Showing posts with label Natayal Vancaskerkin. Show all posts
Showing posts with label Natayal Vancaskerkin. Show all posts

2013-08-27

Wandered Roads 25

Wandered Roads of Varisia
Session #25
September 24, 2013

Campaign Timeline



The Shard of Pride

Fireday, 21st of Lamashan

The group of heroes continued their search for Natayla. Daellin, Calina, Kallin, Samad and Leela paused for a moment to take stock. There remained one door ahead of them, no doubt leading to the last remaining room of the ramshackle building. Daellin takes a moment to use his Farstrider magic to allow everyone to see in the darkness as if it were daylight. From his vantage point in the attic, and newly found darkvision, Samad could make out the shapes of several figures, some of which may be Goblins, crouching in the rafters above the next room. He relayed this information to his companions below as they prepare to move into the next room. Before they can enter the room though, a voice calls out to them, a female voice speaking in fluent Varisian. The voice demands the ‘interlopers’ to ‘flee from her realm’ and that they are ‘not worthy to take audience with her.” This goes on for a moment, with Daellin calling back some smart mouthed comments. It was clear that whoever was shouting was becoming agitated by the refusal to comply. Daellin led the charge into the next room and found it to be similar to all the other rooms of the building with its floor rotted and fallen away to reveal another sewage filled pit. A large fireplace could be seen in the far wall and a ladder could be seen leading up inside it. Three Goblins were crouched on a non-collapsed section of floor near the fireplace. They immediately shouted threats and engaged, leading off with thrown poo-pots and charged in with their dogslicers held high.


Meanwhile, as Samad made his way forward through the attic space, the Goblins watching him began firing arrows at him, which he was fortunately able to avoid. As he got closer, he realized that the 3rd figure he had spotted above resembled the description of Natalya. She continued to command her Goblin minions to deal with the intruders.


Down below, Daellin nimbly followed the narrow ledge around one side of the room while Calina and Kallin moved more slowly around the other edge. Leela held back in the doorway, waiting for the right moment to make her move. Calina and Daellin were quickly engaged by the Goblins and suddenly a huge purple black beast of a worm erupted from the fetid pool of below. It was large enough to reach all the way up to the crumbling ceiling of the room. It undulated back and forth as it looked for a target to swallow in its large, fang lined mouth. Calina and Kallin both attacked the thing and quickly realized that it was nothing more than an illusion, though it took the others a few moments longer to realize it. The heroes presses on, trying to make their way to the fireplace and access to the attic. Daellin reaches the fireplace first and squeezes in, only to find a Goblin Snake hiding in the corner. The beastly Goblin faced serpent belches a horrible cloud of disgusting gas at Daellin, it nearly incapacitates him and Calina who is crowding into the fireplace behind him. Daellin stops to battle the creature while Calina heads up the ladder. Kallin crowds in next and attempts to climb the ladder, but the cramped confines of the fireplace make it difficult for the large Half Orc to make his way up. Leela quickly follows once Kallin makes it up. Daellin dispatches the Goblin Snake and heads up as well.
Battling Natayla and her minions!


Meanwhile, Samad manages to somehow lose his balance and the mercenary falls from the rafters all the way down to the nasty brown and green liquid below, joining a Goblin who had also fallen. The two scrambled in the liquid near the thrashing giant worm and Samad managed to dispatch the Goblin before he could even get his footing along the shallow edge of the pit. Samad then hurries up the ladder and joins his friends above.


Up above, Calina confronts Natayla while standing on the neck of a fallen Goblin. Natayla continues on with her prideful demands and will not entertain any possibility of surrender. She throws some potion vials and misses as Calina continues to cover her with Whisper. Natayla tries some magic, but it is not effective until she flings a bolt of magical acid directly at Calina, striking her and nearly disintegrating her enchanted armor. Calina begins letting arrows fly at her but it seems she is somehow magically protected. Eventually Kallin, Leela, Daellin and Samad arrive in the attic space and join the fray. Samad manages to disarm Natayla and Daellin moves in close and attempts to grapple her, but that is not successful and she manages to break free and nimbly run across a nearby attic beam. Set on not letting her get away, Daellin follows her and makes a flying tackle, knocking both to the floor below. Another brief struggle ensues, but then suddenly, Natayla clutches her side and collapses, unconscious.


She is quickly tied up and a search reveals some potions, thieves tools and climbing gear and a strange coppery shard of metal, no longer than an Orc’s hand. Daellin can see that the shard contains strong magic and before he can caution her, Leela grabs it.


