Call Forth Darkness (Inactive)

Game Master Aku Warashi

You hear in his dying breath whisper “The shining sun has seen the wickedness you hide in hearts. And thus it will be the son who brings your doom.” then he dies.

Loot; Dramatis Personae; Battle Map

Evil Lair. Modifications


1,901 to 1,950 of 2,465 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Spellcraft vs DC 17: 1d20 + 14 ⇒ (20) + 14 = 34

Nahia watches the snake woman disappear. She gives a few whistles and squints, noticing the air spirits flitting about where the woman used to be. For a moment she is unsure of what to do before shouting "She's gone invisible! With her flying like that we have no chance of following. We should retreat back to the caves!"

This is not good. This is two enemies that have outclassed us... Things can't keep going like this... Dark Father, please help us...

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty sees the flight of the enemy, (well sees them going invisible, anyway) and moves forward to examine the dead. She keeps wary for surprises, putting away her wand, and pulling out her rapier. She checks the bodies to see if any live.


Ogre

"Where's the meal?" Grumblejack rages as the woman disappear.

With nothing else to, he moves in the direction indicated by hound, until they end up hitting something invisible in the air.

Hound, you have an attack against the celestial. Don't forget the 50% miss chance.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mysty goes about making sure all the enemies are dead or dying. Fire plus fall had a nasty effect on then, and none of the elfs was alive.

Grumblejack can’t keep up with the woman’s speed, I’ll move things forward a bit, while we wait for Hound.

While the ogre and the barbarian continues the skychase, the other elfs fly in different directions and not long after are lost in the middle of the forest.

The dead ones left behind all uses similar gear:


  • 5x Studded leather
  • 5x Composite longbow with 40 arrows
  • 5x short sword
  • 5x backpack
  • 5x week of trail rations
  • 5x waterskin
  • 5x traveler’s garb
  • 5x winter blanket
  • 5x wooden holy symbol
  • 10d6 ⇒ (4, 2, 4, 1, 4, 1, 5, 3, 6, 5) = 35 GP


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

HP 77/97 (89/109 when raging)
AC 18/12/18 (17/11/17 when raging)
Saves F10/R5(7traps)/Will 5 (F12/R5(7traps)/W7 When raging add +3 against spells, spell-like abilities and supernatural abilities. Cannot be a willing receiver of spells even from allies)
Base BaB +7/+2
Weapons in hand:Hands
Rage 5/19
Current effects:DR 1/-,Rage,Enlarge(+2 Str, -2 Dex, -1 AC/Attack)

Hound sniff sniffs

Claw: 1d20 + 13 - 1 - 2 ⇒ (20) + 13 - 1 - 2 = 301d8 + 10 ⇒ (5) + 10 = 15
Miss chance: 1d100 ⇒ 61
Possible crit?: 1d20 + 13 - 1 - 2 ⇒ (20) + 13 - 1 - 2 = 301d8 + 10 ⇒ (3) + 10 = 13

If the snake gets away, Hound and Grumbles turn back and lands near the others. We need to try to see if they had a camp nearby. I can try tracking them.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I think this was the easiest fight you guys ever fought in this game.
Trusting his battles reflexes, Hound claws the empty space in front of him with deadly precision. His claws sink deep in the already hurt celestial, and he feels the snake-woman form goes limp and fall from her flight.

Some minutes later, the invisibility spell wears off, revealing the battered and hurt form of the woman that only wanted to avenge her dead friend.

With her, a magical longsword and 550 gp worth of exquisite jewelry.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

So are we going to wring her dry for anything we need to know or finish her now?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

It it wasn't clear enough: The half snake woman is dead.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

[b]Never mind. Perhaps we should try to track the elves tos ee if they have a camp and finish off the survivors[/ooc]


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Oh wow! I figured she would get away...

Nahia grits her teeth in anger up until she sees the blood trailing from Hounds fingers and hears the heavy thud of an invisible body hit the ground. Moving to the location of the thud, she gathers things from her pack as she waits for the corpse to appear. First, her sickle, then a bottle and several bowls.

Ignoring her companions, once the body of the "lady" appears Nahia begins her work, draining off some of the creatures blood and cutting out her eyes, tongue, and throat, saving the bits off in her bowls.

If this one was able to see through Rose's lies then I MUST gain some of her power.

However, knowing that they are rather exposed at this point, she decides to wait for her ritual consumption, instead saying "We should take her corpse with us. We don't need anyone stumbling on it and finding a way to ask it any questions. The elves should probably be fed to the boggards or burned."

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Well done hound. I thought she would escape, but you got her. As for the elves...why not unleash the toad men, let them earn their keep.

Mysty quickly and efficiently searches the bodies for usable loot (using detect magic to assist), or any clue as to their origin. She collects the gear in a pile for party examination.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Quite. Or we can turn the elves into zombies as fodder. Tie bells to them or something.

Hound will sniff around to get a scent on the elves and where they might have come from.

Survival: 1d20 + 12 ⇒ (16) + 12 = 28


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Cecelia Wentworth:

Long lonely nights and oppressing days had become your new reality. Darkness offered refuge and a promise of purpose, friendship, a place to belong. The sweet voice of darkness keeping you company while everyone else had abandoned you.

Not even your dreams offered peace anymore. Nightmares plagued them and whenever you tried to sleep, a horde of fanatics hunting you down in the name of their insipid sun god. Each time your nightmares although different, ended up in the same way: A burning pyre.

Sometimes you burned alone, others, you burned with your brother.

You cannot recall when it started, but slowly the dreams began to change. It no longer had zealous hordes chasing you; instead they were being led away in a goose chase by your own shadow, while the darkness kept you safe and hidden.

Each passing day, your shadow led them away from you, and each passing day you could see they were being led to a gigantic burning pyre and it would be magnificent when you lit the fire.

Outside the comfort of the night, your days were filled with lies and hypocrisy from the ones you once considered your friends. It made you sick inside to keep the farce and pretend to be happy around them. Each passing day, you felt more detached and alone.

Then, like a sweet music you heard the calling. A song whispered in the darkness, an irresistible urge to drawing you to a place outside the city. You knew that it was a one-way trip and finally you would be free from all the lies and pretend.

Packing your stuff with a fast beating heart, you departed into the night following the whispering song in the darkness, the welcoming feeling in your heart. It leads you into the forest.

The forest path continues for a few leagues and then you see a clearing up ahead. The sounds of the forest become suddenly distant as the trees part, opening into a small, almost perfectly circular glade. The nearest stands of pine, cedars, and darkwood—all typically sturdy woods—twist away from the clearing, as if bent by some impossibly strong wind or seemingly in an attempt to flee despite their paralyzed roots.

At the glade’s center squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old dried beast carcasses, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes—each shaped like a tiny man, imp, or rearing serpent—stand propped in the yard, keeping guard before a rickety plank door.

At the rickety plank door, you are met by a green-eyed woman; she wears a diaphanous white gown that makes her look almost angelic in the darkness of the night. And then you know that finally your destiny had reached you.

The woman extends her hand and when you take it, after a surge of magical energy, you are standing in a richly decorated bedroom.

This spacious bedroom features a mixture of styles to create an open-air, with classic, wooden furniture in a clutter-free area. Everything is accented by the calming contrast of dark browns and light cream colors.

The floor is made of small, mosaic tiles that show tones of brown, gray, and gold. A light burgundy rug runs the length of the room, creating a soft walking space. The walls are a soothing light brown that complements the cream-colored drapes and quilts.

Rather than being a wide, square-shaped room, this bedroom extends more length-wise, with the four-poster, plantation-style bed at the far end.

On the dark wood bed rest four standard pillows and one smaller, accent pillow. A brown throw lies draped across the edge of the mattress, as if it has recently been discarded. There is no canopy on the bed frame, allowing it to receive natural light from the nearby window.

Two small, square mirrors hang on the wall at the head of the bed, brightening and further lengthening the look of the room.

A night stand with three drawers can be found next to the bed, holding two jugs, water and wine, and a traditional bedside lamp. On the other side of the bed stands a matching lamp for additional soft lighting in the evening. The wood of the night stand matches the bed’s color, with a lighter, wood-inlaid sunbeam pattern decorating the drawers.

Four green plants enhance the earthy tones of the room’s colors and bring the outdoors inside. One spiky palm next to the night stand matches the hint of color from a smaller green plant on the other side of the bed. The two other plants serve to accent the fireplace.

Throughout the area, natural light suffuses the room from the large windows covered only by nearly transparent sheers.

At the foot of the bed is a woven wooden loveseat, complete with two deep burgundy pillows that match those on the bed. Facing the loveseat are two leather-upholstered ottomans, which are versatile enough to be used as seating, coffee tables, or footrests. Just beyond these stools is a rectangular ottoman bench. The fabric of the loveseat and ottoman, and the leather of the stools bring the only splash of pinks and oranges into the room. Together, they create a small sitting area in the center of the room, parallel to the raised-hearth fireplace.

The cream-colored fireplace, which is a focal point of the room, rests on top of several matching marble blocks and is situated between two large windows, one next to the bed and the second at the other end of the bedroom. Simple but delicate detail work decorates the fireplace surround. Two tall candlesticks with intricate pierced line patterns rise up from the mantel. In between the candlesticks hangs an impressionistic painting that successfully joins the various colors around the room.

The overall effect of this large bedroom, result in a luxurious, uncluttered charm that is clean, warm, and inviting.

