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game_systems:pathfinder2e:blood_lords:adventure_journal [2025/05/25 09:22] – [Strange Valley] Bryan Stephensgame_systems:pathfinder2e:blood_lords:adventure_journal [2025/08/23 14:12] (current) – [Killing the Iron Taviah. Again.] Bryan Stephens
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 ==== “Shopping” ==== ==== “Shopping” ====
 +
 +{{:game_systems:pathfinder2e:blood_lords:things:field_of_maidens.jpg?200 |}}
  
 Above ground, the residents of the Hollow Flesh Market are grateful when they learn the characters eliminated the threat lurking beneath them. The market vendors are particularly excited and offer discounts on any of their wares. Feeling the fight was difficult, Zaheri wonders about buying some additional help for fighting. He asks their guide, Kalass to take them on a tour.  Above ground, the residents of the Hollow Flesh Market are grateful when they learn the characters eliminated the threat lurking beneath them. The market vendors are particularly excited and offer discounts on any of their wares. Feeling the fight was difficult, Zaheri wonders about buying some additional help for fighting. He asks their guide, Kalass to take them on a tour. 
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 Both Sebastian and Zaheri are well versed with the strange place. The aptly named Field of Maidens is populated by the petrified bodies of nearly a thousand warriors who pushed north from their homeland of Holomog into Geb long ago. Mastrien Slash led these brave soldiers across the border, but this army met their fatal end when Geb cast a spell that turned them all into living statues. Many attempts to reanimate the petrified warriors over the years have failed, though some still occasionally try. While most agree these statues are hollow shells that no longer contain their resident souls, the occasional animation of stone sisters suggests the warriors’ spirits might remain imprisoned.  Both Sebastian and Zaheri are well versed with the strange place. The aptly named Field of Maidens is populated by the petrified bodies of nearly a thousand warriors who pushed north from their homeland of Holomog into Geb long ago. Mastrien Slash led these brave soldiers across the border, but this army met their fatal end when Geb cast a spell that turned them all into living statues. Many attempts to reanimate the petrified warriors over the years have failed, though some still occasionally try. While most agree these statues are hollow shells that no longer contain their resident souls, the occasional animation of stone sisters suggests the warriors’ spirits might remain imprisoned. 
  
-{{:game_systems:pathfinder2e:blood_lords:npcs:the_rhino.png?200|}}+{{:game_systems:pathfinder2e:blood_lords:npcs:the_rhino.png?200 |}}
  
 It is a week’s journey to the Field of Maidens, and Zaheri summons food and water for the two human and one ooze needs. The journey itself is uneventful. They arrive as the sun is setting where the blasted moor gives way to a lowland populated by barren, thorny shrubs and twisted husks of weeds that rattle as they roll along the old dirt road. The sky is streaked with translucent cirrus clouds, and the ghost of the moon makes a slow ascent above the flat landscape. The arduous trek ends at the lip of a wide ridge offering a breathtaking but macabre view. In the patchy field below, hundreds of stone statues contort in eerily lifelike poses. One raises a shield above her head, her mouth frozen in a primal scream. Another was captured in the act of drawing back her bow to loose an arrow. Still more charge forth, weapons raised, or are displayed in the act of unsheathing blades. Two expressions repeat on their faces: rage and terror. The wind howls through the field, carrying the ghostly echoes of the warriors’ cries. The ridge is 90 feet high where the road dead ends in a crude promenade at the cliff’s edge. It is a week’s journey to the Field of Maidens, and Zaheri summons food and water for the two human and one ooze needs. The journey itself is uneventful. They arrive as the sun is setting where the blasted moor gives way to a lowland populated by barren, thorny shrubs and twisted husks of weeds that rattle as they roll along the old dirt road. The sky is streaked with translucent cirrus clouds, and the ghost of the moon makes a slow ascent above the flat landscape. The arduous trek ends at the lip of a wide ridge offering a breathtaking but macabre view. In the patchy field below, hundreds of stone statues contort in eerily lifelike poses. One raises a shield above her head, her mouth frozen in a primal scream. Another was captured in the act of drawing back her bow to loose an arrow. Still more charge forth, weapons raised, or are displayed in the act of unsheathing blades. Two expressions repeat on their faces: rage and terror. The wind howls through the field, carrying the ghostly echoes of the warriors’ cries. The ridge is 90 feet high where the road dead ends in a crude promenade at the cliff’s edge.
