Monday, December 21, 2020

GS 32 Further Exploration of Mun's Informatory

Loot

A lot, let me know if I should email

Summary

The party fights Dorvae, 2 Skinstitchs, 2 Hellwasp Swarms, and 2 Derros


In one of the alchemical rooms, they party finds an odd fish-human like creature, with the lable calling it Number 61. They open the jar and hear it talking. It says the following in common: Number 61 overheard Lowls and Mun plan here. It knows that Lowls and Mun were heading to the Mysterium in Katheer, and that they were concerned about the guards there. Lowls eventually decided that bribery would be the best method to get in. Their goal was to steal a book called the Necronomicon from a part of the library called the Soul. Lowls greatly desired the book and the secrets within, claiming it would restore his reputation in Ustalav and bring him unspeakable success and fame. He kept talking about the library and the dangerous wards in the Soul of the Mysterium. He also spoke fearfully of the Mysterium’s guardian, a being known only as the Keeper. Although he didn’t know what the guardian is, he was very worried that he might end up meeting it and not be able to complete his mission in the library. Lowls also spoke about contacting his old friend, the gnoll slaver Biting Lash, in Okeno to help organize a trip to find the hidden city and acquire slaves and hirelings to serve as porters and guards, but seemed to regard the slaver with some amount of fear and trepidation. The pair then gathered a number of objects here and from other places in the infirmary before leaving the hollow ones in charge of the place. Number 61 knows about the derros in the room above, and knows that they are terrified of the creature in the attic. Number 61 doesn’t know what the creature in the attic is, but knows that Mun calls it his “anomalous friend.”

The 3rd Mun construct drops a bunch of notes. Among the scrawls is a sentence fragment about the otherworldly protector of the library and the Soul within an iron puzzle box; a note reads, “Afterward, equip in Okeno—meet with Biting Lash. A ship has been arranged.” In the margins, there are a number of pictures of angels and the note, “Swivel heads in the right direction to delve deeper.”

And then as the party destroy the 3rd version of Mun, they hear a quiet voice in their heads and see images of a fungus rapidly growing and then collapsing in on itself before growing anew. The voice says, “It reaches its tendrils through the minds of those who know of it. It reaches beyond the veil of dreams. Hurry.”

The party continues to go up, into the attic, and they see the dark young, they receive a chaotic image of hundreds of faces all flickering between one another, and hear, “It sends its tendrils through their minds to gather its strength, but despite your knowledge you are clean. You can stop it. Don’t let it infect this world and serve it to Carcosa.”


Monday, December 14, 2020

GS 31 Cassomir - Largest City in Golarion

 Loot

Loads! Hopefully we've kept track!

Summary

The party has come to Cassomir! The largest city the party has ever seen! (Unless they've been to Absalom! 300K in Absalom vs just 30K in Cassomir! But that is a different story.) They start to learn their way around the various districts of the large metropolis. asking around about Miacknian Mun. Most folks shun speaking to the newcomers of the city about the nefarious alchemist. 

Eventually a group of swordsmen pick a fight with Magnus, seeing his expensive looking swords as he walks by. After demonstrating his prowess with the sword they infight the would-be adventurers to a drink. As they start to pound down the very strong concoction the Doctor has provided to them they start to spill the beans about what is going on in Cassomir. 

The party learns that Cassomir is controlled by a group of super secret skilled folks that call themselves The Esoteric Knights of Evolvement. Seeing themselves as above others who waste time with worshiping Gods or giving up their souls to magic. The group is made up of well-connected alchemists, engineers, ship-builders, and socialites. In which this team meets up at an exclusive Inn called the Sceptered House, which has a large reading room on the ground floor.

And that this Miacknian Mun is a member of this elite group, and the best way to learn more about Mun would be to inquire at this Sceptered house. So that party goes to the Sceptered House. In which they finally learn from the manager of the establishment that an Ethem Baler knows Mun. They are then escorted to Ethem who the Doctor impresses with his knowledge of related ship-building engineering knowledge. Finally Ethem tells the party of Mun's house out in the Blackwood Swamplands...

Ethem Baler - Ship-Builder that knows Miacknian Mun

Magnus's Harrow Card Reading

As the Doctor and Zoltar learn about Ethem Baler upstairs in the Sceptered House, Magnus talks to a well dressed woman who gives him a Harrow Card reading. After placing the 9 cards on the table she gasps and quickly collects her cards and leaves, without introductions or explaining why she felt so frightened from the cards she had displayed...

The party goes to Mun's house and begins their investigation. As they enter the door of the house they hear clicking noises and the sound of lapping water mixed with a drawn-out whisper that says, “The blot quivers. The lake ripples. His stain is here.” This reminds the party of when they had originally regained their memories in the dreamlands, it is the same strange voice that had entered all their minds as they left the dreamlands...

They realize this Mun character has made his house into a crazy theme park like establishment. With 3 versions of Mun that have been created as constructs. The party is currently in the middle of this 'house', wondering if all of this craziness is ultimately worth it... Do they hate Count Lowls enough to deal with all this crap? Time will tell...

