Saturday, January 24, 2015
Inside the Saffron House
The interior of the Saffron mansion is a confusing place. Hallways that end in dead ends or concealed doors. Rooms that are thought of as vital to a household, pushed to the side. Ambient light from sky lights, placed in the first floor ceiling. A musty moldering odor that at times seems thick enough to create a haze in the odd pale yellow lighting of the house. The rooms, designed to entertain guests, seem to enhance the alien feel, with their odd angles, and in the case of the library no angles or corners at all.
The exterior of the house and its grounds have been taken over by the zombie remains of the staff, as well as a cloying yellow mist that solidifies into thick patches of a dense fog. If not for the mists and bad weather one could still make out the orchards and hedge mazes designed by the famous architect Randolph Carter.
M.
Wednesday, December 3, 2014
Professor Lorrimor
Legacy item questions are out of the picture as we currently know more about them than he was able to discover. Lorrimir was a professor of history and was willing to pay a huge sum of money to have his documented knowledge dilvered to where he thought it would presumably be in the best hands. We could inquire about the corruption of the old capitol, relevant knowledge concerning the Tyrant. Inquire about my mother's involvement if any (as it was Lorrimor himself that requested I start studying in the Church of Pharasma). As a reminder of Lorrimor's will..."To my old friends, I hate to impose upon you all, but there are few
others who are capable of appreciating the true significance of what it
is I have to ask. As some of you know, I have devoted many of my studies
to all manner of evil, that I might know the enemy and inform those
better positioned to stand against it. For knowledge of one’s enemy is
the surest path to victory over its plans. “And so, over the course of
my lifetime, I have seen fit to acquire a significant collection of
valuable but dangerous tomes, any one of which in the wrong
circumstances could have led to an awkward legal situation. While the
majority of these tomes remain safe under lock and key at the Lepidstadt
University, I fear that a few I have borrowed remain in a trunk in my
Ravengro home. While invaluable for my work in life, in death, I would
prefer not to burden my daughter with the darker side of my profession,
or worse still, the danger of possessing these tomes herself"...perhaps we have some reading to do.
Bruttus suggested resurrection would be our best option, however I urge the party to consider Remy's untimely demise.
Bruttus suggested resurrection would be our best option, however I urge the party to consider Remy's untimely demise.
Sunday, November 23, 2014
Detective Viorec's Dossier
The Saffron House
Manor Lord: The Laughing Man and its court
Reported Inhabitants: Animate dreams, gremlins, hounds of tindalos,
juju zombies, bright spirits
Believed Haunts: Endless rooms and halls, malingering psychic traumas, slowed time
Mired in the clinging murk of the Saffron Swamp lolls a faded yellow stain amid the grasping black and green, a blotch on both nature and time, that the swamp’s slow ages refuse to erase. Tinged the shade of rotting bandages, the aptly named Saffron House leaks its wrongness onto both its surroundings and those who thought they could put a stop to the horrible acts committed there. Its nausea-inducing shades drive victims toward the sagging estate, and their eventual doom.
Those who explore the seemingly abandoned, sheet-shrouded rooms eventually realize an unnerving feature: the layout of the house itself. Many rooms that serve as vital organs of a home feel under formed or atrophied, uninviting in their tightness or crippled layout. While other chambers seem like vestigial afterthoughts, near useless in their confines.
Slowly the realizations dawn: that thin things move in the spaces between the walls, that a thousand suicides never freed owner Randolph Carter and his family from their home, and that the house’s noxious color is the manifestation of an omnipresent, otherworldly intruder visible through the psychically soaked parchment of a traumatized reality—one that still watches and waits for more minds and souls to feed it's insidious plans.
M.
Manor Lord: The Laughing Man and its court
Reported Inhabitants: Animate dreams, gremlins, hounds of tindalos,
juju zombies, bright spirits
Believed Haunts: Endless rooms and halls, malingering psychic traumas, slowed time
Mired in the clinging murk of the Saffron Swamp lolls a faded yellow stain amid the grasping black and green, a blotch on both nature and time, that the swamp’s slow ages refuse to erase. Tinged the shade of rotting bandages, the aptly named Saffron House leaks its wrongness onto both its surroundings and those who thought they could put a stop to the horrible acts committed there. Its nausea-inducing shades drive victims toward the sagging estate, and their eventual doom.