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 Mid-day, they find what they are looking for: the entrance to a stronghold in an old min. It appears their target has been here for several days. Clearly, the undead hag has gained significant powers and minions. Ghosts float around the outside of the mine. The group is unsure of what to do next Mid-day, they find what they are looking for: the entrance to a stronghold in an old min. It appears their target has been here for several days. Clearly, the undead hag has gained significant powers and minions. Ghosts float around the outside of the mine. The group is unsure of what to do next
  
 +====== 09 Hearts of Stone  ======
 +|Campaign Dates|Lamashan 05-13 4723|
 +|Game Date|5/15/25|
 +
 +==== “Shopping” ====
 +
 +Above ground, the residents of the Hollow Flesh Market are grateful when they learn the characters eliminated the threat lurking beneath them. The market vendors are particularly excited and offer discounts on any of their wares. Feeling the fight was difficult, Zaheri wonders about buying some additional help for fighting. He asks their guide, Kalass to take them on a tour. 
 +
 +With the threat of the rouge undead dealt with, the Market is back in action, minus several vendors who are unfortunately killed as the Iron Taviah came through, or turned and more recently destroyed at the hands of the party. They find a strange figure, sitting along in a slavers stall in a cage next to four other human slaves. This is [[game_systems:Pathfinder2e:Blood_Lords:characters:Osric|Orsric]], a skeleton fused with an ooze. A discarded fleshwarp from Mechitar. After some discussion, Kalass calls over a Ballif to process their rightful ownership of this new slave. They do not have a key to the cage, but Sebastian is easily able to pick the lock. As he opens the cage he says to Osric //”With us, you will have purpose”//
 +
 +However, the increase in fighting power is not going to last. Seldig sends a //message// directly to Tsekani. It seems that Berline wants Tsekani for some other work, feeling that Zaheri and the others //”Can handle things”//. Zaheri sends the other four slaves along with Tsekani as he heads north. They are now free, but have little will of their own in their beaten down states. Perhaps riding along a former slave like Tsekani will help. The others make their farewells and the Monk rides to meet up with Seldig for the trip to Graydirge. The others prepare for the trip to the Field of Maidens. This means getting a skeletal horse for Osric. Zaheri finds and demands a horse from a vendor, noting they saved everyone here and they are acting on the part of a Bloodlord Berline. He easily intimidates the man, and the group heads south. 
 +
 +
 +==== Strange Valley ====
 +Both Sebastian and Zaheri are well versed with the strange place. The aptly named Field of Maidens is populated by the petrified bodies of nearly a thousand warriors who pushed north from their homeland of Holomog into Geb long ago. Mastrien Slash led these brave soldiers across the border, but this army met their fatal end when Geb cast a spell that turned them all into living statues. Many attempts to reanimate the petrified warriors over the years have failed, though some still occasionally try. While most agree these statues are hollow shells that no longer contain their resident souls, the occasional animation of stone sisters suggests the warriors’ spirits might remain imprisoned. 
 +
 +It is a week’s journey to the Field of Maidens, and Zaheri summons food and water for the two human and one ooze needs. The journey itself is uneventful. They arrive as the sun is setting where the blasted moor gives way to a lowland populated by barren, thorny shrubs and twisted husks of weeds that rattle as they roll along the old dirt road. The sky is streaked with translucent cirrus clouds, and the ghost of the moon makes a slow ascent above the flat landscape. The arduous trek ends at the lip of a wide ridge offering a breathtaking but macabre view. In the patchy field below, hundreds of stone statues contort in eerily lifelike poses. One raises a shield above her head, her mouth frozen in a primal scream. Another was captured in the act of drawing back her bow to loose an arrow. Still more charge forth, weapons raised, or are displayed in the act of unsheathing blades. Two expressions repeat on their faces: rage and terror. The wind howls through the field, carrying the ghostly echoes of the warriors’ cries. The ridge is 90 feet high where the road dead ends in a crude promenade at the cliff’s edge.
 +
 +Deciding not to head down an unknown path in the darkness, they make camp. As the humans slumber, Blake notices to camps of some sort down within the lowlands. He takes Sebastian’s spyglass further look at them, but the darkness is heavy, and the lights of their camps weak. In the morning, he notes to the group what he saw and the party can see members of the two camps moving towards each other. Zaheri orders them to mount up and go meet these two groups. 