That’s when you heard the woman talk for the first time. ”I hope the accommodations pleases you, dearest.” she says in a gently voice ”There’s a warm bath ready if you need to refresh yourself and there’ll be servants ready at your door all the times you if need anything. You can explore the manor if you aren’t tired. In the morning, after you had your breakfast, you should prepare to meet with the master.”
Post your answer in a spoiler as well. And sorry about the long post, got carried away.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Valence:

Stone Golem.
A name whispered among thugs, criminals, crime lords, thieves, assassins. No one knew his face or real name, he was everywhere and nowhere.

The cleaner, the manipulator, the brain behind a successful operation, the person to depend when things go sideways and plans fails, the most secretive criminal lord of Matharyn. The only consulting criminal Talingard has ever produced. The prosecutor utterly surprised when a common street urchin addressed him as Mr. Stone.

Such thing was impossible, and exactly half second passed before he regained his mental composure to address the situation at hand. Valence wasn’t wearing any of his disguises this morning. He was on his way to official court business, and his entourage of assistants followed a small distance behind.

”Mr. Stone, that lady over there…” the small urchin covered in dirt, wearing rags and with a hungry look in his face turn around pointing towards something, he seems confused for a second then says ”…there was a lady over there! She gave me a silver coin and promised me another to deliver this letter to you, Mr. Stone.” the boy says again shoving the letter in your direction and anxiously waiting for his other part of payment.

The letter in question, a once pristine white envelop now stained by the boy’s hands, has no other information outside other than a seal you are all too familiar with: an upside down red pentagram.

Please post your reaction to the boy, but I’ll assume you take the letter, and to speed things up, post what is inside. Also, feel free to decide when and where you’ll open the envelop.

Inside the letter envelop, a single slip of white paper written in elegant lines:

To Mr. Valence Niels d'Geiger.

The Royal Swan. Oathday, Desnus 8.
That’s two days from your current day.

--

A date and place.

The Royal Swan is, without a doubt, the finest tavern and restaurant in the city, if not the entire kingdom. Home to the culinary genius Sarracino, and a wine cellar that is second to none, this is the place to see and be seen for the great and the good.

The tavern is a smart, two‐storey black and white building whose sign depicts a white swan wearing a gold crown, with two liveried doormen standing attentively outside. Within, guests are greeted by a hostess and shown to either the bar or the restaurant. Both typically require reservations, with the latter subject to a long waiting list. The décor in the barroom is stylish with discreetly lit booths and well‐upholstered velvet seats. In the more formal restaurant, fine rugs from distant Sabtah cover the floors, the cutlery is silver and the glasses elven, and the walls are hung with tapestries. Upstairs, several private rooms are available for intimate dinners and soirées.
So, what you plan to do?


Female Human Oracle 7| HP 37/58 | AC 22 | T11 | FF 21| CMD 20 | Fort +3, Ref +4, Will +5 (+2 vs emotion) | Init +1 | Per +6 | SM +6 | Bluff +13 | Dipl +15 | Intim +5 | Channel (4d6) 4/6; Quicken Cure 0/1 | Spells: 1st 7/8; 2nd 5/7; 3rd 3/5
Active Effects:

Cecelia Prologue:

When Cecelia felt the forest calling her, she had wasted no time on doubt or questions. It had been the first time the whispers has given her a clear message since the first night she heard them. Since that night, she had felt like she was drowning. Suffocating under the dark waters, she had finally seen a glimmer of light and was floating upwards towards it, desperate for air. She packed her bags and left without a single goodbye. Would anyone care? Would they even notice? Did she care if they did?

Everything on her travels just felt right. The air felt clear and warm. As night began to fall, Cecelia's vision only became clearer. As she happened upon the cottage and laid eyes on the many fetishes, she felt her first moment of doubt. There gruesome faces were a sudden reminder of the unfamiliar world she was now entering into. However, as she nervously took a step back from the serpent fetish, she saw the woman out of the corner of her eyes. At first she let out a gasp, surprised to see someone else. However, quickly she felt the tension leaving her body. For the first time, in a long time, Cecelia felt safe...comforted even. The events that followed felt like a blur of marble, wine and burgundy. In her hazy state, Cecelia got out little more than a stuttered, Thank you", before she was left alone in the room.

----

However, after about an hour, Cecelia snaps out of her haze. Left alone, she quickly finds herself facing an old enemy...her own thoughts. Where am I? Who was that woman? Did she drug me? Who is the master? Should I leave? What if someone comes looking for me? Anxious, she feels her hands tighten around the straps of her bag. Contemplating for a moment, an even darker thought creeps in. What if no one comes looking for me...

Shaking her head, angry at her own weakness, Cecelia throws the bag across the room. No. Stop it. This is where I belong. I can feel it. I felt it the whole way here. Remembering the faces of the fetishes, she is surprised to feel her resolve strengthen. These are people who will understand revenge.

Committed to staying, but still anxious, Cecelia spends most of the night pacing and fidgeting. Around 1am, she calls to the servants, requesting more wine. After a few more large glasses, she finally begins to find the large four poster bed inviting. Around 3am, her eyes grow heavy and she falls into a rare and merciful dreamless sleep.

The Exchange

Current Map

A Strange Correspondence:

I, too, apologize for the length, but only slightly; I'm a fan of grand entrances. I promise they won't always be this long.
Valence casts a glance where the urchin indicated; he was not so surprised as the lad when no one was there. He gives the boy a smile, crouching down to be nearer his height; taking the envelope, he stuffs it inside his suit, and procures not one, but three pieces of silver from his beltpouch, passing them to the gaping peasant.

Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

"My name is Valence, little one, though I'm certain you followed direction well, and this letter was indeed intended for me. You did well, and deserve proper reward; in fact, I do believe you deserve better than you find yourself now. Are you hungry? You certainly look as though you could use a good meal, and perhaps a bath, as well..."

"HARSK!" Rising to his feet, Valence beckons his loyal clerk in his usual abrupt manner; the Dwarf trudges forward, the rest of the entourage having stopped when their boss did. "See to it that the boy gets a good meal; take him to the Gilded Harp, he will undoubtedly enjoy the sweets for desert."

Smiling down at the poor child again, Valence gives him a little wink. "Go with Harsk here, lad; pardon his attitude, he's just grumpy because he's so ugly."

Harsk speaks ill of his employer's parentage in his native Dwarven, and Valence chuckles, responding in kind.

Dwarven:"Take him to eat, and back to my suite to bathe. Find out about his family; keep him until I am finished in court, I wish to speak with him further."

The matter settled, Valence and his retinue proceed to the courthouse, Harsk set to his own devices.

There are a number of possible options, but I've limited them to three; I broke this into multiple spoilers, since what he will do varies, and they don't stack.

Outcome 1: The boy's an orphan, and goes along with Harsk, happy to spend as much time off the streets as he can.
Outcome 2: The boy is uncooperative.
Outcome 3: The boy doesn't exist, or something else weird. This does not have a spoiler; it'll just be something to think about. My obvious preference is for Outcome 1.

Regardless of outcome:
At the courts, Valence is not at the peak of his game. The curious incident with the urchin, calling him “Mr. Stone,” was a disturbing scene; someone with enough influence had sought him out, and put him at their behest, and that was not someone Valence was eager to offend.

The case at hand was fortunately easy, or rather, easy for Valence, and though his opening was rocky, he was swift to put the occurrence aside, bombarding the defense beyond their limited ability to counter.

Profession: Barrister: 1d20 + 10 ⇒ (2) + 10 = 12
”We have heard much testimony here today; the defendant himself pleading for the mercy of the court, despite his counsel's assertation that the man was unfit for trial due to his grief. It is clear to all this day that he did, in fact, know what he was doing when he slit his wife's throat; emotions may have run heavy, but this man is no less a murderer for the fact. Even his wife, rest her soul, spoke to us from beyond the grave; you saw the results of the Speak With Dead yourselves, heard her testimony with your own ears, how he threatened her many times with the exact method of her death, before finally carrying it out. The man is clearly guilty, and the law requires you find him so.”

”Yet, let it not be said that the court is lacking in mercy. While no less guilty, he has still suffered greatly; perhaps with rehabilitation, one day he may be fit to return to society. It is the prosecution's position that, when the certain guilty verdict is handed, the court find leniency for the poor soul, sentencing him to the care of the prisons, rather than to the headsman.”

As the sun faded into the horizon, Valence wound his way home, the duties of the court a pale shadow of the past; the mystery contained in the envelope a puzzle the Half-Elf could not wait to solve.

Outcome 1 – A Change of Scenery:

Harsk
The young lad, gleefully skipping along and generally grating on the unpleasant Dwarf, introduces himself as Melf. Harsk trudges along, determined to follow orders, even if it meant dealing with the runt.

At the Gilded Harp, Melf is agape at the decent establishment; the smells of food he might finally taste watering his mouth, and he giggles with excitement. He gorges himself on mutton and leeks; so long has it been since he'd eaten more than moldy bread and spoiled fruit that he nearly eats himself sick, only rough words from Harsk scold the boy into a reasonable appetite.

During the meal, Harsk prods the child with questions, which he eagerly answers around mouthfulls of food; Melf is an orphan, forced to slum in the streets in order to survive, his parents having died in similar poverty from disease.

