A One Shot by GM Eddie
Backstory
Elendril (Ee len drill) was originally founded by a paladin. He swore an oath to the gods (5 primary, and a variety of lesser) upon his holy blade, and they blessed the land. As long as his lineage wielded the weapon and was true to his oath, his kingdom would know peace and prosperity. Originally a human, all of his children have been born Aasimars, and blessed with long lives. War is practically unknown in the eight generations after, since the kingdom produces incredibly durable products and gives away a large portion of agriculture to neighboring nations. As the nation is so prosperous, there’s also less reason for widespread logging and other activities, so their wilds are still wild. Bands of adventures license their groups and are assigned to areas to be based out of. They can leave the areas, but are duty bound to return upon request.
Dark tidings have been coming from the kingdom to the north, but the rumors seem strange and conflicting. The Crew group has been based out of a small “frontier” post, and the man that owns most of it, Stenn, has requested that the Crew returns. A former adventurer himself, he retired after a particularly lucrative event and has been out near the wilds in the southern region of Elendril in the years since.
The Beginning
In the small outpost of Noma, the Crew gathers at Stenn’s; Juan the Dwarven Paladin, Srednalf Den the Gnomish Alchemist, Michael Jacobson the Human Fighter, Artemis the Human Cleric, and Najoa the Half-Orc Paladin. A sixth member, a human sorcerer named Odrund, is incapable of returning, having been held up by events further North. Ordrund recently sent a message to Stenn that caused him enough concern to ask that his adventurers return. He explains to the crew that the King has been murdered by what is presumably a Lich, and that a strange plague is spreading.
Concerned for other outlaying farms and villages, Stenn sends a messenger with his fastest horse to alert the nearest homesteads of potential danger. Meanwhile, the crew prepares to head north to investigate the news and gauge the threat. Stenn supplies them with only three days rations and insists that they go no more than a day’s journey from Noma for fear of them being away should the inn be assaulted.
The Crew travels North for the better part of a day and come to a stop when they note a small group approaching from the opposite direction. Attempts at communication are greeted with an increased shambling pace. Michael makes note that some of the folks approaching have mortal wounds that no mortal man could survive, and seem to be leaking a black fluid from every orifice.
Making quick work of the strange undead beings, Srednalf takes a moment to investigate the fluid. When he approaches, a puddle of the fluid reacts and begins moving toward him as if drawn by a magnet. The Paladin, Juan, instead offers to use Mage Hand to assist in the collection process of a sample.
While deliberating on their next move, a horse burst rises from the horizon and gallops down the road. The Crew recognize it as the horse Stenn sent the messenger on. Srednalf sends a drone North and it reports back a horde of similarly undead beings chasing the horse but incapable of keeping pace. The Paladins manage to wrangle the horse and calm it. They feed it and give it water.
When a second group of undead approach the Crew decide to kill two birds with one stone; they wait for the second group to pass over the remains of the first, then fireball them, effectively clearing the infections remains and decimating the new threat.
When the drone returns and reports that a significant number of these beings are following behind, the Crew decides it is best to return to Noma and secure the area. Srednalf decides it is unsafe to bring a bottle of goo back after the collected sample attempts to break free of its bottle. He tosses it into the burning remains.
After relaying the news to Stenn, the town begins preparations for the oncoming assault. The townsfolk make molotovs and spears while Artemis sets up positive energy traps at the entrances and the rest of The Crew prepare their spells and weapons.
The night falls and the Crew begin to take watches. The first two watches are uneventful, but when Artemis takes third watch he is nearly flattened by an undead being that sours through the air and splatters against the wall directly below his vantage point on the wall. Srednalf comments that something must have not appreciated his use of the light cantrip, and throws his magic stone out into the field. A moment later a second undead arcs over the wall and splats onto the ground outside the inn. This triggers the positive energy trap at the inn’s entrance and the black ooze that pours from the undead being begins to boil and evaporate. Before he can comment on this, Srednalf is knocked from the wall by a third flying body and is covered in the black ooze. He quickly approaches the inn and the ooze sizzles away just as the puddle had.
When Srednalf wakes after an uneventful fourth watch he finds he has fallen ill. Najoa cures him of disease and he feels better afterwards. This prompts him to make several Delay Disease potions that make the group immune to the black ooze for 24 hours.
After morning preparations the crew check the walls to discover that overnight, thousands of undead had gathered around the walls. They are keeping their distance, circling 100 feet out from the walls. At the main road a giant being stands, two dozen feet in height.