 +
 +They quickly find the two groups, all armed, and all angry. Their leaders are Grace “The Rhino” Owano, leader of a group of Nwanyians, and Lasheeli Aminda, leader of the Zuntishans. While “the Rhino” wants to harvest and sell statues, Lasheeli wants to find a way to turn her sisters. She notes that a local museum has promised to help, but she was captured by the Iron Taviah. Between Zaheri and Blake, they calm the two groups and note the actual issue at the moment is dealing with the undead. Blake organizes the two into forces to march south, and Zaheri leaves Whisp to send a message to him. They head south during the day as the other gather their forces. This is scouting. 
 +
 +Mid-day, they find what they are looking for: the entrance to a stronghold in an old min. It appears their target has been here for several days. Clearly, the undead hag has gained significant powers and minions. Ghosts float around the outside of the mine. The group is unsure of what to do next
 +
 +==== Comes a Ghost ====
 +|Campaign Dates|Lamashan 05-13 4723|
 +|Game Date|6/26/25|
 +
 +{{ :game_systems:pathfinder2e:blood_lords:characters:dregdat.png?300|}}
 +
 +As the four stand away from the entrance, Blake spies a goblin ghost, not part of the others. He approaches them and introduces himself as [[game_systems:Pathfinder2e:Blood_Lords:characters:Dregdat|Dregdat]]. The groups speak and the ghost revels he died in the mine, losing his head to the Iron Taviah and her minions. He does not remember much of his life and why he is here, only that he is drawn to it. 
 +
 +The goblin ghost is taken by the hobgoblin skeleton, and follows him around. He is able to sketch a map of the mines, but does not know much about the inside. He does know that the ghosts around the mine were not part of the mind vampire’s forces and not here when he entered the mine. Armed with this knowledge, Zaheri steps forward to greet the undead before him. He acts in his usual imperious nature, calling on his, err, their, mission to save Geb. The ghosts are scavengers, noting they do this sort of thing all the time. Zaheri gives them the choices of leaving with what they have, staying to help them fight, or being destroyed. Not sure of their destruction, but not wanting any fight at all, they depart. This has not gone unnoticed, however. Blake sees the head of a mind vampire duck back in. 
 +
 +The skeleton charges across to the hole, with the adoring Dregdat following in his wake. Zaheri blinks looking after them. Sebastion glances at the necromancer and shrugs. The two humans and Osric follow the former barbarian, who has only been partially mellowed by undeath. Inside the mine, Blake charges ahead to engage. Osric slides into range as Sebastion throws his signature star knife. The overwhelmed foe quickly drops, before it can do anything. However, this is a fight, and more forces are coming. Zaheri all but pleads with Blake to withdraw, and the scythe wielding fighter agrees. Zaheri drops a //mud pit// behind them to slow the attackers and they retreat outside. 
 +
 +//”We don’t know what is in there, Blake. Give me a night and we can scout.”//
 +
 +They meet the two forces approaching and update their leaders. Zaheri needs a day of preparation so they settled in for the night, watching the entrance to the mine. 
 +
 +=== Scouting and Attacking  ===
 +|Campaign Dates|Lamashan 05-14 and 5-15 4723|
 +|Game Date|7/10/25|
 +
 +{{:game_systems:pathfinder2e:blood_lords:places:screenshot_2025-07-10_214047.png?400 |}}
 +
 +
 +As the light dawns, Zaheri casts //invisibility// on his familiar, Tumbly, and sends him in to investigate. Using their link, Zaheri has imbued Tumbly with the ability to see through the monkey’s eyes, as well as recall him if needed. Tumbly darts in, climbing the walls to stay out of the way. The first thing he runs into is a side chamber with a dragon, who clearly knows Tumbly is there. The dragon chuckles saying, 
 +
 +//”Troublesome aliens”// and retreats deeper into its lair, locking a door behind it. Zaheri notes this room almost looks as if the mine came in this direction and then stopped. Most likely because this dragon was there.
 +
 +Deeper in, Tumbly is able to see the many undead in various rooms. This will be a slough. However, as his spell nears its end, Tumble finds the jackpot: A place in the wall where a there are shadows. This has to be where they are headed. Zaheri recalls his pet, and they spend the day working on a plan. Blake will lead their allies into the tunnels, with the other heroes of Geb close at hand. The goal will be to help them deal with anything they cannot manage, but quickly overwhelm the various undead. They plan to attack at dawn, as Sebastion is clear they want to be able to back out into sunlight. 