Sense Motive: 1d20 + 10 ⇒ (5) + 10 = 15
Melf's tale seems reasonable, and in return, Harsk shares his own story, casting Valence in a better light than he typically feels, lauding his graces for paying the Dwarf and raising his station in society. The boy listens raptly, his attention finally drawn from his dinner, and hope fills his eyes as the story ends. He looks at the Dwarf almost pleadingly. "Do...do you think he would...help me, too?"

Harsk grunts, ”I can't begin to guess at what goes on in that man's head. But, he wants to see you this evening, and had me bring you here. Seems likely.”

Melf grins broadly, leaping out of his seat to Harsk's side, and wrapping the Dwarf in a filthy hug. Harsk snorts, and pushes the boy off. ”Enough of that. I am not the one you should thank. Come, you need to bathe; your smell is obvious, and now you've passed it to me.”

The boy skips the entire pace to the d'Geiger Law Firm, Harsk grudgingly leading the boy to freshness and respite before Valence's return.

”I wonder if he's going to kill him.... Maybe he'll let me do it.”
-----
Valence
Arriving back at his apartment brought a smile to Valence's face; the poor urchin was relaxing on a couch, dining on hard cheese, Harsk having seen to his bath and somehow found respectable, if ill-fitting, clothing for the child. Melf sat upright, a hand-in-the-cookie-jar look crossing his face as Valence entered, and he shot a quick glance at Harsk, who merely grunted. ”This here's Melf. Seems he's an orphan, and a hungry one at that.”

Valence nods, ”You're free to go, Harsk. See to it you are not tardy for your guard duties again; I would not like another meeting with your Lieutenant.”

As the Dwarf departs, Valence takes a seat opposite the boy, the coffee table and cheese plate between. He motions for Melf to continue eating, who gladly obliges; Valence sits cross-legged and watches silently for several minutes, before leaning forward. ”Melf, do you like it here?”

The boy nods, muttering his agreement through bites, and Valence smiles, ”I would have you stay here. Life as you knew it is nothing a boy should endure. From now on, you will always have food. You will always have shelter; books to read, tutors to help you read them. I shall take you as my own, and your life will be all the better for it.”

His mouth agape, water wells in Melf's eyes as he nods vigorously, ”Oh yes, thank you Mr. Stone! I can't believe it, I-I-I just don't know what to say!! Oh I'm so -” Valence raised a finger, silencing the child, and reaches over to wipe tears from his cheek; once dry, he grips the boy's jaw hard, forcing their gazes to meet.
Intimidate: 1d20 + 15 ⇒ (20) + 15 = 35
”You will understand something. This life I am offering you is not a gift, nor a privilege; it is mine to do with as I see fit. While you are here, for as long as I seek to keep you, you will do exactly as I say; there will be no questions, no apologies for mistakes. If you do not, then this life will be no more. You will be no more. No one will miss you; know one will notice when you end up in the forest. Did you think life as a beggar was difficult? I don't imagine you'd survive more than a week in the true wilderness. Is this understood?”

The slightest movement against his hand confirms the boy's affirmation, and Valence smiles; Melf now sees the cold, cruel nature of that smile, and his tears flow once again as the Half-Elf releases his face, the boy rubbing his sore jaw.

”Good. Now, compose yourself, and finish eating; it is getting late. You may sleep on the couch, until I arrange for better quarters to be set up. You will be awakened early in the morning; it would be best to sleep quickly and well.”

Rising, Valence crossing the sitting area, making for the door to his personal suite. He pauses in the doorway, turning to the boy, who, despite the scare, had resumed dining. ”Oh, and Melf?” As he turns to face Valence, the man's face grows dark and stern; no play at cheerfulness crosses his features. ”If you ever mention Mr. Stone again, I will skin you alive.”

Outcome 2 – Left With No Choice:

Lunch is as expected, with the boy jamming food in his mouth with little reservation or regards for the flavor. He speaks little to Harsk, and, upon being forced from the establishment by his custodian, informs him that he will not go back to the law firm; he got his reward, and he wanted nothing else to do with the men. As the brat scampers off, Harsk follows behind for a pace, watching the urchin flee to the expected area of refuge.

Later that night, during his guard shift, Harsk tracks down the beggar-child, sleeping under a bundle of filth in an alleyway. Gingerly placing the shaft of his longhammer across the slumbering boy's neck, the Dwarf steps upon both sides, crushing his windpipe with ease. The urchin's eyes snap open as he struggles to breath, but Harsk simply grins down at him, until, purple, his life end.

Trotting to the edge of the street, Harsk spots a fellow guard, and shouts. ”Valeros! I found some beggar dead in this alley; it looks like he slept in the path of a cart. Take care of it, this is your jurisdiction!”

The Envelope, and an Invitation:

With Melf dealt with, Valence reclines in his office, having finished the necessary paperwork for the day. The hour is late, and before he snuffs his lamp, he retrieves the strange letter. Keen though his observational skills are, whomever drafted the note was clearly equally crafty; no obvious evidence or indication of creatorship was apparent. Sliding it open revealed a strange message; an invitation to Matharyn's finest dining establishment, a scant two days away. There was no signature, and after puzzling over it for a few minutes, Valence puts it in the flame, the parchment quick to ignite, and burn to ash, the final bit of which was crushed underheel. Extinguishing his light, Valence went to bed; sleep would not find him easily this night, as the letter, and it's meaning, weighed heavily on his mind.

The next few days were spent in his office; the courts had only minor matters of concern, and those were below Valence's attention. He saw few clients, only his typical, wealthy patrons, seeking advice on matters of estate. Indeed, these too were below his attention, and it was with practiced stance that Valence completed his business, the majority of his thoughts turned to the upcoming meeting. Who was this mysterious person, who seemed to know a great deal more about him than he ever allowed? What would they want? These were but the most obvious of questions running through his mind as he plotted his next move.

The Royal Swan was no stranger to Valence; some of his most opulent associates had chosen to meet amidst the luxury on occasion. Still, Valence was wary, and at his most alert for signs of any kind. As he was greeted by the hostess, her abrasive manner caught him off guard, and his natural arrogance went into full force. ”Hello, sir, and welcome to the Royal Swan. I'm sure you were anxious to enjoy our fine establishment, but as you can see, we're very busy...as always.... So, unless you have a reservation, Mr...?”
Intimidate: 1d20 + 15 ⇒ (14) + 15 = 29
”d'Geiger; Valence Niels d'Geiger, Prosecutor for the Courts of Matharyn, and every bit your better!” His voice, stern and forceful, did not need to be raised to draw the attention of patrons nearby, and his index finger punctuated his points. ”Do you believe yourself so worthy of your position that you can deign to address your patrons in such a manner? So far above your peers that you have forgotten your true place in society? You, dear, are a servant, dressed to appease her master, not as a display of status. If you value what you have, you will mind yourself; do not ever treat me, or any member of superior society, with such disrespect again!”

”Now, I have an appointment with a client in this facility tonight. Whether my name has been listed on your books is not of my concern; I am to be here, and so I am. You will lead me to an appropriate seat. There -” gesturing to a booth, the occupants therein having obviously ceased their dining, as they were reclined and chatting softly, hands resting upon full bellies, ”-they are clearly finished. Lead me to my appointed table, or clean that one for me.” With a smug grin, Valence adds, ”If you please.”
Perception: 1d20 + 16 ⇒ (11) + 16 = 27
Though his grin faded swiftly from his face, inwardly, it grew broader, as the scolded hostess did as instructed; Valence readily made note of the attention he had drawn, and the hushed conversations spreading across the tavern, describing the scene.

”Let us be public, then, since that is their wish.”


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Bizan, I’ll make your ‘joining’ something different. I’ll take the last piece of your background and change it a little.

Wandering through the forest, she thought about her future with sorrow, not seeing a path for herself. After some time, she found her way back to civilization, sneaking into towns and villages assuming the identities of others, searching for a place to stay, taking what she needed for a living and more. It was difficult though. Talingarde seemed to go through a difficult phase and rumors spread about an army of monsters invading the north, high ranking officials in the army and administration dying in mysterious circumstances and old evils coming back. Still not having found a place for herself that pricked Bizans ears. Her interest piqued, she began to gather as much information about those events and what was behind it as she could. Unfortunately, this raised the suspicion of her already wary old enemies, the knights of the Alerion and the monks of St. Macarius. Soon they found her out and began chasing her. A chase that went through the whole country, chase that led her through old forests, destroyed villages, and abandoned places.

The frantic chase continued, with the Kitsune staying barely a day’s worth of ride ahead of her hunters. They had adopted a different tactic this time, instead of mobilizing a small army to trap the criminal woman; the hunters consisted of trained few, no more than a squad. They were able to move at the same pace and she had almost no time to rest.

Instead of pushing and taking her down quickly, the hunting party kept their distance, always pushing, always present. She should not get a full night of sleep, she could not stay in any city. Disguises didn’t work either, whenever Bizan thought she had lost her tail, they would appear again, always pressing closer and closer.

Hours turned to day, Days to week and week to months. One way or another, the chase around the country was about to end. Bizan had no more strength to continue. The forced pursuit had taken it’s toll in her body and knowing their prey was out of strength, the hunters pressed, faster and closer.

The desperate run through the forest you don’t know the name continued, in one last feeble attempt at hope, you ran towards an spire you saw days ago. In the quiet of the night, the eerie green flame surrounding it had drawn your attention and you felt the evil in the place. Your last hope was to reach the spire before the hunters, hoping that the place would provide succor or at least an chance to lose them.

