Prologue: In the Beginning

Mar 26, 2024 5:51 am
You and your friends may not have all been born in Sandpoint, but you all grew up together in town! In fact, you started your adventuring career when you were childhood friends.

Some kids in town believe that Valdemar Manor is haunted, while others insist that the Sandpoint Devil itself has moved into the abandoned mansion. There must be a reason why the Valdemars left the place after old Ethram Valdemar died a few years ago.

The manor is all boarded up now. Some of your friends swear they’ve seen weird lights shining between the slats after dark, while others are convinced they’ve heard weird noises coming from the ruin. No one has dared go into the house yet, much less attempt to spend the night—that is, until now! Your group was dared to sneak into Valdemar Manor, look around the old building, and spend the night. If you can make it through the night, you’ll surely become local legends!

After you sneak down to the old mansion and search the grounds, you find some loose boards over a window into the manor’s kitchen. You pry them loose, then spend an hour exploring the manor’s dusty, abandoned interior. You fight with some giant spiders that had moved into the ground floor and an entire swarm of them upstairs. In the manor attic you’re attacked by several unsettling leathery homunculi that appear to have been left behind by one of the Valdemars, and finally settle in for the night—a night increasingly filled with creepy sounds, strange lights, and an unexpected attack!

Overcome Checks
DC 13 Arcana to discover clues that a troublemaking villain is using sorcery to frighten people
DC 15 weapon or spell attack to fight your foes
DC 17 Stealth to bravely hide from the things that come out at night
OOC:
Please see the CYOA Rules

Since there are four of you, you will need three victory points to triumph over obstacles

Each of you will also start with one hero point. Additional hero points are only granted when you fail to overcome an obstacle
Mar 26, 2024 6:05 am
A young Jathus's ears perk up. He sniffs at the air, his sense of smell sometimes giving him an advantage. The sounds of settling foundation have left him distracted and wary after the creatures they fought earlier in the evening - as if at any moment, some shadow-creature would jump out to attack. Quick to his feet, he looks around at the others. "Did you hear that, my friends?" he says with a lilt to his accented voice. "There is something there, I think." He draws his blade - a polished kukri given to him by his father several years ago.

"Hello?" he calls to the darkness. "You wish to play with Jathus, yes?"

Rolls

Jathus Nymkir (PF2e): Kukri - Atk/Dam - (1d20+7, 1d6)

1d20+7 : (16) + 7 = 23

1d6 : (2) = 2

Mar 26, 2024 7:21 am
This was all so exciting. Getting to explore. Even better she wasn't breaking her promise to her parents to not go wondering off into the forests and getting lost. Again.

They likely wouldn't be impressed when they learned about this, and the fact there were dangers, but that was their faikt for not being specfic and adding haunted mansions to the list of forbiden things she cpuldn't explore.

Around her neck a small ferret munches on one of the smaller spiders they had run into. Her parents hadn't been thrilled when she brought the young creature back after a previous excursion, still she'd promised to look after him herself.

As Jathus speaks she looks up from fussing him and grips the stick she holds in both hands. 'What is it? More spiders? Socks could do with another snack.

Rolls

Staff - (D20+6)

(11) + 6 = 17

Mar 26, 2024 11:01 am
Perf, being the youngest of his friends, learned to be useful in other ways. While they tackle the problem head-on Perf looks around to try and figure out what's happening beyond the obvious. He's always wondering about what happens "behind the scenes" of things.

Rolls

Sir Perf Lewis (ABP): Arcana (Int) - (1d20+7)

(18) + 7 = 25

Mar 26, 2024 12:10 pm
Winona is a somewhat prissy girl who also likes to keep her friends safe. She's been wiping her hands after touching everything, and clearing cobwebs with wind spells so they don't get in her hair. Wearing an oversized breastplate that she had to adjust constantly, she attacks the spiders with gusto beside them

"I did not expect this to be so illkept. I had expected that a fastidious ghost would have taken residence in homage to the former owners."

