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Pathfinder - The Return!

Page history last edited by gorta 10 years, 4 months ago

Pathfinder - The Return!

 

The GM: Brandon and Claus

 

The Characters:

Lanica
Cairnith Amdirel Elf Wizard 
Brad
Tornian Skillag
Half-Elf Fighter 
Claus
Vyolkyetzen Dwarven Cleric of Torag
Rachel
Coraliss
Halfling Rogue 
Brandon Kelenestralis
Half-Elf Cleric of Calistria

 

Game System: Pathfinder

 

Game Type: Campaign

 

Related Games:

 

  • None

 

Synopsis:

 


You left the safety of what you know to travel the dangerous wilds of Varisia. You may be looking for something, fleeing from something or just hoping for adventure. During your travels you met several other wanderers and decided to travel together. Your individual abilities complemented each other and a group is always safer that a individual in the wilds.

 

The group decided to travel to Kaer Maga, a chaotic city known as a haven for those who don't fit in elsewhere or are fleeing their past. It also functions as a a trading hub where the strange, exotic and disturbing are for sale. Fourth in size of the cities of Varisia, it is the most eclectic in nature.

 

Several days ago, you drew within sight of the Storval Rise, the great cliff that separates the lowlands from the highlands of Varisia. The cliff is over a thousand feet tall, carved with the likenesses of long forgotten gods and kings. The white walls of Kaer Maga shone from the top of the cliff with a scattering of towers reaching even higher.

 

The group decided to take the steep road that follows the Yondabakari River through a canyon to the Storval Plateau above. The Halflight Path would have been quicker, but the price the Duskwardens charge for that perilous journey convinced you to take the long way.

 

Once on the plateau, you followed the road around the city to the main entrance. The city is surrounded by the farms and pastures of those who try to feed the city from the dry lands of the plateau. Shoanti, Varisians, centaurs and others all work the land. The eighty foot walls were no longer appeared an unbroken white and are now covered with numerous windows, balconies and doors.

 

You now stand before the entrance to Kaer Maga, a great rent in the wall of the city. The hole reveals a busy city with different races mingling together within the wall itself. It is said that some residents live their entire lives in the wall and never see the sun.

 

Welcome to the City of Strangers.

 

As you entered the City of Strangers, you are greeted by a priest of the Lady of Graves. He said that he was waiting for just your group and needed your help. You agreed to follow him to Pharasma's temple and talk with his superior.

 

The priest tells you that undead have begun appearing in the catacombs beneath the city. They are not originating from areas that the priests use, but they suspect that they are coming from below. You agree to go into this unused area and see if you can find the source of the undead. The priest leads you to a locked door and to the long disused stairs heading into the unused sections.

 

You have many strange encounters as you work to locate the source, from talking bird people to a snake-creature that claimed to be a naga. You discovered that this level was used by ancient Pharasmins. They lived in wicked Thassilon which was destroyed by Earthfall more than ten millenia ago.

 

The cause of the undead was a more recent inhabitant of the area. A mad alchemist who had been excommunicated by the church because of his work with alchemical undead. You defeated him and reported back to the priest who had sent you.

 

After that adventure, Cairnith had a vision that sent most of the group into western Varisia. Vole stayed in Kaer Maga. You left the Storval Plateau following the Yondabakari River. You encountered a priest of Calistria named Kelenestralis and he joined the group after helping to fight off some bandits. You then traveled the rest of the way to Magnimar. 

 

A tax collector approached you while the group was resting at the Drunken Dog in the Ordellia district of the city. She hired the group to find out what happened to the taxes from a small town named Ravenmoor. She had sent her brother-in-law to collect the taxes, but he had failed to return. You agreed and headed north along the Lampblack River. You arrived at Ravenmoor after passing Ember Lake and following the river for several more days.

 

It was a strange town where the people had blood-sucking stirges for pets. They also claimed to follow Desna, but the church was a ruin and the statue was not right. They mayor was kind enough to allow you to stay at his home until the tax money could be gathered. There was a festival to Desna where Tornian tries to catch a greased pig. The pig transforms into a horrible creature from the great beyond. 

 

You are attacked later that night by cultists while resting in the mayor's house. You were to be sacrificed at a ceremony to Ghlaunder.

 

You defeated the cultists at the ritual and returned to Magnimar.

 

Cairnith had a vision of a powerful magical tome and felt the urge to travel to Tamran, the capital of distant Nirmathas.

 

You traveled by ship from Magnimar to decadent Korvosa, the largest city in Varisia. You found Vole in the city and he joined the group again. From there you traveled up the Jegarre River deep into the Mindspin Mountains. A difficult overland journey brought you to the Tourondil River while avoiding the dangerous Bloodsworn Vale. The Tourondil River led down to Lake Encarthan where you caught a boat to Tamran. 

 

Kelenestralis left you at the small town of Kassen on the Tourondil River. He said there was a curious ceremony there that he wished to witness.

 

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