That is what you wanted, but now you know it was folly and immature to believe you could escape. As you stumble towards the tower, the strength in your legs starts to give away, and that’s when you hear the horses behind, the voices from the hunters, closer and closer.

Panic fills your head, as you run blindly through the place…


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Mysty, Nahia, Hound.

The celestial woman had fallen, Nahia was working quickly to separate the finest bits and preserve it, Rose had returned to the horn. She said nothing, her temper getting the better of her because the plan failed. Hound and Mysty discussed if they should chase the remaining elfs, still concerned the dogs might attack again while they are away.

Grumblejack was sitting near the witch, with drooling mouth watching the fallen woman. Certainly a fine meal.

First, you heard the horses, then the voices.
I’ll assume some harmless things here just to speed things up.

Immediately, the knot decided to hide among the trees, in an improvised attempt to ambush whoever is coming.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Bizan

You happens upon a clearing in the forest. If things were calm and you had your normal mindset, you would have noticed the signs of battle, the scorched earth, the bodies and destruction all around. However, you cared not for those details, as you exhausted mind drove you forward…

…Until you stumble on the corpse of something. A creature that has the body of a seductive, winged elven woman from the waist up and that of a snake from the waist down. Or at least it once was such creature. Now, a mangled and broken body lying on the muddy earth.

Immediately you notice that she fell in combat, her body is cut and hurt by weapon and claws and but even then, the now naked winged woman had been defiled.

The eyes plucked out, the throat removed, her breasts cut open and exposed. Pieces of meat were been carefully cut from her body. The places marked by combat hadn’t been touched, but all around her body, small cuts and missing pieces of meat.

And that’s when the hunters finally caught up with you.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Hound, Nahia, Mysty and Bizan

From your hiding spot, you see a wild and ravaged woman stumbles upon the glade you just fought the celestial.
The woman seemed exhausted, famished and about to pass out. Such was her condition that she only noticed the large corpse of the large half-snake woman when she stumbled on it, falling over the dead celestial body.

And then, a small group mounted on horses appeared right behind her.
Armed and prepared for battle, the familiar Mitran symbol in their clothing. They advance impetuously against the fallen woman.

The Hunt

Round 1-

Ordered Initiative-

Bizan: 1d20 + 4 ⇒ (1) + 4 = 5
Hound: 1d20 + 2 ⇒ (2) + 2 = 4
Mysty: 1d20 + 5 ⇒ (2) + 5 = 7
Nahia: 1d20 + 2 ⇒ (3) + 2 = 5
Grumblejack: 1d20 ⇒ 16

Enemies: 1d20 + 3 ⇒ (6) + 3 = 9

Active Effects-

Bizan: prone, exhausted

Map-

Link

Notes-

-

Action-

Hound, Mysty and Nahia, please post your surprise round actions. You can also assume three round of preparation time.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

I'm going to need Improved Initiative real soon now, lol

You can have what is left Grumblejack, we better drag off the bodies to destroy evidence anyway. If we can't leave the horn then yes, send out the boggards to track. He suddenly turns his head to the sounds and took cover.

Mitrians, this can't be an accident we have to kill them all.
Hound pulls his greatsword and moves out to engage.

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Hmm
mysty advances drawing her dagger, on which she casts a magic weapon spell. She then pulls out an alchemist fire, and conceals herself as close to the horsemen's approach as she can without breaking cover.

no access to computer right now, mysty moves into the bushes north of the party's start position. Could someone move her, please? Also I don't have a token, unless it is a new one.


Cecelia:

Startled, you wake up on an unfamiliar bed. For a brief moment, you forgot the events of the last night and looking around wildly the richly decorated room brought no memories of what might have happened. The clear and warming sunlight shone directly on the window near the bed, its light illuminating the entire bedroom.

Still in the bed, your attention is dragged away from the window. A familiar sent of fresh baked tea, small conversation noises and looking towards the source, near your bed, the remains empty, but the leather-upholstered ottomans are currently being used as a makeshift table. On said table, a simple, but yet elegant set of silvery platters arranged and filled with a variety of bread and cheese, smoked salmon, beef, tea and milk. The table is set for two.

After scanning the table, you inevitably gaze on the devilishly handsome fellow, dressed in simple yet elegant priesthood cloths sitting on the rectangular ottoman bench. You immediately recognize the man clothing as high priest attire, but you see none of the rich and superfluous decoration that Mitran Cardinals and High Priest uses. The impression you get is that man was didn’t care about his social standing, only to serve his god. And then, the inverted red pentagram of Asmodeus displayed prominently on his chest. Standing beside him, you see the same green-eyed woman; the hauntingly beautiful woman now in an elegant black dress. Now, seeing her for the first time in daylight, her hair is so platinum as to almost be white and her eyes are a vibrant almost unearthly green.

And as soon you look upon the duo, the man turns to you smiling openly and the woman turns in her heels, walking towards the door.

”Welcome to my house.” he says with a pleasant voice. ”I took the liberty of preparing your breakfast.” he says pointing to the table in front of him. ”It would be my utmost pleasure if you allowed me the grace of joining you.”


Female Human Oracle 7| HP 37/58 | AC 22 | T11 | FF 21| CMD 20 | Fort +3, Ref +4, Will +5 (+2 vs emotion) | Init +1 | Per +6 | SM +6 | Bluff +13 | Dipl +15 | Intim +5 | Channel (4d6) 4/6; Quicken Cure 0/1 | Spells: 1st 7/8; 2nd 5/7; 3rd 3/5
Active Effects:

Breakfast For Two:

Cecelia sits up abruptly when she realizes she is not alone in the room. Quickly pulling up the covers to ensure she is decent, she realizes she fell asleep fully clothed. She let's out a sigh and rubs her forehead, as she feels an ache in her skull from the wine and short night's sleep. Regaining her composure, Cecelia rises from the bed and walks cautiously towards the makeshift table.

"Of course you may join me." Cecelia replies, with a hollow smile. "It is the least I can do for someone who has been such a gracious and welcoming host." Unable to disguise the suspicion in her voice, she adds, "Though I must admit I am at a total loss as to what I could have done to deserve such... kindness...and I do usually prefer to know who I am dining with... "

Cecelia stops mid sentence, as her eyes fall upon the familiar holy symbol. Her training was to hate that symbol... to hunt it. Now she was seeing it in a new light.

"The fallen... " she whispers to herself.

Examining the clearly devout man, she suddenly saw her best chance at answers. Lowering her guard, she sits down and remarks. "I have been hearing things lately...whispered promises...It's him, isn't it?"


Human

Valence:

The uncomfortable silence last only a few moments as the nobility demonstrates its amazing ability to deal with the unknown: Pretend that nothing has ever happened. Drinks are served, conversation resumes, the soft music starts to play again and no one would ever believe they were judging and planning or even plotting against the upstart lowly peasant that believe himself to be part of the noble and grand society. Of course they knew who Valence was, and they were well aware that crossing the man was something they absolutely couldn’t afford. But the world inside their own heads was theirs to command and shape as they saw fit, and there, the prosecutor was worse than the peasant and the common rabble. Such was the power of the nobles to lie to their own selves.

Barely five minutes passes when she enters the place. The green-eyed hauntingly beautiful woman bedecked brilliantly in all white, looking like a travelling noble on the way to her wedding. Her hair is so platinum as to almost be white and her eyes are a vibrant almost unearthly green.

She walks inside demanding the attention of everyone present. She walks proudly and one can only think she owns the place. Her gaze barely meet the ones inside before she turns her face away with disgust and disdain: Even the nobles were not fit to be on her presence. The turve of employees scurry around the woman, trying desperately to do something, anything to appease her and maybe redirect her to her table. That’s however a vain effort, as she scans the place and then locks her dazzling green eyes on you.

It hits you like thunder, the immediate sense of danger. Skilled as you are in the art of intimidation, you knew the woman wasn’t even trying to impose on you, but all her body, poise, and manner screamed of a predator, a dangerous monster.

She is not human.

The thought assaults your mind and as soon it does, the woman smiles and walks towards you, sitting on your table without waiting to be invited.

The poor barmaid that went to get your order was the target of the woman. Without even breaking eye contact with you she commands ”Fetch us drink, and we don’t want to be disturbed.” the girl flees, to do as commanded.

Then she smiles broadly and asks you: ”Are you ready to discuss business?”

Dark Archive

Clothes already torn and crusted with mud, the woman halfly lying on the carcass gives a miserable impression. You can see she is panting heavily and desperation is written all over her face, steaming tears running down her dirty face as she lifts it up from the puddle of gore.
You can also see the hunger in her eyes though as she licks blood from her lips and hear her stomach grumble loudly.

With clumsy movements she tries to crawl over the body, not taking her eyes of her hunters.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Nahia takes a moment to renew the message spells between her and her companions before the mitrans made themselves visible. Nahia whispers to her companions "Well, this will be a welcome treat compared to all of the angels we've been facing. If you're up for it, get ready to charge them."

If they are...