Almost immediately, Leela begins making demands and ordering her companions to do her bidding, calling them unworthy servants at best. Realizing that she has somehow been cursed by the object, possibly in the same way that Natayla had been the heroes try to devise a plan. Daellin attempts to knock it out of her hand but is unsuccesful. Samad shoves her into the sewage pit, which only incenses her even more, now that her clothes are covered in filth. Calina and Kallin enter the pit and begin to act as if they are willing servants, which calms Leela a bit. Calina offers to help her out of the pit but then just picks her up and holds her. When Leela begins to suspect treachery, she starts to kick Calina over and over. Kallin then comes up and uses his magic to place Leela in a healing slumber. The sleeping Gnome drops the shard in the muck and is hauled out of the pit. Daellin quickly removes his shirt and begins searching through the cesspool for it, being careful to not touch the artifact. Eventually he finds it.


Meanwhile, Natayla and Leela both wake groggily. Both seem somewhat confused, ahsamed and sorry for their recent actions. Natayla explains that she found the shard and was going to turn it over to Shelia Heidmarch, but was overcome with its prideful curse, turned on her own gang and then went on the run, as they wanted her dead. She thanks the party for ‘rescuing’ her and continues to apologize. She is untied and wishes to accompany the group back to Heidmarch Manor.


Before setting off across down reeking of a sewer and dripping filth, Kallin has everyone gather close in and uses his divine magic to cleanse everyone from head to toe, though some of the nasty odor lingers on.


Eventually they make it back to Heidmarch Manor and Shelia meets them in one of the parlours. She is excited to hear about everything and is quite astonished when she is shown the artifact. She explains that she thinks it is one of the pieces of the Shattered Star, an ancient Thassalonian artifact of great power. She explains how the curse can be mitigated by placing an Ioun Stone in the small indention in the base and she offers one of her own Stones to test her theory. When the Ioun Stone is placed on the coppery metal, it flashes and the Stone is fused with the Shard, becoming a coppery bump where once was an indentation.


Before more can be discussed, Samad reaches out and picks up the Shard. He is immediately bonded with the artifact and gains access to all its abilities, it even shows him an image of where the next Shard is located, somewhere within the Irespan piling known as the Crow. Natayla then exclaims that is where she found the first Shard and it makes sense that the other one might be there. Shelia makes no design on keeping the artifact and in fact, encourages a search for the rest of the Shards. She even offers to help research them to at least track down which types of Ioun Stones would be needed to suppress the curses in the other Shards.


Shelia eventually bids the group farewell and they head back to Kaijitsu Manor. Natayla asks if she can walk with them and along the way she tries her best to explain what had happened to her and what she knows about The Crow. She then heads back to Heidmarch Manor.

Back at home, they are greeted by a drunk Ehlyna who complains that they had been off all day having adventures without her. She then goes on to say that Vexeron is getting close to locating the whereabouts of the ravens whose feathers they stole in order to magically seek them.

Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma - played by +Daniel Ernst
Calina - Varisian Human archer and scout - played by +Carol Coburn
Leela Cardnool, Gnome scout, cartographer and Illusionist - played by +Lisa Smith
Daellin Silvanthalas, Elven Farstrider Ranger - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary - played by +JeCorey Holder
Ellie - Halfling Finder of Things - played by +Megan McCarron
and +Jason Woollard as the DM

2013-07-01

Wandered Roads 24

Wandered Roads of Varisia
Session 24
June 29, 2013

Campaign Timeline



Where's Natayla?


Fireday, 21st of Lamashan
Leela gathered her new companions to take them to the Pathfinder Lodge to have dinner with
none other than Shelia Heidmarch, one of the Pathfinder Venture Captains of Magnimar. Earlier that day, Shelia had invited the “Heroes of Sandpoint” to the lodge, which was also her home, to discuss a possible offer of employment.


Sheila Heidmarch
Eager to make new friends, especially powerful ones, and possibly earn some money, several of the companions headed out at dinner time. Leela led the way, followed by Kallin, Calina, Daellin and Samad. Ehlyna, Ellie and Vexeron were all off doing other things and missed the invitation to dinner. It was only a dinner date, nothing exciting going on, they probably wouldn’t mind.


Once the companions made it to the Pathfinder Lodge, they were led to a parlor where they were met by Shelia. She apologized to them and asked if they wouldn’t mind waiting for a few moments, she had some last minute business come up. One of her Pathfinders, a Half-Elf named Koriah Azmeren, had just returned from an extended foray into the Darklands, and they needed to speak briefly. While they were to wait, Shelia asked them if they wouldn’t mind taking a look at one of the items Koriah had returned with, a stone cube called a Paradox Box. She explained that they were ancient Thassilonian treasures with secret, magical methods of opening. She left Koriah’s notes as well. After some time, the companions realized that a set of 5 runes could be rearranged on one face of the box. Koriah’s notes indicated that they loosely translated to the letters C R U E L. After some time experimenting, the combination L U C R E was finally reached and the box magically opened.