At the age of six, she walked into Sandpoint without explanation. She claimed to have walked all the way from the sacred mountain and then tried to live in the cathedral. Abstalar Zantus tried for several years to send word to the Tamiir-Quah Shoanti, but the Wind clan had no missing children. All she ever told anyone at the time was that the god told her that she needed to be here.

"Hold fast! These beasts are in their last legs!" she giggles as she unleashes divine energy at them.

Rolls

Spell attack - (1d20+5)

(20) + 5 = 25

Mar 26, 2024 12:39 pm
It turns out that the source of the weird sounds and strange lights was an infestation of gremlins led by a jinkin sorcerer named Murzle that had invaded the Valdemar Manor cellar. The creatures crept up in the middle of the night to attack your group, but you were ready and handily defeated them in battle, then chased Murzle back into a previously hidden secret room in the basement. Therein, you discovered an old taxidermy of the Sandpoint Devil—cunningly stitched together from the parts of a dead horse, a giant bat, and a giant lizard. For a moment you were convinced that you’d met the real thing, but it was just an animated construct left behind as a guardian—one that ended up helping you defeat Murzle when the jinkin drew the construct’s attention! You managed to defeat the taxidermy Sandpoint Devil (in part thanks to Murzle’s desperate magic), and found a fair amount of treasures and trinkets scattered around the laboratory.

When the sun rose, you all snuck out of the manor with your pockets full of loot and returned home, perhaps to some unhappy parents who spent the night looking for you. Of course, you told no one about what you’d been up to all night, since you weren’t supposed to break into Valdemar Manor in the first place, but word of your bravery still spreads through your social circles in town over the next few years. By the time you all reach adulthood a few years later, the perception that you’re adventurers has already begun.

Reward
You discovered a fair amount of treasure in the hidden room in the Valdemar basement, trinkets you decided to keep for yourselves—surely, if the Valdemars still wanted it, they would have taken these things with them when they’d moved to Magnimar years ago!

Each PC selects one of the following items as a reward (either gained from pilfered loot, or as a reward given by townsfolk grateful for the truth about the manor):
• A 2nd-level common talisman of your choice
• A 2nd-level common elixir or a dose of silversheen
• Two scrolls containing any two common 1st-level arcane or occult spells of your choice
• Two minor healing potions

Each PC also gains 20 gp, representing a fair split of the coins and other valuables left behind by the Valdemars (or additional rewards from a thankful town).

The party’s reputation with Townsfolk increases by 1.
OOC:
Because of your massive success, I will allow each of you to select TWO of the rewards above, though you can't select the same one twice.

You will advance to level 2 at this point. Make sure you put your changes into the character creation thread

Feel free to take a moment to roleplay and interact with each other or even embellish the events of the fight if you want to!

At this point, you get to make a choice for what you want to do next

What's next for you? Multi Public

You took jobs as guards on a trip to the city of Magnimar
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You discovered a ghoulish plot by an undead necromancer
Vote to view results.
Mar 26, 2024 2:32 pm
Perf learned a lot from that night. He always knew he was destined to be a background character. Ever since his parents died during the events of that tragic night over a decade ago and being named Superfluous by the old mage providing magical assistance with the orphanage Perf has wanted to feel useful to others. He was quite taken with what that sorcerer had "accomplished" and how he was able to secretly bring about their own fate and take the spotlight for himself. Granted, this wasn't the best example as a role model, yet from this Perf sees a way forward to maybe not being relegated to the background.

"Ew, yuck." Perf shakes some of the ichor from the cellar off his right hand and flexes his fingers in a fist. He joins in the celebrations with his friends.

Perf learns Goblin Pox from a scroll he found and kept the scroll of Helpful Steps that was left behind as well. It must have been the escape plan from the cellar if ever the stairs were collapsed. Perf also found an elixir that he later discovered was for darkvision.

To suit his new view on what he wants to become to not be only background noise Perf immediately spent his gifted 20gp on his iconic Armored Coat and also picks up a gauntlet for his right hand. After all, the best way to not have money stolen in the orphanage was to not have any money. Perf sleeps in his overly large coat for protection and studies his School of Unified Magical Theory in secret on his own. The next time his friends see Perf he looks completely different decked out in his sleek coat and wearing a single black gauntlet.