Nahia begins an erratic dance, her limbs jerking about, bending in places that have no joints. She starts her chanting Aklo: "Elder ones... spirits from before order... I call to you..." Reaching into her dress, she retrieves a small, dried tentacle. Grasping it in her hand, her chants continue, but her voice cracks and breaks into some unknown tongue. ???: "Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Nashtunggli geb kadishtu, n̙̝̺̳͢w̶̧̪̘͙̘ ̳̻͉̼̥ͅn̵̬͓͇̬͉̤̯g̡̛̺̦̳̺̰̳̗͠ͅh̪͙͎͇̹͕̰̀ͅr̴̡̧̞͇͚i̸͕͖̥̰͖͉̙̯i̫̻̹ ̗̖̯̳͢ͅn҉̧̘̖̦͈g̨̝͕̟̠̙l͢͏̛̜u̙̭̯͖͘͟i̹̪̬͔͍̘ͅ ņ̶̙̭̗̭̜͉̗͉̟̺̣͚͘͡'̪͉̗͚̩͓̥͚̀͝g͞͏̴̧̼͖̥̼̮͚ͅͅh̷͏̥͖͎͚̼̩͚̕͜f̧̛̦͉͔͍̩̱̮̗̩̬͎̥͢t̵̴̴̵͙ ̜̣̗̬̟̩̭̳̭̳̖̯̫̲ ̴̙͓̣͡ͅs̶̷͔̰̮̝̙̺͎͚̩̱̤͔͚̝̬͓͡h̶̥̫̼̼͕͠o͏̳̳̻̣̘͍͎̜͍̣̤̲̩͝ͅg̴̵̡͍̟̳̲̜̹̮̺̘̰̟̪͚̟͈͜͠ͅͅg ̶̝͓̗͇̰͈̖̜̰̠͖͓͓͈͜͠ ̢̘͍͇͇͍̺͉̠͇̪̦̥̣̲̠n͏͔͔̳͉à̴̻̙͓̱͎̲̩̜͚̫͞͞ǹ̷̹̫̱͍̖̠̟̭̥̭̫̹̠͙͘'͕̙̹̦͓͍̹̟̝͟͞͡g̲̞̰̩͟͡ ͈̘h̸͔̲̤͉͙͎̤̼̞̬͕͟á͔̫̖̯̖̼͡! "

The tentacle in her hands jerks and begins to plump. Nahia's chant deepens, the sounds no longer matching up with the movements of her jaw. And then her mouth begins to open, revealing nothing but deep blackness. Her mouth continues to open, wider and wider, until half of her face is nothing more than a gaping black maw, the only still part of her rapidly jerking body.

The tentacle wriggles faster and faster, until it escapes her grasp and jumps into the black void, disappearing. Suddenly, her body goes still, her limbs locked into their twisted position. Without warning the blackness separates, revealing a single, large eye of seemingly endless depth. It gazes at the mitrans and their horses, casting an eerie and unending stare.

In a flash the darkness leaps from Nahia's maw, striking the ground and erupting in a shower of writhing tendrils of black shadow that begin to flail and grasp in all directions.

Casting Black Tentacles.

I make a single grapple check each round with a +12 bonus. All in the affected area (or who move into it) are subjected to a grapple against that result. If the check is successful, that person is grappled (-4 dex, -2 on attack rolls/non-grapple CMB, can't move, DC 22 + spell level concentration check to cast spells, can't use two hands, CMD to escape is 22) and takes 1d6+4 damage. If the creature is already grappled, the tentacles get a +5 bonus.

During this time the affected area is considered difficult terrain. The tentacles can not be damaged, though they may be dispelled. The spell will last for 7 rounds. No save or SR.

Tentacle grapple: 1d20 + 12 ⇒ (4) + 12 = 16
Grapple Damage: 1d6 + 4 ⇒ (2) + 4 = 6

I've marked the affected area on the map.

Don't forget, their horses should be affected as well.

Nahia's body goes limp for a moment before shifting back into a normal semblance of a human form, her new joints disappearing with the sickening sound of cracking bones. The gaping maw closes and Nahia's face is back to normal, though it is hard for her to hide the chill that runs through her body.


Ogre

Round: Surprise

Grumblejack gets fancy, raising his earthbreaker and conjuring the power of darkness over his foes. The power takes the form of a cold, cloying miasma of greasy darkness.
[dice=Will DC 16 Unholy Blight]2d8[/dice]

Round: One

And then he takes flight towards the tin can’s mounted on horses.
”It’s a feast! Snake lady, horses and un’s!” he laughs in delight dropping down from the sky attacking the nearest enemy.
Atk: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Dmg: 3d6 + 10 ⇒ (4, 1, 5) + 10 = 20


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round: One

”Witchcraft! Most foul witchcraft!” one of the rides yells bolting away from the tentacles, but not before being hit by Grumblejack spell.

Will HUNTER: 1d20 + 3 ⇒ (20) + 3 = 23
Will MINSTREL: 1d20 + 4 ⇒ (20) + 4 = 24
Will CAVALRY: 1d20 + 3 ⇒ (4) + 3 = 7
Will MEDIUM: 1d20 + 8 ⇒ (4) + 8 = 12

Some of the newcomers are able to avoid being sick, others doesn’t have such luck.

--

Ride: 1d20 + 11 ⇒ (10) + 11 = 21
Guiding his horse with his legs, the man unaffected by the black tentacles moves out and singles the witch as his new target.

Atk | Rapid Shot: 1d20 + 8 ⇒ (14) + 8 = 22
Dmg: 1d8 + 4 ⇒ (2) + 4 = 6

Atk | Rapid Shot: 1d20 + 8 ⇒ (14) + 8 = 22
Dmg: 1d8 + 4 ⇒ (2) + 4 = 6

Atk | Rapid Shot: 1d20 + 3 ⇒ (6) + 3 = 9
Dmg: 1d8 + 4 ⇒ (7) + 4 = 11

"Die, black witch!" the man says as his arrows flies away and hurt Nahia.

==//==

The ones in light armor and spear in hands, unaffected by the tentacles and Grumble spell, moves out of the area as well raising his voice in an encouraging song to inspire his allies.

==//==

The man in heavy armor, sickened by Grumble spell, but unaffected by the tentacles takes the challenge and charge at the ogre.

With a small but powerful charge, holding his lance ready, a might trust:

Ride: 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14

Atk | Spirited Charge | Inspire Courage: 1d20 + 12 - 2 + 2 + 2 ⇒ (4) + 12 - 2 + 2 + 2 = 18
Dmg: 3d8 + 18 + 2 ⇒ (4, 3, 4) + 18 + 2 = 31

But the devastating attack stops at the ogre full plate, offering no danger.

==//==

The last one, grabbed and sickened tries to break free from his bonds.
CMD: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14

But all he can do is plead: "Help!"

You guys can post your actions. @Bizan, You have a lot of non-lethal damage from the forced march and is almost disabled. For RP purpose, any overuse of your power will cause you to collapse and black out (but that could make a fine scene!). You are the damsel in distress in this situation. :D

Dark Archive

Damsel in distress eh?

Bizan looks up in surprise as first a weird woman spouts forth black tentacles and then a huge ogre violates the essence of the place, storming in to seemingly eat her hunters.

Let´s roast them for him!

Lying in the gore of the snake woman, you can see ragged woman draw a deep breath as with a loud band flames appear in a 20 foot radius and swirl swiftly towards her in a firestorm which she then directs at rider closest to her (the blue one).

using gather power as a move action to unleash an empowered flame strike with burning infusion (DC 19 reflex or catch fire) for 0 burn.

Flame Strike touch attack: 1d20 + 9 ⇒ (13) + 9 = 224d6 + 9 ⇒ (6, 5, 3, 5) + 9 = 28
[color=red]Empowered overall damage: 42[/color]

Burn you cursed Mitrans burn! she cries out in a breaking voice, the air around her distorted by heatwaves.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

HP 97/97 (109/109 when raging)
AC 18/12/18 (17/11/17 when raging)
Saves F10/R5(7traps)/Will 5 (F12/R5(7traps)/W7 When raging add +3 against spells, spell-like abilities and supernatural abilities. Cannot be a willing receiver of spells even from allies)
Base BaB +7/+2
Weapons in hand:Greatsword
Rage 1/19
Current effects:DR 1/-,

Hound keeps moving until he is almost upon one of the riders.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Mustering the last of her strength, the woman calls down a rain of fire on her assailants. She curses in a breaking voice. The air hot and distorted by the flames produced.

3d20 ⇒ (19, 20, 7) = 46 I’ll post the reflex result later. I don’t remember where I put the enemies statblock. ‘-‘

The fiery inferno created by the woman burns horse and man without distinction.
Bizan vision blurs and at first she thinks it’s because of the fire, but then it darkens and finally, the fatigue and exhaustion wins and a blissful unconsciousness takes over the wild woman.
Out combat for now. But that was a nice move. :)

Hound, you can charge at then and attack this same round, if you want.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

Hound charges!
Greatsword charge,PA: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 12 ⇒ (1, 1) + 12 = 14


Cecelia:

The gentle smile never leaves the man face as he answers gently brushing aside your questions.
”There’ll be time later for question, and all the answers you might want.” The man pours hot tea in the cup, and carefully cut a piece of cheese and bread placing it on a platter, alongside a fine cut of beef.

With a swift movement, he places the platter and the tea on your side of the makeshift table and starts the process again.

”My name is Andrastus Thorn.” he says while pouring the tea in a new cup, when the process is finished, he continues ”I was once a Cardinal of Mitra.” he starts cutting a piece of bread and cheese ”And for serving the sun god, the burning pyre was my reward.”

He then proceeds to cut a piece of the salmon ”It burned for three days and nights.” he stops the what he was doing and looks away, towards the window, as if remembering something from long time ago. ”I prayed to Mitra for forgiveness, I promised my soul for redemption, but when I promised revenge, the Dark Father heard my pleas.” he puts his breakfast in front of him and then starts to eat slowly.