The Assault
Najoa climbs to the top of the wall and hollers across the field at the giant; much to everyone’s surprise, it responds. It demands the daughter of Stenn. After refusing the request, the undead masses begin to approach. The Crew begins to snipe undead from the walls and are thankful that the giant keeps its distance.
The feeling of safety behind the walls immediately vanishes when a section of the front gate is disintegrated, opening a large hole for the undead to swarm through. Srednalf tries to dispense of the first wave with a bomb, but a misplaced explosive accidently blows the gates off their hinges and widens the hole. The undead begin to fry as they pass under the doorway, triggering Artemis’ second positive energy trap.
Stenn announces his intention of retreating to the inn’s second story and destroying the stairs so the undead can not follow. The Crew agrees with the tactic and retreat. Artemis holds back to assist the Tiefling blacksmith who had initially chosen to hide in their home but decided it was safer to join everyone else. They manage to get inside the inn before the masses surround them. The door is barred from the inside as the horde begin pounding at the walls and doors. Kate is the last up the stairs, and Stenn destroys the stairs behind them. The Teifling offers a potion of giant form to Artemis in thanks.
Time passes. The horde is unable to advance through the heavily magically shielded walls of the inn, but there are far too many for the crew to make an attempt at escaping.
More time passes.
While discussing possible options, a window in the back hallway shatters and is shortly followed by the terrified screams of the common locals. The Crew runs to investigate and find the end of the hallway soiled with blood. Juan approaches and as he gets near a large demonic being exists the room at the end and attacks. A fight ensues, but as the rest of the Crew begin to join the fray the demonic being turns invisible. With no way of detecting the creature, the Crew retreats to the other end of the hall.
Stenn, informed of the demise of the common folk, invites the remaining heroes into his secret room. He lowers an unmarked wall to expose a secret room with a magic lift leading to the third floor. The Crew follow him up. Najoa is the last to rise, but as he approaches the tube, the demonic being reappears and attacks. Najoa dispenses of the being in a few decisive blows, then follows everyone else upstairs
The third floor is only accessible from the magic tube. It seems to be a private room where Stenn’s daughter has been hiding out. Stenn opens a wardrobe in the corner of the room and exposes more magical items and an oddly placed tree branch. Stenn explains that the branch connects to a family farm to the west, but only those of his blood can use it for transportation. He had not used it because he did not want to abandon the Crew or the common folk. He produces a staff from the wardrobe and offers it to the Crew, explaining that it is a cursed staff of teleportation. The staff only teleports the user, not itself or others, so anyone who uses it will be stranded wherever it drops them. Furthermore, no one knows where it teleports to.
The Crew unanimously decides not to use it. The Tiefling, however, takes her chances and teleports away.
With no further options, the Crew develops a plan. Srednalf puts together several extracts of enlarge person, and one of reduce person. Najoa takes the potion of Giant Form, and the crew sneak out a back window to move along the top of the wall. Jua stays on the wall and rains arrows upon the giant while the others drink their potions, become giants, and charge the giant commander of the undead. When they are near, Srednalf uses the reduce person on the giant, putting the fight in their favor. Unfortunately, the giant commander uses a pendant on its neck to undo the reduction spell.
The Crew wail upon the commander… until he finds an opening and strikes back. With a rapid series of blows the Commander takes Srednalf down. In a moment of panic, Srednalf yells that the girl has left and there is no reason for this to continue. The Commander hesitates and the fight slows to a stop. Srednalf makes an attempt to bluff his way out of his slip up by claiming the girl escaped to a farm up north, but his bluff is called. Eventually it comes out that the farm is to the west. With no further reason to fight, the commander demands they show him the way.
The End
A custom race for Pathfinder 1e
Dungeons and Dragons has a very fun race known as Changelings; descendants of the union between humans and doppelgangers. Because of their ancestry, Changelings have the ability to shapeshift. This comes in the form of a limited “Alter Self” at will. Pathfinder does not have a Changeling race (at least, not one thematically similar), so I took it upon myself to make one.
I have named them Shiftlings, because I can.
Appearance
In their natural form, Shiftlings lack much facial definition, with short, rounded noses that blend into their cheekbones, flat ears, and thin lips. Their eyes are black with small white pupils, with hair featuring a range of colors similar to humans, just much lighter; Instead of blonde, it’s white, instead of black, its gray, instead of red, it’s lightly tinted copper. Shiftling’s commonly have pail white skin but it can vary if further separated from their doppelganger ancestors.