"There was an evil there and I made physical contact with this hand." Perf raises his gauntleted hand to show them. "I found myself barely able to contain its malice. The only thing that kept me sane was to seal the forces in this gauntlet that I've bonded to myself."

Indeed, Perf did use this gauntlet as his bonded wizard item and if someone expresses doubt as to his claims of the sealed power within it Perf claims the power is rising up and takes its malice out on an unsuspecting victim. To accomplish this the self-taught wizard uses Hand of the Apprentice to nail a bird out of the sky with the gauntlet and them claims he must refocus himself to reassert control once more.

After a while Perf decides having a literal hand of fate would help him with his goal and he begins to practice Harrowing. He claims to use the power locked within his gauntlet to twist the very strands of fate.
Last edited March 27, 2024 3:51 am
Mar 26, 2024 10:36 pm
"That was so thrilling! Jathus and Zan and I attacked like, like, like, a pack of heroes, and Perf just figured out what was actually going on." It's obvious that she isn't big on the attacking part, even though her spell had been amazingly successful. She vows to practice wearing armour more and get right in front and protect her friends while they solve problems and kick butt.
Mar 27, 2024 12:05 am
Jathus was quite pleased with him and his friends - they had roughed it in a dangerous haunted house, slaying all manner of beastly things, and coming out the other side relatively unscathed and stronger for it. Of course he never had any doubt they would.

"We most certainly did!" He cuts playfully into the air with his kukri, dancing back and forth on his agile feet. "They never stood a chance against us! Ha! Cut! Parry! Riposte!" He does a standing backflip, landing on his feet and deftly puts his weapon away. "Yes, I quite enjoyed that. We worked well together, my friends - let's do it again, soon, yes?"

Returning home, he greets his father - a retired adventurer-turned-merchant - and heads to his room to count his share of the coin. He grins and puts it away for safe keeping...at least until it burns a hole in his pocket. Fine foods and clothes don't come cheap, after all.
OOC:
For rewards, Jathus takes a bottle of Silver Salve (remastered version of Silversheen) and 2 minor healing potions.

He will also purchase a Cloak of Feline Rest
Last edited March 27, 2024 12:10 am
Mar 27, 2024 7:34 am
'That was even better than those old ruins in the woods. Dod you see how I hit that pne. And your magic Winona, I didn't know you wer etaht good already, I need to practice more!

Her parents are definietky less than pleased when she comes home. Atbleast she was already gone for one night thos time at least.

Though when she thhinks she cn get away with it she dissapears off again into the forests around Sandpiint, to a place she had discovered a while ago, a small ruined building where an old hermit lived. He had seen the young gnomes curiosity and been teaching her the way of the wolds, the forests.

She wanted to share her adventure with him as well, how much stronger she, and her friends were becoming.
OOC:
She'll take teh minor healing potions and an Infiltrators elixir
Mar 27, 2024 10:14 am
Some 17 years ago, a nest of ghouls infested an old manor further down the coast. While Sandpoint’s boneyard seems relatively free from the influence of undead, this isn’t for lack of trying, so when your group started to hear rumors of a necromancer’s plot to plunder an ancient ruin, you knew what you had to do!

Local priest of Desna Abstalar Zantus supplied your group with some extra healing potions and vials of holy water to arm you for the fight ahead. After some investigation, your group learned that the necromancer was a man named Grizmere who had taken up residence at an abandoned farm to the southeast of town on the edge of Whisperwood Moor.

When you reached the old farm, the partially collapsed barn and the ruined farmhouse were the least interesting points. More notable was the excavation in one of the fallow fields that had revealed a once-buried ancient stone shrine devoted to some sort of fiend god. The shrine had a trapdoor that led down to a secret dungeon below the moors, in which Grizmere had already begun the task of assembling his undead platoon!

