4GP) Players Handbook

Feed x7(3SP5CP) Players Handbook

Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31

Wheat Flour (3 GP) Arms and Equipment Guide Pg 31

Olive Oil (5GP) Arms and Equipment Guide Pg 31

Honey (1SP) Arms and Equipment Guide Pg 31

Silver Holy Symbol " Silver coin with Tymora's image on one side happy, other side with her sad" (25 GP) Players Handbook

Dice Set (1SP) pathfinder SRD.

Funds Left over 90 GP, 0 SP, and 8 CP

 

Polo was sitting comfortably on the back of Pips as they made their way into the village. While he was a halfling he realized that he very much looked like a fresh faced human child, which did help him at times, as people felt safer thinking he was a child, of course they also took him less seriously at times which was also super frustrating. He begins to listen to what his companions were saying, he grins as he responds to the one question about concerns "I am only concerned that they let me in the Tavern and allow me to drink, I am a bloody adult, not a child.

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Lumina walked up to the Drunken Mule herself behind the group wearing her normal black clothing. she looked over the hodgepodge group before speaking. Excuse me, but are you going to see Phillip about a certain house that needs explored? She asked in a soft tone. I was told that Phillip would meet us here along with anyone else interested in exploring the premises. My name is Lumina Gadwin. She said as she looked over the group in front of her.

Edited by Divinedragonslayer (see edit history)
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zWPtwbZ.png

"Looks like you're one of us, then," Damian says in response to Lumina. He turns his head only slightly in her direction, not wanting to spoil his continued study of any magical auras around the tavern and its immediate environs.

"I'm Damian," he adds as he follows after the bird man.


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Statblock

Damian Corso
Male CN Human Warlock | Binder, Level 3, Init 6, HP 21/21, DR 1/Cold Iron, Speed 30'
AC 17, Touch 12, Flat-footed 15, Fort 3, Ref 3, Will 3, Base Attack Bonus 2
Ranged Touch Eldritch Blast (-) +5 (2d6, x2)
Club (-) +2 (1d6, x2)
Mithral Breastplate (+5 Armor, +2 Dex)
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 18
Condition
NABERIUS, THE GRINNING HOUND
- Disguise Self: You can alter the appearance of your form as a
standard action. This effect works like the disguise self spell.
- Faster Ability Healing: You heal 1 point in each damaged
ability score every round, and 1 point in all drained ability
scores every hour.
- Naberius’s Skills: At the time you make your pact, you
can choose a number of skills equal to your Constitution
bonus (if any). Your choices must be skills that can’t be used
untrained and in which you have no ranks. For the duration
of the binding, you can make skill checks with your chosen
skills even though you are untrained. If your Constitution
modifi er decreases after you make the pact, you lose the
ability to make untrained checks with an equal number of
the chosen skills. Lost skills are chosen randomly, and they
remain inaccessible to you until you make another pact with
Naberius.
- Persuasive Words: You can direct a verbal command at a
single living target within 30 feet as if using the command
spell. A successful Will save negates the effect. When your
effective binder level reaches 14th, your words become even
more persuasive and this ability functions like the suggestion
spell. Once you have used this ability, you cannot do so again
for 5 rounds.
- Silver Tongue: You can take 10 on Diplomacy and Bluff
checks even if distracted or threatened. In addition, you can
make a rushed Diplomacy check as a standard action and take
no penalty. (Normally, a rushed Diplomacy check requires a
full-round action and imposes a –10 penalty on the check.)
+2 Disguise bonus when being observed and trying to act in character (Bluff synergy)
+2 Spellcraft to decipher scrolls (UMD synergy)

 

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https://i.pinimg.com/564x/a3/32/15/a332153ab5218b2f93a83738d1fbcaad.jpg

The insides of the tavern look, well, as expected. Stone is slightly better worked, but also significantly dirtier from smoke and occasional graffiti. This early place is almost empty even the waiter or waitress hasn't started their shift. Only the portly barkeep who wipes the mugs behind the bar, two hefty half-orcs with mugs of ale and smell of sawdust identifying them as probable workers of the mill on their break and unmistakably their contact, thin Half-Elf sitting as far as possible from everyone and by the look on his face wishing he was anywhere else, Drow slave pits included and sipping something warm from the mug.

Rection of everyone is subdued albeit slightly predictable. All locals look at the diverse party like they are a traveling circus and stare in that way when someone doesn't want them to notice, making it all the more obvious. Half-Elf on the other hand shows visible signs of relief and waves to the crowd across the room.

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spacer.pngIrritating mammal curiosity…thought Shang to himself. He had seen this before though, they would move on after a while. He pulled up a stool next to the half-elf and leaned his staff against the wall.
 

“You are hiring, yes? We are available. Tell us about this job.” asks the bird-man.

 

While the half-elf spoke, Shang carefully looked him over, top to bottom.
 

 

Link to sheet:

https://www.myth-weavers.com/sheets/?id=2887302

 

 

 

Name
Spot check
19
1d20+13 6
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zWPtwbZ.png

Pausing at the bar while the others initially approach Phillip, urged by the grinning hound, Damian discreetly slips two small gold coins to the barkeep. "Goodman," he says with the quick flash of a grin, "a drink for yourself and our fine sawyers here. It's a crime to let men go thirsty."Taking 10 on Diplomacy = 26

With that he moves to join the others at the table, once more letting his gaze drift to study any arcane emanationsUsing at will Detect Magic to check the half-elf. that may be on or around their contact.