Shiftlings rarely stay in their natural form and often prefer to blend in with the people and culture that they adopt.
Their secretive natures and natural talents make them perfect spies, thieves, and political figures.
Alignment and Religion
The alignment and religion of a Shiftling is as varied as as the religions themselves. As Shiftlings adopt the culture of their chosen residence, they can be of any alignment or religion. There is no known Shiftling culture as they do not commonly seek each other out,
Racial Traits
+2 Charisma, +2 Dexterity, -2 Constitution
Shiftlings are very Charismatic and Nimble, but they lack Sturdiness.
Type: Humanoid
Size: Medium
Speed: 30ft
(Altered) Greater Change Shape: As a standard action, Shiftlings can assume the form of any Small or Medium creature of the Humanoid Subtype. They can pick the particulars of the change, choosing everything from hair and skin color, to race and gender, to height and weight. These changes are cosmetic only and do not grant any bonuses to attributes or abilities and do not change equipment, gear, or attire.
Beguiling Liar: The ever changing nature of a Shiftling requires them to think quickly and be able to weave stories and backgrounds. Because of this, Shiftlings have a +4 bonus to Bluff checks.
Gifted Linguist: Due to their adaptive nature and desire to blend in, Shiftlings are quick to learn languages. Shiftlings gain +4 to Linguistics checks and learn an extra language for every rank in Linguistics.
Shiftling Insight (Skill Bonus): In order to imitate, Shiftlings spend a lot of time observing people around them. This gives them an insight into the minute expressions that give away people’s intentions. Shiftlings gain +2 to Sense Motive.
Shiftling Skills (Skill Training): Disguise and Perform (Act) are always Class Skills for Shiftlings.
Breakdown
RP Cost | Trait |
4 | Greater Change Shape (altered) |
2 | Beguiling Liar |
2 | Gifted Linguist |
2 | Skill Bonus (Sense Motive) |
2 | Skill Training (Disguise, Act) |
Total: 12 |
Alternate Racial Trail
Advanced Charisma: Shiftlings gain an additional +2 to their Charisma.
Advanced Charisma costs 2 RP, bringing the count from 12 to 14.
2021 JUN 05
Travel Notes by Lohengrin Van Asche VII
Part Five
New Clothes, New Hat, New Traveling Alchemy Kit; New Lohengrin Mildred Sherrinford Coriander Van Asche III.
Maybe I should shorten that; New Loh. New Miles? Corry?
Dread.
No, just Loh… Loh is fine.
I did not get much rest last night. Fortunately, I had managed to get a few hours of sleep before the whole… ordeal… so I am rested enough for the day. I left early, as soon as I saw the sunrise, and went shopping. I know, I know, there is nothing ‘new’ about me going shopping, but I need to acquire a few new things to put my new image together. First thing first, I picked up an Alchemy kit. I do know alchemy, it comes up a LOT in the Sir Locke Adventures, and I have been using a few minor mixtures to help me sleep during my adventure… but, I know a lot more than just sleeping spells, and it’s about time I show these people what I can do; it’s about time I make use of everything I know.
I also custom ordered a leather bracelet with the letters “WWNJD” stamped into it. What Would Narniana Jones Do?
I wasn’t at the… Brothel… when everyone else woke, but I was informed that Durell bought everyone breakfast. The group discussed the day’s plans, then went to the (temple?) to purchase healing potions. I met them as they were heading back.
Durell filled me in on what was intended for the day. It seems he had a contact in Middleton, and that contact was, at the time, imprisoned. The group, minus Murfria and Bobalberry who opted to wait in town, left for the Keep. Durell requested to see the prisoner and the guards were happy to oblige. I waited outside to avoid ‘intimidating’ the contact… so… Durell took the giant, George, and the laughing man, Thorne. Durell returned a bit later, offered to pay the guards for the release of their prisoner, then returned again with a very filthy-looking individual.
Old Lohengrin may have commented on the lady’s appearance, but not Loh. I bit my tongue and stayed with the group.
Everyone did their own shopping while waiting for the disg-… the lady to wash up. Once everyone was ready, Durell’s new friend shared what they knew about the dungeon we were looking for. It seems we were quite nearby. The lady led us all south down the road we’d just traveled, to the adventurer’s guild in the neighboring town. We planned to use an invisibility spell on everyone so that we may sneak off into the woods unseen by the locals, and that is what we did. Before long, we were off into the woods searching for an entrance.