Overcome Checks
DC 14 Religion to use your knowledge of how to fight undead
DC 16 weapon or spell attack to fight your foes
DC 18 Medicine to be able to treat the necromantic diseases and afflictions your group is exposed to
Mar 27, 2024 11:43 am
OOC:
Starting with Harrow Reading to see if it will apply.
During the exploration Perf helps by using Detect Magic and begins to establish a code of communication based on short and long tremors in varying degrees for silent communication with his party via Tremor Signs. This will establish a reliably efficient way to communicate together thru Perf in the future. During combat Perf uses Mud Pit to help control the battle field and at one point fails a Will saving throw that his Harrow Reading warned him about so he was able to turn that failure into a success.

After combat Perf helps treat any diseases or afflictions that the undead were sure to carry. Practicing Fortune-Telling introduced Perf to the holistic healing nature of crystals. He uses Crystal Healing to bolster his and his allies treatment.
[ +- ] Tremor Signs
[ +- ] Mud Pit
[ +- ] Avoid Dire Fate: Reaction
[ +- ] Crystal Healing
Last edited March 27, 2024 12:55 pm

Rolls

Harrow Reading - (1d6)

(5) = 5

Sir Perf Lewis (ABP): Occultism (Int) - (1d20+8)

(3) + 8 = 11

Sir Perf Lewis (ABP): Occultism (Int) - (1d20+8(HeroPoint))

(4) + 8 = 12

Mar 27, 2024 2:03 pm
Winona had long studied with Abstalar Zantus, and the undead were a curiosity to her, one that she was both fascinated by and horrified with. When she dedicated herself to Gozreh, and recently rededicated herself not just as a priest but as a warrior in his name, she vowed to uphold the tenets of the nature god. Creating undead was a profound perversion of nature, and she would see the necromancer sanctioned.

Rolls

Winona: Religion (Wis) - (1d20+6)

(4) + 6 = 10

Hero point for a reroll - (1d20+6)

(13) + 6 = 19

Mar 27, 2024 7:37 pm
As they find the excavated shrine Zan starts to hop from foot in excitement. ' Oh this is a new one. We haven't explored here before.'

More spiders? No explore means spiders' When Zan first told the others the ferret circled around her neck could speak it was likely dismissed as one of her flights of fancy, or her love of nature making her believe it. Now many probably wished that were the case given Socks tendency to talk at awkward moments.. often about food.

As they head in she walks near the front, holding her trusty staff, but also sometimes lashing out with long claws that suddenly grow from her fingers.

Rolls

Zanitina Dazziral: Staff - Atk/Dam - (1d20+9, d4+3)

1d20+9 : (2) + 9 = 11

d4+3 : (2) + 3 = 5

Mar 28, 2024 12:24 am
Jathus sniffs at the air and recoils slightly, even before he sees the undead creatures before him. "Oh, I do not like the smell of them," he says, pulling his weapon. "These creatures reek of death, yet still walk! It is as you say Win, a perversion to be dealt with." He dashes forward and slides under the legs of a zombie, twisting around the bring his weapon upon the creature in an effort to strike it down before twisting away and dodging in and out of reach of the other creatures, steadily making his way to the necromancer. "Care to dance? Or perhaps you might be dead on your feet, yes?" he cuts at the enemy with several swift strikes.

Rolls

Jathus Nymkir (PF2e): +1 Kukri - Atk - (1d20+9)

(4) + 9 = 13

Hero Point Reroll - (1d20+9)

(2) + 9 = 11

Mar 28, 2024 12:34 am
Defeat!
You underestimated the dangers that Grizmere and his undead minions posed, and all you managed to do when your group infiltrated the old temple of Abraxas was force his undead hand. After you fled, Grizmere led his skeletons and zombies on an attack against several local farms to gather up "fresh ingredients" to replace the minions you did manage to defeat before you ran home. Abstalar Zantus, along with an unlikely (and very temporary) coalition of defenders recruited from the town watch and the Bunyip Club, managed to confront Grizmere and defeat him before he murdered too many farmers, but word of how your group shook this metaphorical undead hornet’s nest did your reputation in town no favors.


Reward
Before you were forced to flee Grizmere’s overwhelming forces, you managed to gather up a few handfuls of treasure in the old temple. Each PC gains 25 gp. Fortunately, luck may soon turn your way; each PC gains 1 Hero Point.

The party advances to 3rd level!