The cardinal looks directly into your eyes and says ”That’s what the Prince of Darkness is offering you; a chance at revenge, a chance for justice, a place to belong and a cause that matters.”
I would have liked to be more subtle with this scene, but it’ll take loads of time to set the right mood.


Female Human Oracle 7| HP 37/58 | AC 22 | T11 | FF 21| CMD 20 | Fort +3, Ref +4, Will +5 (+2 vs emotion) | Init +1 | Per +6 | SM +6 | Bluff +13 | Dipl +15 | Intim +5 | Channel (4d6) 4/6; Quicken Cure 0/1 | Spells: 1st 7/8; 2nd 5/7; 3rd 3/5
Active Effects:

Breakfast Continued :
Cecelia accepts a cup of tea and reaches for the bread and butter, fearing her nervous stomach will not handle the richer food. Quietly listening to the man's story, her hands begin to shake. Visions of fire and scorched flesh flash through her mind and familiar feelings of sorrow and anger swirl through her mind. Suddenly she can feel her own hand burning. Letting out a yelp of pain, she looks down and realized she had gripped the tea cup too hard, causing it to shatter. "I'm so sorry! I don't know what happened... " she stammers as she tries to mop up the tea and collect the broken pieces of her tea cup.

Letting out a sigh, Cecelia replies to the man, "I do want revenge. For what the Mitrans have done to my family. But you are right... It's more than just revenge. It's justice. " Cecelia's voice trembles. "Mitra is a liar and a hippocrite. We are told to serve him for our own good. But what choice does he give us really. Undying loyalty or death by fire? He would have us all believe that he is the only one who can heal us... But he left me blinded on the floor. No, something else came to my rescue, healing me and letting me heal others. Something Mitra doesn't want people to know about. If that is the Lord of Darkness, then that is where my loyalty now lies. " Looking at the man with a fire in her eyes, she adds, "If justice against Mitra is your offer then I accept... "

No worries. I haven't exactly been playing it subtle either, for the same reason.

-Posted with Wayfinder

The Exchange

Current Map

The Meeting:

The sight of the inordinately beautiful woman, making more of a scene by her presence alone that he could ever hope to do, caused Valence to draw a quick intake of breath.

"Something is not right with her. It never crossed my mind to deal with outsiders today..."

As she sits at his table, Valence can not stop the slight, wry smile of amusement as the offensive employee is put down once again; she certainly would have a better attitude on her next shift. His face flattens as the woman addresses him, her lilting voice undeniably pleasant, but something about it, much like her appearance, grates Valence, and as he gives her a nod, he reminds himself that this woman was not his typical customer. He would have to be very careful, indeed.

"Greetings, madam. As I'm sure you're aware, my name is Valence Niels d'Geiger. I must say, you took me by surprise, and that, as I'm also sure you know, isn't something that happens often."

He smiles, the fake gesture of one accustomed to feigning social propriety, and gives her another slight nod. "Business, yes. Straight to the point, and I do appreciate the direct approach. Please, what is it you'd go to such length to discuss with me?"

Grand Lodge

Female Halfling Rogue 4/Sorcerer3 (efreeti bloodline) | HP 7/37 AC 22 | T 17 | FF 17 | CMB +4 | CMD 20 | FORT +3 | REF +11 | WILL +4 | INIT +5 | Perception +11(+12 with traps) | Stealth +19 | Bluff +11 | Sense Motive +3 | Diplomacy +8 | Spellcraft +8
active effects:

Mysty moves out, moving up and hurling the alchemist fire at cavalry

alchemist fire: 1d20 + 10 ⇒ (15) + 10 = 25 touch attack

as mentioned earlier, i ony have access to a phone. Could someone please move me six squares up the map, 2 for ast round, 4 for this one. I will have access to a computer tomorrow

damage: 1d6 ⇒ 3 splash is 1hp if within five feet. This includes the horse

Dark Archive

Passing out, you can see the hunted womans form change to that of a humanoid fox. The air around her wafts with heat and she groans.


Human

Cecelia:

The woman replays incite no particular emotion on the man’s face, yet Cecelia knows that was the answer he wanted to hear.

Breakfast continues and instead of pushing the subject, you end up talking about several unrelated topics: Food, wine, choice of music, what one likes and dislikes. Old histories and old wounds are rarely approached by Andrastus, but if and when Cecelia mentions, he is always attentive and understanding of her needs and worries.

The manor where you are currently living is an old one by a once well-traveled road. Despite of the obvious age, the place is well maintained and welcoming. The front yard however, promotes the appearance of place where someone lives, but no one cares for it.

The eclectic, rustic three-storey manor house has two main stairways, and steps hither and thither inside. Original slate floors run throughout the ground floor basement entrance; to the right is a dining-room and a games-room, on the left is a fabulous kitchen/diner with a double sized and huge farmhouse table with plenty of space for many a convivial gathering. Head through there, passing the pantry, utility-room and the enclosed covered and cobbled backyard and you come to the fantastic indoor heated bathing pool; the first floor is home to a huge sitting-room, study-area, and a sun-room. There’s also a huge library, where you can find any manner of knowledge, from Mitra to obscure and long forgotten gods, dark rituals, black magic, healing and caring. Everything is sorted by topic and there’s no distinction about the subject it portraits.

There’s no locked door for you in the house, except for the master Study and his bedroom. The green-eyed silver haired woman, you learnt later, is named Tiadora, and she is the one you see the most in the house, except when you are with the Master. No one also is keeping tabs of what you are doing. You are free to leave whenever you want, and you noticed there’s always a carriage ready. You learnt as well you are shy of a day’s ride to Talingard Capital and when you inquired if you could leave; the only thing the master asked of you is if you needed gold to pay your expenses.

There’s rarely a visitor to the manor, sometimes they receive a courier and he delivers something and is always quick to leave. The place has a horde of servants; beautiful young ladies and lads, tending to all your needs all the time, they didn’t said openly but you know that if you want company for the night, you need just to choose.

The servants, always smiling and doing their best to serve have all one common trait: They are terrified of Tiadora. Every of her words of is law and a command to be obeyed by the letter. After the first days, you come to understand that the woman has some kind of hold on them, and possible magic by nature.

And Talking about Tiadora, she is an enigma by herself. She walks in the place as if anyone and everyone is beneath her, but she is always gently when dealing with you. She tends to your needs and listens if you need someone to talk to. Feel free to ask questions of her if you are interested.

The master, although not always present, makes a point of be in your company whenever he is in the house. After the first day, he never intruded in your quarters again and you always receive an invitation in advance asking to lunch, dinner or breakfast. There’s also study sessions, when he takes time to teach you about Asmodeus, magic and dealing with possible enemies. His teachings makes you realize you can suppress part of your fears be better at what you do, even when there’s someone nearby to disrupt your magic. In all, the man seems to be a caring father, always attentive of your needs and feelings. There are days, when there’s no study, no learning at all, you just sit and chat, about several things of no consequence, and you have the impression that he might have come to enjoy your presence more than anticipated.
You’ll stay in the manor for about two months before the events described below. Please post anything you might have done in that time, or anyone you might have talked to. Except for Tiadora and the Master (outside what was already described), you are free to decide all the answers and responses or even situations your character might be facing.

One particular day, Tiadora approaches you and conveys a surprising notice.
”The Master is expecting someone this afternoon and he wishes you join him when meeting our guest. This man might be someone you’ll work with in the future. The Master wants to hear your thoughts after meeting with our guest.”
Also, please post your appearance for the meeting.

===//===

Valence:

Once both surprising guests are comfortable in the own table, conversation resumes albeit in a lower tone. One might imagine the conversation is only a pretense to distract the duo, and what they are really interested is who, and what the woman wants with the court prosecutor.

Despite of the growing tension, the bard and his band start playing a soft ballad, a music describing the fate of the last members of a druid circle. A It’s words if someone would pay attention to it would be something similar to this:

The moon sheds no light on Salisbury plain
The day turns to night and the bonfires cease burning

The druids gather round and the chants fill the air
Their echoes resound and the living world stops turning

The magic words are spoken
As we leave the plain in silence
Now the circle stands alone
And the druids turn to stone

The dawn shines its light on Salisbury plain
The day floods the night with gilded rays of sunshine

The magic words were spoken
As we left the plain in silence
Then the circle stood alone
And the druids turned to stone

The rising sun is dancing on the edges of the stones
Casting shadows, creeping down the Avenue
Into the heart of the sarsen trilithons

I marvel at this mystery, beholder of the stars
A holy temple, a sacred burial ground
Guarding well its secrets from us all

- by the bard: Arjen Anthony Lucassen

Drinks are served, and soon after food. The woman doesn’t touch the food, but enjoy the drinks.

”My master has a job proposal for you in exchange of your talents. Something you’ll find on par with your skills and that will allow you to finally achieve what you could not, for the past twenty eight years.” she says simply and you know she is talking about the Stone Golem, not the royal prosecutor. With that, she passes another pristine white envelope, but fortunately this one has inverted red pentagram. You reckon the emblem in the letter is just a facade this time.

When and if you open the envelop:

Inside, another slip of white paper with the following written:

Reaseheath Old Hall, Old commerce road. Oathday, Desnus 15.
Mr Valence and company are thereby invited for a banquet to be held between interested parties.

Signed: A.T
This time, it’s a week from your current day.