Those who explore the seemingly abandoned, sheet-shrouded rooms eventually realize an unnerving feature: the layout of the house itself. Many rooms that serve as vital organs of a home feel under formed or atrophied, uninviting in their tightness or crippled layout. While other chambers seem like vestigial afterthoughts, near useless in their confines.
Slowly the realizations dawn: that thin things move in the spaces between the walls, that a thousand suicides never freed owner Randolph Carter and his family from their home, and that the house’s noxious color is the manifestation of an omnipresent, otherworldly intruder visible through the psychically soaked parchment of a traumatized reality—one that still watches and waits for more minds and souls to feed it's insidious plans.
M.
An unexpected delivery
Detective Viorec received this letter from Kendra, now known as the Tyro of the Third Chamber. It was sealed in an ivory scroll tube with a magical seal in the form of a scarab.
To: the Malak al-Maut, Star in Darkness, our Light in Shadow, trustee of Azriel's Mantle and Inquisitor of the Palatine Eye
From: ][
Greetings agent,
We hope this letter finds you well. Our diviners have informed us that you intend to travel to the Saffron Fields and Plantation. We have assembled what information We have on this area along with the activities of the Whispering Way.
Saffron House was, in its prime, the manor and estate of Randolph Carter. The famous architect, and co designer of the former capitol of our country, retired here at an early age with his family. The plantation did very well for a short time, growing the spices and running a small shipping house.
The Whispering Way activated two of their more powerful agents when they lost possession of the Silver Key. These two agents, along with several shadow cells, moved into the lands around the plantation and set up road blocks and watch towers. After blocking all traffic into and out of the Saffron house the two agents started a short siege of the area. According to our reports, and confirmed by a team of diviners, this is when the Great Old One, who had secretly taken control of the Carter family and its staff, made it's power known by shielding the house itself with powerful time altering magics. Those cult members that where not disintegrated where compelled to join in a horrific dance that drained the blood from their skin.
The two agents have been identified as Cassilda, Heir to the throne of Yhtill, and her brother Aldones, Knight of Carcosa. Both are very deadly necromancers, as well as powerful dragon blooded sorcerers. Cassilda is the more active of the two. She is know to make weekly trips that encompass the boundaries of the Saffron Swamp. Aldonis is responsible for the destruction of the fields and bringing the bogs and patches of quicksand the size of small ponds. Our agents have not seen him outside of the main watch tower during the daytime but We are certain he travels to the various groups of elite undead that constantly patrol the grounds.
The only information We were able to compile about the Carter family and the Entities that possessed them is this. The Great Old One that claims their souls is known as The Unnameable One, the King in Yellow. We believe its purpose is to posses people by exposing them to a complex glyph that is its true name. Once it has exposed enough people through The Yellow Sign it will then use those bodies to reform an avatar of itself.
WARNING : The King in Yellow will use very subtle ways to expose one to The Yellow Sign. Be careful that you do not see too much. For what has been seen can not be easily unseen.
Ab Sek, Abet Sahu
Once mine, Always yours
Khu Ba Heteph
Seek and you shall find
To: the Malak al-Maut, Star in Darkness, our Light in Shadow, trustee of Azriel's Mantle and Inquisitor of the Palatine Eye
From: ][
Greetings agent,
We hope this letter finds you well. Our diviners have informed us that you intend to travel to the Saffron Fields and Plantation. We have assembled what information We have on this area along with the activities of the Whispering Way.
Saffron House was, in its prime, the manor and estate of Randolph Carter. The famous architect, and co designer of the former capitol of our country, retired here at an early age with his family. The plantation did very well for a short time, growing the spices and running a small shipping house.