What next? Multi Public

You explored a haunted building in the middle of town
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You explored an ancient Thassilonian dungeon
Vote to view results.
You confronted an eerie secret society hiding out in a sea cave
Vote to view results.
Mar 28, 2024 6:45 pm
Not everyone in Sandpoint has the luxury of going to the town watch for help when things don’t go their way. For members of the Bunyip Club, they’re traditionally on their own when faced with threats to their livelihood. Sometimes, such threats menace others in Sandpoint too and become a problem for the whole town, but when a rival group of criminals begin to flex their influence over the region in a way that goes unseen by most of Sandpoint’s citizens, the Bunyip Club makes an unusual decision to recruit your party to their cause.

It’s said that the criminals of the Bunyip Club use a hidden complex in the smuggling tunnels below Sandpoint as their current hideout, but this wasn’t their original base of operations. They’ve moved around over the years, shifting from one site to another as their numbers have grown or as secret sites have been compromised. One older hideout the Club hasn’t had much use for lately is a smuggler’s den built into a sea cave to the east of town. The discovery by a lowranking member of the Club that a group of troublemaking squatters—men and women armed with machetes and clad in leather armor that looks like it’s been burned—have moved into the cave.

Gressel Tenniwar, proprietor of the notorious Feedbag, has contacted you with a request from the Bunyip Club. If you can make your way to the old smuggler’s den and "get rid" of the squatters without letting anyone else in Sandpoint know, the Club will reward them handsomely. The Bunyip Club wants to keep their old hideouts as options for potential regional safe houses, and they can’t do that if rival gangs move in. In addition, several old supplies and devices remain in storage at the old site—Gressel informs your group that you can make use of these supplies to set up traps to take out the intruders and, furthermore, lets you know that if you find anything worth anything in there, it’s yours to keep!

Overcome Checks
DC 16 Intimidation to confront the squatters and threaten them to cease operations in the region
DC 18 weapon or spell attack to fight your foes
DC 20 Crafting to take advantage of the supplies and create several traps to aid in defeating the squatters
Mar 28, 2024 7:33 pm
Failing had hurt. While everyone was used to the gnome disappearing from weeks at a time after the necromancer debacle she was gone long enough that even her parents started to worry. Training with her friend in the woods, how to focus with nature more, do better than just dabbling in nature magic here and there.

When she finally turned up again, first to Winona, the easiest to find there is a grin on her face, eager for a new adventure, a new chance to prove herself, speaking of a new trick, but refusing to go into detail.

As they head to the cave her usual excitement is clear, the colours in her hair constantly shifting as they do. 'We got this this time.' She speaks more to herself as they approach. At the first sign of resistance she runs forward, but instead of swing with her staff as usual suddenly her form is changing, getting bigger, and a large bear is facing down some of the squatters.

Rolls

Zanitina Dazziral: Untamed Form Attack - (1d20+11)

(7) + 11 = 18

Mar 28, 2024 8:46 pm
OOC:
Starting with his Harrow Reading
Hoping to have a better showing for himself Perf comes along with his party on this job. He feels out of his element with this but is still a capable Wizard. With his battlefield control in place and coordination with his teammates set he then begins to fire spells into the mix.

"The power is welling up! I have to release the surplus to maintain control!"
OOC:
Nah, I refuse. Using Hero Point.
Last edited March 28, 2024 9:03 pm

Rolls

Sir Perf Lewis (ABP): Harrow Reading - (1d6)

(3) = 3

Sir Perf Lewis (ABP): Spell Attack Roll - (1d20+9)

(5) + 9 = 14

Sir Perf Lewis (ABP): Spell Attack Roll - (1d20+9)

(14) + 9 = 23

Mar 29, 2024 12:15 am
"Ah! Hello and well met, friends. My name is Jathus Nymkir." He gestures to his blade, tucked at his side, "and this is my associate. I thought, perhaps, I might ask you to politely vacate the premises before I make a more formal introduction, yes? I think this a fair offer, but my friends seem to think you may be more unreasonable than Jathus thinks. What say you?"

Rolls

Jathus Nymkir (PF2e): Intimidation (Cha) - (1d20+8)

(12) + 8 = 20

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