Monday, April 26, 2021

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 start to clear out the rooms under the large buildings.


They find Kaklatath's original body, that has become seeded. Here they defeat it and put the dead body in their bag of holding. Potentially when they have enough money to buy resurrections and wish spells, they can bring it back to its original body.


After clearing another room they are about to get to one of the main gates in the Undercity that contains a lot of polyp creatures...



Monday, April 19, 2021

GS 45 Kaklatath and Aepolinu Go At it

 The party finds the first Star Stelea in Neruzavin. They then start looking for the other 2.


Monday, April 5, 2021

GS 44 Necronomicon Time

Upianshe - Ancient ghost that named the city Neruzavin (Cradle of Heaven)

The Docter and Zoltar spend time learning all the sections of the Necronomicon. Which has now changes their perceptions of reality substantially. They have learned the powers of swapping minds as well as controlling space and time. Should they become Gods of their own worlds? Only time will tell...

While the nerds were studying the book, Viktor was partying in Katheer. Here he did a bunch of naughty things...

Viktor


Then the party fights a ghost and find the location of the first of three Star Stela. Should they activate this one and then race over and activate the other 2? Should they help the ghost kill all the bad folks in Neruzavin?


Monday, March 29, 2021

GS 43 Count Lowls Camp

 The party finds a bunch of books and the Necronomicon!!!!

The Seeded of Nerozavin Celebrate!



Monday, March 22, 2021

GS 42 The Tower

 So much loot! But when you have a lot of loot, what is a little more...

The party is exploring a tower that doesn't make logical sense...


Monday, March 15, 2021

GS 41 Neruzavin

 The party starts to explore the weird ancient city of Neruzavin...


Neruzavin


Monday, March 8, 2021

GS 40 More Booty for the Looty

The party explores the Parch lands, even though they can fly... Something about the sands...

Meet some half human - half scorpion tribes. Then also meet a tribe of Giants that have a lot of diseases...


Monday, February 22, 2021

GS 39 Big Little Fight on top of Slave Pen Tower

 So much looot! Yes! And then the party meets some old lady that says she's an ancient Yithian...

Kaklatath - Ancient creature?!?


Monday, February 15, 2021

GS 38 Okeno

The wonderful city of Okeno! Got to spend more time there! The slave pens are the best!



Monday, February 1, 2021

Monday, January 25, 2021

GS 36

 The number 36 is 9 times 4, which is due to the fact that 9 times 5 is 45, 9 more than 36...


Monday, January 18, 2021

GS 35 Mysterium

The party explorers the Mysterium, a pyramid shaped building in the middle of the University district of Katheer. Here they encounter a lot of creatures that appear to be part of the buildings defenses.

Elder Thyrr - Leaders of the Mysterium


Monday, January 11, 2021

GS 34 Katheer

 

Katheer


Here are descriptions I was talking about last monday in regard to the major parts of Katheer. The Venician college is where the Mysterium resides, and then you might want to visit the Planar Institute sometime to find out about import/export with the Dreamlands.

1. Garden of Gifts: A towering, jeweled brass palace, the Garden of Gifts is filled with beautiful young serving men and women, games of chance, high-end shopping, and other delights. Run by genies, the Garden also offers visitors the chance to do a favor for a genie in return for a wish. Visitors would take care to bring a lawyer with them to formalize terms, however, as the genies usually get the better end of the deal when negotiating.

2. Visitors’ Center: A gold-and-white building in ornate Keleshite style, the Visitors’ Center should be the first stop in Katheer for those without imperial citizenship. Foreigners who register here receive benefits and protections, while those who neglect to register may quickly find themselves on the wrong side of the law.

3. Port of Katheer: A long stretch of riverbank that has been painstakingly carved into a semicircular harbor, the always-bustling Port of Katheer is constantly crowded with every type of water-going vessel imaginable. The captain of any non-Qadiran vessel must invite a port inspector aboard and present a cargo manifest, as well as a gift of salt—often accompanied by a monetary contribution. No cargo is prohibited in Katheer, but the size of the bribe determines to which dock the ship is guided (central docks have better access to porters and the impromptu markets that spring up along the water), as well as how long the captain must wait before unloading goods.

4. The Great Market: Nestled against the northern edge of the port is Katheer’s Great Market, where ancient buildings and makeshift stalls stand side by side, and anything can be obtained. Rapid-fire haggling that would be considered insulting in the more sedate Old Souk rings through the spice-laden air, but the greatest commodity sold here is secrets.

5. Venicaan College of Medicaments and Chirurgery: This sprawling complex stands at the center of the university district and boasts faculty trained in the latest medical science coming out of central Kelesh. The college was attacked three times over the course of the war with Taldor, but the common citizens of Katheer came to its defense each time.

6. House of the Morning Star: Named in honor of Empress Ashtirat II, the House of the Morning Star is home to an order of well-trained monks that keep the peace in Katheer’s streets.

7. Azure Canal: This wide, shallow canal is flanked by marble-and-gold promenades. The clarity of its 3-foot-deep waters is magically maintained, allowing viewers to enjoy the mosaics that line the canal’s walls. While the canal’s official purpose is to ferry goods from the Pashman to the palace, the cool, clean waters make it irresistible to Katheer’s children—and many adults. The promenades, shaded by fragrant cedars, palms, flowering trees, and ornate marble arches, are a popular place for meals, lectures, and festivals. For a mere 2 gp, one can rent a brightly painted raft and relax upon the water while enjoying chilled fruit and beverages.

8. Qahir Palace: The seat of imperial power in Qadira, the palace houses the satrap, the imperial vizier, and Katheer’s imperial court. Commoners and foreigners are not allowed inside unless accompanied by a noble patron. A smaller administrative building bordering the palace’s public courtyard is open to everyone and provides Keleshite citizens with liaisons to the empire.