The Whispering Way activated two of their more powerful agents when they lost possession of the Silver Key. These two agents, along with several shadow cells, moved into the lands around the plantation and set up road blocks and watch towers. After blocking all traffic into and out of the Saffron house the two agents started a short siege of the area. According to our reports, and confirmed by a team of diviners, this is when the Great Old One, who had secretly taken control of the Carter family and its staff, made it's power known by shielding the house itself with powerful time altering magics. Those cult members that where not disintegrated where compelled to join in a horrific dance that drained the blood from their skin.
The two agents have been identified as Cassilda, Heir to the throne of Yhtill, and her brother Aldones, Knight of Carcosa. Both are very deadly necromancers, as well as powerful dragon blooded sorcerers. Cassilda is the more active of the two. She is know to make weekly trips that encompass the boundaries of the Saffron Swamp. Aldonis is responsible for the destruction of the fields and bringing the bogs and patches of quicksand the size of small ponds. Our agents have not seen him outside of the main watch tower during the daytime but We are certain he travels to the various groups of elite undead that constantly patrol the grounds.
The only information We were able to compile about the Carter family and the Entities that possessed them is this. The Great Old One that claims their souls is known as The Unnameable One, the King in Yellow. We believe its purpose is to posses people by exposing them to a complex glyph that is its true name. Once it has exposed enough people through The Yellow Sign it will then use those bodies to reform an avatar of itself.
WARNING : The King in Yellow will use very subtle ways to expose one to The Yellow Sign. Be careful that you do not see too much. For what has been seen can not be easily unseen.
Ab Sek, Abet Sahu
Once mine, Always yours
Khu Ba Heteph
Seek and you shall find
Saturday, September 27, 2014
Night Harrows
“The cards brought them together, binding them one to another.
First, the ambitious Queen Mother—a Varisian harrower descended from a bloodline of death; yet now she craves undeath. Her readings found the others.
The Survivor—a vampire lord from the Tyrant’s army, reluctantly ready to serve anew.
The Sickness—a disease-ravaged daughter of Thuvia; she who shunned the Pallid Princess to embrace Him Who Gnaws.
Last comes the Lost One—victimized by alchemy; an unseen killer carrying out his Reaper’s murderous will. All of them, dangerous adherents of the Whispering Way.”
—A shared nightmare of a harrow reading by Madame Aishe Trinowa.
First, the ambitious Queen Mother—a Varisian harrower descended from a bloodline of death; yet now she craves undeath. Her readings found the others.
The Survivor—a vampire lord from the Tyrant’s army, reluctantly ready to serve anew.
The Sickness—a disease-ravaged daughter of Thuvia; she who shunned the Pallid Princess to embrace Him Who Gnaws.
Last comes the Lost One—victimized by alchemy; an unseen killer carrying out his Reaper’s murderous will. All of them, dangerous adherents of the Whispering Way.”
—A shared nightmare of a harrow reading by Madame Aishe Trinowa.
Saturday, September 6, 2014
The Shudderwood Sniper Toolbox CL 12
Held in
a well used leather case, this masterly crafted pine box is covered in expert
wood carvings showing a father teaching his son to use a bow. When the images are followed in proper order
the final image shows the elderly father gifting his son with an open box
containing three arrows. The Sniper Toolbox holds three specialty arrows in a
staggered row, snapped into place to prevent jostling. The arrows are always of at least masterwork
quality and replenish at dawn each day. Any
arrow removed from the toolbox will turn into a normal wooden arrow if not fired
from a bow within an hour of removal. Spell
affected arrows only maintain their enchantment for the duration of the spell.