 +
 +The next morning, it is show time. The group enters with a dozen members of the two forces. The plan works as expected, with the undead falling before them. Any time they get the upperhand on their allies, the group smacks them down. Within minutes they have fought their way to the entrance to what is a demiplane of sorts. What they have found (though they do not know the name) is Gristle Hall. 
 +
 +This strange manor stands with twisted trees, perhaps pulled into the formation of the Demiplane. Ahead of the house are Four stone statues that face each other like a cabal of conspirators along the overgrown path to a tall manor with sloping sides and a shallow roof. The main entrance in the center of the north wall is flanked by two wrought-iron staircases that lead to balconies and other doors on the second story. Shadow clings to the building like a stain, forming strange patterns in the ivy snaking up the manor’s crumbling exterior. Dark windows stare out like baleful eyes, soulless and unfeeling. It is clear to both Zaheri’s and Dregdat’s mystical senses that shadow magic permeates the region and the home. The statues themselves appear to Dregdat to be some sort of animated things. Everyone agrees that no doubt they will come off their plinth’s. Each one has an inscription they can see: 
 +
 +“I am the guardian of the west. I drink the blood of fools.”
 +
 +“I am the guardian of the east. I crush the bones of the old.”
 +
 +“I am the guardian of the north. I eat the hearts of joy.”
 +
 +“I am the guardian of the south. I seek the wisdom of the immortal.”
 +
 +They try to avoid them, using Tumbly to climb with a rope and secure it for everyone to climb up to the balcony. This works, however, the shadows on the windows try to capture Blake. There is little chance of any of them, even Orsic, getting through that way. Zaheri remains on the balcony and directs the others to approach the door while he waits ready to cast against the statues. He sends Hanover to guard Dregdat who is good with locks. The moment Dregdat touches the lock, the statues come to life. Before they can even move, they are engulfed in a //fireball// from Zaheri. Sebastion follows with an //electric arc// and Dregdat with a //shadow blast//. And Zhaeri uses his //necklace of fireballs// for another attack. The statues start to move forward, but Hanover stops one, adsorbing the attack, stopping it for going for the other ghost. The others move forward, with Osric bashing the closest, and Blake smashes it, driving its pieces into the next statue. 
 +
 +As the guardians move forward, Sebastion, Dregdat, and Zaheri unleash their attacks again. Hanover kills the closest one after the area of attack spells are over. It is then it turns out Zaheri is not safe as he thought. A statue strikes the necromancer with a //mote of darkness//, and he staggers. However, Osric pummels that caster to pieces and Blake charges into the final guardian. 
 +
 +Dregdat notes,
 +
 +//”So guys, this door is not locked.”//
 +
 +Time to go in. 
 +
 +
 +==== Killing the Iron Taviah. Again. ====
 +
 +|Campaign Dates|Lamashan 05-15 4723|
 +|Game Date|5/15/25|
 +
 +{{ :game_systems:pathfinder2e:blood_lords:npcs:iron_vampite.png?400|}}
 +
 +
 +The group slowly enters into the manor, noticing the same black shadows along the walls. The entrance, a  great hall has seen better days. To the north, half-demolished brick walls and piles of rubble demarcate what was probably once a kitchen. Mildewed tapestries hang on the walls, and two granite statues of mastiffs face into the room. Piles of rock suggest there may have once been other statues. An unsteady staircase ascends to the upper level. Two curtains of shimmering shadows, one to the west and one to the east, ripple faintly like flimsy veils. The ruined kitchen is broken brick walls surround a kitchen full of cobwebs and rat droppings. Investigation shows the interior walls collapsed from some explosion in the kitchen long ago. 
 +
 +Sebastian notices blood smeared in a deliberate pattern. He scoffs at the clumsy attempt to shape it into a mark—until he realizes it’s holding back the curtains of shadow. Unable to resist, he pricks his own finger and paints a more artful design. The shadows retreat, peeling away from the east wall to reveal a hidden door.
 +
 +Dregdat opens it deftly, and the group peers inside. An enormous ballroom stretches before them. Four dancers in fine attire glide and whirl across a polished wooden floor, bathed in the glow of a grand chandelier dripping with candlelight. A lively gavotte fills the air—then, almost imperceptibly, the tune dips into a minor key. The dancers falter, slowing as the room decays around them. Floorboards rot, ivy worms through the cracks, and the chandelier sags beneath heavy cobwebs. Yet the music insists, urging the ghostly figures to continue their mournful waltz.