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Statblock

Damian Corso
Male CN Human Warlock | Binder, Level 3, Init 6, HP 21/21, DR 1/Cold Iron, Speed 30'
AC 17, Touch 12, Flat-footed 15, Fort 3, Ref 3, Will 3, Base Attack Bonus 2
Ranged Touch Eldritch Blast (-) +5 (2d6, x2)
Club (-) +2 (1d6, x2)
Mithral Breastplate (+5 Armor, +2 Dex)
Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 18
Condition
NABERIUS, THE GRINNING HOUND
- Disguise Self: You can alter the appearance of your form as a
standard action. This effect works like the disguise self spell.
- Faster Ability Healing: You heal 1 point in each damaged
ability score every round, and 1 point in all drained ability
scores every hour.
- Naberius’s Skills: At the time you make your pact, you
can choose a number of skills equal to your Constitution
bonus (if any). Your choices must be skills that can’t be used
untrained and in which you have no ranks. For the duration
of the binding, you can make skill checks with your chosen
skills even though you are untrained. If your Constitution
modifi er decreases after you make the pact, you lose the
ability to make untrained checks with an equal number of
the chosen skills. Lost skills are chosen randomly, and they
remain inaccessible to you until you make another pact with
Naberius.
- Persuasive Words: You can direct a verbal command at a
single living target within 30 feet as if using the command
spell. A successful Will save negates the effect. When your
effective binder level reaches 14th, your words become even
more persuasive and this ability functions like the suggestion
spell. Once you have used this ability, you cannot do so again
for 5 rounds.
- Silver Tongue: You can take 10 on Diplomacy and Bluff
checks even if distracted or threatened. In addition, you can
make a rushed Diplomacy check as a standard action and take
no penalty. (Normally, a rushed Diplomacy check requires a
full-round action and imposes a –10 penalty on the check.)
+2 Disguise bonus when being observed and trying to act in character (Bluff synergy)
+2 Spellcraft to decipher scrolls (UMD synergy)

 

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Posted (edited)
https://i.pinimg.com/564x/fd/46/3d/fd463d4b99f059176799b6b93ba5af14.jpg

By the time they reached the table, their contact already pulled out his briefcase and writing supplies. Phillip is an almost androgynous youth who looks about fit to be in the tavern as Polo, looks over his round gold spectacles at the party. "Just a second, please. One, two...five, Alright it would seem all are here he writes something down. Well, take a seat, standing like that you look like you're going to mug me. Which would be the job of those two fine gentlemen at the bar."

Once the group is seated Phillip sighs and wipes his forehead with a silken handkerchief "It would seem my employer made a...hasty, purchase. Roughly a mile away is a Willows Manor and its substantial grounds, it belonged to the Van Herzog family. Or it would be more precise to say it still belongs to them since they haunt the place. The reason why the estate was so cheap...and on the market for almost a decade." Half Elf fixes his glasses "Now, ghosts are at most well-behaved nuisance although they must go if my employer is to resell the the place. The actual issue is that, as they so helpfully explained, various miscreants took residence in both Manor and Forest no matter the amount of howling they did. Squatters won't budge and leave."

"As you can imagine your job is to cleanse the property, after which I'll inspect it and adjust your pay accordingly, which is 100 gold per person or 500 in total. The inventory of items in the house is here." He taps a hefty ledger next to him. "Any necessary damage will be deducted equally from your pay. Questions?"

 

 

Edited by Grudge (see edit history)
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Lumina nods when asked a question. Do you know why they haunt the place? She asked before standing up straight. She took a slow breath as she looked back to the rest of the group. And anything we should know about the miscreants in general? With that asked she lowered her head as she tried to think of how to take care of the ghosts.

Roll Int check for knowledge religion on how to put ghosts to rest

Name
Roll
16
1d20+3 13
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Posted (edited)
https://i.pinimg.com/564x/fd/46/3d/fd463d4b99f059176799b6b93ba5af14.jpg

Phillip shrugs "I find myself reasonably able to defend myself but also I did not go through 8 years of law school to look for trouble so you will excuse me if my rundown is strictly based on what ghosts told me." He pauses for a second "Actually lovely couple, too bad they have to go. Anyway, as for them it is a...family issue, they died in an accident without a will. Hence by default property was transferred to the closest family relative, a nephew they despise. So instead of passing on, they decided to stay out of spite and haunt him. As every reasonable person would he placed a place for sale and moved out, over ten years they just got used to being there. It's their house after all, and they are not too pleased about all the ruckus squatters make."

"They have no idea what is IN the house but they say a band of Goblins made a den there and cause a ruckus in the village. For which they are terribly sorry, and something floats in the glade that wasn't there before. But as ghosts, they are not best at one-on-one brawls. Their best ability is not being hit, so they just try to ignore it all. And hope nothing with a banishing ability doesn't show up. I suggest you talk to them yourself, they usually have a tea on the porch around noon. As for the other intruders ask locals, if it's something more dangerous than a bunch of Goblins it likely showed itself at least once."

 

 

@Divinedragonslayer At 16 you get oldies but goodies, finish their unfinished business, bury their bodies in holy ground, and solve the cause of their death

Edited by Grudge (see edit history)
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