The Paradox Box
Instead of finding some ancient artifact inside, opening the box triggered a magical trap of sorts, summoning 3 gremlins who immediately began insulting the gathered heroes and destroying the room. The creatures actions quickly escalated and the fight was on. Bad luck and clumsiness began manifesting in everyone in the room, causing even more damage and confusion. After a short time, with the help of Shelia and Koriah, who heard Samad’s cries for help, the evil Fey creatures were dispatched. Inside the box was a silver pin in the shape of a feather that radiated magic and 3 small topazes that Daellin valued at about 100$ each.


After the dust settled, Shelia apologized for leaving them in a dangerous situation without meaning to, though she was quite upset with the damage to her parlour. Calina offered to pay for the damaged, though Shelia declined. Koriah then took the Paradox Box, but offered the gemstones and feather pin as rewards for opening it. She then left, telling Shelia they would meet again in the next few days.


Dinner was finally served and Shelia explained that she was looking for help in tracking down a former informant of hers, Natayla Vancaskerkin, a half Varisian woman who was acting as a double agent for the Pathfinders in one of the Sczarni gangs of Magnimar. She had recently sent word that her gang was about to get a hold of an item that would be of great interest to the Pathfinder Society. But then she disappeared. It seems like the Sczarni are also looking for her now and Shelia wants to find her, and the item first. The only good clue she can give is that Natayla often worked with a man named The Amazing Zograthy, a Varisian fortune teller down in Washer’s Row in Dockway.


Wasting no time, the group headed to Dockway and Washer’s Row. Though it was already dark,
Zograthy see's all, knows all... for a price
the streets of Magnimar were still alive with traffic and business of all types. They found The Amazing Zograthy with no problem and by paying him and offering to pay more, were able to find out a little more information about Natayla. She was a member of the Tower Girls, a Sczarni gang known for their burglaries and 2nd story jobs. Now though, the Tower Girls were said to be after Natayla, though Zograthy did not know why. He did not know where she could be, though he did know that the Tower Girls recently were holed up in a warehouse in Underbridge with a disease ridden wretch of a man named Fenster the Blight. He gave directions to the warehouse.


Nothing gets past Fenster's 'good peeper!'
The warehouse was easy to find and Fenster was every bit as vile and disgusting as Zograthy described. He was bribed, fast talked and eventually threatened until he gave up that he knew where Natayla had been hiding out. He led the group to a seemingly abandoned building near the Seacleft, deep under the shadow of the Irespan above.


A quick investigation of the building shows two possible entrances and several boarded up windows. Choosing the nearest door that leads into a room built into the side of the building, they knock on the door. There is no response, though Daellin hears some movement from inside followed by a louder knocking on what sounds like an interior wall. Daellin then opened the door, only to be attacked by a sword from the interior of the building. The group quickly defeated the two Varisian thugs stationed in the house. They claimed to know nothing about anything and tried to flee but were tied up.

During the melee, Kallin, curious about the other door, impulsively headed off around the corner to check it out. He opened the door and peered into the nearly completely dark interior, thankfully his Orcish heritage enabled him to see a little. He could see that the floor to this chamber had rotted away, revealing a disgusting cesspool of sewer water slowly dripping in from 2 large, broken pipes to one side. He also saw a narrow plank leading across the open floor to a door on the far side. As he examines the room, he notices some movement down below in the sewage and some sort of object flying toward him. He quickly ducks back out of the door as the object shatters on the wall just inside the door. The unforgettable stench of sewage and bodily function fills the air. Thinking he needs to quickly get across that plank quickly, Kallin calls upon the Lady of Graves to make him more graceful. He channels her divine energy and feels much more nimble and light on his feet. He sticks his head back in only to dodge back out once more as another projectile comes shooting his way. This time it flies out the door, smashing onto the cobblestone street nearby. He then charges in, running nimbly across the narrow plank toward the door, though the magic had not made him nimble enough and he makes a misstep and falls, face first down into the 3 feet of disgusting liquid 5 feet below floor level. Getting to his feet, he sees he is being accosted by 3 Goblins, approaching with their wicked dogslicers waving in the air. They attack and he does his best to defend himself, but they manage to surround him and get several telling shots, mostly to his legs, just above the water level. Kallin falls and nearly falls unconscious before his companions rushed to his rescue. Daellin rushed into the room while Calina managed to pick a few targets out in the dark, dispatching them with deadly skill. Daellin used his magic to Blink out of the way of a thrown object and reappeared in the water next to Kallin, taking out the final Goblin with his enchanted blade. Leela then stuck her head in, illuminating the disgusting, sewage filled room. Samad stayed back, keeping an eye on the two captured Varisian thugs and searching their room.
Daellin, Calina and Leela assist Kallin while Samad watches the prisoners


