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The Market Spirit, Part I (Erastus (VII) 15th, 4712 AR)

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Once the heroes completed the ritual of the klars, they experienced a sensation of dizziness and that the world was melting away. The heroes were transported to the Ethereal Plane. The Market Spirit The heroes materialized in the Ethereal Plane in the same positions they occupied when the transition started. A ghostly, gray version of the Green Market stands around them, with larger trees, small hillocks, and Galdron Greenheart's altar occupying the space. In a small clearing of sparse trees stands a solitary table of stone before a pool of clear water. A simple camp with a smoldering campfire and a large tent made from animal skins and wooden poles has been set up to the east. Superimposed over the idyllic landscape is a gray, ghostly image of the Green Market - its wagons, carts, and stalls seemingly untouched from a moment before. This image fades to mist approximately sixty feet away, revealing a great battle being fought farther in the distance on all sides. The heroes can see...

Unearthing the Shrine (Erastus (VII) 15th, 4712 AR)

Skaldwood Very few Shoanti actually reside in Korvosa. Skaldwood is a copse of trees just outside the city proper. The Shoanti who call the Skaldwood home have worn numerous trails through the wood, connecting the many clearings where they have established semi-permanent campgrounds.  The Shoanti living in Skaldwood are wary of outsiders, but direct inquiring Pathfinders to the local sage named Telmayne Fire-Eyes when asked. Telmayne is young for a shaman, and her tall, athletic appearance often surprises those who seek her out. She is shaved bald in the custom of many of her people, and wears a scarlet bandanna tied around her head. She seemed indifferent to the heroes' problem, and studied them with a dispassionate eye as they described the conflict between Zeeva and the Aspis Consortium. She perked up at any mention of the supernatural events of the previous encounter, especially when the heroes revealed that they suspected a Shoanti connection. "I suppose I could tell you ...

Crysmals

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Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead , reincarnate , and resurrection , don’t work on an outsider. A different magical effect, such as limited wish , wish , miracle , or true resurrection , is required to restore it to life. A native outsider can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep. Earth:  Earth creatures are outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow throug...

The Market's Vengeance (Erastus (VII) 15th, 4712 AR)

The thugs drew their weapons when the heroes did the same, and fought anyone standing between them and Zeeva. When their spellcaster was killed, any remaining thugs tried to flee the market. One of them escaped, one of them was killed, while the last was captured. The spellcaster tried to employ crowd-control spells to confound the heroes. Zeeva is unarmed and ill prepared for combat. She tried to stay out of harm's way. She pled in vain with the Pathfinders not to kill the Aspis attackers. The heroes had little time after the last of the Consortium agents was defeated . The goon who was conscious to witness the haunting experience is visibly shaken. Soon after the conclusion of the Aspis Consortium's attack on Zeeva Foxglove, a haunt  manifested by animating two piles of produce into shambling mounds and the market's central tree into an angry quickwood. Despite being indoors, a terrible wind began blowing through the Green Market, shaking the tree in the central plaza and...

Shambler Vine

Aura strong transmutation; CL 12th Slot -; Price 600 gp; Weight 1 lb DESCRIPTION A shambler vine resembles a leafy green plant vine about 6 feet long, wrapped in a coil. If touched, it writhes as if alive. Up to three vines can be stored in a small sack, though the price is for one. When thrown at an opponent, a vine grows in midair, and acts as a rope of entanglement . It can reach 20 feet forward or 10 feet upward to entangle the target. The entangled target can break free with a DC 20 Strength check or DC 20 Escape Artist check. A shambler vine has AC 22, 12 hit points, hardness 10, and damage reduction 10/slashing. It does not repair itself, and if it is severed (all 12 hit points lost to damage), it is destroyed. The vine lasts for a single use before withering away, and if left on a target that is unable to get free, the vine withers after 1 hour. CONSTRUCTION Requirements Craft Wondrous Items, entangle, plant growth, vine must be from a shambling mound; Cost 300 gp

Quickwood

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Plants: Plants are vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, are not creatures, but objects, even though they are alive. They have low-light vision. Plants have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to paralysis, poison, polymorph, sleep effects, and stunning. Plants breathe and eat, but do not sleep.

Marketplace Bushwhack (Erastus (VII) 15th, 4712 AR)

The Aspis Consortium thugs begun the encounter disguised as ordinary market shoppers, their weapons and armor either covered by cloaks pulled around their shoulders, or concealed by magical means. When the thugs were posed with the threat of an altercation with a band of armed guards (the heroes) the thugs were spurred into action to defend themselves. The thugs drew their weapons when the heroes did the same, and fought Jules who was standing between them and Zeeva. When one of them was killed, any remaining thugs attempted to flee the market. One managed to flee, one was killed, while the other was immobilized by Gryxxa. The mage of the thugs employed a crowd-control spell to confound the heroes. He was killed by the heroes. Zeeva was unarmed and ill prepared for combat. She tried to stay out of harm's way. She pled with the heroes not to kill the remaining Aspis attacker.