After a brief journey, Durell’s friend stopped and pointed at a hillside. She indicated that the entrance was buried right there. George and Bobalberry dug it out. Before long, an opening is found and the entire group is heading inside. Tom led the way, checking for any traps beneath the leaves. His methods were unconventional, not like anything I’ve ever read about, but he has real-world experience; I trust him.
A tapestry hid a wooden wall, boarding up the entry. George used his head – and smashed into the wall, but the wall didn’t budge. He tried a few more times, but the wall remained unmoved. Then George, Tom, and Murfria all began prying boards loose until the entry is clear. Tom led the way and almost immediately found a trap… by falling into it. George reached the edge of the pit before I could. He triggered the hidden doors, and I wedged one side open so it wouldn’t close again. I almost wish I hadn’t as inside was Tom climbing the wall and a massive swarm of skeletal rats.
Lohengrin would have screamed… Loh stood fast and offered Tom a hand. Even when the rats swarmed over the edge and began to bite, I did not waver. Tom, however, lost his grip and fell back into the pit. He stopped moving.
Murfria dove between George and me, throwing one end of a rope to George. Fortunately, George caught the rope before Murfria hit the ground. Murfria force-fed Tom a healing potion, then George and I pulled them both backup. George then stomped the rats into a fine powder.
Tom and I fixed the trap closed so we could all walk across it. On the other side, I found two more pit traps. Tom didn’t notice them, but he did just die recently so he might be a bit distracted.
Everyone crossed the pit without error as we checked the door for traps. George removed the large bar across the door and everyone stood back as he swung open. We found a long corridor inside. Tom and I went ahead. This corridor had a LOT of arrow traps, but they were all triggered by the door on the other end. Tom disabled the mechanism and opened the door, then slammed it shut again when a howling skull screamed at him. I’m not sure what happened for a few minutes after that, I lost all hearing and was a bit disoriented.
George and Tom teamed up to kill the flying skull.
The room beyond was massive, with stairs leading into a sunken section, then up the other side to a series of pillars. Shortly after we all entered, there was a loud clang in the hall behind us; I assumed that was the door slamming shut, and I later found I was right. Immediately after the sound, a cold mist started rising from below. I tried to charge down the stairs, but instead of finding myself at the bottom of the steps, I found myself back at the top. A few others tried the stairs and found themselves in the same situation; back at the top.
I asked Murfria for her rope, intending to jump over the edge and climbing down since the stairs were broken. I asked George to hold the other end, and just as he took it, Murfria grabbed the other end and leaped over the edge. She landed safely on the floor and went to check on a glowing pedestal at the center of the room. When she got near, she suddenly began screaming and came running back up the stairs.
George ran down the other flight of stairs and charged for the pedestal, as Tom climbed over the wall, avoiding the stairs. I tried the stairs again but just wound up at the top. George tried to break the pedestal but was unsuccessful. Durell cast a Breeze spell, centered on George, to clear his view so that he could inspect the pedestal. Three glowing orbs floated past George, and they seemed to reveal hidden objects; like a golden disk at the base of the pedestal. When George pressed on the disk, all the pain George and Murfria felt suddenly stopped. The mist, however, kept coming.
The mist eventually reached the ceiling, and no one died… so we concluded it probably wasn’t deadly, just obscuring.
As everyone is working their way down the magical stairs, George and Tom climb the stairs on the other end of the room towards the pedestal and a painting. George falls into another pit trap, but he was really big at the time since Thorne cast enlarge on him when he was still fighting the pedestal. I imagine that helped? Maybe he didn’t fall so far.
Everyone gets together to pull George out of the hole.
We continue to investigate the room and find that we are trapped. There are massive gates on either end of the room, to the left and right, there is a stairway leading down, and a painting at the back of the room that is casting a freezing spell so no one can get near it without suffering the extreme cold.
Tom fired an arrow with a rope at the painting, and it passed right through! It seems there is a hidden room back there, but we can’t get close enough without freezing to death.
The gates are locked, and with some work and inspection, we discover that the locks are fake so we can’t pick them and open the gates.
As we’re investigating, we hear voices behind one of the gates, talking about how fun it is going to be when the gates open, and how… we will find out in the morning; then the locks on the gates start ticking, like a timer.