Continuing Story Doc

Continuing Story Summary

The companions hope to find Natayla in this rundown, cesspool of a house. They make their way through the house, Daellin and Calina leading the charge while Samad climbed up into the rafters to maneuver though the attic space. Filthy sewer Goblins kept popping up to hamper their progress, but each time, they were put down. Eventually, Daellin was overwhelmed by a pile of Goblins dropping in from above and he was nearly drowned before Leela saved him by stunning the Goblins with her psionic flash! The group was then set upon by unseen archers from the darkness above. Calina made several blind shots into the dark and actually found her mark several times. More foes could be heard further into the house and Natayla was still nowhere to be seen!

Session Notes

We were short several players, and were almost short 2 more. Our hosts (Dan and Carol) were supposed to go to a show at the Muny to see Shrek, but at the last minute, they decided that a night of GURPS gaming would be much better!

This session also had several questions regarding getting things out of backpacks and such, so I had referred my players to a document that I had worked up long ago to address just such an issue. I have shared this document with them before, but it seemed it was time for a refresher. I will share my parts of the document here, as much of it is just compiling GURPS stats for the equipment.


Carrying Stuff:

Backpack, Frame.

Takes 30 seconds to put a loaded* frame pack on (10 seconds with help). It takes 5 seconds to remove a loaded frame pack and requires 2 free hands. It takes 1d6+4 seconds to find anything in a loaded frame pack (must be off the back or someone else must be looking for it). Dropping a frame pack in combat risks breaking any fragile items inside (1 on 1d6).


Backpack, Small.

Takes 10 seconds to put a loaded backpack on (5 seconds with help). It takes 2 seconds to remove a loaded backpack and requires 2 free hands. It takes 1d6 seconds to find anything in a loaded backpack (must be off the back or someone else must be looking for it). Dropping a backpack in combat risks breaking any fragile items inside (1 on 1d6).


Quick-Release Backpack.

Takes 30 seconds to put a loaded quick-release pack on (10 seconds with help). Dropping it is a free action. It takes 1d6 seconds to find anything in a loaded backpack (must be off the back or someone else must be looking for it). Dropping a backpack in combat risks breaking any fragile items inside (1 on 1d6).

Pouch or Purse.
It takes a ready maneuver to open a pouch and an additional 1d3 seconds to find a specific item in a pouch or purse if it is not the only thing present in the pouch, otherwise it takes 1 second to retrieve it.


Weapon Belt.

Holds up to two 1-handed weapons or one 2-handed weapon. Price and cost are included with the weapons.  Any character may wear no more than 2 weapon belts, one around the waist and one across the shoulder. Two handed weapons may only be worn on shoulder belts. It takes 1 ready maneuver or fast draw to draw any weapon off of a weapon belt.


Large Sack.

Requires 2 hands to carry when loaded. Two can be balanced on a pole and carried over one shoulder, balanced by one hand. It takes 1d6+1 seconds to find anything in a large sack. A sack follows the loaded rules for backpacks above. Dropping a sack in combat risks breaking any fragile items inside (1 on 1d6).


Small Sack.

Requires one hand to carry. Up to four can be balanced on a stout stick and carried over one shoulder, balanced by one hand. It takes 1d6 seconds to find anything in a small sack. Dropping a sack in combat risks breaking any fragile items inside (1 on 1d6).


*Any pack is considered 'loaded' if it has more than 1/4th of its capacity in it. Packs with less than 'loaded' capacity can be slung over one shoulder and dropped with a ready maneuver in combat. An unloaded pack can be slung over one shoulder with a ready maneuver if it is being held. It takes one ready maneuver to find an item in an unloaded pack.



Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma (341 points) - played by +Daniel Ernst
Calina - Varisian Human archer and scout (342 points) - played by +Carol Coburn
Leela Cardnool, Gnome scout, cartographer and Illusionist (253 points) - played by +Lisa Smith
Daellin Silvanthalas, Elven Farstrider Ranger (310 points) - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary (256 points) - played by +JeCorey Holder
Ellie - Halfling Finder of Things - played by +Megan McCarron
and +Jason Woollard as the DM