Monday, March 30, 2015

Pathfinder Xhuul: Game 7

Starting with is post onward, the play reports are not going to be as verbose as previously written.  I'm just going to highlight the main points of the adventure, primarily because I doubt I can fully recall every single thing that happened during the session.

Month of Savan, 7th -14th, Year 752


Cast of characters: 

Kord Taan, Gnome Sorcerer, 2nd Level
Abazu Sorn, Human Cleric of Nethys, 2nd Level
Kaleb, Halfling Rogue, 2nd Level
Yaotl Necahral, Thraan Barbarian, 2nd Level
Acheron, Human Wizard/Fighter 1st/1st Level

There were several days of resting and downtime while the party awaited the magical belt to be attuned to Yaotl.  Acheron spent the time scribing some scrolls and recovering from spider venom.

Kaleb was perusing a map he found which appeared to be a treasure map.  He showed it to Acheron, who looked at Kaleb as if he were mad or playing a joke on him as he said there was nothing drawn on the parchment.  Kaleb laughed and defensively replied that he must have forgotten it.  But looking at the parchment, he could clearly see it did have something drawn on it.  Why couldn't Acheron see it?

Kaleb finds out that a contact of his, a halfling rat-catcher named Dhuulifol, was last seen a few days ago.  He seemed frantic about something according to witnesses and has not been seen for several days.

Yaotl visited his friend Suuna, a human female singer who frequents the Headless Harlot and also performs there.  She mentions to Yaotl that there have been several disappearances of people in the poor district of Downside.  Rumors are the local thieves guild, the Redcloaks are responsible, but she doubts it because they usually just leave their victims for people to find afterwards.  This is something much different and the whole district is on edge.

On the 14th day of Savan, the group decides to head back to the Emerald Spire.

Picking their way through the first level that was once occupied by the Kobolds, they found the bodies of two dead adventurers and their bodies had been stripped.  It looked like they died from bladed weapon wounds.

When they reached the second level, an Alarm spell was triggered on one of the doors, which was set off when they passed by it.  This put the the party on alert.


Yaotl tried to jump over a pit, even with a 10 foot running start and failed miserably (rolled a 1 on a 1d20 Acrobatics check) and fell 10 feet and got hit by two of the metal spikes at the bottom.  Ouch.

They fought more spiders which seem to be all over this level.

They found a room with a treasure chest on a stone plinth.  After a thorough investigation of the room, looking for traps, Kaleb finds none.  He does find a few secret doors.  Beside the stone plinth in the floor, is a small hole with a brass handle inside.  Next to the hole is a small stone tile that looks like it would cover the hole.  Kaleb checks the chest and finds no sign of a trap., so he opens the chest, which drops the entire ceiling down on him and Abazu, who was standing in the room.  The chest recedes into the stone plinth as the ceiling falls.  The stone plinth is two feet tall and that stops the ceiling from slamming into the floor.  Kaleb throws himself to the ground, avoiding the ceiling from slamming into him.  Abazu not so much, and he is sent sprawling to the floor.  Everyone else was outside the room waiting.  Kaleb, being of small size crawls over to the open tile and pulls the brass lever and the ceiling rises back to its original position.

They hed through one of the secret doors that leads to a room with an armoir.  Inside, they can hear sobbing sounds.  Kaleb finds several pressure plates in the center of the room and he disables them.  Checking out the armoir, they surround it with weapons drawn.  As soon as the armoir door is touched, it collapses revealing a fast zombie that attacks.  They kill it pretty easily.

The find a crypt and battle a bunch of skeletons.  It was an easy battle and they found a Horn of Fog in one of a stone coffins.

They found secret doors and passages that linked up to other rooms they had previously explored and pretty much cleared and cleared out the second level.

They reach 3rd Level of experience and decide to head back to Throxia to train and rest up.



Thursday, March 12, 2015

Gods of Xhuul: Ninkilim and Raziya

NINKILIM, god of rats, thieves, sewers
Alignment: Neutral
Domains: Animal, Darkness, Water, Trickery
Subdomains: Flotsam, Flowing, Fur, Deception, Thievery
Symbol: Rat



Ninkilim appears as a large demonic-looking rat.  He is the patron god of rats and thieves.  Sewers are the sacred ground to the Rat God and it is within these foul-smelling places, that shrines and temples to Ninkilim can be found.  Any altar to the rat god will usually be piled with trinkets, refuse, discarded items and food.  Clerics to the Rat God wander the streets, alleyways and sewers collecting all manner of junk and items to take to their temples and shrines to decorate them.  Occasionally, something valuable will be found and kept hidden in secret places within the temple as part of its treasury.  As the patron diety to thieves who wish the blessings of the Rat God to gain access to secure places in order to steal, many thieves tithe to the god's temples a portion of their ill-gotten gains.






RAZIYA, goddess of love, wealth and trade
Alignment: Chaotic Neutral
Domains: Charm, Chaos, Luck, Travel
Subdomains: Love, Exploration, Trade
Symbol: Hand Mirror


Raziya is the goddess followed by merchants, prostitutes and noble families.  Raziya is a vain goddess and carries with her a magical hand mirror with which she looks upon to gaze upon herself.  This hand mirror also acts as a scrying device in which she uses to view upon distant places and persons.  Anything reflected upon it's surface will instantly be revealed if it is concealed by magical means such as illusions, invisibility, or shape-shifted, much like a True-Seeing ability.  Raziya looks favorably upon those who take risks in travel and business in the pursuit of wealth.  All clerics of Raziya must be beautiful and handsome (minimum 15 Charisma).  Temples to Raziya serve as banks and merchant guildhouses.