With her piece delivered, the woman waits some moments for any forthcoming questions and if none is presented, she raises and leaves.
Please feel free to describe your preparations, who you are talking with you, and any investigation you might perform ahead of time. Remember that while it might sound heavy-handed, you can always refuse the invitation or simply ignore it. :)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Botting Nahia to move things:

Nahia scowls furiously, her whole body knotting in anger. She starts to grind her teeth, the sharp fangs emitting a surprisingly loud scraping sound, as she begins to suck air through them, faster and faster, spittle beginning to fleck from the corners of her mouth, her eyes full of hate and staring straight at hunters.

Faster and faster she huffs, until she finally takes one massive, deep breath. She holds it for but a moment before dropping forward to let out a blood curdling scream. But instead of a scream, what emerges is the deafening buzz of thousands of angry wasps as they pour in a thick black cloud from the witch's mouth and descend upon the men in front of her, their stingers and mandibles savagely destroying flesh.

5' step and casting Vomit Swarm. One 10' cube wasp swarm now sits on them. The swarm will attack them (and any living creature that enters their area) for 7 rounds. I can redirect them as a standard action... Hooray for an automatic 2d6 ⇒ (6, 5) = 11 damage plus fort saves for poison and nausea each round.

Also, note the wasp description: Wasp swarms surround and attack any living prey in their paths. Being carnivorous wasps, they shouldn't care about the skeleton.


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M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

OH GOD! THE BEEESSSS!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The infused power strikes at the hunter dealing a tuckload of damage, but the man is agile enough to prevent catching on fire. Not that it has any value for him, Nahia swarm flies in a straight line, the evil wasps finishing off the burning man.
Hunter is down.

--

Hound’s charge, despite of all his fury is unable to bypass the man’s defense. The knight is clad in a banded mail.
Hound was unable to hit the Cavalry.

But that doesn’t prevent Mysty from throwing a alchemist fire, hitting the man is his mount.

The Hunt

Round 2-

Ordered Initiative-

Grumblejack: 1d20 ⇒ 16

Enemies: 1d20 + 3 ⇒ (6) + 3 = 9
Bizan: 1d20 + 4 ⇒ (1) + 4 = 5
Hound: 1d20 + 2 ⇒ (2) + 2 = 4
Mysty: 1d20 + 5 ⇒ (2) + 5 = 7
Nahia: 1d20 + 2 ⇒ (3) + 2 = 5

Active Effects-

Bizan: prone, exhausted, Unconcious.

Map-

Link

Notes-

-

Action-


Ogre

Grumblejack ignores the man Hound is currently fighting with to deal with the man trapped on the tentacles.

Atk: 1d20 + 11 ⇒ (6) + 11 = 17
Dmg: 3d6 + 10 ⇒ (1, 2, 4) + 10 = 17

The gigantic hammer flies down towards the man’s head, but is not able to finish off the Medium.
”I’ll kill you, un!” Grumblejack bellows in rage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The minstrel keeps his distance and conjures a spell, trying to stop the ogre and the barbarian.
Sound Burst: 1d8 ⇒ 1And you need a Fort DC 16 to avoid being stunned for one round.

--
The medium keeps trying to get free of his bonds.
CMD: 1d20 ⇒ 4, but that is utterly impossible for him, so he pleads once more. ”Help me here!”

--
The mounted warrior ignores the guys request for aid to attack Hound again.
Atk: 1d20 + 12 ⇒ (6) + 12 = 18
Dmg: 1d8 + 6 ⇒ (6) + 6 = 12

Atk: 1d20 + 7 ⇒ (11) + 7 = 18
Dmg: 1d8 + 6 ⇒ (6) + 6 = 12

And the man barely pushes through the barbarian defense.
Hound, you take 24 of damage. You guys can post your actions.


M Human Male Human Barbarian 7 |HP97/97 (109/109 when raging) | Bust 40B|AC:18(17) | T:12(11) | FF:18(17) | CMD:20 | Fort:+10 | Ref:+5/7 | Will:+5 | Init:+2 | Per:+12 | Acrobatics:+9 | Climb:+10 | Stealth:+6 | Ride:+9]

HP 75/87 (109/109 when raging)
AC 18/12/18 (17/11/17 when raging)
Saves F10/R5(7traps)/Will 5 (F12/R5(7traps)/W7 When raging add +3 against spells, spell-like abilities and supernatural abilities. Cannot be a willing receiver of spells even from allies)
Base BaB +7/+2
Weapons in hand:Greatsword
Rage 1/19
Current effects:DR 1/-,

Fort save: 1d20 + 10 ⇒ (18) + 10 = 28

Hound steps up and starts hacking at the man
Greatsword,PA: 1d20 + 10 ⇒ (14) + 10 = 242d6 + 12 ⇒ (5, 4) + 12 = 21
Greatsword,PA: 1d20 + 5 ⇒ (12) + 5 = 172d6 + 12 ⇒ (2, 3) + 12 = 17


Female Human Oracle 7| HP 37/58 | AC 22 | T11 | FF 21| CMD 20 | Fort +3, Ref +4, Will +5 (+2 vs emotion) | Init +1 | Per +6 | SM +6 | Bluff +13 | Dipl +15 | Intim +5 | Channel (4d6) 4/6; Quicken Cure 0/1 | Spells: 1st 7/8; 2nd 5/7; 3rd 3/5
Active Effects:

Cecelia's Two Months:
After the brief moment of intensity passed into civil conversation without incident, Cecelia found herself relaxing quite a bit. Perhaps discussion like food and music would be dull to most, but for Cecelia it had been far too long since she had enjoyed a real conversation. While her former friends and so-called family had tried to lure her into small talk from time to time, she had always been quick to weasel her way out of long conversations. She could barely stomach the hypocrisy of their words and was terrified that she would reveal her true thoughts if she spoke too long. Adrastus wasn't like them. He was civilized, thoughtful and seemed to share her disdain for the Mitrans. She enjoyed their conversations and was saddened whenever he had to leave.

The manor itself was a bit of an adjustment for Cecelia. She was used to the modest lifestyle of a Mitran priest and had no practice ordering around servants. Her inexperience became quite apparent on the first night when one of the servants approached her asking, "Is there anything else you will be needing tonight, ma'am?" Completely missing the man's suggestive undertones, Cecelia has smiled and nodded. Turning briefly to grab an empty decanter, she nearly broke her second item of the day as she turned back to face the young man, who was beginning to disrobe.

Old conservative instincts kicking in, Cecelia shouted at the man, "What on earth are you doing!?!"

An instant look of fear and regret, crossed the servant's face, as he began to stammer. "I...I thought you wished...for us to...you know..."

"No! You Imbecile!" she screamed. Picking up his shirt from the ground and hurling it towards him at a surprising velocity, she barked "Get out!"

The man whimpered an apology and ran out of the bedroom. At first, Cecelia felt embarrassed by the whole situation and worried that her verbal abuse of the servant would offend her hosts. However, a few more days past and Tiadora and the Cardinal remained as civil as ever. Quickly she figured out that her hosts cared little for the servants' wellbeing. At that point, the young man became quite useful in satisfying a very different need than the one he had intended. He fulfilled her need to lash out at someone and see someone punished for their transgressions against her. The young man became a special target for all the particularly unpleasant jobs she needed done and was criticized harshly whenever he made a mistake.

Harassing servants aside, by far Cecelia's favorite activity was her lessons with Thorn. She enjoyed the feeling of being mentored and found the man's passion and purpose contagious. When Thorn was away she did not waste any time, focusing on her training in hopes that Thorn would notice the improvement. She would spend her evenings alone in the library exploring all the subjects the Mitrans never wanted her to see, jotting down notes in her brothers old journals and feeling closer to him than ever.

As time passed, Cecelia grew used to life in the manor. No longer was she shy about ordering around servant or wandering the premises alone. Occasionally Cecelia would go jogging down the roads nearby, but she never took up the offer of a carriage ride to Matharyn. The manor had become her haven and she was not eager for reminders of her miserable old life.

Cecelia's time in the manor was not only emotionally restorative, but also physically transforming. Grief had taken its toll on her body. She had cared little about her physical appearance. Too little food and sleep had made her pale and thin. She had all but abandoned her training and over-indulgence in liquor had left her sorely out of shape. However, at the manor she was eating more, drinking less and had a reason to care about her appearance again. By the time two months had passed, Cecelia was as strong and healthy as she had ever been.

The one person that Cecelia remained nervous around was Tiadora. Perhaps it was the way the servants scattered whenever she entered the room or just the woman's unnatural beauty, but Cecelia felt a little sheepish whenever she was around. However, when she heard the news that they were to be expecting another guest and Thorn was interested in her opinion about, Cecelia responded to Tiadora with uncharacteristic enthusiasm. "Of course! I will prepare at once!"

Preparing for the meeting, Cecelia made sure to look her best, ensuring that her wavy ginger hair fell in a tidy way. She found a simple white and black dress for the occasion. Completing the outfit with old necklace with a green gem that matched her eyes, that her brother had given to her many years ago, Cecelia was ready to meet Thorn's guest.

Oops...this got long...


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Sorry about that Aku, I thought I had taken my turn for some reason. Indeed, Vomit Swarm is exactly what I would have done! Plus a move, of course. The better to get in line with my soon to be devoured foes!

Nahia grins at the Cavalier and beings to coo at him in a lilting voice. "Come now strong one... surely this journey has tired you. This battle is nothing to worry about. It is merely a dream... rest that weary body of yours and dream of better days..."

