Tuesday, October 25, 2016

Loot List: Sootscale Tribes Homage to The Saviors

Aside from the mass amount of useless, invaluable trash that Sootscale Kobolds have within their treasure horde you are able to sift through the mess to uncover a number of Valuable Items:
7,430 cp, 2132sp, 312gp, A heavy Steel Shield shaped to resemble a Roaring Lions Head, 7 +1 Flaming Arrows, A soiled pair of Boots of Elven Kind, a rotting leather sack.
The sack contains the items stolen from Oleg's by bandits upon our heroes arrival and contains the following: 321sp, 249gp,13pp, a plain Bronze Wedding ring set with a single pearl (Svetlana's Wedding Ring), and a single dose of Dust of Illusion. My You also recover TARTUKS personal gear: Mwk Cold Iron Sickle, Bracers of Armor +2, A wand of Magic MISSLE (CL 3, 38 charges), A magnificent Topaz (500gp), and TARTUKS journal (Detailing his life as a Gnome cursed to live as a Kobold). The journal also hold a single scroll of Fly (which TARTUKS planned to use to commit suicide once he grew tired of living).
The Map inside TARTUKS Journal reveals locations in the West marked Grand Hog and River Dragons. You conclude that these areas likely are homes to Risk gutter and the Taetzylwyrms ( both of which have sizable bounties on them at Oleg's Trading Post).

Monday, October 24, 2016

The Story Continues: Returning to Oleg's

After defeating Erastils guardian and gaining Mythic Power our heroes decide to return to Oleg's Trading post for a few days off before continueing their exploration of The Greenbelt.
Upon arriving back at Oleg's they find that Kesten Garess and the guardsmen he brought with him from Restev are nursing wounds that they have received from some sort of battle. When question Kesten explains that he and his fellow had traveled to a patch of land southwest of the Trading post at the request of Svetlana(Oleg's wife). She was looking to make her husband his favorite dish Garlic Red Reddish stew, the area of land that Kesten traveled to was apparently the best place to gather Red Radishes. Once the group arrived at the wild reddish patch though they were set upon by Kobolds. The guardsmen fought of these kobolds easily enough ( taking minor injuries)but a few managed to escape. When they arrived back at Oleg's Kesten asked one of the trappers in there to track the kobolds down. T hat was earlier this day, he expects the trapper to return within 3 days with a report.
Oleg himself is delighted to see our heroes! Apparently the increased foot traffic they have brought with them when word of their exploration spread has increased the Trading posts holding substantially! Oleg can now offer any non item up to a max price of 500gp immediately. Magical items are still rare in this region but Oleg is hopeful this will change soon! He DOES have a small number of magic scrolls available for purchase currently (a gift from Jhod, which he acquired on his travels here) so the heroes can purchase up to 5 scrolls of first level spells and 2 scrolls of second level. Oleg also reports that the explorers may find use in the Magic Potions brewed by Bokken to the southwest. He explains that Bokken is a hermit that has lived the are for a long time and occasionally visits Oleg's to barter for supplies. (Oleg marks the location of Bokken shack on their map).
Jhod (Cleric of Erastil) is excited for our heroes return aswell and quickly asks them if they have found Erastils shrine. After hearing the tale the Heroes tell of this exploit Jhod suddenly treats all of them with reverence claiming they have obviously been blessed by the Gods themselves. He begs our heroes that when they find the time they could escort him to the Shrine itself so that he may take up the mantle of Keeper there. He also tells them that he will always offer them access to his healing magics FREE OF CHARGE for life.

** You will all have atleast 3 days of downtime at Oleg's to Restock, refresh, make special orders on iTunes (includes magic items up to a value of 1200 go), and do whatever else you find needs to be done here! We will be picking up next game at the end of your down time!**

Sunday, October 23, 2016

Making a Mythic Character

(Michael, this will apply to your character aswell but we will need to discuss HOW your character completed his Moment of Ascension via Talk or Email!)

Now that all of you have survived the Moment of Ascension you have gained your 1st Mythic tier! Mythic tiers are tracked seperately from your actual character and class levels. To gain more Mythic Tiers you will need to complete Mythic Trials (Tests of your abilities that are akin to the tales of Beowulf and Hercules).
Now that you have gained Mythic Tier 1 you have unlocked a number of specialized abilities that mark your characters as true heroes whos actions and deed will greatly influence the history of the world around you.
Firstly, there are some general Statistics that all Mythic heroes gain upon reaching Tier 1. These are listed here:

Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitutioncheck. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. 