1
|
Whipwood
|
2
|
Blood
Crystal
|
3
|
Elysian
Bronze
|
4
|
Fire-forged
steel
|
5
|
Silversheen
|
6
|
Cold
Iron
|
7
|
Frost-forged
steel
|
8
|
Living
steel
|
9
|
Viridium
|
10
|
Adamantine
|
Further the
arrows are enchanted with one of the following spells from Deep Magic’s Elven
Archer Spell list, page 91:
Die
|
Spell
|
Die
|
Enhancement Bonus
|
1
|
Arrow
of the Animal Spirit EA4, Druid Ranger 5
|
1
|
0
|
2
|
Heartstrike
EA1, Druid Ranger 2
|
2
|
0
|
3
|
Seeker’s
Arrow EA2, Druid Ranger 3
|
3
|
0
|
4
|
Slice
the Air EA1, Druid Ranger 2
|
4
|
+1
|
5
|
Ghostly
Arrow EA2, Druid Ranger 3
|
5
|
+2
|
6
|
Ice
Arrow EA4, Druid Ranger 5
|
6
|
+3
|
School
transmutation; Level elven archer 4, druid/shaman 5
Casting
Time 1 standard action Components V, S,
F (an arrow or bolt), DF
Range
touch Target one touched arrow or bolt Duration 1 round Saving Throw none; SR no
You bind
powerful animal spirits to an arrow, which you must loose during your next turn
for the spell to take effect. If the arrow strikes, ghostly wolves, bears,
aurochs, or wildcats appear around its shaft and attack the target. The arrow’s
successful hit deals 6d6 hp damage; in addition, you may make a combat maneuver
check for the ghostly animals and add a +10 competency bonus to your CMB. This
maneuver may be a bull rush, grapple (1 round), trip, or feint. Regardless of whether you make a successful combat
maneuver check, the terrible, ghostly spirits cause a struck target to be
frightened for a number of rounds equal to your caster level.
Mythic:
You can target a number of arrows or bolts equal to your mythic tier. You must
loose these arrows or bolts in the next minute for the ghostly animals to
attack. Augmented (4th): Augmented
(4th): You can expend two uses of mythic power to increase the competence bonus
to CMB for a bull rush, grapple, or feint you make with these arrows by a
number equal to your mythic tier.
HEARTSTRIKE
School
divination; Level druid/shaman 2, elven archer 1,ranger 2
Casting
Time 1 swift action Components V, S, F
(an arrow or bolt), DF
Range
personal Duration see text
The
spirits of ancient elven warriors carry your next shot true and straight. Your
next bow or crossbow ranged attack roll (if it is made within the same round as
the spell is cast) gains a +10 insight bonus.
Additionally, your ranged attack is not affected by any miss chance
applying to concealed targets, including total concealment.
SEEKER’S ARROW
School
transmutation; Level druid/shaman 3, elven archer 2, ranger 3 Casting Time 1 round Components V, S, F (an arrow or bolt), DF
Range
touch Target one touched arrow or bolt Duration 1 hr./level Saving Throw no; SR no
You make
a spiritual bond with one of your arrows, which you—and only you—then can fire
at an enemy creature. If this arrow hits, the target must make a DC 15Will
save. If the save fails, the spiritual bond transfers from the arrow to the target
and you gain a constant awareness of the creature’s presence, even after the
creature has extracted and discarded your arrow. If the creature is invisible
and within 300 ft., you sense the exact square it is in, but you cannot see it.
You also gain a +10 to Survival checks to track this enemy, and you always know
in which direction your target lies. This
bond lasts as long as the target is within a number of miles equal to 10× your
caster level (for example, within 30 miles for a 3rd-level caster).
SLICE THE AIR
School
transmutation; Level druid/shaman 2, elven archer 1, ranger 2
Casting
Time 1 swift action Components V, S, F (an arrow or bolt), DF
Range
touch Target one touched arrow or bolt
Duration 1 round Saving Throw none; SR no
The next
arrow or bolt you shoot completely ignores all natural winds, from gentle
breezes to tornado-force winds. The spell reduces the effects of magical winds
by one category (see Pathfinder RPG Core Rulebook). If you do not make a shot
within one round of casting, the spell dissipates.
GHOSTLY ARROW
School
transmutation; Level druid/shaman 3, elven archer 2, ranger 3
Casting
Time 1 round Components V, S, F (an arrow or bolt), DF
Range
touch Target arrows or bolts touched Duration 1 round/level Saving Throw none;
SR no
Arrows
you fire while this spell lasts gain the spiritual power of the forest; they
become misty and insubstantial while in flight. They return to normal when they
strike a foe’s corporeal body. Arrows that miss are lost. Attacking with
ghostly arrows requires a successful touch attack. The arrows ignore any AC
bonuses from armor or cover from intervening creatures or terrain.