9. Lioness’s Den: This glass palace is the home of Safiya, a shahiyan of the Haxaemenid branch of the imperial family, and a distant cousin of Queen Shubat. Exiled to Katheer after a disagreement with the emperor, she is attempting to sway Katheer’s nobility into supporting the emperor’s son Kalan in the succession.

10. Old Souk: The oldest market in Katheer is also the most prestigious, though its status comes with considerable government oversight, and the resulting taxes drive up the prices. Nevertheless, for a first-time visitor to Katheer, the Old Souk provides a safe, clean venue where one can obtain a dazzling array of goods, foods, and services.

11. Temple of Dawn’s Grace: Katheer’s largest cathedral is the center of Sarenite worship in Qadira, though its blunt rejection of the militant Cult of the Dawnflower has brought it under fire from the cult’s sympathizers in Katheer’s government. Nevertheless, the graceful, open-air building still welcomes thousands of loyal worshipers each morning as the faithful assemble to greet the sun.

12. Planar Institute: The imperial court maintains trade relations with multiple extraplanar powers and it sponsored this grand school to better train merchants in the intricacies of extraplanar etiquette and business.

13. Sunset Crown: The western terminus of the Golden Path is a massive, raised round plaza on the waterfront. Slender white pillars support a roof shaped like a giant replica of the imperial crown. While the Golden Path is, in reality, a network of routes rather than a single path, its name becomes stunningly literal in Katheer, where a wide, gold-paved avenue blazes through the city to the Crown. The plaza hosts a different assortment of merchants each day, though most of the goods sold there are too expensive for the average person to even dream of buying. Patrols guard the Golden Path itself incessantly, yet in the end their presence isn’t necessary as the ancient genie-fueled magic that helped pave the path protects it as well—any amount of gold scraped or pried from the Golden Path fades to nothing and automatically replenishes on the path itself, making theft of the gold essentially impossible. Whispers of a curse that targets these reviled “pathscrapers” (a term some folks have taken to use derogatorily against the Pathfinders and their often overly aggressive agents) help to prevent attempts as well, although whether or not this malediction exists at all is unknown.

14. Zenith of the Dawnflower: A simple, windowless spire of white marble, the Zenith rises nearly 200 feet, its interior a great, spiraling stairway from ground level to the top landing. Sarenrae favors those who visit the Zenith in supplication—a spellcasting worshiper of Sarenrae who travels to the Zenith and watches the sun rise gains one additional spell slot of her highest available spell level the next time she prepares spells. A particular spellcaster can only gain this benefit once per year.

Monday, January 4, 2021

GS 33 Mun's Laboratory

 Keep exploring Mun's laboratory, and figure out the next step to explore is Okeno.


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. 

Monday, November 30, 2020

GS 29 - Prison Break?

Loot

750 GP of golden teeth, bracelets, etc...

Spectacles of Understanding


Summary 

To The Moon and Back!

The party fly's on the Howdah of Leisurely Travel to the moon. There they discover a drainage pipe that is 4 foot in diameter, and so they crawl inside and sneak into the prison. There they find a couple of prisoners that mention that the Yellow King was taken upstairs. As the party decides to go investigate in a different direction they are attacked by a couple of Maenads. After disposing of them they go upstairs and fight an Adult Nightmare Dragon. After taking out the Dragon they then find the King in Yellow in one of the cages! They bring him back to Caravanserai!

To The Mad Poet!

After resting up they decide then to go with The Yellow King into the desert to see this Mad Poet with the 7 gifts they have accumulated. They traverse the desert for 6 hours and finally see an Oasis. Here the King in Yellow says that is were the Mad Poet resides, but he can't go any further.

The party goes down and sees a large palm tree with fruit hanging from the tree. As they approach they realize the fruit looks like their own heads! And then one of the branches sweeps down and attacks...


Monday, November 23, 2020

GS 28 - Caransiera isn't what it seems!

 The party collects the final gift needed for the Mad Poet in a graveyard filled with Wumps... Half Spider-Half Pig things...

Then they go back to Caravaneisra but its night time instead of daytime. They also meet with Mister Wanderlust. Who is very talkative.

They find out they then have to go to the Moon to save the Yellow King? Weird


Monday, November 16, 2020

GS 27 - Sellen River Boat Fight, Pirates?

Loot

Bloodwind Folding Boat

5 Grizzled Mercenaries bound to the Ship


Summary

The party has a big fight with a Nightguant, Wraith, Denizen of Leng Pirate Captain, and 8 Grizzled Mercenaries. After defeating the Captain, the remaining 5 Grizzled Mercs give up, asking if they can get back to their backgammon game...

The Bloodwind Notes

Created by inscrutable moon-beasts for their denizen of Leng servants, the Bloodwind is an intelligent and mean spirited vessel. The party cannot take the vessel back to the waking world.
THE BLOODWIND PRICE 126,900 GP
SLOT none CL 10th WEIGHT 4 lbs. AURA moderate transmutation
Intelligence 12 Wisdom 14 Charisma 10 Ego 13
Language speech (Aklo, Common)

This folding boat is made of rich, dark wood and a sail of blood-red cloth. In its ship form, it is the size of a longship, with 20 sets of oars and manacles to keep slave rowers in place. When in ship form, the Bloodwind can create a gust of powerful wind behind its sails as from a feather token (fan). This ability lasts for only 1 hour, and can be used once each day. The Bloodwind’s special purpose is to serve the moon-beasts of Leng as a slave ship. When called by the moon-beasts’ eerie piping, which the Bloodwind can hear from anywhere in the Dreamlands, it can sail through the air as with overland flight to the Dreamlands’ mysterious moon.
 

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...