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is animmediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

These abilities are your "Base" mythic powers you all gain once you reach you first Tier! You also gain ONE MYTHIC FEAT!
In addition to these abilities you will each need to chose Which mythic Path you will follow. Once chosen you can never change your mythic Path. Each Path will grant you a number of additional abilities for free AND allow you to chose one Mythic Path Ability (This ability can be chosen from EITHER the Path Specific Abilities list OR the Universal Path Abilities list, which ALL paths have access to.
For a description of each Path and the abilities it grants you will need to visit D20pfsrd.com. In that sites side bar you scroll down to find the Mythic Listings. This listing will have all of the information you need to finish creating your MYTHIC character.

Good luck guys! Be sure to contact me directly with any questions you may have or for special requests!

Friday, October 21, 2016

The Stuff of Legends

With the help of some very intuitive Fey Creatures ( A faerie dragon named Perlivash and his consort Tygn-Titter-Tut) our heroes were finally able to piece together the mystery surrounding Erastils lost shrine.
Using Natural Sunlight Marshal and company discovered etchings inside the shrine that described a particular tale of the shrines downfall, aswell as a Prophecy from Erastil himself.
The story described an aging high priest that once watched over this place. In the failing days of the Taldan colonization of The Stolen Lands (Some Thousand or so years ago) the High Priest beseeched Erastil to save the people from the terrors the Wilds had brought upon the settlers. When the settlers continued to be pushed back by the untamed Wilds the High Priest lost faith in his Lord and began to seek help from other, darker powers. The high priest began to sacrifice helpless animals at the Shrine of Erastil, trying to entice these dark powers for their aid. What he received was far from aid, as the wrath of the Lord of the Hunt fell upon him with a fury.
Erastil cursed the man to live forever as one of the animals he had sacrificed ( A grizzly bear). Erastils curse would never allow the man to leave the shrine but keep him alive through the ages to suffer for his crimes.
Unbeknownst to the cursed High Priest, Erastil decreed that he would serve another purpose... one far greater than any could ever know.
The prophecies for told that a great evil would one day fall across these lands and threaten to drag all life to oblivion. In these times Erastil predicted that worthy champions would reveal themselves. These champions would be the only light against the tide of darkness engulfing the Stolen Lands like a rogue Sea.
As such, the cursed priest in his bear form became the immortal guardian of this shrine, and the shrine was hidden away from mortal eyes. It would remain hidden until such a day that those worthy stumbled upon it and defeated it's immortal guardian. Simply defeating the cursed bear would never be enough of a test though, so Erastil decreed that after its death it would rise again every seventh day with new found power to hunt its killers until it ultimately destroyed them or the Worthy proved themselves and finally found a way to put the creature to its final rest.

After solving the Mystery of the immortal guardian and Receiving the Blessings of Erastil from his alter of Pilgrimage. Our heroes stood one final time against the shrines guardian as slew him once and for all.
After the battle the heroes found themselves flooded with some of the creatures Strange power. Each was given a strange vision of a fortress to the South on top of which stood a man wearing a strange helm stylised in the likeness of a stag...
Our heroes have seemingly stepped into a world greater than themselves, and find that destiny is calling them to do remarkable things... apparently a darkness comes, and with these new found Mythical abilities Uldon, Marshal, Yosser, and Flynn have become the light that will either shine through it or be snuffed out in its fury...
Who knows why these people have been chosen, and only the gods can say what further aid they may receive in the form of new Allies... Though our hero's do not fully understand why they have been chosen they do know one thing, the next piece of the puzzle lies somewhere in the south, at the home of a man that can only be the mysterious Bandit King named ... THE STAG LORD.

Sunday, October 16, 2016

The Story Thus Far

(***** will indicate an addendum or change to the story thus far)