We prepare ourselves for the gate to fly open and unleash whatever hell it separates us from. I decided to try and secure an escape route in case things get too rough, and check on the door by the stairs down. They’re trapped with folding stairs that turn into a slide, so I disable the trigger and check the door, which is also trapped. Again, I disable the mechanism, then call Tom to see if he can pick the lock. He does, and again, I wish we hadn’t. The door is shoved open, slamming against Tom and me, and revealing a room full of undead with glowing green eyes.
We close the door.
We need the help of George to push the door closed again so Tom and secure the lock. We decide that we are truly trapped.
The voices behind the door suggest that the gate isn’t going to open until tomorrow morning, so until then, we are free to rest and investigate the room. We decide to rest for the night and tackle whatever the morning has in store for us. We try to rest in the corridor so we can keep a closed door between us and everything else, but the large door at the other end attacks us when we enter, so we’re forced to sleep at the top of the weird, magic stairs.
I volunteered to take first and second watches so I can run through my old journal and find some of my notes on alchemy. Tomorrow, I will show them what I’m truly capable of.
2021 MAY 08
Travel Notes by Lohengrin Van Asche VII
Part Four (A)
(The text on the page is not as neatly written as it has been. The letters are large and uneven, as if written by a child learning to write.)
Hello journal of fancy man. Bobalberry see you are not happy. Bobalberry accepts responsible for write for you.
Bobalberry watches. Protects barn while giants sleep. Giants sleep a lot. Every time sun sinks, giants sleep. Bobalberry does not sleep. Bobalberry awake. Bobalberry watches.
Murfria approaches giant shelter, but is not Murfria. Not Murfria asks to sleep inside. Bobalberry does not acquiesce. Bobalberry says no. Not Murfria says mean thing to Bobalberry.
Magic man opens door like fool. Does not know not Murfria. Not Murfria could be abomination. Magic man says not murfria can enter. Bobalberry closes door, says no. Magic man says yes. Bobalberry abides.
Not Murfria is named Bobo. Bobalberry does not like name Bobo. Sounds like clown. Bobo seek shelter from rain. Magic man say Bobo can stay. Bobalberry agitated, but Bobalberry ascends above, and Bobalberry apologize. Bobalberry give Bobo apple for peace. Bobo takes apple, then get mad for apple farts. Bobalberry not know Bobo allergic. Bobo ne——–
(A large ink splot and a streak of ink spreads across the lower half of the page. There are a few smudges that look like leaf prints, and a few fingerprints, then the writing continues in a well-practiced script. Neat, even, and familiar.)
If these weren’t the last pages I possessed, I would discard this page and start anew. Alas, I have no choice but to continue on this soiled sheet. I suppose I needn’t reiterate what Bobalberry has already so eloquently stated inside my journal. Instead, I will continue where he- sh- Bobalberry left off.
I was not in the barn when Bobo arrived, I was in the farmhouse like a civilized person, so all I know of Bobo’s arrival is second-hand from Bobalberry. It seems Bobo is a terrible person, but for some reason, everyone seems to trust them. I refer to Bobo as “them” because Bobalberry seems to be incapable of distinguishing the difference between male and female humanoids. I thought this curious until I realized I had no idea what gender Bobalberry was. When I asked, Bobalberry seemed offended and climbed out my window to plant themselves in a garden box downstairs.
Bobo, from my understanding, is a halfling barbarian, just like Murfria. I did not see them during any of the events of the night, so I can offer no description or details of their existence. I know only that they exist, and they are traveling in a similar direction as we are.
Tara woke me in the middle of the night and informed me that there was trouble at the barn. It seems that a swarm of Fire Beetles dropped from the sky during Bobalberry and Murfria’s watch. The group was already engaged in combat when I arrived. I offered what assistance I could, but between George, Murfria, and the Giant Chameleon, there was little left to do by the time I reached them. I bid them all a good night and returned to bed.
Of course, this group can’t seem to stay out of trouble and they found themselves facing a giant pig. I don’t understand how everything is so big! Back home, we had normal-sized pigs, and lizards, and beetles.
I knew the group could handle things without me, so instead of running to their aid, I tended to packing my things and preparing for departure. By the time I returned to them, they had defeated the pig and harvested it. Fortunately, they left the pig with the farmer so we didn’t have to travel with all of its stinking meat.
I am hoping the rest of the day will involve normal-sized things.
(To Be Continued)