Using my sleep hex on the Cavalier. DC 17 will save or fall asleep for 7 rounds.

The Exchange

Current Map

The Longest Week:

For the majority of their meeting, Valence focused the brunt of his attention on the woman; he needn't worry about the self-deluded nobility seeing anything but what he wanted, but neither did he find it necessary to hide his obvious scrutiny from his dining companion. Valence was quick to understand that the being before him, whatever manner of creature she might be, was the nearest he had come to finding an equal; he regretted but briefly that he had discovered Harsk, rather than her.

Small talk abated, Valence took the offered letter, inserting it, like the last, into his breast pocket; he would later repeat the process in his office, burning this as well. He gave no inquiry, making only a single statement before rising, properly seeing the lady from her seat, and resuming his dining.

"It is most curious that you would consider naught three decades to be a great expanse of time. That is an oddly Human sentiment, wouldn't you agree?"
------
Hiring a contractor to build a basic sleeping area for Melf in the basement of his building was but the first of a long list of tasks Valence saw to during the week before the next meeting. He slept little the first few days; though he had no direct court appearances, several meetings were always necessary with fellow Barristers, as well as the mounds of mundane paperwork that even one of Valence's status could do little do avoid. Bureaucracy at it's finest, a dance he knew too well.

He kept his employees late; his three assistant attorneys and librarian forced to work well into the night, their daily duties extended until Valence became available; his days were full. He acquired a tutor for Melf, one from the same agency as had taught him in his youth. His favored clothier saw to it that the boy has fitting garments, one for each day of the week, plus a spare; though far from lavish, they stood miles above the rags he was accustomed to donning. Valence had no further need to be harsh to the child; the initial incident had ensured proper respect, and the Half-Elf adopted the role of wealthy, occupied father. To Melf, Valence behaved as royalty, and he was too young to realize otherwise; Valence made it a point, however, to always eat dinner together, along with Harsk.

Lamps burned well into the darkness in the d'Geiger Law Firm, as Valence made it a point to be obvious of his work. Lem, Mailee, Merisiel, and Enora were given proper bonuses, as well as increased commission rates, for their additional work; Valence had suddenly seen fit to take on several estate contracts. In truth, the "Stone Golem" had deigned it necessary to maintain his public identity actively; fully intending to attend the meeting with his mysterious new patron, and certain he was being observed, Valence wanted to be sure all parties understood his prominence.

It served dual purpose; none would expect the Half-Elf to be out at night. On the first, he broke his cardinal rule, and sought out a patron of the Stone Golem under a different guise. Dressed as his crone alias, "Koya," he dropped off a parcel at a jeweler's, the altered accounts reflecting purchased valuables, rather than those gone missing. Whether the man recognized him or not was irrelevant; it was a test, it could be nothing else.

The second night brought forth his guise of scholar, "Kreighton;" Valence recalled the long-forgotten places familiar to those of Asmodean bend, his time spent in the guard highlighting some likely areas from the time before the Purge. He was not foolish enough to inquire directly of remaining cults; rather, he had traveled far, seeking some obscure text, his only lead bringing him to Matharyn seeking out an "A.T." He was at utmost caution to remain in his disguise, though he knew that "A.T." was certainly aware of his actions. It was the rabble from which he would hide, another of his honed skills.

On the third day, he rested.

The end of the week saw Valence attending few of his personal legal matters; a prominent court case had fallen onto his lap, and he had to devote considerable time in the expenditure. Harsk was ordered to spend one of his earned nights of leave, and on the night of the meeting, Valence donned his best suit, and ensured Harsk did the same. If any one meaningful should see him, he had certainly earned the right to an evening of freedom, without being pestered by those who felt their time to be of greater value. Thus he was when he entered the designated location, Harsk in tow, prepared to dine at last with his mysterious new contact, offering grand promises Valence hoped were true.

Burning through his cloak rolls, save the traveler. I'll use it up before the game proper starts, so all rolls are made where they should be. The only thing that might not fit is if the location of the meeting were in an "improper" location; in that instance Valence would use the final disguise, though with the same attitude, hiding his proper clothing underneath the Tear-Away outfit. Harsk would meet him there.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The big armored man isn’t able to resist the witch’s curse and falls asleep in the middle of the combat, worse still, and his horse steps heavily trying to evade the barbarian throwing the man onto the ground. Hound doesn’t lose the opportunity to chop down the man that had just woken from his fall of the horse.

The result was a brutal combination. Throwing the man out of this horse allowed Hound to make use of this superior strength and battle awareness, cutting though steel and bones, putting an end to the wannabe lady fox hunter.

--

Nahia’s swarm, now uncontrolled, moves towards the standing minstrel and his horse, engulfing both in madness and pain. 2d6 ⇒ (6, 5) = 11. The man’s fate was sealed when Mysty aimed another fire spell, putting him out of his misery.

--

Grumblejack continued his one-ogre-crusade-against-the-tin-can’s, attacking the bound and sick priest. It didn’t take much until the ogre steps closer and bite off the man’s head, chewing it loudly and happily.
Hand waving the result, because with the priest stuck, and the warrior down, the bard can do naught but die.

After a brief search of the corpses, you gather the loot and any usable gear.


  • oil of magic weapon, potion of cure light wounds; masterwork banded mail, +1 heavy wooden shield, masterwork lance, composite shortbow (+3 Str) with 20 arrows, dagger, shortspears (2), heavy horse (combat trained) with military saddle and leather barding, 18 gp

  • +1 chainmail, heavy wooden shield, light mace, darts (2), cloak of resistance +1, Mitra silver holy symbol, augury focus. light horse (combat trained)

  • scrolls of cure light wounds (2), disguise self (2), remove fear (2), pyrotechnics;masterwork chain shirt, masterwork buckler, +1 light crossbow with 10 bolts, masterwork rapier, masterwork harp, light horse (combat trained)

  • masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow (+3 Str) with 40 arrows, cold iron arrows (10), alchemical silver arrows (10), light horse (combat trained), saddle, 4 gp

Now, the wraith in the forest stare them at the face; the wild fox woman, the burning heat around her and the hunt party.
Intentions? @Bizan, you can consider you are ‘half-awake’, meaning you’ll be able to talk and RP.


Human

Valence:

The woman doesn’t seem shy to exposing her option about things, as she says: ”It’s one-quarter of your short life. Why would it be important to you?”
--

After leaving you to your own designs, and free to explore and investigate your mysterious patron. Reaseheath Old Hall on Old commerce road is easy to get information about: It belonged to one of the families purged during the reign of the Zealot. This one manor escaped the witch hunt and was left abandoned, with nothing but some servants to care for the place. A closer inspection of the place however shows sign of habitation that contradicts the rumors. Your agents reports that couriers were seen delivering their charge and from time to time, an ginger woman could be seen walking around the place.

Of A.T. you find everything and nothing at the same time. The initials could mean countless other things, and everyone you talked to or no matter where you investigated, you always raised more questions than answers. In the end, it’s clear that only A.T isn’t enough to discover who you are dealing with.

Finally, the day comes you with Hask following along; you set up early in the morning to your destination: Reaseheath Old Hall, Old commerce road.

The trip is uneventful and when you arrive, you find the same thing had have been described by your agents several times: The front yard of the old three-storey manor, promotes the appearance of place where someone lives, but no one cares for it.

At the door of the manor house, you are met by the same woman. The only difference is her dress. Instead she wears a diaphanous white gown that makes her look almost angelic. When she speaks, any illusions about her angelic character are quickly dispelled.

“Dearest, we’ve been waiting for you.” she says coldly. Opening the door and showing you inside. Slaves!” She claps her hands. A dozen young attractive men and women all wearing very traditional servant’s livery appear quickly, their heads bowed. “These people are our guests,” she commands imperiously. “See them to the guest rooms. I want them accommodated and refreshed. Quickly.” There is something in that last word that sounds like a threat. Certainly the slaves take it that way, hustling to perform their duties. Before you are lead away, she gives you one last piece of information. ”The banquet will start in two bells; make yourself comfortable.”

You are led up to guest rooms. The accommodations are comfortable and the slaves are silent and efficient. There’s wine and food if you are feeling hungry, there’s also the opportunity for a bath to clean yourself of the dirt of the road. There’s a decanter full of velvety red wine. The wine is mixed with healing herbs and holds six glasses of wine each equivalent to a potion of cure light wounds.

The eclectic, rustic three-storey manor house has two main stairways, and steps hither and thither inside. Original slate floors run throughout the ground floor basement entrance; to the right is a dining-room and a games-room, on the left is a fabulous kitchen/diner with a double sized and huge farmhouse table with plenty of space for many a convivial gathering. Head through there, passing the pantry, utility-room and the enclosed covered and cobbled backyard and you come to the fantastic indoor heated bathing pool; the first floor is home to a huge sitting-room, study-area, and a sun-room. There’s also a huge library, where you can find any manner of knowledge, from Mitra to obscure and long forgotten gods, dark rituals, black magic, healing and caring. Everything is sorted by topic and there’s no distinction about the subject it portraits.

There’s almost no locked door for you in the house, except for the master Study, his bedroom and a room the servants called the Lady’s room, and here, not even your superb skills availed you entrance in those rooms. The servants seem more terrified of green-eyed woman than you could ever make them yourself. The green-eyed silver haired woman, you see her here and there, ordering the frantic mass of servants to prepare things.

Feel free to described what you might have done in the time before the banquet.

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