After recieveing Special Charters from the Sword Lords of Restev in the nation of Brevoy 5 Intrepid adventurers have made their South into the untamed wilds of The Stolen Lands!
Just one of 5 special groups designated to explore these Lands the adventures charter has taken them into what is known as The Greenbelt, a heavily forested area in the northern most parts of the Kameland (Northern Stolen Lands).
When the Adventures first arrived they made their way to the only established Outpost within 100 miles , a Trading post called OLEGS. The Outpost is run by an older retired hunter named Oleg Tentahill and his wife Svetlana. Oleg has never been fond of the SwordLords and thus was very offended when he was first informed that Restev was sending envoys to once again tame the Wilds of the Greenbelt. His attitude abruptly changed however as unexpectedly the Outpost was set upon by bandits within hours of the first Adventurers arrival!
After witnessing the skill with which these new explorers organized a defense and drove away the bandits Oleg decided to put aside his pride and fully embrace these new heroes!
The scholar mage Flynn, A stout Shield bearing man named , A holy man of Erastil called Marshal and their Apparent leader (A beast of a barbarian named Uldon) quickly became the most Important people in Oleg's long life.
**** Svetlana (Oleg's wife) is a loyal women and loves her husband, thus she never attempted to have an affair with any of the PCs****
After Updating his new Allies on what is happening within the Greenbelt they were ready to explore!
**** Oleg has explained the following things to you all as being immediate problems in The Greenbelt Area.
-THE bandit problem here has become much worse as the bandits have become much more organized in the last Year or so. Rumor has it that they have fallen under the Banner of A new and Powerful Bandit King. A man referred to only as "The Stag Lord"
-THE Greenbelt has always been home to a tribe of Kobolds. They have never been a problem before but recently something seems to have riled them up a great deal. If the PCs could investigate and handle the Kobold problems in the area in would be very beneficial for the area. He also informs you that the SOOTSCALE tribes Lair is located to the South East of the Trading Post.
-A particularly Vicious boar named Tuskgutter has been plaguing the areas hunters and trappers. The hunters are offering a Substantial reward to anyone that can kill this foe.
-Somewhat of a local Legend the creatures known as Tsylukinwyrms are rare in the area. They are strong foes and their heads are said to be powerful bringers of good luck and fortune. Oleg will pay handsomely if the PCs encounter one and can bring him an intact head.
-THE last bandit raid was costly but the most important thing they stole was a wedding ring that Oleg used to propose to Svetlana. Though his wife maintains this is no big loss Oleg Offers to Pay for the rings return if the PCs recover it.

After a bit of Exploring the Adventurers return to Oleg's to find that more people from Restev have arrived in the Greenbelt to lend their aid.
Kesten Garess: Kesten is a disgraced noble that volunteered to lead the party of guardsmen that were sent to reinforce The Trading Post. He has explained to the heroes that he is here to help in what ways he can and seeks mainly to redeem his name against the shame he bears ( A sordid affair gone sour). **** He's not gay****
Yosser Wilcryn: A quirky unique Gnome with an astounding affinity for animals and knowledge. Yosser also bears a charter from the SwordLords but was unfortunately delayed in his arrival. Yosser has a wide array of skills and abilities to aid the Heroes in their quests the most useful of which is his small ability with healing magics.
Jhod Kavken: A traveling priest and Hunter of Erastil. Kavken originally stated he came to the Greenbelt because he had heard of the expedition into the Savage Land and came to help spread the word of Eratil. However, Flynn had heard of the man before (knowledge Local) and informed Marshal that the man had been exiled from his home by the Order of Erastil and all but excommunicated for an unfortunate crime. He had led a Lynch mob against a man in his home town he believed to be a Werewolf behind a series of grizzly murders... only after the man's death was the real killer revealed.
After Marshal confronted the man he admitted the stories truth and explained the real reason he had come here. He claims to have been given a vision by Erastil, he says that in a dream he saw a lost temple deep in the woods abandoned and forgotten, but also bearing a terrible secret. Jhod claims that when he awoke from his dreams he felt a calling to go south. He obeyed and arrived at Oleg's where the calling suddenly stopped. Jhod begs the Pcs to forgive his lies and be on the lookout for such a Temple in the Wilds as they explore.
**** Jhod is not hoity toity, and is instead humble and ashamed of what he has done. He truly seeks forgiveness and wishes only to continue to serve Erastil however he can. He did not ask Marshal to kiss his ring!****

Armed with new information and a new Ally the PCs set back out to explore!
**** THE strange occurrences with the "Predator creature did not take place. That part is being Ret-Conned****
Through their exploration the PCs have found many interesting things INCLUDING a strange Boggard ruling a kingdom of his own AND most strangely of all a lost Temple of Erastil, fully matching Jhods descriptions... at the temple they encountered a Large bear guardian that seemed overly interested in killing Marshal... the PCs defeated this guardian and reclaimed the temple! Or, have they? Is that really the end of the tail for this Lost Temple to the God of the hunt? Or is it really only the beginning of a much greater story??
**** There was NO sense of calm after killing the gaurdian. Though corpse did still turn into that of an elderly human man and then to dust and blow away****