Cassomir Medium and Major Magic Items


Most of these items are found in the region of Cassomir named Threegates. Threegates is a small but wealthy district of Cassomir, located between the main gates of the city and the two gates of Old Cassomir. Featuring perfectly aligned streets, tree-lined avenues, nice brick houses, and small but beautiful parks. Threegates district is home to the city's senatorial and royalty class citizens, and the wealthy merchants associated with the ship-building trade.

A few esoteric items are also found by speaking with Tarik the Unclean in the Dog's Teeth. This half-orc rules these groups of rocky islets just off the coast of Grayguard Castle. It is home to a large number of vagabonds and rogues, completely ignored by the Cassomir constabulary. At low tide, the Dog's Teeth islets are connected to the beach below the castle, while at high tide the inhabitants use rickety canoes to reach the shore. The district is the heart of the city's black market, and Tarik uses the money to bribe the influential nobility of the city and maintain his power in Dog's Teeth.

Medium Items
Slotless , greater: Stone of good luck 20000
Wrists, greater: Vambraces of the genie (djinni) 18900
Eyes, greater: Rainbow lenses 21000
Shoulders, greater: Cloak of resistance +5 25000
Head, greater: Headband of knucklebones 27500
Hands, greater: Gloves of the shortened path 27000
Chest, greater: Spectral shroud 26000
Slotless, greater: Tome of understanding +1 27000
Slotless, greater: Ioun stone (pearly white spindle) 20000
Body, greater: Xorn robe 20000

Major Items
Shoulders, minor: Highwayman’s cape 32500
Feet, major: Horseshoes of crushing blows +5 100,000
Head, major: Headband of aerial agility +6 81,000
Slotless, minor: Lantern of revealing 30,000
Hands, minor: Gloves of the commanding conjurer 30,000

Monday, December 7, 2020

GS 30: Meeting the Mad Poet

Loot

None...

Secondary Campaign Trait Improvements

Driven by Guilt: As you regain your memories, you relive all of the terrible things that you did, which you would not do now, given the choice. This sensation can be demoralizing, but the clarity it brings and your most recent actions fighting against cosmic evils center you in your current goal of helping others—and the world. Once per day as a standard action, you can grant your allies a +1 trait bonus for 1 minute on saving throws against spells or spell-like abilities cast by evil creatures


Twitchy: As you regain your memories, you feel an element of calm fill your body. You’re still anxious and a bit paranoid, but you have a better sense of how to focus this energy to work for you in future fights against your enemies. You gain the ability to make one additional attack of opportunity in a round. This ability stacks with other abilities, such as Combat Reflexes, that increase the number of attacks of opportunity you can make.

Summary

The party fights a huge plant tree that has fruit that look like their own heads!

Then they meet the Mad Poet, Abdul Alhazredwho gives a +2 ability boon to each player as they get copies of the Necronomicon...

Abdul explains that Lowls seeks a city called Neruzavin. And that if the party wishes to learn of its location in their world, they must seek certain writings in the Necronomicon. The Dreamlands Necronomicon is of no use to the party— Abdul riffles the pages in his book to show that it appears blank. Alhazred explains to the party that they can peruse the genuine Necronomicon at a university of the occult called the Mysterium in the Qadiran city of Katheer.

Abdul continues saying that he provided the same information to the count that he just shared with them, so Lowls is most likely headed to Katheer to obtain the Necronomicon. Alhazred warns the party that Lowls isn’t what he seems, and that the Great Old One Xhamen-Dor has infected him. Alhazred surmises that Lowls intends to use the Star Stelae in Thrushmoor and Neruzavin to mark Golarion so that it can be brought into Carcosa. Doing so would help fully waken Xhamen-Dor, and Lowls would become the great old one’s champion for completing the task.

Then Abdul Alhazred offers to let the the party get a taste of the future— and perhaps of their past—by allowing them to speak with the “King of Neruzavin.” He invites them to step into the waters of the oasis, gesturing grandly with his free hand over the clear waters.

Here the party does so and their memories come flooding back, they remember being drowned in the Oasis waters. And as their anger of what Lowls did them surfaces, also does copies of themselves! 4 Animate Dreams appear and the party fights them.

During the fight of the Animate Dreams, the Mad Poet slips back into his hut with his book and his gifts. When the party checks the hut, they find it entirely empty. After defeating their dream reflections, the party experiences the same weird event in their minds:

After the deluge of memories returns to their minds, the party hear a bizarre series of clicks and high-pitched hoots intermixed with crackling mechanical static as images of a faraway desert city flash in their head. The cacophony settles and the party recognize this as a language that they suddenly and inexplicably understand. They again see images of Count Lowls drowning them in the Mad Poet’s Dreamlands oasis, being led through the receiving doors of Briarstone asylum in a catatonic state, and then suddenly waking up in the asylum’s basement. The images and sounds coalesce into a sudden shout of “Wake up!” 

As the mental sensation begins to fade from their startled minds, the party hear a strange voice overlaying the clicks and static that says, “You are now free, but to remain so you must find me.” This communication is purely mental, and all of the party experience it at the same time in a flash of just a second. 

GS 46 - The Undercity

 Now that the party has found the 3 Star Stelia, they are now helping defeat all the bad guys in Neruzavin. Here they go underground and sta...