ICE ARROW
School
evocation [cold]; Level elven archer 4, sorcerer/ wizard 5
Casting
Time 1 standard action Components V, S,
M (a small crystal or glass arrow)
Range
close (25 ft. + 5 ft./2 levels) Target
up to four creatures, no two of which can be more than 15 ft. apart Duration instantaneous; 1 round/level (see
text) Saving Throw none; SR yes
An arrow
of pure ice launches from your fingertip (arrow transforms upon firing) . Upon
a successful ranged touch attack the arrow erupts, enveloping the target in a
blast that deals 5d6 hp cold damage. Furthermore, creatures up to Large size
that are struck by the arrow are encased in a block of ice for 1 round/level.
Each round, the subject may use a full-round action to attempt a Strength check
against the spell’s DC to break free of the ice. Encased creatures cannot take any
actions other than breaking free, and the encasing ice provides DR 10/—. Any
melee attack or spell that damages the creature shatters the ice block, freeing
it. Additionally, creatures that are not threatened may, as a full-round
action, attempt a Strength check against this spell’s DC to break the ice and
free the target. For every five caster levels beyond 5th, you gain an additional
ice arrow (two at 10th level, three at 15th level, and the maximum of four at
20th). You may target the same creature with more than one arrow, but once a creature
is successfully struck and encased in ice, any additional arrows targeting it
are wasted. Saturday, August 16, 2014
The Betrayed
Each of the Betrayed were sacrificed by the Count during his
mad reign, their greatest magical items taken from them before being killed and
rising in undeath. The Andcahi ancestors haunt the family lands and need
put to rest. In Jim’s many visions, each
of the betrayed adorned their treasured items with prayer beads to
Pharasma that are missing once the item was claimed by the Count. Brother Jim believes if the prayer beads are
recovered the beads will protect against or nullify the magical item the owner’s bead
is connected to.
Banik Andachi Ring of Xray vision
Chryseis Andachi Hat of Disguise, she was the Counts Lover,
a widow of his uncle
Filipeki Andachi Banded Mail of Luck
Marek Andachi Belt of Physical Might
Miloš Andachi Magical Oils and Poisons
Nadežda Marjana Andachi Headband of Inspired Wisdom +2
POSPÍŠIL Andachi
Nightmare boots, he helped the Count betray the others before finally
being betrayed by the Count. Some versions of the rise of Kazavon claim that POSPÍŠIL
chose undeath as a final means of service to the Count and Zon Kuthon.
Rudolf Andachi Raven Bracers, Rudolf is Jim’s direct
ancestor and this magical item actually belongs to Jim if recovered.
Scaevola Andachi Vampiric Gloves
Simonides Andachi Amulet of Mighty Fists
Svoboda Andachi Fleshwarped Scorpion's Tail, some tales
claim that the Count rode into combat with this weapon against the orcs, while
others claim it was a great sword.
Valerianus Andachi Ring Of Protection +3, family lore is
that the faithful divine casters who wore this ring benefited from it as a one
does with a Pearl of Power.
Fleshwarped Scorpion's Tail (18,505gp) CL9, Weight 3lbs.
This +1 scorpion whip is made from the tail of a giant cave scorpion. Three times per day, it allows the wielder to use a poison effect (as the spell, save DC 1 5) upon a creature struck by the whip. The wielder can decide to use the power after she has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the whip strikes.
In addition, the fleshwarped scorpion's tail can be attached to (or removed from) a willing or helpless creature with 1 hour of surgery and a successful DC 20 Heal check. Whether or not the surgery is successful, the creature takes 1d4 points of Constitution damage. While the tail is attached, the creature gains a natural sting attack that deals damage as the fleshwarped scorpion's tail (including the enhancement bonus and ability to use the poison effect three times per day). The save DC for the poison effect becomes 10 + 1/2 the creature's Hit Dice + its Constitution modifier.
CONSTRUCTION REQUIREMENTS I COST 9,505 G P
Craft Magic Arms and Armor, beast shape III, poison
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