 +
 +Dregdat shuts the door quickly and describes the vision. The group agrees to leave that haunting room untouched—and to avoid disturbing the other shadows.
 +
 +From upstairs comes the sound of a room being ransacked. The party climbs the steps, and Blake, without hesitation, throws open the door.
 +
 +The ceiling of this windowless room rises to a dome. Beneath it is a tattered round rug embroidered with overlapping circles of silvery thread. Low shelves around the room’s perimeter display dark-colored crystals, empty incense holders, globules of shimmering shadow, and a few books so old their spines sag. The vampire Iron Taviah is here, moving throughout the room, clearly looking for something. 
 +
 +She talks to the group, remember that they killed her. She is clearly insane. She cackles about how it is is Chancellor Kemnebi who inadvertently imparted her new existence, and that he’s the mastermind behind the poison plot. She claims she knows his mind, but he messed up, and now she knows his. That is how she knows about Gristlehall, and she is sure that she can find the secret to defeating him here in this home. This shocks the group, especially Zaheri. Kemnebi is chief among the Blood Lords and second only to Geb himself. For him to be plotting against Geb, the king and the nation, is outrageous. It is also rather typical of this horrible nation. She searches on, ignoring the group, other than asking them to help search. 
 +
 +Dregdat is shaking with rage. Zaheri, having talked enough, strikes her with //magic missiles// from his //wand of force barrage//, unleashing powerful bolts of pure force that bypass her defenses. Zaheri’s group sees this as an opening and they pour their energy into the vetalarana vampire. Startled, she casts //haste// upon herself and backs away from Hanover, who was already there attacking her with ghostly claws. But, Blake was also already there, and his scythe strikes the hag. However, undead though she is, she retains her defenses against normal metals, and the great blade does not cut deep. Dregdat unleashes an //energy bolt// upon her, while Osric and Sebastion both launch attacks. Blake drops his weapon and pulls his cold iron mace. As the melee goes on, the former hag cannot seems to score a solid hit. While her claws bite into Blake, he is immune to being paralyzed. Before Zaheri can even cast again, Osric fells the undead. All drops quiet. 
 +
 +Dregdat feels his soul is free, unbound from this plane with her death. He can pass on if he chooses, but is not yet compelled. Being freed in this shadow realm apparently shades this transition from the psychopomps. The group heals up and does a quick search. There is no reason to engage in creature after creature in this dammed home. They recover 900 gold and an //Ebon Marionette// which Zaheri gives to their new ghost companion. 
 +
 +==== End of the Threat. Beginning of the Next ====
 +
 +Seldeg meets the group as they emerge from the mine. He tells them they are to be congratulated. Zaheri is cagy but mentions that this was Gristlehall, Kemnebi’s old home. Seldeg is immediately suspicious:
 +
 +//“Chancellor Kemnebi. He’s the one who summoned me,”// Seldeg says grimly. //“Trying to throw me off the trail, no doubt. Weeks of pointless drudgery to unravel the truth, interrogating his proxies and skulking about the dregs of Mechitar. Waste of death if you ask me. I had my suspicions, but I never imagined—”// Seldeg shakes his head. 
 +
 +//“What do you have by way of hard evidence?”// he asks. //“Nothing, I wager, considering how crafty Kemnebi is. The chancellor is the most powerful person in Geb, after the ghost king himself. There is no more dangerous foe, politically or personally. 
 +
 +//“We’re at a fork in the road,”// Seldeg continues. //“This investigation puts you on a path to inevitable peril. You can choose to be done with this business. You’re not bound as I am to pursue a threat against the nation, and your place in Graydirge is a secure one. You can just leave it. If not, we need proof, and that trail leads to the capital and all its intrigue. This is an important choice.”//
 +
 +Zaheri does not hesitate to agree. Sebastion nods along. Osric has nothing else to do. Blake notes he is unsure. Seldeg laughs and says,
  
 +“This was my little joke. This is Geb, none of us have choice. You are hereby summoned to Mechitar for an audience with the ghost king Geb. Arrive prior to the new moon. Prepare for a lengthy stay.”//
  
 +With that, the group looks to an uncertain future. They will ride through Greydirge on their way back. A new adventure awaits. 
  
  
game_systems/pathfinder2e/blood_lords/adventure_journal.1748179373.txt.gz · Last modified: by Bryan Stephens